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Dino7281

Dino7281

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Dino7281
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  • Rummaging seems like waste of time, but sure.

    Luck rework looks good, but you would also need to buff Slippery Meat, because it would be quite bad without stacking Luck.

    Cursed totems kinda one-sided, but if you tried to do anything like that for hexes, they would be really useless to use.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556087#Comment_2556087

    I don't want to change Trickster because he is not fun against, I want to change him because he's very weak in the 1v4 while very boring in the 1v1 like Slinger. They're both not very good Killers and Slinger nerf was plain bad. I want Trickster buffed in the 1v4 with a change to his 1v1. My ideas maybe weren't that good but still, I'd say better than current Trickster

    It would be better for Trickster, you just didn't use good reason to justify it.

    If you from start said that Trickster can be unfun to face 1v1 on maps without cover, but still weak 1v4 like Deathslinger and here are changes to help with it, sure. We would just point obvious issues with suggestion how to fix it.

  • @Voodoo101 said:

    Let me get this straight. You are used to getting 4k's most match, but because you are now matched with survivors who actually win once and a while, you don't like it.

    This is the way I see the game, or any game. It should be a challenge. If it is easy then you are either playing it at the wrong level, or you are using things that make it way too easy. In DBD for a killer then their are many ways to make it easy, such as perks and camping.

    Yes there are times when the new matchmaking puts you in a game when all the survivors are bad and you get the kills easy. So change your strategy and challenge yourself. Then their are times the survivors are really good, then take the loss and move on. The game is not made for the killer to win every game. You are showing the community one thing with this post and that is you are a toxic facecamper that will do anything to get 4k. A 50% win rate is fine and shows that the game is doing what it is made to do, to give both teams a chance.

    If you just want to win every game, then might I suggest you get a pack of playing cards and play snap on your own.

    I rarely tunnel and unless survivors pissed me off I don't even try to secure endgame kills with camping. So don't insult me with facecamping.

    I don't mind escapes as long it is deserved with skill and not carried by map offering and items. That just doesn't feel good.

    My main issue is not hard games, but my main issue is that I don't have reason to deal with it each game. That's why I want to at least see MMR ratings, so I can track my progress and create goals.

    Other games I play with MMR -> Dota and Warzone. You can see what rank you are and there comes prestige with it in Dota, because it's not easy to get there. There are not even rewards for it, just MMR, that¨s why I think it would be enough here too. Warzone doesn't show rank, but it shows stats, so you can track your progress there, so again no rewards just feedback.

    It's not about harder games, or that I see same perks everygame, because I would be hypocrite to complain about that. My issue is just current lack of motivation and long queues. I just want to have some form of feedback, that's all.

  • @Shaped said:

    You get 4k most of your games and you complain about the game being too hard?

    I am not sure I am following.

    4k is not my definition of fun? It's either play for fun with bad killers without slow-down perks and get destroyed, or tryhard each game for kills.

    I don't really mind escapes against good survivors, because I feel like they deserve it, but play against survivors that get carried by offerings and items just sucks.

    It wasn't really an issue with old system. I was always rank 1, but survivors I faced were just really diverse. I got dead squads time to time, but it's just constant now.

    I think that is mainly, because it's way easier to get into high MMR with killer, than survivor.

    So for me trying to win just results with long queues and harder games.


    My main issue is not hard games, but my main issue is that I don't have reason to deal with it each game. That's why I want to at least see MMR ratings, so I can track my progress and create goals.


  • @Emeal said:

    You are obviously a skilled player, but If you cant have fun playing the game fairly, if you only have fun tearing up players who you are unfairly matched against, then I do think you should change what you find funny, cause damn that is pretty toxic to only have fun when you destroying someone's day.

    I rarely tunnel and unless survivors pissed me off I don't even try to secure endgame kills with camping. I don't know how more fair I can be to them.

    I don't mind that survivors escape. I had games which I actually enjoyed and they had 4 escape, just because chases were good and they went for protective hits and I could see they are actually good at the game, but that's different when I got 4 escapes against map offerings, brand new parts, keys etc. (I am really happy about key nerf)

    I am fine when I get bad map random, but when you see Haddonfield offering and 4 Balance landing it just sucks.


    I have never said I have fun only when I get 4k, but I tried to go for fun builds without slow-downs and I just got destroyed with 3-4 hooks, because they do gens and are able to deal with hit&run tactic.

  • @Chocolate_Cosmos said:

    Changing the killer just because that killer is not fun to VS for some people is a very thin ice.

    Recent example: Look at the Slinger "changes" (aka big nerfs).

    Will he be more fun to play againts? Well prob yea, I don't think by a much but yea, a bit.

