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Dreamnomad

Dreamnomad

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Dreamnomad
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  • DC penalties should remain. They are pretty generous in terms of the penalties. You really have to abuse the system to get a substantial punishment. Bugs that force players to disconnect are pretty rare. Like even the bugs that lock you in a certain position don't require DC. Eventually the end game collapse will fix your problem =p If the killer is locked eventually the survivors will escape and the game will end. The only time it is truly an issue that would require someone disconnecting is if 2 survivors are locked in game geometry and the killer can't kill or pick up either player.

    Slightly off topic but one thing they could do that might make DC penalties unnecessary is if they introduce bots that take over for players that disconnect. As long as they aren't brain dead bots that don't actually do anything. If they work gens, unhook players and run away from the killer without wasting too many pallets is all I ask. I don't really care how bad the killer bot might be. As long as the survivors can finish their match.

  • No. Hag in particular needs to have counterplay to her traps. Crawling around the map isn't enough. It's not like a survivor being actively chased can burn her traps. Flashlight batteries have their limits and if the hag bothers hiding the traps in vegetation or shadows it can be very difficult to spot them anyway.

  • This isn't exactly news. There are a lot of maps that haven't been reworked yet. But it is disingenuous on your part to make it seem like a calamity worthy of not supporting the game. You should be thanking players who do support the game or it would have died off long ago instead of being petty about a bad totem spawn point. They know totem spawn points are an issue and have steadily been making improvements. Most of the newer maps have ridiculously good totem hide spots. Even with small game they can be difficult to find.

  • I feel like I've seen this thread before. Anyway, for killer I would go with: NOED, Iron Grasp, Sloppy Butcher, and Deerstalker. For survivor I would go with: Kindred, Small Game, Spine Chill, We'll Make It.

  • @thesuicidefox said:

    I hate hackers but this is legit funny. Dude puts himself on the hook to deny a hook that is hilarious.

    It is pretty funny and creative... the first time you come across it. If this got to be a regular thing it would break the game.

  • @Slendy4321 said:

    https://forum.deadbydaylight.com/en/discussion/198027/most-blatant-hacker-ever

    I had this Nea who was hacking and she had unlimited sprint burst and I was playing survivor. She finished 2 gens in like a minute then she was hooking and unhooking herself constantly. Their name was Tunnel Me Myers unfortunately I was playing on Ps4. So I wasn't able to grab their steam account or account at all but I made sure to make a ticket and submitted it to the devs hopefully the deathslinger I was playing with did the same thing. But it was surprising I've never played with a hacker before

    Crossplay hasn't been out all that long. Amazing how you could play without a single hacker for years on PS4 and when crossplay comes out you start seeing them.

  • Just get a friend and take all the screenshots you want in KYF matches. You can even choose the map and location on the map to get a nice screenshot that way.

  • @KingFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675478#Comment_1675478

    Yeah, many of those killer perks need some buffs. Retribution and Thrill of the Hunt are pretty much useless now that Undying is here. The one person who used Monstrous Shrine was an Iri Head Huntress with Infantry belt. Stridor is pretty good though, especially on Spirit.

    Yeah, Stridor servers a purpose I suppose. I've used Nemesis and Furtive Chase in conjunction with Make Your Choice and that can be kind of fun or if you have a challenge to hook or kill your obsession then they serve a purpose. The point I was really getting at is that the perks that are never played or incredibly rarely played are that way for a reason. Experiments like this just serve the purpose of pointing those things out.

  • I agree in principle. There are times where it does make sense though. If the killer is hard camping then it's better for the team to just work gens. If I'm across map and the killer has Hex: Ruin and I have significant progress on a gen that I'm working on then I'm finishing that gen. I'm not going to risk running across the map to only have another survivor do the unhook before I get there and lose all progress on my gen. That doesn't help anyone. If there are only 2 survivors left and multiple gens need complete and I've located the hatch then I might let the other survivor die so I can get the hatch. I would sacrifice myself if I was hooked and the situation was reversed. That last example really does have a lot of influencing factors though. If I'm working on a challenge that requires escaping or unhooking survivors or how that other player behaved the whole game or how the killer has behaved the whole game. All I'm saying is that there are circumstances that make it not a simple decision.

