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Dustin

Dustin

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Dustin
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  • Who cares if she makes a subtle animation when phasing if she even does. You basically have to over analyze her which is going to make you not focus on the game and get hit anyway so it's useless information whether it be true or not. You can't hyperfocus on this trivial detail while in a chase.

  • The only thing I'd change about Nurse is if a Nurse is present on the map certain obstacles be made higher to line of sight her more. Basically just alter the map if Nurse is picked. I'd delete all addons that buff her power in any way stat wise also like faster blink recovery or blink speed.

    Nurse / Blight are my main two killers btw before I come off as biased etc. I mean I kind of am but as a killer not a survivor.

  • If I get banned because of a false flag even once I'm moving onto another game tbh. I don't want to have to worry about some automated system each time I play a game. I deal with enough butthurt players in game already as it is.

    The main answer I want to know

    Will report brigading be dealt with? Basically just a lot of people targeting specific users or even let's say a group of 10 friends bulk reporting someone. There are plenty of groups, forums and other circles that specifically abuse these report systems when a platform allows it. I want to know if this will be an issue in DBD.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246175#Comment_2246175

    Re3 remake was a step back tbh. You can play it but it is not good as re2r. It is like they are getting back to action oriented gamestyle again which was mistake. Not in 4 because it had atmosphere at least, but 5 and 6 were bad.

    Well the thing is the original Resident Evil 2 was always superior to Resident Evil 3 for the same exact reasons the remakes are different. That being Resident Evil 2 was more horror focused and Resident Evil 3 was always action focused. The thing is with the RE3 Remake Capcom neglected the post game content in favor of developing Resistance. However since Resistance was a multiplayer game they neglected that game by failing to support it long term.

    RE3 (OG one) was always inferior to RE2 however there was a lot more interesting things that could happen in it. Granted I don't agree with the cut content claims for the main story as everything is technically there just some of it is only visible in cutscenes. The only things that truly got cut was the Gravedigger fight (No big loss) and the Clocktower. Although I feel a lot of people forget a lot of stuff wasn't brought back in the RE2 Remake like the OG RE2. Mostly just all the dialogue and cutscene possibilities and a few area in the Umbrella Labs.

    One thing RE3 did right though was the boss fights which was the highlight of RE3 Remake imo. Every fight was fast paced and exciting.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246064#Comment_2246064

    I agree except for the spine chill part, I think it depends on how you use the perk, if you use it to never get chased even when the others are on last hook it does breed bad players, but if you use it to start the chase before A SILENT killer actually gets to you, then it's a really pro looping perk.

    That's what I mean though and that's the distinct difference. I've yet to encounter a player who uses it to zone the killer but instead they always use it to hide all game. That's why I said the perk breeds bad players and not anyone who uses the perk is bad. I think in all of my time in DBD since 2016 I've seen three people who used Spine Chill that used it effectively in a way that also benefited their team.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246064#Comment_2246064

    Spine chill breeds bad survivors? I disagree I feel urban evasion and premonition breed the worst survivors they literally crouch the whole game and do nothing, I occasionally run spine chill and I'm always allowing myself to get in chase I run it for the chance you get spirit as killer because then I get a heads up if she's in chase nearby and phases to my gen trying to pull a fast one or if she's phasing while im being chased I know the moment she decides to leave me and go for someone else. Not gonna deny that it could help a boosted survivor hide because sure it absolutely can do that but when good survivors run spine chill even the best killer is gonna have a rough game due to the headstart when initiating a chase and the increased vault speed it provides.

    It does - It breeds the type of player who runs the moment they hear a terror radius in every situation. Almost every time you see a player hiding most of the game doing nothing the moment there is seemingly any danger putting pressure on the rest of your team they almost always have Spine Chill equipped. Having Spine Chill equipped does not mean you are a bad player. However if you use the perk as a crutch early on while learning the game you're likely to continue using it as a crutch and a hinderance to your team.

    Almost every time I have a bad / infuriating survivor in my game they have Spine Chill equipped without fail. It is that one perk that tells me all I need to know if I see a survivor doing poorly.

    However I will note that Urban Evasion and Premonition fall close to how I view Spine Chill. Just no one uses Premonition because it's a worse Spine Chill and Spine Chill is more passive where as Premonition is unreliable and requires use from the survivor. Spine Chill also has 100% uptime where as Premonition doesn't. Premonition is just in general a terrible perk and even new players realize that Spine Chill is better than Premonition. For starters Premonition seemingly can go off at the incorrect angle and I'd blame this on latency personally.

  • @Carlosylu said:

    IMPORTANT: This only applies when your team is NOT made of potatoes and you know you're gonna live cause they can handle "the heat" of rescuing you.

    This is something way too common in game, where 3 survivors have already been hooked twice and the 4th survivor hasn't been hooked or chased.

