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CaptainRaider

CaptainRaider

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CaptainRaider
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  • @Gamzello said:

    Need some help on this and would like to see what people use on him. 👉🏼👈🏼

    Nurses and gen defence, the fourth perk is up to you. Basically hit survivors and then only chase if out positioned, if running to a loop that’s safe immediately disband and find someone else to injure. Don’t crouch unless waking past crows near survivors and lean stalk survivors that you can’t injure or can’t sneak up on. Once everyone is injured and/or 99% stalked you move around the map trying to find survivors with nurses OR do this if you know where survivors are healing even if everyone isn’t injured. Also use stealth to counter borrowed time by activating just before the hook animation begins, then down the one off hook and chase rescuer.


    I’m a rank 1 ghostface main btw 👻

  • @notameatybassriff98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756116#Comment_1756116

    and pop technically cant be countered other than genrush and Repressed Alliance which nobody uses

    If a gen is regressing it can’t be popped so killers can counter their own perk. Also the killer can be baited into popping the wrong gen, chasing too long, not being able to hook a survivor in time, and the gen being too far away from the downed survivor.

  • @Boss said:

    Well, since my game crashed and i'm now sitting on a DC ban, how about a question for y'all?

    Which rank colors are your most- & least favorite to be in?

    Can be different for each role of course.

    red rank is fav

    purple is least fav for survivor

    as killer it doesn’t matter bcz you don’t rely on teammates but red rank preferred.

  • @meatisadelicacy said:

    Is it normal now to run three slow down perks? I was away from the game for months and I keep seeing this in red ranks. I just want to know if I've had a string of weird luck or if its normal now and I should maybe adjust accordingly? Thank you for your time.

    Yes. I play both sides and as survivor if the killer doesn’t have ruin + undying it makes me want to DC, here’s why; as a killer, no matter how quick your chases are or how well you play the gens will pop w a semi-competent team. There is no possible way for you to pressure any gen without gen defense. The only way to win is to play like a POS; camp, slug, and tunnel. To AVOID playing like this ruin+undying simply rewards you for playing well i.e taking the correct chases, being efficient, and pushing survivors off gens. This combo is NOT a substitute for being good in chases and finding survivors.


    SO ergo as a survivor I KNOW the killer will likely play fairly if they have this setup. This allows an overall fun experience as a solo queue/ SWF even if I don’t escape.

  • @Boss said:

    Okay, you there!

    Tell me your best Perk for Wraith!

    And, preferably, not a Perk that's like: "Wow, this is really good IF you also equip this Perk."

    Mkay? Cause i'm kinda already stacked, just need 1 more slot to fill.

    My build for him is ruin, undying, nurses/tinkerer, and forced penance I think. If you already have gen defense AND gen information then forced penance is GOATED on him.

  • @Gay Myers (Luzi) said:

    While I saw your top comment, this still belongs in it's correct sub-forum.

    True, and it’s there as well. Even though technically it fits under both umbrellas, as creations is more specific while general is everything concerning the game.

  • @thesuicidefox said:

    I've been using this perk a bit lately with the new Thana, and I've come to find that FP is actually much better than Sloppy at keeping survivors injured. It's 80 seconds guaranteed, and it's actually really easy to get protection hits as survivor so it's easy to get FP to proc. You just need to catch an injured survivor near another, start a chase and then hit the healthy survivor. It's a good counter to bodyblocking, and it prevents use of medkits (and by extension bottle time), and it can counter Adrenaline (which there are very few counters already).

    You guys should give it a try next time instead of Sloppy.

    The BEST part is I believe it works even outside of a basic attack, and when carrying a survivor it’s always a protection hit. Becoming my fav perk on wraith.

  • For useless it would be Hangman’s trick.

    For design it would be NOED or Sprint Burst.

  • I would take this offer in a heartbeat JUST to remove limitations for customization in custom game. That means full access to all game parameters in an easy to use pre game panel for “kill your friends” (KYF); No restrictions on max players on killer and survivor teams, control over generator #, hook #, exit gate open time, bloodlust speed, vault entity blocking, tile generation, etc. Just like creating a minecraft world and customizing the seed, full control over the rng.


    I would sacrifice my 2 years playing this game for that. Actual custom game customization.

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/136097/how-do-we-fix-tunneling

    Thats not tunneling. People don’t seem to understand what tunneling is. Did you go out of your way NOT to hit the other survivors? Ignoring them and gens just to down the one off the hook? If not, then you didn’t tunnel.

    Exactly, people misconstrue this all the time. Tunneling is when a PH downs me, hooks me, hits me and I bt into a locker and he waits there for my ds to go while 3 survivors work on the gen behind me. Then grabs me, hooks me again, downs me off hook, and mori’s me all within the first 5 minutes of th game now THAT is a tunnel.

