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BastardKing

BastardKing

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  • @GoshJosh said:

    It should still give extra chests, but should not have had the rarity of item decrease taken away. What the heck?

    But since they DID, they should not give extra chests.

  • @gibblywibblywoo said:

    You've seen how killers play with moris right now. Its exclusively to get an easy game with an early tunnel kill. With this version the 4th survivor would ALWAYS be the first to die even if they'd played well and not been hooked whilst everyone else had twice.

    This version is better imo

    Except now tunneling is way more important. With the other idea, I can loop a killer for a long time still, and negate his Mori. Sure, he might get me eventually, but he had to get three others, and that would force him to tunnel certain people to get the down on them. If we see a mori, someone can just play super stealthy.

    Now, to use a Mori, you just tunnel one person to having a miserable game.

  • @Jejune said:

    Unless they create a way to sell back any item/addon/offering which i am all for, for multiple reasons. They literally cannot do that, why you ask?

    If they were to just allow buyback for ebony if they ever changed any item/addon/offering they would have to do a buyback fir that specific thing at the time of the change.

    Actually, for huge overhauls, I don't think this is a bad thing. I had some Bubba/Billy add ons I got because I liked using them, but they became trash after their reworks. But some of the new ones, which were considered the equivalent of add ons I previously never used, I couldn't get. Additionally, their new ultra rares didn't exist at all. Would have given a chance to test out new stuff while being way more satisfied with the changes. I really do not think this is a bad thing.

  • Honestly, I think they should make it so if someone DCs, you get your BBQ stack anyway. They shouldn't be able to deny a killer that. Make it so that instead of checking when a survivor is hooked, the counter checks who has been hooked. If they do that, then all you would need is to reference the exact same counter as BBQ.

  • Yeah, it's like when Pig's daily was to get a head pop instead of a dash. It's not always the best option. But a Judgement can always be a decent option, even if not the best.

  • @zeplore said:

    How is this still pending status after a month? I don't play PH anymore because of this bug. I would have thought this would have been fixed two weeks ago...

    A killer bug? Fixed two weeks ago? Billy still has ghost saws.

  • @CustomerService said:

    While I understand your logic and it is well thought, this would create some inconveniences.

    1. It would really hurt stealth. When you hear the terror radius you have that chance to hide/get away. What would be the chance with faster general speed?
    2. The chase system is extremely wonky. Very often I lose the chase when looking directly at a survivor when in the middle of it. You would get sped up way more often than current bloodlust.
    3. It would negate plays like when you have to open the gates. Make it impossible to open one in time.

    For number 2, at least, it would build up like current bloodlust, not trigger immediately. Those moments where you lose chase, for me, are fairly brief.

    For number 3, it would make opening gates from 0 to 99 instantly way harder. I wouldn't say impossible. There are plenty of circumstances where it is literally impossible for a killer to close the hatch and then make it to the exit gate a survivor picked. The gates are way to RNG currently. But they buffed door opening speed a while back. It used to take much longer. And with 99ing, they didn't really do anything that made it any more difficult, unless the killer closed the hatch on the last survivor, and that should be hard to escape, IMO.

  • @PureHostility said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763013#Comment_1763013

    Well, they can do that and you can see a glimpse of a survivor and not trigger the chase...

    Not sure if you remember first release of legion.

    Following sounds and scratch marks when moon walking isn't hard and you quite often rely mostly on sounds when playing against better survivors.

    Yeah, but for Legion, that only worked because they were bleeding out. He wasn't trying to hit them again, just stay near them. It is a lot harder to do that and avoid a survivor who can still be properly looping you, but you are facing backwards/down/up with no sight on them. Sure, you get glimpses, but if they vault, you have to go all the way around, because if you vault, you are forced to look forward, and you will see them and trigger a chase. Yet, because you are not in a chase, they can vault endlessly.

  • @BattleCast said:

    No, killing Legion’s current design to make a better killer is NEVER going to be worth it. Reworking him would just drive people who currently enjoy Legion out of the game.

