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Chadku

Chadku

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Chadku
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  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2826176#Comment_2826176

    Its curious cuz pig have less warning time and more lunge with the dash but wraith doesnt have long lunge anymore.

    Who asked for the 20% uncloak lunge nerf though?

  • Trickster´s shatter and pierce addon used to work together doing 150%, there was an oversight in which the blades could still shatter after the piercing.

  • @sonata93 said:

    I don't think DH is really as OP as people like to believe. Any killer with a reasonable amount of hours in the game knows how to bate it. Plus, it has to be timed right in order to make it to the next loop/pallet, otherwise, it buys you an extra couple of seconds at best. I mean, there are countless clips on YouTube of 'Dead Hard fails' where you can see it doesn't always work as intended. I get that it's annoying as someone who plays killer and survivor 50/50, but there are other exhaustion perks that are better in my opinion - Sprint Burst for example.

    It's one of those perks that one side complains about as it makes their game harder and puts more pressure on them. It's the same as survivors who play an entire round efficiently while the killer gets little-to-no hooks but then gets a free 2K/3k because of NOED. It's an annoyance, but oh well. This is the thing with a competitive game that has 'sides': each side will complain about the advantages the other has. I agree, DH has become a 'clutch' perk, but so are perks like BBQ, Pop etc. It's just one of those things.

    Dead Hard´s issue is that it´s a win-win perk unlike the other exhaust perks.

    You get extra distance by pressing E, you´re invincible against everything even beartraps & projectiles.

    There´s nothing about timing it, you move forwards no matter what

  • Wraith needs basekit Windstorm, again.

  • There are different stuns ex. 5s DS, 3s Head On.

    If you rescue via pallet it's only 2s or 1s /w Enduring and it probably doesn't change the duration if the stun happened while carrying someone.

  • @Advorsus said:

    I feel like there's a lot of average and low tier killers that get reduced speed when using their powers and it feels kinda unnecessary. Like removing that aspect wouldn't make them op or even that much stronger than they are now just due to the nature of their powers. Instead it makes a lot of killers feel kinda clunky and makes some of their powers just pointless to use.

    Like deathslinger, doesn't need a slowdown for raising his weapon. His movement gets slowed down already when aiming, and lowering his weapon was made slower. That already fixed the issues with his 50/50. Adding in the slow to raising his weapon was just overkill that took away the fun of his power, and made him feel clunky.

    Freddy's snares. What's the point of slowing him to place the snares? It makes them pointless in chases when he actually needs them most. Because by the time you get them placed and chase the survivor around the loop they can just run through them and still be safe. They're really only helpful if they're pre set up before hand. But even then, he can't carry that many so pre setting them can be pointless as you could spend an entire match with survivors never running to one of your 4 pre placed snares.

    Doctor's shock. Using his shock in chase is kinda useless most of the time. He gets slowed, it has a delay, and is subject to the survivors Internet connection. It just feels super clunky. Usually by the time you shock, and it connects, and you catch up, survivors are already around the loop again and at a safe spot. Making his anti loop tool kinda useless for anti loop. I'd remove either the slow or the delay. Wouldn't make him super strong because his power just isn't A tier, but would make him feel better.

    Pyramid head. His punishment of the damned is really only punishing to him. You're slowed, there's a wind up time where survivors are given a noise notification, there's an outline showing where it's going, and a long delay before it gets there. Usually it would be quicker to eat a pallet, catch back up and then m1 them, than it would be trying to hit them with ability. Like there's no point in using that power unless they're like unhooking and you can time it right, or they're going through a doorway. Even then, there's still a high chance you'll miss. Just M1. Also it doesn't really make sense that you're slowed when dragging a sword through the ground but survivors aren't slowed when walking through a line of barbed wire and metal spikes.

    My point is, there's a lot of killers that are unnecessarily slowed and it just makes them feel bad to play as. Which is sad, because most of them are pretty average killers that wouldn't be crazy strong just because of their powers.