    I think survivors who unhook a survivor in front of the killer need a stronger penalty. Possibly make it where the unhooker takes the damage if the unhooked is hit within a second of being unhooked.

    Just something that ACTUALLY makes my teammates stop making terrible plays.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721101#Comment_1721101

    Testing it RIGHT NOW in KYF, and it is indeed body blocking during fatigue. I don't know what happened to you, but I can't recreate it.

    Good to know, will have to try it again.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721089#Comment_1721089

    You do, though. I use my fatigue to body block all the time. It's actually a common Legion strat to run ahead to a window/door and fatigue on it so the Survivor is forced to take a more open path and let you confirm a kill after FFing them.

    You don’t though, in frenzy they can’t but as soon as you cancel it they vault right through you. Try it, as I did yesterday.

  • @Yoinkus_Doinkup said:

    Im thinking about maining her and would like some tips

    Hit and run is my play-style, same as wraith and ghostface; Basically, injure, leave, find later with stealth and nurses. Also STBFL is god-like on her. I’m only a level 5 pig though so take my advice with a grain of salt.

  • @StibbityStabbity said:

    Truth be told, I think Legion just needs tokens.

    First off, Feral Frenzy still gives the same mobility bonuses it currently gives.

    Every time they stab a Survivor that is marked with Killer Instinct (which means they need to hit someone else with Feral Frenzy first), they gain a token. Deep Wounds applies as normal during this function of Feral Frenzy. Each token removes a second from their fatigue if deactivated manually. When deactivated manually, Legions power is reset to zero.

    If they do not manually deactivate their ability, Legion still takes a full fatigue, but keeps the tokens. The next time they use their Feral Frenzy, the tokens they have are converted to the amount of seconds they have to hit someone, which will be an insta-down. They then enter a full Fatigue and their power must recharge from zero.

    Missing a stab or getting stunned during Feral Frenzy at any point causes full Fatigue and loses all tokens.

    So Legions power would scale to the amount of Survivors still alive when manually deactivating and for the time they have to insta-down. Manually deactivating or allowing a full Fatigue would be a strategic decision by the player. Every use of Legions power would create a long cooldown period, and if used to its full extent, would reduce the amount of times Legion just runs around like a maniac stabbing everyone. Instead, they would have phases of "STAB STAB STAB" and "STAB REALLY HARD but ONLY this one time it's okay ssssshhhhhh just take it." This would give the rest of the Survivors some breathing room in between phases to do their thing and create less Deep Wounds and Mending.

    The addons would need to be reworked. Actually, Legions addons already need to be reworked.

    My idea is just make it where you retain your physical form when fatigued so survivors can’t run right through you.

  • @Wesker09 said:

    They are such a god awful snooze fest, and no matter how hard I try to dodge I always get hit and gotta mend over and over and over and it's getting really boring. Please fix/rework them so they are actually fun to play against and play as thanks

    Legion is the worst killer in the game change my mind.


    (In all honesty how many times have you ACTUALLY died to a legion who wasn’t face camping or tunneling compared to almost every killer in the game)?

  • @Creepa99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1720672#Comment_1720672

    If you want Jason just play the far more balanced Friday the 13th.

    No offense, but that game has about as much polish as bullshit in a new york sewer.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1720730#Comment_1720730

    It was brought up aggressively in other communities during the heyday of the series. If you are at all familiar with how Dark Souls fans or Undertale fans are, you might understand it. Online communities were flooded with posts from the fans wanting everyone to talk about FNAF, often to the detriment of other topics and discussions. Also, it's worth pointing out that a lot of people like FNAF and aren't particularly obnoxious, but the few that were basically ruined that franchise for the normie passerby. Again, the same issue Dark Souls and Undertale have. An overzealous fanbase that drowns everything they touch with their fandom of choice.

    Very true.

  • @jerakal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1712726#Comment_1712726

    And how exactly do you propose they "fix" SWFs? Force the game to close if your mic gets activated? Stop people from playing on teams?

    Doesn't it make more sense to nerf the perk that gives teams unlimited map info, than to try to find some way to stop people from using mics on teams? Honestly, killers should just get a speed buff or something if they queue into a swf, or at least some bonus bloodpoints. But that's really besides the point I'm trying to make.

    How would you fix SWF, and how would that be easier than just making OoO less obnoxious?

    Sometimes the easier solution is the least permanent. A band-aid where stitches are necessary.

    I propose giving debuffs to groups larger than 2. This can include a 15% gen speed decrease, an increase of gen regression when a gen is regressing by 50% for three man and 100% at 4 man, giving a dying light functionality where the random 4th gets an action speed bonus while the swf gets a slight action debuff, and/or survivors aren’t allowed to use the same perks on more than 2 survivors

    Just minor changes to swf w/o sacrificing quality of life for solo queue.

