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BunnyTheHutt

BunnyTheHutt

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BunnyTheHutt
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  • I've went from level 20 something to level 50 and have only 8 gateu event offerings.is this a joke or is it purposely made like this ?

    If you were survivor, the devs know about this and are working on it. I have noticed the same thing as survivor and it sucks. Killers though get 800 and keep getting more. They hogging all the finger candles >:(

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/548236#Comment_548236

    Reducing the stun does nothing to solve the problem you pointed. Reducing the timer does.

    Yes it would because if someone did an unsafe hook swarm with DS, they can't save the person and run away in 3 seconds. One of them is going on the hook so it will promote more anti tunneling use then Kamakazie use.

  • Flashlight stuns are about 3 seconds. Pallet stuns are 2 seconds. In both these scenarios the survivor can easily get too another loop. 5 seconds is just too strong IMO. Especially because not everyone is going too just run away. If they know they have DS, they can just run into the killer if he is chasing someone else, baiting a down and a grab, then get away scott free because of the 5 seconds timer. This is a massive loss of momentum for the killer since he has too now go after another person who has made it too another loop. And this isn't even mentioning the fact everyone can bring it with no downsides for not being the obsession like old DS.

    @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/548143#Comment_548143

    I'm personally of the opinion that being an anti tunnel perk should guarantee you get to another loop when it connects. So 5 seconds is fine and 3 seconds isn't always fine depending on the map.

    If you're gonna nerf it, there are plenty of good ways to go about it, like a shorter timer that stops during a chase or deactivating when you hook someone else. That way it's still an anti tunnel perk but it doesn't punish players who don't tunnel.

    I just don't think a 3 second stun for an anti tunnel perk is good design, since it'd be nothing but a minor annoyance in certain maps.

    EDIT: keep in mind this iteration of DS is relatively new and they hardly had time to "balance" it before it got increased to 5 seconds so I don't think they were ever fully satisfied with where the perk was.

  • @CoffengMin said:

    dont tunnel if you dont like it , most of the time you shouldnt even be near the hook

    Sometimes you can't avoid it. If the unhooked person immediatly runs too another person who is hooked, you have too down them. It's not about tunneling, its about the fact that the stun timer is way too long. It was buffed too 5 seconds because Enduring made the old stun 1 second. But since enduring was nerfed, the old DS stun should come back since 5 seconds could get a survivor too 2-3 loops before the killer can catch up.

  • You can easily get too another loop/jungle gym in 3 seconds on any killers who aren't Spirit, Nurse, and maybe Billy depending on the map. I don't see any reason too keep 5 seconds when it's just too strong right now.

    @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/547330#Comment_547330

    I still think 3 seconds is not the option if they were to change it to 3 seconds the slugging the timer needs to go.

    as you said you cant balance everything around 1 killer but it was not just nurse who completely man handled people with DS it was every killer 3 seconds is just not enough time to get distance or even away from the killer its really not.

  • @KaoMinerva said:

    https://forum.deadbydaylight.com/en/discussion/comment/547295#Comment_547295

    Am I the only person that feels like enduring is actually WORSE on stun?

    Yea, the math alone makes it worse. Why would 50% be more effective then 75%?

  • @Jesp said:

    No, if there's an obsession just assume everyone has it and play accordingly. Slug the unhooked and chase the unhooker, let them go and pick up the slug if they want them back in the game and continue as usual, it's still pressure and chase + slug is a very strong situation in itself. 90% of the time people trying to use the immunity time on purpose make it so obvious that a braindead monkey could see it coming.

    And legitimately crying about it because "tunneling shouldn't be punished because it's a tactic" is just insanely entitled and pathetic, just throwing that one out there.

    A: chill your tits, this is a discussion, not an argument.

    B: I'm not saying tunneling should be ok, but when people are using a perk for other then it's intended purpose, it needs too be looked at imo. 5 seconds is too long a stun time for most killers, the timer should be reduced since it was buffed too count for enduring, but since Enduring no longer effects it, it should be reverted back.

  • @yes said:

    Currently, I've spent at least 40+ dollars on Auric Cells. All of them went to Kate.