    In case of Trianglehead the slowdown makes sense since his attack does pain.

    Fredlet & Clown's m2 slow you down because you want to slow survivors down. Which sounds pretty dumb because it is stupid.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824404#Comment_2824404

    I don't remember what BHVR employee said publicly that the pallets were better than the snares (cue the world-wide face-palm).

    Now it may be true.

    Snares => slow yourself down so a survivor maybe slowed down.

    Dream pallet => place em where you want and get a guaranteed hit if they actually pull it down (unless it's stun bug returns)

    Fredlets snares are just boring and slowing yourself down is crap with the pallets you can decorate the maps how you like.

  • @ThiccBudhha said:

    They would be useless on vertical maps without going through the floor. They would rather have them be broken in favor of survivors than against them for obvious reasons.

    God forbid if the totem spawns don't favor the survivor.

    Boons should work even if it's somewhere upstairs where it would take 8-16s or so to reach as a non-killswitched killer.

  • It's strange that D/Cs happen in loading screens almost as if some map offerings are bugged.

  • What if Scourge Hooks change locations after each hook?

    So the scourges at the edge move closer to the middle of the map or smth?

  • Artist doesn´t need any nerfs, she´s bland enough as is.

    Anything more and then she´ll be less played than the Twins.

  • @ThiccBudhha said:

    They have no bias, it is just a coincidence. Remember that they adjusted circle of healing? Clearly they favor killers, if anyone.

    25% less healspeed is just 2-3s more of M1íng. It didn´t fix the issue of free medkits as long as the boon is lit.

  • Hug techs remind me of the rocket jumps, trick stabs and etc.

  • Sandra Bullock

  • Just make the Self-Heal option be limited to 4 meters of the totem and the healspeed effect to 24m.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816727#Comment_2816727

    Right because camping/tunneling didn’t exist before COH.

    What i meant is that camping and tunneling became more viable than going for 12 hooks when survivors basically get free medkits for doing 14s on a bone.

    Getting that 1 survivor out of the match early is a -100% gen repair and who cares if it´s scummy? It´s not like the MMR isn´t discouraging a 4 Kills 4 Hooks.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815206#Comment_2815206

    If it’s gonna be useless than why bother using the perk?? The survivor meta is not gonna change if the devs constantly keep nerfing survivor perks.

    It's simply because CoH is the one reason a killer must snuff boons or tunnel/camp the survivors.

  • @Real_RUBB3R said:

    https://forum.deadbydaylight.com/en/discussion/311131/freddys-add-ons

    I noticed your mention of how two of Freddy's addons do the same thing, and I presume you mean the "Z Block" and the "Cat Block", both saying they inflict Haemorrhage when tripping a Dream Trap, and I would like to mention: The wiki describes the Z Block wrong. I tried fixing it myself, but there didn't seem to be any way to actually edit the information, not that I could tell at least. The Z Block does the same thing that the Cat Block does, except it also applies to healthy survivors and makes them bleed for the duration. I don't know why the wiki doesn't mention this, but it doesn't. Regardless, it's a pretty horrible add-on anyway, and is hardly worthy being a purple add-on. Haemorrhage is such a useless effect, and is only really useful if you're also using Bloodhound. It's basically never worth it to use add-ons that inflict Haemorrhage, dedicating an entire add-on slot to that alone is bad. I would only ever put it on if I'm using Bloodhound or have nothing else.

    Something unrelated to Freddy, is actually a couple of Deathslinger's add-ons, notably the Rusted Spike and the Honey Locust Thorns. The Rusted Spike supposedly inflicts Mangled when you spear someone with The Redeemer, and the Honey Locust Thorns apply Mangled when a survivor breaks free from the chains, these add-ons being yellow and green respectively. Correct me if I'm wrong, but the Honey Locust Thorns seem to just objectively be worse? They cost 1000 more BP, and apply the same effect, but only when the survivor breaks free, whereas the Rusted Spike is cheaper and applies regardless. Why would you want a survivor to break free from your chains unless someone is bodyblocking or you can't reach the speared survivor in time?

