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Dreamnomad

Dreamnomad

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Dreamnomad
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  • The perks are interesting. Perhaps not very balanced though. Imagine working on a generator at the start of the game, you hear the killers terror radius so you creep away. Killer kicks your gen and you scream and give away your position. You as a player made no mistakes at all and now the killer likely gets a free hit. It basically turns all killers into The Doctor. Infectious Fright at least has a higher bar to meet. Chasing and downing a survivor is a lot harder than kicking a gen.

    High Stakes, while it isn't especially overpowered it does strongly encourage camping which is bad game design. "The Rewards" is a win-more perk. If you are killing survivors without the benefit of the perk then you don't need it and if you could use the benefits then you probably won't be triggering the bonuses in the first place. Also, those numbers are messed up. I don't know if you know how much of a boost 7-10% is on a killer but that is broken. This also encourages camping since it is the kills that matter.

    Morbid Curiosity I think you made a typo here. 103% faster is unreal. You wouldn't even be able to properly control your character if you ran more than double your base speed. I think you mean 3/5/7% faster. This one seems potentially abusable. Like if you figure out the the range where you are inside the terror radius but outside of chase range you can waste a huge amount of the killers time. Non-Thankful Rescue is just garbage. The only upside to this perk is figuring out who the D-bag survivors are so you can avoid them in the future. But for real, the penalty is far far too high.

  • I purposely didn't look at the thread before replying so I could approach it with a clean slate. If anything is a repeat then it's an honest coincident.

    Iron Will => Ball Gag

    Calm Spirit => Submissive

    Boil Over => Wild Ride

    No Mither => Carry Me Please

    Pharmacy => Drug Stash

    Hex: The Third Seal => Hex: The Never Played

    Cruel Limits => Mild Limits

  • You have a literal blood debt. Not many people can say that =p

  • Try running small game sometime. Most maps it isn't too bad to track down all the totems. Even if you personally don't plan on breaking all the totems if you see one go ahead and cleanse it. It's an easy 1,000 bloodpoints and you can help the other survivors that actually know how to find them all get it done faster. Also, if the killer is running NOED and you cleanse a totem or two then you are gain large amounts of knowledge where the remaining totems should be. Totems don't spawn close to each other. So if one is cleansed that is 20% of the map you don't need to search later. Even if you refuse to cleanse dull totems, it is worth taking mental note when you see broken bones in case the killer ran NOED so you can track down the active totem easier.

  • I'll need some more games playing as and against him, but first impression is that he seems okay. He's pretty weak against vault locations. Pallets still slow him down but they might need to be dropped earlier. Dead zones on maps are truly dead zones against him now though. No more running around a tree to counter him. He's unquestionably stronger than before. But is he broken? My first impression is no.

  • I feel like there is a disconnect between what the OP said and the entire thread is talking about. The OP didn't even mention the word lightborn so why is everyone talking about lightborn?

  • Lol, what this should be telling you is that you are the problem since you are the only constant! Maybe don't just run to the first generator you see at the start of the match if you don't want to be the first one found.

  • "Suggested Buff which will also make it work against SWF:

    • Your screen darkens up immensely, so you're sort of actually knocked out.

    • You suffer from the oblivious status effect as long as you're down"

    It isn't really important to me who suggested it but these seem reasonable. I think the darkened screen should slowly brighten over time. I don't like the basic attack requirement either. That should go. I would argue that many of the perks don't need a basic attack requirement that have one. But I think they are trying to do it for the sake of consistency which is at least a decent argument.

  • Unbreakable needs 0 changes. It is perfectly fine and fair as is. The vast majority of games you use this perk it will do nothing. I would go so far as to say 9 out of 10 games it is a dead perk. That is the downside right there.

  • I wish you posted the actual results of each killer in terms of kill rates. Something like:

    • 0 kills - 9 games
    • 1 kill - 16 games
    • 2 kills - 29 games
    • 3 kills - 26 games
    • 4 kills - 20 games
    • Average: 2.32 kills per game

    Either way, thanks for taking the time to do this and post your results.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1471860#Comment_1471860

    It's killer dominated because they more often then not are the ones getting the proverbial shaft.