    I still don't have all of her cosmetics yet, and I'm not spending anymore. I need 400 to get her Morning Daze shades but I'm not spending $5 on a head that I'm gonna get bored with in the next 2 days.

    This needs to be changed. Maybe we could buy 10 auric cells for 10 cents, 100 for $1, and so on. If not, then I totally agree with having the prices changed, because that's what I desire the most.

    @not_Queen @Peanits

    IMO, I'm fine with the prices if all the skins (except licensed things because it's out of their hands) were available with ingame shards. The shards should be lowered because, 21k shards is just insane too give Hag a dress and some bling.

  • @MonsterInMyMind said:

    I think current DS is fine others may disagree my opinion is 5 seconds is pretty fair it use to be 3 seconds with enduring and it was pretty bad honestly.

    Enduring made it seem like 1 second but it started once the survivor hit the skill check you had 1 second getting off the sholder 2 falling and the last second was the killer coming out of stun.

    Also 3 second stun made the perk garbage because it didnt allow the survivor to gain any distance.

    1: 3 seconds was bad because Enduring countered it hardcore, which is why it was buffed too 5 seconds, but since Enduring doesn't affect it, I feel the buff should be reverted.

    2: If I'm playing nurse, the stun won't matter anyway since I'm 1-2 blinks away from starting the chase again. I was Nurse on Lery's and got hit with DS, and I still caught up too them with 1 blink and downed them again. You can't really balance everything around 1 killer since no other killer can go through walls yet (looking at you freddy rework).

  • If you don't want too cleanse 5 totems, memorize their spawns so if NOED procs, you can spend 1 minute looking for it. It really isn't that hard too counter, only people that say it has no counter are people who are too lazy too cleanse/memorize 5 totems.

    @purebalance7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/547047#Comment_547047

    Yupp let's add more time than Ruin takes making people need to run to, find, and cleanse every totem because a killer MIGHT have a perk that rewards him for being bad.

  • NOED rewards bad killers and is super unhealthy for the game, yet the devs dont give a ######### about it.

    No, it rewards Killers for survivors being too lazy too cleanse 5 totems. If you want too gen rush and not cleanse you know what you might face. If you are having problems locating totems, run Small Game or Detectives Hunch.

  • The footage in question doesn't prove it without a doubt. The chase seemed too have lag in it, so idk if they would punish her since it easily could of been just a lag spike at a bad time. Happens too me all the time since of Comcast, so it could of been both. Do you have the footage of the basement lag you mentioned?

  • @jeridan said:

    That's not a lag "spike", that's clearly a lag switch and I can't believe you would attempt to defend it as such.

    We're not defending the action of lag switching, but the footage doesn't prove it for 100% certain. As someone said in this post, she was a little laggy the whole case, so yes it could be lag switch, but it's not possible too know for sure without more evidence.

  • I'm sure almost everyone here knows about the wake up bug that's live right now.

    I agree, that the double standards debait is annoying, but it should be said since it seems the devs are actually considering not punishing people for abusing the perk. Even people new too the game who don't have quentin can at least play a few games, realise that the perk, on paper, is pointless since exit gates take 15-20 seconds max too complete, and know its pointless and don't run it. And even if they did, their is no excuse for purple and red ranked survivors too be using it other then too exploit. They know what they are doing and should be punished.

  • Reletless: How would you counter it? It's the equivalent too old MoM but for killers. This needs a complete rework if it ever was decided too go live.


    Shadow Watcher: I mean, its good but I feel it's too good. Reduce the numbers so it's 20 meters and the time is 15 seconds. This makes it a counter for people with BT as it makes sure they can't just farm their friend.


    Ferocious Manner: Feels like Tinkerer with a massive buff. Also, why would you not run Beast of Pray, since it gets rid of your terror radius already while in Bloodlust, and you don't have too hook anyone too activate it and you get bloodpoints.


    All in all, the idea behind the perks are just too strong for killers. If I mained survivor and I had too deal with these perks, I would switch too killer. They need massive overhauls too be balanced, but don't give up making perk ideas. Take the critisim and learn too make better perks in the future.

  • @se05239 said:

    Let me just say that I am really against perks that makes it easier to repair generators.. due to obvious reasons.

