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CakeDuty

CakeDuty

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CakeDuty
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  • It sounds good on paper, but I can see a few issues with it.

    Like TAG said, it'd basically make stealth killers redundant, but would also end up being a very frustrating perk for survivors in a couple scenarios.

    The heartbeat is basically there to warn survivors working on gens/healing/etc, to start thinking of their next move. Are you gonna hide? Make a run for it? Removing this for 80 seconds is way too strong on certain maps.

    Imagine you're working on that one gen in an isolated room on Hawkins, suddenly there's a Billy/LF behind you and you had no idea. Works for those generators in Haddonfield/Badham too in that one isolated room.

    Imagine working on a generator in a jungle gym or indoor map while injured, you're very limited to what you're able to see, you don't know the killer is around but they can hear you moaning in pain and the sounds of you working on that gen. Heck, could even be a tier 3 Michael with zero heartbeat.

    I think your change sounds interesting, but will end up causing a lot of frustrations for survivor/being really broken in certain situations. Not gonna have a huge impact on gens that are placed in the open, but really broken on indoor maps/gens located in crowded areas/in jungle gyms.

    That's just the issues I see with gens, this perk alongside Nurse's Calling would also be a very frustrating combo for survivors on indoor maps. There would definitely be situations where they started healing outside your heartbeat but you might get in the range for it so you can see their aura, they would have no idea you're coming.

  • His addons definitely need to be looked at. Too many are related to his portals and aren't really that usual at all. I love using his Shred attack and would love to see more addons affecting it, like faster charge time, longer lunge etc. Addons usually change your power in ways that make it stronger and more useful, but all these "Longer undetectable status" addons do nothing when the sound of him walking is so loud.

  • Goes both ways. Survivors also have to "cleanse totems" to prevent NOED, "Run Spine Chill and Iron Will" to counter Spirit, "run Calm Spirit" in case of Doctor and Clown etc

    Both sides have things they have to play around without knowing.

  • not_Queen is my dad, and if you play Spirit, I will get you banned from DbD forever!!

  • Why couldn't they just use her vaulting animation from her PTB? It was epic and really fit her character.. this one is just... off..

  • Kindred being basekit for survivors. A simple change that will buff solo survivors quite significantly and remove a lot of frustration by giving solo surv information that SWF already have. Stuff like who's going for the save, if someone is on a gen etc. Would be an amazing QoL buff for solo surv, but they keep ignoring it.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/844954#Comment_844954

    They should make it so bloodlust doesn't work on the reworked maps.

    While I agree that Bloodlust shouldn't be a thing on Badham and Hawkins, Peanits have stated that they're not gonna remove Bloodlust from those maps cause "It'd confuse new players, why some maps have the mechanic and others don't"

  • It's all up to RNG.

    Billy is one out of 17 killers and there are 3 out of 33 indoor maps (if you count all 5 variations of Preschool). So the odds are small but it is possible.

    On another note, from my experience if a Billy player gets an indoor map they are more likely to DC at the start of the game.

  • @Kirakux said:

    Meanwhile killer ques feels like waiting at the DMV sometimes...

    I had a friend leave and go to the store for 40 min and come back and I was still in killer que..

    the ques for survivor hasn't been nearly as bad for me.

    It's funny cause it seems to change. Like a couple weeks ago killer ques lasted forever and solo was almost instant and SWF was like 2 minutes. Now it's like killer is instant (for me) and both solo and SWF is like 7-10 minutes

  • @premiumRICE said:

    When you reach red ranks you will wait te hell outta this game

    Oh yeah, I know. I've got 2k hours.. I just don't recall it being this bad. Not even at red ranks

  • @Drazen said:

    yep same here the que time is longer than the actual match lol

    Just got into my a game after posting this thread and it was a Forever Freddy.. maybe tonight just ain't my night.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/834887#Comment_834887

    If you went to the events, you got some special cosmetics to use for a couple years before anyone else had them. More importantly, if you were a console player and went to a convention, you left empty handed because these codes only worked on Steam.

    If you bought the codes from a reseller, that's unfortunate, but we have always advised against it and never guaranteed that they would remain exclusive.

