Avatar

Beelzeboop

Beelzeboop

About

Username
Beelzeboop
Joined
Visits
0
Last Active
—

Comments

  • Ping system, like everyone else said.

    The killer should also be able to hear/see the messages if they're close enough.

    It works for Identity V, so it should probably work here.

  • I mean, breakable windows seem like they could be cool if properly implemented.

    That's all I can really say is a good idea here.

  • @Marik13 said:

    No mercy for Megs...

    (This message brought to you in part by The Nemesis Tentacle Yeet Society)

    Jeff is like the only survivor that deserves mercy.

  • my-image (2).png

    Heres mine. I couldn't find any other tier lists with Nemesis.

  • PoTD inflicting Torment is absolutely something he needs. It sounds like you want to largely remove his Torment trails, though, which is not a good idea by any means. The extra information is invaluable, and you can abuse survivors' immense aversion to the stuff if you're clever.

    PoTD just needs to come out slightly faster. That's all it really needs. 10 seconds of Oblivious is... cool, but a bit much.

    It would be cool if Pyramid Head had full control over Torment, and not getting it removed for uncaging another survivor would be great for him.

    The reason the Cage of Atonement is the way it is is because if it just worked the way you describe, he would be a camping and tunneling machine. There would be little reason to do anything else. Using the cage is a choice, giving you something other than "slug or hook." Making it so that survivors couldn't see the caged survivor's aura either would be cool, though.

    Final Judgement really, really doesn't need any changes. The survivor is dead anyway. End of story.

  • Thanks for telling us.

    I'll keep this in mind if I ever get him.

  • You know, I was just thinking that I wanted to play Clown in honor of that sociopath on the PTB.

    Guess that's never gonna happen.

  • @Pilot said:

    • Dead Hard - There's your second chance since you're rusty and god knows you need it
    • Fixated - There's your stealth, 10x better than Urban Evasion
    • Prove Thyself - There's your gen speed
    • Iron Will - Stealth and a huge quality of life in general. Swap this with BT if u must

    You absolutely don't need gen speed.

    Kindred could go in that slot, though.

  • Make the inverse a thing too.

  • It seems mostly fine, but I feel like there should be a tell of some description.

  • I love how two of the top three in pretty much all of these tier lists are free and come with the game.

    If only killers got it that easy.

  • I would be perfectly fine with the nerf if keys weren't bullshit.

  • More skillchecks makes it even better for genrushing. I didn't even know that was a thing. That's not even a disadvantage once you get past low yellow ranks.

    It's amazing that this perk hasn't been reworked already. It's extremely powerful against some of the weakest killers on the roster, gives several general bonuses that can help out any player, regardless of their skill level, gives a bonus (no matter how small) that's specifically helpful to genrushers, encourages passivity, and gives survivors way more information than they already have with no input from either side needed.

    Imagine if there was a killer perk like this.

    Spine Chiller

    Your Action speeds in Picking, Dropping, Hooking, Vaulting, Pallet breaking, Breakable-Wall breaking, and Generator damaging are increased by 3/5/7%

    Your red stain is 20% larger.

    Whenever a survivor is looking in your direction when within 36 metres of you, Spine Chiller activates.


    The speed would almost be as good as Fire Up because you get it from the start even if you don't get as much, plus tracking with a larger range and more accuracy than Whispers. While the red stain increase would be a minor hindrance to newer players, but could be actually utilized in mindgames by more experienced players.

    You really think survivors would be fine with that? You wouldn't be able to even look in the direction of the killer without him being at least somewhat aware your location.


    Survivors already get massive amounts of information in basekit. The only thing the killer has on them is generator auras (object permanence makes up for this on it's own) and the locations of Hex totems (but current totem spawns make that worthless). Oh, and they can see hooks, but only while carrying a survivor. So, Counterforce, Visionary, and Saboteur give you killer abilities basically. The main reason no one runs most of these is because survivors already have a huge FOV and a third person camera and can tell how close the killer is at almost all times and can tell which direction they're looking.

