Avatar

Frozenscum

Frozenscum

About

Username
Frozenscum
Joined
Visits
0
Last Active
—

Comments

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/489560#Comment_489560

    For Doctor's, what if we also added a 50% range on the shock? Similar to his other yellow addon but without the downside and baked in.

    You'd still have to shock them a lot, but it would be way easier and more consistent.

    My whole point was to remove those 5 zaps from Addon, range isnt an issue for Doc tbh, I never run range addons since I dont see any reason, apart from Railgun build.

    I thought about Rule Set N2 to be build-in at some point when I was playing Pig a lot, but I've come to conclusion that it will change nothing in fact. Addon is very weak in its current implementation, it need to be changed drastically, its is not nearly to Ultra-Rare, I'd say its Uncommon at max.

    Rule Set N2: Jigsaw Boxes are inactive while RBT is not armed.

    So, basically you NEED to start RBT timer to take it off. Coupled with TT/CoG/JS it will be real threat to trapped survivor.

    I had a lot of games as/against Pig, when she puts RBT at 2 ppl, and survs just stop doing gens and they take them off without any pressure, sneaking to boxes and avoiding Pig. PPl do totems/chests/heals/whatever and dont give much ######### about RBT.

    Clown's Addon Tattoo's Middle Finger is indeed very strange and weak compared to Redhead's one, but changing it into another Class Photo probably is not good idea.

    Class Photo is good cause you can put guy in transition and go for others, since you can always find him back when you need or he will blow gen and slowdown the game.

    As Clown, first of all, you intoxicate ppl while in chase, you wont drop chase and go for another guy somewhere else, cause its waste of time obviously, the guy you chased will just go to his prinary activities. Secondly, if you down someone and hook them its been plenty of time for survs to change their positions, so you will have only vague idea where they are, but in that case BBQ is just plain better, you see them right when you hook and you are free to move at once.

    It proooobably can be used in slug builds, intoxicate, down guy and run to another. But Clown is not very good slugger as for me, cause he is not mobile Killer.

    Clown is good in chases, but he lacks map pressure. Maybe Addon can give him something for map pressure

    Tattoo's Middle Finger - Downing intoxicated Survivor fills Clown with thirst for blood gaining 5% movement speed and Terror Radius reduced by 12m for 30 seconds.

    Thus, Clown can apply more pressure and move between survivors faster. I thought that buff timer can be on halt during carrying and hooking, but it is probably overkill. Paired with Agitation Clown can run to hook extremely fast and still have plenty of buff left.


    As for Freddy Addons, hardly it is even make sense to think of them now due to upcoming rework.

  • They all stack with each other and multiplies, TR with 2 Calm Addons + Distressing is over 55 meters

  • Doctor's Iridescent King could use some buff too, it takes 5 hits to put survivor in all afflictions which is pretty bad. Most of times I put them in T2 just by my static field, and zap them sometimes on loops, so I never use this addon due to some much time I need to waste to make it work at full. Since its Ultra-rare it should put surv in all afflictions with one zap.

    Trapper's Ultra-rares are pretty strong, but you trade traps visibility and quantity you carry for it. On big maps they are wasted in a lot of times. They probably should increase number of traps you can carry by 1 as well, but do not stack with each other.

  • They could be SWF, my friends are 9-11 ranks atm, cause they play rarely, I'm rank 5 as surv, when we SWF Killers are around 10-8 ranks.

  • Played as surv today against Mayers, he hard camped and tunneled Nea just cause she had flashlight, she didnt even used it once. He claimed in chat that Nea was toxic cause she had flashlight and flashlight means camping for him.

    If survs see such pathetic killers often I'm not surprised they see camping and tunneling everywhere after.

  • Never had an issue with knowing whom Clown chases or whom did I poisoned as Clown, so no idea why you even need that info on 3 seconds debuff.

    Also as Doc main I can tell that you can see ppl in T3 by different running animation, also you have points for tiering them up, so you clearly see when you do that to person you chase. Plus, pay attention to lobby, you can see names and characters there.

    You already have info on tiers of madness in HUD, there is no need in anything additional. You see tiers, you see whom you hit, you see injured, is it not enough?

  • Fastest possible healing speed is 4 seconds. Green Medkit with addons, WMI, Botany, Resilience and Spine Chill buffs. So, yes, you can have more then 100% healing speed.

    Autodidact to be viable should have 2 guaranteed skill checks during healing, on top of random ones, like Snap Out has.

  • That kind of descriptions instead of numeric values is really annoying and confusing.

    For example, Clown has addons that increase speed during reload and decrease time during reload. To find out which addons give best possible combination I asked friend to test it in several games. If I had numeric values I could save my time and my friend's time and just knew it from beginning.

    Also all those descriptions mean different values for different powers/addons while beeing same in words. Moderately for Wraith uncloak and cloak is totally different number, etc.

  • I'd rather see that stack gives you 1% speed buff, capped at 3, and never lost.

