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Atrushan88

Atrushan88

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  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/750939#Comment_750939

    Hell no!

    Can't have Pharmacy, that locks in your first lootbox as a stinking medkit.

    The Santa Claus build is Ace, Plunder and Bond. Because you need to find naughty little kids around the map to deliver your goodies to.

    But I like medkits o.O

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/753752#Comment_753752

    Think of it is you're grinding for rewards regardless, but you're paying for the grind to be more rewarding than it would otherwise be. Remember that you get all the rewards up to that point when you purchase the Rift pass, so you can always see how far you get in the free track and then decide whether it's worth it to pay for the premium rewards up to that point.

    I think it should be reasonable, and if not, I'm holding out hope that the devs will make changes to make it more so, since they have explicitly said that their goal with this whole initiative is to make it fun, rewarding and accessible to the majority of players.

    Personally I'd hardly call what I saw on the free track rewards. I can't imagine I would want anything that it offered. But that's how it is with every battle pass. Another issue I have with it. They show you this ridiculous difference in rewards that you would get if you paid for the pass, with absolutely nothing that you'd want on the free track. Still, as I said, as long as it's reasonable I'm fine with it and may even pay for it. If it's not, then I'll be sorely upset that I won't get that tank on my David.

    I just hope the challenges aren't like they are in the current daily rituals. It took me 10 games before I finally trashed that damn open the exit gates with Nancy ritual.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/751000#Comment_751000

    Okay so, first impressions. I'm going to tag @TragicSolitude in here as well since their comment was relevant.

    So I can't be certain, but I'm assuming that the cost to ascend tiers in the Rift doesn't increase exponentially - that is, every tier is worth ten Rift fragments. So let's pretend, for the sake of being generous with our calculations, that every challenge rewards only 3 fragments. Each challenge should be doable in one game if you do well, but you don't always, so let's say 2 games per challenge. So each level of the rift will take, say, 7 games. There are 70 levels, so 490 games to complete the Rift. The Rift is open for just over 50 days, so that's about ten games a day. A longish game might take about 15 minutes, and if we allow 5 minutes between each game for queuing, you're looking at three hours per day, max. However, you'll notice I was almost unrealistically lenient with some of my calculations, so in reality the daily grind would probably be more like half that (so, close to the devs' estimate).

    I totally agree with your assessment of Battle Passes, however, in this case, I don't think it's so bad that all but the most hardcore players are forced to pay to progress. An average of 1-3 hours a day is a high call but not a ridiculously unattainable one, so basically, it rewards committed players. In my opinion, that's not unreasonable. I know I could achieve that if I tried, and I plan to.

    If it's only 70 levels then that's a bit better. Still a high amount but a bit better anyways. IF it's reasonable, then fine, it's okay, but otherwise, I disagree with it being in the game. That said, I still hate the idea of forcing people to PAY to GRIND for cosmetics. It's like you're paying to grind for the things you already paid for, and for longer than normal, it also kind of forces you to choose this game above all else over other games you might also be playing, of which, I have several that I play at different times. I miss when games didn't try to force you into only playing their game. One game I used to play had a 3 hour a day limit on how long you could play. They changed that a few months later because people complained(I actually didn't like it either tbh), but it proves they weren't trying to force you to play for longer than average game time. Now of course they have daily rewards that last up to 3 hours or longer, forcing you to be on the game for that long. At least in that case though you can just alt tab while it's going.

  • @Fibijean said:

    I agree with you that a battlepass doesn't really seem to fit with DBD, but I'm open to the possibility that maybe we just need to get used to it.

    Functionally, I'm far more okay with the rift than I expected to be. I love being able to earn cosmetics and extra bloodpoints for doing challenges. Ever since they changed Daily Rituals to make them way easier I've missed not really having particular goals to strive for.

    My favourite thing about the Rift, though, is something which to my knowledge wasn't requested much by players, so it was just an idea of the devs, and to me proves that they actually do care more about making a fun experience and rewarding their players than about moneygrubbing. And that is the fact that if you play consistently, you can get all the content and only have to purchase the premium tier once. Essentially, if you keep the cells you get each time, every Rift after the first one is free. They could so easily have made the Rift just BPs and cosmetic rewards so that you have to pay for a new "battlepass" every few months, but they went out of their way to make it accessible like this. It was such a welcome and unexpected change, and I loved it.

    Except the problem with this is you'd have to play probably 7 games a day for an entire month to complete the battle pass, and that's probably completing a challenge every match. 3-5 points out of 10(from what I'm seeing) per challenge, 100 levels. Even completing 5 point challenges only, you'd have to play 200 games, and that's getting a challenge done every game. No one's gonna complete this without paying for extra levels. Just like Fortnite. THIS is why I'm against battle passes. They lure you in with cosmetics and say "You can get all this if you just get to level 100", then make getting level 100 near impossible and offering a way to speed up your progress by paying more money. This is why I don't understand people being for this. Unless they're gonna spend way more than 10 dollars every month.

