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DawnMad

DawnMad

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DawnMad
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  • Her basekit is very balanced in high skill matches. Her addons are pretty problematic since stronger ones can make her a bit overpowered. Her information also needs fixing since in lower skill matches she is much easier to play than face, give something to work with to those survivors and she will be fine.

    Oh also injured sounds are a big problem, she shouldn't be able to hear them while she is phasing at all. Just being able to hear breathing, grass and footsteps makes her phasing much more balanced.

  • It's a perk that gives a free kill at the end of the game for minimal effort. If every other perk was as good as it any killer with 4 perks would get a 4k consistently.


    @musstang62 said:

    Just had a game today where I did all 5 bones before the gates were powered and the killer got absolutely zero value out of NOED. It can be deactivated completely before getting any use, or it can be deactivated with one totem at the endgame. I get why it's frustrating if you get hit by it, but there kind of needs to be some punishment to only slamming gens. Totems are the secondary objective, and NOED is pretty much the only thing that keeps it that way. Small game and detective's hunch make totem hunting pretty simple

    All that said, NOED could probably use a little bit of a rework to make it less frustrating to play against (not a buff or nerf, just changing how it works a bit)

    You are saying survivors spent probably 2 generators worth of time finding and doing totems to prevent a perk that the killer might not even have? That sounds like a lot of value to me.

  • It lets you lose the killer only one, maybe two times per match for a perk slot and you can't lose the killer before getting injured. Do people really think that's any stronger than perks like Dead Hard or BT?

  • Lithe is easier to maintain, easier to use on demand and you get more distance from it since you also have a window between you and the killer. Its cons are that you can't really use it while looping and if you were to get hit going through the window its basically wasted.

    Sprint Burst is considered better because you can use it everywhere, its strength is to turn otherwise deadzones in to safe areas. You can also 99 it to be able to use it on demand which is very powerful. It's biggest con is how much you need to bother maintaining it. A Sprint Burst on bad hands can be worse than no exhaustion perks at all.

  • Starstruck is only effective against not very good survivors as most killers. Agitation lets you get hits you wouldn't otherwise, makes it easier to get to a hook and save you a lot of time, much better option in higher skill games.

  • Blindness itself is pretty strong, it trumps all aura reading perks. But there are no efficient ways to apply it and there are much better options.

  • DS is good since most killers in solo queue tunnel. Dead Hard is good since you don't get healed frequently. Prove Thyself is good since solo queue teammates aren't the brightest and they usually bunch up on gens. Unbreakable and Deliverance are also other choices that has the potential to turn around games.

  • You sure it wasn't Adrenaline?

  • Yeah, making camping have no counterplay in endgame is definitely a more fair idea.

  • Only thing I am bummed about is the totem counter being tied to a perk and not being basekit. Making it basekit would be an awesome buff to solo queue but now it only informs the survivor who brought it which is pretty meh. Detectives is still a much better totem finding tool.

  • Sounds like a good idea but I think it should be for everyone. Survivors being able to rate their Solo Queue teammates and killers being able to rate survivors would be nice too. Could be a side functionality to "Give Props" button which currently does nothing.

    @Tomskrex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2095574#Comment_2095574

    Or if you bring NOED, or if you win a clutch, or if you chase survivor 0.1 second more than they want it.

    Bad, bad idea.

    Survivors who blame the killer for those things wouldn't be tipping any killers anyways, this change would be for players who are playing the game to enjoy it and sees their opponents as a person like them.

  • It looks like a bug but it could be a shadow buff to keys so developers can get more data on how good they are.

  • I love how aggressive I can be with her. With most other killers I have to devote a lot of time and perks into patrolling and slowing down generators. With Piggy I can play full aggressively because of her traps slowing the game down a ton. Also her Ambush Attack lets me use one of my favorite perks efficiently, Save the Best for Last.

  • @Seraphor said:

    That was some luck!

    But you pretty much played it as best as you could. Open it 10-15% before the lights go off, then hide. Wait for the killer to check and then start heading off, jump right back on and hope you finish it before they get back.

    This is a good strategy, from the video it looks like the first light turns on right after the progress bar passes the first N. So open it until the N, wait until killer checks on the door and open the rest.

  • People don't like Freddy these days, he is very oppressive and requires minimal skill. DCing the second they load in is a bit extreme though.

  • Very good perk with Agitation on Deathslinger, Spirit, Nurse, Wraith etc. It's not common we get alternative perks to the usual information and slowdown meta perks on killer.

  • Sure but it would be useless with how broken collision is currently.

  • I have my highest win rate with this perk for the sheer reason that I play extremely safe with it. It's not even me memeing when I call this my most crutch perk.

  • With each update seemingly adding less and less stuff, a map release like this feels like it would be its own update. If they are going to keep adding only 2-3 things every couple of months I would prefer many other things over a new map. But if it was a proper update where a map was going to be introduced anyways, a Trickster themed one would be cool.

