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DWolfAlpha

DWolfAlpha

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DWolfAlpha
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  • To the people just saying "don't use it," I would like to remind you that there is a challenge that requires you to escape while using it.

  • The only gripe I have with DS is that it's a near guarantees an escape if you down them near an open gate.

  • I run Thana, Dying light, Devour hope, and BBQ. Devour hope is interchangeable. Sometimes I run ruin instead. Add-ons: Legion Pin and the green duration add-on.


    Another Build, I run Spirit Fury and Endurance with Iridescent Pin. Second add-on is whatever. I don't have Nemesis, otherwise I'd run that and Furtive Chase. As it is, I still usually just put on devour hope and BBQ.

  • @BenZ0 said:

    @DWolfAlpha

    I would preffer Claire for obvious reasons ;)

    Yeah, but Leon is more iconic, so he's more likely.

  • Robbie the Rabbit next Billy skin confirmed?

  • @BenZ0 said:

    MR x from resident evil 2 oof

    I made a suggestion a while back that we should get the Tyrant and Leon from re:2

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1086331#Comment_1086331

    It already does that. When the RBT is placed on a survivor, a random box is chosen to hold the key for that trap.

    Yeah. That's what I meant. The comment I responded to said something about making an add-on to make it so that the first box searched never has the key. I was giving them the benefit of the doubt by saying that I prefer how it already works.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1086316#Comment_1086316

    Its sowing discord amongst enemies! I wouldn’t use this technique on family because my family is not my enemy.

    Um. Ok? Personally, I hate tunneling. I would not tunnel except as punishment, and I'd rather punish the person that was actually at fault.

  • @BenZ0 said:

    Crouching speed is a good idea, but rule set 2 should not be baseline. Slow-release toxin should be on dash.

    Good changes I have in mind for helmets are:

    • The first box you search will NEVER have a key.
    • The second up too the 5th box will have a slowly increasing chance to have a key. (2th 30% key, 3th 50%, 4th 70%, 5th 100%)
    • If you have a helmet and do a action, your timer will run 100% faster while you do certain actions (Healing, Repairing)
    • Gates activate your trap again
    • You timer will run normally while endgame collapse is active but your FIRST box you search will have a 100% key

    I actually kinda like that the key spawns in a random box rather than searching the box having a chance to spawn the key.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1086081#Comment_1086081

    I’d like to think the hooked person would be more angry that their teammate was essentially farming them. Either way, the faster they die, the less options the hook tech user has.

    The hook tech user user would have no options if they died. And if they were teching off a rando, it still wouldn't accomplish anything by tunneling the other person instead of the tech user. That's like punishing your daughter because her brother hit her in an attempt to teach your son a lesson.

  • @AvisDeene said:

    It won’t do anything if you report it.

    Better to Tunnel the person they unhook to get them out of the game faster. Maybe the “tech” user would think twice about using it if every killer kept tunneling.

    Wouldn't it be more effective to tunnel the one that used the exploit instead of punishing the person that didn't do anything?

  • Maybe if sprinting while in a chase looked frantic instead of a morning jog.

  • Honestly, I just think keys shouldn't be allowed to spawn in chests. If you're worried about keys, just bring Franklin's Demise. That's what I do.

  • I use it more now than I did before. When I started playing survivor more, I realized how bs it was. I wish it still provided the same utility without the frustration, but I also like the effect it has now. I no longer need to pick between kicking the gen and chasing the survivor.

  • I've had a few games where all the sound cut out

  • @Alice_pbg said:

    Otz released a video saying what he would change about every killer. I think he makes some really good points, and I think a discussion about them or changes you would make could be very interesting.

    Source:

    https://youtu.be/_qQ1_uS1y1Q

    Summary of the video (watch for context, he always explains his position and I might not portray them perfectly)

    Trapper - carry capacity of 2 traps by default

    - Injured survivors need help to escape traps or they go down (similar to honing stone)

    - Reset traps without picking them up

    - traps spawn closer to the center of the map

    - less rng when escaping traps

    Wraith - fully invisible from afar (like freddy)

    - windstorm mud = base kit

    - shadow dance works for a while right after uncloaking

    - blind addon, remove/change completely

    Billy - change addons

    Nurse - smaller terror radious

    Huntress - addons don't follow the recipe

    - change irihead to 1-shot from a certain range

    - change movespeed based on how many hatches are left (110% to 115%)

    Michael - make tier 1 end faster

    - tier 3 faster action speed on all the other things.