    That's the moment where YOU, 4th survivor, need to get chased, even if that gets you hooked, that way, it's a GGEZ against the killer.

    I've been in several games where the non hooked person causes the match to end abruptly refusing to get chased, cause the killer starts ENDING the others and it finishes in a 1v1, where, if he had "taken one" for the team, it could've been at least a 3 men escaped.

    Yep - There's always that player who whines like his team was too scared to do anything when everyone is on their deathhook meanwhile this person is hiding all game with Spine Chill not even been in a chase yet. When the killer can't find a survivor they're not going to waste time they're going to move to the most convenient target they can find. If you initiate a chase with the killer you relieve stress from the team as opposed to you hiding and someone dying and now the game is a lot harder for the other survivors.

    As a side note I hate Spine Chill because it breeds bad players.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2245745#Comment_2245745

    The issue with not being able to trap around hooks, is that it means she will lose out on several spots to put traps that are completely unrelated to camping the hook.

    Having the traps x distance get destroyed after an unhook is the better option and accomplishes the same thing

    Valid point - I'll agree with normal hooks. I still believe basement trapping shouldn't be a thing.

  • Do this to Hag

    • Reduce the distance she can set traps to hook (How about 8 Meters minimum space)
    • No basement traps
    • Flashlights no longer destroy traps
    • Increase the default range she can teleport to traps
    • Increase her lunge distance when teleporting to a trap the farther she was from it when she initially teleported to encourage leaving a trapped area. Just think max distance as Coup De Grace tier 3. So if you're near a survivor it's a normal lunge but if you're across the map when you arrive at your activated trap you'll have an insane lunge range.

    I hate Hag but if you outright stop the camping incentive she has I'm fine with buffing her a bit.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2243242#Comment_2243242

    So smart. Leave 80% gen and make it destroy by ruin, WOW! You can start 0% generator. Seriously best idea, i ever heard.

    And most times they are seeing and also when you are working on generator, sparks can see by other survivors and killer. Send your next excuse

    Look for ruin then or just keep making excuses that the game didn't just conveniently hand the victory to you where everything goes perfect each game.

    Or you know - Let the killer chase you and then lead them away from the gen.

    Chances are if they are patrolling that gen they'll overstay and you can just bounce to another gen or distract the killer so the rest of the team can do objectives. Not a hard concept but apparently you think only two survivors are in a trial.

  • @bibibib8 said:

    Freddy right now is extreamly weak if we compare pre nerf he is in the C tier. Hr can tp every minute after 1 minute in the match this is available only on gen that mean unless a survivor run toward a gen no way you can use that in a chase. You can say he still have the blood pool let me remind you now he is slow when he use them and the slow is huge for what that give dont forget if the survivor is awake they cant get slow. Now i know you will say but survivor get pull in the dream state every minute that still 1 minute were freddy power cant affect you and if you take an alarm clock you cant fall asleep for 30 sec whatdver the reason and you still have another 60 sec before you are asleep again that a lot of time were you are immune to freddy power. Right now its better to play demo over freddy demo got a better power the portal are better and he have better addon so why play freddy

    The teleporting is the only thing that keeps Freddy relevant tbh in comparison to other killers around his tier. If people really got BHVR to revert back to old Freddy for example even with numerical buffs he would still be hot garbage. No map pressure and no way to end a chase quicker. Basically just a much worse Wraith who can potentially get a free surprise hit first time around. We know old Freddy isn't coming back because BHVR doesn't want the gen slowdown build to return and tbh neither do I.

    I still say reworking Snares specifically is the way to go but he's still fine for now.

  • The reality is most players are trash and unwilling to adapt but are too insecure to accept that they won't win every game and they're not actually as good as they think they are. So they love to blame their mistakes and failures on other things whether it be game mechanics or other players.

    Very few times I've seen the narrative of a lack of skill being warranted it's especially prevalent when a killer is buffed out of dumpster tier to just being manageable / playable. The fact that people even try to argue that Leatherface or Wraith were overbuffed still amazes me.

    The other reality of this game is there are very few things in this game that require skill or at least mechanical skill - Most of it is critical thinking and being able to adapt on the fly to what's happening around you. Most players are too ignorant and think they can do the same thing every single game and win. Just most players can't accept hard truths and cry about it when they're told how it really is.

  • I agree with you - The changes they made wouldn't do anything in terms to how Freddy performs or how players feel about him.

    Personally I've been saying Freddy's snares should be turned into a skillshot similar to Pyramid Head's skillshot but it just slows and potentially sleeps a target. Would make Freddy more engaging overall and he'd still have unique elements to his kit. I'd even say he should have the skillshot + pallets at the same time with the skillshot using a chunk of his meter for teleporting. That way if Freddy spams it to end a chase he just can't immediately be on the other side of the map.

    to tl;dr

    Freddy should have a skillshot + Pallets + Teleport + Keep the passive sleep + The clocks should grant longer immunity because if you're out of a chase with Freddy and able to use them likely you won't even see him for those thirty seconds.