  • It is classic toxic player behavior, they can't accept them dying was their fault so they look for anything else to blame or they can't accept a solo person did better than all three of them so they are trying to undermine you.

  • 120% movement speed is most killers after 15 seconds in chase, it's not strong enough at all to be a standalone ability. Although I'm not against some of the weaker killers being 120%, it's increased map pressure and chase potential crammed in one, maybe for killers like Trapper it could be a good idea.

  • Let's just give a skillcheck the moment they touch the generator like Overcharge does. This can be a normal easy skillcheck but if they let go it blows up like a normal skillcheck too. They can still tap but it does 10% of damage which is 40 seconds of regression instantly, pretty good.

    I like the 5% idea, but it may not be enough since that's just 4 seconds worth of regression while you still spend 2 seconds kicking it. I think a bigger buff than that should happen.

  • First one would be annoying as hell on pallets. They can just blind you at a pallet (no way to prevent it) and there is no way you can see where they went in a closed map.

    Second one sounds too overpowered, it would force the killers in to respecting pallets which lets survivors loop it for longer in many cases. Lose-Lose scenario for killer. The effect itself is also too good compared to any other self healing perk in the game.

    Third one would be a bit too strong. If someone has Object or Alert, everyone around you can see the killer and 32 meters is a huge distance. Maybe give it a cooldown or reduce the distance to around 8m/16m, or limit it so it doesn't work on the killer.

  • Locker auras wouldn't matter at all to anyone who played this game for more than a week. Reload time can easily be countered by Iron Maiden.

    2 most common ideas to fix that addon are:

    • Make it so the capacity can't be increased by other addons.

    or,

    • Make it so the dying state only applies to hits from longer than 16/24m.
  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084345#Comment_2084345

    Yeah it took a while but I main they still are good changes and they seem to be happening faster. Like colorblind in one patch and the next patch has struggle being fix. I think we should really give BHVR more positive reinforcement as even when they do add some good things in a patch like this one the entire community still is mad at them for Trickster being weak he is still pretty fun its just that he isnt strong he isnt even bugged to all hell like twins people are just mad cause he is weak.

    The colorblind change didn't look very legit to me. Many many people started talking about it before they even announced it and a couple of people even showed us colorblind filters they made in less than an hour. That announcement looked more like damage control than an actual thing they have been working on prior to that.

    I am all for positive reinforcement but even in the last chapter they messed up so much. Wraith gets a noticeable slowdown after he uncloaks, Blight has even more invisible collisions than he used to, pallets pat killers on the head instead of stunning them, Trickster I don't even need to mention. I can't start giving them credit before they start doing changes like these properly AND on time.

  • @Gylfie said:

    Still trying to figure out if this is allowed or not, because every thread on this topic has people saying yes and no. Not that I'm likely to do this, I'd feel guilty about wasting people's time.

    That's because it is such a gray area.

    Here is the official page for reportable offenses: https://dbdmobile.helpshift.com/a/dead-by-daylight-mobile/?s=reporting&f=what-offenses-are-bannable&p=all

    AFKing is not mentioned in there so technically it is allowed, but also you can easily argue that it is some kind of gameplay abuse. Gray area.

  • I really like changes like these but I can't start giving them credit for changing things after they have been complained about for years. The code for this was already in place, why did they take this long to do this I have no idea.

  • It's only ever useful if you have a ton of pressure or with specific killers. If you go to a generator with someone on it after hooking someone and spend 2 seconds kicking it they will get around 10 seconds worth of distance if they just hold W which is most if not all of the time you saved by using it gone. With killers like Blight, Nurse, Spirit etc it's better.

    A good simplification of it's power would be: If everyone is doing gens efficiently it's pretty weak and waste of a time to use most of the time. If only 1 person is on a gen and you keep using this perk on that, that gen will never get done.

  • I don't see why people should be able to use offerings to grant themselves an advantage. Map offerings suck because of this reason, you can't do much as most killers if a good swf sends you to Haddonfield.

    I'm happy with moris being more of a fun thing rather than a "I want to kill some survivors without putting in effort so I will use this" item now.

  • @Harold_Shipman said:

    it is inferior to both. Deja vu tells you which gens you should be focusing on to avid a 3 gen. Detectives hunch also shows totems. Visionary is only any good on indoor maps and even then doesnt stop you 3 genning yourself

    Agreed. I much prefer Deja Vu between the two. You can have a much easier endgame by using it. Otherwise finding gens usually isn't a problem.

  • I would swap Calm Spirit with Dead Hard because Trapper, Nurse, Blight, Huntress, Pyramid Head, Doctor, Spirit, Deathslinger and probably a few more killers that I can't remember exists. Otherwise pretty good build.