    I like most of them except the ones that increase Gen speed. They go by too fast already, so those would have too change for the current gen system, and I feel a lot of numbers are way too high for some of these perks, but the concepts are pretty good.

  • @Tsulan said:

    I think it would help, if we could see the reason why that person got banned.

    This would reduce speculation.

    Just saying.

    It would, but it's not our business though so I understand why they don't show it.

  • @FrenziedRoach said:

    I stopped caring about emblems because

    • I realized the sheer number of disconnects actually is killing my emblems
    • I did a game where I never got downed, lost the killer several times through 4 generators, helped with another generator, nobody got hooked, obsession got rancored - and yet I only safety pipped for some reason.... AT RANK 16 (seriously #########)
    • I can wipe an entire team in a matter of minutes and not even safety pip. FFS, if I kill a team that fast, shouldn't you be ranking me past those losers so I don't wipe the floor with them again?

    At this point, I just started kicking it old school and going for kills as a killer, and points as a survivor. This emblem system was serviceable before - it's now completely pointless.

    I literally got a 4k, one person I lost and bled out, but the other 3 were killed on hook, 4 gens left, depiped. I regret not getting too survivor rank 1 because I feel it's impossible now.

  • @Redd said:

    I love it when people butcher the stats their own stats at the beginning of their own rant lol.

    I just love how fake this is. We have seen stats from the devs, and they always look the same, this looks nothing like it. Also, "100 Percantage of players" is incredibly poor english.

  • New Legion just feels so rushed and half baked. They made an un-counterable killer with a weak, but very annoying power into a typical M1 killer who can get 1 free hit sometimes if the survivors stay where they are. The devs clearly paniced once everyone was done with legion, so they just killed him by nerfing him into oblivion which wikll eventually make him be reworked again. I would honestly just merge the two legions into one. so it would be...

    1. 115 MS, 32m terror radius, and his power still works the same
    2. Make Deep wound go down in terror radius's and when mending.
    3. Make addons that increase Killer Instinct range into MS addons so you can be sonic
    4. Rework the pins except iridecent pin. They are all horrible and make no sense.

    These could be changed obviously, but this is what I would do too fix him.

  • @Nobu said:

    I want to point out that today @McLean said that Legion's kill rate was up since the nerf.

    To me this means that they made Legion so unbearable that all the casual and new Legions just dropped him. With unskilled Legions gone, only the die hard Legion stayed. The kill rate increased because the less skilled Legion dropped him, and the higher kill rate Legions remained.

    Now these die hard Legions have had to adapt to these very harsh nerfs in order to try and reestablish their skill. Most of the time that means working around Legion's "power", not with it. Forcing Legions to take careful stabs has actually forced the remaining Legions to improve A LOT. So much so they are still nerfing Legion (red fill removal).

    They don't want Legion to succeed.

    Despite die hard Legions learning and adapting to this new highly risky and penalizing Legion, the killer is not longer fun. That is the main problem. The killer is insanely stressful where any small error could result in massive time lost.

    I hate how the devs outdated the Kills = wins system, but they still use it too track how good a killer is. Kills mean literally nothing. I can 3-4k survivors as Freddy, doesn't mean hes good.

  • @Warlock_2020 said:

    @Chaotic_Riddle I agree.

    I also agree with some of what the others have said too. I am just wondering if nerfing is the right avenue. In order to create balance, you can't just nerf, nerf, and nerf some more. There are other ways. For example, a potential work-around for MoM would have been to allow killers to have a built-in chance to critical hit, thus cutting through MoM and BT type perks. Would not always work, but for every perk in a match like BT or MoM, the killer's chance increases by X%. (That may not be the best example, but it is a base idea. There are ways around problems that don't include nerfs.)

    Play TF2 and you will understand why this is a horrid idea. I get what you are saying, but no. No random Crits.

  • @Larcz said:

    Bt is imo op right now if you got some killer who need atack 2 times it is just #########?! I dont even go soo far and alredy somone unhook surv so i go back load evil within 4 for example and nothing happend becose of BT.Noed pff no problem bt save the day.