    Pallets can only be placed an extremely limited amount of times (Twice without addons) and Freddy's teleport and skillshot would share the same energy bar. Freddy would be more fun and engaging this way imo. At least rather than the current form.

  • @StibbityStabbity said:

    Where's the sewer level?

    Sewer level when?

    Sewer level? Are you Civvie's alt account?

  • Trapper needs more than just some number changes but I'm just not entirely sure what in all honesty. There's two blatant changes I would give him that are feature specific.

    • Improve where Bear Traps spawn throughout the map so Trapper doesn't have to walk a mile just to get a single bear trap.
    • Dead Hard no longer can go through bear traps. It's a lunge not a leap.
  • @ShinobuSK said:

    Blight only needed POV change because it was bugged for 6months since his release

    I get what you mean but I wouldn't even call it bugged. More they finished the animations at the incorrect FOV position and had to redo them. This isn't a bug as opposed to more so an oversight. Mind you I'm going by what one of the devs said on a stream but forgot who said this. Not regarding it being a bug but regarding animation work being done and would need to be redone to fix it.

    @M1MASTER said:

    Because Billy is free while for Bubba, Blight, Oni you have to pay for them, so BHVR wanted him gutted.

    The devs haven't even bothered to fix his janky ass animations in almost a year despite them saying they were gonna do that months ago.

    https://youtu.be/civV99mXFXo?t=3330

    Am i right, @McLean?

    I remember when they snuck in a few new animations for Hillbilly before any announcements of him were even made and it felt like they ruined his camera position. Playing Billy now feels like the camera is much farther ahead of the actual killer body collision and it's always awkward strafing around things with him now.

  • There should be quality of life additions that benefit solos primarily but equally also benefit SWF imo.

    Simple things such as

    • The ability to see the perks your teammates have in the pre game lobby and also while in game by opening the game menu similar to how you view offerings.
    • Team oriented perks having proper activation icons similar to We'll Make It
      • (Solidarity, Better Together, Babysitter, Camaraderie, Second Wind or any other perks I'm forgetting that require a teammate to proc)
    • See what offerings your teammates are using at the start of the trial (This one is debatable)

    For the most part just quality of life changes like that - That's how I would personally buff solos who are incapable of communicating to other survivors whether it be towards other solos on console or towards an SWF. It makes things so much easier when they have this knowledge prior and it doesn't directly buff survivor perks or abilities.

  • @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2240657#Comment_2240657

    Honestly, as you said yourself, Blight doesn't really need any of these. The third idea would be nice for QOL I guess but it's mostly unnecessary. At most, his recharge takes 10 seconds which is honestly nothing when you consider that he is tremendously faster then the Survivors whilst rushing.

    In my opinion, all the Devs have to do is iron out his collision and nerf alchemist ring in some way. Whilst slippery tiles i.e. Shack do enable hits that normally wouldn't be possible, they also regularly rob hits. I've been in many situations where Shack being slippery made it impossible to use my power as there may be nothing else to bump off of. This is an issue most prevalent on the farm maps where there is usually nothing to bump off of next to Shack. Indeed, even when there is something which could seemingly be bumped off of, the Blight sometimes just slides off it instead.

    https://youtu.be/5D4pIjlK0gU

    I sincerely doubt that they would add new environmental objects to each map where this is a problem, just for Blight. Especially since, whilst possibly only minor, it could be an indirect nerf to killers like Huntress, demo etc. As such, I wouldn't be opposed to the Devs revisiting how his collision works again.

    I think alchemist ring needs a nerf because just negating the power recharge mechanic entirely on a successful hit is stupid. Good Blights become god-like Blights with this add-on because there is essentially zero means to escape. He's way faster then you as a Survivor so you can't make any distance. If the Blight is good then all the Survivor will get to make distance is the mere 3 seconds of successful hit cooldown. After which, they will be swiftly on your ass in mere seconds. Especially if they've paired ring with blighted crow. Furthermore, if the Blight player has mastered when to flick and when to simply use good bump logic (as good ol' Ascension put it) then they'll be able to hit you at almost every tile in the game. So you can't make any distance because they can immediately use his power again, and you can't loop them at most tiles because they know when to flick and when to use simple bump logic. It doesn't help that it kinda makes the token management system less important as there's no real penalty to using all 5 rush tokens to get the hit as you'll just immediately get them back. Overall, ring is completely busted in my opinion and desperately needs some kind of change.

    If we're talking serious changes realistically Blight's collision while sprinting would be the only thing I would change and your video is a perfect example of this issue. It happens way too much it's actually frustrating.