    The fact that survivors feel like they need a counter to Undetectable is insane. All Undetectable does is make it so that the killer doesn't necessarily call out their location constantly. Even then, basic audio cues such as the the insanely loud breathing pretty much every killer has or killer specific sounds such as pounding footsteps and dragging blades should be enough. That's not even mentioning how many killers are almost impossible to miss visually. Ghostface and Wraith are the only killers that are actually stealthy at all beyond undetectable.

    The only reason scratch marks are a thing is because killers would have almost no basekit tracking whatsoever. The horrible killer FOV and absurdly loud chase music makes it so that survivors can escape chases by turning their camera. Blood pools are pretty much impossible to see without running Bloodhound or playing as Victor. Without Stridor, breathing noises are... unreliable to say the least.


    You don't need or deserve Spinechill, and the killer absolutely should not have to deal with this #########. Reduce the range to something actually reasonable, completely change the "disadvantage," and then we're good. Some actual skill required or interactivity would be nice though.

  • Absolutely. No question.

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/258477/rant-keys

    I have a whole thread about this. it got poo-pooed by the legion of Survivor mains and sympathizers who swear it's fair and balanced.

    Save your energy. BHVR doesn't care and their survivor minions are only too happy to have easy no-brain wins.

    You phrase it like everyone who plays survivor or doesn't see the entire survivor playerbase as their enemy is an entitled, toxic douchebag.

    That's a... hasty generalization.

    I know it feels that way sometimes, but I've met some decent survivor mains, so I can confirm that they aren't all mindless toxicity factories with no sense of self awareness.

  • @FancyMrB said:

    When someone disconnects I groan and roll my eyes. The match is pretty much a wipe after that (if its at the begining).

    I always try and do gens but if the killer is showing no mercy and just wants us dead I won't stop them. I have no issue with it! Clearly that match is no fun for anyone so might as well move on to the next.

    When a killer does show mercy or play more kindly that makes me happy ^^ still get bp and safety pip! When I player killer and someone disconnects I usually farm as well.

    This just made my day.

    Whenever I see that survivors are struggling, I tend to let up a bit. I do things like pretending that I'm not in range to attack, switching targets constantly, and stalking survivors as if I were playing Myers despite actually playing Slinger or PH or something.

    Just last match there were two survivors left, both on death hook. One survivor had DCed around the start, I guess because Calm, Order, Distressing, and Unnerving Presence (all max tier) on Lery's is more oppressive than I thought. I wasn't even running any slowdown.

    For the last two gens, all I did was make sure that they both stayed in Madness II. As soon as the last gen finished, I found and killed one of the remaining two, and then corralled the last one to the hatch.

    Those types of matches are some of my favorite, and I'm glad to hear that at least one person appreciates mercy and doesn't T-bag when they get W handed to them by their opponent on purpose.

  • Survivor:

    Fun: Give the killer a fun and interesting game.

    Goal: Help my teammates escape, even if I don't escape myself.


    Killer:

    Fun: Intimidate and pressure survivors. Make it clear that I'm a threat and need to be taken seriously (I don't have much fun in this game).

    Goal: Build an interesting narrative, or get a fun story I can tell after the match is over. And avoid the "Entity Displeased" sound effect. And don't get bullied.

  • @oliviaa said:

    if ur going to comment on how a killer is 'SEVERELY lacking' but can't be bothered to even say what should be changed then i literally don't understand what ur point of this post was... the only killers with decent map pressure are spirit, nurse, and arguably billy... not every killer they are going to release is going to have some insane power that is able to teleport across the map and stop a gen from popping.

    if u think a killer needs to be reworked bc they lack 'gen pressure' then u either need to be usng better perks or stop tunnelng and pressure survivors off gens

    Being aware of the issues that need to be fixed is step one of fixing said issues, if you didn't know.

    Also, powerful chase-oriented killers have pressure built in as well. It's difficult to do gens when half the team is down (or at least that should be the case).

    Nemesis suffers from some of the biggest issues of some of the weakest killers, albeit downplayed to an extent. He has a poorly implemented "anti-loop" that is barely helpful, is particularly weak early on in the match but lacks the snowballing power required to make that meaningful, a good deal of his power pretty much only exists to force a feeling of "agency" onto survivors without actually delivering a form of counterplay (and just making him weaker overall instead), and his tentacle strike has an extremely small and janky hitbox.