  • @SilentSpectre said:

    Poor legion, the brainchild of last winter, has officially stolen the crown of "Worst Killer" out of Cannibal's chili-covered hands.

    I'm not talking about the mending fix -- that was a given. I'm talking about the fact that his main ability gives him nearly no pressure. He's a glorified M1 killer, that lacks even the easy first hit against survivors that know how to camp a pallet. His teachables are all bad, his synergy with most perks is lacking, but most of all, he's not fun to play as OR against.

    Please redeem him.

    He really is garbage, most of his addons do less than nothing and his ability rarely ever helps, he’s like plauge w/o bloody vomit.

  • @Demon_Swords said:

    Killer: The Puppet (or the doll) (or the shaman)

    Movespeed: 110 (4.4 m/s)

    Terror Radius: 24

    Height: Medium

    ------------------------------------------------------------------------------------------

    Voodoo Dolls

    A doll of each survivor is scattered across the map.

    You can pick up and hold up to one doll. (you can replace dolls.)

    When you down a survivor remove their doll from you and the map.

    Respawn that doll when it’s survivor is healed from dying or unhooked.

    Death Mark

    The survivor whose doll you are carrying suffers from Exposed status effects.

    You and that survivor sees an exposed mark around that survivor (like ghost face’s stalking exposed but not decreasing over time.) (This allows the survivor to know the source of exposure and the killer to more easily know whether they have the doll of an injured survivor.)

    Disguise:

    You can disguise yourself as the survivor whose doll you are carrying. (you disguise as the health state of that survivor and their current item.) (takes 2 seconds to disguise and remove disguise.)

    While Disguised

    • Have the Pov of a survivor.
    • Have the movespeeds of a normal survivor except +20% walking speed and 100% crouching speed. (as if you had Fixated and Urban Invasion.)
    • You are undetectable and cannot attack. (also premonition and spine chill do not work.)
    • The aura of the survivor you are disguised as cannot be revealed to other survivors and are blinded.
    • You can heal yourself, sabotage, cleanse, and open chests without adding progress.
    • You can Repair Generators to have it regress as if you kicked it. {Other survivors cannot repair while you are repairing and regression sparks is not shown to survivors while repairing)
    • Chasses wouldn’t begin.

    -----------------------------------------------------------------------------------------------------

    Some Add-on ideas:

    • While disguised, give status effects to the survivor you are disguised as. (exhausted or hindered)
    • Decrease action speed and/or increase item consumption of the survivor whose doll you are carrying.
    • Picking up a doll reveals the aura of its survivor for X seconds if they are Y distance away.
    • Decrease Disguise time and/ or removal.
    • You are undetectable for X seconds after removing Disguise.
    • While Disguised see the aura of survivors within Y distance.
    • See the perks of the survivor you disguise as and add-ons on their item.
    • Trigger skill checks while repairing. Successful skill checks reduce progress by X%.
    • Start the match with the Obsessions doll.
    • Increased move speed while not carrying a doll.
    • Move doll location and respawn when all generators within Y distance of it is repaired.
    • Auto-equip the doll of the survivor who unhooks a survivor Y distance away. (like make your choice. Does not happen if you already are carrying a doll or Disguised.)
    • Auto-equips the doll of one of the survivors that completes a generator Y distance away. (Does not happen if you already are carrying a doll or Disguised.)

    -------------------------------------------------------------------------------------------

    Perk

    Hex: Forged Light

    Spawn an extra generator. Bond this perk with a random Generator. (that gen glows purple when it would glow red to you.)

    Complete the bonded Generator when it reaches 30/40/50% progress.

    When every related Hex Totem is cleansed, Complete the Generator Spawned by this perk.

    Completing the bonded Generator does not count towards the Generator requirement to power the exit gate or spawning the hatch. (I think it should apply to fire-up or other completing generator perks.)

    Isolating Pray

    While in a chase or carrying a survivor, reduce your terror radius by 6 meters and the aura of survivors within 16/24/32 of you and your aura cannot be revealed to Healthy or injured survivors outside of 32 meters.

    Torture:

    You like to break your victims will before finishing them.

    Increase Bleed-Out speed by 15%. Downed survivors self recover cap is decreased by 5/10/15% (doesn’t prevent full self-heal). (could decrease self heal speed of downed survivors instead of self recovery cap.)

    When you hook a survivor, add 1/2 second of entity progress for every 5% of bleedout progress. (max 10 sec reduction at 100% bleedout) (equates to about 20.8 seconds of down for 1 second lowered from each hooking)

    -----------------------------------------------------------------------------------------------------

    Note: the Disguising mechanic and the Hex: Forged Light are somewhat based on a deleted killer concept I saw a year ago on the DBD Forums. The doll aspect was a way I thought of to better conceptualize the disguise mechanic and give the killer something to their power against SWF or some aura reading perks that make the mechanic fall through. Also the other two perks are ones I designed for other killers so their names don’t necessarily apply to this killer.