  • @CheeseAnton said:

    The Doctor

    • The Doctor's Hallucinations can now move and attack survivors (like Zombie's A.I.)

    Known Bugs

    • The Doctor's Hallucinations injure survivors

    Unmentioned Bug - Bubba actually got the hallucinations and they facecamp survivors for you.

    On a related note the known bugs was a nice touch. Got a good laugh from it.

  • The Trapper

    • The Trapper can now arm traps while walking before setting them - To arm traps you now prep them and release the power button to gently toss them in front of you (Animation is Trapper using forearms to open the trap and then tossing it down with one hand at his feet - The idea is there was enough forward momentum that all the force isn't applied straight down and instead the trap gently slides into location)
    • Press the alternative power button to respawn unarmed traps farther than 40 meters from you within your area - Cooldown of 60 seconds (Starts on cooldown)
    • The Trapper now starts with two Traps and always has a default capacity of three.

    The Doctor

    • The Doctor can now force survivors to see manifestations of other survivors during Madness.
      • Hallucinations can be a survivor hiding when a terror radius is nearby, working on a generator with open spots or cleansing a totem.
      • Hallucinations of The Doctor now have AI that will run at survivors from a distance as if it was the real Doctor initiating a chase

    The Trickster

    • Main Event can now be held for a full minute before activation expires
    • Main Event can now be toggled between two firing modes - Focused Fire and Spread
      • Focused Fire retains the max throwing knife speed while removing spread and recoil entirely
      • Spread slightly lowers the fire rate that throwing knives have in exchange for The Trickster to be able to throw five knives at once at the target area - All knives that hit the target apply even while in spread.
    • The Trickster can charge up a single knife throw in order to do more stacks of damage by throwing the knife more accurately and at a higher projectile speed.

    The Legion

    • Feral Frenzy fatigue scales with the amount of survivors stabbed during Frenzy
    • Each consecutive stab during Feral Frenzy grants bonus movement speed
      • 0 Stabs - 2 second fatigue (No added Frenzy movement speed)
      • 1 Stab - 2.5 second fatigue (2% added Frenzy movement speed)
      • 2 Stabs - 3 second fatigue (4% added Frenzy movement speed)
      • 3 Stabs - 3.5 second fatigue (6% added Frenzy movement speed)
      • 4+ Stabs - 4 second fatigue (8% added Frenzy movement speed)

    The Hillbilly

    • The Hillbilly can now continue chainsaw sprinting through pallets by default (LoPro Chains (Old) are now basekit) The tooltip for The Hillbilly's power has been adjusted to reflect this.
    • LoPro chains (New) - Allows the Hillbilly to vault windows while Chainsaw Sprinting (Visible animation of Hillbilly leaping through window)
  • I keep saying the people who say Spirit has counterplay hasn't faced a good one or as Spirit they're not actually good the survivors are just trash. Then people just spew the whole "Learn to counter Spirit" argument without saying what counters are. All of the "drop the pallet early" arguments has been proven to be useless and that's pretty well the go to for a lot of killers.

  • @TheClownIsKing said:

    I’m really tired of this perk.

    The only reason it was originally implemented was because it was clear how strong Bubba’s power works for hook camping, so let’s give him a more attractive incentive to leave it.

    The whole “but BBQ prevents hook camping” is moot at best. The very idea that we would see more hook camping without BBQ is laughable. A killer is either going to camp, or they won’t. Let the idiots hurt their rank and BP gains. It’s irritating how little skill investment killers need to put into hunting/tracking because of a popular perk like BBQ.

    It’s lazy. And it can be very frustrating as a survivor, very often, even when attempting to do the right things against BBQ.

    Initially all Bubba was good at is camping - He's still decent at camping but ultimately any insta-down character can camp and because of his rework less Bubba's camp because their power is useful outside of camping and breathing down someone else's neck now. BBQ was a good addition but it's not necessarily discouraging camping as it is promoting getting as many BP as possible even if worst case scenarios. The grind in the game is awful and most people just want that juicy BP. BP gains for survivors and killers should be increased from 8k per category to 10k at least and more perks should give some sort of BP bonus. In fact dare I say every character in the game should have at least one perk with a BP bonus tacked on it. There should also be BP bonuses for only using a characters three perks.

    If you make BP gains easier for everyone you see less BBQ. In regards to BBQ's strengths honestly you'd see its usage drop if it didn't have the BP gains. It's not even that great on most killers and the ones that it is good on they're already pretty strong as is and tracking perks simply amplify their power more because the mobility killers don't need more killing power usually.

