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Dreamnomad

Dreamnomad

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Dreamnomad
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  • No. The entire EGC is favoring killers. They don't need this. There is absolutely nothing unfair about 99'ing an exit gate.

  • Hyperbole much? "Every survivor I've played against running the Big Four (DS, Adren, BT, DH)". You know that isn't true. Not by a long shot. Now I'm not saying that it's not true that some survivors complain about killers running meta perks while they run meta perks too. But your gross exaggeration only undercuts your argument.

  • Indeed. You should get over it. Freddy performs just fine w/o these add ons.

  • This change should surprise no one. If this is the only thing that happens to Freddy then you can count yourself lucky.

  • @Darth_Cader said:

    https://forum.deadbydaylight.com/en/discussion/comment/906056#Comment_906056

    It’s just that using NOED on an instadown capable Killer is kinda silly and therefore is not expected. Like why use NOED on Myers and even more so why would you use NOED on the Oni anyway?

    Not defending the dude who was complaining but it’s justbpeople find it odd to run NOED on an insta down Killers.

    What I run on whatever killer is my choice last time I checked. If it is a stupid choice then the match results should reflect it. But if you're curious about my personal justification for that perk, Oni doesn't have 100% uptime on his club plus I haven't unlocked all the perks on him yet. I've had plenty of games where NOED proved itself valuable on Oni.

  • @Waffleyumboy said:

    I would argue against Sprint Burst being so high but it's pretty much the same as spine chill. MoM is definitely at least B tier now.

    MoM is not B tier. Unless B stands for "Bottom". If you are wasting time running around getting protection hits and healing guess what you aren't doing? Generators. If you take a protection hit from the killer carrying to a hook then 9 times out of 10 the player is still getting hooked anyway. So that is a waste. With all the time it takes to build up protection hits you could get 2-3 gens done. Even bringing MoM into a match means you are just a bad player.

  • Players are weird. They really are. They make up silly rules and expect others to follow them. I recently had a match where a player started flaming me because I ran NOED on Oni. Apparently it's a rule if a killer is capable of one-shot attacks they aren't allowed to use NOED. So from now on Hillbilly, Myers, Ghostface, Oni, and Leatherface aren't allowed to use NOED. Because.... reasons?

  • I agree. Those things should be done. I wish predator made it a little more clear which direction survivors were running in too. Like the scratch marks should glow brighter and fade more distinctly.

  • The archives give fantastic bloodpoints! Those are in addition to dailies. I think completing the entire 3rd tier is worth something like 700,000 bloodpoints. That is nothing to scoff at.

  • PS4 player. I have to agree with the others who've described him as "clunky". That is the perfect word. He feels like I'm trying to park an oversized vehicle into a compact spot.

  • I really hate "pay-to-win" comments about DBD. Video game players are without doubt the most entitled group of humans on the planet. If you play on PS4 you could have got the game for essentially free through Playstation Plus. You could then unlock the majority of content through playtime. There are only a handful of killers and survivors locked behind a paywall and you can get all their perks for free through the shrine.

    Now the majority of players aren't going to grind their way through all the characters. Because that truly is a brutal grind. But the game and all it's add on content regularly go on sales. I did the math once and you could buy the game with all it's licensed content for under 60 dollars when they have a sale going on. Considering that the game has constant on-going support and development it is quite reasonable.

    This is the kind of game that could easily have taken a subscription path. They didn't do that. But it costs a lot of money to staff a development team. So in order for the game to continue being supported they have to make money. The path they have chosen to do that is quite generous considering what they could have done. And yet there are people that still like to toss around "pay-to-win" on the forums.

  • Lol, entitled much?

  • I want to like the Oni, but man he just feels CLUNKY!

  • About the only thing I would like to see changed is for the duration that it is active reduced from 60 seconds to 45 seconds. I would be fine with that 45 second timer refreshing if the survivor is downed while it is active. But if you weren't downed within 45 seconds of being pulled off a hook then you weren't tunneled.

  • I don't have this problem because I typically have messages blocked so only friends can send me messages. I'm just over the salty players. They can scream themselves hoarse. I won't hear or care.