    4n6c7t.jpg

    Legion honestly needs his speed add ons back. Once I see it is a Legion, I find it ridiculously easy to escape. Hold M1. Even with duration add ons, most Legion's can't catch up to someone at the far end of their TR if they just run.

  • @PureHostility said:

    The issue with your suggestion is:

    Moonwalk

    Look into the ground

    Look into the sky

    Not saying it can't be exploited in any way, but that wouldn't work as well at high ranks if it ends at the start of a chase. Those begin at ~20m, and if they try to moonwalk that entire distance and you can't avoid them, then they can play blind. Also, you can still just drop a pallet.

  • @BigTimeGamer said:

    I never thought I would read a post about WGLF being an issue

    No, I understand it as an issue from a survivor side. I am a bit shamed to admit I did it too for a long time. You sometimes do bad unhooks just for the chance at that sweet, sweet token.

  • @Orion said:

    What's that one thing you want, but don't think the devs would ever implement?

    I want more interactive objectives for the survivors. I main killer because I actually have to DO something as killer. Doing the objective wins the game for your team way more than good chasing. You can lead the killer on a three minute chase, but if it isn't a three gen chase, it doesn't matter. But with survivor the actual objective is 'Hold M1 Simulator". Problem is, reworking the objective would be a massive undertaking.

  • Can confirm, I did a report on this yesterday. Happens even if basement isn't there.

  • The sad thing is, I have the charm, but not because I am a fan of any of the fog whisperers on twitch. I watch the ones who upload to youtube, but not a big twitch junkie. What I did was have four open at once and type in each code as they came up. Now me? I am a Tru3, Otz, and OhTofu fan. I got my code from Friskk. I had never even heard of Friskk. But I couldn't get the code from Otz or Tru3 before they stopped streaming, so I stole it from someone who was probably actually a fan of hers. It doesn't help the Fog Whisperers as much as we might like, because it encourages us to not actually watch the stream, but to snipe the codes from any whisperer, while denying their actual fans. After all, if it had just been a 2-3 minute code once the first one gets entered, I could have gotten mine from Tru or Otz and been fine. It took me 17 different codes across a total of 7 different streamers before I got it.

  • BugReport04.1..PNG

    Here is the same map data (Different game), still from Badham III, with me walking through the window and door.


    Edit: Basement was NOT in the shack this time. Basement does not seem to be related to this bug.

  • @bm33 said:

    Just another thing to show lack of care for console fan base.

    I care, and this is something they may not have thought of. That is why it is important to bring it to their attention, rather than accept defeat. The beautiful thing about positive nihilism is, even if we tried and it was a waste, it was better than not trying.

  • @Dzeikor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663780#Comment_1663780

    I know pointing out the obvious may seem like whining but if its at least gonna make BHVR take a look at it,then it was worth it.

    1. They know there are bugs. Trust me, they are working to fix them. Game companies have entire departments dedicated to this. It is hard. DbD is on a very old engine.
    2. We as a community have to address our own toxicity. Call our people for being toxic. The unbalanced nature of the game, unfortunately, encourages toxicity though, and if you don't address it, you can't expect the game moderators to do it for you. They know the community of the game is toxic, but they are not our Mommys and Daddys.
    3. This one definitely needs to be dealt with, and they are aware the issue exists already. However, this is done through graphics cards, not through the game, so it is difficult to detect.
    4. They are balancing the game, BUT this is what I mean when I say you are just whining, not giving ideas. There are a lot of people listing what is busted and ways to fix it, but you don't here. You just say things are broken without addressing what or how to fix it.
    5. The MMR system is being designed, but the first draft did not work well.


  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664293#Comment_1664293

    Usually if I don't break pallets as a killer, I'm more screwed than rather screwing the survivors with it, unsafe pallet or not.

    It varies widely. You have to get a sense of how good the survivor is at mind games and what tactics they use. I have dealt with a lot of survivors who perform loops a certain way because [Insert Streamer] does it that way, but they aren't good at it themselves. Mechanical survivors are really easy to deal with once you get their mechanics down. I watch a lot of streamers, so I can even tell sometimes who they play like.

