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BlueFang

BlueFang

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BlueFang
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  • I imagine it would be similar to Dogora


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    One thing I've always found funny is that despite these super beings like the entity being so advanced and above time and space, they've essentially just become super parasites, parasites being one of the lowest and primitive orders of life

  • I try to make sure everyone has fun in my lobbies

  • Man imagine this combined with bloodwarden, and remember me

    It would take the entire end-game hostage

  • @Mandy said:

    @George_Soros @LordGlint Yeah I run Pharmacy when my medkit stock is starting to run low, I like the guaranteed medkit instead of randomly having to go through the chests finding brown toolboxes.

    Oh hey I got a medical kit, this perk is already paying off

  • I think it would just be really nice to have variety in objects Survivors can throw down

    It would all be the same as pallets of course but the model would be different, just anything but boring rainbow colored pallets, can't we be hit by a door for once? lol

  • @blurmcclure18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/604516#Comment_604516

    You define NOED as a crutch, where it can also serve as a punishment for survivors not doing totems. When I play survivor I always try to do totems whenever I see one, also survivor's rushing through Gen's is significantly easier than killing 4 people with NOED. Especially if they are even half decent at looping, I'm not saying you have to win to have fun playing this game or any game for that matter. But punishing a team or even one survivor that loops you all game or is just playing toxic does feel good.

    I mean this is how I see it

    There are survivor perks that let you find totems, Hex perks can be completely negated and are built on risk where as Survivor perks such as adrenaline can never be denied, it's a pretty fair trade-off


    The funny thing is the large majority of people complaining about NOED are also the type that run the second chance meta builds.

  • Honestly I have to agree, I don't remember any movie that's had characters defend themselves with pallets. Sure people have barricaded themselves and thrown miscellaneous items at the monster but never anything like a pallet


    Maybe a few of the developers had to work outdoors with pallets growing up and developed a bitter hatred of pallets so they decided to make others feel that same hatred


  • You don't need NOED and you don't need Ruin on rework Freddy


    Run Haunted Grounds, Make Your Choice, Weasel, and BBQ


    Enjoy the absolute madness of a build that makes the one shot Hag build tip it's hat in respect. Seriously when this build works, it bloody works. Make those insta heals worth nothing


    Also almost every survivor runs Adrenaline nowadays so yes, NOED is not a crutch it is a COUNTER nor is it unfun as long as Adrenaline remains meta. As a survivor that nevers run Adrenaline I myself get to reserve the right to complain unlike you lot! lol

  • People often DC just to de-rank, after you get the achievement there's very little reward for staying in Red ranks. At least until they release those upcoming changes, until then anything involving De-ranking with dcing will only inadvertently encourage more dcing


    Mainly I just stay away from moris, sucks if you get hit and it forces the most boring thing to deal with. Gen Rush

  • Patient does not even begin to describe the resilience of P3 Bubba Mains

  • Leave it for everything else but not Michael Myers. He already has his alert and it's the iconic Halloween theme it's as unnecessary on Michael as the red VFX was on pallet stuns

  • Indeed, Spirtfury+Enduring can be more of a wasted combo then Thrill of the Hunt+Ruin. if competent survivors know you have it, very little is going to stop them from pretty easily countering it

    At high and medium ranks it's only good for ending a loop one loop early and maybe with some bad positioning on the survivor a hit every now and then. For a two perk investment of which the usage you get out is very inconsistent that's actually pretty terrible

    Enduring+Spirit Fury does not need a nerf unless your a meg and Nea who runs to a pallet and waits 15 seconds for the killer to arrive so they can stun him

  • Bill: If equip Empathy you do, only pain will you find

    Ash: Yeah, yeah, I'm sorry old guy but I gotta see what they're doing

    Ash:...It can't be...They can't be so stupid

    *Sees 3 Megs urban evasioning and self caring in the corner of the map 5 miles away from killer*

    Ash: Takes empathy off I can't watch these screw-heads anymore

  • Simple

    Have survivors not get greedy and drop the pallet a little earlier to avoid dropping it on the killer. Bam, two perks literally removed from the entire match

    And the nerf is already live

  • @Awakey said:

    Here's my idea:

    Brutal Strength:

    You break pallets and generators 40/45/50% faster. Generators you kick regress at normal/150%/200% speed.

    https://www.youtube.com/watch?v=CUMxMFLL0Io


  • @ArecBalrin said:

    Brutal Strength should activate the ability to kick survivors on the floor, resetting their recovery progress. The animation will be hilarious.