    This right here is the heart of the issue. It is one of expectations. Whether or not you feel killers are getting shafted depends on your expectations for the game. If you look at the meta game data though the average kill rate across all games played is around 60%. Even at red ranks the kill rate is above 50%. Despite all the whining on the forums and the perspective that killers are getting "the shaft", the reality is that more survivors don't survive the average game of DBD. So at what kill rate in your opinion would the game be fair to killers?

  • There is a zero percent chance of this happening. Z.E.R.O. The best you can hope for and what I suggested they do at the time, is to make it so a player can choose Original Freddy or Rework Freddy in Kill Your Friends.

  • There really is a big bias towards killers on the forums. Which I have always found interesting. One would assume that there are more survivor mains than killer mains since for a game to start there needs to be 4 survivors for every killer. If there were an even number of players on both roles then it would take 4 times as long to find a game as a killer than as a survivor. But that isn't the case. In fact, under *normal conditions* I find games faster as a killer than as a survivor. This would suggest that there are fewer than 20% of active players choosing the role of killer. And yet there is unquestionably a bias in favor of killers on the forums. Is it just a very vocal minority?

    *Normal conditions being not the few weeks after a new killer is released or during an event.

  • The emblem system is dumb. The old victory cube was way better. With all that said, if you got 3 kills and still got entity displeased there are reasons for it. This usually happens when the game snowballs very quickly which usually happens when the killer is doing something cheesy like ebony mori, basement shenanigans, NOED, etc. Usually this happens in conjunction with overly altruistic survivors or survivors going disconnect. Also, the higher the rank you are as a killer the more demanding the game becomes and easier it is to see this.

  • I can't think of anything nice to say to the OP. So I'll simply say I strongly disagree.

  • A lot of these are just unnecessary nerfs. Adrenaline, Unbreakable, Sprint Burst aren't very problematic and aren't in need of a nerf. I agree that No Mither needs help. Personally, I'd keep it almost entirely the same but make it so you aren't broken the entire game. Instead make it so the player gets the broken status for 150 seconds when injured and starts the game injured.

    The only thing Decisive Strike needs imho is for it to end prematurely if the player is fully healed or works on a generator. NOED is fine. Survivors already have a counter to it. They just need to use the tools available (Small Game or Maps) and break bones. If they aren't willing to take a time out from gens to do bones then they earned the one shot. I don't see any reason Spirit needs changed.

    Out of your entire post of ideas, the Trail of Torment change is the only one I agree with. 30 seconds might be a bit long of a duration though. But the yellow gen aura needs to go for sure. At the absolute minimum I think the aura should only be visible to survivors within 24 meters of the gen or something. There is no reason a survivor across the map should know for certain that the killer is on the other side of the map because they kick a gen.

  • I'm not claiming to be a pro or anything but I've been playing him a fair bit lately since I have like 20 cakes on him that I want to burn off before prestiging again. As far as add ons go, my favorite ones extend the range of his ability. Survivors just don't expect him to be able to hit from that far. His ultra rare add ons didn't impress me all that much.

    As far as perk builds go, I haven't really come up with anything special. I mostly just use my generic killer perk set up (BBQ, PGtW, & NOED. Last slot is flex to try different things). I don't know of any perks that work especially well with him nor do there seem to be any perks that suck with him. You aren't going to get on hit effects with range attacks but I don't think that is enough of a reason to shy away from perks like Sloppy Butcher.

    Getting torment effects isn't especially difficult. Just drag the sword through choke points and around corners with tall grass. If you are familiar with Trapper just think of places that you'd put traps down with him. But you don't have to be nearly as limited when using it. If your power meter is full then drag your sword till the meter is half used. There is no real reason not to.

  • No Mither- You are affected by the Broken for 150 seconds when injured. You begin the trial injured. Your thick blood coagulates practically instantly.