  • I'd be fine with it. It's not like they were "hard" to earn. It's just a matter of playing the game during a specific time frame. I suppose that could be an argument for or against putting them in the store. Some players feel like they should be "special" because they played for a certain amount of time.

  • I've experienced the bug. It's pretty bad. Hopefully it'll get fixed soon.

  • There is too little information to be outraged.

  • If other players are like me then they purposely go out of their way to not rank up. Especially with these challenges being introduced. I've been red ranks many times in the past. But there is no reward or purpose in getting there. So I just hang out in the green ranks and chill these days.

  • I'm curious why you think the Plague has no counterplay. She absolutely does.

  • PS. Reporting the killer for camping is a waste of your time. That isn't against the rules. You are just wasting resources for someone to investigate a bogus report. You could actually wind up getting in trouble yourself for doing that.

  • It seems like you aren't being very safe with your rescues. If you wait till the killer has moved away far enough that you can't hear their terror radius, or even better, have knowledge that they are actively chasing another survivor then you'll be far more likely to get a safe unhook. BTW, just because the killer switches targets from the injured unhooked player to you isn't "targeting". The killer is probably just trying to avoid Borrowed Time and/or Decisive Strike.

  • I like that the challenges exist. I do enjoy having objectives to work towards. With that said, many of them should be adjusted for the health of the game. I'll be the first to admit that I've done things I'm not especially proud of to accomplish my goals. When I was doing the obsession challenges I ran Rancor and just AFK'd the first 3 or 4 gens. Then I would scout for the obsession, down the obsession, wait for the last gen to be completed and Mori the obsession. Unless the obsession went and hid in a locker for the last 2 gens, there was no way for me to fail. I didn't care how many bloodpoints I got or if I de-pipped. I just wanted the obsession dead to move on to the next challenge.

  • I would be fine with a 24 meter range. I would also be fine with a 90 second cooldown on Borrowed Time. Both would be reasonable changes.

  • As a rule, I like one shot killers. So Hillbilly, Meyers, and Leatherface were my go to killers for a long time. I do really like the Freddy rework so I've been spending a lot of time on him lately.

  • Man, I wish I could find some of these "friendly killers". These survivor challenges are a pita.

  • Overrated: Spirit's Fury

    Underrated: Bamboozle


    I've heard people talk about Spirit's Fury / Enduring combo like it's just the best thing ever. It's not. It's a waste of two perk slots.

  • The cooldown is fine. I would rather see the following done:

    1. Allow the nurse to attack cancel her charged power (like every other killer)
    2. Make "Plaid Flannel" add on part of nurse's base kit. This allows her to see where she is blinking to.
    3. Make nurse automatically face a survivor if she blinks within 2 meters.

    These changes would not make her overpowered, but allow her to be more accessible to more players.

  • It's an awful perk. It sounds good on paper, but terrible in practice. I've ran it a few games and never got it to max stacks. It needs an increase in skill check percentage to even be worth looking at. Until then, just stay away from this dud.

  • Every time I see "BL" in a DBD thread I think "BloodLust". At the very least take the extra 1.5 seconds to type out the whole Balanced Landing in the thread title.

  • I'm not in favor of crossplay.

  • I slam pallets over serial killer's heads all the time.

  • I'm fine with them capping Nurse's potential, but I think it is time to lower the skill floor. I want to see 3 changes for nurse.

    1. Allow nurse to cancel blinks (like how virtually every other killer can cancel their power with the basic attack action)
    2. Show an indicator where she is blinking to.
    3. Automatically face a survivor if you blink within 2 meters (especially for console)
  • She isn't that bad. I would like if they added a small penalty to survivor action speed if they are sick and broken. Around 10% seems fair. That might encourage them to not ignore healing fountains.

  • This is a problem that any cure would be worse than the disease. Just finish the match to the best of your abilities and move on.

  • Map offerings are fine. It's fairly uncommon to see them used. If a map is unfair to one side or the other then that is a problem with the map that needs adjusted.