    Filler addon.

    They honestly could've made it so breaking free inflicts a shorter Deep Wounds instead of copy&pasting a yellow addon.

  • Out of curiosity but how was Freddy's pickrate after he got curbstomped?

  • @Majin151 said:

    Why is trickster so high?

    His blades sorta act like STBFL and unlike other killers all of his addons are great except the timer ones.

    Piercing addon injures the unhooker

  • @playhard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815083#Comment_2815083

    yes. they dont know with stretched screen , they can mind gaming better. i knew since he (using dwigh) only stand on the edge waiting for my movement. and then loopping me so easy.

    Certain killers benefit from the stretch more than survivors do.

    Their name begins with N and ends with urse.

  • Is Agitation,Starstruck,Speedcola & BBQ/Lightborn a good slowdown build for Trickster?

    (Can someone make a perk edit that changes Iron Maiden to Speed Cola?)

  • CoH just needs a smaller range for the Self-Heal option, the 75% helth speed can stay in those 24m.

    Boon's blue splashzone tint needs more blue.

  • Pigbowl is quite funny.

    Camp a bux and hope that you've picked the correct box.

    It turns the match into a gamble for everyone

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2811417#Comment_2811417

    But the game is so killer sided, how could that be! (sarcasm, cause I know some people won't get it)

    It's killersided if you're camping the survivors at 1 gen left and score the 4k by grabbing the rescuer, slugging the 2nd rescuer and downing the gen jockey + unhooked survivor.

    TL:DR playing Canon!Amanda never felt more great.

  • I always hated the Backstage Pass, Madeleine´s Skull and Hawkin´s National Laboratory ID.

    Playing in a south korean studio was confusing.

  • All licensed maps and Azarov.

    I can't see well in Azarov.

  • You forgot that his beam can injure multiple survivors, his caging circumventing 2 perks and the Torment effect can't be cleansed by an item.

    Downside to PH is that he's got one good addon group and horrible Iri's & Purples.

  • If there's a hook and a locker nearby, a Trickster can stuff any rescuer in the hallways.

    Midwich and RPD are usually proxycamps/ hardcamps depending on where you hook and how many gens are left.

  • Does anyone remember when buying the DLC gave you a second unique outfit to the survivors base skin?

    Now it's just a one piece recolor of the body.

  • @CrazieMarie said:

    So I know most people don't enjoy being tunneled or camped. But, my biggest gripe with this game is being left to bleed out for 5 minutes. Just a few days ago the killer kills everyone but me, I'm the last survivor, never been hooked. Ultimately downs me than instead of hooking me and calling it a day, leaves to go find hatch than literally never comes back to hook me. I don't understand wasting 5 minutes of both of our time. It's needless. And to be clear this is not slugging for the sake of pressure or whatever, I was the last kill. I'm not sure the solution to this because I'm not someone who DC's. Maybe a self kill button if you are left on the ground longer than 2 minutes, idk lol

    Identity V has a Surrender option if you and/or your teammates are downed.

    For 20s you & others can vote yes/no to instantly end the match.

    Just 1 no is enough to continue the match.

    Having such an option avaiable after a few mins in the match would be great against pure slugging killers or survivors who play to be as annoying as possible.

  • PTBs are for advertising and for finding really special interactions, such as lockers countering Victor and "shoot the ground for 200% laceraction Trick blades"

  • @danielmaster87 said:

    Dragon's Grip will never be amazing. It almost was on pre-nerf Wraith, but now we don't have to worry about that, do we?

    Literally just early drop pallets, that is if the killer actually has time to come back to you.

    Just use Startruck and Agitation, everyone can be affected and it has a low cooldown and you decide when it's active.

  • Faster blade beam,

    wagie cages causing tormented if the rescuer isnt tormented,

    goblet's undetectable lasting for a few secs after leaving trails.

  • Was it really a skilled play if you've died in the end?

  • But she comes out of a TV!

