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Awkward_Fiend

Awkward_Fiend

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Awkward_Fiend
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  • Great, I accidentally hit enter instead of tab

    If a mod sees this can they delete it

  • I don't see clown on here. >:(

  • @SpiritLover1133 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215484#Comment_1215484

    excuse me? Since when nemesis make you down survivor quickly?

    also when legion in feral frenzy the chase timer should pause.

    Nemesis ends chases shortly after the killer gets stunned, that's the reason why Bubbas use it to get PWYF stacks.

  • Killers that run Nemesis would then tank your 'rank' as they would end chases somewhat quickly. Same with Legion, as they play a hit and run game.

  • Old BT actually made it to where a facecamping bubba could get no kills, new BT can't. Of course, they're stupidly powerful, and the old version would have some real bullshit at the exit gates, but that's an unintended side effect.

  • SR, if handled better than the current ranking system, would make it to where the groups average is bumped up, meaning that only better killers would go against them. Due to this, the top killers would be handling more SWF, and less Solo. If SR doesn't make a groups rating higher, then it'll be the same as the ranking system is right now, except it'll probably be less busted.

  • Around SWF, otherwise there's very ways to bring them in line that won't just make the game more boring for them.

  • image.png
    1. Demo - Most balanced killer in the game, and feels very fair.
    2. Myers - Again, feels fair. However him charging off of my teammates during Solo, then backrevving me puts him below demo.
    3. Pig - Pig is fun because she has a risk reward built in with the Jigsaw boxes. Do I do an important gen and start my timer, or do I go ahead and get it off.
    4. Hillbilly is pretty fine, except for his addons.
    5. Nurse is fun as long as she isn't a 20k hour nurse.
    6. Huntress' cross map snipes are pog, even getting hit by them are.
    7. I like Oni, he's too strong for Solo though imo, so that puts him lower
    8. Plague is one of my new favorite killers to go against since her buff. There's an actual risk/reward with the fountains.
    9. I'm a doc main, so I'm biased.
    10. Hag is only this high because I never see her.
    11. Bubba adds an "oh #########, where's the nearest pallet/window"
    12. Wraith is fine
    13. Trapper is wraith, but with traps
    14. Spirit is fine if you have iron will and she doesn't have stridor. If one of those aren't true then she can piss right off though
    15. Gunslinger is up there because he's new, he seems uncountable on some maps and too easily countered on others though.
    16. Legion just makes me hold M1 more, kinda cringe
    17. Drop pallets slightly earlier, very interesting
    18. The soul reason I run Spine Chill. Also his power is literally busted, so that's just great
    19. Freddy
    20. Counters one of the few counters for spirit.
  • image.png

    The bottom 3 --Spirit (stridor), Freddy, and Ghostface-- are all extremely un-fun to go against. Ghostface would be a lot more fun if his snap out wasn't busted, although I'm probably biased because for a straight month after Oni I only went against Ghostfaces.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1213053#Comment_1213053

    But instead you d rather go up against swf unwillingly?

    SR?

    There'll be a skill rating system soon, so that'll be a potential way to fix this. Also yes, I'd rather go up against SWF unwillingly if my chances of getting a kill on each of them are around 50%. If I was to never go against SWF unwillingly, then their queues would already be worse and they'd probably stop playing, meaning the game would lose a large part of the playerbase.

    @Saitamfed said:

    How do you put options in a poll? I tried it but seems I am unable to do it.

    There's a dropdown next to New Discussion that should allow you to make a poll. From there it should be self explanatory.

  • I, for one, wouldn't queue against SWF willingly, and the majority of people won't ever want to. This would more or less make the game solo only, and would probably be a major detriment to the games playerbase.

    Instead, how about we just kick up the groups average rank, or soon to be SR, and make it to where only the most skilled killers go up against the most optimal SWF.

  • @Cephalon_Lebron said:

    Where's freddy? Why is pig here but not freddy? He's the most unfun killer to play against and really boring to play as.

    I've heard more complaints about playing the killers on this list, Freddy was definitely the runner up but I mostly just hear things bad about playing against him, not as him. If this was about least fun to play against Freddy would be at the top of my list.

    Pig is here because of the reasons why Seiko mentioned, the majority of the complaints I see about her is that she's boring. Same with Clown and Plague. I do agree that Freddy is somewhat boring, he's not as much so as those other killers since his power at least allows for mobility and lethality.

  • I'd vote for Infectious Fright or Pop Goes as the best perk, but BBQ is a close contender.