    Evil Within 4 xD. Myers Flexes his abbs and all Survivors are instantly blinded for 30 seconds. In all seriousness, I agree that it promotes a very Leroy Jenkins playstyle, but I usually just hit the person saving, hit the unhooked person, then chase the person who saved. Person who unhooked is injured and can't take another hit, and person who was hooked has too mend and not do a gen.

  • @dragobv said:

    NO and why would you spend a perk slot on something that gets broken in 5 sec while there is pop goes the weasel that just decreases a gen 25% once you hook a survivor also this requires skill unlike ruin thats like here is FREE map pressure

    Ruin doesn't always pop in 5 seconds, and why would you not use both? I run both on some killers incase it does get popped, but since you aren't guaranteed a hook at all if you get looped, then PGTW is wasted as well. Plus with things such as purple toolboxes and Prove Thyself, 25% doesn't change much.

  • I've noticed that survivors are focusing more than ever on gens. Even injured, they hit gens. I can't say I blame them.

    The real issue isn't second chance perks being nerfed, since Unbreakable just got a massive buff in 3.0.0, I think its an issue of what else are they gonna do? They have only 1 objective, gens and escape. Sometimes do dull totems too avoid noed, but it never matters in the end. Their needs too be more objectives in the game too make it longer, and stealth perks should be buffed and not nerfed anymore then they are.

  • Do you think it is as cheap as noed, or do you think it is fine as is, or you have some other opinion on it?

    Their fine perks, I just don't get why it gives Sprint Burst even with Exhaustion. Only change I would make would be Always heal yourself, but you don't get the burst if you have Exhaustion already.

  • @prof_teabagger said:

    https://forum.deadbydaylight.com/en/discussion/comment/545994#Comment_545994

    Yeah, how much do you have to pay for the game + all DLC avaliable now outside of sales? 70-ish $? Clearly full priced, no clue why the cosmetics are so high priced. I personally haven't bought any cosmetics yet cuz the price is to high and I value my money higher than just cosmetics in a virtual world.

    it's over 100$ at this point, if you include the game and all Chapters and paragraphs. And their is no end in sight as far as I'm aware.

  • So... a cosmetic costs more than twice as much as the latest chapter? Shouldn´t those prices be more... coherent?

    Someone on reddit did the math: https://www.reddit.com/r/deadbydaylight/comments/c1u5s5/iridescentshardsandthedbd_store/


    44% of the store (ignoring common items) can be bought with iridecent shard. adding Common items raises it too 72%. More then 40% of the store is just common items. They are incredibly greedy and really need too make the whole store (except license killers, that's out of their hands.) accessible for Iridecent shards.

  • they should do this and make exit gates spawn apart from each other, So killers can't just camp the gate with no real way out.

  • @Redd said:

    The problem with balancing Dead by Daylight is that the game is either heavily in favor of the killer or heavily in favor of the survivor; depending on your rank.

    If they balance too much around the best players at Rank 1; then killers like the Doctor would become completely oppressive at lower ranks. If they balance too much around the majority of players at the lower ranks; then survivors are way too powerful at red ranks. They are sort of forced to straddle this line where they are kind of trying to both and yet neither; because the sheer skill gap between both ends of the spectrum means they can't actually balance the game. The end result is a meta that is sort of balanced for green ranks but not at all balanced for Rank 1 or Rank 20.

    The way they compensate Rank 1 killers for this is that they have killers like the Nurse available to let them still be competitive. The way they compensate non Rank 20 survivors for this is that as a solo survivor it's still pretty easy to rank up to where you belong.

    It's not the balance anybody wants, but it's the best balance they've managed to achieve so far, and they aren't going to be able to buff killers too much more than they currently have without making them extremely hard to play well like the Nurse or Spirit. They also can't release those too often though because they still have to also release killers that bad killers can play too.

    TLDR: Balance is hard lol.

    It would be easier too just have a QM feature. So you can balance for Ranked and make sure that people at lower ranks can learn in QM. This would make balancing the game 100% easier. Right now, as you said, it's just a mish mash of people trying their best too do something and nothing at the same time. Though, IMO, it should be killer sided since killers are suppose to be a threat.

  • @Rigon said:

    Its funny that you call out inexperienced players wanting changes to make it more playable for them but they first things you listed as good changes were survivor perks you clearly couldn't play around.