  • @SalmonDean said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237782#Comment_2237782

    Visually, it’s an incredible map. It can just be a difficult one to navigate at times because the rooms and hallways are so dark. I often struggle to locate totems / generators. The RE map is going to be the same which is why I can see myself using that new Jill perk which shows totem auras. I have no idea how it’ll feel as killer because I play as Deathslinger the most but I could also be playing a lot of Nemesis if I enjoy his gameplay on console. I guess I’ll have to wait for the chapter to drop and see how I feel on that map.

    I can definitely see Blight players struggling, but maybe with time people will learn to adapt to it? I definitely don’t dislike Midwich now as much as I did because I’ve started to memorise generic locations.

    There are surfaces you can be looking directly at and you'll slide off of with the first charge. A good example is the pile of junk in the STARS office. That main loop in there half the time you'll just slide off of even while directly looking at it. Also the area is too narrow to charge in a straight line as you catch the outside walls. It's an absolute mess.

    I tested this with a group some rooms you just cannot use the power unless you are so incredibly precise you'd have to memorize very specific charge spots that would be too opportunistic to rely on in an actual game. Some people will probably manage but it's easy to break chase versus Blight in this map. Literally just take a turn in any doorway and Blight can't use their power to pursue you.

  • @SalmonDean said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237740#Comment_2237740

    I mean, if you don’t like the map it’s just one of those things. There’s nothing wrong with that. I’ve just always enjoyed it lol. I think the only map I’m a bit iffy on is Midwich just because of the size of it and how annoying it can be to locate totems and generators. I played against a Ghostface on that map with Devour Hope and it was miserable. He also brought the offering as they obviously know how strong that map is for totems. 😂

    I can see Midwich being a map you hate - For me personally I enjoy the map but that's just because the art team went above and beyond on that map. However ultimately the map plays badly for both sides given it can have fun chases. However considering I'm a Nurse / Blight main the map is terrible to play on sometimes. It still has deadzones and it's annoying to play maps with multiple floors as Nurse and as Blight I slide off of half of the objects on the map.

    With the upcoming Resident Evil chapter I extensively tested Blight on the new map and I won't blame people for DC'ing on that map it's almost unplayable with Blight. I'm a huge Resident Evil fan and I mean like I'm nearing fanboy territory. But the new map is going to play horribly for a lot of killers to the point where their power is unusable. This prioritizes mobility killers mostly. I thought BHVR was going to do what the team working on REVerse did and make the hallways wider like REVerse did for their map but no it's almost a 1:1 copy with random "Entity" corruption that shouldn't be there and new doorways added. Don't get me wrong as a RE Fanboy I love the map but as a DBD player the map is going to play like #########.

    I am deadly serious when I say Blight is almost unplayable on the map. The only few rooms you can use the power in (Barely) is the main hall, the offices that are next door to the lobby and the outside area. Every single hallway and other room you slide off of almost everything and cannot bounce off walls or go through doorways. The doorways are too narrow and probably the most narrow compared to every other map in the game.

  • @SalmonDean said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237725#Comment_2237725

    Badham is actually my favourite map to get as a survivor. I just love it so much. 😂

    Hey I respect that you enjoy the map - I won't ever understand why but you do you. As survivor or killer that's basically my "done for the night" game even if it's my first game of the night. Can't stand that map.

  • If I know I'm not going to have fun I just "afk" a game because I'm not going to play something that is dreadfully unfun. I'll just blindly do gens as survivor not caring if the killer kills me, I'll tunnel and camp or just afk. I literally don't care because this map isn't fun.

    Examples - Badham Preschool - I don't care that they graphically reworked this map realm. It's not fun. I refuse to believe anyone enjoys this realm it's just unfun. The school is unfun to play on as both sides, the house of pain is awful, the generic house isn't fun. The school to me doesn't even fully represent the scenery from the movie. Overall I feel this map missed the mark misrepresenting the franchise quite a bit.

    With Haddonfield I feel the map is poorly balanced but there's some fun in knowing it's somewhat unique. It's still awful but if I had to choose between versing someone running balanced landing on this map and just casually playing the preschool map I'd take haddonfield any day. It's awful.

    Also to anyone who takes offense to my answer - Boohoo someone has a differing opinion and actually answered the thread honestly - Shocker isn't it? Imagine forcing yourself to play through something that isn't fun. Also consider I hate Spirit and I'd rather verse against Spirit on another map than play on this map in any situation. That's how much I hate it. It was an awful map before it's rework and it's an awful map after the rework. Boring map that just has some unique flair to it visually. There's nothing unique about it aside from the school which is underwhelming and honestly should be a bigger focus on the map because every other element of this map is just lifted from Haddonfield. There's nothing special about it at all.