    I want this. I need this.

    https://www.youtube.com/watch?v=KnxgQMSsc8c

    I need this too, I never slug but I would run it just to stomp on some insta-heal survivor lol


    I mean just add a timer so it would be a tactical perk and it would be totally fine and surprisingly original for DBD. Please @Peanits


    Also sorry for the mention

  • @Zixology said:

    Literally just stop hook-death progression while the killer is in X-meters of the hooked person.

    HOWEVER! They should also make it so that if the killer is in a chase, then the hook-death progresses as normal.

    Literally just stop the ability to repair gens or reverse gen regression while the killer is in x-meters of the generator

  • Oh man seeing the scary tier fast and mobile Volatiles forced to loop and scream in agony from pallet loops would be unbelievably sad to see

  • @Peanits said:

    The roadmap is just a rough estimate, not so much for getting the exact date. We tend not to announce release dates too far in advance.

    Hello, I was wondering if I could please ask you a question not sure if it's off-topic or not. What's a rough estimate on the new Underwater Trapper cosmetic's release date?

  • There are toxic players on both sides, just as there are angry players on both sides. Why are they angry? Could've been a bad game, several bad games, problems outside of game. Who knows, dwelling on such matters is pointless


    You can never please anyone no matter how you play it doesn't matter if you don't use meta perks, don't abuse cheese strats, and play totally fair. Somebody whether it will be a killer or survivor will hate you guts and accuse you of everything in the book and insist your toxic and mad at them. It's just the nature of a chunk of the playerbase in this game. I've learned that as a primarily killer and sometimes survivor player


    Easy come, easy go.

  • @Chocolate_Cosmos said:

    Snares are so underrated and better than pallets. Good placement with snares is like playing "better" clown and fake pallets are weak bait if you watch pallets around you during whole game. Pallets are more fun (If Survivors are using them) and more easy to use.

    The way I see Dream Pallets is it's not their actual threat it's the concept of them. One of the things survivors love to do against trap killers is lead them all the way to the other side of the map where they have now completely lost their power. This means so that even if they get downed the killer has no pressure around them and with a trap killer's typical lack of mobility it's an easy unhook/generator pops for the survivors

    Dream Pallets on the other hand encourage survivors to stay within zones they know are safe. If a survivor hasn't fallen asleep they know every pallet near them is real so they want to stay in their zone. This means Freddy can now eat through pallets in that zone and very easily create a dead zone because survivors won't want to risk a fake pallet so they'll just drop real pallets pretty quick, this will end up either forcing the survivor to run to an area they don't know is safe or ensure downs against survivors entering this now empty zone thinking the pallets are real

    This will also encourage survivors to wake up as soon as they can thus failing skill checks on generators and forcing regression or risk taking a hit or down from a fake pallet


    That said I VASTLY prefer Dream Snares and enjoy using them WAY more due to their sheer versatility, fire and forget nature, and the ability to shut down loops and secure hits and downs so easily compared to almost any other trap in the game. They are also amazing for using as aura detection, put a snare in an area survivors have to go up to be it a staircase to a generator, a totem, a generator, hooked survivors, pathways or even the exit gates and you can learn a ton about map movement and where survivors are, especially if you are using snares with something like Red Paint Brush


    Freddy's abilities are very interesting. On their own they would be incredibly weak but tied to Freddy's stats and his teleport power they are really bloody awesome

  • BBQ, Weasel/Infectious Fright, Hex Haunted Grounds, Make Your Choice


    Absolute pure pressure if you play right, you will wear the survivors down so much they won't even heal after a while.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/602302#Comment_602302

    this would mean old Freddy never got to try new perks from new killers, pls freddy players would whine about that.