    I don't have an issue with any previous killer as they are, it is what it is but I'm sorry, the Ghostface stalk needs a little longer to charge, it's pretty much instant and the best example of it being broken is the fact that out of the last say 25 games i've had 24 Ghostface's.

    Legion as a killer is just boring as hell to play against.

    What Counterplay was there for old MoM and DS? They were reworked for a reason because they had none. Old MoM should never have made it past concept phase, since all killers have too M1 too down people, so it was completely OP. And old DS you had too slug them, eat it, or dribble them too a hook, all which wasted time on both sides. And GF is fine where he is, he needs bug fixes, but he is fine. You're getting billions of them because he just came out, so the hype around him is still strong.

  • @miaasma said:

    https://forum.deadbydaylight.com/en/discussion/comment/545278#Comment_545278

    my argument is that it cannot feasibly be countered in normal solo queue games, and not being able to cleanse 5 scattered totems around a large map while also doing gens, going for saves and getting chased isn't a sign of incompetence, it's a sign of competence on the part of the killer. any killer, even without the top 3-4 killers, can spread pressure to the point of necessitating staying on gens. looking for and cleansing 5 totems wastes a tremendous amount of time and people (largely killer mains) really love to underplay it in order to highlight how "counterable" noed is, ignoring whether or not people are generally in any position to counter it. it's a hypothetical counter at most

    @BunnyTheHutt they are poor arguments. every game you know there may be a spirit, that doesn't mean you should have to bring iron will. every game you know there may be a nurse, that doesn't mean you should have to throw a lery's offering. perks (and everything else) should be counterable with gameplay, not other perks and items, so "use x item" or "use x perk" isn't really fair, especially for newer players who may not have maps or small game on their characters

    "cleanse the totems" is a legitimate counter to noed, it's just up for debate whether or not people can reasonably expected to get 5 totems in a game that isn't extremely one sided since looking for 5 totems as a solo queue player takes up a huge chunk of time. someone looking for totems isn't doing anything else, and if everyone's looking for totems to counter noed then gen progress slows to a crawl

    This games mainly about mindgames, so yea sometimes you will use a perk that doesn't have a real impact, but you use it for a just in case. And I usually get 2-3 totems as a survivor at green ranks, so it's reasonable. Even if a killer is putting down pressure, they can't be on all of you at once (at least they shouldn't) and totems take only 10-15 seconds. not including the time too find them, you would spend less time too cleanse them all then you would on 1 gen. And again, if you have trouble finding totems, using a perk too find them would make it faster.

  • @miaasma said:

    https://forum.deadbydaylight.com/en/discussion/comment/545278#Comment_545278

    my argument is that it cannot feasibly be countered in normal solo queue games, and not being able to cleanse 5 scattered totems around a large map while also doing gens, going for saves and getting chased isn't a sign of incompetence, it's a sign of competence on the part of the killer. any killer, even without the top 3-4 killers, can spread pressure to the point of necessitating staying on gens. looking for and cleansing 5 totems wastes a tremendous amount of time and people (largely killer mains) really love to underplay it in order to highlight how "counterable" noed is, ignoring whether or not people are generally in any position to counter it. it's a hypothetical counter at most

    @BunnyTheHutt they are poor arguments. every game you know there may be a spirit, that doesn't mean you should have to bring iron will. every game you know there may be a nurse, that doesn't mean you should have to throw a lery's offering. perks (and everything else) should be counterable with gameplay, not other perks and items, so "use x item" or "use x perk" isn't really fair, especially for newer players who may not have maps or small game on their characters

    "cleanse the totems" is a legitimate counter to noed, it's just up for debate whether or not people can reasonably expected to get 5 totems in a game that isn't extremely one sided since looking for 5 totems as a solo queue player takes up a huge chunk of time. someone looking for totems isn't doing anything else, and if everyone's looking for totems to counter noed then gen progress slows to a crawl

    This games mainly about mindgames, so yea sometimes you will use a perk that doesn't have a real impact, but you use it for a just in case. And I usually get 2-3 totems as a survivor at green ranks, so it's reasonable. Even if a killer is putting down pressure, they can't be on all of you at once (at least they shouldn't) and totems take only 10-15 seconds. not including the time too find them, you would spend less time too cleanse them all then you would on 1 gen. And again, if you have trouble finding totems, using a perk too find them would make it faster.