    Will he be still fun for some people like before (like me)? Nope. He is clunky as hell now.

    He will not be fun to play against, because he will be forced to zone survivors with holding ADS everytime in open, because it's not worth a risk without quick-scope.

    He will be boring for both sides, because of changes they did.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556012#Comment_2556012

    Sure, but that's a problem with those areas, not with the concept of being in a chase. Even in those situations, the call is either to see if you can mindgame, or drop the chase, there's nothing that needs to be changed about the concept of being in a chase for that to be addressed.

    I don't know how they want to fix face-camping, but proxy camp and face-camp endgame should not be changed.

    Only problem is face-camp on 5 gens with some killers.

  • @DoomedMind said:

    @SlothGirly , @Yords

    This is why totems are actually good, let me explain.

    Totems spots can be everywhere on the map, either super well hidden or in plain sight. That's where their strengths is.

    When searching for hexes, survivors have to go to every spot possible in the map, turning around every rock they see,... Robbing a lot of time.

    If they were only good spots for totems, these would be limited, and survivors would just have to remember like... Maybe 10-15 spots per map ?

    But yeah, sometimes you get good spots, sometimes not, that's how hexes work.

    It's not really that hard as you say.

    There is always pattern based on what you can search once you find first totem and you just check guaranteed spawns first for that.

    Only map where Hex build is worth using is Racoon city.

    Anyone who used Detective's hunch for more than 10 games will find your totems.

    Even if there would be less spawns, but more hidden -> you will eliminate random noobs finding your hexes.

    Also don't remember that survivors can spawn actually looking at your hex.

  • @jesterkind said:

    Why on Earth would they do that? Being in a chase is fun and being facecamped isn't. Besides, if you're genuinely being run for five gens, you should probably have dropped that chase way sooner.

    Problem is when you have SWF, where all know what is strongest loop and will go there each time. (Haddonfield -> Myer's house).

    Then you can either always give up and let them recover or commit for one chase, then get him into basement and camp the hell out of him.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555558#Comment_2555558

    True, but the ideal situation would be that you can seek out totems without having to rely on something like Detective's Hunch or Counterforce to locate something that's incredibly out of the way and obscured. Obviously totems should take some looking for, but there are some in the game that are a little too difficult to find without aura reading perks.

    Granted, most of the bad totem spawns are bad because they're out in the open and way too easy to spot, but it's important to note that fixing the totem spawns would be beneficial for both sides, not just killer.

    I mean, it should not be easy to find them without it, that's why there is several perks and item for it.

    Try to find any on Racoon city :D

    For both sides, because of boon totems?

  • I love to play against Trickster. He is one of the killers that you can run for 5 gens if he over commit.

    I think he is fine now.


    Your rework have some flaws, but I doubt there will be any changes in near future for him anyway.

    Problem is that this is just almost 100% buff and this would be less fun to play against than current version imo. Yeah +1 hit to injure and locker is not really that hard nerf.

    You would have to do "mending action" and 15 seconds is a lot, which would make it way less fun to play against. Mending is 12 btw and I don't think this should take more than 10 seconds.

    "-After injuring and downing a Survivor with only Knives, The Trickster will replenish 30 Knives"

    This is kinda: you have infinite knives, so definetly not this part.


    How I would change your rework:

    Smaller Changes

    -Trickster now has a Knife Capacity of 60

    -Survivors require 7 hits with Knives to fully fill their Laceration Meter and deal 1 Health State of damage


    Bigger Changes

    -Survivors will lose 1 bar of Laceration every 2 seconds

    -To start losing Laceration, a Survivor will have to to a quick action (similar to mending) which will take 10 seconds

    -Main Event now requires 33 Knives to activate but it can be held indefinitely (similar to Oni's Blood Fury)

  • @jesterkind said:

    I'd agree with that- this is a good example of it screwing over Killers, but Survivors sometimes have to deal with ridiculous totem spawns like that one brutal "round a corner in a box at the edge of the map" totem on Lery's.

    They need looking at in general.

    Problem is that it's not an issue as long you know that it can spawn there.

    That's why I have been using Detective's hunch for like hundred games to learn all possible totem spawns, now it is really rare for me not to find any hex, as long I find 1 totem, I can usually find rest, because there is kinda like pentagram pattern on most, or square on maps with guaranteed middle spawns (The Temple of Purgation for example).

    Guaranteed spawns should not be a thing...

  • If you think pallets are useless against them, then you should try to search problem in yourself.

  • I would let it reveal killer.