  • He's not broken. I don't think he needs changed at all.

  • BBQ. I refuse to work for half wages.

    • Cruel Limits - 0.00%
    • Dead Man's Switch - 0.00%
    • Furtive Chase - 0.00%
    • Hex: Blood Favor - 0.00%
    • Hex: Huntress Lullaby - 0.00%
    • Hex: Retribution - 0.00%
    • Hex: Thrill of the Hunt - 0.00%
    • Mindbreaker - 0.00%
    • Nemesis - 0.00%
    • Stridor - 0.00%
    • Territorial Imperative - 0.00%
    • Unnerving Presence - 0.00%
    • Zanshin Tactics - 0.00%

    This right here is the list of killer perks that need worked on obviously. I'm going to add Monstrous Shrine to the list too and ask the question "what dummy used that perk?".

  • @HEX_MalusGrey said:

    Basic chance is 4% but tremendously increases when all other survivors are either dead or slugged. Not 100% sure but i think there are more conditions. So when you have not been hoked til the end of the game and no rescue, chances are good that you can escape.

    Nothing wrong about that. This mechanic is not explained anywhere, but it's a thing.

    This is an urban legend. It probably seems true because players are more likely to attempt a Kobe unhook if no one is able to attempt an unhook (IE 2 players dead and you are hooked while last unhooked survivor is being chased by killer. You might as well take your chances). If you are hooked and 3 players are available to unhook then why would you even try a Kobe? That just means you'll go into struggle phase sooner before someone even has a chance to get to you.

  • Kobe unhooks are exceptionally rare. They aren't lying to you about the 4%. If you seem to be seeing it happen more often, it doesn't really prove anything. For one thing there is a bias to look at. You will take notice of a rare event much more than a normal one. So those memories are more prominent. For another thing unless you witness it happen or it is literally the only possible explanation (IE only 2 survivors left alive, one hooked and one slugged) then it's possible you are attributing kobe escapes to just normal unhooks. Either way, this is really a problem that is just exaggerated in your mind vs a real problem.

  • I absolutely agree that I would take a bot over a disconnected survivor. Honestly, half the time I would prefer a bot over a real player. With all that said, I'm not convinced of your reasoning for why there shouldn't be disconnect penalties. Streamers aren't a protected citizen class. There shouldn't be special rules or game changes for them.

  • @UMCorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/1670132#Comment_1670132

    From the Survivor perspective, I don't really see how this makes the game less fun - it just changes it. If someone wants to slug, they are trading a ton of BPs and making it effectively easier to pick people back up in hopes that they can just get 4 down at once.

    If they down someone and camp, you just do gens.

    If they down someone and roam, you just pick them up really easily... and they have no consequence.

    I've honestly only remember losing to one fanatic slugger before (I don't run into them often), but the game took about as long as a late game win or loss would, and I got a ton of BP. I don't really see the problem.

    Okay, well allow me to enlighten you. It takes 4 minutes to bleed out. That is 4 minutes of earning 0 bloodpoints or doing anything meaningful. It takes far less to die on a hook and if you aren't enjoying the game experience then you always have the option to sacrifice yourself and move onto the next game with no disconnection penalty or loss of bloodpoints. There. Lesson over.

  • If you feel the need to ask this question then you already know the answer. Now are you wrong to do it? No. You aren't breaking any rules. But you clearly know that you are ruining the gaming experience of other players which is the very definition of toxic. This is the kind of thing that pushes players away from the game. So if your goal is to kill off the playerbase of DBD then keep it up.

  • If you haven't figured the game out in 600 hours then I'm not sure what to tell you.

  • You really just don't see an issue with ranged one shot attacks huh?

  • Musical Hooks: Hook the obsession. If the first survivor you run into doesn't happen to be the obsession then eat a pallet. Then play musical hooks with survivors as the unhooker becomes the obsession and gets exposed.