    So with that logic you should also unlock legacy? They got to have it 3 years before other players? It's really unfair to just give event cosmetics to everyone since they cant be unlocked through code. We had to go through long queue times, lots of grinding, survivors sabotaging event hooks etc to get these cosmetics, but now Little Timmy who plays the game for the first time gets it as well?

    I know the grind for prestiging back then was rough and people with Legacy deserve to have them. But so do us that were there and took the time to do the events.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/834865#Comment_834865

    We've explained exactly why we're doing this in the dev update and have never condoned people buying or selling codes.

    But why are you giving Event cosmetics like Songbird and Hound Mask? There aren't codes for these and it seems rather unfair to those of us that worked towards getting these and then no compensation when you release it for everyone. All the other code related ones I understand, but not these.

  • I really like the change. I have no problem with keys being able to open hatch, but I hate the ability for keys to open the hatch in the killers face. I hate when I'm in the middle of chasing someone and they find the hatch and then they're just gone. It'd give a lot more counterplay to have the opening animation be 10 seconds.

    It's also nice to see a buff to Broken key as finding it in a chest atm is useless. I fully support your idea!

  • They did buff Freddy quite a bit with his rework. I think they've got some kind of priority list. Like, they started out with buffing Wraith, then Trapper and Hag, then Legion got released and caused a lot of frustration with the playerbase so they nerfed them, then they buffed/reworked Freddy, then nerfed Nurse and now Spirit is causing a lot of frustration and heated arguments within the community, so I guess that's why she became top priority. I'm sure buff is gonna get buffed, LF as well cause his addons doesn't fit the requirements the newer killers have had, probably end up nerfing Billy a bit with his addon changes, but who knows.

    But yeah, I think if a killer is causing a lot of frustrations/DCs/above average kill rate, then that killer becomes priority to be looked at, I'm sure they're gonna be buffing weaker killer afterwards.

  • I really hope it's not gonna continue like this. It felt great back when we could get Halloween cosmetics for playing a lot during the Halloween event. The grind was reasonable and I liked it. Now with it linked to the rift it doesn't feel like part of any event (it already felt bad enough players could buy the cosmetics later), and what sucks even more is that I'm most likely gonna finish getting all vials at some point in December, far from Halloween. By then the skins are outdated and Christmas skins are probably gonna be released.

    I miss the old events where you had to do specific gens with cool animations and if you did enough you'd get a new cosmetic. Even if they were just reskins (Kate, David) or new weapon/mask (Billy/Huntress) it was awesome and I felt like I was getting rewarded for playing. This event is lackluster and boring and doesn't feel like an event. I'd almost rather have vials back where your teammates would suicide shortly after.. at least that was rare.

  • 2 very unlucky games in a row made me break.

    I was playing Legion for a daily. I got the map Ironworks of Misery and everytime I managed to hit a survivor they'd run straight for the God window. Every. Single. Time. I got so annoyed and frustrated that I just ended up disconnecting.

    I decided to quit playing killer for a bit and went to play a game of survivor. First match was against a Doctor (Used The Game offering, distressing, double TR radius increase addons and Ruin) who would down a survivor and then stand in treatment mode in front of them, so they couldn't be saved. My teammates and I are smart and decide to not go for the save. By the time the first teammate has died someone has popped Ruin and 2 gens had been done. Another guy gets chased and by the time he gets downed another gen gets popped. By the time the last gen has popped he has sacrificed 2 survivors. I go to open a gate, he comes at me. NOED. Now it's my turn. End game chat he goes "gg ez, baby survivors :)"

    I was furious and punched my desk. My dog got alerted and went to check on me, I yelled at him to "Get lost". I've never acted like that before and as I realised how I was acting I cooled down again. But yeah, I broke and quit playing DbD for a couple of days.

  • @Guiltron said:

    Yeah that was funny, but can we nerf Pig?

    I think it's about time we nerf Pig too...

  • @Lost_in_the_Fog said:

    https://forum.deadbydaylight.com/en/discussion/comment/817682#Comment_817682

    I think that's fair. But I believe those bulids are only run rarely. I don't run that sort of overkill slowdown build and I rarely run into a Freddy running that type of build as survivor.