    The ones you cannot just screw at pallets, even unsafe ones, are the more erratic, adaptable survivors who do weird #########, but in ways that work. When dealing with them, just break it. But those are rare and really good survivors, and honestly, it is best to diverge from them when you can and chase weaker ones.

  • @Moundshroud said:

    There is an ongoing issue that causes havoc with the DC penalties (specifically Bans). Some unscrupulous hacker types have played with IDs and moved the Bans on the wrong people. I expect they are trying to figure out a way to work around that. My own suggestion, given in all humility I assure you is:

    Habitual Disconnects

    This Player will be routed into a separate Que which is made up of other people who habitually disconnect. How many disconnects in what period of time qualify would be something the DEV would have to decide (I'm not qualified). People in this Limbo Que will have to play with their own ilk. They will have to complete a certain number of games without disconnecting before they are allowed back in with the rest of us. I expect this Que would be slow and filled with frustration. I can't imagine anyone would want to be int there twice. And if they come back to the adults Que and continue the behavior they can go right back in there.

    I did not know about ID switching. Interesting.

  • @HersKisa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664271#Comment_1664271

    It's not as much of a safety net as you think, dude. Let me give a scenario and you tell me if they do this.

    Survivor gets hooked. He/she gets unhooked and killer comes out of hiding. They run to the gen and start working on it, knowing the killer is right there.

    If this scenario fits, then the survivors are idiots cause the killer still gets the upper hand. Now let me give another.

    Survivor gets unhooked and killer just went out of range and there is a gen that hasnt even started in front of them. They hop on it real quick and killer comes back and knocks them down after ignoring a survivor they were just chasing.

    Now see, that is a great scenario where DS is ok. Now there are some clutch moments when DS can be used to get out and escape. And that is perfectly legit. Scenario 1 is just an idiot. Scenario 2 is a survivor just doing his/her job. Get over it. I do scenario 2 all the time and not when I'm using DS. It's not as op as you think. It was back when it had no timer, but now you are just being selfish.

    Says the guy who thinks Myers is OP.

  • One thing I would like to add to this; it's not just 'the other 3 survivors be damned', it's also killer be damned, and in fact, it is done maliciously very frequently. I have had people admit and even brag about disconnecting because they knew I had perks like Pop and BBQ and disconnecting before I got death hook meant that I couldn't use my perks. They are DCing as a form of cheating. I have also seen it done as a way to 'punish' the killer, so they do not get their BP/emblems. Because the design of the game lets survivors do that to killers.


    Players have become entitled enough to think that they can use DCing as a form of punishment against other players, stepping into the place that the BHVR community mods should be.

  • This would change up the meta in terrible ways the game is not prepared for; currently, good killers break good pallets and leave bad ones. If the survivor stays at a bad pallet, they go down, so they run for better ones. They are balancing maps better so that there are less 'god pallets' and less extremely good ones where it is extremely difficult to play around. If a survivor leaves a loop with the pallet still down, the killer will too.

    If Any Means Necessary is base, killers have to break every pallet, which means the ability becomes more moot than it already is, which means killers have to waste even MORE time. Nothing needs to be done about dropped pallets. They are meant to be an EXPENDABLE resource. The killers don't exist just to have pallets dropped on their heads.

  • @Sweaty_Pineapple said:

    Honestly I love playing The Demogorgon I enjoy maining him but he could definitely have some buffs to his kit. (Please don't unleash the wrath of the internet on me for having my own opinion)

    1. Undetectable. The detectable status from his portals is very short and experienced survivors will just hear his super loud footsteps. I think that your detectable status lasts for 4-5 seconds instead of 2 on default, and while you're undetectable footsteps should be silenced.
    2. Shred. His Shred attack in my opinion is pretty balanced it's able be used to end chases faster and can be dodged by survivors.
    3. His addons. His addons aren't horrible in my opinion but I do think that there is quite a bit of improvement to be made in the uniqueness category and some of them are weak.

    Tldr: To balance The Demogorgon I think that his footsteps should be made quieter or silenced while he is undetectable, and Shred is OK as it is, and his addons are subpar in the uniqueness category and some are under powered. (Keep in mind this is all my opinion.)