  • I put Leatherface but now that I think about it, I see him more than Clown or Doctor. Funnily enough I hate facing both of them so I'm fine with it.

  • I'm just here wondering why Legion has 4 characters but so few custom outfits for each individual member.

  • It depends on how the other players are playing/behaving. Most of the time no, but then there are other times where I can just laugh my ass off.

    Just had a pretty relaxing Michael game where I was dominating everyone to the point where when I had two people left, I let them do 3 gens so the exit gates were powered, Rancored my obsession, and let the other one leave. Probably one of my most chill games, so chill that I had to actually do nothing for quite a while.

    @Mochan said:

    If I'm playing Santa Claus build the game is surprisingly relaxing. I just go around hunting chests and get a thrill opening them to see what loot I get inside. It's like having an unlimited supply of free lootboxes to open.

    You should try it. It's very therapeutic.

    I assume your Santa Claus build is Plunderer's, Ace in the Hole, and Pharmacy?

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/738831#Comment_738831

    New bugs get found with every patch. Taking a 6 month break isnt going to stop more bugs from surfacing later. Even stuff that wasnt broken or even TOUCHED during a patch somehow gets a bug. Wakeup wasnt touched at all when somehow after being in the game for a year...it got a bug.

    This isn't necessarily true. I'm sure there was some code linking to Wake Up that caused it to be bugged. Just like how Dead Hard and BL stopped working when they "fixed" Sprint Burst. They messed with the Exhaustion code, which led to certain exhaustion perks not working correctly. Personally I don't believe they really bug test much or at all and just wait for a problem to arise to attempt to fix it, or just leave it alone entirely and pretend it doesn't exist(not being able to leave through the exit gates as a survivor for example) when it's not easily fixable. Either that or their bug test team is so small that it's practically nonexistent. If they do have a bug test team, I'd hate to see what this game would be like without one.

  • The thing is, if you nerf her collision, this makes it a viable option to backtrack your steps with scratch mark manipulation. Currently it's not. Removing her collision would allow survivors to react accordingly and would allow for more potential mind games rather than "chase the survivor until you can't move, then swing". A Spirit COULD cut you off, but you could be moving in the other direction, which the Spirit would not know if you were. This would also reduce the pin point accuracy a Spirit has at reappearing and then swinging, allowing a bit more distance you might need, etc. It wouldn't BUFF good Spirit's, imo, it would widen the gap between a good and bad one though.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/748260#Comment_748260

    The rangers medkit is still 32 charges and now the greed medkit is dedicated to being good at self heals. Specifically it's about an 11 second heal which is crazy efficient.

    And it's funny you mention Plague, because now the purple works just fine against her.

    The purple might work fine against her but iridescent is more common than purple, lol. As for the Ranger med kit, I've found ONE in my bloodweb since playing on my David, iirc. They're far too rare to be saying "Oh but Ranger med kit is still good". The rarity of higher med kits is insane. Maybe you might find them more often if you're running a chest searching build and escape a lot, but in the bloodweb I rarely find anything above a yellow. So what, now we have to run Pharmacy to even have a fast healing med kit, in a game where normal med kits take so long you're usually found before you pull it off?

    And this nerf to "instaheals" basically makes the addon useless. It may as well be a yellow addon at this point and make styptics iridescent. At this point, there will be NO iridescent addons that are anywhere relative in power to a single iridescent addon/offering a killer has, and they can carry multiple in one game. Balance-wise, this is ridiculous.

  • I hate battlepasses. Not because they're a "bad deal" but because they always goad you in with this "Oh you get all this stuff IF you finish it before the season's up". Meaning 1. you're paying to grind, and 2. you don't get everything unless you finish within a certain time frame. It's a scummy tactic because most people will not finish the battle pass before they start a new one.

    Oh and even worse they like to pretend "Oh you still get stuff for free if you don't buy it". But the "stuff you get for free" is usually two or three things you would never use, or stuff that is just a recolor of basic clothes you start with.

    If you're gonna make a battle pass, don't do it in a scummy way. Make it a 100% paid option and don't set a time limit. The "free option" is just to show you the disparity between all the stuff you could get if you were doing the paid option, so that you're guilted into buying it.

  • @Peanits said:

    Yes, we did. They were far too powerful and didn't take any planning or skill to use. Any time you got hit, you could use it to get a free health state. You could even use a syringe after the killer downs a survivor to completely negate the entire chase and reset them back to healthy. It was definitely too much.

    To be fair Make Your Choice is pretty powerful if you stay RIGHT outside of TR range and instantly go back the second it activates, and doesn't take any skill to use. Any time someone gets unhooked, you can use it to get a free insta down. And one important, imo use of the syringe is that it could negate an ebony mori on someone if used correctly one time, which was a counter to something already overpowered. Might also add that survivors now have no useful iridescent items, and killers can bring two or occasionally three iridescent items into one trial. Oh and now all the addons for med kits are basically blood point farming items, while you nerfed charges on ranger med kit and only buffed the one thing you pretty much never use a med kit for. Healing other people. I mean, lol. Healing speeds overall were pretty much nerfed..AGAIN, if you used healing speed addons on medkits. It's like you WANT everyone to stay injured all game. Let's also mention Plague, who you could, force use of your instaheal on vs if you made her hit you early before you got sick, then used it, but now, you'll be broken before it activates.