    1. Nemesis
    2. Furtive Chase
    3. Make Your Choice


    Potato Sack Race: Goal is to see how many times you can knock down survivors while carrying a survivor.

    1. Agitation
    2. Iron Grasp
    3. Mad Grit
    4. Last perk is your pick but I'd go with something that gives exposed.
  • The real question is if you are expected to buy the game and all it's add ons and start from scratch. If there is cross progression that would be amazing. I just don't think I have it in me to start from nothing. This game is such a grind....

  • With certain killers/maps it can absolutely be oppressive. Doctor on any indoor map for instance. Have fun with that survivors. Btw, that is exactly what I did when working through the iridescent challenge. Played Doctor, used Ruin & Undying, then used map offering for Lery's. I played against some fairly good survivors too and it was just impossible for them. No way they could cleanse the totems or work gens in a meaningful way until half their team was dead. I did it like 3-4 times in a row. I don't think I lost ruin once, all survivors died, and no more than 3 gens got done in a match.

  • I usually just wear the newest outfit I've acquired.

  • Welcome to the forums. You are correct that it is far easier to earn bloodpoints as a killer. I've always felt that WGLF shouldn't be tied to unhooks or protection hits. It should be tied to generators. You know the thing that survivors do to escape? The bonus should be 20% bloodpoints for each generator finished with a cap of 5 tokens. That is the fairest way to do it. I actually think that both BBQ and WGLF should have the bloodpoint bonuses stripped off the perks and they should be added to the base game. Call it "Entity's Favor" or something. No one should have to work for half bloodpoints. Especially players just starting out. The grind is already insane.

  • When you said doors in the title, I was thinking you meant breakable walls. But yes, the end game collapse and exit gate situation is heavily favored to the killer. If the exit gates are can be patrolled within 10 seconds by the killer then it's virtually impossible for the survivor to escape from the exit gate. The typical argument made is that if you as a survivor failed to finish gens or get to the hatch first then you deserve to die. There is some logic to the argument. But is completely possible to be put in that position through no fault of your own with terrible team mates. I still think there should be some chance to escape.

  • Don't make excuses for the devs. They are perfectly capable of doing that for themselves.

  • @Orion said:

    You guys do know you don't have to do the rifts, right?

    You do know that you don't have to comment in every thread right? Especially when you don't have anything to say. Obviously everyone is aware that we aren't being forced to do rifts.

  • Med kits are fine. Healing was substantially nerfed already if you didn't forget. Besides, killers have numerous options to deal with med kits.

  • @Caeden11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/172034#Comment_172034

    Grugnag is the possible lore name for The Caveman, and he was chasing a Blight-Infected wooly mammoth, believing that it would give magical powers to the consumer.

    Lol, I posted this forever and a day ago. Thanks for the feedback. I think the idea still holds up pretty well.

  • Nothing can or should be done to punish suicide on hook. But I do think there should be a mechanic to reward survivors for sticking around. You know.. a carrot instead of a stick.

  • #1- Introduce Alternate game modes. I would make them so they were only available on weekends when there are more active players so the queue times don't get messed up and after a pool of them are built up the more popular ones would go on rotation.

    @Dreamnomad said:

    Every other weekend, there should be an alternate game mode made available. Once the game mode has been released, it should be permanently available in custom games. There are virtually an infinite number of options available (and I'd love to hear everyone's ideas) but here are a few I've come up with:

    Specific Killer VS Specific Survivor using only their perks at rank 3. For example, The Shape vs Laurie, The Clown vs Kate, or The Pig vs Detective Tapp.

    Super Speed: Both killer and survivor have 30% increased runspeed.

    Darkest Night:The map is pitch black. Survivors all have flashlights that are permanently in the "on" position. The killer has night vision up to 15 feet.

    2 killers vs 6 suvivors

    Random 12: Both killer and survivors all have 12 random rank 3 perks.

    Back to Basics: No perks, items, or add ons.

    Casual Mode: All perks are reduced to rank 1. Items and add ons are restricted to common or uncommon. Offerings are restricted to ones that can increase bloodpoint gain.