  • I don't think I need to explain myself here. The answer's pretty clear

    Infectious > Shadowborn > Mad Grit > Lightborn

    Hopefully I can start giving more in depth (and controversial) answers soon enough.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208070#Comment_1208070

    So you're telling me that TI is useful because a survivor will walk down to the basement to loot the chest there once? Bruh.

    Basement builds are not common at all to go up against because they're completely map dependent, and even then highly situational. If survivors do the generator closest to the basement first you're basically fuc*** because survivors won't ever be there on that side anymore, if they catch wind of what you're doing they'll also actively avoid that side of the map whenever possible. Not to mention, I have only seen maybe 2 demogorgons in recent history (though your experience may vary depending on rank, I am currently in red) and I myself don't play demogorgon (just not my playstyle as killer unfortunately) he's a killer that doesn't see as much use in comparison.

    Zanshin Tactics on the other hand is probably extremely useful on killers such as Deathslinger or Huntress, who might gain a lot of benefit for knowing the likeliest points or locations on the map where a survivor might be headed to next. Killers which are both used very frequently for different reasons, both have higher skill ceilings one of which is tried, true and tested to be viable in high ranks and is often placed in the high end of tier lists, as well as is Free for anybody to play and use as soon as they start the game and the other is the most recent killer introduced to the game and is incredibly fun and satisfying to use, even when you might not be winning your matches. Neither of these killers by the way, are locked behind a paywall, whereas the killer you mentioned is.

    Zanshin Tactics I think is useful in the same way I'm All Ears is useful, it provides you a kind of map awareness that helps you a lot more than you think it would in your chases, it's just not something you realize until you actually use it much like I'm all ears which is actually a legitimately good yet underrated perk. While I have it mentioned, I think I'm All Ears would probably synergize very well with Zanshin Tactics if you got a hit at a window or pallet the auras of vaults go out but the aura of the survivor turns on putting you in a very decent spot to hit the next strike.

    Zanshin tactics I feel has untapped potential and synergy that people don't know about just because it's newer and not that frequently used. Unlike Territorial Imperative which has no more room for growth and strategy because its effect is so limited, whereas you reap the benefits of ZT at all points of a match which is why it has a cooldown in the first place, and why yes it does slide into any build because it's a perk that stands on it's own just to help you generally overall in any chase.

    They're both bad perks (hence why Bloodhound is above them), but due to the combo potential I believe that TI is better.

    Perks should either combo with other perks or the killers base power. Rarely are perks so powerful on their own that they're worth their slot individually. TI and Zanshin are not powerful enough to have that. Zanshin makes it easier to understand where pallets and windows are in the early game, but in late game you should theoretically already know where the majority are positioned. TI can combo well with one particular build, which is map dependent, I'll give you that, but so is Zanshin. Zanshin will see very little use on maps like Autohaven due to their loops being short enough to see over.

    Although Zanshin is new, and could potentially see some use come out over time, it has the same problem as Windows of Opportunity, except WoO is a better perk on survivor due to them not knowing which pallets teammates have thrown. After walking across the map, a killer should already know what tiles are on that route, and should also know where the potential windows and pallets are. You should also be able to have seen some of the pallets and window locations as well.

    I'd used Zanshin when it came out, on Trapper, Freddy, and Doctor. I used perks that I thought would work best with it. During all of those games, I never felt like the perk slot used by Zanshin was supplying enough bang for my buck. Meanwhile, while using TI on Demogorgon and Oni, I did feel like the perk was giving me more than enough info to justify running a basement build as a whole.

    Obviously, our opinions on this differ, but that's probably to do with playstyle more than anything.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1195873#Comment_1195873

    You're telling me Territorial Imperative is better than Zanshin Tactics? Fat chance, TI is pretty much useless outside of a basement build

    Zanshin Tactics on the other hand has a really nice use that helps you the whole game. You can know and anticipate where a survivor will try to go and from there herd them in other directions. You can know when you should lunge and when you shouldn't, etc.

    I'm sure there are even more uses for the perk that I haven't listed because I don't use it all that often, but I'm sure there must be some nutty combos out there like maybe Zanshin Tactics and Spirit Fury or something I don't know. I just know I for sure as hell wouldn't take TI over ZT

    TI is somewhat useful since quite a few people will loot the basement chest if they don't have an item. Meanwhile Zanshin is only somewhat helpful on the first hit, and also doesn't help you for 30 seconds after the first hit. TI is absolutely nuts with a basement Demo build, and is good on any build focusing around the Basement, meanwhile Zanshin doesn't really synergize with any other perks that well, and doesn't slide into any build well.