  • The Demogorgon-

    1. Decrease global warning time survivors receive when traveling the upside down.
    2. Add effect to ultra-rare add on Red Moss "survivors don't hear a global warning when traveling the upside down".
    3. Increase base duration of undetectable status when emerging from portal by 2 seconds.
    4. Increase base number of portals by 1.
  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/859988#Comment_859988

    Unnerving presence and all tr perks have an on screen indicator for the survivors anyway when you're nearby.

    That is exactly my point. Those perks are essentially what the OP is asking for. For every killer regardless of perks used to have a visual indicator on the survivors screen when they are within the killers terror radius. What I'm saying is that is actually a pretty substantial nerf for killers. If a survivor is working on a generator, those things are noisy.

    They are supposed to be. The closer a survivor is to completing a generator the less likely they are to notice a killer approaching. Having a visual indicator removes that advantage for the killer. Which by the way is a good reason to NOT run terror radius perks. Now if they were to include a scaling factor when working on generators to give less visual warning when a killer is close when a generator is almost done then I'd be on board. But I'm not in favor of a straight up survivor buff.

  • The Clown-

    1. If the clown lands 2 bottles directly against a survivor within a 45 second window that survivor is exposed for 45 seconds.
    2. The Clown can booby trap generators. If a survivor touches a booby trapped generator there is a gas explosion slowing their movement and revealing their aura for 4 seconds

    The Doctor-

    1. Increase the duration of survivors inability to perform actions after being shocked by 1 second.
    2. Increase the base range of shock. Decrease add ons that increase range proportionally.
    3. Survivors in tier 3 madness gain Oblivious. (Add on "Discipline" series removes this effect)
    4. Remove skill checks appearing on random area of screen for survivors.

    The Legion-

    1. When Legion successfully hits a survivor with a frenzy attack, it doesn't just refill their power gauge. Rather, it overcharges the power gauge by 25% for each survivor hit. IE Legion activates frenzy and hits a survivor. Power gauge is reset to 125%. Legion hits another survivor and power gauge is reset to 150% and so on.
    2. When Legion frenzy hits a survivor that already has deep wounds frenzy ends and the survivor gains a new status effect that slows all action speed by 25% until fully healed.
  • I don't know how I feel about this. Let's be real here. Every survivor would use this whether they are deaf or not as it is a real advantage. Like if a killer is running any terror radius perks like unnerving presence, it is far easier to know when the killer is nearby compared to a killer that doesn't have a terror radius perk.

  • @Go_Go_Roboto said:

    It really isn't all that challenging if your somewhat well versed in the game. Several are essentially 'just play the objective'. Getting a grab takes a few games if you are unlucky and the Dark Sense challenge where you must compete 3 generators over also over hyped. I completed it in my first attempt.

    If people are freaked out by this stuff, then they have no chance of getting Tome IV done.

    But, maybe there was just come confusion about the requirements of the harder challenges.

    Dark Sense challenge; you do not need to complete 3 generators by yourself 0-100%. Just bring a good tool box and play a little immersed with perks that help you before the exit gates are done/do generators.

    Grab challenge; grabbing off generators, totems, out of lockers, exit gates, pallets, and windows will complete the challenge. You'll most likely get someone out of a locker, pallet, or window. The last two can happen when a survivor is injured and either slow vaulting or slow sprint vaulting when you are very close.

    Edit: It should also be noted some of the harder challenges are not required to be done to complete the Tome. You only need to follow one track and there are many challenges that do not lead directly to the Tome Epilogue.

    Dark Sense Challenge you are 100% wrong. You got extremely lucky. There is a bug where if multiple survivors are working on the same challenge each survivor can progress the other's challenges. So if you didn't complete 3 generators from start to finish then other survivors were working on the same challenge. If the challenges weren't bugged then this one would be a nightmare for most players. I hope they don't fix this particular bug, because it sucked.

  • @Rin_is_my_waifu said:

    The counter to this perk is not to stun legion but I know it's too difficult to understand

    It's not as simple as that and you know it.

  • I'm going to break the rule a little bit and mention a few addon + perk combos that I like.

    Trapper: Honing Stone + Deerstalker = If players free themselves from your traps they are in dying state and you can easily find them to pick them up.

    Myers: Vanity Mirror + Dead Rabbit + Monitor & Abuse = Get to Evil Within 2 and have 16 meter wall hacks and no terror radius for the remainder of the game.