    Fog of War: Massively reduced information available to both killers and survivors. Killers do not have a terror radius. Survivors do not make scratch marks. All auras are disabled. Killer can't see unfinished generator auras or active hex totem auras or hooked survivors. Survivors can't see slugged or hooked survivors. All perks for both killer and survivor that enable auras have the aura reading components disabled.

    Entity's Eyes: Strange wards appear throughout the map. Anyone (killer or survivor) that passes within 10 meters of a ward will have their aura revealed to everyone on the map. The wards periodically change location.

    Treasure Hunt: No generators on the map. Lots of locked chests are around the map which the killer can see as auras. Survivors must pick the lock requiring skill checks before opening. Most of the chests give survivors a bloodpoint bonus for opening. One chest per map will have a 25,000 bloodpoint bonus. Exit gates are powered after 10 minute timer and chests can't be unlocked after that timer.

    Shopping Spree: Survivors are restricted from bringing items into the match and there are no chests to loot. However, there are 2 zombie vendors that spawn in the match. As survivors and killers perform actions that earn bloodpoints, they also earn another form of currency. They can go to the zombie vendors to purchase items and add ons of their choice. Killers can purchase temporary bonus buffs such as 60 seconds 5% movement increase, 40 seconds survivors have exposed status, etc.

    Totally Random: All Perks, Items, Add Ons, and Offerings are randomly chosen. Perks are chosen from all possible perks and are at rank 3 (regardless whether the player has unlocked the perk or what rank the player's perks are currently at). Items, Add Ons, and Offerings are chosen from all possible options minus event specific offerings. These Items, Add Ons, and Offerings do not consume the player's resources. They are provided by the entity.

    Infection:8 players join a lobby. When the match starts, one is randomly selected to be a random killer with no perks or add ons. The remaining 7 are survivors with no perks or items. There are no hooks on the map, but the killer can Mori survivors in the dying state. Once a survivor is killed they will respawn as a random killer with no perks or add ons. Killers that successfully Mori a survivor earn 1,000 BP. The longer a survivor lives, the larger the bloodpoint bonus at the end.
    First Survivor Killed earns 2500 BP
    Second Survivor Killed earns 3000 BP
    Third Survivor Killed earns 5000 BP
    Fourth Survivor Killed earns 7000 BP
    Fifth Survivor Killed earns 10,000 BP
    Sixth Survivor Killed earns 15,000 BP
    Last Survivor Killed earns 20,000 BP
    Randomly Selected Killer earns 10,000 BP
    Survivors can work on generators, but it takes completion of all 7 generators to power the exit gate. Any survivors that actually escape via the exit gate earn the standard 5,000 BP. Survivors aren't realistically going to escape, nor is it really the goal. The real goal is to be the last survivor alive.

    3 Life Survivors: Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. While the survivor is in the ghost world they can not interact with any objects other than ones that can be vaulted. The world appears black and white and the survivor can not see or touch the other players. They can, however, move at 85% normal move speed to explore the map to find the locations of generators, chests, and totems (though ghost players can not tell the difference between active and inactive totems). The survivor will also earn some bloodpoints for distance traveled in the ghost world.
    After the timer is up the survivor will appear on a random hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. In fact, the hook that the survivor is on will appear broken to the killer. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 4 seconds. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins. Survivors hooked in the basement are sent to the ghost world for an additional 30 seconds. Perk Slippery Meat is locked in this game mode (since it wouldn't really do anything).


    #2- Address the bloodpoint grind. There is a lot to say about this and I have a lot of ideas.

    @Dreamnomad said:

    The game has been out for a while and with each new killer and survivor added, the grind increases. As of the time of this posting there are 59 survivor perks and 54 killer perks. Assuming an average of 50,000 bloodpoints per web on average (pretty close to reality), that is 8,850,000 bloodpoints for survivors and 8,100,000 bloodpoints for killers to get all perks to rank 3 per character. This isn't factoring in prestiging at all. So if you wanted all 14 killers to have all their perks at rank 3 that is 113,400,000 bloodpoints. Again, no factoring in prestiging. You can add another roughly 4 million bloodpoints per character for prestige 3.