  • This Nurse "nerf" keeps Nurse's gameplay almost the exact same. I've watched True play it(as I play on PS4 and can't test myself). The only real difference is the addons, which honestly seem better other than the extra blinks/blink range changes. Hearing survivors scream as you blink past them is pretty powerful for a killer as mobile as Nurse, who generally has survivors hiding from her instead of running her around. Having an inbuilt Stridor for a minute after hitting them is powerful as well.

    Btw there's also an addon that allows her to move at 4.6 ms after hitting a survivor with a blink, in exchange for not being able to blink. This lasts a minute.

    I honestly don't feel like this was a nerf at all. She plays the exact same as before addonless pretty much. You may have to wait one extra second than before, but honestly most Nurses I see don't blink the very second they just got out of fatigue anyways.

    If you ask me, Nurse will still be by far the best killer. Any pro Nurse will probably still wreck face addonless and get 4ks in a minute or under.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/743889#Comment_743889

    25% is huge.

    Imagine if it were possible for the killer to be given an ability to instantly remove 25% of a survivors bleed out timer, or 25% off of a survivors sacrifice timer?

    25% doesn’t seem so small anymore does it.

    Now let's be fair, you're comparing apples to oranges with this comparison. 25% of 120 seconds is 30 seconds. 25% of 80 seconds is 20. In addition, a killer's progression still goes if they're on the hook without them having to do anything extra this includes travel time away from the hook, etc. A generator stops progress the moment a survivor stops working on it. Oh you can also interrupt BNPs completely wasting them. No telling how many times I've been interrupted by a killer or not got to use a BNP because I end up being chased. It should be purple at MOST.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/743837#Comment_743837

    I only Mori when it would be a 3rd hook! Just putting that out there!

    I appreciate the way you play, but it's not something that is commonly done. Facing an ebony mori 99 times out of 100 the killer will place you in a dead zone in an easy to see area, and focus on the second you are unhooked. Even people using Ivory moris do this.

  • @dezzmont said:

    https://forum.deadbydaylight.com/en/discussion/comment/743705#Comment_743705

    Eboni Moris are a very different mechanic than insta-heals, though they don't look it at first.

    Moris majorly change the dynamic of your SECOND lost chase, and the ideal is that losing 2 chases probably results in your death anyway with the 3rd potential chase being a 'bonus.' Its a really intense power swing to not have to wait out the extra hook stage or win a 3rd chase, but the killer still has to dump a lot of time into eliminating you as a player, the reward is less intense for the killer than you may think and your not really losing as much as you think.

    Insta-medkits mess with the dynamic of chases in a super intense and invasive way that bleeds into all chase dynamics by giving you a full instant-recovery and extra move boost. While it seems like its just an inverse, its not, because it is extending the MINIMUM time for a chase to end by 33%, and due to how things like loops work and bodyblocking and trade-outs in chases and just the capacity to loses the killer works, it can be much longer.

    Basically? In general an assumed rule of DBD is that if you get hit, you are one more mistake away from dying. And if you go down, your ability to participate is entirely out of your hands at that point, and instead is going to be based on what is going on with the killer and other survivors: your basically not guarenteed to get to keep playing and have no ability to influence if you will, because your influence was in the earlier chase. Moris don't transgress on this basic dynamic, while insta-heals very much do. This is also why stuff like self-care with high end medkits was nerfed, when its possible for survivors to legitimately heal mid-chase despite the killer being aware of them and still pressuring them, the game kinda... doesn't work?

    Like the game works with the survivors losing 1 extra chance on a down because going down is how you die anyway. The game does not work when you allow survivors to ignore the consequence of getting hit mid chase, because that is like... literally the only threat killers have. The only real interaction killers have with survivors is the ability to attack them.

    The problem with this logic is that you claim it's a second lost chase, but if you look at it realistically(with how most people with a mori play), it's 3 hits compared to 6. Whereas with an insta heal, it's 7 hits instead of 6(to kill them, unless it's used on a downed survivor, which requires a pretty big amount of teamwork, and the killer to not pick you up immediately, and then it's 8 hits instead of 6. Only then is an insta heal somewhat more powerful than a mori. Of course, that's unless the killer decides NOT to crabwalk while looking at the hook waiting for you to be unhooked going from point A to point B, but I think everyone knows that's not how people play.

    Let me also mention I'm comparing an Ivory mori to an instaheal, not an Ebony, because the only way to compare the two would be to use 4 instaheals vs an Ebony. Otherwise Ebony will win out every time. There is nothing more powerful than an Ebony Mori, because not only is it a UR offering that shaves off 12 hits, it's most powerful aspect is that it is an OFFERING, and not an ADDON. This allows it to be used with UR addons as well. There is no survivor addon or item that can allow them to stack URs, and even UR and VRs cannot be stacked, as a Styptic and a Syringe cannot be combined, meaning they cannot make nearly as powerful combinations due to the fact that they have no UR offering.