  • @NoOneKnowsNova said:

    Aftercare is one of those perks that isn’t horrible, but rather inconsistent and hard for it to reach it’s full potential. Personally, it needs some sort of buff, and I’m inclined to believe the majority thinks the same way, so here are four ways it could be buffed. 

    1. Give this perk more conditions to activate.

    This is probably the easiest change for the three. Give it more ways to activate. These could include;

    • Cage Saves
    • Pallet Saves
    • Flashlight Saves
    • Taking a protection hit
    • Finishing any objective with a survivor

    This would make the perk more consistent and easier to activate.

    2. Don’t lose auras on unhook.

    One problem with this perk is that its hard to get all 3 survivors auras while easy to lose them. This simple change would make this perk a lot less risky. 

    3. Survivors can pass it on.

    The short title of it might be a bit odd, but a possible buff would to make this effect be passable. If any survivor effected by aftercare heals, gets healed, unhooks or gets unhooked by a survivor who isn’t effected by aftercare at the time, said survivor who isn’t effected will obtain the effects of aftercare.

    This will make it much easier to gain all 3 auras easily.

    4. All survivors effected see each other.

    Right now, any survivor who is effected by aftercare only sees the survivor running the perk. This perk would be much more viable in solo queue if all effected survivors could see each other, rather than just the player running the perk, as solo survivors do lack information at the moment.

    I’m not suggesting all these should be added at once, that would be too much, but one of these sounds like a good idea to me. Additionally, one may be too much or not enough, but it should be a step in the right direction.

    So basically it would be snowball Bond? You don't see nothing early and must work to see others.

    That would be fine alternative and good for soloQ.

  • I might be fine with just escape / kill, but only if it was for every survivor same based on result of the game, not individual.

    That is just bad and promotes selfish playing.

  • That doesn't mean he is bad survivor tho, that just means that every other survivor seemed harder to chase.

    When you have dead squad, then "weakest" link is still way better than avarage survivor.

  • @Nomadd said:

    That's maybe how it should be, but survivors are not being treated as a group, by themselves. Killer sees them as a group, but they see themselves as four individuals, that's why this system is utterly stupid. Because it allows you to do literally nothing, not help your team and escape and your personal victory will be counted as a victory. It doesn't matter if you don't help your teammates, you escaped, kudos.

    I always look at points and that's my factor whether I won or lost. I treat the game like it's a 'match' with the Entity being a judge and giving us points. But if I had to put victory to something, I'd say the more gens you do as a team the better (with escapes being like a 'huge bonus') and hooks count towards victory, with kills being a 'huge bonus'.

    I realize this is probably not what most people would agree on, but personally, if I go and sweat my ass just to escape at any cost... it's boring after one game.

    I would be fine with just escape / kill, if survivors were treated as a team (everyone gets same), but it is really bad as individual rating.

  • @elpoh said:

    im more into make Corrupt basekit for 60 seconds.

    then the perk will increase it by another 60. (nerf from 120)

    Killers who already use Corrupt will not notice any differences, killers who want to try different builds can do it.

    If you made Corrupt basekit (even short), than you would need to add new effect to old Corrupt. It would just not be worth running Corrupt for 60 seconds that will then stop working.

  • @Snowbawlzzz said:

    And make the game darker. I honestly don't think there are any real problems that would be incurred with this change; there are a million and one anti-stealth perks, powers & addons for killers. The game currently lacks horror atmosphere because it looks like 8 in the morning.

    It wouldn't really be fair for console tho.

    I know my Nvidia filters are not going to get dark... I like to see those survivors hiding in corners.

  • @nikodemo said:

    No one can stop Nurse's chill.

    Having said that, I agree. Buffing the weak is much more dynamic, fun and interesting.

    I think it is definetly better option that trying to nerf survivors.

    With this version (if done right) everyone will be happy, killers will have chance even with weaker killers and survivors will see higher variety of killers even in high MMR.

  • @MrCalac123 said:

    How about both sides can ban 4 perks? Survivors can ban 1 each and Killer can ban 4.

    It would work for veteran players, but new players are #########.

    They talked about ranked / unraked mode in latest surveil. I would like to see some limitations in ranked mode, if it is ever created.

    Like addon / item rarity limit, maybe only one item type per survivor and this banning of perks might work too.

    It would be kinda nerfed version of tournament rules.

  • @Nathan13 said:

    I think Calm Spirit is fine the way it is. I don't run it much but does it counter infectious? I know your location still gets revealed by Doctors static blast.

    Doc will not reveal you with blast neither.

    It can be good, but it is going to be useless in most of your games.

  • @Milo said:

    Okay first off Often when I'm waiting for them to hop on, or during lunch at work i play the killer. I generally do pretty well at both. Now I generally run the perks deliverance, we're going to live forever, empathy, and prove thyself. This just sounds funny to me idk why.