    That is pretty insane if we are being honest with ourselves. Once you've reached that peak, it isn't outrageous to maintain. Going back and doing 9 bloodwebs per character and grinding out the new characters before the next new ones are released is doable. But god forbid you are new to the game or have something resembling a life. At some point for the long term health of the game these issues will need to be addressed. Here are a few suggestions.

    NEW PLAYERS:

    This is the population that has it the worst. They are in for one helluva grind just to get things going. That is why I recommend that new players start with all characters they have access to be at level 15 with the corresponding amount of perks, add ons, and offerings that amount of bloodwebs would offer. They should also start the game with 1,000,000 bloodpoints in the bank. With the free 15 levels and million bloodpoints that would be enough to get one character close to level 50. This would make entry into the game more bearable.

    I've considered the idea of a 3 to 7 day bloodpoint boost for new players, but I think that will potentially backfire when they suddenly start getting half as many bloodpoints and don't really understand why. New players should also get a prompt advising them to spend at least 100,000 bloodpoints when they first log in so they don't waste earned bloodpoints from their first couple of matches.

    RETURNING PLAYERS:

    If a player hasn't logged in for at least 2 weeks, they should get a 250,000 welcome back bloodpoint bonus. If by chance this bonus would put them over the cap, they should still get the bonus but be advised to spend bloodpoints before any new bloodpoints can be earned. We want to encourage players to return.

    PRESTIGE SYSTEM:

    I believe that characters should start with their teachable perks at whatever rank they are prestiged at. So for example, if I prestiged up Legion to prestige 3, they would have Discordance, Mad Grit, and Iron Maiden at perk rank 3. I also believe that each time a character prestiged up they should get to keep one non-teachable perk they've unlocked per prestige rank. So using our Legion example again, lets say I get Bloodhound to rank 2 when I'm at level 50 and I really like the way that perk interacts with Legion so when I get prestige 1 I decide to keep Bloodhound.

    When I reach prestige 1 level 50 I manage to get Bloodhound to perk rank 3 and lucky me, I got BBQ to rank 2. When I get prestige 2 I decide to keep both of those perks. I would now also have all of my teachable perks at rank 2. So I continue the grind with Legion and get to Prestige 2 level 50. I now have Bloodhound rank 3, BBQ rank 3, and I found I really like the way Monitor & Abuse work with Legion so I decide to keep all 3 of those perks when I get prestige 3. I also have Legions teachables at rank 3.

    One other thing I would like to see related to the Prestige system is a bloodpoint transfusion system. Once a character reaches level 50 I think they should be able to pay an bloodpoint exchange cost for items and add ons. So for example, if I wanted to exchange one add on for a different one of the same rarity of my choice it would cost me 100% of the cost. So I could pay 3,000 bloodpoints to exchange say Chainsaw File for Spark Plug or 4,000 bloodpoints to exchange Long Guide Bar for Primer Bulb. Players that prestige would get a discount to this cost. Nothing insane, like 10 to 15 percent per prestige rank.

    ADDRESS SURVIVOR VS KILLER BLOODPOINT GAIN DISPARITY:

    I realize that some of this will be considered controversial. I'm asking everyone to look at the big picture issue here. It is no secret that survivors gain far less bloodpoints than killers. This is by any given metric too. Bloodpoints per game, bloodpoints over a given period of time, bloodpoint bonuses, etc. Considering that 80% of the population in a given game is survivors, playing as a survivor needs to be made more attractive. Especially in terms of bloodpoints earned.

    We're Gonna Live Forever. This perk is far inferior to the killer's BBQ perk. Forget the secondary function. Let's just focus on the bloodpoint bonus aspect. Killers gain a token for each different survivor they hook, at rank 3 this amounts to 100% bloodpoint bonus for hooking all 4 survivors. Considering that this is the primary goal of the killer, it is relatively easy to achieve. We're Gonna Live Forever (WGLF from here on) isn't like that at all. WGLF gains tokens for unhooking and taking a hit for a nearby injured survivor. Neither of those things are the primary mission of survivors. As such, gaining the tokens is somewhat random.

