CoolAKn
CoolAKn
About
- Username
- CoolAKn
- Joined
- Visits
- 489
- Last Active
Comments
-
I really don't like disconnects either. Most of the time, the killer will feel obligated to just "give" the final survivor the hatch, which is fine, but it just feels like a cheap win.
-
Steam Roller + Blood Warden, oh my...
-
I've seen the Hag called Grandma in several YouTube videos. They also call Bill Grandpa, and joke about the Hag killing Bill. They also refer to the basement as the sex dungeon.
-
The PTB exists on a different server than the live build. When you join the PTB, it copies the save state from the live build so you can play it with all of the characters, perks, etc. that you had available. NOTHING you do in the PTB goes back to the live build, so in the strictest sense, nothing you do in the PTB matters for your overall progress. Given that, there would be no point to buying something you can't keep.
-
Escaping through the Exit Gates is supposed to kill the survivors wearing them. If they don't it's clearly a bug.
I agree that the Pig should be able to replenish her stock of RBT. This would also make her own unique perk Hangman's Trick more useful to her (by reducing the time for a new RBT to spawn), not just primarily benefit the Trapper.
-
I'd say Lithe, especially if you pair it with perks like @Justicar suggested. Dead Hard seems to be too hit-and-miss of a perk. Several games I've been chased, where I pressed the button for Dead Hard and it did nothing. It's very useful when it works, but for me, a lot of times it doesn't trigger properly.
-
Quite frankly, Iron Will and Calm Spirit ought to be combined into one perk (Calm Spirit) with their benefits adjusted appropriately. Both perks are very situational, and can be useful, but seem too weak on their own.
"Animals seem to trust you as they often stay calm in your presence. Reduces chances of alerting Crows by 80/90/100 %.
Your calm spirit can overcome the urge to scream due to Madness, Intoxication or getting injured by the Killer.""You're able to concentrate and enter a meditative-like state to numb some pain. Grunts of pain caused by injuries are reduced by 50/100/100 % while staying still/while staying still/at any time."
Iron Will could probably be re-invented into a perk that will resist Franklin's Demise. It would allow the survivor to see the auras of loose items within range. If hit by Franklin's Demise, chance of losing your item is reduced (but not guaranteed). To make it less situational (not dependent on Franklin's), it can even add resistance to being pulled off by the killer, and can be useful for generators, hook saves, and vaulting.
-
Once you have triggered the End Game (either last survivor with hatch, or exit gates are powered), just end the game and move on.
-
Yeah, this seems to be a recurring problem. If they are staying at the exits, try to force them out by hitting them, particularly effective if you are playing the Pig with some RBT left over. If you down them, but they aren't close enough to exit, just put an RBT on them so they can't leave (since they don't seem to want to). You should then be able to take them to a hook if you can. If you are the only survivor left, there is NO reason for you to be sticking around when you have multiple escape options (hatch + at least 1 door open).
Some people have discussed things like, making Blood Warden an activate-able ability, where if they stick around the exit gates, trigger Blood Warden and they cannot escape, giving you free reign on them as they panic. Other people are talking about if a survivor sticks around more than a minute doing nothing, after the exit gates are powered, their auras are revealed to the killer.
-
@MegaWaffle said:
@Link said:
I run Iron Will, Sprint Burst and Self Care but i cant decide what my 4th slot should be. Adrenaline is situational and can basically be a dead perk if you die early, but it has always gotten me out of nasty situations. It also wakes you up when against a freddy and pairs well with my sprint burst since it ignores exhaustion. Plus while it may be situational the 5 second sprint burst is always nice no matter what im doing. And then theres Urban Evasion I do and dont like how it basically removes the need to walk and how im always gonna have another finger on a designated crouch button. I've gotten used to walking around something to not get seen rather than use this perk. But it does open even more ways to hide like as i said before but with smaller props, it also pairs well with my iron will and really helps out against nurses and it also makes fighting hag a piece of cake.I'd highly recommend changing your build to:
Deja Vu
WGLF
Prove thyself
No Mither
Great perks no killer will expect to see!This comment has been approved by the Killers association AKA Nea and the pussycats
Depending on the killer, No Mither is an invitation for the killer to tunnel you, because they believe it's an easy kill. I am primarily trying to get all my characters to Level 10 so I can get the "Adept ---" achievements, and I only have Min and David at Level 15 for 4 perk slots.