    Demo Add Ons suffers from the same issue Piggys do; the add ons focus way too much on the part of their kit that is supplementary, not the main part. Demo/Piggy need more add ons for their special lunges.

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664045#Comment_1664045

    Decisive is easy to fix, but Survivors don't want it "fixed", they want it to remain a universal anti-Killer perk.

    Trigger on unhook, lasts up to 60 seconds. Killer can down you and this timer will still tick down while down. The perk should not be changed to where it also anti-slugging, when that is one of the only ways a Killer has to fight back against it; but I've seen so many people try to suggest this because "they just slug me and I never get to use DS". That's the point and it is because DS is so powerful we would rather just leave you to bleed out for 60 seconds than deal with it.

    The changes to fix it are simple:

    Decisive should disable itself when the Survivor - hops inside a locker; heals a health state; begins repairing a generator; starts cleansing a totem; or begins unlocking a chest. All of these actions should disable Decisive. The perk is meant to only be used if you are chased and downed again in a span of time; and apart from lockers, any of the other listed actions are clear enough that you are not being "tunneled" anymore if you have time to engage in them. Lockers need to go simply because it can be abused to just sit in the locker where the Killer cannot touch you because it triggers DS.

    The duration should be much shorter - 30 seconds max. Not only does this shorten the time a killer needs to chase or avoid you; but it also shortens the time you are left slugged if the Killer manages to down you and decides it isn't worth eating the stun.

    In compensation because it is now truly anti-tunneling, Decisive should stun slightly longer and give the Survivor a temporary Sprint Burst effect for a few seconds that does not trigger/ignores Exhaustion - but does not stack with using Sprint Burst perk with Decisive; as well as hide scratch marks for that same duration. This way Survivors can actually put distance and potentially get out of the tunneling situation during that stun. This does not stop a Killer from slugging you to avoid DS altogether - because that is a viable counterplay.

    Again, these changes will never happen because the Survivors that use the perk do not want it to be anti-tunneling. They want it to remain the all-scenario anti-Killer go-to that it is now, that gives them a ridiculous 60 seconds to do whatever they feel like doing without having to worry about the Killer being able to down and hook them without eating a stun.

    I mentioned a few others; it should not be enabled after another survivor gets hooked, after gens are complete, nor should it function if you are the last survivor alive. It is particularly bad when they manage to open the exit gate, get downed, and I just have to let them crawl to safety, because, hey. Can't pick them up, can't stop them from crawling. With the exit gates on such a short timer, this happens a lot. Additionally, you cannot call it tunneling if a killer managed to hook someone else inbetween.

  • Just had another great example of how broken DS can be: I literally hooked someone across the map from the person who was unhooked, the unhooked person was doing the door, got it open just as I got there, I got them downed, but DS, even though I had hooked someone ACROSS THE MAP since he had been unhooked. 'Anti-tunneling'. Gets to escape because of it. No killer counterplay, because if I did nothing, he crawls out anyway.

  • Good example in my last game: They unhooked in the basement while I was chasing someone nearby. Went to down the person then chase the unhooker. What did they do? Jumped in a locker. They even called DS an Anti-slugging perk, not even an anti-tunneling perk. It is a single perk that is everything, with no possible counter play from the killer except have no pressure for a minute.

  • This is neither a suggestion or feedback, but I would say tunnelling exists as a strategy only after a chase with each survivor, and understanding which one will loop worst or throw pallets down fastest. THEN, tunneling that person becomes more worthwhile, unless you catch others out, just because they will leave their team in a bad spot/go down easiest. But doing it to the exclusion of other plays is not a strategy, it is a failure. The best way to look at it is questioning if you are FOCUSING, or TUNNELING.

  • Hatch escape should give lowest amount of points. Door escapes caused by hatch closure should give second lowest. Survivors should get 5k if they escape. Additional 1k to 5k ONLY if they achieved at least 4kbp in the other three categories.

  • "We don't ever get a fair chance at exiting the level since gates are 90 degrees from one another."

    You do know the hatch and end game collapse are designed to NOT be fair chances for you to get away, and to, in fact, be unfair chances for you to get away from someone who has legitimately won the game fair and square, right?

