DaddyFatSacks420
DaddyFatSacks420
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- DaddyFatSacks420
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Comments
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The blue particle effects inside the radius of a boon totem are cool but the blue fog around the edges of the screen are just a bit too intense, feel like I’m straining my eyes. Can’t help but feel like I’ve been opening my eyes underwater in a highly chlorinated pool.
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Something needs to change with the bloodweb for sure. Makes a big difference in someone’s “skill” whether they have the perks they want, it probably throws skill based matchmaking off. This has gotta be one of things on the list of updates eventually coming
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Never played anything but solo... This is why I feel Self-Care = selfish. You have teammates, they can heal you, you can heal them. There’s ways to be able to see teammates auras like with Bond or by using a key with specific add ons and there’s likely someone you could find working on a gen to heal you. There’s chests around that have like a 1 in 5 chance of containing a medkit as well other survivors that might drop one where the die. Sometimes you do play most of a match injured but you still manage to work on gens, distract killer, help teammates unhook/heal, without dropping everything to run to a corner to heal up. Go for a safe unhook than you and your teammate can try and heal each other. I can always tell when a survivor is using Self-Care if you’re both injured and they refuse to heal you or let you heal them and run to a corner to heal themselves. In the time it takes for one survivor to heal using Self-Care, two injured survivors could heal each other. Not to mention the time they wasted running to other side of the map.
As a solo survivor I actually would love it if you could see your teammates perks, item and add ons. Could lead to a better balance of solo vs swf
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I use Breakdown to help in frustrating situations where you’re downed immediately after getting off hook. My reasoning is if you’re unhooked and then immediately downed, seeing the killers aura was pretty useless at that moment as all it did was light the killer up pink as they downed you again. It’s the hook being broken that gives you a chance against being tunneled, that mostly why I use Breakdown. If you get off hook when the killer isn’t nearby then being able to see their aura is very useful for avoiding them. I realize other people can use it for other reasons, I don’t know why two things can’t be true simultaneously...
I’m a solo survivor and it’s extremely rare to see any other survivors using Breakdown, I wish more people would use it because that would definitely make it more useful due to the hook breaking aspect. You described my dream as a survivor: all four survivors using breakdown lol. And I understand that there could be instances like what you described and an extra 40 seconds for each broken hook would lead to even more killer frustration. It would probably be extremely rare for all four survivors to have the perk and purposely make the match a nightmare for the killer. But that same situation could occur as the perk sits now just not as painfully.
p.s. I have played plenty of miserable matches as a survivor where I either get tunneled (So I use Breakdown) or have useless teammates being selfish using Self-Care (Nothing I can do). So whatever it’s just much more likely to have a team of four survivors hiding and using Self-Care than it is to have even just two survivors on a team using Breakdown.
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That’s fine if you feel that seeing the killers aura is more important. you could have started with that(literally not mentioned at all in your first post)... And I actually mostly agree that knowing where the killer is, is important. I just feel like all I need is a quick flash of their aura (see their location and direction they’re traveling) that’s why I feel like the added couple seconds extra of seeing their aura is unnecessary. I’m not really sure how any extra time the hook is broken would lead to slugging/how is it any different than where it sits now? And I’m not taking anything out of context it just gets confusing when you try to put qualifiers on something unary, I misunderstood your first post because of this.
I use Breakdown to help in frustrating situations where you’re downed immediately after getting off hook. My reasoning is if you’re unhooked and then immediately downed, seeing the killers aura was pretty useless at that moment as all it did was light the killer up pink as they downed you again. It’s the hook being broken that gives you a chance against being tunneled, that mostly why I use Breakdown. If you get off hook when the killer isn’t nearby than seeing their aura is useful for avoiding them.