For David, I am currently using: No Mither, Resilience, Dead Hard, and Deja Vu. Really wish I had This Is Not Happening, but oh well. Being "stuck" at Level 15 for the next while as I get all of my characters leveled up, I don't have much access to a great number of perks. I might have to switch out Dead Hard, because the last several matches, I press the button when I am about to get hit, but it doesn't trigger the ability (no Exhaustion either). If I get too tired of David's perks, I have Min to use as well, though I don't remember what perks I have available for her.
I want to play killer, but it takes far too long for just one person to join up (and immediately leave).
-
@Tsulan said:
We need several game modes. A Casual mode with more forgiving rules, a ranked mode which has stricter rules and a hardcore mode.Yes. The only interest I have in Ranked is the achievements ONLY. Reaching Rank 1 as survivor is going to be difficult at my skill level, and a nightmare to reach Rank 1 as a killer.
-
@MisterCremaster said:
I do think showing survivors who are together as together should be a thing. Its helpful even for the other survivor party members. They can have them holding hands.If killers are vehemently anti-SWF, then at least it would give them actual information for their lobby dodging behaviors, rather than just dodging willi-nilli when they see people arrive together. On busy nights I see this happen all the time, and they're not all SWF.
Agreed, maybe showing SWF players having a glow to them? When I play Pokemon GO with friends, they show up with a glow to indicate I am friends with them and therefore receive a benefit from being friends with them. Maybe DBD could have something similar?
On the flip side, have it where finishing a game doesn't break up the SWF lobby, where once a game is finished, the SWF group can just move on to the next match without having to pair up every time.
-
There are always 5 totems on the map. It would be nice if there was a rating system on where the totems spawn, especially for the killer using a hex perk. There are some garbage locations for totems, some being on a hill that can be seen from all sides.
-
@MisterCremaster said:
Is the killer able to actually tell who the obsession is in game PRIOR to hitting them and seeing their badge change shape?That could be one of the killer benefits, yes.
-
I have the same issue, I primarily play Survivor, but whenever I try to play killer, no one joins the lobby. I am Rank 20 because I rarely play killer. I am trying to get all of the "Adept ---" achievements, and I have Trapper and Wraith both at least to Level 10, and slowly leveling up the rest. I usually only play for about an hour at a time. During the BBQ Event, it would take nearly 10 minutes for a lobby to fill up and have them stick around. It probably doesn't help that I play normally in the middle of the night (in one of the last time zones in the world), but I still can find a lobby easy, and I vary between Rank 14-15. I have seen people step into the lobby, so I know there are players there.
-
Make it take longer to cleanse, skill checks, and saved progress (no more reset to zero, especially with Thrill of the Hunt). Perhaps a regeneration mechanic if a totem starts to be cleansed, but is interrupted and left alone for a while?
-
Actually, I don't know if it was this exact spot, put probably same realm, the cow tree has a 180 degree semicircle wall with 2 vault areas on either side of the tree.
-
@HellDescent said:
@Delfador said:
@HellDescent said:
@Valtiel_Redfang said:
Rank 4 Killer, can barely find [BAD WORD] anyone.
Rank 9 Survivor, finding a ######### ton of 300+ lobbies, getting dodged, gone against unfair matchmaking or gone against a hacker.
Looping pallets is getting repetitive. Devs need to add more things than just windows or pallets.
Ruin doesn't last more than a minute because of 10/10 game design.
Blood Lodge exists.
Devs added slow quick vaults when coming in from angles to a window. Haven't added them to pallets yet.
Obnoxious loop spots.
Freddy's lunge range.Clown is a good counter to loopers.
Most probably he says that as a survivor though. He can't choose to face clowns. It is up to the killer whether he will use clown or another killer.
FYI I mostly play killer. You can always take bamboozle with any killer. Nurse, hag, doctor , trapper can all counter looping as well. But this loop needs to be reworked

A YouTuber I watch played this game in the beta and for a while after its release. In one of his videos, he had a match where he killed 3, and the last one decided to loop him at this spot for over 30 minutes. He made sure to include the entire 30 minutes in his video. He ended up giving up to look for the hatch, but once he found it, he was going to go back for Meg, but she went around him and found the hatch immediately. He ended up not playing anymore when the game kept crashing every time he put someone on the hook.