    WGLF should be tied to survivors primary objective. Finishing generators. Survivors should gain 1 token for each generator completed and gain 10/15/20 % bonus for each token gained. If survivors finish all 5 generators, at rank 3 that is 100% bloodpoint bonus. This alone would go a long way to fixing the bloodpoint disparity. Killers, you should really get behind this since it would encourage survivors to run a perk that doesn't increase their survivability. That is one less slot for Self Care, Decisive Strike, Sprint Burst, Adrenaline, etc.

    Survivors should also have their bloodpoint category limit addressed. Survivors gain bloodpoints for a variety of different activities, but can't earn more than 8,000 bloodpoints per category. This makes reaching the bloodpoint cap particularly difficult for survivors. For instance, if a survivor is being chased by the killer all game they will only earn 8,000 bloodpoints for the chase category and maybe 5,000 if they survive. That player may have done the most to help his/her team survive but was never even given an opportunity to work on generators or help other survivors.

    Likewise, maybe a team has 3 players who are playing musical chairs on the hooks, but one survivor is diligently working on generators the whole game. That player who finished 4 generators by him/herself obviously contributed greatly to their teams survival, but again is capped at 8,000 for working on the generators and maybe 5,000 for surviving. What I propose is that after reaching the 8,000 bloodpoint limit per category that 50% of future bloodpoints earned in the same category go into a general pool. This general pool will never exceed what a survivor could earn if they had max bloodpoints in all categories (32,000).

    One other thing that should be addressed for survivors is the risk factor. Survivors assume 100% of the risk in this game, but are given far less rewards than their risk warrants. For this reason, I think survivors should gain a 2,000 bloodpoint bonus just for playing a survivor that is independent of any bloodpoint category.

    THE END GAME:

    One last thing I would like to address is rank 1 play. There should be a reward for all this effort. Once a player gets to rank 1, there is currently nothing. What I recommend is that when players earn pips at rank 1, they gain 10,000 bonus bloodpoints per pip earned. This would encourage players to get to rank 1 and care about the results while also helping with the bloodpoint grind issue.

    TEACHABLE PERKS

    What I would like to see done is make it so when you have all 3 teachable perks unlocked on a character, you have the ability to toggle one of them locked. For example, if I have Predator, Bloodhound, and Shadowborn unlocked on the wraith I would be able to turn off Shadowborn and have that perk not show up as a perk option on the bloodweb. This obviously wouldn't effect active bloodwebs. I feel like the current system punishes long term for decisions that were made without full knowledge of how the game works. This would help players get the perks they actually care about sooner and make the grind less awful.

    #3- Increase killer map mobility.

    @Dreamnomad said:

    I'm not referring to mobility in a chase. I'm talking about the killers ability to cover large distances in the map. I think it's about time to start addressing this issue. I think each killer should have some way to cross large distances quickly. It would be preferable for each killer to have a unique method. Some examples might be:

    Plague- melts into a puddle of vomit over 4 seconds. While in puddle form can move at an accelerated rate with full movement control. Doesn't give off terror radius in this form, but can not see survivors either. Reforms in 4 seconds.

    Clown- summons a hot air balloon and grabs onto a hanging rope. killer sees a map of the zone as he's lifted off and chooses a location to be lowered to. Can not be used indoors.

    Ghost Face and Pig- Ghost Face and Pig can enter a locker and see the aura of all lockers. They can then choose one to teleport to and exit. 30 second cool down. Activated by using the alternate action button at a locker.

    Wraith and Spirit- Rips open a tear in the fabric of reality and enters (4 seconds). Travels rapidly around the map, but can not see any sign of survivors nor can the survivors see any sign of Wraith or Spirit. Wraith or Spirit can choose a location to rip open another tear to re-enter reality. Doing so takes 4 seconds and generates both light and noise.

    Nurse- Can perform a "super blink" using the alternate action button. Doing so she can see her destination point, but when she lands she can not attack and is blinded and stunned for 3 seconds with her vision and mobility returning over 2 seconds. 45 second cooldown

    Doctor- body becomes a ball of electricity over 4 seconds. While in electric form can move at an accelerated rate with full movement control. Doesn't give off terror radius in this form, but can not see survivors either. Reforms in 4 seconds.