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I see I actually misunderstood you. It’s just 3 minutes. In fact it’s just as much a 3 minute minimum as it is a maximum as it stands right now. So why don’t you get off your high horse “Minimum 3 minutes is disgusting”, it already is a minimum of 3 minutes!!!
and 220 seconds was just a thought... and that would be only 40 seconds more max than it sits now. Most people probably don’t know have much experience with how Breakdown can change the dynamic of a match, 3 minutes is decent but it’s not as long as you might think if you’re not used to seeing the perk actually being used
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@Power_Guy said:
So you want to buff the hook breaking from 3 minutes maximum to 3 minutes minimum? No. Matches barely last 5-7 minutes. I don't want a hook broken for the entire match, or Survivors would make dead zones where I have to slug them, then whine that I slugged them.
And you don't get to tell people to not reply just because you don't want to hear opposing viewpoints; this is a public forum.
I meant people who don’t know what they’re talk about need not apply... I’m so sick of having to explain. If you have a suggestion or other idea sure I’m open and you’re free to have an opinion. But if all you’re going to do is dump on an idea without offering any other viable alternatives or anything constructive at all, then you can do like I said previously.
Me: I’ve used this perk for over a thousand hours probably by now and I’ve noticed a small change that would be nice.
you: No
Of course you don’t know what you’re talking about. Maybe I prefaced my post the way I did specifically for people like you. Maybe take half a second to look at the perk if you know nothing about it before posting your “opposing viewpoints”. The time the hook breaks is static at 3 min with breakdown it’s the time that you see the killers aura that increases as it increases in tiers. I’m always using breakdown and it be nice if it was switched where the time you see killer aura is static while the time it takes for the hook to respawn increases with increased tiers.
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How about if you have Self-Care, and you’re outside of a 48m radius from the killer when healing, your aura is shown to the killer either 1- the entire time your healing, or 2- for a few seconds after completing a certain percentage of progress healing (maybe 50%,75%, or 100%)
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I would like to see a 9,999,999 bloodpoint maximum. It would be plenty and it’s the most you could use before having to add another digit and take up any more space
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Ok so what’ve if it doesn’t show your aura the whole time your healing outside of a certain radius, what if it only shows your aura for a few seconds after you finish healing?
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You can still run to the opposite side of the map anytime you take a hit to heal but you would be revealing your aura to the killer. It would just make it so survivors would have to be smarter about when/where to heal if they choose to use Self-Care
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Why not just use a medkit? Seriously this isn’t about making Self-Care a more attractive perk... it’s already the most used survivor perk in the game! It’s about balancing the entire game by cutting down on the amount of good for nothing survivors hiding in the corners of a map for most of a match
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Self-Care should have the added effect of showing your aura to the killer if you’re outside of a certain distance from them (say 48m) when healing.
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It’s just tough in the endgame with the twins, victor is basically only good at waiting by an exit to let you know if a survivor is by it. Yes he can down survivors but they usually have time to crawl away or escape before you can pick them up with Charlotte. It be cool if he could hold downed dying survivors in place for a bit or at least slow their crawling speed way down. Maybe it could work like a bear trap where a survivor can struggle to free themselves, that or victor can only maintain his grip for a short time
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Toy soldier outfit for the deathslinger.
Gingerbread outfit I think would be good for the hillbilly. Have a candy cane for a weapon and a bite mark in his head, he’s angry about being eaten so he’s getting payback with a chainsaw.
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“The animal of Krampus is heralded by the clopping of his cloven hooves, and ringing of his bell-covered iron chains. The creature appears during the holiday season, preying on children who have misbehaved. Krampus is often seen carrying a birch switch or whip to beat those children that it does not choose to kidnap and imprison or devour.”
So not Ghostface, idk any other killer that could be a better fit. The oni already stomps around, he just needs a stick or whip to beat naughty survivors. When using his power his horns can grow and his weapon could be a bundle of sticks or a log. The only thing against it is that the oni already has the Minotaur outfit, which is sorta similar.
anyone have any other ideas for cool holiday cosmetics?
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Some more holiday themed outfits? Krampus outfit for the oni. Elf outfit for the hag.
https://forum.deadbydaylight.com/en/discussion/206710/christmas-killer-cosmetics/p1?new=1
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I guess the twins are shorter, but also taller? Jw how the twins height will be listed, tall and short? Hag should be listed as short, and definitely victor.