-
@George_Soros said:
I agree. Deliverance is just too limited this way. If you're the first person to get hooked, that's a wasted perk slot. If you're in no position to safely rescue someone, wasted perk slot. If killer is camping, again, not much point.
Maybe there's something we don't consider, but it very much seems a weak perk in its current state. It's still PTB though, so who knows.I think a slight change for the perk - make it token based. You get 100% chance to pull yourself off the hook regardless of tokens, but the tokens determine how long you are Broken for. You gain one token for each safe hook rescue. This would heavily reward stealth and altruism.
0 Tokens: 120/100/80 seconds
1 Token: 110/90/70 seconds
2 Tokens: 100/80/60 seconds (current perk times)
3 Tokens: 90/70/50 seconds
4 Tokens: 80/60/40 seconds
5 Tokens: 70/50/30 seconds -
Talking in (yet) another thread about her appearance, I had the thought - what if her clothing is part of her power? Survivors could be encumbered by her appearance, so she can get up close to slash them while they take a peek.
-
I see. Yeah, the 2 could be reasonably combined, maybe have the grunts of pain reduced to 50% at Tier 3 and can stack with No Mither.
-
@NoMitherPlayer said:
AshleyWB said:I'm not the biggest fan of bond. I'm like the killers gonna chase me at some point and my perks evolve around outplaying or outrunning the killer to waste his time and stay healthy. Iron will is an amazing perk. The amount of times killers have thought i just disappeared is actually mind blowing.
I would compare iron will to that perk which gives you a kind of signal when the killer is at 48meters.premonition I think. I sometimes use this perk so I can expect the killer and hide or move before he even comes. Iron will might be better because it counters the doctor too. I use a shirtless no mither David, so killers easily see me because of the white skin lol.
Iron Will just prevents the groans from being injured. Calm Spirit prevents screaming out in pain or madness.
-
Yeah, I bought Min and Doctor using Auric Cells because I thought it was cheaper, but I ended up spending $10 when I could have bought the DLC for $7 on Steam. Did not make that mistake again with the other DLC.
-
I'd be down for that, maybe have Mangled and Broken together at a high tier? If they are Broken, they cannot be healed until it wears off, but then with Mangled, it would still take a long time for them to fully heal.
There was a bug for a time with the Hillbilly, where if they used 2 add-ons that caused the Mangled status effect, it would take nearly 30 minutes to fully heal one survivor.
https://deadbydaylight.gamepedia.com/Patches#Patch_1.5.2b_-_13_June_2017
"Fixed an issue causing a Hillbilly Chainsaw Attack with both the "Begrimed Chains" & "Rusted Chains" add-ons equipped to increase survivor healing time to 30 minutes (using both Add-ons should now cause healing to be slowed-down by 4)"
-
I tried this out for about a dozen games, and I was actually able to wiggle free without body blocks several times. Thank you for the tip.
-
My "best" game to date?
Played as Laurie for the first time (bought the DLC the night before), only having Tier 1 DS. Killer is Leatherface, he downs me and hooks me (I only use DS if the next hook would kill me). David King tried to save me, but was caught by Leatherface and taken to the basement. I get into Struggle, but I get saved by the others. They heal me up, so I go to rescue David. I check to make sure there is no heartbeat at all. As I pull him off the hook, Leatherface using Insidious comes around the corner. I make sure David goes first, and I get downed on the stairs. David keeps running, and Leatherface chases him. After losing David, Leatherface comes back for me, by which time, I have gotten to the top of the stairs. He picks me up, and I use DS to get away from him. All 4 of us then escape.
-
I only stick around if I am unsure the remaining survivors know where the exits are. Most of the time this gets me killed, but that's a consequence of sticking around. If survivors refuse to leave (usually because they want the hatch), or no survivors are left, there is absolutely no reason for me to stick around.
I am currently achievement hunting, so nearly every survivor achievement requiring an escape is done by exit gates only, as escaping by the hatch will not credit it.
I recently didn't get the achievement to fix the generator in the Mother's Dwelling because I escaped through the hatch, even though it is worded that you just need to live to tell the tale.
-
Some ideas to make the Trapper and Pig more uniform with each other, primarily buffs the Pig.