  • I remember having to do a survey where it asked about crossplay. I kind of hope so but at the same time unless they close the gap between PS4 and PC(Nurse for example) I don't see it happening. I think it's going to come eventually, as that's the only reason I could see Bill coming to PS4, but I don't think it'll be any time soon if it does.

    @SaltySwag said:

    Cross platforming wouldn't work.

    PC Players would have a HUGE advantage in framerate, reaction time, and accuracy compared to there more button mashy counterparts.

    I mean console survivors even need to have gens revealed to them without having to actively search them out.

    What do you mean console survivors need gens revealed to them? There's no revealing mechanic to console survivors, you find them like any other survivor o.O

  • Here's the thing. First off, they did not say whether she only had 2 blinks from now on. This means it's possible she has more than 2 blinks(even most likely, considering they removed the extra blink addons), second, a lot of her addons, if you look, are pretty darn good, and she has SEVERAL which will lower the time of her recharging blinks. Her reduced fatigue duration indirectly lowers her recharge time, because it happens after fatigue, then she has the blink recharge speed addons as well which do this directly, oh and of course we can't forget Wooden Horse which also does this indirectly. She has an addon that basically is like a better whispers when blinking, one that makes her UNDETECTABLE(imagine an Undetectable Nurse blinking on your ass and hitting you without you even knowing she was there), and several other nice addons, including a built in Stridor. She has some that probably won't be touched, but a majority of her addons are pretty useful sounding, and do what I have been saying needs to be done for every killer, change the way the power works slightly instead of just being straight up OP, like Freddy's(Although Swing Chains + Red Paint Brush is pretty darn strong, but not OP, but I'm mainly talking about his Dream Pallet addons).

    3 seconds per blink does sound like a long time to recharge her power, but if she still has line of sight of survivors, I don't think she'll have much of a problem, ESPECIALLY if she has something like Metal Spoon, or Anxious Grasp. If anything I think she might possibly be as strong or stronger to the people who use her blinks accurately, simply because of her addon changes.

  • The only real thing on MindBreaker I would change is make the 3 second exhaustion apply the same way other exhaustion does. You have to stop running for 3 seconds to get rid of it(At least I think currently you can still run while it's applied and it goes down). I honestly expected it to work like that from the beginning. Haven't really seen Cruel Limits be used though, except maybe once.

  • @ozu1 said:

    I too had problems when I started playing but I just adjusted to them. I don't know any alternate controls for survivor. So I'd say you just need time to get comfortable with the controls.

    I mean I'm Devotion 1 level 70 right now. It's just that my finger can sometimes slide over L2 while I'm pressing L1 to run. This causes me to crouch while running. I've been dealing with it until now, but I just found out you could change controls after all this time so now I'm wanting to fix the issue.

  • Myers and Pig. You can lean over corners and stalk your victims individually for one hit downs, and you can crouch. You can also remove your terror radius and will be revealed if no one has their camera on you for too long.

    Seriously though, I'd combine Clown and Plague probably. Vomit toxic gas clouds that slows survivors walking into it. No reloading bottles, it just comes from your throat. Gas clouds everywhere.

    Or just to be wacky, GhostFace and Nurse. Nurse can peek around corners and stalk you, then you're exposed and she can blink and 1 hit down you. It'd be so funny seeing a Nurse peek around a corner like "Peek a boo~".

    Also really love the Billy/Bubba idea. Would be hilarious seeing a chainsaw killer twirling around like a ballerina while moving like Sonic the Hedgehog.

  • Just saw Puppers say a good Nurse can end the game with basekit in 1 minute or less when someone asked him how to counter a good one. But she's fine, lol.

  • David King, for the reasons others above have mentioned.

  • @Rex_Huin said:

    Sorry not an answer to your question but just to say - I still haven't seen a Demogorgon on PS4!!

    How have you not? I see them all over the place! Also it worked the second game. Maybe I was mistaking seeing a lit up portal when I actually wasn't, I dunno. Second game did better for me though.

  • I also want to see the game grow, but at the same time I feel like every patch brings more issues and the only growth it gets is new content. That said, the game is fun when it works correctly and people aren't being #########.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/705489#Comment_705489

    That's not really the issue I'm trying to address in this thread. I'm referring specifically to players being forced into unlocking teachables they don't want unlocked. This wasn't a problem until the last patch which can have long term implications.

    I mean you can't get rid of discordance 2 once you get it unless you prestige and if you're already prestiged well tough luck. It's pretty similar either way imo because it's something that you can be forced into buying. That said, I agree if you don't want a teachable you should be able to avoid it.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/705012#Comment_705012

    Your guarantee still isn't one. The stagger doesn't guarantee a hit if the distance the Killer has to the Survivor is just a little bit too great to catch up before the remainder of the sprint burst triggers. And we all know how close the next windows/pallets are located, it can be quite enough to reach the next one.