  • @Aven_Fallen said:

    Hello,

    easy idea, can be done for the next chapter and would be really appreciated.

    The amount of BP gained for the specific BP-Offerings (for Objectives, Brutality, Sacrifice and so on) should be doubled.

    So:

    Brown Offerings give 100% Bonus BP in the selected Category

    Yellow Offerings give 150% Bonus BPs in the seleected Category

    Green Offerings give 200% Bonus BPs in the selected Category

    This would actually make those BP-Offerings useful, if the players would not have to take them, they would not be taken, simple as that. Just look at the calculations:

    Currently:

    50% Offerings need 6k BPs to get the costs back and the maximum amount of BP gained (with 8000 BPs in that Category) would be 1k BPs.

    75% Offerings need 5334 BPs to get the costs back and the maximum amount of BP gained is 2000.

    100% Offerings need 5k BPs to get the costs back and the maximum amount of BP gained is 3000.

    This is pretty low.

    With doubled values:

    Brown Offerings would need 3k BPs to get the costs back and the maximum amount of BP gained would be 5000.

    Yellow Offerings would need 2667 BPs to get the costs back and the maximum amount of BP gained would be 8000.

    Green Offerings would need 2500 BPs to get the costs back and the maximum amount of BP gained would be 11000.

    So even with the green offerings, Players would just get 8k BPs more than currently. The numbers would not be too crazy to make the grind meaningless. Of course there would be more things needed to ease the grind, but this is a simple thing which would have some impact. Of course removing the Category Caps (but keeping the 32k BP Cap overall) would help.

    On a side not, just a personal wish: It would be cool if the Bloody Party Streamers (and similar Offerings like the Anniversary Cakes) give 200% Bonus BPs for the person using it and 100% Bonus BPs for everyone else. This would encourage to use them outside of Double BP-Events.

    But I think at least the specific BP-Offerings SHOULD be changed.

    Oh #########. Didn't notice someone else had the same idea. I suggested the same, except I think we should also add a slot just for Wreath offerings.

  • The fact that you mention two unrelated topics reeks strongly of what-aboutism. The problem with DS is:

    1. It isn't an anti-tunelling perk in its use. Survivors take advantage of it by doing things like working in generators, and if M1 killers come back to stop them, they hop in a locker. So a killer can't stop them from working on a gen, because they cannot pull them out of a locker with DS.
    2. SWFs who will run the same skin so the killer has a harder time figuring out which one to chase/which one was hooked.
    3. If you down multiple survivors, punishing them for a mistake as a killer should, you are still treated as tunneling despite having downed more than one survivor.
    4. A full minute of time is a massive amount of time for the killer to not be able to hook a downed survivor, since a downed survivor takes only .5 seconds to heal after 20 seconds.
    5. Killers have to treat every survivor as if they have it, so it is effectively a free perk for people who do not run it.
    6. It still effects people in the end game, where securing a kill is the only possible objective.
    7. There is no way to disable it short of waiting the one minute. It is the gameplay equivalent of camping a hook. One minute of wasted time with no gameplay. At least with camping, there are counters. With DS, there is no counter. You just have to sit there and do nothing.
    8. It can be combined with a lot of other 'second chance' perks for extremely extended comboing.

    DS is a BADLY designed perk. To work better, it should not work if grabbed in any way, it should stop working after all gens are complete, it should stop working if another survivor is hooked before you are, and it should not work if you are the last survivor for any reason. This wouldn't fix all of its issues, but it would remove a lot of the 'no gameplay' aspects of it.

    Or hell, just make it so that second chance perks worked like exhaustion perks, and you were considered 'Out of Luck' after using one.

  • This isn't really helpful though. You aren't giving feedback or suggestions, you are whining.

  • Someone get the guy a Puffin.

  • @herrik666 said:

    Maybe not exactly as those specific perks because they are really strong and sometimes annoying to deal with. But yes, it's sad that Tunneling and Camping is so damn efficient and something should probably be done about it.