Trapper changes:
- Start the match carrying all of the available traps. 5 by default, can be increased by add-on.
- Starting with all traps causes less chances for survivors to identify the Trapper at the beginning of the game. Survivors will usually see an unset bear trap immediately identifying him.
- Normal carrying limitations still apply, so traps cannot be picked up unless the trapper has an open carry spot. Default is only carrying one trap at a time, can be increased by add-on.
Pig changes:
- By default, Jigsaw boxes will be invisible to all survivors until one survivor has a reverse bear trap placed on their head.
- Grants the ablity to replenish her stock of RBT once they become destroyed. New RBT spawn randomly on the map after 3 minutes. Can see the auras of uncollected RBT.
- RBT become destroyed when: the RBT triggers, killing the survivor, the survivor pulls the RBT off, or the survivor sabotages an uncollected RBT (via toolbox or Saboteur).
- Uncollected RBT can be detected by survivors using Small Game.
- Survivors killed with an RBT without it being destroyed will drop the RBT, just like how survivors drop items when they die. Dropped RBT can then be reused by the Pig if she collects it.
- Hangman's Trick will reduce the spawn time of RBT to 2 minutes.
-
@Someissues said:
DS would have been fine if one person uses it, it's a big problem when 4 survivors uses it at the same timeDevs changes sounds better imo, your suggestion isn't bad, but any good killers will always be able to hit that skill check
Perhaps change it up where only the obsession can use it as advertised? For non-obsessions, this perk would still need to have some benefit and still be relevant to the name. Perhaps an alternate bonus to stunning? It would provide a slightly longer stun time for stunning a killer (flashlight or pallet) only while they are carrying another survivor.
-
@Killmaster said:
@Someissues said:
DS would have been fine if one person uses it, it's a big problem when 4 survivors uses it at the same timeDevs changes sounds better imo, your suggestion isn't bad, but any good killers will always be able to hit that skill check
Maybe another slight buff would be to allow a survivor to choose when to activate their decisive strike, activating it while another survivor blinds the killer with a flashlight would still give the intended effect the devs originally wanted by hiding the skillcheck wheel during a blind, but the change would be more versatile. Choose whether to activate it immediately or within a few feet of the hook, while the killer is swinging at a body-blocker or walking through a pallet, ect. It opens up many chances of skilled or well informed decisions putting the "decisive" in the time to strike.
This is one of my few frustrations with using DS, I don't like that it's forced at the beginning if I am the obsession. I think that DS and Sprint Burst should be button activated perks like Dead Hard.
-
@WeaponXMetsu said:
It would be nice. I don't know if there would need a whole lot to be done. I think making it more difficult to escape the dream world would be a big help to freddy. Even if they need to tweak things a bit. As far as I know you shouldn't be able to wake yourself up with a missed skillcheck. Instead tie it specifically to a teammate only thing. If you're asleep then the only way to wake up would be to find someone and have them wake you up. It sounds logical to me, but I guess it could have a downside as well.Except if all survivors are asleep, they cannot wake each other up. There still needs to be something to wake up at least one survivor, and popping a generator would be the most effective way to do it when everyone is asleep. Waking up from failing a heal skill check doesn't make sense, because you don't wake up when Freddy hits you. For consistency, healing should not wake you up as long as Freddy hitting you does not wake you up either. Other survivors would be the safest and stealthiest, but generators would be the only option if all survivors are asleep.
-
@Milo said:
IT GOT NERFED ON PTB. Are you happy?I see no mention of Hex: Ruin in the patch notes for PTB.
-
Some thoughts on potential killer buffs (I have only played Trapper so far, but I have seen lots of footage of people playing killers):
Trapper - increase the default number of traps he can utilize. 5 is not very many, especially compared to 10 with the Hag (and she can teleport to them).
Huntress - throwing hatchets ought to break pallets if fully charged, akin to chainsaws breaking pallets when fully revved up. They can clearly be thrown harder and faster than just limping a throw, this could help off-set her slow movement speed and focus more on chases. Perhaps she can even have a secondary power (like the Pig's Ambush) in the instance she is on a map where throwing hatchets would be useless.
