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DWolfAlpha

DWolfAlpha

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DWolfAlpha
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  • I like the idea of having loadouts for prestige. I like to switch it up from time to time, and this would make it easier to swap between builds.

  • @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000050#Comment_1000050

    If by "consistent" you mean consistently boring, consistently repetitive and completely and consistently disorienting, yes, then I agree it's the most consistent map. And I'm not even going to mention the dead ends. But those attributes seem to be a well established pattern for indoor maps in DBD, which is why I'm hoping that there won't be any more indoor maps.

    By consistent, I meant that it's almost exactly the same every time.

  • Yeah, I want this, too. I'd actually buy multiple copies of the game if they did this.

  • No way. I love that map. Killer and survivor. Probably one of the most consistent maps, though. Wish there was more variety.

  • @yadielrodriguez said:

    https://forum.deadbydaylight.com/en/discussion/comment/993399#Comment_993399

    No work with breakdown the most but flip flop is better than unbreakable

    Yeah, but unbreakable really helps flip flop. Increased recovery rate helps if the killer only leaves you on the ground for a few seconds. Add tenacity, and you can get to a hiding place while doing so, giving you another moment to get that wiggle meter up higher. One of my favorite builds is Unbreakable, Flip-flop, Tenacity, and Boil Over. Sure, it's an anti-slug build, but it's surprising how well it works.

  • @hysteria said:

    https://forum.deadbydaylight.com/en/discussion/comment/993399#Comment_993399

    yes, but it's still so situational! the killer is bound to pick you up right as you get downed (unless, yk there are survivors around that can stun you) which gives you no time to use those perks effectively.

    With tenacity, you can move immediately after being downed without the stun. With how often I've been able to get to 90 percent wiggle, that few seconds of crawl and recover goes a long way. Unless of course you go down right next to a hook.

  • It synergizes well with flip flop and unbreakable. Have you tried that? I also sometimes use tenacity with it.

  • Honestly, I'm surprised they haven't tweaked his add-ons and gave him some iridescent ones. For "consistency." His base kit is fine, though. They shouldn't touch that.

  • The game is rather point based. Ie, blood points. So I usually consider it a win if I both get more than 10k bp and have the most.

  • @ninjamediness64 said:

    I like running the sabotage toolbox with flip flop, unbreakable, tenacity, and boil over/breakdown/saboteur. If I get a good map I’m basically invulnerable in certain spots. I’m not really doing anything besides wasting the killer’s time, but it’s still pretty fun.

    I too, like to use this perk build from time to time. I don't always use it for sabotage, though. It's really surprising how often it works

  • @Raven014 said:

    I agree with the sentiment, but overall there have been more killer nerfs than survivor ones in recent history. Nurse, Spirit, Oni, and Freddy Nerfs, plus a Legion rework (3rd in a row, but isn't great or bad). Compare that to Instaheal removal.

    Those who were great with Nurse still can be, but the overall opinion is that Nurse isn't fun.

    Spirit isn't either since they got rid of what made her fun, the ability to be unpredictable. She just feels really slow when phasing now.

    Killer favored: 1

    Survivor favored: 5

    I think the tally more or less shows the truth of the situation.

    You forgot about balanced landing. Brings it up to:

    Killer favored:2

    Survivor favored:5

  • What I seem to find is that people find it difficult to patrol gens on larger maps. Maybe if large maps had an extra gen or two that need to be repaired in order to power the exit gates.

  • @Seanzu said:

    We're all here arguing about the changes to ruin, but what would really make you be ok with it?

    The developers have already stated that an increase of gen time is unlikely, so throw your other ideas in here

    Firstly, I think Ruin should at least increase the amount of skill checks, with the removal of required greats when ruin is up I think it would be fair to increase the amount you recieve, and while checks aren't hard, they still do get missed, and they still make an alert.

    Secondly, permanently make generator skill checks smaller, and decrease the size of great skill checks, as the boost from those is pretty significant if you get a lot, and they are no longer required to be large so you can hit them during ruin.

    and Finally, a toolbox rework.

    1. Remove the increased speed of generators
    2. Make it so it reduces skill checks/increases their size
    3. Make up for the removal of gen speed, by allowing them to break dull totems quicker, this prevents them from countering thrill/hexes but encourages people to go for totems to remove the chance of NOED, thus wasting time

    Addons can be reworked to make skill checks appear slightly/moderately/considerably less. BNP could remove the chance of skill checks up to 50% of the generator, it then expires. Keep all sabo features as they are

    Thoughts, ideas? Too little? What are YOUR ideas?

