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Awkward_Fiend

Awkward_Fiend

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Awkward_Fiend
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  • Doctor's is my personal favorite, however I don't think it's the best due to it not having much to go off of prior to Archive II.

    Plague's and Twins' are both fantastic due to them being sympathetic and how they're just as much victims as the survivors who they're forced to kill.

    Personally, I'm going for Twins since I know a lot of people aren't going to vote for them since everybody has a hate boner for them.

  • Freddy's just super non-committal, that's my only issue with him.

  • Aside from the graphical update, they didn't fix any of the issues with the map, and just made the "Only safe pallets" issue worse.

  • Personally, I think they're about equal since Pig's dashes are so much faster and is only slightly slower. I'm also pretty sure that Pig can fit through things while dashing that Wraith can't, such as the broken wall sections of Crotus Penn if dashing from top floor to bottom.

  • 4.6 and allow main event to be carried indefinitely. Probably giving him less time between knives would also be good.

  • I would say No Mither, but since Buckle Up is completely insulting, I'll choose that. Poised, Sole Survivor, TiNH, Solidarity, and Deja Vu at least have some niche purposes, while Technician is useful for new players.

  • The problem with the perk isn't that it's outdated, it's that it's poorly designed. It's designed as a massive boon to the killer in the endgame to serve as a punishment for survivors who don't do bones, however smart survivors can see this perk coming from a mile away, and will keep track of every totem spawn they've seen. Often times, against a strong team, you'll usually get 1 down, and against a few solo queues it just feels completely unfair for them since they have much less info to work with.

    It's not even too strong of a perk, hell it's just mediocre. If you want to be super threatening for a bit, just use Devour or Starstruck.

  • The amount of hitbox knowledge it takes to master him is pretty high. Like Huntress and Slinger, he's a easy to pick up hard to master.

  • Hex: Blood Favor. The fact that this perk has a bad effect on a crippling cooldown while also being a hex makes it useless and a waste of a slot. At least other bad perks have purposes in certain builds. Monstrous and Territorial can be used on Basement Demo to great effect, Distressing on a Skillcheck Doc, or Cruel Limits on an Apex Muffler Tinkerer Billy.

  • Don't know why, but clowns menu theme is pretty nice.

  • At least most killers that're unfun to play against are fun to play, I don't feel like Hag or Trapper are either.

  • I prefer everything about the maps aside from the breakable walls on Fractured Cowshed, everything else looks nicer and plays the same. I haven't noticed any difference in noticing scratch marks on there when playing killer, which I had to play a lot of killer on those maps the day after the rework, and I've gotta say that it was a good rework for the most part.

    Also on the remark that all map reworks are bad for killer mains, Badham was buffed for killer during the rework, even though it's still slightly survivor favored. The only rework that was undeniably survivor sided was The Game. Lery's is still a strong killer map, the basic three maps had very little changes to their tiles (benefitting both sides almost equally), Yamaoka was just a few breakable walls on the Family Residence's main building, which was surv sided for sure, but Sanctum was untouched, and Ormond was made more killer friendly.

  • @Frontdoor6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2229396#Comment_2229396

    Thanks for the advice

    What do you think about NE-a Parasite? Makes a survivor Oblivious for 60 secs when you Contaminate them

    If you contaminate a survivor then you'll probably either keep chasing them or break chase to start another one. Either way, the Oblivious is redundant most of the time. Unless you break chase and come back, it'll run out before you get to use it.

  • Reworked, not buffed. If we buff legion too much they become more lame than they already are, they should instead be given a complete overhaul that incentivizes skillful gameplay rather than being just an M1 killer that can run slightly faster and make me hold M1 for even longer.

  • Ink Ribbon's one of his only 3 useful addons, neither of the other 2 are. I'd recommend using the yellow Blood addon in your other slot, or maybe the T Virus Sample

  • Quentin - Vigil and Wake up are garbage, and while I do like Pharmacy a lot, it's still not too strong and doesn't fit into any build aside from an entirely item based loadout. I can't name the last time I saw any of these perks in use aside from adepts.