    I know that the disguise as survivor concept has numerous counters and would generally make it weak, so I think this killer would be used more for fun then actually trying to rank up.

    Some counters or flaws of the disguise mechanic:

    • Aura reading perks for survivors on other survivors not revealing you when you are disguised. (empathy, bond, kindred, etc..)
    • Disguising as an injured survivor with Iron Will.
    • SWF

    I love this idea, I hope more people can see this.


    I enjoy playing stealth killers so pretending to be a survivor is pretty awesome.

  • @tykelley said:

    I'm mostly a casual player and when I hop on a match all I see are keys ds unbreakable deadhard and then they power thru gens, I wish there was a casual mode for all of the casuals that play, oh and please tell me why y'all act like this

    It is competitive haha 😂

    it’s a [BAD WORD] PvP. At least Cod has zombies, party gamemodes (lol gamemodes plural) and campaign. All there is in the game is sweat vs sweats.

  • @Almo said:

    The delay after Punishment of the Damned was reduced by 0.5 seconds.

    Also his camera bobs around like a first person battle simulator minion.

  • @Yords said:

    It already is if you ask me, there are just a lot of problems with it which make many players shy away from the game. You will find people who say they are taking a break and never coming back only to do the opposite about a week later.

    Some of the major problems:

    • Map design
    • Lack of direct communication with BHVR (devs) even with selected fog whisperers
    • Balancing of certain killers and certain survivor perks
    • Key's and mori's'

    Along with many other problems, this game could be so much popular because it is fun and interactive. This game is unique and really good and it is sad to see that the devs or at least the upper management have just decided to implement of a bunch of cash grabs. Not saying the game is entirely about that though. This game is great and I don't see myself quitting anytime soon, but some people just might if these problems persist. However, despite the current bleak circumstances, I have faith that there will be some good changes soon.

    I can guarantee you this post will not be noticed by the devs, but I still wanted to say that the game is not going to die anytime soon or that the devs are greedy and bad. I believe that the devs will make good changes in the near future.

    PS: For those of you who think that the devs are "useless", remember that they did create the endgame collapse mechanic which was amazing and brought in a surge of new players.

    Had me in the first half until the “end game collapse mechanic.” [BAD WORD] RNG haha 🤣

  • @TheButcher said:

    Honestly I could make a list, but I am going to say the one thing this game needs if the Dev's like it or not. It needs to be heard, it needs to be understood, and it needs to be brought into the game.

    1. Voice Chat, or Proxmity Voice Chat. With the option to mute players. If stoping to open the menu during gameplay to mute someone is an issue. Hotkey mute/unmute to Alt/Shift+1, 2, 3, 4, 5, 6. One for each survivor, the killer, and all.

    When this is implemented in the game. Then the balancing team can balance the game around the fact that all players have the ability to speak on comms, and this will greatly close the gap between SWF, and Solo. Perks abused by SWF stats will change. At the same time Perks used by SWF will be more often used by solo players, and 2 man SWF's. Then they will be able to get balanced correctly.

    Stop shutting down every person that suggests adding Voice Chat to the game with; Language Barrier, Misconduct, and your personal opinion. Those are just negative excuses that don't solve the problem, stop letting personal assumptions make you blind to actually balancing the game correctly. There are plenty of games that do amazingly well, even in the horror genre with Voice Chat. You're making your own team look bad when responding with bad information. I just took a break and played Phasmophobia instead. Popular with Russian, French, French, and Spanish speakers (more languages included but those were the most I encountered). Now sure I do know 3 languages, but still most people spoke English or enough English to perform well, and as far as toxicity went - it barely even existed. With the option to mute aswell in the likelyhood someone was toxic.

    Add Voice Chat.

    My god yes, I’m so [BAD WORD] bored of this being the only game w/o social mechanics, let me interact with society. I’m a killer, I’m bored, let me talk.

  • @Kumnut768 said:

    title, just want to see peoples honest opinion on this since the new dev stream

    Yes, SWF is the problem not OoO. If SWF would just get taken care of maybe the game can finally be balanced for all the solo queue players (both killer AND survivor).

  • @AChaoticKiller said:

    So i have seen a few buffs around about making wraith completely invisible while cloaked and i don't really think that's the best however it certainly isn't terrible, in fact the only thing i don't like about it is that it would allow you to get right on top of a survivor without them seeing you so why not solve that with a mechanic similar to Freddy.

    if you made it so while cloaked wraith's "glimmer/shine" can't be seen outside of say at least 8 or at most 16 meters i think that would be an awesome buff to him since it would allow him to be a lot more stealthy and he will have an easier time getting close to survivors before they can see him and get to a loop.