-
They don't need to be nerfed, the other killers need to be buffed. I do see a variety of killers, but I play casually. Higher ranks, tend to have sweatier players, and they will use whatever they can to get the advantage. Nurse, Hag, Billy clearly have a good advantage. Just make more of the existing killers ones people will want to play at high ranks.
-
Never played Freddy yet, but I have played against Freddy. It is fairly easy to wake yourself up, but then Freddy would know where you are and wake you up again. Last time I played against Freddy, he chased me for a whole minute, and tried to slash me 3 times. THEN, he realized he had to put me in the dream state first. I felt bad for him when he rage quit.
-
@ceridwen309 said:
I pictured something like a two layer map. The top being mostly flat, with occasional brush and trees...maybe a building.The bottom would be like the catacombs under Paris(I think that's where they are..).
Creepy, and yet very doable for a maze like structure underneath....and a mostly normal above.
Either that....or we use a broken down mansion that frames a hedge maze garden on three sides. The mansion would have two floors(or more), and the maze would be of a moderate size and contain a fountain or statue in the center.
mazes are wonderful...but if they have no reason for being there....it feels more like a minigame.(And right now...dead by daylight has enough of that going around.)
I had a similar idea to that for a new Red Forest map (Huntress' realm). Since we know from her bio, the Huntress lived during WWII (and presumably WWI). She is at the very least well into adulthood by the time of WWII.
"War eventually came to the forest. German soldiers began to pass through, on the march to attack the collapsing Russian Empire. During these dark times, there were no more travelers. The villagers had abandoned their homes, and no more little ones to be found; only soldiers. Many of them were found with violent axe wounds. Whole groups disappeared mysteriously. Once the war was over, the rumors of The Huntress disappeared with it, engulfed by the Red Forest."
The entire center portion of the map (from wall to wall) would be barren nothingness with no cover, in that open field, there would be a series of trenches that could have been utilized by German and Russian forces. The edges away from the middle area would be heavily forested much like the Mother's Dwelling map.
-
I always thought that Boil Over should have had the name Dance With Me as the capabilities of the perk are more fitting for the latter's name. You are increasing the wiggle effects while being held by the killer, similar to swaying in a dance.
-
@Nickenzie said:
It would be nice if the survivors' name was underneath every person username. For example, let's say my obsession was Tru3ta1ent and I didn't know what survivor he was playing as. I could just look underneath their username and instantly know what survivor that person is. It could also help the survivor out as well, for example Remember Me. You can know what survivor is the obsession and let them open the exit gates with ease. I know you can pause the game and see who exactly is who but this is just convenient! What do y'all think? Please leave civil comments below!
An obsession is easy enough to figure out after a while. Everyone sees who the obsession is, and the obsession icon moves when the obsession is in an active chase.
An idea I had to this is instead of the generic "healthy" "injured" "dying" and "dead" icons, it would instead feature portraits of their current survivor character in the various stages of health. "Healthy" could show a normal, calm portrait. "Injured" can show a panicked portrait, and "dying" could just be the portrait sideways (because their face is on the ground).
Names could work too, wouldn't require as many graphics, though.
-
@Master said:
@CoolAKn said:
Decisive Strike is fine as it is. Your suggestion would quite frankly, make it completely useless. It the devs want to add a temporary Broken effect, that's fine, but I don't understand why people complain about it. It's a very useful perk, so people should be punished for using it? There are several killer perks that can counter DS.
Enduring - reduces the stun duration.
Iron Grasp - makes the skill check show up a bit later for non-obsessions.
Unnerving Presence - makes the success zone much smaller.You clearly dont know what "countering" means.
Btw, 3 perks to "counter" a single perk. Seems like a solid designYou like to say "git gud." Killers have tons of perks and add ons at their disposal to counter survivors that may have DS. Rancor will completely ignore DS for the obsession, boom, easy. Many times, survivors get downed near a hook, and not enough time for DS, boom, easy. If you are chasing one survivor for minutes at a time, you are allowing generators to get done, that's not on the survivor. Killer can use an ebony mori to counter the rest if they decide to save it, boom, easy. Adapt to your situation. Don't cry to nerf your opponents. It's just as stupid when survivors cry to nerf killer abilities.