    Ash - Buckle Up is useless, and MoM is too hard to proc, but at least Flip Flop sees occasional use with Power Struggle.

    Ace - Ace at least has 2 perks that can work extremely well at their intended purpose, Open Handed and Ace in the Hole, while Up the Ante is a gimmick that's surprisingly useful in a 4 man. Open handed is also nutty when combined with Kindred.

  • Ink Ribbon, T-Virus Sample, and Marvin's Blood are more or less the only useful addons. Serotonin just doesn't last long enough to get anything impactful done.

  • Aside from making better killers often dodged, this has a slew of other problems.

    Michael, Trapper, Wraith, Ghostface, and Hag all rely on the element of surprise for their early game. Hag and Wraith are gutted by Flashlights. Doctor would be countered by 4 Calm Spirits. Everybody would take off healing perks and medkits on Plague and maybe Legion. Every stealth killer would face Spine Chill. Killers would be sent to bad maps for them, Trapper on The Game for example.

    This'd open up so much potential for survivors to edit their builds to completely tailor them to their current killer, that it'd be insanely strong and several killers would be basically removed from high rank games, such as Doctor. Not to mention that it removes part of the early game skill of trying to find out what killer it is and where they are, since you'll know half that info already.

  • Killers at the moment kill over half the survivors that they play against, so according to how the dev's try to balance, the game is killer favored. However, in terms of top tier play, survivors do have the edge, and don't have to put in anywhere near the effort of the killer in order to achieve a 2 kill 2 escape. This is why plenty of tournaments place limits on what survivor perks can be brought, as well as what items they carry and prevent overlap between survivors on anything, although killers also usually face limitations they're nowhere near as extreme. Most survivors though aren't anywhere close to this level of power, and chances are you've only seen 1 group, maybe 2, that make the game busted.

  • Again nothing they can control but im sure there is SOMETHING they could do maybe??

    If you have outrageous queues then you need to switch roles, that almost always means that there's not enough people queuing on the other side. Unless you're in a region with low players or have massive ping, in which case there's not much that can be done by anyone.


    Also the people that make the cosmetics have nothing to do with the programmers, so this argument of "slow down the microtransactions" isn't really feasible in terms of increasing game health since the design team and programmers have 2 antithetical skillsets.

  • I'd rather have Ultra Rares spice up gameplay rather than be objectively strong. Trickster's Exposed addon, Renjiro's Bloody Glove, and Blight's Compound are fantastic examples of exactly what I want to see in an Iri addon.

  • Police station bad, Nemesis could still use touch ups, Jill has nice perks, and Leon's only good perk is Flashbang, which is super situational. Nemesis also has an arguable good perk (Lethal Pursuer).

  • I like to keep it 50/50, it's just a nice refresher from being entirely in the dark while in Solo queue, which is most of my games anyway.

  • @pejii said:

    we need no zombies, they have no place in this game. just remove them completely! they are just a bunch of lazy route blockers.

    I thought the same about Slinger, Demo, and Oni. Eventually I switched this game from being about Slasher tropes to being a Horror hall of fame and suddenly they all started to work (aside from Cowboy, he's still the strangest chapter they've released in terms of horror). So aesthetically, they make sense to me. In terms of gameplay though, they serve to increase the skill cap on Nemesis as well as give him map pressure without a mobility tool, similar to Twins. Nemesis wants to drive you toward the zombies so you get downed, which'll separate the good nemesis's from the bad.

  • I didn't know it was supposed to be F(u)ng until a few days ago, but since everybody calls her Feng anyway I might as well continue for simplicity sake.

  • This perk would be bad even if it wasn't a totem AND if it didn't have a cooldown. The best thing to do after getting hit is usually to bolt and make as much distance as possible, which entirely removes the purpose of this perk.