    - rethink stalk movespeed addons

    Hag - rusty shackles changed rarity with iri shoe.

    - most purple addons aren't worth it

    - no insta removal of trap with flashlight(need to sacrifice some battery for it)

    Doctor - he good

    Bubba - he boring

    - rework (several suggestions)

    - addons bad (funny rant)

    Freddy - addons below purple are boring or too situational

    - remove sound q from teleport

    Pig - remove sound from crouching/standing up

    - change trap rng( each trap gets removed in a diferent number of searches, so 1 trap is removed on the 1st box, one on the second, one on the third and one on the 4th, in a random order)

    - revert terror radious to 28m

    - addons too situational and/or sinergize terribly with her playstyle

    Clown - he bad

    - needs mobility

    - change recharge to be bottle by bottle

    - hooking fully refils bottles

    - addons need rework

    - too simple

    - rework power

    - change bottle direct hit to slow down survivors more

    - direct bottle hit = gen kick

    Spirit - mostly ok

    - small change to power (watch the video, hard to explain in text)

    Legion - reduce stun after power

    - legion blocks pallets and windows they vault for X time

    - addons are bad

    - missing an attack punishes too much

    Plague - survivors should want to cleanse (add effect to sickness)

    - addons, too situational

    - cooldown addons should be base

    - she should know how sick survivors are.

    Ghostface - cooldown is too long

    - addons are terrible

    Demogorgon - remove portal travel tell

    - addons are terrible

    - gives too much info to survivors on everything

    Oni - green scalp addon should be partially base kit

    - no sound tell when the power is activated


    The rng for pig is already really simple. When you get a trap on your head, the key to it is placed in one of the boxes on the map. It doesn't matter how many boxes you search or how many skill checks you hit. The only thing that matters is what box you go to. It's not decided while you're searching the box.

  • For further reference, you don't have to hook survivors during the egc. It's easier to just hook them, then open the gate.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063521#Comment_1063521

    If thats true then its the opposite of how percentages mostly work in this game, but its possible

    I believe that percentage increases work cumulatively. Cuz individually, they would increase very quickly. Like stacking pwyf and noed


  • @Deadeye said:

    I know it reduces charge consumption. I just wanna know in detail what you can expect from the numbers

    As example, I thought it works like this, as the sample seemed to fit with the scenario.

    I run Botany Knowledge with a yellow medkit. With the 24 charges I can fully heal twice and still have a tiny rest left over, so it would consume something about 11.x charges for a full heal instead of 16. My idea was instead of 1 charge per second, you consume 33% less with Botany Knowledge, which is 0,67 charges.

    16*0,67 = 10,72 (would be close enough to 11.x, can't count the pixels after using the yellow medkit :) )

    But either the other perks work differently or won't stack, or the calculation is not correct and just by chance very close. I tried the following: Run a brown medkit with Streetwise, Botany Knowledge and Selfcare, which is 33+25+20 = 78% so I thought 16*0,22 = 3,52 would take less than 4 charges for a full heal. But a brown medkit which would give me then a bit more than 4 heals just gave me a bit less than 3 heals

    I tried it again without Streetwise, so 53% but with +8 charges, which gave me a bit more than 2 heals (so roughly took 11,x charges. In the same game, someone with an item build gave me the same medkit (brown with +8 charges) but additional addon for +16 charges. Using this medkit with 40 charges healed me not even twice, the first usage used up like 60% of the medkit. Which somehow makes no sense. So pretty sure we also have a bug here as well, and thinking about it, testing it doesn't give me a result knowing there is a bug XD

    Does anyone know details, how it should be without bugs?


    Percentages work individually, not cumulatively. So it's like 33 brings it down to 67, then it's -25% of that 67, so about 50, then -20% of the 50, so its final calculation would be about 40% of the normal consumption rate. So a brown medkit should be able to heal about 2 and a half health states.

  • Lots of killer players either stopped playing or switched to survivor, so you're bound to get stuck with the entire roster.

  • @yncomrade said:

    I mean I'll get to look at it a lot while waiting an hour to get into a single game

    Huh? My killer queue is usually 20 seconds. Benefit of everyone playing survivor

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1049344#Comment_1049344

    Well yes, but Devour, NOED and Rancor are late game, so you would have to NOT get hit for the whole time before it triggers. Only ones remaining are Haunted Ground, Iron Maiden and Make Your Choice, and these work only in special circumstances.

    Don't forget t3 Meyers, Ghostface, Billy, Oni, and Bubba. Also worth noting, Legion still puts you into DW, many Plague players get you broken before hitting you, and traps set by Trapper don't down you without an add-on.