    Now on to the Delivarence/unhook thing. Short answer: No.

    Long answer: The reply above me+ ^ unhook myself, dodge behind a tree just in time to block the death blow and run off to escape through the open gate or the hatch Who are you playing against? Because IF Auto Death wasn't a feature, killers would just sit there AND be careful with that. And unless you have DS or Dead Hard you will fall down. What I do recommend is doing the third main goal of the game - occupying killer's time and taking hooks for your other survivors. ESPECIALLY since you're running Delivarence.

    Yeah, after I have seen how survivors are petty and try to hide around the map, so I can't hook them, this is really bad idea.

    I really don't want to waste 60 seconds just because survivor is petty and is not going to even try to unhook.

    Like even if you have Deliverence, what will happen -> you unhook yourself -> killer downs you again -> you both will wait 60 seconds to be sure you don't have DS -> you die.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2547907#Comment_2547907

    Because this would lead to super fast matches, that would end in 2 minutes if it was that they're "allowed to open the gate at anytime"

    IF you could force an EGC after 10-15 minutes of total match time then I think it would be fine.

    Yeah, I would be fine with time limitation. After 10 minutes seems reasonable.

    But definetly not any time.

  • 1) Useless, just use Lithe if you wanna vault.

    2) Interesting, but not good enough alone imo. You would need to give it at least some basic aura reading effect.

    3) Useless again. You would get +0,3s stun duration on pallets per 40 seconds in chase. It is better to use pebble to assert some dominance after pallet stun.

    in aa Comment by Dino7281
  • @TheresAGameInYourBug said:

    https://forum.deadbydaylight.com/en/discussion/comment/2547740#Comment_2547740

    Did either of you two bother to actually, you know, READ the post or did you just read the title and immediately decide to comment on it? 🤔

    It obviously wouldn't be openable from the very start, I didn't think I had to explain that bit 🙄

    What the hell have the perks got to do with it? It doesn't matter who opens the gate, the perks are still gonna be active 🙄 if some idiots decide to UE around the map the whole match rather than do gens then they deserve everything they get anyway!

    Well, we just don't give a ######### about your reasons for it. We care more about your suggestion.

    "The killer should be allowed to open the gate at anytime to prevent the game being taken hostage!"

    I am just telling you what would happen and that it is really bad idea.

    Hostage situation is rare. It happened to me like 4 times and I have 1,5k hours.

  • @anarchy753 said:

    Sure, but in return I get to ban Nea.

    Wait, why? Entity is on our side...

  • So about Calm Spirit, to make it valid, there would actually need to be buff to crows. Because noone is using Spies from the Shadows and crows are not really that big issue imo. It sometimes get away your position, if killer pays attention to it, but still rare anyway.

    Otherwise I would remove woodland part and maybe try to find new secondary effect along with scream prevention.

    The effect that you don't screem is little weird to be honest to look at that survivor, but it is not really bad. It is very situational.

    What about work more on that woodland creatures part and you get notification, if killer scares a crow? That would be cool.

    Problem is that killers can't really prevent it, so it would have to be really limited probably by both range and cool-down.

    What about max 36 m range (Spine chill) with like 30 second cool-down?

  • Yeah, I am moron. My bad :D Just seen spirit and was like: ah ######### here we go again.

  • Just play Jeff, close enough.

    and you are really optimistic with 1% chance, my guess would be something like 0%..

    in aa Comment by Dino7281
  • Ehm, never?

    As I know she is fine now as long they don't add that dust thing.

  • @TheresAGameInYourBug said:

    The killer should be allowed to open the gate at anytime to prevent the game being taken hostage! I must be the unluckiest person in the world as I had three games yesterday where the survivors weren't doing ANYTHING!

    The first game was all against PC players as they had weird symbols as their names, all changed characters to Claudettes at the last second so obviously all together as well. Not one gen even touched after 10 minutes so I just put the controller down and went on my phone. 10-15 minutes later, STILL no gens done or even started! Went to grab some food, came back 20 mins later, still nothing! No missed skill checks, no crows, nothing! I DCed from that one and of course I get hit with a 5 minute timeout!

    Played another game later on, last two survivors weren't doing anything! After putting my controller down for 30 minutes, still nothing had been done. Another game I had to DC from and get another 5 minute timeout!

    Got into another game a few hours later. Killed one of them and the others just hid somewhere on the map. Put my controller down, changed the channel and watched an entire 50 minute episode of a TV show. Went back on thinking they'd have got bored by now... NOPE! Not a single gen done! Gave up and DCed... 15 minute timeout!