    Trapper, Shape, Huntress, Cannibal, and Legion- Running charge similar to Hillbilly, but with larger control and no stun when bumping into objects. 4 second stun at the end of the charge and can not perform an attack.


  • Had to google NGL. For anyone else who hasn't seen it before it stands for "not gonna lie". Which when you think about it has the exact same amount of meaning as just not saying it at all. If you just erase those 3 letters from the topic absolutely no meaning is lost. Why even use it?

  • Can you imagine spending like a year of your life working your butt off to fix the coding in this game and then BVHR tears it to shreds with their first patch? It's like trying to build the Empire State building while King Kong is still smashing it...

  • For anyone wondering why unbreakable isn't used more often I propose the following challenge. Play 20 games with unbreakable. Then keep track of how many of those games you were actually able to use unbreakable. I would bet money that it would be under 1 in 4 games. A perk that has no value in 75% or more games isn't a great perk. With that said, there are those very rare games where the entire survivor team gets slugged and the one survivor with unbreakable pulls off a miracle team rescue. In that specific game unbreakable is the greatest perk in existence. Those are pretty epic moments that would never happen if someone on your team didn't run it. But I have a hard justifying its use personally. But I wholeheartedly endorse other players using it =p

  • They should create a purple offering with 125% bonus for all players and an iridescent offering with a 150% bonus for all players.

  • @Bard said:

    So we're taking a killer whose only strengths are his ability to stop loops and ignore DS...

    ....and removing his ability to stop loops and to ignore DS...

    ...genius.

    Absolutely no one from BVHR has said any of this. This is all purely speculation. The only thing they said is that there would be some changes. That doesn't even necessarily mean nerfs.

  • It makes me sad to read this post. Kid was having a blast on his nintendo playing against other kids on their nintendos. Now he's forced into the deep toxic end of the pool without his consent. Feels bad man. I'd like to tell you it gets better but I'm not entirely convinced it does.

  • @TheClownIsKing said:

    Now that I’ve started to get some valid use out of Blood Favour, whereby I can say chases were successfully ended because a pallet was blocked, here are some thoughts on the perk, and WHY it’s good that it’s a Hex.

    It’s been said a lot that because of it’s cool down, it’s too weak to be a Hex. I beg to differ. From the survivor perspective if this perk were NOT a hex, so if they’re having to deal with their primary form of defence being blocked up to every 40 seconds all match long, i’d predict it would result in a huge increase in survivor DC’s, especially if it were paired with Spirit Fury & Bamboozle. Having it as a Hex gives the survivors hope that they can get rid of the ability.

    Which brings me to one of the other great things about this perk, and why it’s best pairing it with Undying: Loads of wasted time. If Blood Favour were a standard perk, you would not get the benefit of a little extra stall occurring in the game. In the case of it being paired with Undying, then a LOT of extra stall in the survivors attempts to desperately rid the match of Blood Favour so that chases aren’t so dangerous. The killer gets the benefit of survivors wasting time finding Hexes, yet will still (mostly) get significant use out of Blood Favour for most of the trial.

    Your argument has failed to convince me. You maybe able to fool yourself into believing it's a good perk but it doesn't look like you'll convince many others. But if you like it in it's current state then keep using it.

  • @ZCerebrate said:

    Hillbilly's base Chainsaw is 230% after a 2.5s charge and 10.71 seconds before overheating. Must cooldown for 15.1 seconds to start it again.

    Blight has no charge other than hitting something to start his 230% movement speed and a .5 second bump every 3 seconds to maintain that speed. By default he has a maximum of 15 seconds of run time if he is bumping at perfectly spaced objects every 3 seconds. He will cooldown for 10 seconds before being able to do it again.

    After charging enough blood, Oni charges Demon Dash for 1s then begins moving at 195.5% for the other 59s of base duration Blood Fury.