    • You do not leave Pools of Blood 
    • Grunts of Pain caused by injuries are reduced by 0/25/50 % at any time.
    • Grants the ability to fully recover from the Dying State


    That is how I would change No Mither. Territorial Imperative is harder to balance. Try the following build sometime. Territorial Imperative, Iron Grasp, Agitation, and your choice for last pick on Hillbilly. The range you can get a survivor into the basement with those perks is dumb. Once you get a single survivor into the basement just run off. You should easily be out of range to trigger Territorial Imperative by the time a survivor goes for the rescue. Soon as it triggers charge back to the basement. From there the game generally snowballs out of control.

    Now there is a substantial RNG factor with this build depending on what map you get. If there is an easy route to charge to/from the basement and the basement is reasonably well located on the map it can work really well. But if it's an indoor map and/or the basement is really inconveniently located it can backfire. But the point I'm making with all this is that in the right situation Territorial Imperative can actually be pretty gross. So buffing it needs to be handled carefully.

  • I would be fine with no licensed characters added to the game. With that said... Supernatural would be a perfect fit.

  • @The_Krapper said:

    Na man its really not appropriate , I'd personally quit playing the game and I'm sure there are many others who feel the same, just like there are plenty that probably feel the same as you , it would just open the door to alot more things that would eventually cause too much of a headache to even play this game

    There is space here for everyone to be happy. I'm not suggesting they make a spot on Jesus robe. For instance if he had a lab coat on. No one could really say "hey, you are mocking my religion" if Jeff has a lab coat. Or if Jeff has a dirty open bathrobe with cheetos stains, a tank top and boxers and slippers. If you believe that is mocking Jesus then you have to accept that is an image resembling Jesus enough to be a mockery. Most people would go with him being an homage to "The Dude".

  • He really needs some white robe outfit. I don't care if it's just a bathrobe. I would main Jeff if they do this.

  • I hope in the future they enable true cross platform progression.

  • A nerf to a killer is never going to be first announced responding to some random thread on the forums. That just isn't how it works nor should it. When they make changes to the games they will announce it in some official fashion such as one of their podcasts, twitter feeds, news update or whatever. Then you'll see a couple dozen posts sprout up on the forums talking about it. That's how information is disseminated.

    Now this is just my personal feeling on the matter but I don't believe there is any reason for deathslinger to be nerfed in any meaningful fashion. He's not overperforming or overplayed. His mechanics are neither unfair or unfun. There just really is no reason to think he's up for a nerf. If anything, I think there is space in his kit for a buff. For example, imagine if he had an ability like Freddy's but instead of teleporting to generators he could shoot hooks from long range and pull himself around the map.

  • Is this something that can only be done on PC?

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449110#Comment_1449110

    I find that killers places in tiers are subjective. For me, Legion, PH, and Oni are my top tier, most consistent killers.

    On to the topic on hand:

    If I were to buff him, I would do so via how his lore describes him: as an engineer. I would give him 2 devices by default. They can be placed on complete generators, and will have a timer of around a minute. If survivors do not disarm the device, it will break the gen completely, setting back their progress on that generator, and making another one for them to complete.

    Both sides will see the aura of the device, however, the killer will see the aura as white when it starts, but turns red as the timer ticks down. Survivors will see it as the aura of a yellow gen.

    Disarming the device will take roughly 30 seconds, where the timer will not be paused unless the 30 seconds exceeds the remaining time on the device. If the timer goes off within 4 meters of a survivor, they will be injured as it destroys itself. The killer would be stunned if they are within 4 m of the device when it finishes.

    When a device is disarmed, it will injure the survivor who worked on it, but not put them in the dying state.

    When a device is disarmed or goes off, it will take the deathslinger 45 seconds for it to replenish.

    I've been around the forums for a long time. I've seen a lot of "out there" suggestions to this game. But this has to be one of the most overpowered ideas I've seen. You might as well just say survivors need to complete 7 gens vs deathslinger because there is no realistic way the survivors would disarm those devices. Every game against deathslinger would be a 3 gen nightmare. Maybe if there was a 90 second window and the device took 10 seconds to disarm. Maybe even make it so it doesn't completely reset the gen. Like 40% damage to the gen. Then it might be somewhere in the neighborhood of balanced.