    It's completely unfair that I get punished for being forced to DC when someone takes the game hostage! The killer should be allowed to force the EGC at any point so they can actually just get out of the game and get into another one!

    It's completely one sided! If a killer isn't doing anything, survivors can do gens and leave. If the survivors aren't doing anything and are hiding so the killer can't find them, then the killer can't do s**t!

    Unless you've taken Whispers or are playing as The Doctor, you are pretty much screwed if they decide to hide the whole match!

    How to lose MMR fast in few steps:

    get into the game

    walk towards gate

    open the gate

    wait

    repeat


    So much fun...

  • @DelsKibara said:

    Remove the i-Frames, gives the perk more distance and it will be a fine exhaustion perk to use.

    The issue with Dead Hard is the invincibility it gives you. It's already strong to use for distance, the fact you can dodge projectiles and swings with it is a bit much.

    I'm saying this as someone who avidly uses Dead Hard in their survivor games.

    Yeah, then I would change you can use it healthy too...

  • I don't think Dead hard is an issue, it is strong perk but it should work only to get distance for window / pallet, if you miss attack on open, then it is your fault.

    Unless you are Nurse / Blight, it is kinda OP against them, but they are both top 3 killers, so that's fair I guess.

  • @FaceCampinBuba said:

    Dead hard is trash.

    I am not sure it is Dead Hard, or the user here...

  • Since release of Lethal Pursuer it was clear that spawns are main problem and not gen speed.

    I would make it survivors have to spawn at least on same side, or just together -> killer one side and survivors opposite side.

    Then I would move spawn offerings to survivors, so they option to tryhard with spawns, but killer at least know about it and try to play arount that.

    Right now you just don't know, if you can commit or you need to switch targets to prevent gens.

    Games are already random enough.

  • I already have my mighty pebble.

    But I would like to buff it with change on just cool-down. It's annoying playing against killers without TR.

  • I have epilepsy and I really hate that police car on Haddonfield and just overall lights near gens on indoor maps.

    I just always have to find least annoying camera angle, which sucks against stealthy killers.

  • I want pirate flag...

  • @Crowman said:

    Tinkerer can be countered by splitting up on gens since even the most mobile killers can't stop 3 separate gens at the same time.

    Also I don't get this desire to make a killer perk work only once per a gen. A killer has to regress a gen below the threshold in order to get value from the perk again and pretty much every regression perk rewards the killer with doing their job.

    Yeah, except Ruin, that punishes survivors for not doing their job instead.

  • @Seraphor said:

    Maybe one proc per gen, so Ruin doesn't hive any additional mileage. Maximum 5 times per game. But still at 70%.

    Damn that would be useless...

  • I would fine with different games like WoW type, but I would go crazy with 14 hours dbd each day...

  • Then I would do it again next day, if I really don't want to do it.

  • He is just eager to wait 10 minutes in queue for next game.

  • @Mandy said:

    I don't really see the issue at all with NOED - first of all it can be removed from the game before it's even active and secondly, the killer is down to 3 perks throughout the entire match. I'd also refute that it's used on less skilled killers, i see it used a lot on low mobility killers, which I think is perfectly understandable as those are the ones that are likely to reach endgame more.

    BHVR should hire you into balancing team imo.

  • @freak_115 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2545886#Comment_2545886

    NOT BEING FORCED YOU SAID.... yeah lol.... I'm being forced! give me my killer rituals so that I don't have to care about survivors being ######### useless while they're Red or gold ranks!!!

    You have option to recycle. When I don't have challenge I want, then I just keep changing it.

  • @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/2545770#Comment_2545770

    Haven’t tried him yet as I’m on console, but I’m not a huge fan of his nerfs.

    As for Pin Head, I like him after consistently being able to find his box.

    Lethal Pursuer?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2545722#Comment_2545722

    Alchemist's Ring? Because it takes away most of his counterplay lmfao??

    If you're in a spot where you get hit, okay, that's great. He now has to recover his charges leaving you time to get distance, put more obstacles in the way, and make the Blight either catch up on foot for the 20 head slam combo, or use bump logic to down you while you can use trees and rocks.

    Until they've got Alchemist's Ring, and immidiately dash after you and kill you. Very balanced.

    I agree Alchemist's Ring is little too good, but speed addons are fine imo.

  • @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/2545714#Comment_2545714

    I think its been awhile since a killer wasnt fun to play as, probably Twins imo.

    It was about Deathslinger nerfs, too clumsy and I hate doing cheap zoning.

    and I really hate Pin Head, but that is mainly because I really don't like RNG killers in general.

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