  • Might as well make this perk useful for somebody instead of nobody

  • He's lied, but he really should have some indicator if he'll hit an obstacle or not, because right now it's basically gambling

  • @Maximusisgoated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2211905#Comment_2211905

    Yeah, i totally disagree with that there were tons of billy players that did spacebilly and just had fun without his busted addons, if u say otherwise idk, you probably havent met enough billys before his nerf unfortunately, or just dont have alot of hours pre nerf. (but then again i main billy so used to love facing them, maybe you just had bad experiences man so.)

    I just never saw billies, my experience playing as and against isn't changed whatsoever, sans the addons and billy now having stealth potential in the form of Apex Muffler

  • Adding a 2v8 gamemode would split up the queues, therefor increasing queue times. The solution to queues are either to add bots that'll fill lobby space if somebody is in queue for too long, or to incentivize playing one role if the other has long queue, such as a reward of Rift Fragments or Iri Shards or BP.

  • We had an entire yearsworth of killers that are extremely strong (Twins are arguable, but they're at the very least balanced, and at most A tier), Trickster's the only bad killer they've released in a while, but at least he has a fun kit. Chances are that the Resi killer'll be strong, maybe even Overwhelming like Twins or Slinger can be.

  • @Raz_cr0w said:

    https://forum.deadbydaylight.com/en/discussion/comment/1913832#Comment_1913832

    I feel like that applies to every killer. If the killer is good you can't do anything can you? for exaple a good deathslinger or bubba will end chases quick aswell.

    Bubba is counterable with proper looping around windows or by timing a stun properly, he also has no map pressure/stealth ability unlike spirit. He also can't "mindgame" by standing still, leading to much easier hits.

    Deathslinger is slower than usual, and, unlike spirit, has a large punishment for missing a shot. Slinger is also hated, almost as much as spirit, due to the lack of counterplay aside form bob and weaving and making distance.

  • Let's assume that both the killer and survivor have 100 ping. That means, at the very least, there'll be a 200ms difference between what each side sees. That 1/5th of a second is what determines if something hits or whiffs in many instances, such as pallet saves or dead hard. This is generous in terms of the time that is used to communicate with the server, since it's usually a little bit worse, and more similar to a 300ms difference since you have to communicate with the server and it back with you and the killer (the one who sees if there's a hit) also has to communicate, so they're an additional 100ms behind. Leading to a roughly 1/3 of a second delay between what the server sees and what you see.

  • How about instead, Spirit can no longer hear injured survivor grunts and just their breathing. Problem solved. Since injured survivors don't use the breathing effects, the spirit now has an easier time with the first hit instead of the second.

  • Talos 1 Lobby

    Survivor: Morgan Yu

    Killer: The Phantom

    Survivor Perks:

    Neural Adaptability: You've become accustomed to knowing things you shouldn't have any way of knowing. While on the loading screen, you see the icons of 6/5/4 killer perks. The killer has at least 2 of them equipped.

    Unknown Origins: Who knows where I've been? This is a random survivor perk. Any numbers on that perk are raised by 5/7.5/10% of their starting value. (Urban Evasion = 55% movement, leader is 22%, etc)

    Lay Low: You've been used to skulking and maneuvering your way around, unseen. Hiding from Aliens and Humans alike. Press the Activate Ability button while crouching and moving to being Crawling. The Killer can pick you up while Crawling, but cannot hit you with basic attacks. Hunting Hatchets, Corrupt Purge, Yamaoka's Wrath, The Redeemer, Rites of Judgement, and Showstopper still affect you as normal. (note, you're basically a downed survivor who can be hit with projectiles and Oni's slam.) Crawl at 25/37.5/50% movement speed.