  • I don't know if this should even count as a nerf. It almost seems more like a bug fix to me.

  • It's terrible. I challenge you to do this. Take a pad of paper and a pen. Then keep track of how many times you heal another player at least 75% of their health each game. I would bet real money that the average is below 3 per game after at least 10 games. Also keep track of how many skill checks you get while healing someone. From my experience it's about 1 or 2 per heal. The way Autodidact works you don't even start seeing any benefit until the 3rd successful skill check. So you will generally get zero value from this perk. Virtually every other healing perk will give more consistent value. Even Solidarity is more useful.

  • @bubbabrotha said:

    https://forum.deadbydaylight.com/en/discussion/170724/okay-seriously-where-is-all-the-hype-for-fnaf-coming-from

    I'm assuming you just see FNaF as a jumpscare fest. And to a certain degree, that is correct. For the older games. The more recent media is not jumpscare laden and in fact is much more scary than it was. You could also argue that Stranger Things is geared towards children, but that is in the game. FNaF has extended past games with books and other things. People don't want spring trap in the game because he is a walking talking ooga booga man, it's because he was a serial child killer stuck in a rotten mascot suit. The idea of springtrap is that what drives people in. I would love a FNaF chapter.

    I think I can safely say that Stranger Things has a much wider fan base than FNaF. The cast is young but I don't think the intended audience is children. On the other hand I've never heard an adult talk about FNaF other than perhaps mentioning their child plays it in the same sentence.

  • @Mooks said:

    Okay seriously. Why is an 11 year old even interested in DbD? I mean I know there are kids in that age that can process it well enough but there are reasons why this game has an age restriction..

    I don't really want to de-rail my own thread but plenty of young kids play violent video games. My son doesn't really play very much but he'll watch me on occasion. As far as violent games go, DBD isn't all that bad imho. The mori's are the most gory thing and they don't happen all that often. The stuff that bothers my son the most about the game is the impossibility of everything. How survivors can have a hook impale them and they are fine a minute later. How survivors repair generators with their bare hands (no tools). How the Huntress gets blood all over the screen when she hits someone with a hatchet from 20 meters away. Those are the kind of things that upset him about DBD.

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/170724/okay-seriously-where-is-all-the-hype-for-fnaf-coming-from

    It started on plebbit. Then they started posting in these forums after some artists made some mockups of fake material. Then the youtuber "The King" saw it either from here or probably plebbit. Now everyone's talking about it and I just don't care about it.

    I've never heard of plebbit before. That explanation makes as much sense as anything though. Thanks for the answer.

  • I would prefer original content over licensed content. But I'm not opposed to a "supernatural" chapter with Sam and Dean as survivors. There is like 100 potential killers to choose from. The TV series has been on for like 15 seasons. Hell, you don't even need a killer from the franchise. Make an original killer and just add Sam and Dean as a stand alone download. I would be good with that.

  • I've never done it to another player, but I've been on the receiving side a time or two. It is exceptionally rare though. It's very difficult for the ranges to work out where the flashlight is at an effective range but the killer requires a long enough charge to be blind/stunned. At close range the killer doesn't charge the blink long enough. At long range the flashlight is ineffective. It is one of the most difficult things to pull off assuming the killer isn't a n00b.

  • I've always been baffled by this myself.

    "Sweaty tryhard!"

    "Are you not trying?"

    I think where this sentiment derives from is when you are losing a match and feel like you never really had a chance. I think whenever you see someone use the phrase "tryhard" you could replace it with "I'm really frustrated by the way that match went" and be accurate. People just don't want to own their negative feelings so they project it onto someone else. And this is a game that is practically built to be as frustrating as possible.

  • I didn't know anything happened to the DC bans. That does explain the increase in DC's I've seen lately. They need to bring back the penalties. They even said it decreased DC's by 50% or more. It was obviously working. Why did they remove it?