    The problem is people are DC'ing before they can possibly know that type of build is being run. It would be different if people were giving up 40 min into a match because they can't get any objectives done. That's not what's happening. The vast majority of Freddy's don't run those builds because they know people will quit against them.

    Oh definitely, didn't mean to make it sound like every Freddy uses that build. I've run into a couple though since the rework, but more with normal builds. When I play Freddy I usually don't have anyone DC, but I'm not a Freddy main, I play a variety of killers, mostly Pig and Bunny Momma. When I play surv I haven't noticed people DCing more against Freddy than any other killer. It usually doesn't take long to see if you're going against a Forever Freddy. Usually you can tell from the very first hook. If you're affected by both Remember Me and Thana and slowdown addons then the probability of him having Pop and BBQ is pretty high.?

    I do not condone of DCing because of a specific killer or build, but I somewhat get why some people do it and I'm guilty of having done it myself a few times.

  • I don't mind Freddy. Never DC'd against him, but I find the "Forever Freddy" build to be extremely boring to go against. Pop, Ruin, Thana and Dying Light (most of the time one of these are replaced with BBQ so he can locate which gens are been worked on) with slowdown addons. He can remove any progress you've made everytime he downs a survivor and it takes forever for you to get the gen back to where it originally was. Meanwhile he can spam his snares midchase without any cooldown or he can put 10 pallets on a map, it's hard to tell which ones are real unless you just were put to sleep.

    I don't think Freddy is OP or should be nerfed in any way, but I along with most people think that Freddy with all slowdown perks/addons is extremely boring to go against. Holding M1 is the most boring part of the game after all.

  • If someone DCs at the start of the game I 99% of the time let people farm and escape cause I don't really care about pips. The higher I get up in rank the longer my queue times are gonna be.

    The worst general feeling I can have is when someone DCs and I let everyone farm and escape and I don't get a single thank you. Like, I didn't have to let you live, but I did, and I even let you escape with tons of points and I don't even get a "thank you"? :(

    But one experience I've had was when two people DC'd and I let two people farm and escape and end game chat sounded something like

    "Surv1: Farming is boring

    Me: I felt bad for the DCs, you could've signaled me you wanted to die

    Surv1: If you weren't such a trash killer they wouldn't have DC'd

    Surv2: Stop being bad and people won't DC"

    And it continued a bit longer. In the end they both agreed I sucked.

  • The only thing I've been burning out on is Trapper when I play survivor. I see him almost every other game and it honestly gets boring to go against the same killer so often. I remember I went against him 5 times in a row a couple days after the update was released and I just stopped playing cause I was so bored. I was ready to accept going against any other killer, even Spirit...

    I don't know if I'm the only one that gets bored if versing the same killer too often, but I fear that's the way it's gonna be now.

  • It would be nice if Dedicated Servers would place you in a lobby that has decent ping for both you and your SWF friend.

    I'm from Europe and have a friend in Australia I enjoy playing with, but we can't without one of us having to play with 300+ ping. It makes the game completely unplayable for one of us, since the we get put into the server closest to the host of the party. It'd be cool if the servers were able to locate what would be the best ping for both members. For us it'd probably be to be located in the US somewhere so we both could have around 150 ping instead. A bit high, but at least playable for both of us. I doubt I'm the only one that's got a friend from across the globe, I'd love to be able to play with.

  • Why does a perk that gives 12 (60 total if you do all totems yourself) seconds aura reading to every survivor have such a big cooldown? It sounds too situnational to be useful. First you have to find a totem, then you get 12 seconds where everyone can see each other within 64 meters. What if other people do totems? I could run Bond, get half the range, but unlimited aura reading instead.of 1 minute where everyone can see each other, in a game with that usually lasts 8 minutes. Even if I go out of my way to get totems then I'd have to wait a whole 90 seconds between cleansing totems before I can use the perk again. Also I'd have to fight with my teammates to get these totems.

    It's an interesting idea for sure, but way too situnational, overshadowed by other perks and has a way too big cooldown.