    It is not a guaranteed hit, period. There are scenarios that will allow the Survivor to reach the next obstacle in time.

    Have you shown proof of your claims, like those percentages? No, you haven't. That argument is mute. The same goes for which Killers you supposedly cannot ever lose, that's just not true, otherwise people wouldn't be able to do it consistently. Again, at this point, it's a matter of a skill, that you obviously don't have.

    Triangulation with Whispers is only possible if the Survivor remains stationary, at which point AFK Crows will kick in sooner or later anyways. Keep moving around, even if it's just crouching around obstacles and structures, and the Killer can't get an accurate triangulation.

    Then you continue listing more Perks than can even be equipped, yet say the Killer only needs 1. I'm sorry, but if you believe that 1 Perk is sufficient, then you can't use the argument that Killers have "Millions of Aura-reading Perks", of which they could equip 4 to cover various situations, to prove anything and vice versa.

    Dream Traps is an umbrella term used by Freddy's Add-on descriptions to refer to Dream Snares and Dream Pallets together, if something affects either ability, since he can only use one at a time. Since there is no such thing as "trap pallet" I substituted the closest established terminology.

    As for how OoO Survivors survive against those Killers? Well, your flippant remark leads me to believe that if you had OoO, you'd be one of those careless OoO users that continue to turn their camera as if they didn't have the Perk equipped, then of course you get spotted easily by those Killers, and rightfully so.

    Successful OoO Survivors are very careful with their camera movement outside of a chase, slow but deliberate, only glancing at the Killer from time to time and making sure their own Aura is hidden by a Generator for example. Again, it is a skill one needs time and practice to develop.

    Have you even played the Hawkins map? Sometimes the hallways are empty for an extremely long distance between pallets, and the pallets it does have pretty much force you into a corner, and when you fall you are halted for about 1.5 seconds. Lithe gives you 3 seconds of speed. I think it's safe to say a killer who walks around the thing you're vaulting(talking about the stairs as those are pretty much the only vault with even any worth that I could find for Lithe as the others lead to areas you'd need BL to escape). Again, that next pallet will do no good on the Hawkins map.

    My percentages come from my experience as a survivor. I could lose low rank killers easily. Now they aren't stupid, so I don't get to do that anymore. That said you're right, my percentages are just as useless as your saying you have done it before, so now that that's out of the way you can't use that as an excuse for proof anymore.

    What's not a guaranteed hit? The pallets on Hawkins? Some of them absolutely are. The killer doesn't even need to be smart about it. As long as they don't get hit by the pallet, and then break it, they will get the hit. The obstacles between them are so small there may as well just be a pallet standing in thin air.

    Survivor moves, killer still can triangulate the distance. Just go outside of Whispers range, go back in until you find them. You can't move far without revealing scratch marks.

    I'm saying there's a perk for pretty much every situation, not that they can or even NEED to be used all together.

    Except there ARE pallets that are traps, and again, I described exactly what I was talking about.

    Except you may not know where Freddy or any 0 TR killer is, you look in their direction without knowing and your "stealth" just broke. I don't use OoO though. I find it to be a perk without a decent use, especially with new status effects.

  • @pemberley said:

    https://forum.deadbydaylight.com/en/discussion/comment/705493#Comment_705493

    You’re saying you want more quasi infinites in the game? No thank you. Survivors have too many safe routes to circumvent the map which extends chases much longer than they should.

    A small vault speed increase would not make Lithe OP. It's already the worst exhaustion perk because of how limited it is. There are not many windows on some maps(and some are traps when used with Lithe as they don't really help in a chase) and people generally break safe pallets instantly so Lithe would be fine.

    @The_Manlet said:

    https://forum.deadbydaylight.com/en/discussion/comment/705493#Comment_705493

    With how important vaults are to looping, I feel that would make it too powerful and it would be the only exhaustion perk anyone runs.

    If it was small enough just to help a tiny bit, it'd be fine. It'd just be able to compete with Balanced Landing.

  • @NMCKE said:

    Here's what I'd do to make DS better in situations you're being tunneled in while not punishing killers. :)

    Bold text means it's different!

    Decisive Strike

    Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.

    After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 20/25/30 seconds.

    Decisive Strike timer will pause while in a chase, in the killer's terror radius, or in the dying state.

    While Decisive Strike is active, when grabbed by the Killer, succeed a skill check to automatically escape the Killer's grasp and stun them for 5 seconds.

    • Succeeding or failing the Skill Check will disable Decisive Strike.
    • Successfully stunning the Killer will result in you becoming the Obsession.

    Increases your chances of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.