  • @AStupidMonkeyy said:

    https://forum.deadbydaylight.com/en/discussion/71632/can-we-please-have-options

    @xCarrie Been wanting that for awhile. I want to be able to choose a theme as a killer in-game. When they make cool Halloween decorations or Christmas lights, I want to be able to choose those so the maps will have them.

    It would be a little harder too do it for in game, but for backgrounds and music, It would be sweet.

  • I also fine Freddy a great couple for MYC. Can't camp so punish those who save.

  • And realistically, they aren't solutions, they just bandage the problem for a few weeks.

    @DocOctober said:

    Let's compare with the WCS we had before the Bloodweb rework (which happened in-between Chapters II and III).

    We had 5 Killers and 6 Survivors at that time, which adds 33 (15+18) Teachable Perks to 25 (11+14) regular Perks at that time.

    For Survivors, this amounted to a total of 32 Perks or 96 Perk Tiers.

    For Killers, this amounted to a total of 26 Perks or 78 Perk Tiers.

    So in order to get every single Perk on a Character with the original Bloodweb, you had to level your Killer 78 and your Survivor 96 times, and from level 30 onwards, the Bloodweb filled every single node (30 nodes total).

    Assuming that the Entity ate on average about a third of a Bloodweb, that still left you with a Bloodweb that would cost about 116,000 Bloodpoints to complete from level 30 onwards.

    "Funnily" enough, with the changes the devs made to it, the grind remained the same for up to level 30, comparing the old and the new Bloodweb, about 1 Million.

    Oh, and don't forget to add 3 maxed Bloodwebs to also get the Teachables unlocked first.

    All in all, it cost you approximately 7 Million Bloodpoints to get all Perks to Tier III on a Killer and approximately 9 Million Bloodpoints to do so on a Survivor, totalling up to a staggering 89 Million Bloodpoints in order to max out every single Character back then.

    Nowadays, the average high-level Bloodweb costs about 50-70k Bloodpoints, so let's take 60k as the average.

    We have 16 Killers and 17 Survivors, 60 Killer Perks and 65 Survivor Perks.

    Adjusting the calculations accordingly, we get the following results:

    Cost to max a Killer: ~10 Million

    Cost to max a Survivor: ~11 Million

    Cost to max all Characters: ~347 Million Bloodpoints.

    All in all, the grind has gotten worse by now, because it's already been more than 1.5 years since the devs last adjusted the Bloodweb economy (happened with 1.8.2). Originally, the grind was greatly reduced, but way too much content has been added since then.

    Yes, this disregards Blood Hunts (which we didn't have originally), Events, BBQ and WGLF, but those should not be fixes to this problem anyways.

  • Ignoring the three levels of prestige, if a player intends to give a killer all the perks, he must complete 60 (number of killers' perks nowadays) * 3 (number of perk tiers) - 3 (number of perks initially available) = 177 Bloodwebs.

    That is actually an awesome idea, so it can have both RNG that the current Bloodweb has, but also lessens the burden of getting things like Territorial for 3 bloodwebs in a row.

  • it's already being looked into, and hopefully people will be banned for exploiting it. Personally I have only ran into 3-4 people in total using it, and they usually suck since they boosted themselves with a broken perk instead of learning the game.

  • Going from one platform to another any losing everything is awful. This would be nice.

    Pretty sure they won't, too much money too be lost.

  • Between his leather clothes and his “static” noise when he walks around I n his power, he’s surprisingly loud.

    yea, there has been a few times that i have heard his weird noises while shrouded and just walked away and pulled him out of it. he is a true "stealth" killer.

  • It's incredibly fun, but it doesn't work when it should and works when it shouldn't. It's like old hitbox issues, where it's dumb and makes no sense.

    @ASpazNamedSteve said:

    The perk's been a staple in my build for a good while now as I find it really fun, I honestly don't find any problems with it.

  • How close killer suppose to be for it to stun him?

    who knows, I have gotten stunned when not even infront of the closet, so I don't know the range.