  • I mean, I hate tunneling and camping, and tend to mock a killer that uses those tactics, but this is unforgivable.

  • Personally, I actively avoid tunneling and try to maximize my hooks. So many people seem to fear the "free unhook," but I mean, if the survivor is unhooked, it gives away another survivor and I get more hooks. Idk, I never really felt anxiety for playing killer. Moreso for playing survivor.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1049031#Comment_1049031

    Wait, actually its not so simple, if you get 1 shot at the start of the game then it means it has to be No Mither. There is no other perk that does that...

    But there are killer perks and powers that do.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1047336#Comment_1047336

    Nope, expected amount being "if all killers were played exactly equally". (100% / number of killers) Legion is played more than that. They're popular.

    Yeah, I like playing Legion (Suzy is best girl), and they're definitely more fun to play as since their FF speed went back up. I was worried about the basic attack removal, but TBH, speed was the way to go. If I had to pick one complaint, it would be ending FF on a miss. I play on console, so the Auto aim makes me miss quite a lot. Even if it just drained your meter a little for missing, it would be better.

  • @Archimedes5000 said:

    No Mither is the ultimate meme perk, but maybe it should be useful once in a while.

    The problem with No Mither is that its existence contradicts its purpose. It allows you to pick yourself up INFINITE TIMES, making it infinitely stronger than Unbreakable. But it has many issues.

    Just like Unbreakable, it relies on killer NOT picking you up, and this can happen ONLY if the killer does not know about you having this perk.

    Unfortunately it is IMPOSSIBLE. Immediately after the trial starts, killer can see that one survivior is injured and broken, making this perk instantly worthless.

    Killer being able to 1 shot you on top of that makes the situation completely hopless. Lack of pick up speed buff (like Unbreakable has) makes you a burden for your teammates, and the "you dont leave blood trail" buff was probably just a joke.

    So here are some change ideas, from the simplest to most complicated:

    1. You start the trial healthy. This should be obvious. You get broken once you get hit, but at least killer does not know immediately. Still a joke, but at least you can pray that you will face instadown killer and he will not notice until he slugs you.
    2. You start the trial healthy AND the killer CANT SEE the broken status effect. This might actually work, not sure if hiding a debuff is fair play.
    3. You start the trial healthy AND you are NOT broken. Picking YOURSELF up makes you broken FOREVER. Sounds like fair tradeoff to me. Obviously you will not get to pick yourself up second time, because the killer will now know about you having this perk. UNLESS you have Unbreakable too. Unbreakable would trigger BEFORE No Mither, giving you 1 safe pick up without revealing your meme power. This might actually be strong. Better remove the fAsT cOaGuLaTiOn, or it would get too OP.

    Thanks for reading, if you don't like my ideas then post yours, lets MAKE NO MITHER GREAT AGAIN! (Was it ever great?)

    Personally, I think it should just make you exposed the whole match. You still go down from any attack, you don't have a target on your back the whole match, and others can still get altruism bp for healing you. Also, it doesn't feed Oni the entire match.

  • As a corollary, can we get charms to show up in the lobby? I wanna see what everyone is sporting before we get into the action. Killer charms are easy to see in game, but survivors' not so much, so make them visible in the lobby.

  • So a ton of killer players either stopped playing or switched to survivor after the ruin rework. The matchmaking system expands out the longer someone is waiting for a match. Once the uproar calms down, matchmaking should go back to the normal "within 6 ranks" it's supposed to be.

  • None of the dlc characters are required to get through the archives. Maybe to 100% it, but not to get through it. The devs even said in the stream that they're making sure all character specific challenges can be circumvented.

  • I'm all for alternate game modes.

  • Ivory Mori is fine. If ebony gets a nerf, I think it should restrict to 2 survivors instead of every survivor. Restricting to death hook defeats the purpose of the Mori. If you want to restrict it based on hooks, then make it not trigger until you get a blanket number of hook events regardless of hook states, as long as they have been on the hook

  • I think he's pretty fun. Imo, his power is similar to Billy, but better in exchange for needing to charge up your power before you can use it. His one hit down also hits multiple times if it lands, meaning if multiple people are next to each other, you can hit more than just one of them.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031776#Comment_1031776

    Thanks for pointing that out. But still, not enough info. Was there a gen they could have worked on? After making the save, did they remain unharmed when they got blocked in or did the killer slug them and hook one again? Was there an uncompleted gen they could have worked on?