  • @Eightball_uwu said:

    https://forum.deadbydaylight.com/en/discussion/comment/801379#Comment_801379

    i saw in an interview that noone on the dev team has gotten above rank 8, or some other purple rank

    I don't know what interview you saw, but multiple devs stream the game on Twitch. I've seen that both Peanits and not_Queen both usually hit red ranks on killer.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/802743#Comment_802743

    You do know Tier 1 Myers barely moves faster than a survivor (loses distance when turning corners due to bigger hit box) and he can't even blood lust in tier 1?

    Like, running in a straight line is almost an infinite for tier 1 Myers. It will sure as hell take you a loooong time to catch up considering he only moves 5% faster than a survivor does.

    I have 2k hours into the game and know pretty much everything there is to know. That's why I'm saying you need to take shortcuts. That's what indoor maps are good for. If survivors are running at the edge of the map, then walk into one of the rooms, either you catch the survivors as they hit the corner of the map or they'll realise that you're not there anymore and start to panic, not knowing if you've left them or are trying to catch up to them. That's where they have to make the decision to keep running or attempt to run back the way they came. That's where you're in full control cause you know exactly what they're doing but they have no idea what you are doing.

    Mirror Myers isn't meant to be used for chases like any other killer, he's about using the information he gets handed. This information is only useful on an indoor maps where you can hide yourself, if you attempt to use it on an outdoor map then survivors have as much information as you do. Lery's and Hawkins are both indoor maps with a lot unsafe pallets, so they're good for spoopy Myers games. If you attempt to use Mirror Myers on The Game though then you're gonna get looped into oblivion cause that map is safe pallet haven.

    He can be tough to figure out cause he plays so differently than other killers, but in my experience I've had no problems with the Spine Chill/Premonition changes.

  • Bad idea, I don't think I've ever seen anyone complain about survivors getting to vault windows 3 times before. Windows are probably the most balanced thing in the game atm. Sure, there are strong God windows that needs to be looked at (Ironworks etc) but other windows are fine. L and T walls are in no way strong enough to be nerfed and most jungle gyms can be mindgamed. They're a display of skill between a killer and a survivor, but removing 1 vault would remove a lot of mindgame potential. With 3 vaults the survivor can vault a window twice and the killer can call them out for it by backtracking and getting a hit, this is were survivors can either vault the window again or call killers out for trying to backtrack and not vault the window. You get to figure out a survivors playstyle faster and I don't personally see anything wrong with it. Windows are skillbased and easier to mindgame as a killer than most pallets.

  • I did the challenge by sacrificng 3 people on hook and one guy DC'd. So even if they DC it counts. You don't have to mori them, can be normal sacrifice as well.

  • It's first level, so of course they're easy. It's gonna get harder and harder with each tome, just look at the challenges Chaotic posted from Tome 4

  • Did you use an indoor map offering when playing Scratched Mirrors Myers? Cause I can't really recall any infinites on those maps and those maps are like made for Mirror Myers.

    Even if they can see you're coming then you've still go full aura reading of where they're going and you can try to cut them off. If you use it on an outdoor map, then you're just asking for the game to fail. Mirror Myers only really work on indoor maps where survivors can't see you coming and if they run Spine Chill, then they will start running and then the smartest move for you is trying to cut them off.

    I had multiple games with Mirror Myers yesterday (cause spoopy Halloween) and even survivors running Spine Chill I had no issue catching. It's all about playing it smart, you get all the information of where nearby survivors are, use it.

  • I miss chainsaw Myers and Rocket Billy. Those were amazing times..

  • I'd like to hear more about the "steep learning curve" cause all I needed to get good with her was a pair of headphones.

  • The event is getting outshined by double bloodpoints. Putrid Serum feels like it takes forever to get, spooky items are rare to come by and using the offerings gives you a max of 15k extra bp, when you could use a cake/pudding/streamer and just get triple bloodpoints. I'd barely call this an event. We got some new generators/hooks and a new menu screen and that's it.

  • A lot of these challenges are bs. Wouldn't be so bad if you didn't have to do it in a single trial.. but you do.

    Getting 3 sacrificing during endgame with NOED is just straight up impossible and situnational. If endgame collapse has been triggered and survivors see NOED they aren't going to be attempting to save the person, unless they're a very altruistic SWF.