    I think ruin should remove great skill check zones. It won't really affect new players, which the devs claim is one of their goals, and can still potentially waste toolbox add-ons, making more skilled players want to get rid of ruin, wasting early game time.

  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/comment/976146#Comment_976146

    I see. This might not be as bad as I thought. I have some ideas.

    The problem is that you also do not even have the -option- of kicking a gen, which means that PGTW doesn't work with it. However, it does work well with Surveillance and Thrilling Tremors. Always know when someone gets on a gen you pushed them off of, and they still regress while blocked.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/978752#Comment_978752

    Trapper trapping ruin is his way of being able to patrol it while keeping to a section of the map. The caveat of it is that it tells survivors that "whatever 1-2 gens are furthest from this spot, are absolutely free" Which is part of why only gigabrain 9000IQ trappers even do well in high ranks in general. You have everything going against you, so you have to make your own weaknesses into mindgames to exploit. Its a really weird thing to compare when regarding face value observations, like how if someone sees legion bouncing from target to target, they start mending the second they get tagged since they assume he wont come back for them.

    Oh, also, if gens have been popped he would want to have it NEAR the remaining gens, not away from them. Placing it away from remaining gens is forcing himself to have to patrol more map, and become more likely to not reach things in time to defend them.

    Yeah, but my point is that if the killer ever checks on their totems, it gives away its position. But again, this would allow you to use a hex as a mind game. Make them think there's no ruin, or whatever. Then, suddenly, there is.

  • The point would be that you chose where to put. Keep it close to gens to guard the last few if you want. Pick a place that is hard to see. Whatever. I've had trouble finding some totems with small game telling me where to look before. If they're off in the distance looking for a Totem, they aren't doing gens. That's kinda the point, isn't it?

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/978752#Comment_978752

    Trapper trapping ruin is his way of being able to patrol it while keeping to a section of the map. The caveat of it is that it tells survivors that "whatever 1-2 gens are furthest from this spot, are absolutely free" Which is part of why only gigabrain 9000IQ trappers even do well in high ranks in general. You have everything going against you, so you have to make your own weaknesses into mindgames to exploit. Its a really weird thing to compare when regarding face value observations, like how if someone sees legion bouncing from target to target, they start mending the second they get tagged since they assume he wont come back for them.

    Oh, also, if gens have been popped he would want to have it NEAR the remaining gens, not away from them. Placing it away from remaining gens is forcing himself to have to patrol more map, and become more likely to not reach things in time to defend them.

    Yeah, but my point is that if the killer ever checks on their totems, it gives away its position. But again, this would allow you to use a hex as a mind game. Make them think there's no ruin, or whatever. Then, suddenly, there is.

  • The only perk I find annoying as killer is head on. Bt and ds seem fine to me as is. Though, I actively go out of my way to not tunnel or camp.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/978583#Comment_978583

    Bad idea. Any killer without a stealth ability to hide their TR would essentially have a high chance of downright showing survivors where they are placing their totem. Only killers that would work on would be pig, ghostface, and maybe wraith (if he can do it while cloaked.)

    It WOULD be a good idea if not for that, unfortunately.

    I mean, trapper gives it away by trapping the totem anyway. In fact, this way, ruin would have a better chance of lasting. Pop it up after 2 or three gens are done, away from the remaining gens. It would be OP though if they still gained tokens when not placed, so that would be a bad idea.

  • Think so. Hey @Almo, what do you think? Ruin disables great skill check zones.

  • @lynelmane said:

    https://forum.deadbydaylight.com/en/discussion/comment/978570#Comment_978570

    that would actually be a great idea. removing great skillchecks as part of the hex's effect would make it much better as is.

    Then it wouldn't really affect new players that much, as they're still learning, and experienced players need to look for the totem if they want their speed boost.

  • Better idea. They get to assign the hex totems. All totems begin play as dull totems. Killer sees them as white aura (if they have a hex perk). Interact button to assign a hex to it. Haunted ground still random for second totem.

  • @lynelmane said:

    https://forum.deadbydaylight.com/en/discussion/comment/978551#Comment_978551

    I could've lived with any other change to ruin but they chose the worst one. I agree.

    I think it could work as is with the new changes if they also made it so great skill check zones were removed. That could potentially slow things down, as there are also toolbox add-ons that improve great check repair speeds. It's good as a map pressure perk now, but got rid of the whole reason it had been used in the first place.