  • @Thrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/852968#Comment_852968

    I think Jason could move faster when not being looked at as he never seems to run. I don't think it would be awful to implement as we already have mechanics for being seen.

    There is precedent in the films for him being able to break through walls to grab or likely here hit someone close on the other side. This might prove the hardest as sso much of so many maps would need to be made somewhat destructible. I think it would be an interesting mechanic in a chase. The killer thinks you are doubling back and stops to punch through the wall. If he misses he could be mad and hit a different part of the wall in anger kind of like missing with the chainsaw.

    He has used many weapons in his films so maybe he could use different weapons with a different cooldown and reach. fast ones that put a timer on becoming injured without a slow down so you can get a couple people panicked and have them scatter. Something slower that insta downs and a middle ground. Perhap he could throw his main weapon for an instadown and have to go get it or be limited to hands only.

    Maybe with his rage stunning him still works but gives him a small boost of a sort.

    This is all off the cuff and im no game designer.


    Let's break some of these down. Moving faster while not being seen is problematic for 2 reasons. It puts the power in the survivors hands to counter him. This is even more troubling for him than it is for Ghostface since it is only useful during a chase where the survivor already knows where you are. Second, it is extremely punishing for newer survivors that aren't experienced enough to run maps while looking backwards while not punishing at all for experienced survivors that do know how to run looking backwards.

    The power to break through walls or attack through walls has a number of issues. I'm not part of the design team, but I feel that I can confidently say that the maps aren't designed to work that way. So in order for him to be able to break the environment, every single map would need reworked. That seems like a massive amount of time and work for a relatively small pay off. The idea of being able to attack through objects has more merit, but has it's own issues. It would still be a very map reliant power. Maps that are largely determined by vegetation for instance don't offer many objects to attack through. Certain maps it would be like having no power at all.

    Having multiple weapons to switch between is probably the best idea you have. The new killer The Oni already does that though and a good argument could be made that the Huntress does as well so it isn't really original. There is enough design space there that it could be possible to work around though. Balancing would be tricky though. You can't just have a big weapon that can one shot survivors with no downside. Otherwise, why switch weapons to something weaker?

  • This requires that you know the killer is camping for one thing. If you are playing with a full SWF team then you can just communicate over voice chat that this is the case. But the majority of games are played with out full voice comms. That means you need to run to wherever the player that is hooked is to find out if they are camped or not. Then you have to stick around for a bit to confirm whether the killer is in fact camping or just happened to be patrolling nearby. Then you have to run all the way back to your gen. All of this eats up a lot of wasted time making punishing a camping killer more difficult than it sounds. Perks like kindred, decisive strike, and borrowed time help with camping but unfortunately it is still pretty effective.

  • @Xaggy said:

    So, I expect this perk will get a buff in the future. I really hope because I think this is the worst killer perk or one of the worst.

    I don't think this is fair. Some perks are so awful that if they were active and you didn't see the icon on the bottom of your screen then you'd probably not even be able to tell they were active. You can't possibly make that mistake with this perk since there will be lots of highlighted stuff on your screen. Knowing for certain if you are chasing a survivor in a dead zone or an area with lots of escape options is useful even for experienced killers.

    With all that said, I have no intention of unlocking this as a teachable perk since I'll never use it. It doesn't do enough to end chases faster. It doesn't help track survivors. It doesn't stall the game. Those are the 3 things I'm most interested in as a killer.

  • @merle_dixon777 said:

    Jason vorhees is something they need to work on harder to get into this game with his set of skills. Thatll be a change.

    lol, explain how. What does Jason do that any killer not already released do?

  • I was actually pleasantly surprised by The Oni's originality. Calling him a mash up between hillbilly and myers isn't very fair or accurate imho.

  • Killer pick rate per rank category (brown, green, purple, red)

    Killer kill rate per rank category

    Killer perks used (not by rank, maybe even just top 15 and bottom 10)

    Survivor perks used (not by rank, maybe even just top 15 and bottom 10)

    That shouldn't be too much to ask for the data team while still giving us a lot to go on.

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