    He also won't be able to uncloak right on top of you as long as you pay attention but a good wraith will use cover to uncloak behind once he's close to you. this will make him a lot more viable because good survivors won't see him approaching from far away and then go to a loop so he will get more hits from finding survivors on gens.

    this wouldn't affect the chase to much either but will make it so you don't know if the wraith is still on you after he cloaks so that will make playing against him a lot more terrifying because you don't know where he went.

    I would just like wraith to stop growling at survivors every two seconds like a Chihuahua, Where’s my spray bottle??

  • @NomiNomad said:

    Title. Just a silly little discussion, because silly is good sometimes. I'm thinking like characters that aren't strictly horror, but you like anyways.

    On the Survivor side (or maybe Killer) I'm talkin' characters like Doomslayer - just characters that would probably decimate the Entity's realm.

    For a Killer, I'm gonna let loose the tiny weeb in me - Dio Brando from JoJo would be the memiest killer in existence and I want it.

    For a more serious want, I would love The Thing or Jack Torrance from The Shining, with MacReady or Danny Torrance as survs.

    I would want scooby doo and friends as survivors. The killer would be mastermind from 100 frights where he just spins around and transforms into a random killer from a set of 3, the killer set list would change depending on addons :)

  • @Komi said:

    The Grunts/Servants from Amnesia Dark Descent as Killer, with Daniel serving as Survivor.

    The Grunt alone is already an eldritch beast that creates fake doppelgangers and whose very image drives you insane. So the idea of survivors facing fake clones who disappear once they reach you would be an interesting concept, on top of having to avoid seeing the killer due to insanity slippage.

    As for Daniel, he survived an entire castle full of these things and a different entity, which was darkness itself. Clearly the perfect survivor candidate.

    Bro amnesia monsters would be so cool with red slime and hallucinations with survivors powering generators to keep their sanity up! It would be so cool!!! 😳

  • @Xyvielia said:

    Devs seem to have been attempting the balancing around SWF.

    SWF coordinate perks and execute a TRUE 4vs1 gang-up on Killers. 5th perk coms only intensifies the OP factor.

    Thus, devs have given killers very decent counters in add-ons, mori’s, some fairly strong perks, close proximity exit gates etc. These are a few of the ways to help killers against a 3-4person SWF team.

    Solo queue doesn’t always seem like it’s 4vs1 when perks aren’t coordinated, coms aren’t active, and everyone is playing their own style of game and not in a perfect flow like SWF.

    Killers can sometimes seem like OP bullies in Solo matches, for this reason. Realistically, many killers anticipate a OP SWF team and prepare accordingly with a build/ add-ons that may feel unfair to Solo.

    Solo queue is jus somewhat of an unfair challenge that I’ve come to enjoy. It’s all I play, and it feels good knowing (as much as killer players complain about unfair SWFs) that I’m not a 5th perk using killer bully.

    It’s harder to escape, double pipping in many consecutive matches when playing Solo queue then it is in a special ops SWF.

    This 100%, I would love to [BAD WORD] around as killer and run hilarious builds, but I can’t. Every other game is clicky-clicky, teabags, maps, toolboxes and keys with every survivor having some variation of borrowed, DS, DH, Head-on, unbreakable and prove thyself.

    I think teams for solo queue should be limited to 2 people. If more than 2 give the survivors a debuff, add an extra gen or two and/or make it so more than two people can’t have the same perks.

  • @Orion said:

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

    Remove party/Team/Player limitations in custom games.

  • @AChaoticKiller said:

    I find the augment of OOO being ok because of its stats stupid, killers are forced to go for them and a ton of players will just camp them anyway for using the perk hence the low escape rate. if anything it should show why the perk needs a rework and they would know that if they actually used some logic and not base their decision on stats alone.

    also i actaully like blood echo its really good on legion and plague pls dont nerf it ;-;

    If anything blood echo needs a buff, 45 seconds is pathetic.

  • @BillyMain77 said:

    Man when i first started playing this game i loved the no mics and it just being you hiding from a killer and trying to do gens with other survivors, but as an experienced dbd player now i find that solo queue games are extremely unfun to play about 90% of the time and heres why.

    When you load into a solo queue game you have to have good game sense and map knowledge in order for everybody to escape but the majority of the time you get potatoes!

    Almost every match will have some of these if not all of them

    * Urban evasion & self care on at least 1 if not 2 survivors

    * No one will come to save you and you hit struggle state for no reason even with kindred

    * Despite you looping the killer for 5 minutes straight somehow no gens have popped

    * You will save multiple team mates only to be left behind when you get hooked

    * Team mates will have no game sense and will bring the killer to you every time your gen is almost finished

    * Team mates will think there gods and loop the killer at your hook untill you hit struggle instead of leading him away.