  • @TheBean said:

    @Visionmaker  I seen your posts.. LULs.... good luck with that one. @Entità doesn't even have to explain that one to you in such detail, even though it was nice for them to do so. Nothing is gonna happen until the Devs come out and say they will ban you for it.

    If they banned all the survivors for it now, they would risk losing them completely for not informing them, since many might not even know. We here on the forums are the small and few compared to the rest.

    Just like the Legion mending bug, they didn't ban anyone until they announced it in game, and even then if you used it only once they didn't.... it was only if you were excessively abusing it.

    ---

    I don't even know why I wrote what I wrote above about the garbage angle you are coming at. Good luck though... See you in the fog.

    Realistically, how many survivors who don't know the bug are even going too run Wake Up unless its for adept quentin? They should get banned because they are making games damn near impossible. Although i agree an announcement in-game should be done as well, but those who do run it for anything other then adept quentin should get banned.

  • @Blueberry said:

    They made it harder to rank up, then everyone complained so they made it easy again.

    I'm speaking for survivors specifically.

    It's pretty much impossible too rank up as killer once you enter purple ranks. IDK about survivor side, but killer is horrid.

  • The matchmaking is terrible again.

    It's true, but they won't realistically. I want the exact same thing since 5 bugs that I know of ATM don't work as intended. Haddenfield audio is bugged again, Legion's infinite Mending and the Multiple Killers bugs are back, But unless everyone stops buying DLC and cosmetics till they fix the game, they will rush out crap.

  • @Akuma said:

    Yea i want this too. They could stay with the 9% for gens or removed it and add sth different. Wake up applies way more than Resilience i think.

    Having a 15% faster vaulting, healing, pallet drop, mending, snap out of it, opening exit gates - everything is so god damn smooth. I love to play it ^^ And mostly im halflife because i hate healing. It's pointless most of the time ^^

    Wake Up is bugged, you run the risk of getting banned if you use it. I agree that Resilience and other low perks should be buffed and/or reworked, But changing Vault Speed on survivors, who spend only 1 seconds fast vaulting would be too strong, like it is now with Wake Up.

  • @nichtRoxas said:

    https://forum.deadbydaylight.com/en/discussion/comment/545262#Comment_545262

    I know you're just trying to help and all but I know how to play the game and how it works. I was just saying that BT should work no matter what. Neither DS or Dead Hard would've helped me, I even used Dead Hard but it was the worst basement in the game (suffocation pit). Like I said, I had a trap and she tunneled me there is no way getting it of.

    DS is a unchangeable 5 second stun. If you can't get too a loop in 5 seconds, trap or no trap, then their is more then just BT as a problem. Plus, as you said, you were getting tunneled, so why would BT make it too where the killer would stop chasing you? Either way you get away for a few seconds too get too a loop.

  • @nichtRoxas said:

    https://forum.deadbydaylight.com/en/discussion/comment/545232#Comment_545232

    Don't ask me, ask all the Spirit's I get. Like Jesus, every 3rd game is a Spirit.

    But how many of those Spirits are running Rancor? I also forgot too ask what rank, since that could affect how many use Rancor or not.

  • @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/508562#Comment_508562

    I used to think Freddy was weak and recently got to watch what a god freddy can do. That same freddy main is worried about the rework making him way worse.

    it's possible, but we won't know for sure until it's out. I remain hopeful though.

  • @TWiXT said:

    Here's an alternative for the last one.

    Crouch = Silence & Vegetation Transparency. All of his normal noises he makes like the Ribbon Flapping sounds, and that eerie ghostly wind noise when he's in Night Shroud mode go completely silent when he's crouched. He still moves slower, but gains the ability to sneak up on survivors better. On top of that it would also be nice if Crouching rendered all vegetation within 20 meters of him 80-90% transparent so that he can stalk through grass and corn for a limited range. It would make him Terrifying on the Rotten Fields and to a lesser degree the Swamp maps. Crouch could be called Night Shadow mode or something idk.

    Would this make him too OP?

    He shouldn't make noise anyways if he is a "stealth killer" and both GF and Amanda should have better vision while crouched. Amount of times i'd loose a survivor because of the grass is rediculous.

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