  • Well I had no intention of buying that skin to begin with so count me in.

  • I think both of these could use minor tweaks. Keys should have a 2-3 second activation period. Ultra rare mori should do what a green mori does now, green mori should require one sacrifice in addition to hooking a survivor, and yellow mori should require exit gates powered with player hooked once. But both of these things add a certain amount of charm to the game too. I wouldn't cry if they never changed them.

  • Perk presets need to be a thing. That really should be at the top of the to-do list. Every character should have 3-5 perk presets to choose from. I have mixed feelings about the killer seeing the survivors and their items in the lobby though. On the one hand, I see your point about lightborn in particular. It is only useful if the survivors bring flashlights. Which you would need to know going into the match. On the other hand it is a hard counter to flashlights and there are challenges and stuff requiring flashlights which are hard enough to accomplish already. So I don't know if removing the last second item switch is good for the game either. If it were purely up to me, what I would do is give lightborn a secondary effect to make it at least arguably worth using even if survivors don't have flashlights. The secondary effect shouldn't be too strong. Just something.

  • People definitely overreacting. Leatherface is getting an unequivocal buff. You know how a survivor can just run around any small loop and be immune to your chainsaw attacks? Well those days are over. If you aren't near a pallet or window then bubba is gonna get you. Hillbilly is getting a nerf. There is no "upside" to the change for him other than the add on and perk reworks. But it isn't as bad as people are making it out to be either.

  • @ItzNobody said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402418#Comment_1402418

    This helps make it easier to understand, thank you for that. I am glad my description was able to provide a good enough understanding of the effect I was aiming for.

    I have updated my post using your perk description instead, and left a shoutout/thank you note at the end. Very much appreciated! 👍️

    Glad to help. Though you did miss one important detail. "during a chase". It isn't really fair to either the survivor or the killer if tokens are being consumed outside of a chase if a survivor vaults a window on the other side of the map.

  • That's why killer queues are longer than survivor queues. Makes sense.

  • I would change the wording a little. Something like:

    Cruel Limits- Gain a token every 30 seconds to a maximum of 2/3/4 tokens. Whenever a survivor vaults during a chase lose a token. The location vaulted is blocked off for survivors for 25 seconds.

    Great idea for a rework btw. Totally playable and fair.

  • You need to accept a certain amount of responsibility for the way those games have gone. After all, they only have a couple things in common. Infectious Fright... and you. Here are a few suggestions.

    1.) If you are being chased by the killer then lead the killer away from other known survivor locations.

    2.) If you are slugged then crawl away from other slugged survivors.

    3.) Run any one of a number of perks that counter this strategy. No Mither, Calm Spirit, Soul Guard, Buckle Up, Flip-Flop, Tenacity, and Unbreakable are all options.

    4.) Find people to play with and play SWF. If you communicate with mics this strategy isn't too bad to counter.

  • It really is weird how more players = longer queues for both killer and survivor. So much for the cross play solution huh?

  • This is bad advice. The polite thing to do is 99 a door to make sure all living survivors have a higher chance of escaping. It would also be polite to remain near the door so if you see a survivor being chased you can pop the door open and body block the killer.

  • I don't have a problem with any source as long as it fits in the game. FNaF does not meet that requirement. Slenderman would depend on the details.

  • Happens with literally every killer. The average player doesn't really understand game balance imho. Pyramid Head is actually pretty well balanced. He can be outplayed and can make outplays. That is pretty much the sweet spot.

  • @NuclearBurrito said:

    Crossplay with everything besides mobile has been confirmed. This feature can be opped out of if you don't want to deal with the resulting balance issues.

    It should be the opposite. The default to should be cross play toggled off with players that want cross play to have to opt in. Better yet. No cross play at all. There are far better things to put their resources into.

  • It's normal with a new killer release. Expect it to take about 2 weeks to get back to usual.

  • I wasn't terribly impressed. Protection hits aren't super common. 0 - 3 broken statuses a game isn't worth a perk slot imho.

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