    He sacrifices so much just to have the zombies, but they're even more RNG dependent than Jigsaw's Baptism. Just like with Pig, the Random Number Gods decide whether the power is almost nonexistent or if it destroys the rank 20s the killer was put up against. Anything other than brown rank solo-queue survivors don't have much trouble with these two.

    Even worse is that his tentacle whip is nearly recycled from Pyramid Head, but made worse for some reason. Any survivor that can deal with the Executioner can easily deal with Nemmy.

  • Yeah.

    He's basically Pig tier.

  • Make lights flicker when she phases. Same thing when Nurse blinks.

    I know it's unrealistic to hope for, but it would be awesome.

  • Sci-Fi for me, as long as it's done well and stays directly in the horror genre.

    Something like Alien would be fine. Something like Darth Vader would absolutely not be.

  • Vaccines: worthless against anyone other than Nemesis, and it would suck if survivors instantly cured themselves of contamination with no effort or time investment in response to a deserved tentacle hit.

    Flashbangs: survivors would quickly build up huge amounts of these if they got a new one every match. Plus, with the minimal skill they require to use compared to their effectiveness, it makes sense that you'd need to make some investment to use them. Being denied your first hook because someone had a flashbang before they reasonably should would suck so much.

    Both: Every item needs to have add-ons, and there aren't any for either of these.

  • Virtually none of his perks are really useful, and none of them are particularly useful on him.

  • At least give him some sort of facial rig.

  • It would be nice if perks like these were useful to the killers that can get some serious benefit from them.

    If Knockout worked for Pig's Ambush, that would be awesome.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2270836#Comment_2270836

    if you haven't recently... you should just make a new discussion with this idea...

    but...you're expecting a bit much from the ai.

    "The dog will attempt to herd survivors into any set bear traps, or into the Trapper's line of sight."

    this is not simple

    It didn't receive much positive feedback, and I don't think it's gonna change much since the last time.

    I'm aware of the AI issue. I'd seen advanced AI in other games, and I didn't realize how poorly optimized DbD is.

  • @Soulslayer618 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2270926#Comment_2270926

    I am so sorry and I hope the bad experience didnt/doesnt leave a lasting impact

    also did you report them for holding the game hostage? I always forget thats reportable despite it being more common than other reportable offenses

    Uh, no.

    I didn't think of it.

  • It should injure you as well.

    Also, this sounds a bit like old MoM. Not a lot, but there are similarities in purpose.

  • My best experience was cornering a Jill on Midwitch with the Zombies during the RE PTB. Her terror was almost tangible, and I could just drink it in as the walls closed in on her. It was exhilarating to watch her squirm, and the ticking of the EGC timer made it all the better. I feel like I won't get another experience like that any time soon.


    My worst experience was... the standard. Playing Trapper with a meme build against a red ranked 4man bully squad on Haddonfield. They drew out the match for 45 minutes, never completing the the last gen, despite 99ing all three of the last remaining ones. I managed to snag two hooks out of them, but that was all I got, other than a nice, comforting Entity Displeased sound effect. They then took the time to explain how they just played a Haddonfield offering for the tome, and that I was in the wrong for not wanting to chase them for the last seven minutes of the match.


    I would say that the negative very much outweighs the positive.

  • @[Deleted User] said:

    i thought it already can? Unhooked from 1st hook and then unhooked from 2nd hook. It activates both times right?

    It can only stun the killer once, though.

  • I barely have enough BP as it is.

    I have like 2k BP at all times.

  • BHVR doesn't want more viable options. Survivors already complain about Pop and Ruin being used together, even though they literally have an anti-synergy.

    Who cares about diverse gameplay? The survivor mains might have to learn about another perk that does something of value for a side they'll never play. Imagine the outrage it would cause! The money that would be lost!


    Also, it's nice to see someone else who actually uses Surveillance.

  • I adore Midwitch, but my opinion is invalid due to me being a killer main.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2270538#Comment_2270538

    Give him rope to tie himself to Beartraps that he can use to shot put himself across the map, 'cause entity physics. Or just let 'im huck Beartraps at Survivors like the maw of an angry badger. Hell, he's a trapper, let him actually chuck badgers at Survivors. ;)

    On a more serious note, given AI, it's not impossible to implement some kind of creature companion to the Trapper.