    Legion moves at 130% during Frenzy for 10s - has free movement in any direction and can vault windows + pallets

    --------------------

    Depending on the nature of the race in terms of powers being available, without-addons, without obstacles on a map without limits... the Oni will win the distance race. Hillbilly will beat Blight if the shorty isn't given perfect conditions in which case they tie. In obstacle races - depending on the number of vaults among other things... Legion has a shot.

    I just wanted to say this is a really well thought out articulate answer. Which is kind of rare on these forums. Good job sir.

  • Here's a newsflash for everyone in this thread. The entire term "gen rush" is made up. You won't find it in the dictionary anywhere. It's player jargon. The great thing about player jargon... or any jargon really. Is that the users define the words themselves. So there really aren't any 'wrong' ways to use jargon. But it is the case of majority wins.

  • @adsads123123123123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611608#Comment_1611608

    The usefulness of crows are really map dependant. Spies from the Shadow would be a top tier perk if crows were useful on most maps but they aren't, so no one uses this perk.

    https://forum.deadbydaylight.com/en/discussion/comment/1611587#Comment_1611587

    It was useful but it requires you to memmorize the map layout of every map and there's 35 maps in this game. Also, there is still RNG to it.

    https://forum.deadbydaylight.com/en/discussion/comment/1611612#Comment_1611612

    Ah typical survivor main response. Even if survivors had a perk that read, "win the game", and a killer complained, you would probably say the same thing.

    If you knew me at all then you wouldn't be calling me a survivor main. I play survivor enough to get the challenges done. But I rarely play survivor because I want to. I mocked you because you are requesting a ridiculous amount of hand holding. Your job as killer is to find and kill survivors. The game shouldn't just point you to the nearest survivor when the game starts for crying out loud. Now if your argument was that there should be a penalty for generator progress until either a set period of time or the first survivor is chased then maybe I could get behind that.

  • Glad you are having fun. I still wouldn't want you on my survivor team. No Mither is a sin no amount of healing other survivors makes up for.

  • Rather than having Blight buffed this thread is just going to get nurse and spirit nerfed. You know that right?

  • Should the game just start with a random survivor hooked for you too?

  • My suggestion would be to remove it altogether. But at the very least you can disable cross play. Which I would recommend. The queue times are about the same anyway. But since they went through all the effort of enabling crossplay it is likely here to stay. I rarely play crossplay but one thing I'd like to see is which platform players from other systems are using next to the globe icon. I would also like the ability to customize which platforms I'd be willing to play with. I wouldn't mind crossplay if I could just exclude PC from my game searches.

  • Undying, Ruin, and Thrill of the Hunt. Enjoy cleansing those totems suckers. For extra misery, play Doctor. They might have just broken the game.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/190011/undying-needs-to-be-nerfed

    Ah yes, devour hope, the perk that needs 3 stacks to do anything of value and loses all stacks when cleansed. There are 12 possible hooks in a game, and 4 of them are fatal, leaving you with 8. This means you'll be able to build up your devour twice in a single game, once to exposed and once to mori.

    How incredibly op. /s

    It's not as simple as all that now is it? If it would be cleansed at the start of the game with 1 or fewer tokens on it then by all rights the perk should be gone. High risk, high reward right? Now it's more like low/moderate risk to high reward. Ruin is the real problem though. If that perk lasts the whole game it is near impossible for survivors. Some of these maps hide totems really well too. Even with small game it can be difficult to track down totems.

  • I think it represents Saw as well as possible within the games constraints. I agree that if a company were to develop a "Saw" only video game it should be something completely different.

  • It's a nice add on. I do agree that there should be at least one playable common add on for each killer.

  • First of all, welcome to the forums. As far as the build goes it doesn't really matter what anyone else thinks of it. You are the one playing. If it seems good then go for it. If it turns out lacking then make changes as you see fit. Personally, I really like running small game and inner strength together. It's a rare game that I can't heal myself when using them plus I have the added benefit of denying the killer NOED while gaining good bloodpoints. But that is purely my preference. Play how you want and ignore anyone that tells you differently. That's the kind of game DBD is.

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