    Im not siding with the killer, I’m just pointing out what holding the game hostage is, and that we need more information.

    "once i've saved him the spirit came back and block the stairs."

    I mean, even if the other 2 complete every gen, these 2 are doomed to, at the very least, egc death. Guaranteeing a 2k for the killer just standing there. At the very least, it is an exploit, and exemplifies the necessity of at least one alternative method for leaving the house. Even if it's just a vault point that puts you down next to the stairs.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031750#Comment_1031750

    There isn’t enough information. We’re they both slugged? Was there a gen upstairs that he could have worked on?

    If one was on the hook, and the other slugged, they weren’t held hostage. They were bait. They would have died eventually and the game would have ended.

    If they both were not slugged, or hooked, and they had no way out of the second floor, then they were held hostage.

    Most likely at least one was hooked, and the rescuer got slugged.

    Um, he said he made the save, then killer stood on the stairs. Sounds like they were both standing, and killer body blocked the stairs. The stairs are literally the only way out of the house.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/123953/devs-do-something-taken-hostage-on-thompson-house-by-a-spirit

    You weren’t taken hostage, you fell for the bait. Your team could have just rushes the gens, which are very easy to do now, and let your friend die for the sake of the team.

    Holding the game hostage is when the killer prevents you from doing anything and you can’t complete objectives. An example of being held hostage is getting body blocked in a room or corner by the killer and the only option you have for the game to end is to DC.

    If your friend was slugged, they would have bled out. If they were on the hook, they would have died, therefore the match wasn’t held hostage.

    Does it suck that they camped, yea, but devs set the rules, and with how fast the game goes these days, I can’t blame killers who choose to.

    I may be misinterpreting OP, but it seems like spirit stood on the stairs preventing them from leaving the house. Which is the same as body blocking someone in a room.

  • I really wish there was a vault point to get off the balcony.

  • On another discussion, Peanits said Monstrous shrine is being looked at, but needs a rework since just increasing numbers would make basement bubba into the meta

  • @raulblideran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026003#Comment_1026003

    what if when you try to apply pressure presented by your logic 3 gens are flown by because the map size, sometimes too close pallets, good survivors(yes its a ######### issue when me a rank 9 get against way too good survivor lobbies with ranks ranging arround 1-4) and by the time you down and hook all the gens are done and when the survivor gets unhooked you can't hit him cause BT, DS? hmmm, what about applying pressure, right

    This is a result of you not applying pressure. Sometimes you need to stop chasing someone. If you spend that much time in a chase, chase someone else.

  • Idk about adrenaline, but bt and ds have been necessary with how many killers lately camp and tunnel off the hook.

  • Are you sure you aren't just rubber banding? Did you check your ping compared to the killer?

  • @GamingHulk123 said:

    Mine is Blood Warden.

    Blood Warden is now a Hex Totem. When the End Game Collapse is activated a random dull totem is lit. (If any are left) When you hook an survivor while one/both the exit gates are opened, the exit gates are blocked for an UNLIMITED duration. This effect persists until the totem is broken.

    That's too op. If the killer defends the hex, the survivors would never escape. Killer would grab survivor, drop them on the ground, then wait for collapse. It needs a timer, but as a hex, would need unlimited uses instead of once per match.

  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010118#Comment_1010118

    you know it will, this obsession with killer power cooldowns will hit him next. Miss a chainsaw, wait another 30 seconds before you can try again.

    Honestly, if they give him a cool down, as long as it isn't longer than 10 seconds, I don't really see it being that big of a deal. As long as they don't give him charges or a power time limit on his chainsaw.

  • I expect Billy will be looked at in the near future. I hope he doesn't get nerfed. He's pretty fun to play. But he has no iridescent add-ons, so I expect they will look at him for consistency.

  • After ruin, less people want to play killer. So there's are less sessions for survivors to fill.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011984#Comment_1011984

    "Fire Up - this increases speed by more than noed, and is cumulative. Maybe 1/1.5/2 per generator. Then a Max 10% when gates are powered."

    10% is still way too much. There is a reason why a Perk like PWYF is quite weak and clunky when it comes to Stacks for the Movement Speed. Because Movement Speed is so damn important. Same with NOED, the 4% make most of the Loops non-existent. 10% would be devastating.

    Hmm. Yeah. Maybe just a 1/1.5/2 after last gen finished.

  • @Colton147 said:

    As the title says...