  • Jason would fit with the rest of the cast better, he's also infinitely more iconic than Pennywise. However, Pennywise is much more likely due to both Friday the 13th Lawsuit and Game.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1206603#Comment_1206603

    That's because they removed the ability to hatch grab, so they had to change the achievement.

    I know that it'd be removed, but I can't find anything anywhere about it. If there was an achievement about a blink grab off hatch then there'd at least be a single thread of someone complaining about it.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202638#Comment_1202638

    I mean they had to get rid/re-purpose the one that needed nurse to blink-grab someone from a hatch jump.

    I would make sense to have a hatch grab achievement, but I just can't find anything about it.

  • Red Moss should probably just remove the roar, and have the undetectable reduced by 2 seconds.

  • Shape, Ghostface, and Wraith are good for beginners, they're all easy to understand and are all effective at the low ranks. Ghostface in particular is very easy to understand and is quite effective at most ranks in the game.

  • Not a poll, please move this to its appropriate board

  • @matchmakingworksfine said:

    https://forum.deadbydaylight.com/en/discussion/comment/1194235#Comment_1194235

    https://forum.deadbydaylight.com/en/discussion/comment/1194238#Comment_1194238

    Just played a match of Hawkins and ######### are you two smoking this map is literally impossible to play as oni and hilbilly

    As Hillbilly, sure, as Oni, no. Oni can get lots of easy injuries with his basic M1, to charge demon easily. Demon also negates some of the only safe pallets on the map.

  • It's a lot easier to alter an achievement on Steam than it is on Console. It's still possible, but simply removing achievements/trophies isn't ideal.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202074#Comment_1202074

    https://forum.deadbydaylight.com/en/discussion/comment/1202094#Comment_1202094

    I have not had a layout that was even close to be as aweful as one of those and i get them 2 times in a row. I highly doubt that.

    Some tile layouts are also ######### because of the changes to generation. Mothers Dwelling is an example, all 4 windows could spawn. It's always possible that this is just a glitched out variant with very few pallets but it's still not rare to see only 8 pallets on live.

  • Gas Heaven is one of the least constant maps in the game. I've played a game with a whopping total of 5 pallets, and I've played another where almost every possible spawn for them was filled. It's either blatantly survivor sided, or blatantly killer sided, rarely is it actually balanced.

  • I like this rift quite a bit, it has a stronger charm game than the other two. The Dwight outfit, Huntress Weapon, Legion Outfit, Adam Torso, David Torso, and the Kate Sweater also interest me, but not as much as the Clown or Feng outfits in the last one

  • @deadbythisgame said:

    Tbh changing mori to being avaiable on death hook is not going to change much, because hard tunneler will tunnel you until you die. The only right thing imo is to delete ONLY red mori. If survivors don't have red offering anymore, then why killers should have?

    I feel like they haven't retired the Ebony yet because an achievement requires burning an Ultra Rare offering. Removal of the Ebony would make that impossible. Moonlight offerings were also canceled due to them limiting how light and dark developers could make their maps. The Ebony definitely needs changed, but I don't think it should be outright removed until a new UR offering is introduced.

    Edit: Splinters used to work toward the achievement, but since they aren't usable now then that's obviously void. And there's another achievement for killing 4 survivors in a trial, removal of the Mori would make that only usable with Devour Hope.

  • This really wasn't a band-aid fix. This was a direct fix to certain map tiles. Issues like the Ironworks loop and the Thompson House's upstairs were directly tampered with, obviously they're still not perfect but you also don't instantly fix a 'bullet hole'. Strong pallet loops should also exist, just not in a large quantity, which is a large part of what they've changed.

    Thompson and Ormond, which now have a lot fewer junglegyms, LTs and Mazes, aren't simple bandaid fixes. They both still contain some very solid loops, however the normal tiles don't string together into absolutely ridiculous levels.

  • I, for one, like pineapple on pizza. Feel free to sue me anytime.

  • @Fear_source19 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1195470#Comment_1195470

    I’ve played as killer and as survivor. And their pillbox hitbox is a clear indication that their hitbox system is a joke. No fast vault should be a loss to the survivor and the lunge 360 swing is a god damn joke, that pretty much guaranteeds any experienced killer a hit no matter what, and now they’re taking away strategically designed loops, in an effort to baby killer... this game is getting worse every minute and it’s because of the hit boxes

    The loops they removed were too safe and too large for them to even be considered balanced. Being able to hit through windows has always been a mechanic, but dedicated servers make it look like you're getting hit from even further away, even though that's not what the killer sees. Hits from a long distance is definitely bullshit but it's just something that we'll have to deal with as long as hits are registered client side.