    But here's a list of games I don't care for

    • Getting Freddy's Preschool map - This is honestly a mood killer and I'll generally stop playing DBD after I get this map - Would rather verse an SWF squad running the OG Decisive Strike with window and pallet vacuums enabled
    • Versing Spirit as Survivor (I refuse to play her and I'm a killer / Nurse / Blight main) - Literally hate everything about this killer and would immediately delete her from the game
    • Versing Hag as Survivor - If a Hag actually knows how to play her in a fun and interesting way sure but most of them outright camp - Hag isn't fun and this old design before BHVR started getting their priorities on game health shows with this killer.
    • Versing Pig as Survivor - Same as Hag - This is one of those killers where BHVR seemed to not really know what to prioritize on game health. Everything about Pig from her perks to abilities is pretty well what makes a survivor game unfun. Character encourages camping and tunneling so much because of how strict the ability playstyle is.

    Also notice I have zero mentions of versing an SWF and I'm a killer main. I just have to emphasis how little I see SWF as being an issue. In fact most of my complaints for this game are as survivor.

  • Someone who is good at Trickster show me how to use him. Because every time I go against decent survivors I get walked around the map too much unless I just prioritize m1 which at that point I should play a different killer. I'm not given enough time to build up his knives laceration meter even if I am hitting them because a lot of maps they can break LOS way too much. Power is entirely dependent on survivors making very heavy mistakes.

  • @Tsulan said:

    Who will role play Nemesis when he releases?

    Equiping: Nemesis, Enduring, Coulrophobia and Unnerving Pressence.

    Ignoring survivors in the safe room.

    Tunnel S.T.A.R.S. Members

    Tunnel S.T.A.R.S. Members

    Nah need to tunnel Meg to be canon with the DBD trailer.

    Realistically since I am a RE fanboy (Within reason) I will be one tricking Nemmy for a while.

  • I'd say it's about every 2 out of 5 are pretty hardcore and a toss up with the rest. I've just been involved in the community for a while admittedly it's why I'm kind of an ######### killer main. Too used to the RE environment to the point where I just laugh at the DBD players who try to be toxic or rude because they look stupid half the time. Not saying I take pride in being an ass but I just don't put up with any bullshit from anyone. I discourage toxicity for the most part.

  • @HaunterofShadows said:

    We are about to recieve new players. Everybody be nice to anyone you think is most likely new. Signs of this will be failing skill checks constantly no chase skill whatsoever etc. IF you think a person is new be nice and not toxic. We need to make a good impression and toxicity is not making a good impression so for the love of god please be nice.

    I've said this before but from experience the hardcore RE fans have a higher chance of bullying the DBD community. There are some nice people from the community but there's a lot of hardcore elitism that happens in the RE community. Likely most are going to scoff off any bs the DBD community gives them and look at them like they're idiots.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2220192#Comment_2220192

    @Dustin

    See now that’s cool too.

    I was just trying to figure out something simple considering the mechanics we have or lack there of. 😂

    I just really wanted to see his Rocket Launcher. It’s his signature weapon.

    Right? Even if it's awful to use as long as we can use them that would be awesome. The main thing about Nemesis is he was a bioweapon who could use weapons Umbrella provided. That was like his thing. Even if it was a weapons crate he had to carry, then drop to deploy and then once he deployed it was slow as hell just to use the weapon I'd be happy. Because remember being slow in this game as a killer is a game changer. There's also plenty of line of sights in the game to prevent a rocket from hitting + there would be an obvious tell Nemesis is deploying a rocket launcher.

  • Give him two weapon chest on the map with limited use

    One Rocket Launcher with one rocket

    One Flamethrower with limited ammo

    Both heavily slow him down and can only be used once.

    https://www.youtube.com/watch?v=wsJgNzeA1TE


  • tbh I'd rather players not contact me at all or try to talk to me. The community in game is exhausting enough to humor and read that it takes too much energy to even bother reading anything.

  • Nemmy but yes that's typically been his nickname.

  • Been asking for this for years - Please do this.

    Also this adds potential for The Twins to have better functionality.

  • @FrndlyChnswSalzmn said:

    Title. People are learning to play him now that he isn't buggy and doesn't have ankle cam. As the Killer plyers get better with him, Survivors will start getting brutally crushed and eventually he will be as hated as any other common, reasonably-strong Killer.

    This is how the DbD gameplay cycle goes:

    1. Killer comes out and is trash-tier
    2. Killer gets forgotten for six months to a year
    3. Killer gets buffed
    4. Killer players start playing and get good.
    5. Survivors decide they hate the Killer because Survivors can't stand losing. Killer gets nerfed and is never played again.
    6. Another old Killer gets buffed back to relevance and a new Trash Tier Killer is released or created from overnerfing.
    7. Repeat step 1

    On certain maps he is still buggy but imo after the last change Blight is peaking on being a bit too strong but we'll see. Main thing I want confirmation on is the exploits on him are fixed then I can judge his power.