    If a solo queue team doesn't have neither DS or BT and the killer decides to take advantage of it, I'm not sure if there's any way in which they can all get out (unless their skill is far beyond the killer's). Specially if the killer is territorial or good at camping (like Huntress, Bubba, Hag, Legion, Trapper...).

    I understand they are supposed to be used for tunneling and camping, and maybe it is a low level thing or a console thing, but I usually see BT and DS used to compensate for bad saves more often than any issue with the killers. BT is always great against hags, but you can see how many high rank survivors don't know how to unhook properly when they face a stealth killer. And the way DS is used clearly makes it not an anti-tunneling perk, because it doesn't care if there are no other targets or if you have gone after others; you can get DSed with everyone else on a hook or having escaped.

  • @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1553449#Comment_1553449

    It's not, actually. When killer knows where the hatch is, it automatically is more beneficial to them. In a keyless match, if someone put the hatch offering on and killer paid attention, it's very easy for him to check the offering hatch spawn immediately after there is only one last person alive, because he can wait right in the shack/main building (depending on whichever offering it was) as the hatch becomes visible and immediately shut it if it does spawn there.

    Yes, the hatch mechanic exists to benefit the survivor by giving him an extra chance to escape without having to complete generators (a nearly insurmountable task because it is easy for one single person to be found doing objectives, as he can only hide for so long) but as it stands, if the killer finds it first or at the same time, there is nothing the survivor can do, as the killer can just shut it in his face before he jumps in (at least- that's what I've heard and experienced for myself- if the killer waits on the hatch it doesn't matter if I spam M1 [with good internet and ping] to enter the hatch, killer's input seems to take priority). A survivor can anticipate this and just wait at a door instead of hatch, but doors obviously take a while to open and if they're close enough together the survivor definitely isn't getting out that way- hatch was their only hope there. The hatch mechanic used to be COMPLETELY survivor sided back when killer had to rely on grabbing him when he jumped in, because the tradeoff was that he couldn't shut it. Now you have to rely on finding/getting to it first (which varies in difficulty depending on the match, sometimes it is easy and sometimes not as easy) or on bringing a key for reopening the hatch after it is shut.

    So anyway, the hatch offerings seem to mainly benefit a killer (unless he doesn't pay attention to the offerings) because as long as he is there first, he wins the hatch part of the game.

    In a match with a key, the offering still CAN help out the killer since he potentially doesn't have to run around as much looking for the hatch- as soon as hatch becomes visible he can check main building/shack, and if it is there, he knows he has to keep an eye on the area for a period of time (as the key carrying survivor will likely visit the area very soon after it becomes visible, too, to check for hatch). Hopefully he has Franklin's so he can have a little party smacking the key out of the hands of survivors attempting to escape through the hatch. Otherwise, it's a big waste of time for the killer to run around looking for the hatch once the hatch spawn requirements are met in a key match.

    The only way I do see the hatch offering completely benefitting survivors is if they put on a key, put on the offering, and then in early game, strategically finish gens in the area the hatch should spawn so that killer gets paranoid and ends up failing his objective of patrolling gens further away from the hatch so that the survivors have a free pass to finish those gens AWAY from the hatch spawn and power the exit gates, if that makes sense.

    Anyways, most killers I run into seem to deal with keys not by tunneling, but by putting on Franklin's Demise and lightly camping the key (since you can see the aura of the item until it's gone, it's not too difficult to keep track of whether someone has picked it up or not) to ensure that nobody picks it up before it is consumed by the entity. Tunneling a key bringer is hit or miss since most survivors pay attention to someone else carrying a key and can simply go pick up the item from their death hook (if they didn't have a particular add on) and now they have one less gen to finish in order to escape with a key.

    To end this long comment, I do think the hatch offering mainly benefits killer, with or without a key. I might be wrong about how much it can benefit a killer against a lobby with a key, but that's honestly a different problem that mainly concerns keys. I only see this offering being good for survivors when combined with a key, especially against a killer without Franklin's, though. It'll be interesting to see how it plays out, but I know for a fact that 99 times out of 100, I'd prefer that the killer does NOT know where the hatch is, haha

    "Yes, the hatch mechanic exists to benefit the survivor"

    Thank you for confirming my point that it only exists to benefit survivors.