  • @OniWantsYourMacaroni said:

    I also don't really like the concept of breakable walls.They are either mandatory to break or useless.

    How useful the break is really depends on your killer. Hag and Trapper for example really don't need to break basically any walls that they don't want to. An example of this will be the Ironworks wall, they don't need to deal with that.

    Freddy and Doctor will most likely have the most interesting choice on if they should break them. Both powers will stop the most powerful loops, but if they don't break the wall then there's less entrances/exits to that location.

  • Honestly, Overcharge should just double the regression rate. Have that stack with Ruin, but have it also could for whenever you kick or surge a gen. The way it is right now, like old ruin, is a nuisance to new players, but is useless against good survivors. This would make it a very useful perk, one that I'd probably slide into my own builds, but it wouldn't be overused either as the effect is still somewhat niche.

  • I'd consider this killer to be a combination of Huntress and Nurse. Obviously, they have a projectile, which makes them similar to huntress. However, his chase is extremely good, but travelling around the map is his major fault. Similar to stealth killers, Spine Chill is one of his biggest counter. Use his lack of mobility to your advantage. I would say that he's placed just below Huntress on any tier list. He definitely feels stronger if you're playing survivor, but if you're playing killer then his speed becomes a very apparent fault.

  • I would make offerings less useless. As of now they're mostly used for map offerings and BP, but the BP gains are pitiful, and the chest, luck, and reagants remain unused.

  • Seeing new ides for cosmetics on Jeff and Adam would be nice.

  • @th3 said:

    So don't use a perk that was changed while on the ptb which is literally where you can test ######### that is changed.

    The perk does the exact same thing is does off the PTB, there's not really any reason to use it. They both simply remove the penalty for stacking on gens.

  • The quality of the perks decrease the further down on this list that you go. Agitation is the best because it makes bodyblocking and sabotage harder.

  • Ruin > Deerstalker > Iron Grasp > Monstrous

    Ruin is at least extremely useful if you get it to work. Deerstalker is ok on killers, like Oni, who can make even more use of slugging. Iron Grasp and Monstrous are just bad perks, and they really don't work in that many builds aside from Basement Bubba.

  • Latency on the servers. The killer's will often see it as a hit even though the survivor doesn't.

  • You can't really rely on teammates in Solo queue, so DS would provide more bang for your buck than BT.

  • Spine Chill gives you a few more seconds to either hide or get to a better tile, meanwhile Unbreakable allows you to fix your own mistakes for no downside, so due to that Unbreakable is leagues better.

  • I don't think that'd be a good change, Deep Wounds is a state that just makes survivors hold m1 some more. I'd rather make the RBT unable to be removed until the timer starts. It could be too strong, but then it'd at least be more useful.

  • Oni and Demo are pretty fun, honestly I think that they've been on a roll since Stranger Things.

  • I would love if they added a few milestones relating to each character in the tomes. Here's a few examples.

    Escape Artist - Vault a total of 50/100/200/500 windows in a chase (Bronze / Silver / Gold / Iridescent Kate Portrait charm)

    Backbone of the Team - Repair a total of 25/50/100/250 Generators (Bronze / Silver / Gold / Iridescent Dwight's Drivers License charm)

    Hit and Run - Exit a chase and enter a chase with a different survivor within 10 seconds 10/20/50/100 times (Broken / Tattered / Blood-Soaked / Entity-Touched Legion Pin charm)

    Sniper - Damage or interrupt a survivor not inside your terror radius 10/25/50/100 times (Broken / Tattered / Blood-Soaked / Entity-Touched Rabbit Mask charm)

  • @Cheers said:

    For me they should just give us bp every 10 levels, currently levels serve no purpose and they should have one.

    Levels serve 2 purposes, getting cosmetics in the rift and shop, and helping somewhat new players get the characters and perks they want for free (sans third party of course).

    You also can technically get BP for every 10 levels by spending them in the Shrine.

  • @matchmakingworksfine said:

    This would be a terrible idea imo. Killer would get too much pre map Intel and survivors would always pick survivor sided maps like Hawkins pallet factory

    The idea would make each game on maps that are to one sides, and would make the game horrid, like Survivorzdumbxd said. However, killers would be the ones choosing Hawkins because it's killer sided. https://forum.deadbydaylight.com/en/discussion/106566/stats-november-2019

  • Survivor: Spine Chill and Kindred

    Killer: Pop Goes and BBQ

    Spine Chill and Pop are the only two here that are true crutches, it's so much harder for me to win without them.

  • Soon you'll be able to do it against thicker walls in Macmillan.

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