  • @Elena said:

    The word "iconic" has started to become thrown around in the Dead by Daylight community, a lot of people use it to support their argument about why a killer may be "iconic" enough to come into Dead by Daylight.

    Using the word iconic makes sense because think of it like this.

    Would you prefer an iconic character to a franchise or would you prefer a lowly pawn that no one cares for ultimately? That's the main thing.

    Adding a warning as I don't know how to do spoiler tags

    **DO NOT READ PAST THIS LINE IF YOU HAVE NOT PLAYED RE VILLAGE**

    For example Lady D was great to an extent but I can't imagine her being remembered as iconic past being a character that is quickly removed since she is the first boss you face. She's actually not present in a lot of the game and was used purely for advertising for the most part. Which I believe was a smart decision on Capcom's part. I see Heisenberg, Chris and Ethan being the most notable characters in Village because not only was the entire story being juggled between those three throughout the narrative but they were around for most of the game as well.

    Lady D and her three daughters weren't exactly big parts of the game and I can't really imagine what power you would even give them as killers anyway.

    **DO NOT READ ABOVE THIS LINE IF YOU HAVE NOT PLAYED RE VILLAGE**

    Where as if you played the older games there's plenty of room for power for the Tyrants such as Nemesis and Mr. X and I would definitely say they're more iconic as the lore behind them is more expansive and they're present through most of the game.

    In regards to the word iconic being used in arguments I mean well yeah it makes sense.

    Dead by Daylight's hook mechanic is based off of The Texas Chainsaw Massacre scene, most of the OG killers were based off of iconic characters from the horror and slasher genres, the maps are based off of iconic tropes in those genres. We have a lot of iconic licensed characters in the game too. The argument makes sense because that's the precedent BHVR has set.

  • Nurse main here - I hate Spirit and everything about her kit. Low skill floor with extremely high reward, low effort to pull off decent mind games, decent addons but zero dependence on them. I genuinely hate Spirit and would be happy seeing her removed from the game. You know why HEX: Ruin was changed? It's because of how passive you can be to get use out of it. Why is Spirit as a killer ignored in this mindset?

    You might ask - Why do I not feel the same about Nurse who is extremely strong as well?

    First and foremost Nurse telegraphs her power so you can read and react to her power as Survivor. Nurse is also very buggy and inconsistent and even with perfect muscle memory sometimes a map will cause certain interactions you cannot prevent but also cannot predict. I do love how mechanical Nurse is where I feel like my actual skill affects her power. This is the same with Deathslinger, Huntress, Blight and to an extent Clown. I would however say Nurse's addons shouldn't be buffing her primary power use and would nerf them into the ground but that's just me - As a base power though Nurse is fine. In regards to Spirit she is not.

    Personally for Spirit I'd make it so that the longer you stand still the more obvious it is that you're not using your power. Basically just give her some built in Insidious where the longer you stand still the quieter the Terror Radius gets and even make it slower - Now there's an obvious tell on her power. That's one of many potential changes I'd give her.

  • @Lx_malice said:

    What're you talking about? She's perfectly fine.

    https://youtu.be/5h8RNuyTMKw

    Nothing wrong here.

    This is honestly the main bug I experience with Nurse even in a random open field I'll get a hit sound as if I hit a random object. Meanwhile if you pan your camera to do a full 360 you'll almost always hit the survivor. I feel it should be the other way around but oh well.

  • @Tsulan said:

    Don´t worry, once Spirit is nerfed, we´ll get non stop

    *throws a dice*

    ...

    pig

    Pig?

    ...

    okay we´ll get Pig nerf threads. Because her stats show, that she´s OP!

    I mean Pig should just get a rework to be more consistent and less of a troll / meme killer.

    Survivors have always complained about Spirit and imo Spirit is the only killer I can recall where I'd say the majority if not all of the complaints are justified.

  • I don't blame you it's more so annoying everyone tries to justify Spirit's current power like equip this or that.

    You really going to stick with one loadout under the assumption you'll always verse the same enemy? How fun.

    Let me just keep a boring meta loadout always on so I have the perfect loadout when I eventually face a Stridor Spirit. Great logic.

    At this point it's the norm that the majority in matchmaking don't bother against Spirit even if they know they can win. It's because she's just not fun to play against unless she's trash but at that point you could be bullying any other killer and get the same result.

    Also all of you scolding OP about just suiciding - Here's the reality of the situation even at red ranks.

    You could be playing with a survivor who is good at loops but when you eventually get that game against the Spirit it's noticeable that even these players either play overly passively because they don't care about the game or they give up and move next. People don't like playing against a Spirit and they'll just be like "idc" the entire game putting more pressure on the other survivors because the distaste on wanting to verse a Spirit. Why should anyone bother sticking around in a game like that? I'm sure af not sticking around when I see two teammates constantly hiding in lockers and walking near the edges of the map to avoid getting chased.