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Feng Min is probably the easiest, best survivor to start with. Next best either Meg, or Nea.
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He can teleport, and his dream snares slow survivors. His movement speed should be reduced slightly.
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His speed should be reduced slightly
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Cardi B as an outfit? A single glance can turn part of the male anatomy to stone
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A while back there was a bug that caused each survivors level to be shown above their head while grouped together before the match started, what I suggest is much like that unintended bug. Every survivors item, add ons, and offering should be visible to all other survivors when waiting for the match to begin. This way solo players can coordinate with each other at least somewhat when going into a match. It would also be nice if survivors perks were shown to each other, maybe those 4 icons could be under a survivors feet (or maybe everything could go under survivors feet, there’s plenty of space without a lot going on down there in a lobby). This would go a long way in leveling the playing field for survivors not in constant communication with the rest of the team. Being able to see another survivor is using a map offering so I better wait to use mine so it’s not wasted, or sometimes it’s hard to notice a survivor carrying a key into a match, if I saw someone with a purple key then I’d know that might be a good time to use my rainbow map. Stuff like that so you could be a better team even if you’re all solo players.
https://forum.deadbydaylight.com/en/discussion/191306/leveling-the-playing-field-for-solo-survivors
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If the biggest problems you’re having have to do with being downed and stuck on the hook, find a way to incorporate some perks to help in those particular situations. Breakdown can be extremely useful to help keep survivors from being hooked immediately after an unhook.
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No one should be given a guaranteed win. As it stands a match in Midwich with only one survivor gives the killer a guaranteed win once the hatch is no longer an option. The last survivor should still have a fair chance. If a survivor finds themselves trapped in that situation because other survivors decide to DC or give up immediately on hook (which happens frequently on Midwich) it’s really frustrating and limits any enjoyment. The killer shouldn’t be handed a win either.
After the addition of egc maybe half of games someone escapes with way less than 5 gens done (not my fault the killer closes the hatch immediately when they find it, locking the gens).
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I’ll reiterate, if the biggest problems you’re having have to do with being downed and stuck on the hook, find a way to incorporate some perks to help in those particular situations. Breakdown can be extremely useful to help keep survivors from being hooked immediately after an unhook. And the whole point of exhaustion perks is to help survivors get away from killers (seeing your own scratch marks gives your some info that doesn’t change anything, they are there whether you can see them or not).
I just googled “have an issue but refuse to change anything you do, while demanding others change to fix it” and the second thing that comes up is an article on toxic people. It’s already been said but if you always find yourself in these toxic situations then you are the constant.
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I’m on ps4. Had one gen every skill check this happened
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My suggestion for solo survivors https://forum.deadbydaylight.com/en/discussion/191306/leveling-the-playing-field-for-solo-survivors
I’m aware that solo survivors can communicate by joining up with teammates in chat outside of game, but now with crossplay this is more difficult if even possible at all for solo players playing on different systems. A while back there was a bug that caused each survivors level to be shown above their head while grouped together before the match started, what I suggest is much like that unintended bug. Every survivors item, add ons, and offering should be visible to all other survivors when waiting for the match to begin. This way solo players can coordinate with each other at least somewhat when going into a match. It would also be nice if survivors perks were also shown to each other, maybe those 4 icons could be under a survivors feet (or maybe everything could go under survivors feet, there’s plenty of space without a lot going on down there). This would go a long way in leveling the playing field for survivors not in constant communication with the rest of the team. Being able to see another survivor is using a map token so I better wait to use mine so it’s not wasted, or sometimes it’s hard to notice a survivor carrying a key into a match, if I saw someone with a purple key then I’d know that might be a good time to use my rainbow map. Stuff like that so you could be a better team even if you’re all solo players.