    * Team mates wont know how to pull off a save in front of a camping killer

    * Someone will bring the killer to your hook and unhook right in front of them without BT

    * You will get tunneled by the killer and no one is willing to help or take a hit

    * Team mates will self care all game instead of doing gens against a killer with sloppy thana ect

    * Randos will waste every pallet in first minute of the game because they cant loop

    * Last but not least and i think everybody's biggest issue... STOP KILLING YOURSELF FIRST HOOK OR DC SOON AS YOU GET DOWNED YOU SORRY SCRUB NUGGETS!!!!

    Nothing is more frustrating than being 50% done with the first gen and someone goes down and just DCS or goes for the kobe and fails then just dies even if someones coming to save.

    I understand vs certain killers sure like iri head huntress ect but i mean people are doing it vs the easiest killers like legion and ghostface ect i mean cmon once the game is a 3v1 its pretty much GG unless all 3 of the remaining survivors are very experienced.

    These are just a few of the reasons why imo solo queue games are becoming less and less fun.

    With basic comms in the game i could at least coach my newer team mates on what to do in certain situations like a face camping killer ect

    Would be nice if they would just add comms and balance killers accordingly but i know thats not going to happen.

    Just here to rant as i just played a match vs a legion on haddonfield and he had undying ruin combo one of the totems was at the very end of the street behind like the tiny concrete blocks, rando was doing the totem was like 80% of the way done when legion was coming down the street, i move over to the other side of the rando to take a hit and he just took off.

    Cant stand playing with people with no game sense, what other reason would another injured survivor be standing next to you while your doing a lit totem and move to the side the killer was coming from and stand in front of you for?!

    To take a hit duh now im taking a hook state and we didn't even get the totem.

    Alright end of my rant lol

    I’m really feeling this right now, used to play more solo survivor than killer, but I can’t anymore. Pipping is too easy as survivor and even then it gives me green and purple as a rank 3.

  • @Todgeweiht said:

    I am all for a DBD part 2 with new base code.

    Same. A ground-up game for next gen is the dream, but I don’t have much confidence in it happening and happening the right way.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/198830/afraid-of-change

    You had me in the first half until you wanted the games entire aspect to be changed

    When did I say that? My main statement was quote, “ALL I am vouching for is the removal of restrictions in private matches, let US the CONSUMERS decide how many killers we want and survivors we bring, don’t restrict us because it might, ‘Crash the game...”

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688953#Comment_1688953

    I have.

    Mode suggestion in question I can name from the top of my head:

    1. A gamemode similar to Among Us or Werewolf and similar games, that would come with a roleswapped roster of the original characters.
    2. a scavenger mode to replace/simplify the bloodweb
    3. 2:8
    4. Maps with more objectives. (like having to do something first to blow up a barrier before you can proceed to the gates)

    They all had their fair share of people saying what Raider said the responses are.

    There were also ideas floating around to change the way perks and totems etc work, ideas to make the charms something that is not just decoration etc.

    All these ideas commonly get smacked down with 'the game can't handle it' or 'it wouldn't fit dbd' or 'it wouldn't fit with the lore.

    Exactly, I think this needs to be talked about more. I myself am running out of positive excuses for the game team that avoid ridiculing them.

  • @Squirrel_Thicc said:

    I don't really think it's a secret that killer kinda sucks to play at high ranks. I know that I'm not the first (or last) to complain about solo queue. Slightly long thread read if you care. (Btw this is all my personal experience and all of my friends agree with me).

    Yes, survivor is mostly a better experience than killer... again MOSTLY. That being said...I have never wanted to quit dbd more than when I play solo queue. I played 5 solo queue games tonight. Game 1: Sandbagging teammate and not a single one of my teammates did a gen. Only one gen got done and it was me that did it. The sandbagging teammate also dc'd. Game 2: My teammates were all rank 13... I'm rank 3. During a chase 2 of my teammates dc'd. Shortly after... my last teammate dc'd. Game 3: Left to die on first hook with kindred on. Killer wasn't camping. Game 4: We all escaped. It was a close match but we all got out. Game 5: Teammate got downed very early and rage quit. We proceeded to get rekt by the killer which is whatever.

    The issue is that people in solo queue are selfish, trolls, they dc, they don't do anything and I'm consistently put with low rank teammates. This wouldn't be an issue if this didn't happen 9/10 times I play solo queue.

    The point of this thread is I want to hear your feedback. Can anyone else relate to this? As of right now I quit solo queue. I ask that if you leave feedback that you're respectful. Thx for reading.

    I fully agree, and I think the sooner we limit survivor groups of more than two the sooner we can balance the game properly for survivor and killer.