  • @lynelmane said:

    https://forum.deadbydaylight.com/en/discussion/comment/978541#Comment_978541

    totally! it used to be this cool brightly lit creepy clinic with screams and silence. now it's dark. I liked that it was well lit before because thats what i think of when i think of a medical clinic. the lights are too bright.

    I also noticed that they reused some of the Hawkins sounds, such as walking over piles of rubble and banging doors.

    I like the new feel. But yeah, it's too dark. Honestly, now it feels more like it belongs to the doctor. I legit thought it was made for the nurse until a few weeks ago.

  • @lynelmane said:

    https://forum.deadbydaylight.com/en/discussion/comment/978432#Comment_978432

    I think that new ruin should've been an idea for a new perk, not a change to an existing one. old ruin was fine..

    I keep telling people: Dead By Daylight is not a game that starts out easy. It will be difficult from day 1 and it seems that new players have a hard time accepting that.

    I kinda wanted it to be changed a bit. It was too rng. Either less regression or maybe make it so that the skill checks are on a timer during ruin. I had times were the rng popped 3 skill checks in quick succession. I'm not that great at great skill checks. I play on console, and I've heard it's apparently harder. I didn't miss the skill checks, but got the regression checks, and lost about 30 seconds of gen time. But I really don't like what it's turned into. I play both sides, and really like Legion. But the only build I'm any good with for them is a slow down build, and ruin was a main stay for slowing down early games so I could get hooks for dying light.

  • Also, Monto released a video where he played new doctor and ruin + surveillance. Honestly, that's the only way I can think of to get good use out of it. Well, maybe thrilling tremors, since the regression works through it.

  • @lynelmane said:

    This post is 90% data and 10% opinion. Opinions at the bottom.

    I have played 4 games in the PTB (My usual amount), 2 killer and 2 survivor using whatever was changed or added.

    NOTE: I do NOT own the Doctor and didn't get a chance to ask any killers about their experiences. If you have anything you'd like to add on your experience playing the Doctor, please do so! Any information I have on him is from survivor perspective.

    Now, let's get into it!

    PTB BUGS:

    • sounds are bugged, again
    • while playing the Spirit, the Yamaoka's Haunting icon was overlayed next to the progress bar for the phase action, and was really distracting. I have a custom power icon so it was even worse for me since it was really bright.
    • when "snapping out of it" against the Doctor, the madness 3 sounds still play very loudly even though the survivor is no longer in madness 3.

    NEW MAP:

    • much too dark, but not Sanctum of Wrath level. mostly just has poor visibility due to ambient fog and dimness
    • way too many ambient sounds, lots of which are too loud or too similar to gameplay sounds
    • bad ambient sounds include dripping water, which sounds like a lit totem, banging doors, which is just very loud, crumbling rocks on walls, which sounds like someone walking
    • hook auras are difficult to see. they don't outline the entire hook, and instead only show the top horizontal part and the hook itself. the base is not shown on the aura, and makes hooks difficult to find.
    • again, some parts of the map are just really loud and hinder proper listening on both sides.

    GATEKEEPER EMBLEM:

    • i didn't really pay attention to this, but the changes don't seem to have much affect since I got Ruthless killer on the one trapper game I played where I got a 3k and all gens got completed. this change seems.. unecessary.

    THE DOCTOR:

    • the chase music is hard on my ears. it's very whiny and jarring
    • chase music isnt as scary as I expected, more so annoying
    • another survivor told me that they felt the madness sound was too loud, and once I experienced Madness 3 I agreed. It is much too loud and makes other sounds sound either far away or muffled.
    • the shock sound when close to the killer is pretty loud, this could be annoying for some people.
    • killer seems too slow, even from survivor perspective. he seemed to loose me too easily.

    and now, the much awaited RUIN:

    • it is much weaker than before
    • someone else told me it is very strong with Surveilance now
    • almost never lasts until endgame, even though that is what the devs want it to be used for now
    • survivors commented that they did find it annoying, but it wasn't that bad. they did have to restart a couple generators, but they still completed them all and 1 managed to escape out the gates.
    • I got lucky and the totem spawned in a hard to find spot on the Lery's map, so it didn't get cleansed. but it still did not really prevent gens from flying by.
    • it is nice not to have to go and manually kick generators, but it renders PGTW useless. I didn't combo them on my second game but I did on the first, but ruin got cleansed in 20 seconds anyway.
    • I think that it should be changed to a non-hex perk if it's supposed to be for the endgame. to balance this the regress speed could be reduced, but I personally think it's fine as-is if it were not a hex.
    • if it is kept as a hex, totem spawns on certain maps (farm maps, autohaven wreckers) really must be reworked. otherwise the problem of spawning within 8 meters of a hex totem will destroy its usefulness.