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Have you posted this as a bug report? I’m on ps4 also, it’s better since 4.3.1 came out but it’s not fixed. Had the same thing happen as killer, you get a hit causing a loss of a few frames and the survivor basically vanishes. I had similar thing as survivor, every time a skill check would happen. (It’s only happened on one gen tho so far)
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This post is just a troll trap, poster is trolling all of us. Can’t believe I fell for it
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@FellowKillerMain said:
It's the only level that makes me want to disconnect as soon as I see it.
But do you? Seems like people instantly DC or run to killer to purposely sacrifice themselves just because they don’t like the map or the killer they’re playing against. There’s usually at least 1 every time on Midwich. Maybe if ppl would just play they would get better at it, instead of making it more difficult/less fun for the rest of the team.
If it wasn’t a straight shot for the killer to get between exits it would give the last survivor a chance. If they moved one exit gate down the hall, or if they took the walls in the halls nearest to the courtyard, making a square, and rotated said square on both floors (or just the bottom floor leaving the top floor windows where they are) 90 degrees it would keep everything the same distance apart but the killer wouldn’t have such a straight quick trip between the exits.
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The game and Lery’s are actually survivor sided with what I’m talking about, exit gate separation. It’s quite possible on both of those maps to escape as the last survivor, there’s no way for the killer to cover both exits. On Midwich it takes under 20 seconds to get from seeing one exit gate switch to seeing the other. I always prime the exit by interacting with it for 7 seconds (at 8 seconds the first red light comes on) leaving 23 seconds before getting the gate open. But on Midwich the killer just has to walk a straight line till they see an exit gate switch, turn around and repeat. That’s why I say it’s pretty impossible for the last survivor, it’s just too easy for the killer.
If it wasn’t a straight shot for the killer it would give the last survivor a chance. If they moved one exit gate down the hall, or if they took the walls in the halls nearest to the courtyard, making a square, and rotated said square on both floors (or just the bottom floor leaving the top floor windows where they are) 90 degrees it would keep everything the same distance apart but the killer wouldn’t have such a straight quick trip between the exits.
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It would be nice if they increased how many perks show up on the bloodweb past lvl 10. having at least 2 perks to choose between lvls 10-30 seems reasonable. With every lvl of prestige you could get an extra perk showing up in the bloodweb so by prestige 3 lvl 50 you would have 6 perks to chose from the bloodweb. maybe you could spend iridescent shards to upgrade perk tiers right away.
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I will say the exit gates on Midwich are impossible to have time to open when you’re the last survivor. Maybe move one to the end of the hall to right of the stairs (when looking up the flight of stairs). Or possibly rotate the courtyard 90 degrees so it’s not a straight shot. It’s too fast and easy for killer to go from one exit gate straight through the courtyard to the other, and back again.
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It really depends on the situation you find yourself in, it can be very skewed one way or the other. Even sometimes when the exit gates are far apart the killer might luck out and have a hill they can just stand on and see both. Then they know where you are as soon as they see a red light. It’s probably hard to change anything because then it would make it easier for one side and harder for the other. At least being random it’s a toss up you just never know what side of the coin you’re gonna get.
What you can do is (this works best when the killer just runs straight back and forth between the exit gates, turning around as soon as they can see if the lights are red or not. It’s much harder when a killer can stand in one spot and just turn in circles to see the exit gates, or if they decide to not just run straight back and forth but turn around after a few seconds coming back to the same exit gate they were just at 10 seconds before.) “prime” the exit gate by interacting with the exit gate switch for no more than 7 seconds (at 8 seconds the first red light comes on). Then hide near that exit where you can see the killer coming. Once they turn back around to head to the other exit gate go back and now you should only have 23 more seconds left. I’ve gotten out by the skin of my teeth many times this way. I usually walk to prime and hide so there’s no scratch marks and so I can hopefully have a sprint burst for running back to the gate to finish opening it. So basically get to a gate and hide watching for the killer. When the killer turns around “prime” the gate for 7 seconds, then walk away and hide again. Wait for killer to come back and this time when they turn around get back to the gate ASAP and hope 23 seconds is enough.
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The pustula pedal offering situation is a completely different thing only slightly related to what I was saying that I only brought up because it’s a complaint I have about the event hooks (which aren’t going to be around for much longer).