  • Step1: buy ps4

    Step2: buy game

    Step3: turn off crossplay

    step4: profit

  • @BaldursGate2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1676275#Comment_1676275

    You won't tell us, fixing bugs and balancing issues is more important than cosmetics? One provides more money for the company and the other thing will be just ignored.

    Yes, and I’m also tired of customers sticking up for greedy devs. I hate to say this about BHVR, but it is obvious that milking dbd is more important to them than trying to maintain its longevity and quality of life; the cow will be milked ‘ntill death.

  • I agree, you can only anti loop with clown with the extra slowdown, otherwise his bottles don’t work at loops, if all these other killers like huntress, deathslinger, freddy, doctor are given loop denial so should clown at base.

  • Please check out my DeathSlinger buff idea and let me know what y’all think. :)


    https://forum.deadbydaylight.com/en/discussion/197402/deathslinger-buff#latest

  • I do feel like devs have priority in the wrong places. I don’t understand why cross progression between google stadia and steam is so high and why pumping out new cosmetics, lore and rift challenges takes priority. Especially when there are things like keys, moris, the hatch mechanic, zero social mechanics on console, little to no major changes in the base gameplay since 4 years ago, and a dusty custom games (KYF) That hasn’t been touched up in years.

  • @SirChiefsAlot said:

    I think a good addition to the game would be an in game proximity voice chat between the survivors as well as the killer. I feel this would add a lot more connection between the community and bring a fun aspect to the game. I understand trolling could get out of hand but would be easily countered by a simple mute button in the "pause" screen menu. This would also reduce the amount of a benefit Survive with Friends adds, as most are using discord or another third-party program to interact and plan between each other . Would love to see this implemented and thanks for your time!

    Edit: Also feel free to Vote up or down, as well as comments on why or why not this would be a good idea. Any feedback is appreciated <3

    This game lacks social mechanics. The killer should be able to talk to the survivors. Since we don’t have this you see the toxic cesspool that dbd has become. When you compare a solid gane with voice chat and a solid hane without there’s always a clear winner. People want to socialize, not zombie out on a competitive (yes I said competitive) pvp game like DBD.

  • @azame said:

    I feel like I'm at an incredible disadvantage when solo survivor. I uploaded a video where I ran the killer for 5 minutes and only a single gen was done. Also in this game a survivor had disconnected. Solo survivor is just unfun.

    I'm never matched up with players that are good or as good as me. It's always players who urban around the map or cant hold a chase. When I'm hooked I've been left to die or left to get second state.

    Out of all the swf post solo is not talked about enough. Solo is very bad right now. It's so bad that it encourages swf play because you rather not play with bad randoms.

    Just a short rant solo is just bothering me lately.

    For me I find swf to be unfun, because I am guaranteed to play with people who are below my skill level as survivor. But I don’t want to play solo queue because the game becomes boring eithin the first match because of a lack of social mechanics i.e. mic chat.

  • @Pawcelot said:

    If it applied an increased regression rate on the generator, akin to what Ruin is doing, then Overcharge would at least have a reason to exist.

    Exactly, that’s my idea. I believed the old ruin should have always been a token system as it was quite op, but I think they over-nerfed it. This would give an interesting and actually useful application to overcharge, effectively being an alternative to pop.

  • @Golden_spider said:

    https://us.v-cdn.net/6030815/uploads/8UF6D42TMHGV/thefuck.png

    Calls it Overdrive in title, then correctly calls it Overcharge, goes back to calling it Overdrive 3 more times.

    Yeah I keep on calling it overdrive because in my head it’s a catchier name so I just get myself confused, my bad. 😅

  • @Neutralizer said:

    https://us.v-cdn.net/6030815/uploads/IS7HBE8S4910/image.png

    Image source : https://www.artstation.com/artwork/e0zxWw

    Killer's name : Orlok or known as Count Orlok / Max Schreck

    Known as : The Nosferatu / The Vampire

    Possible Survivor DLC : Thomas Hutter / Ellen Hutter

    Possible Map : Carpathia Mountain Castle / Transylvania

    Lore Idea :

    Orlok is a vampire who came from Transylvania, which is believed where vampires came from. Orlok lives in a vast castle at Carpathian Mountain. Judging by the looks, the castle is swathed in shadows and is highly negelcted, so Orlok plans to move. He then meet a house agent named Thomas Hutter. Thomas then invited to the castle, but nothing he knew about the local story of Orlok. Locals were already in fear of Orlok as they never dwell in the night. Thomas then welcomed by Orlok into his castle. Apparently, they had a fine dining. While eating, Thomas accidentally cut his thumb. The scent of the blood awakened Orlok's deepest desire, human's blood. Collapsing Thomas, he then bit Thomas' neck to fulfill his desire. Thomas woke up in the morning with 2 holes at his neck, thinking it was caused by mosquito.