  • @CheyeneKL said:

    Hatch offering is a little disappointing to me- if they're secret, that's better, but at this point, hatch is already somewhat killer sided (whether or not anyone wants to admit it). If it's secret and a survivor offers it, then that's a 50/50 for killer only- otherwise, if killer offered it it's a free hatch close for the killer once he offs the 3rd person, especially if he hooks next to shack or main landmark. It's a 50/50 for both sides if a teammate other than the last one left offered it.

    I can only hope that they perhaps take down the time it takes for the hatch to open because at this point you have to wait a very long time for the 3rd hooked survivor to get sucked up into the sky by the entity lmfao

    Definitely will be helpful to killers who see a key in their lobby- this might actually cut down on "you have a key" tunneling because a killer can just pop this offering on and immediately check the probably hatch spawn point once requirements for hatch to be visible are met.

    That's... wrong. Very, very wrong. Hatch literally only exists to benefit survivor. What? It also makes keys MORE powerful and MORE in need of tunneling, because now instead of spawning randomly, they spawn in one of two locations, and keys are completely uncounterable.

    Like, I am hoping this is sarcasm/trolling, but I have met people who could actually think this.

  • @R52G said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492335#Comment_1492335

    Lol the map wouldn’t only be the school lol. There’d only be a small section of the school (primarily being the gym that would be burnt beyond most recognition alongside a couple random hallways). Most of the map would be outside though and the school would kinda be like how the Crotus Prenn Asylum looks (in terms with the roof) if that makes sense lol I should’ve clarified that better. 😂

    Reading the actual post, the first issue is her power only working with destroyed objects. With Oni, he can be drastically weakened based on how long you can go without giving him the first hit. If you get a map like Lerys, with a lot of vaults and fewer pallets, you can take out her power for most of the game, especially when you look at Plugged Up and the ability to make killers not be able to vault loops. A killer's power should be either something entirely in their hands, or something VERY strong when it is not, such as Oni and Trapper having potential instant downs, but needing the survivors to make the mistake first.

    Demon Perks:

    I like Anger. Anger is a good perk idea.

    I am worried Prayer Closet might be a bit campy and unfun for survivors. The killer stays around you for 10 seconds, then makes it so you cannot be saved for an extra 30, if I am reading it right?

    Numbers on Bloody Revenge are WAY too big, and the hexes are supposed to be an optional, questionable decision. A fully stacked Dying Light takes minutes to get, and only decreases speed by 33%. A better way to put it would be something like "After a survivor is hooked, Hex: Bloody Revenge converts a dull totem into a hex totem, or repairs a broken totem into a dull totem if there are no dull totems left. When there are no survivors dying or hooked, slow repair and healing speed by 3/4/5% per active Hex totem."


    For the Survivor

    Prom Date: Generator speed boosts are supposed to be HUGELY rare, and 20% is way too large of a boost, especially for not having a duration listed. This is a 35 second gen for an unhook. 1 person gets chased, 3 survivors work on gens, you got 3 gens done in 80 seconds. Now you have one person chased, one person saves, those two go do a gen, and you have the entire game won in ~2.5 minutes at that speed.

    Weird Vibes: Clarification: If YOU are in the terror radius, and you manage to hide, you get to see their auras, or if someone ELSE hides while you are being chased by the killer, THEY can see everyone's auras?

    Plugged up sounds good, but it will just end up being a slightly stronger version of Cruel Limits.

  • Absolutely not. No more school maps. Gotta do a hard pass on them. 😤 Pick a new map, and we will see.

  • @APopp said:

    If they do it and it's not Trixie Mattel, I would be very upset lol. She's really the only drag queen candidate for a Survivor because she's a huge fan of the game and it wouldn't read as a publicity stunt or whatever but a DLC like Ash, Bubba, or Ghost Face.

    But, honestly, I don't really think a drag queen would really fit into the game just as a character they created. And by looks of it, a lot of people are uncomfortable by the idea (come on guys, it's not that serious). Plus, Corset + Heels + Wig + Tuck + Urban Evadion = Pain lmao

    I am now remembering Evelynn's old quote from [Undisclosed Game Name].