    Blood Warden:

    Duration increased from 30/40/60 seconds to 60/70/80 seconds

    Corrupt Intervention:

    Duration increased from 80/100/120 to 120/160/200 seconds

    Fire Up (Rework):

    Each generator that is completed, your movement speed is increased by 4/5/6%

    Mindbreaker:

    50% repair progession (or lower) removed; survivors will now be affected by the Exhausted status when working on a generator

    Spies from the Shadows (Rework):

    When survivors scare a crow, their aura is revealed for 3/4/5 seconds. Spies from the Shadows has a cooldown of 20 seconds.

    Surge:

    Cooldown removed

    Unrelenting:

    Reduction increased from 20/25/30% to 40/45/50%

    I think some of these are a bit much.

    Blood Warden - too long. Maybe 50/60/80, or lower the time, and remove the once per trial

    Fire Up - this increases speed by more than noed, and is cumulative. Maybe 1/1.5/2 per generator. Then a Max 10% when gates are powered.

    Spies - I agree just a location is kinda not so useful. Maybe a few less seconds than you suggested. Just enough to get an idea of what direction they're going.

    Surge - yeah, that sounds about right.

    I actually think unrelenting is good as is, personally.

  • @4fingeredfreddy said:

    I downloaded this game maybe 2 months ago. I enjoyed the aspect of being able to play a killer and taking out a group of survivors. I've enjoyed playing Freddy a lot for the gen suppression benefits, the traps and pallets, and because of my childhood memories of nightmare on elm street. The game is great i will tell you that much. I love it still. But right now it seems that im at a huge disadvantage.

    I know all you survivor mains are just gonna say "well git gud" or some dumb stuff, but just hear me out. Gen rushing is a huge problem right now. It already somewhat was to begin with, but now its insane. Every game it seems that im being dropped to 2 or 3 gens withing the first 5-7 minutes of the game. and im busting my ass trying not to be. I use dream projection almost on cooldown to get cross map and to divert where i know that the gens will be being done and i pallet and snare respectively as i should. but it seems nothing works to stop gens being rushed.

    Its impossible to level any killers because the game ends before you can rack up more than 20k bp. Meaning the perks you need to actually do anything in the game seem so far that it makes you just not want to play. And thats a problem. Because lack of incoming playerbase is how games die.

    Im not saying that survivors are necessarily too strong right now because that may not be the case, but i am saying there should be some sort of implementation to the game that can help towards eliminating gen rush so early. And i know all you killer mains are upset about ruin, but honestly, did it really even work? I mean, once you got past a certain level and start playing against better survivors, they could still rush you with a ruin. Or look for common totem locations and break the hex anyways. And tremors can be countered by spreading and doing gens cross map it seems. So I just feel we need a better way to at least slow it down.

    I just think it seems out of hand, but I am open to suggestion that may help in any way because again I am a newer player. But toxicity solves nothing. So lets be cordial

    First off, I wouldn't teleport on cool down. Use it on a gen you think might have someone on it, and cancel at the last second. It uses a small amount of your power, and can sometimes cause ppl to mess up. Another use is when you're getting close to the gen. I've lost count of how many times a survivor ran straight too me trying to avoid my teleportation.

    Beyond that... yeah, you may need to unlock other perks. Ik the grind can be much at times, but there aren't very many good perks that aren't teachable perks. I would suggest dying light and thanatophobia if you're looking to slow the game down.

    Another option is to aim for the late game. Do your best to make sure the last three gens are within close proximity to each other. I've had games where the first 4 gens popped in the first 4 or 5 minutes, then the last gen itself took almost 10.

    I hope that helps.

  • @Schlute6969 said:

    Being accurate with feral frenzy I think is needed so there’s a sense of skill. I agree with something like the oblivious status applied or seeing scratches and I really want to see gens. Also agree on cool down being less. For a killer who’s job is to keep people busy and injured he sure isn’t fast and can’t track at all. Scratches coming back would help with this and it’s annoying to not see gens to get a sense of where things are. His speed is still a problem for me since there are killers way faster than them able to one hit down survivors and he just wants to waste time and injure people. It’s pretty sad how slow he is (“even though fast killer”) in comparison I think it needs to be somewhat in between original to the present speed to really make him better along with scratch marks and aura reading with gens.

    Legion old speed was 5.23 m/s during FF. It's up to 5.2 now. Between the two wouldn't make a tangible difference.

  • Honestly, sometimes I like using a recharge add-on and the one that makes it so a lethal blink disables your blink in exchange for 4.6 speed. It allows you to quickly follow up a hit with a down, provided you don't lose them during the fatigue.

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