    Getting 3 unhooks during endgame collapse is also bs and very unlikely.. but possible, though I'm not a fan of it.

    The toughest one probably being to sacrifice 4 survivors in the basement, even if you manage to get 3 the last surv is gonna stay as far away as possible. Also survivors would just DC if they see someone is running a basement build.

    The devs doesn't seem to really have thought some of these challenges through.. They seem to be for the "dedicated" and "hardcore" playerbase, totally screwing over casuals, like my friend who'd never be able to do most of these.

  • This game is far from Pay2Win, actually most of the strongest killers in the game are free. Nurse, Huntress and Billy. Spirit is the only exception. If you're talking about perks than you can earn them through the Shrine when they pop up or grind shards enough to buy the killer you want (except licensed for obv reasons).

  • Rip this SS tier killer. May she rest well in the S tier.

    f2ca90723722f083ea226b5c02ed3773.jpg


  • Speed reduction is 15%, just like Clown, if I remember correctly

  • What I've learned is that if you hold shift, then you won't be able to Self Care. So if you get into such a situation again just hold shift and you'll be able to repair the gen/unhook a teammate without the risk of Self Caring. Though that was like a year and a half ago back when I used Self Care, dunno if they've changed it.

  • I love the perk but staying in the terror radius for 45 seconds is too strict imo. I'm glad it charges while you're on a killers shoulder and when you're on hook otherwise it'd be almost impossible to get, unless you go out of your way to ignore gens to get it.

    Devs said that the reason it's 45 seconds is so SWF can't abuse it. I've never understood that. SWF can literally find a vault or pallet if they wanna annoy killer with notifications, buffing the perk to be 25 seconds wouldn't make it better than fast vaulting, if survs really wanna spam notifications.

  • @Mr_K said:

    So what you are trying to say is,

    Nerf Huntress.

    Ok got it 🤗

    I think you mean Pig... she hasn't been nerfed enough.

    On a serious note though. Spirit is a killer that's really fun to play but really annoying to play against. Most people DC when I play her and I'm often tempted to DC when I go against her, but I refuse to become one of those people that I hate playing with. She's a really strong killer and her power gives her the upperhand in a chase as she gets way more information when phasing than the survivor does. This basically, as Scott says, makes her a guessing game where survivors 80% of the time guess wrong. People say stuff like "Use Iron Will" but most Spirits I go against use Stridor, so that doesn't help much.

    I wrote a down a couple suggestions I thought would be a nice way to balance Spirit.

    1. Remove her collission while phasing. This would also be a nerf to Prayer Beads as Spirit has to guess where the survivor is working on the generator.
    2. Make survivors breathing and grunts of pain non-directional, let footsteps still be directional. Spirit players will no longer be able to locate a survivors exact position with the noises they make. They'll still be able to hear if they're getting closer but not which direction (kinda like Huntress lullaby). Once you hear footsteps then you know you're on the right track.
    3. My suggested change to Prayer Beads was to allow Spirit to see survivor auras while phasing. Like, if she had Nurse's Calling and starts phasing she'll still be able to see healing survivors.
    4. Enviroment will react to her while she's phasing (grass moving, crows getting disturbed etc).
    5. Give her a tell when she's phasing, I'm not talking about this most likely unintentional animation reset when she starts phasing or the shattered glass shining, which are hidden on most of her skins. Would be nice if she had a tell, so we can stop this standing still "outplay"

    It'll help give survivors a bit more counterplay against her and make her skillcap slightly higher, cause let's be honest, atm she's a strong killer that doesn't require much skill. All of these together might be a bit overkill, but figured I'd just throw them out here as well.

  • @yukairi said:

    I mean when the game starts it's not possible in team swf to speak with other,

    Are you suggesting that the devs should magically disconnect people from Discord, or whatever chat program they use, whenever a game starts??

  • I've just gotten used to say gg after every match. It doesn't really matter how the game went.

    If I'm survivor and I'm the first one to die and the game is far from ending and I'm playing solo then I'm not gonna stay around to see if a bunch of randos will escape or die. I think that's the only exception for me. If the killer is really scummy or tunnels me I'll still say "gg" cause I know most scummy killers just want a salty reaction when doing stuff like that. If they play scummy and I survive I'll add an "ez" to my gg though.