    I actually recognize players who are good at looping / survivor who just stop giving a ######### when they verse Spirit - Spirit has that affect on players.

  • Considering it's 5th anniversary I'd love for more than just a map, survivor and killer. Maybe 2 of one of those? Either map, survivor or killer I'd be fine with. Just seems like there's so much potential for the crossover.

  • @wxnickxw said:

    No tbagging serves no purpose but to be a dick camping let's the killer win so it's not the same.

    The key difference is you can only blame players for tbagging, camping on the other hand is something the devs need to address becuasr ad long as it remains an effective strategy it's not toxic to use it. Still annoying as hell to play against but different categories there.

    tbagging is a strategy it's psychological warfare. So is camping slugging and tunneling.

    Do what is necessary to win even if it's provoking the other side into making mistakes.

  • @TheBus4K said:

    I wanted to start playing Nurse, and unfortunately many times I have a bug that when I do the first Blink and I right-click to do the second Blink, the breath that the Nurse makes when loading a Blink starts to sound a lot times and it won't let me do a second Blink, it's only fixed if instead of doing a second Blink, I just do one and give an M1, but sometimes this bug happens again later.

    Is there any solution for this? Does anyone know in what situations this happens?

    I never experience this with no addons however almost always once per game when using any addon I experience this. I want to say addons cause it but I have no idea how.

    If someone can disprove this theory by showing this happening in a game without addons it would be appreciated.

    edit - Saw the gif above with a Nurse blinking with the bug with no addons - Well guess that's that. Wonder what causes it then.

  • Capcom is in no way strict about their property as Konami I imagine - I mean Resident Evil has had a lot of crossovers.

    Resident Evil 6 had a cross promotion with Left 4 Dead 2 - You can play Left 4 Dead 2 characters in Mercenaries in RE6 and Left 4 Dead 2 has official workshop submissions from Capcom for special infected replacements.

    PUBG Mobile had a cross promotion

    The Division 2 had a cross promotion

    Monster Hunter World had a cross promotion with Resident Evil granted this is Capcom's game as well.

    Capcom uses Resident Evil in promotions quite frequently. Capcom in my eyes is in no way strict about their property because they know the fans love content from it. Capcom is also known to wildly experiment with their property even if fans don't like it. I feel we'll get a mix of linked skins and unlinked skins but for Resident Evil I don't mind linked stuff.

  • @psionic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2191890#Comment_2191890

    "Easy" is a subjective therm.

    I've seen people spent 1 week playing Nurse and destroying competitive matches :)

    Here's the issue with Nurse - You need to understand how she works mechanically to be able to reliably predict what she does. I main her and even I'll admit this. However if you have a basic understanding of Nurse at least you can counter and outplay her but all survivors need to be on the same wavelength or it's easy for Nurse to single out the weak links really quickly. I personally wouldn't change Nurse aside from nerfing any addons that buff her base power like charge time and such. I play her ONLY without addons and I feel this is the only way she is balanced. The reason so many people get destroyed by Nurse is because they either haven't seen one lately and it's basically relearning on how to verse the killer again or they've never played Nurse. If Nurse was more common everyone would realize you can outplay her granted it's difficult against good ones.

    Spirit is basically guesswork I don't even need to explain it.

    Main difference between the two though

    Nurse telegraphs her power - Spirit doesn't

    For those who don't know what that means

    "convey (an intentional or unconscious message), especially with facial expression or body language."

  • @danielmaster87 said:

    Yes, this is DS all over again. Killers losing because they respected a perk that wasn't even there.

    This is essentially the NOED problem survivors have.

    I get the whole "whataboutism" but stuff people keep repeating but if you think about it should we really be worried about solving this? The problem is solved by building up momentum early or dealing with the unhooker so it's a trade.

  • First off making perks basekit is a bad idea - Too much power creep that way

    Main things I'd do

    1. Survivors can see each others perks both in the lobby before a game and on the pause menu while in a trial - This helps survivors understand how to play around each other and how to prepare pre trial - This closes the gap between Solo and SWF
    2. Add proper activation icons for all team oriented perks so both survivors know they're active and can play around them - Babysitter for example should show an icon similar to how We'll Make It shows an icon - This closes the gap between Solo and SWF
  • Has any form of mod support been considered to be directly supported?

  • The worst part is I feel that I miss chainsaws I should and hit saws I shouldn't.

    Of all the things you say (Which I agree with) I agree with this the most - Why is Billy so buggy?

    Not sure if unpopular opinion but I wish Lopro Chains were either basekit or lower tier addon like yellow. Only thing that makes Hillbilly fun to play at the moment because overheat mechanic doesn't feel great at all. Overheat mechanic didn't solve backrev'ing in fact it feels like it encourages it more.

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