    I like it but I disagree with the terror radius part. Someone might stay within terror radius of the killer, trying to force them to DS them so their teammate can get away from being chased. Being in a chase or in the dying state however are clear signals of being tunneled if the timer is still going while you are in the dying state or in a chase, so those I feel would be fine frozen. If you chased someone after they were unhooked while they're still injured, you deserve to take the DS. I think a lot of people forget it is a PERK, not something that's base kit. I don't think you should be denied your perk by slugging someone and walking off to prevent it from happening, when you clearly played unsportsmanlike.

  • @The_Manlet said:

    I'd rather see Lithe changed so that you can choose which window it will activate at, allowing you to only use it at the good windows where you'd actually get use out of the perk. Even if it had to be nerfed so that the speed boost isn't as great or doesn't last as long, I think it would see more use.

    I feel like faster vault speed would be so much better. You'd be able to run loops better like BL can make some "loops" better. Also imagine NOT getting hit by wonky hitboxes AFTER you already vaulted a pallet and were away from it.

  • I was forced to unlock Discordance 2 and 3 on Legion, but only wanted Discordance 1.

  • I mean I've also been found by the killer within 2 seconds of spawning. I'd say that's much worse that a totem.

  • The stun reduction is the reason people use Balanced Landing over other perks. However I think other perks need effects as well. There are very few windows to take advantage of Lithe unless you're on a select few maps. Faster vault speeds would make it a slightly better perk overall to allow it to somewhat compete with Balanced Landing. Sprint Burst doesn't really need any sort of extra effect, and Dead Hard is pretty crap tbh, but I can't think of anything it'd need to make it better and it's an overrated perk so a lot of people use it. It's only good for gaining distance to a pallet honestly, because if a killer knows you have it, you're basically gonna get hit regardless and waste your perk unless you use it to get to a pallet. I believe Lithe is the weakest overall though because it is the most map dependant.

  • I'm a green rank killer right now, and outside of survivors stunning you with pallets or breaking you out of your power one way or another, I find Legion to be fun. When they break you out of your power it's rather frustrating though. That said, injuring 4 survivors is a good feeling, and if you walk right up on them with FF, you can still hit a survivor with your basic attack after the stun as long as they're not near a pallet. It's good for BP as well. Definitely better on smaller maps though.

  • The killer could be his skateboard, lol.

  • I haven't played him yet because I'm trying to get Inner Strength on David. Can't imagine it being that bad considering I've faced plenty of good Demogorgons.

  • @ProfoundEnding said:

    @Peanits already explained this. They use a method where they shrink the players finger to where it's so small it disappears. The finger isn't actually being cut off. They can't do this with heads for two reasons, the different hairstyles wouldn't allow it to be done without clipping/hair sticking to survivors backs, and the fact that decapitation is banned in certain countries.

    @Awakey said:

    He doesn't decapitate you... He just breaks your neck.

    Seriously, it would be a huge hassle to the graphic design and programming team(s) to put this in.

    And again, teeth marks on the face/head would at least SOMEWHAT not SEVERELY break immersion. They also could have done the animation differently if they didn't want that, because as it is now, it clearly looks like their head is being eaten. My first thought when seeing the mori has been "Uh...what? Why is their head completely untouched and still on their neck?" and ever since, whenever I see it I just cringe because it looks so wrong with their head still on their head and untouched.

    @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/705071#Comment_705071

    SHHHHHHH.... Gotta keep up appearances random stranger that I have absolutely no affiliation with.

    Oh, I meant...you have a very good opinion, one that I wholeheartedly agree with, random person on the internet.

  • @[Deleted User] said:

    Must be a bug.

    She definitely shouldn’t be able to infect fountains. I’ve tried. It’s never worked and there is no scoring event for it.

    Weird. The second time I cleansed(after the gates were powered) it worked, but that first time where multiple people had gotten struck down, I just got sick again the moment I cleansed. I don't play Plague so I don't know all her intricacies or addons. Was thinking it might have been an addon, but she had no addons and since it worked the second time I figured it might be a bug, but wanted to double check. Guess I should report it, although I doubt it'll do much good.

  • I just want her to not bump into me while phasing. she's on a different plane, she shouldn't be able to interact with me while she's on that different plane unless she leaves it via attacking or running out of her power.

  • I actually had a hill in one game that I've never had before. It had two slopes up and down it on opposite sides. Meaning I couldn't climb up the hill and BL off of it except for ONE SMALL part of it. Needless to say I got hit.

    as for BL, you need to fall a certain distance for it to trigger. It's not really big, but it's not super small either. I think you have to be like 3 or 4 steps up on the Thompson House stairs to trigger it for example. Experienced that the hard way too.

  • @LordGlint said:

    I think the real reason is the body itself. Has anyone actually checked if the survivor on the ground is still missing a finger? A body still having all 10 fingers is easy to miss, but a body having its head still, after you clearly saw an animation where it was bitten off...is gonna be noticed.

    I wish I could upvote you more than once. I mean, I wish I could upvote myself more than once.

  • @HP150 said:

    Should keys only activate if 5 total generators have been completed?

    Should instaheals only be usable outside of the Killer's terror radius?