    MY OPINIONS (you don't have to care about this)

    • Ruin was fine before. I play killer and survivor 60/40 and I never found it to be that bad, even when I was a new player. Either you find the totem, or you just power through it. I can now hit most great skillchecks and it was never a problem for me personally. As it is now, it's very weak and I may never use it again. It also renders PGTW completely useless unless the totem is cleansed, and wow, now you're out of ruin anyway.
    • Old Lery's was my favourite map and now it's just as annoying as Hawkins. The sounds are very distracting and it's confusing and dark/foggy. Nobody used a fog offering during the games I played on it, and it still seems too foggy.
    • The Doctor was always my least favourite killer to play against and his changes didn't make this any better for me. He may have even gotten worse, since his shock is no longer a cone, and instead is a circle around him. It makes it super easy for him to camp a hook during the EGC. I think the area that it covers is too large as of right now.
    • I used a commodious toolbox in both survivor games and I got through at least 2 generators on my own each game. old ruin made me weary of when to use a good toolbox since I didn't want to waste it on the regressing of ruin skillchecks, so i'd hold onto it until the totem was found and then use it afterwards. Now that skillchecks are not affected, i have no reason not to use high-powered toolboxes and rush the heck out of the generators.
    • I used to somewhat rely on ruin to give me extra time to get early hooks, but now it is as if i'm not using it at all. the point of old ruin was to slow down the speed at which generators were completed, but now it gives survivors more of an incentive to stay on a generator for the whole time and survivors now almost never get in the killers face. I haven't had anyone try to get my attention at all because all they want to do is stay on generators. Sure, that's their objective, but it seems like part of the regular gameplay is missing. They also don't go looking for the totem, so nobody is wasting more time like they normally would.
    • ruinning Thrill of the Hunt and Ruin together is gonna be a dead build if they implement the changes.
    • the PTB did not hide tally screen ranks, but if they do add this change, it'll just be the dev team's solution to fixing matchmaking. if we can't see ranks we can't complain about the bad matchmaking, riiiight?

    please feel free to add anything I didn't mention or to state your own findings and opinions. thanks for reading if you got this far!

    *edit: title change

    The static shock is actually about the same. Range add-ons no longer increase width. The circle around the Doctor is the new static blast that replaced the passive static field from treatment stance. It has a rather large cool down. It affects everyone in the killer's terror radius.

  • Honestly, with the ruin Nerf, I doubt it will get much use other than with high mobility killers. Even in it's current state, I tend to switch it out with devour hope every now and then, but with it's new effect, I probably won't use it unless I also have surveillance.

  • Honestly, I think ruin, as they're making it, should also remove the great skill check zones on gens. Not huge, but would still slow down early game a little bit. Especially for people using toolboxes.

  • Yeah. Every reasoning they give for nerfs and changes lately allude to "survivors don't like it, so we changed it."

  • Because they came out at the same time, and are linked. Also a possibility: people are stupid.

  • Yeah, I was hoping that it would come to console when they talked about no exclusives anymore.

  • Had a guy tell me I was the "meanst" toxic killer and rejected my GG. When I asked what I did that was toxic, he said I was green rank (rank 11), and that, as clown, I was throwing bottles everywhere. Like, what? That's literally all the clown gets. I had a +2 bottles add-on and tattoos middle finger (intoxicated survivors aura shown for 6 seconds.

  • I ran ruin, dying light, thanatophobia, and BBQ (for the BP), with legion pin and, uh, green duration add-on. Added a BPS offering and blood hunt. Got over 113k bp. Yeah, I love it when I manage to destroy survivors with legion.

  • Hmm. I think it wouldn't be too much to add this effect to Small Game.

  • I think Legion is in a pretty good spot right now. Sure, there are a few things that would make them better. Been consistently getting over 20k bp, and the last 2 times I got 32k and 30k. Deep Wound is nothing more than a nuisance, but it's easier to inflict. I really just wish that missed attacks didn't end FF and basic attacks didn't drain your power.