    Killer Perks:

    Mimic's Aid: This starts with 1/1/2 tokens. While you have tokens, totem spawns, generator spawns, and Pallet Spawns where no totem, generator, or pallet spawned, will be highlighted. Pressing the Activate Ability key while looking at one of these consumed a token, and summons a mimic to that object (Only 1 fake totem can be spawned at a time, fake totems are lit). Survivors that interact with that will become injured, incapacitated, hindered, and will scream. Survivors are effected for 20/20/30 seconds.

    Weave Reality: The first pallet you're stunned with instantly breaks, and you receive 50/62.5/75% less stun. This perk gains 0/0/1 uses after a survivor is killed.

    Paranoia: Survivors will always hear a faint terror radius and occasionally see a teammate change health states across the map and on the hud. False downed survivor illusions will be picked up after 10/5/5 seconds and have a randomness of 0/1/2/2.5 seconds. While chasing a survivor in a Survive with Friends, Paranoia makes any survivor that they're grouped with oblivious and suffer blindness for the duration of the chase, and 20 seconds after it ends.

  • Tinkerer, Thrilling, and Surge are all perks that're used semi-frequently, so they're not really underrated. They have an appropriate usage rate to their strength and all have spots on builds, hell I think Thrilling is OVERrated.

  • To be completely honest, Overheat was barely a nerf and it did next to nothing to his strength. They should give him a reason TO overheat, but aside from that I think he's still fine. Also nobody played billy before his nerf anyway.

  • Since DS is now the way it is, there should be some protection against hooking the same person multiple times in a row. My solution would be to bake a worse BT (deactivates upon touching gens, beginning an unhook, etc.) and giving survivors a hand if there's a single survivor being tunneled out early. Say they have 2 hook states and there's only 3 hook states or less, and 3 or more gens left on the board.

  • Detective Tapp - Haven't seen him in a month

    Honorable mentions are below, and the last time I remember seeing them will be listed next to them

    Adam - Yesterday

    Ash - Two Weeks Ago

    Billy - Three Days Ago

    Demogorgon - 4-5 days ago

    Executioner - A week ago

    Hag - Earlier today

    Jeff - I'm a Jeff main, but aside from me a few hours ago.

    Quentin - Two Days ago (same game as trapper, I remember him sandbagging me)

    Twins - A little over a week ago (Haddonfield, RIP)

    Trapper - Two Days Ago

  • Hag jumpscares lead to games against her specifically being extra tense for me.

  • It's not toxic since I'll still be able to tell what item they're holding and decide how to treat them during the loading screens, do I slug them, tunnel out a key, or do I just let them be since they're using a Medkit and let them use the charge on other people, thereby using it's charge unoptimally.

  • Clock Tower, Fnaf, PREY (2017), The Babadook, Alien, Friday the 13th, Outlast, and the Thing would all be great choices. Although several of my wanted characters would have to be paragraphs or cross-license chapters, like Pat from Green Room and Lamb Mask from You're Next.

  • Aside from them making Cowshed stronger, it's epic.

  • Trappers traps, yes.

    RBT Boxes, Devotion pools, or Alarm Clocks, no.

  • It's a draw for me personally, Twins and Plague are both just extremely underutilized. Plague is pretty well designed and strong, while Twins are so close to greatness, but are held back by a design that makes less skilled players camp almost exclusively.

  • Buff him somewhat, with some minor addon changes as well. I'd say probably make him a 120% if he's overheated or something simple. That way there's some incentive to consider overheating while also adding further purpose behind the otherwise pointless mechanic that doesn't do anything. Reverting the overheat mechanic would just burn more development time to remove a mechanic (no matter how useless it may be) from a killer that not a lot of people played, even before it got added.

  • I've been told there's a new Jeff outfit in the next rift, so that's what I'm most hyped up about

  • I've encountered the same amount of Billies post and pre rework. 1 in every 30 games or so.

  • Depends on the map, honestly.

  • I'd say that it should be like that for a T3 Myers, and basically just T3 Myers. Honestly just all of T3 Myers actions should take less time since he's a pretty weak burst killer, even with Infectious.

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