    I had a fairly detailed idea for a hunting dog for Trapper. I'll repost it here.


    The dog would have two modes: search and hunt. This would be toggled with the secondary power button, causing the Trapper to whistle and wave towards himself or point in the air, respectively. The dogs default state is search.

    Search mode: "C'mere boy/girl!"

    Speed: 110%

    The dog stays by the Trapper, within 16 meters. If they detect an injured survivor within 8 meters of the Trapper, they will stop moving, growling, bristling, and facing the survivor until the Trapper enters a chase or the survivor leaves the radius.

    In this mode, the dog will occasionally go and bring the Trapper bear traps if the Trapper is missing on of the two bear traps he starts with by default if any traps are within 32 meters of the Trapper. They will carry them in their mouth until the Trapper presses the secondary power button, causing him to pet his doggo and take the trap.

    While in search mode, the dog's aura is revealed to the Trapper.


    Hunt mode: "Get em', boy/girl!"

    Speed: 120%

    Whenever a survivor is hooked or caught in a trap, gain a token.

    If the dog isn't holding a bear trap, the Trapper can burn a token to toggle hunt mode.

    In this mode, the dog begins searching for survivors. They have their own terror radius and red stain, half the size of the Trapper's by default. It is not aware of upright pallets, but it is aware of set traps, and will avoid them when possible.

    Whenever it sees a survivor within 40 meters, or smells them (survivor within 8 meters), it will howl (same indicator as a scream), and then aggro onto them. It will then chase the survivor until the survivor escapes the chase, the dog detects another survivor with higher priority (discussed in a bit), or they catch the survivor they're chasing.

    In the event that they catch a survivor, the dog will grab them, biting their hand. While grabbed, the survivor can't move and can be grabbed by the Trapper. After six seconds, the survivor must complete three very hard skillchecks in rapid succession to escape the dog's grasp. If the survivor succeeds on both checks, they free themselves and stun the dog for three seconds. On a great success, the survivor will throw the dog off of them, causing the dog to run back to the Trapper and enter search mode. If the survivors fail either of the skillchecks, they are injured for one healthstate, and gain the Dog's Bite bebuff.

    The dog will attempt to herd survivors into any set bear traps, or into the Trapper's line of sight.

    During the endgame collapse, the dog moves 5% faster.


    Dog's Bite:

    While afflicted with Dog's Bite, good success zones on skillchecks are reduced by 20%, and they heal, repair generators, and cleanse totems 5% slower. Whenever the dog smells the afflicted survivor while in search mode, the survivor is revealed by killer instinct.

    If a survivor is afflicted with Dog's Bite, their priority is reduced by 5.


    Priority:

    Each survivor has their own priority, which determines who is the most valuable target for the dog while they are hunting.

    Positive priority:

    • In a chase: + 3
    • Holding a key: + 1
    • Injured: + 1
    • Closest survivor: + 2
    • In a trap currently: + 2
    • In a trap less than 15 seconds ago: + 1
    • Healing another survivor: + 2
    • Working on a generator: + 1
    • Holding open the gates: + 3
    • Negative status effect (other than Dog's Bite): + 1
    • Unhooked another survivor: +1 per survivor
    • Dead on hook: + 2

    Negative priority:

    • Dog's Bite: - 5
    • Freed themselves from the dog less than 30 seconds ago: - 2
    • Kobed less than 30 seconds ago: - 5
    • Recovered from the dying state less than 15 seconds ago: -3
    • On their second hook state: -1


    This has some slight edits from the original, but that's a given due to the fact that it was my first post on the forum.

  • Make Overcharge basekit as well, and rework the perk to be... functional.

  • Bubba absolutely doesn't need a nerf. He's mid-tier in the best possible circumstances, and is primarily countered by windows. Windows. I can't believe I'm actually saying this but... if you can't deal with Bubba, you just need to git gud. Split up, don't rely on pallets, stay out of deadzones as if your life depended on it, genrush.

    Trapper needs a rework, and needs it as soon as possible. Just because he doesn't matter to you doesn't mean he isn't important to this game and players other than you.

    Billy needs to be fixed, too, but not at all in the way you suggest. He doesn't need insta-saw back, he needs overheat removed.