I’ve never played anything but solo, out of maybe 1000 matches I’ve only noticed another survivor using breakdown around a dozen times. But I always use it now, instead of selfishly expecting other ppl to not only unhook me but to also use one of their perk slots for borrowed time solely for my benefit, or expect the killer to let me get away from the hook. Breakdown would just be more useful with more survivors using it.
There is no if’s I brought up I just stated the fact that breakdown can’t break an unbreakable hook. You’re the one who’s talking of if’s, if survivors complain enough the devs have to do something to fix it (blaming devs), it’s better if the survivor unhooking you has borrowed time (blaming teammates), if someone brings up this issue killer mains say things to try to delegitimize it (blaming boogie men), if it happens it’s toxic (blaming killers). Maybe when you grow up you’ll realize you can’t control what others do, only what you do.
The fact is as the game is now you can’t do anything to stop a killer who camps you on the hook, or make your teammates risk themselves to unhook you. Yet you can give yourself a chance to get away if you do get unhooked, at the same time making it harder for the killer to do the same thing to the teammate that just helped you (and most likely got downed, where you were just unhooked, doing so). I’m in no way delegitimizing your complaint I know the situation well, and I gave you advice on what I do that helps. You’re the one that keeps trying to delegitimize what I say. There is things you could do but you just seem to refuse to do anything about the situation except complain.
Quit acting like a victim, I literally said you had a legitimate complaint. The issue is not your fault, but that you choose to only complain and place blame on everyone else is. “They have to do something about it.” Maybe eventually they should, but they don’t have to do anything. Would you like the devs to wipe your derrière as well?
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I’d be nice if people would play a match instead of instantly DCing or running to killer to purposely sacrifice themselves just because they don’t like the map or the killer they’re playing against. Seems like there’s always at least 1 every time on this map, maybe if ppl would just play they would get better at it, instead of making it more difficult/less fun for the rest of the team
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Breakdown is incredibly useful, the more survivors in a match that have it the more useful it becomes. That’s precisely why I use it, for the exact reason that it allows a survivor to at least have a chance because they can’t just be immediately put on the same hook. You just have to try and get away from basement and event hooks when about to be downed in a chase. (I wish people would stop using the pustula pedals offering, it just means more unbreakable hooks making breakdown much less useful. Breakdown should work as intended on event hooks, event hooks should be breakable after the killer gets their points when first hooking a survivor on an event hook.)
I think everyone knows it sucks spending 90% of the time you play as a survivor in match being stuck on a hook, while a killer camps. I’m not saying there isn’t some tweaking that could be done to make this less prevalent, like better matchmaking. What I am saying is you could actually do something in your power to counteract this instead of just complaining about it.
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Use breakdown
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After a killer hooks a survivor once on an event hook, it should become breakable. Breakdown should work as intended on event hooks. https://forum.deadbydaylight.com/en/discussion/201993/event-hooks/p1?new=1
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The more survivors who have it in a match the stronger it becomes
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They should combine slippery meat and boil over into 1 perk https://forum.deadbydaylight.com/en/discussion/201992/slippery-meat-boil-over-combo/p1?new=1
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use breakdown
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Use breakdown
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Use breakdown
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It would be nice if they increased how many perks show up on the bloodweb past lvl 10. having at least 2 perks to choose between lvls 10-30 seems reasonable. With every lvl of prestige you could get an extra perk showing up in the bloodweb so by prestige 3 lvl 50 you would have 6 perks to chose from the bloodweb. maybe you could spend iridescent shards to upgrade perk tiers right away.
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It would be nice if they increased how many perks show up on the bloodweb past lvl 10. having at least 2 perks to choose between lvls 10-30 seems reasonable. With every lvl of prestige you could get an extra perk showing up in the bloodweb so by prestige 3 lvl 50 you would have 6 perks to chose from the bloodweb. maybe you could spend iridescent shards to upgrade perks right away
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The blights POV is at the same height if not slightly lower than the handles on lockers