  • Is it camping if you've got an aura reading addon that shows how a survivor is just waiting nearby?

    At 1 gen left with all four still alive?

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2811054#Comment_2811054

    Correct. Unfortunately BOONS lowered odds significantly for gamble to pay off.

    Reminder that Undying got nerfed because survivors shouldn´t be forced to cleanse the same hex up to 5 times IF they´re unlucky at a literal coin toss.

    Meanwhile killers get to play janitor whenever they see a boon totem (a side objective), juggle their remaining time between hooking (main objective) and gen regression.

  • Reminder that Undying got nerfed because survivors shouldn´t be forced to cleanse the same hex up to 5 times IF they´re unlucky at a literal coin toss.

    Meanwhile killers get to play janitor whenever they see a boon totem (a side objective), juggle their remaining time between hooking (main objective) and gen regression.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2811222#Comment_2811222

    Well, removing an item only really helps assure the survivor won't use it in further matches (no one runs built to last lol). Removing charges makes most items useless once dropped.

    You forget that deleting someone´s item was always more satisfiying since they can´t run with it to the exit.

  • @chargernick85 said:

    LOL. We been asking for base kick regression to be buff and instead we got Call of Brine. You want it fine.....you need a perk slot though.

    Ironically it´s a better Ruin by not being removeable within 10s of the match.

  • @xxshyguyxx said:

    I've used devour in my past 6 matches just to see if I can get any use out of it at all.

    All 6 matches, not exaggerating, devour was broken in the first minute. 1 match it was gone immediately. That tells me the survivor spawned in, and went right to it as soon as the game started.

    This is perk slots we're talking about here. So if the devs are not going to bother hiding these things so we can get some use out of them then why bother?

    In all my games using a hex totem, it just becomes an empty perk slot early on.

    It's a joke. I guess I'll just stop using hex perks unless I'm running penimento or something .

    There was a time where they supposedly fixed this. Guess not. Or it broke again. I'm not getting any luck with them lasting at all.

    There´s no guarantee/minimum that your hex will remain (even with Undying) for more than a minute.

    You´re playing against the map RNG, totem spot RNG and against four people who know where totems could spawn.

  • Who would´ve thought that even something like giving 6000 shards can be difficult

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2810504#Comment_2810504

    But most the time they are. Nurse also has range add ons to compensate for this (which most nurses run)

    That ain´t compensation if the other addons outside of recharge suck, even the purple addons.

  • @dspaceman20 said:

    I'm still on break from dbd but then I saw the ptb for the the ring is out today and I got curious about the perks. Can anyone tell me what they are and the effects at teir 3 please?

    Scourge - Aura reading for 7s when unhooking

    Non-Hex Ruin - Kick a gen for 200% speed + 60s of "Surveillance"

    Tinkerer 2.0 BNP - At 90% progression survivors will face skillcheck after skillcheck, if they fail the gen is blocked for 20s once for each gen.

    Edit: Survivor´s perks are

    Stun a killer, be silent and clean (no blood, grunts and scratches)

    Reverse Empathy, Injured people are looking for you /w 96m aura reading

    Boon: Need for Speed, People are running 2% if they come for your bone and keep it for 4s.

  • Remove meme addons that exist for faster BP gain & make the blight serum´s avaiable outside of events

  • Underwhelming killer power and 3 gen defense perks of questionable quality

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2810204#Comment_2810204

    How is she well balanced? She ignores all chase tools the survivors have and makes certain perks way stronger due to how her power works. Not to mention some of her busted add ons

    Surely you were around when PGTW got it's -15s nerf or when she was blinking around without the recharge mechanic.

  • Just make perk 1/2/3 be the same and block tier 2/3 from the bloodweb entirely.

    Problem bandaid'ed

    Edit: Ofc old people keep the purple tier 3 perks.

  • I think CoH's self heal ability should be locked within 8m of the totem and the 75% healspeed within the 24m.

    Usually i'd be healing behind a bush/shiny rock or out in the open but it's always in the 26-28m range.

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