For me, DS is only on Laurie that I have at Level 7. I use Decisive Strike so I can get better at dodging the killer, to learn and adapt. I don't always get away, and that's fine. Once I get Adept Laurie at Level 10, I will probably never use Laurie ever again, only leveling her up to get her teachable perks for my other characters. Even then, I would only consider using DS if I decide to use No Mither, because it is apparently an invitation for the killer to tunnel you.
DS is a noob level perk that is relatively easy to use in most circumstances, and can help them learn how to dodge killers more effectively. Decisive Strike should be a crutch to inexperienced players who can't evade the killer easily. There are several more useful perks out there than DS, I wouldn't even list it in my Top 10 survivor perks. Just because some sweaty survivors use it to grieve killers, why should the rest of us suffer when we aren't the toxic ones? Perhaps you are playing DBD far too competitively. ITS A GAME. Don't take it too seriously. You win some, you lose some. Deal with it. You expect survivors to take a loss, practice what you preach as a killer.
-
@Master said:
Hope we get the new endgame idea soon, hopefully next mid chapter patch.I am really tired of survivor holding me hostage and sitting with their dark skins in some bush. (happening right now while im typing)
The only chance to find them is if the hair glitch reveals their position, how pathetic is that?I suggested a perk that counters that in an idea for a new killer I had.
The gist of it was if the killer was standing still, the auras of all survivors hiding in plain view of the killer within a certain range would be revealed, especially useful with terrain cover, such as Coldwind Farm. The obvious exception was the perk would not see through walls, only what's in plain sight. At tier 3, the spotted survivor would become Exposed for a short time.
-
As far as survivors go, a sprint-burst perk that triggers when you have to run away from a prop. It's to prevent you from being pulled off the generator or get hit when the killer is near.
Another perk that seems to be a common problem for me, but one that prevents noise and regression if you let go of the prop when a skill check appears (works on anything that uses a skill check; generators, healing, sabotage). For it to work, the skill check must not be attempted and failed, nor can the meter go beyond the success zone, otherwise, it will explode and regress like normal. It gets to be too frustrating when you let go of a generator, and at that instant, a skill check pops up, but since you let go, it counted as a failure.
-
One perk idea I had for Jason Voorhees, should he ever be added to the game (probably impossible), is a perk that causes individual survivor interaction speeds to slow down slightly, but if 2 or more survivors are working together, their auras are revealed to the killer.
Another idea was for pallet breaking, that pallets can become sabotaged at the start of the game and for each repaired generator. Sabotaged pallets would break when pulled down, and if pulled down on the killer would not stun them. The same concept is almost realized in the new Spirit Fury perk, but has several differences.
-
***Comment added to above comment, can't delete?
-
I am only using Decisive as a crutch until I get much better at the game. My highest character is Prestige 0-15. I have 0 teachable perks, and hardly play killer. Once I am better at chases and evading the killer, I have no reason to use Decisive, there are far better perks to use than that. I only have DS with Laurie, who I am using until I get her to Level 10 and get the Adept Laurie achievement. After that, she probably won't get played by me ever again.
-
Okay, but not everyone is Rank 1 going against 4 man SWF. I only play solo. I'm not great at juking. I am not the best at trying to pallet loop, but Decisive is my only get-out-of-jail free card that in a lot of cases, I don't even survive to the end, but it increases my chances of survival, which is my goal. As far as your suggestion to have DS remove a hook stage, it would just make the killer tunnel me knowing he only needs to hook me twice. Killers already counter DS by dropping me over and over again. Supposedly it's supposed to fill the meter with each drop, but I have yet to see that. Once the new chapter comes out, everyone will have access to Rancor, which makes DS useless, since the killer will just avoid me until the Exit Gates are powered, where they can just Mori me and I am denied an otherwise useful perk. I already get tunneled running No Mither on David, almost guaranteeing I get hooked every time, making No Mither an absolutely worthless perk. That kind of nerf completely negates the usefulness of DS, because the idea is to NOT get on the hook, but using it is the same as if you were hooked anyway? No, not worth it.
Especially with Rancor making DS worthless, DS does not need a nerf.
-
Regardless of coordination, spending 10 minutes repairing one generator is not fun at all. I don't play competitively, I play for fun.
-
Okay, but see it from my perspective. I always play solo. No discord, no voice chat with the other survivors. I don't even talk to the survivors in the lobby, because you can't effectively coordinate in there either. You are looking at this strategy going against SWF, but not 4 individuals.