    Oh wait, this is bait, isn't it?

  • I'll probably get Nemmy at some point. Probably not at release, though.

  • @tolore said:

    I don't have strong opinions cannibal, but i think he's largely considered a pretty mid tier killer, not great, not horrible.

    BBQ though, I think is widely regarded as the most well designed perk in the game. It does everything you want for the health of the game. It rewards killers for not camping/tunneling, It telling the killer where to go after i strong(ish), but having that knowledge makes a killer less likely to just stand by the hook. For purely knowing how to find survivors, there are way strong perks than BBQ and chilli, I guarantee if you nerf BBQ to the point where it's used less, survivors will be found easier, and camping/tunneling will happen more. The only reason BBQ and chili is as popular as it is is because of the blood point gain.

    All of what you've said is entirely accurate.

  • I don't play much survivor, so this is mostly gonna be killer perks.


    Huntress's Lullaby

    Unnerving Presence

    Surge

    Blood Favor

    Coup de Grace

    Overcharge

    Overwhelming Presence

    Thanatophobia

    Mindbreaker

    Cruel Limits

    Predator

    Shadowborn

    Monstrous Shrine

    Lightborn

    The Third Seal

    Sloppy Butcher

    Knockout

    Hoarder

    Forced Penance

    Gearhead

    Dead Man's Switch

    Dying Light

    No Way Out

    Crowd Control

    Unrelenting

    Furtive Chase

    Oppression

    Sole Survivor

    Mettle of Man

    Dead Hard

    Power Struggle

    Babysitter

    Distortion

    Prove Thyself

    Red Herring

    Pharmacy

  • Behaviour Entertainment promised 500,000 Bloodpoints by this date.

    I put in a massive amount of time and effort for that BP.

    So... where's my god damn Bloodpoints, Matthieu?!

  • @glitchboi said:

    Bruh ######### okay I've already lost enough brain cells, can't lose any more.

    Yeah.

    I think I should quit the forums for today.

  • They've reworked Laurie, but she's already basically an OG survivor.

    I would honestly love to see a new model for Freddy.

  • Yeah. I'd like to have some idea of how good I am other than

    P u R p L e

  • Remove the "closer together" part and replace it with making the scratch marks directional (if fairly inaccurate).

    It's never really going to be a perk for high level play anyway, but should be able to help someone other that Spirit mains with tinnitus.

  • SWF isn't cheating.

    Using comms to get an upper hand is.

  • @Thesaviour119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232846#Comment_2232846

    Killers have the upper hand in this game and everyone knows it, so why feel the need to be toxic about it and ruin the lobby

    ... I ... I'm not sure what you're even complaining about with this.

    Killer OP?

    Toxicity?

    Farming?

    I mean, if you want to argue about all of these things, you need to come up with an argument that chains them together instead of just dumping them on the floor and telling the other side to figure out the mess.

  • 92 people have voted, but I'm the only one who upvoted... interesting.


    Trapper is the worst because he's the only killer whose power is actually detrimental to him, relies simultaneously and extraordinarily on good RNG and survivor mistakes, and has a power that somehow doesn't synergize with itself. Plus, he's specifically countered by the current brainless meta perks and "strategies," despite needing to put in more mental effort than most killers on the roster, and the ones that do are both S tier.

    He has to waste copious amounts of time at the start to run all the way around the map to collect traps despite being a territorial killer. His traps are extremely easy to see and generally have to be placed where they aren't hidden at all, and survivors can use Dead Hard to jump over them while Trapper himself just has to eat what is essentially a pallet stun but you're nuzzling the ground and nothing can reduce it's duration. In addition, if survivors know where his traps are, they can just disarm them without any issue or effort whatsoever unless Trapper has an Iridescent add-on. Even worse, disarming his traps don't deactivate DS, even though you are obviously and undeniably not being tunneled if you can spend ten seconds to disarm a bear trap. Plus, his power loses most of it's potency if survivors just decide not to heal. This isn't even mentioning how add on dependent he is.

    If his hilariously ineffective bear traps weren't the only power he had, I would say Trickster, but Trickster has some utility beyond basement camping.

1 2 3 4 5 … 24