    Keys do only activate if 5 total generators have been completed, at least for all four survivors. A Mori VERY RARELY doesn't get a 3-4k. A key's balance should be considered with this in mind, because otherwise you're comparing a win for the killer with a win for the killer, and saying one win for the killer isn't as balanced as the other because a survivor got out.

    Also an Instaheal is comparable to ONE Iridescent Head Hatchet.

  • @Mister_xD said:

    a finger is one thing - a head is on a whole different level.

    in the end, its very easy to just shrink one finger so its so small you wont see it and give the clown a very bloody "finger" to lick and put away on his belt, a head is very different from that. fingers pretty much all look the same, though every survivor head is unique, so adding bite marks would mean reworking every single survivors head and every single head cosmetic, which is just way too much work.

    ripping the head off is also not easier, as the hair on the heads has its own physics and therefore it would look very weird if the head disappeared, though suddenly the survivor has a very hairy chest / back (i read this some time ago in a post from @Peanits, i think he could explain this better than me xD) and they would also have to rework all the torso skins to have this ripped off head.

    TL;DR: it would be way too much work for such a minor detail.

    I wouldn't think it was very minor. I'd rather they do a whole different animation than make something THAT immersion breaking imo.

  • @AshleyWB said:

    Maybe the demogorgan could put one of those worm things in people's mouths like what happened to Barbara and Will in the upside down.

    Less need for gore in return for something more freaky which resonates closely with stranger things and the demogorgan.

    Maybe but I really think something has to be done to make it a bit better. It doesn't make any sense seeing a Demogorgon head envelop another person's head, pull it off(visually), and then see them laying on the ground with their head perfectly attached and even look completely untouched with no blood or teeth marks or anything.

  • @karatinac97 said:

    I was against a killer the other day who pretty much had all totem perks and so I found 2 different lit hex totems but didn't cleanse them yet. Devour hope activates so we are all exposed so I run back to the totem and cleanse it - Haunted Grounds. So we are double exposed, a little while after Haunted Grounds has deactivated someone cleanses DH. No one was downed and all totems where destroyed so no NOED. Pretty good strat if you can pull it off.

    But most times it usually goes like this - once was trying to help an injured survivor getting chased by Spirit close to the start of match. They get downed under a pallet so I was gonna try for a pallet save but she knew I was there and started chasing me. I was planning to run her around for a while so the others could heal the downed survivor but as she hits me someone cleanses HG. Then I'm just laying there a couple metres away from other downed survivor like :( Could not have been worse timing lol

    It's funny, you always seem to cleanse Haunted Ground right before someone gets hit, lol.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/704328#Comment_704328

    How can you guarantee that?

    I've done it, others have done it too. It's not magic or impossible.

    And Killers still only have 4 Perk slots, covering 4 situations at most.

    As for the rest, you really need to specify better what exactly you mean when you speak of things. Dream Pallets are literally called Dream Traps, so of course I'll take that conclusion.

    Then again, I'm wondering why I even bother with you if you openly admit that you don't listen to what I have to say anyways.

    How can I guarantee what? That falling to the ground slows you down despite vaulting with Lithe? Um, there's this thing, you see you stagger when you fall from heights, slowing you down, unless you have balanced landing. That stagger will slow you down quite a bit, and it can happen despite how fast you're moving.

    You saying you have done it does not prove anything, as you have shown no proof of your claims, and one situation out of 100 is not evidence. Any good killer will work their hardest to not lose track of you. Sure, there are rare instances where they might lose track of you, or just decide to leave you, but that doesn't mean anything when 95% of the time you will not lose a killer who is on your ass, unless it's Spirit, because she can't see you while she's phasing. Now if you lose a Spirit with Iron Will, Quick and Quiet, or whatever, I wouldn't disagree or anything, as it's entirely possible to lose her, because again, she does not have sight of you. She's basically blind. Nurse can also be lost slightly because of her stun, assuming she doesn't keep her eyes on you. But again, that's one killer, potentially two if it's not a good Nurse.

    Yes, killers do have 4 perk slots, and they only need one or two perks to find a survivor. Just like a survivor would only need one or two if the killer didn't have a terror radius. Again, I've seen multiple killers say they can triangulate exactly where a survivor was just with Whispers. There's also Discordance, Surveillance, Thrilling Tremors, and more, and those aren't even survivor aura reading. Those just tell you if a gen is being worked on, which is just as good. Also tell me how these OoO stealth users are able to stealth against Freddy, GhostFace, or Pig, because I'd love to see how they hide from a 0 TR killer who can see their exact location pretty much whenever they want.

    Dream Pallets are NOT called Dream Traps. They are called Dream Pallets. Dream Traps are not even a thing, because the puddles are called Dream Snares, but everyone just calls them puddles. Curious where you got the info of them being called Dream Traps, because the addons specifically say "Replace Dream Snares with Dream Pallets". So you coming up with that conclusion when I said that the changes that are happening to pallets were traps is not on me, because I basically explained what I was talking about in the same sentence, and you can't vault a dream pallet.