    Hutter then realized that Orlok is a vampire from the book "The Book of the Vampires". He then searched the castle for Orlok and found him in the basement, sleeping in a coffin. After that, Orlok woke up, preparing his coffin to offload into a ship which travels to Wisborg, Germany. At the ship Orlok killed almost all crews, leaving the captain alone with one of his mate. They, after that, began to search all the ship to find him. But when they were searching in the cargo, Orlok creeped our from his coffin and instantly kill the first mate. Orlok then chased the captain into the ship's wheel and finally kill him.

    On his arrival at Wisborg, Orlok spreaded plague all over the town and Europe.

    Power : Blood Plague

    Rats Plague

    Orlok has a power to spread plagues around the map. Orlok will release rats from his precious collections around the map, searching for survivors. Rat's speed is slower than survivor, giving time for the survivor to flee. Once a survivor has been bitten by a rat, the survivor then infected by the Blood Plague. Infected survivor will then leave blood trails (not damaged) for 30 seconds and can't do objectives. If the survivor healed by other survivor from the plague, the plague will move into the new survivor. The blood's aura will be shown to Orlok. Rats only last for 20 seconds. Orlok is capable to launch 2 rats at a same time. Rats has a cooldown of 40 seconds.

    Vampire Fangs

    Orlok bestowed with 2 pair of sharp fangs. Orlok can bite a survivor instead of attacking them. Fangs need to be charged before launched. If Orlok succesfully bite a survivor, Orlok will suck their blood and put them into Deep Wound state. Survivor has 20 seconds to mend themselves. If they got hit or the timer runs out, the survivor will be put into Dying state.

    "Your wife has such a beautiful neck" - Max Schreck

    Perks :

    Vampiric Aura

    You have the thirst of blood as strong as the vampires. If you start to follow a trail of blood, you will gain 5/6/7 % of movement speed.

    “You have hurt yourself... your precious blood!” - Max Schreck

    Calamity

    Your presence brings horrible situations around you. Whenever you are 20/24/28 meters away from a survivor, Calamity activates and force the survivors to scream every 5 seconds and reveal their positions for 15 seconds. You lose 5% of your movement speed while Calamity is active. Calamity has a cooldown of 60/50/40 seconds.

    “Not so hasty, young friend! No one can escape his destiny.” - John Gottowt

    Count Dracula

    You are no more have thirst of human blood. Instead, you begin to have thirst for their being as a human. Whenever you down a survivor which has been hooked before, Count Dracula can be activated. Bite the survivor and put them into Masquerade status, which makes them lost control of their body and start to lose their mind. They will find the nearest survivor to bite as they now become a temporarily vampire.

    • Another bitten survivor will not be damaged, but instead slowed by 10/15/20 % for 3 seconds.
    • Whenever there is a bitten survivor, you gain sight of their aura for the rest of the slow duration.
    • The Masquerade status lasts for 10/15/20 seconds. After the Masquerade status disappear, the survivor will be put into Dying state.

    Count Dracula has a cooldown of 80/70/60 seconds.

    “Let us chat together a moment, my friend! There are still several hours until dawn, and I have the whole day to sleep.” - Max Schreck

    Best vampire killer idea I’ve seen on the site. 👍

    The one thing I think that needs work is Count Dracula, I have trouble seeing that on other killers and reads more like an ability than a perk. Everything else reads well though.

  • Massacre

    After hooking a survivor, for the next 30 seconds, gain a non stackable ability cool down reduction of 15/25/30% and a ability slowdown reduction of 3/6/8%.

  • @SCP_FOR_DBD said:

    This would probably still leave him relying on addons, but it seems better than what we have now. I feel like the Unnerving presence change should be 100% of the time, just so chance isn't as big a factor for its usefulness. Other than that I feel like this could be a good change.

    Thanks! Though you don’t think it would be too OP if the already guaranteed gen and heal skill checks are present with a guaranteed already small skill check being smaller?

  • @Flarefire_Xx said:

    First off, I like some of the ideas but 1. The addons don’t follow the addon standard amounts of 4/5/5/4/2 so it makes no sense, 2. I don’t see them completely garbaging a perk and making a new one

    Thanks for your reply, I actually didn’t know there were standards to addon count, though I tried to research this to the best of my ability. Moreover, this post is supposed to be a bin of ideas. I’m more than happy for the devs to be inspired by or cherry pick the ideas they think are best. My idea is not a wholesale, more so just a ramble of ideas.


    I personally didn’t see franklin’s demise as a very fun perk; The perk seems to serve as a bandage for an unbalance in survivor items. Such items include, keys, insta heals, toolboxes etc. So under the good faith of fixing these items the rework would be ahead of its time in replacing that particular crutch with more skillful, and synergizable perks in his repertoire.

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