  • Developers have said that they don't want perks to affect killer powers in any way if possible. Also I don't think it's a good idea to push people into using a set of 3 perks rather than letting them enjoy any build they want. If you want to buff killers, buff them directly and if you want to increase the usage of some perks, buff those directly as well.

  • If you face a cheater, you don't do nothing, you record. You also make an ingame report and create a Support ticket with your recording. I have done this multiple times and got at least a few people banned. If you don't have a separate recording software and you are on Windows 10 just press Win + G and use that.

  • The speed bonus is absolutely useless, you never wanna loop the killer with a friend. The aura reveal is pretty good though if you are playing with your friend and they bring an obsession perk other than DS or Blood Pact.

  • This fits more in the "Lore" subforum. As far as I know flashlights only have an effect on the "Spirit World" which only Wraith and Nurse utilize to use their powers.

    Here is the wiki page: https://deadbydaylight.fandom.com/wiki/Spirit_World

  • If the killer isn't camping I would go for the save, it's a ton of points and it makes it more likely that one of us will escape through the hatch. Also if you are a solo queue teammate while I'm the guy on hook and you are camping the hatch even though the killer is no where near me, I would hold on to get my struggle points too.

  • This would be easily abused, you could just go down at a pallet and the killer wouldn't be able to pick you up at all. I like the current version of Power Struggle, I can get value out of it pretty reliably when I'm playing with my friends and I think it's a really fun gimmicky perk.

  • I use it on all of my killers, not because it is the best information perk but because it gives me double bloodpoints for no effort. If it didn't have the bloodpoint bonus I would instantly swap it for Discordance or Thrilling, those two are much more reliable information perks than BBQ.

  • The first one sounds like a weaker Brutal Strength while the second one is a bigger hinder than help. Also I wouldn't make perks around Bloodlust since that is an outdates mechanic that may be changed or remove sometime down the line.

    Also the word "Bloodrush" is already used to describe the double bloodpoint events.

  • If you are talking about the shack then that's completely broken right now. Old shacks were smooth as butter to play around compared to the hitbox abominations we have now.

    But it may also be a problem with how you are approaching the doorframe. If you want to get inside the room after bumping in to the frames you need to bump to them from a very tight angle so when it bounces you back you are still in the door frame.

  • Generator kicking isn't supposed to be strong, it's not something you should be spending time doing so 9 out of 10 times. The only times it really is worth it are when you know for a fact they won't be coming to that part of the map for a while. A generator regresses 4 times slower than someone repairing it, so don't expect it to lose much progress whenever you kick it.

  • The No Way Out + Remember Me + Blood Warden combo feels like is has a lot of potential since you can stop the survivors from escaping for more than 2 minutes after the last generator is powered, but most of the time only 1 survivor remains at that point who can instead go for the hatch.

  • You only need Agitation and Startstruck. All the other perks you listed have a very small effect while these two are an amazing combo on some killers.

  • The tower in Coal Tower is full of fun spots. You can jump on top of cars/wheels and lunge attack to move between them, or sometimes you can glitch yourself on the wall right under the dropdowns.

  • @Snapshot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074477#Comment_2074477

    I hope this in unintentional as this would be a HUGE counter to the killer in a swf scenario :(

    The knives actually go through survivors so bodyblocking isn't an issue. The killer is already super weak so this is just another one for the pile of issues with him.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074628#Comment_2074628

    Swf is a must with the current state of the game unless you want someone DC when they get caught or giving up on hook immediately, solo has been a nightmare for me I've started only playing survivor when I have friends on because other people frustrate me too much with their lack of intelligence

    Exactly, now it's worse because the many Solo Queue killers who already had a hobby of camping and tunneling are now getting a PhD on them, and the Solo Queue survivors who already couldn't run them for more than two seconds now don't bring the only perk that doubled their lifetime to those tunnelers.

    Like I said, I am very happy about the DS nerf since it being abused was a big issue, but the perk was never good at preventing tunneling and now it's even worse at it so I get where people are coming from.

  • You can hear Wraith's footsteps long before he reaches you, also it was very dumb for them to leave the hatch to walk around. This person didn't lose because the killer was Wraith, this person lose to their own mistakes.

  • So people complaining about Trickster means they made an amazing killer? People complaining about Blight's new collision means it's perfect and people are just blind? I agree with the DS nerf but "people complain about it so it's good" mindset is just rude, the people who wants overpowered stuff to win games is the minority here. Many people complain about the DS nerf because now a lot more killers are tunneling and the perk is as weak as always at preventing it, and since now a lot less people are using it Solo Queue because rougher than ever.

  • The hatch has had a hitbox for years now, it's nothing new. A moment of silence to all the Huntress's, Deathslingers and Blights who suffered from this.

  • So she is ruining other peoples games by playing on an unstable internet and dropping out of matches? You are not the only victim of your DCing, either fix your connection or don't play multiplayer games like this.

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