    I wonder that as well honestly.

  • @BrendanLeeT said:

    https://forum.deadbydaylight.com/en/discussion/comment/703705#Comment_703705

    Although I do agree that some maps are completely garbage, it still doesn't deny the fact that juking out the killer is possible but no one cares to try and learn it. A lot of people just run straight to pallets and instantly go into the looping mindset. That explains why when some (not all) survivors go against some killers that requires you to think more about looping, they just DC or outright call them OP. Why? Because they got so used to looping that any change feels weird to them and they will most likely die due to not learning anything else but looping.

    Again I'm not the best survivor in the world but I do go out of my way to learn new things. Both sides have good and bad maps that will benefit them more than the other side but that's just the game and not a survivor only issue.

    @DocOctober summed up what my response was going to be pretty well so I wont really continue and repeat what he said.

    It's not about the map being "garbage", but more about Lithe itself does not work without windows or pallets. Most pallets are far from each other and generally vaulting them on the Game map for example will get you hit. There are only 3 windows and they're all in the same exact room, so good luck there. Lithe is generally a hindrance on a lot of maps, so that build you suggested to lose the killer will not work on several instances.

    As for your other thing, killers DC at loops occasionally too when it requires more than just "walk in a straight line and walk around where they threw the pallet and smack them because that pallet is a trap". And when their ruin is broken in 30 seconds, etc.

    As for the response by @DocOctober , I don't generally listen to him for obvious reasons you could gather from this thread if you paid attention but I'll respond to his claims.

    Lithe DOES "work" on every map, but it doesn't WORK on every map, or even a lot of them. Almost any vault on Hawkins forces you to fall to the ground, thus unless you also have Balanced Landing, you're slowing yourself down tremendously. The Game Map's "windows" are pointless as they are all facing walls and force you to go in a straight line after vaulting, and as I said, many windows if you are in a jungle gym out into the open with no LOS breakers.

    I'm not talking about fake pallets, I'm talking about pallets that are 100% TRAPS if you use them. If you drop the pallet, the killer needs to only walk around and smack you. They are THAT bad. The newer maps have many of these. with these pallets, vaulting it will 100% guarantee a hit as well.

    As for "no new pallet changes coming", they have made pallets much weaker on every new map they've made, and are continuing in this trend, and even going back to reworking older maps with this trend in mind. Those are pallet changes, and are nerfs to both looping and Lithe.

    No, they don't have a million, but they have one for every situation just about. Aura reading gives them an area to search, and the whole "go one way, then go the other" doesn't really work when the killer can just go around to the direction you are heading and walk toward the way you would have gone. If the killer does that, he minimized the distance you created, and you can hear survivor footsteps quite well. Also you're claiming Whispers is WEAK when there are several killers that say that once you get used to using it, you can triangulate EXACTLY where a survivor is?

    As for your example of OoO survivors, I'm sure they get found at some point and have to loop. There's never a survivor who cannot be found, and sure, I'll admit that some survivors may have gotten really good at using OoO, but I also guarantee that they can't hide from a killer the entire match and never be found.

  • @Star99er said:

    No the 80s time is fine. However I think it’d be fine if the amount of time it takes for 2 survivors to complete a gen together is increased from 44.4 seconds to 48-50 seconds.

    Honestly if we wanted to buff killers with slower gen times, I'd expect it to be the other way around. Make gens slower while only one person is on a gen, but while multiple are, it goes faster.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/703668#Comment_703668

    If your team can't do gens with Ruin on separately, they'll be even worse together.

    You'll be triggering ruin checks nonstop and the gen will get ZERO work done.

    While true getting skillchecks more often might be possible, you also do that gen faster. Get 1 or 2 gens done, and their confidence boosts. I'm not even sure it's that they can't hit ruin skillchecks, but moreso that one or two don't even try and start looking for ruin. In general though, we at least get one or two generators done with this method. Without it, usually it's 4 or 5 gens are still up by the time I go down if I'm found, and they end up with a 4k with 4 or 5 gens up.

  • Keys in no way require 3 gens to complete in order to escape, unless you're the last survivor, in which the hatch opens automatically anyways. You need 5 gens for a 4 escape through the hatch with a key. You need 3 hits per survivor for a 3 or 4K with a mori, instead of 4(with no one healing). That's 12 hits instead of 16, but since if you're not using a mori, you're not gonna be right there at the hook waiting for them to be unhooked, they'll likely heal health states, meaning instead of 4 per survivor, it'd go up to 6 hits per survivor. If they managed to heal a health state with a mori, that'd be 4 hits. So you got 16 hits vs 24. You're taking away 12 health states at max with a mori, but most likely you'd be taking off 24, because with a mori generally you just wait for them to be unhooked so you can immediately down and mori them the second they get off. I will never understand how people can compare a mori to keys when they're nothing alike.

    You can argue keys reward failure to ONE OR TWO PEOPLE, but moris increase one entire side's chances of winning from the get go.

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