    *Enters stealth as she runs*

    "You have no idea how hard it is to do this in heels."

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491208#Comment_1491208

    I know Hag's ear was changed to remove the ringing. As someone with tinnitus ######### that noise. It would be VERY STUPID if the ringing sound is back for Knock-Out. Can anyone confirm if it plays the ears ringing or if it just muffles your audio for a bit like Hag's ear?

    I like the idea of the audio muffling to simulate getting a concussion and being disoriented, just the ear-ringing is unneeded and annoying.

    They can remove ringing for Hag's add ons, but I can't get an anti-epileptic mode for Lerys? Some bullshit. >>

  • Nerf? Excuse me, Piggy has become the head pop goddess she always deserved to be.

  • At least moris have counterplay. If they have a key and know where hatch is, they just win. Both really need to go. They are a crappy game designs whose only purpose is to turn a loss into a win without having to earn it.

  • "For example, a survivor is looping her around shack"

    What part of that gameplay do you think isn't boring to play against for killers? There are a lot of loops with no mind games, that are no fun, and are just going through the motions, and what makes killers like the spirit so fun is that there is a chance those loops can be won.

  • If you want a drag queen, they could just add drag outfits for male characters already in the game. Wraith could definitely pull off a good look. Calling specific attention to it Edit: (with a specific character designed for it) in a game where most of the characters don't even have voices, let alone mention of their sexuality, would have a 'very special episode'/PR stunt feel.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491105#Comment_1491105

    They already do hide the dying survivors auras? Or do you mean other Aura perks shouldn't show dying survivors auras? Regardless, if the Killer knows where you are, then you're more likely to get picked up and hooked instead of slugged...

    Yeah, removing auras is very counter intuitive. Honestly, this whole thing could be fixed by doing one of three things;

    Fix killer ranking. Not the end all, be all, but a lot of killers started slugging for the 4k because there are games you can legit get displeased on 3 kills or tie on 4.

    Fix end game so you don't have to slug to get 4 kills or hope for RNJesus to save you as a killer/survivor.

    Make people bleed out faster. I am in a dying state. Why do I bleed for 20 minutes?


    Also, fix the silent survivors on the floor. A few times, I wanted to be found to get the losing match over with, and they walked right past me.


  • Knockout does not affect SWF in any significant way, because they can verbally communicate their location over third party programs. Knockout already only worked on solos who had to find their allies.

    Also, I find this change particularly egregious on a CHAINSAW KILLER.

  • Doubt that. If you were, you would know it rendered some killers unplayable, like trappers literally not being able to find their traps.

    TrappersTraps.PNG


  • @LapisInfernalis said:

    this is because the new matchmaking system considers your rating/skill with every killer seperately. if you are good with nurse (=high rating), you will get survivors with higher rating against you. but if you rarely play wraith or don't do well with him (= low rating) you will get more inexperienced opponents who also have a low rating. if the killer could switch the character after entering the lobby this could be abused by selecting a killer with low rating to get easy opponents and then switching to your main killer to get an easy match.

    survivors on the other hand are 95% the same with the only difference in size and sounds.

    I understand that a toxic last minute switch is cancer. the only thing i could tell you is to deal with it. get a last sec key? think ahead, kill this one fast and prepare for swf. last sec switch to someone with a flashlight? prepare for flashlight saves or clicky clicking.

    some people just used the time to level another character and switch last sec to their main survivor with no bad intention.

    That actually makes sense. Only problem is I do my BP spending while queueing for lobbies.

  • @[Deleted User] said:

    I'd go with once you hit level 50 as a Killer, browns are unlocked by default and removed from the web (stays as a permanent feature on prestige) then on reaching P3 yellows are unlocked, so greens only show up with a increased chance of Purple and slight increase chance of Pink (We dont want mori's ending up being used every match).

    Addons do not need changing (unless actually underpowered/overpowered) as you would normally unlock another of the same type of addon anyway per match.

    I like this version.

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