  • @Zenro said:

    So in the revelations lore entry for "6 feet under" they talk about a new unseen killer that lures men, kills them and feeds them to her pigs. Sounds like maybe The Siren? Anybody got any ideas on what she could be like? Havent seen any discussions on this yet and think its the strongest possibility I've seen yet!

    Where did you get "unseen killer?" It just said she lured them with an ad of some kind and that she took their money and fed them to her pigs. Sounds like a black widow seductress type. Which, I mean, still kinda siren like.

  • I'm pretty close to completing it, so if I do, I'll spend the cells on the next one. I don't notice the grind a whole lot, as it tends to take me a while to get the challenges done. I'm not very good at survivor, and somehow ended up at rank 8, so the more specific challenges are rather difficult.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/953621#Comment_953621

    Probably to theme it around the doctor. Freddy/Badham, Lerys/Doctor.

    Isn't Lery's the Nurse's stage? I thought Crotus Prenn Assylum for the Doctor?

  • The only time that a killer disconnected and I wasn't upset was when the lag was so bad that survivors started floating up above the trees.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/949226#Comment_949226

    Yes. Look at Killers in classic horror films. They are the thing that is different from film to film, and the victims are often interchangable across films, fitting into common stereotypes.

    I mean, Ash Williams kills demons and was a general in a medieval army. Bill is from L4D, and was in the special forces. Freddy Krueger is defeated in nearly every movie. Arnold Schwarzenegger from Predator is an obvious stand out. There's usually at least one or two characters in classic horror films that stand out, and they're usually the main character.

    Ik it can be a balancing issue, but I just wish that each survivor had something, even barely noticeable, that they could do just slightly better than everyone else. Even if it's just something based on what their unique perks are. Like a 1% faster Sprint, heal, vaulting speed. They could even have a 1% penalty to something else for balance. It could even be a feature for an alternate game mode instead of directly integrated, where it doesn't effect rank or challenges.

  • I think it would be more balanced for survivors since items run out and Franklin's can take it away.

  • Honestly, I've had this thought before too. Maybe not amazing abilities that make certain perks not worth it, but something like Claudette heals 1% faster, Meg sprints 1% faster, or Kate progresses her wiggle timer 1% faster. Nothing drastic, but something to make each survivor more than just a skin.

    @StrickxNyne said:

    Is it just me or weird that no matter what survivor you get, they just become a shell and have literally nothing to offer but "maybe" 4 perks? New killer pops out has some charge, teleport, one hit down ability, new survivor comes and has maybe 4 perks with the exclusion of bill who hijacked current unassigned perks and nothing. Why isn't some things locked to certain survivors like killers? Ghost face can mark then wham one hit, Mikey stalks and one hit a bunch of folks in a timer or even kill them to boot, etc etc.. That's stupid rad that killers have such amazing bases but then survivors? I buy ash and I got a shell who's big and loud and can't hide behind claudette to save his life. Literally nothing to offer so everyone runs to claudette etc to hide out. No speed boosts, no being better at a Gen or healing or literally anything. What am I missing here other than survivors are meant to be skill based pick your favorite shell and killers are skill based but change between and have some easily no skill needed features like tombstone Mike? Why can't claudette do some amazing wonder heal or ash have some ability to kick the killer back since he's literally a dead fighter or some picking hatch locks on a timer like gens etc?

    ?

    Bill didn't highjack unassigned perks. They were always his, but he was only on PC, so they made his perks available for everyone on console. When he came to console, his perks were reassigned to him.

  • I like secret offerings myself, to a certain degree. But as killer, there's only one that isn't a mori.

    @Jesya said:

    I always thought there should be secret offerings for killer to have all survivors start together... this would synergize with perks like discordance.... and if survivors are close together the chances are of 4 working on 4 separate gens is less likely.

    I also think survivors should have an offering to start separate from other survivors...

    and the only offerings that should be visible to anyone are the bloodpoint offerings. All the rest really should be secret.

    I agree that there should be some for killer that start survivors together. As for survivor, just for you to start away from the others, not everyone.

  • Doesn't the PC version start with less? I believe the Switch version starts with some of the dlc. Even the Xbox version starts with hag, nurse, and doctor.

  • I think mori's should give a bp bonus to survivors. 25% for Cypress, 50% for Ivory, and 100% for Ebony. No other changes.

  • I miss when they increased FF speed

  • Something like $20-$30. Few cosmetics, and the premium rift.

  • Also, if you get downed next to a hooked survivor, you can hide beneath them and the killer can't pick you up.

  • Huh. I didn't know I needed this until just now.

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