    For killer I say gg no matter if I 4k or 0k. I don't expect survivors to stay around and say gg back if they died early. If I get into a situation where someone DCs early in the game, I'll go easy on the survivors and just doublehook and then let them escape. I play about both roles 50/50, so I know how it feels to have people DC as survivor, so I can't help but feel bad.

    Imo it's good sportsmanship if you say gg whether or not you win. I've said it so much that sometimes I find myself saying gg in chat even I was sacrificed before the game had ended. It's just muscle memory at this point.

  • I'd hate Spirit 10% less if she actually got that chase music from Jon Rob. Like, I'd hate going against the killer but at least I get to listen to that amazing theme, so it kinda evens it all out.

  • I was reported by a Bubba for "speedhacking". Apparently whenever he caught up to me I managed to sprint away from him and he never managed to catch me and he was sure I was faster than other survivors.

    Never catch me = I looped him for a while

    Sprint Away once he caught up to me = Clutch Adrenaline

    Faster than other survivors = In the end game I had Hope.


    Was also once reported by a Spirit for "walk exploiting". Apparently it's an exploit to stop running and start walking while a Spirit is phasing, so she can't track your scratchmarks.

  • @rd_dex said:

    https://forum.deadbydaylight.com/en/discussion/comment/778555#Comment_778555

    Your poor boy Quentin needs his face reworked first!

    He needs that too. He needs a complete rework😅

  • To be fair, it's a Quentin perk. Quentin perks have a tendency to get indirectly nerfed. My poor boy deserves to get his perks buffed/reworked.

  • @HeroLives said:

    https://forum.deadbydaylight.com/en/discussion/comment/778470#Comment_778470

    I disagree here’s why.

    i run distortion to save time from having to get out of auras. To hide in the killers terror radius to gain the tokens would be counter productive imo and defeat the purpose of the perk in my eyes.

    That's why you start with 1 token, you're safe from the first time your aura get read. There are plenty of times during a game where you're inside the killers terror radius without actually trying to, like working on a gen close to where someone is getting chased or a killer searching for you. You'd gain tokens naturally and get rewarded for staying hidden. I like running Detectives Hunch from time to time and a lot of the times I'm surprised by how many tokens I've gotten from barely doing anything. The only downside to this is if you go against stealth killers, like a cloaked Wraith or crouched Piggy.

  • @TunnelVision said:

    Seperate queue for SWF. It's all good saying players should not be punished for playing with their friends. But at the same time, killers should not be punished by having to put up with the toxic BS that comes with SWF.

    Then every killer would opt out having to play against SWF. Killers queues would get longer than they already are and same with SWF queues. If I remember correctly about 50% of all survivors play with at least one friend. SWF people would either stop playing the game or start lobby dodging until they get into the same lobby. Killers would quit the game cause now they'd have to wait 20 minutes to get a game.

    The thing is the devs shouldn't punish for playing with friends. I don't deny that from time to time you can meet super sweaty SWF groups, but those are rare. Must be around a week since I met one of those. Most people play with friends to have a good time and mess around. I've met groups that made stupid decisions like sandbag each other for the lols and I've messed around with my friends that ended up giving the killer free kills. When I play with friends I rarely use comms, should I be punished for playing with friends and having no comms? Sure, I go into a game with people I know is decent at the game, but we don't share information with each other.

    The thing the devs should do (and have said for like a year they'd do but only slightly have done) was buff solo survivors to be around SWF level and then buff killers accordingly. Besides letting everyone see who the obsession is I can't remember the last time surv got information buff. I still think Kindred should be in basekit.

  • I'd say let you have 1 token at the start of the match, then give survivors the ability to gain up to 3 stacks by during something like "Stay in killers terror radius for x amount of seconds". Then if you use a token you can regain it, but with a max of 3. I feel like with the amount of aura reading perks the killers got, it'd be fair to regain tokens. With the condition of staying in the terror radius for like 30 seconds, you'd still have to work to get it. Fits with the perk as well. Stay hidden inside in the killers TR to get tokens to a perk that lets you hide your aura.

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