    I'd be okay with that. It's legacy content, leave it for the people who were here first and enjoy playing as him. If we enjoyed playing as him without these hypothetical "new perks" then we would have continued on playing him

  • @Liruliniel said:

    No point honestly because then shadowborne will be useless.

    The whole point of making it's FOV a default stat for all killers would mean Shadowborn gets a complete rework

  • That Doctor is a powerful killer with a power that counters looping

  • He's a sidegrade of Myers and the Wraith

  • @johnmwarner said:

    Games do this all the time, patching or changing things. They also addressed your pre rework suggestion it would require maintaining and balancing two characters

    I still don't see why they couldn't leave old Freddy in. It's not like they touched him over the course of 2 bloody years

    Nothing would change if they never supported old Freddy again

  • Absolutely essential perk on Myers even better then Bamboozle or Enduring on him

    Great on Pig, Billy, and really just any "average/normal" sized killer


    Really silly to use it on M1 Doctor on Lery's though, no one expects it lol

  • @ElusivePukka said:

    Honestly, when you're starting out Calm Spirit and Self-Care are two of the best. Being able to prevent audio and being able to maintain your own health is crucial while learning, even if as you improve you can replace these with other things.

    Running Iron Will and Calm Spirit implies a level of immersion I don't myself play anymore, but Lightweight, Resilience, Small Game, Spine Chill, and We'll Make It all have quirks that can really help you and the team out when you're running those two.

    To be entirely honest I'm just running Calm Spirit out of the hope, I'll get sent to Lery's with a Doctor and at end chat I get to say


    "You have no power HERE!"


    That and it's because it's the only perk I have. I'll put it away once I get better perks, I'll definitely leave Iron Will on because I know just how powerful audio queues are from playing Killer

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/601853#Comment_601853

    because trapper is fun?

    because he is unique?

    because we enjoy playing him?

    why would you play ANY killer up there other than nurse?

    however, de-piping just because i selected a certain killer should NOT be a thing! EVERY killer should be able to get to rank 1. when played efficiently, they should at least have the possibility to do so. for Trapper, the emblem system literally works against him, leaving you with de-pips you did absolutely not earn all the time.

    that is fundamentally flawed game design and NEEDS to be adressed!

    Oh I totally see that and it's the mindset I've predominately had. It's just lately I see a depip as more of a victory then a pip. While I always enjoy and want good competition I'm just not interested in the toxicity at higher ranks. I just want to have fun not deal with a bunch of egotistical players who are taking the game far too seriously

  • Why would you want to be at high ranks as Trapper


    De-Pips are wanted at high ranks

  • @doitagain_ said:

    I just hope the new nurse add-ons aren’t something like this:

    -Increases speed to 4.6ms. Removes the blink ability. Grants 200% bloodpoints in the deviousness category.

    -Increases speed to 4.6M. Removes the blink ability, 20% reduced cooldown on successful attacks. 75% blood points in the deviousness category

  • So basically you've made Object into old Decisive Strike WHICH can be Combined with new Decisive to make a survivor literally invincible


    I can only imagine the cheese of this combined with Deliverance and Adrenaline or with your new No Mither which would eliminate the penalty of new object completely. Bloody heck no, just bloody no


    I agree on some of the No Mither changes, I think a build in BP increase and buffs to match BP gains is totally fine. Same thing with the removal of the injured animation and such

    The rest is just a little too much

  • I agree on the "Allowing only one of each item in a 3-4 man SWF", but everything else is far too overly negative


    Honestly one of the best ways to fix the generator repair stuff would be to balance out the generator repair speeds manually for every killer. For example if going against a stealth killer like Ghostface, the first 2 generators will take much longer to repair then normal before returning to to current repair speed time at around 2-3 gens left


    If against a mobile killer like Hillbilly, generators will take the same time as they do now. This in my opinion this will ensure a more fair and enjoyable system for both killers and survivors, without overly dampening players with extraordinary debuffs

  • As Survivor:

    Bad teams

    No one doing gens

    Hook Farming

    Trash Talking Team members

    Mori

    Tunneled all game


    As Killer:

    Bming

    Gen Rush

    SWF Death Squads

    Trash Talking Survivors

    People bming their own team

  • I would say solid high B Tier

    He's not A tier. His mobility is on a lengthy cooldown and while Snares stop short loops and Dream Pallets help in mind games, he's still bound by the same constraints any M1 killer suffers from. Add on the fact that his Dream Traps/Pallets only activate when the survivor has been hit or fall asleep and this leaves him nowhere near A Tier, but certainly at the high end of B

  • @prayer_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/597019#Comment_597019

    B&C kills more people in low ranks than all the killers together

    The user with Spine Chill says


    The User with Spine Chill says

    https://www.youtube.com/watch?v=lhckuhUxcgA


  • By your logic Jon, Survivors should not be able to complete generators if near a patrolling killer.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/598628#Comment_598628

    Hag sounds fun, but she is too add-on dependent. She needs atleast one range add-on to be useful on most maps.

    True but many killers require add-ons to be viable, even Billy struggles without add ons unless your game is totally on par and you got favorable map RNG

    She's more then worth learning and she's highly rewarding, plus think about it you get to call yourself, a Hag Main. How many people main Spirit compared to Hag?

  • @LordGlint said:

    Being able to teleport to whichever generator he wants is completely unbelievable. His charge for his teleport should be 5 minutes, and only let him teleport to an exit gate so he can open it for the survivors who had enough time to do all the gens during the charge.

    And when that happens he should be forced into a Dab animation until the survivors leave so they can dab with him

  • @ABannedCat said:

    If they touch base-Nurse, I am gonna switch and become a Spirit-main. And I will use Prayer-Beads to their full advatage.

    Learn Hag, she has even more map pressure and control then Spirit has. Plus she can use one shot perks like Haunted Grounds, Make Your Choice to near silly levels of hilarit

  • Pretty simple solution to them using voice chat to be toxic to you


    The moment you hear someone start being toxic, just Play these they literally cannot overpower the audio with their whimpy vocal chords

    https://www.youtube.com/watch?v=Ge97KtCx20w https://www.youtube.com/watch?v=U06jlgpMtQs


    And if you want to be really, really brutal just play Episode One Naboo celebration at 0.25 speed at max volume. They'll dc immediately

  • @BeanieBoyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/597770#Comment_597770

    I play both sides, so judging someone based on their pfp is quite a silly thing to comment on. I have gone against it (yesterday in fact), and I had no issues playing the game and I got out. I've played him enough to know how to force him out of a hole with juicy bait when needed. Practice under pressure skill checks, get yourself in a KYF scenario and keep practicing until you get better. I enjoy the challenge.


    This came to my mind immediately upon reading this comment

    https://www.youtube.com/watch?v=Ui5W6AStk1s


    I will now refer to 3 Gen Doctor as Bumble from now on

  • @tehshadowman33 said:

    *Sound of thousand Billy mains being born and Coldwind Map Offerings being burnt intensifies!*

    The age of Nurse mains is over. The Age of the Billy has COME.

    Billy.jpg


    Dun, Dun, DUN, Dunnnn the dunnnn dun dun

  • Nurse is pretty stupid. Yes, she does need a great deal of time investment and skill to use her effectively. However once you reach a certain point she completely breaks the game's mechanics in every way. While I do like that Nurse forces survivors to change the way which is inverse of most killer survivor interactions in the hands of a good player Nurse completely breaks the game for survivors as bad if not worse then Mettle of Man, Old Decisive, and BT did for killers

    Fix the generator repair speed and make the game pacing be lengthy enough that killers can actually commit to chases, have fun, and not have to deal with the stress of defending primary objectives that can be completed in less then a minute. Nurse being broken will no longer be needed

  • @DrDeepwound said:

    IF they ever change Billy base kit, Im done.

    What if they reworked Billy to have a jet pack?

  • To be true who would honestly think Chili would make you faster


    It being useless does make sense 😋

  • Wrong on both tries

    It's Sharp. Hand. Joe

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