  • Prestiging does nothing apart from bloody clothes. If you didnt do it for clothes, no point in doing it now.

  • Played today against LF with Overcharge - it is totally same as before. A bit bigger than Great skill check zone, probably about 30%.

  • Gatekeeper is pretty poorly implemented. While Killer have to prevent gens repairs in first 9 minutes of match, Survivors have no time restriction on Lightbringer, they can get Iridescent even if they do gens late in the game.

    So basically - Killer prevents gens at start of match and gets Iridescent, survivors do all gens anyway - Iridescent too. More of it, when Killer kicks gen and it regresses - Survivors getting more points!

    Survivors rush gens - Iridescent, Killer - not even Bronze.

    Those emblems should be linked somehow, otherwise there is no reason for survivors do not gen rush.

    Or Survivors should be punished when gens are regressing and on blowing gens up.

  • I have no freaking idea how to loop :D Since I'm Killer main I'm always down after 15 seconds of chase :D I'm that sneaky guy with Distortion who does gens while loopers loop their loops :D

  • Cause Doctor is not much a threat or any kind of annoying Killer. While myself maining Doc I dont feel any pressure when I play against him.

  • No, saying as Doctor main. I will run that perk as baseline with Distressing and Unnerving, last 3 gens will never be done.

  • Yep, proper Nurse destroys SWF with same efforts as she does solo survs. Nurse runs tracking perks and Ruin as basic setup. Once she founds first survivor and she's good, i.e. first set of blinks - injure, second - down, its pretty much snowball. Once she hear unhook you'll end up in slug and hook, and so on. At some point all ppl will be injured against good Nurse - and its pretty much done.

    If you are godly evader from Nurse, it will be just as with other Killers, you spend time while your team does gens. But, apart from other Killers, she just ignores all defences you have, and you need to have 4 godly evaders to survive.

    Check some good survivors on Twitch, like Puppers, Tru3, etc. Even when they go in red ranks as SWF rank 1-2 Nurses just destroy them most of times.

  • Nope, I'm alt-tabbed 90% of time during lobbies, so I dont care if someone talks there.

  • Depends on definition of fun tbh.

    When I play in relaxed game, when survs dont rush gens, do their other activities, like totems, healing, chases - I like to play Doc and Turbo Clown, so I dont tunnel and slug, hook everyone in a turns, getting 10-12 hooks, survs have 20+k points, all or 4 gens done. Survs dont feel much pressure from top tier Killer, all have their fun.

    Also I have fun playing as Trapper, its just different kind of fun, putting traps in unusual places and try and make survs go there in chases.

    When I play in stressed game, when gens fly away in 2 minutes, survs just go from pallet to pallet safely (hi, map design), or infinite loops. I dont have fun at all at any Killer.

  • Why think of DBD2 when DBD1 is so far from proper balance and glitchless?

    I'd like to see devs take a break from constantly putting raw stuff in game and take their time to balance things out.

    Surv should have more and more stuff to do as they rank up, so Killers do not get genrushed during first chase. Perks should be balanced to each other taking in account possible exploits of certain perks combinations. Infinites and number of safe loops around maps should be addressed. Certain maps design problems too, i'm watching at you, Ormond and Farm.

  • Or check wiki, where most of values already are.

    https://deadbydaylight.gamepedia.com/Add-ons

  • In past getting ranks were much easier. I was getting 4k and merciless in new system at rank 4 as Freddy too, but most of times Freddy struggles a lot against not-potato survs.

  • Wait till Rank 5 and higher, new Frddy main, and you'll see his "power" :D

  • Replace DCed player with AI bot with indication for all that it is a bot. Let him do struggle, go for gens to repair, etc.

  • Devs could just make BP doubled for each action from what we have now and increase BP gain from match to 64k. Solved.

  • Where did you get those numbers? Seems to me you do not even play Doc.

    His base charge time is 1.1 second, with +50% range it is 1.32 second, with +75% range it is 1.43 second.

    His base range is 9 meters, with +50% its 13 meters.

    But once again, range do not stop loops. If you far away surv just goes for another iteration of loop. You need to be close enough when you shock them to be able change stance and hit them before they can do another loop. His base range is ok, maybe could be 10 meters, but not even necessary.

  • Also Nurse is loud af, I can't imagine how you gonna sneak with Nurse.

  • Billy, Nurse, Trapper, Huntress

  • @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/482357#Comment_482357

    There's no 80% escape rate and Peanits already confirmed that this number is not correct. Just by looking at the graph, it should instantly become clear that the numbers are skewed.

    It doesn't make any sense that the survival rate is about 60% at Rank 2 and 80% at Rank 1. Someone with half a brain would see that (Sadly a large part of the community do not fit under this demographic).

    Numbers from rank 1 are screwed a bit idd.

    But.

    Even someone with quarter of brain should understand that those from rank 1 who get killed and deranked screwing rank 2 survival rates, since that death counts as rank 2 death. Same goes to rank 2->3 derank death, etc.

    It means that rank 2 survival rates are higher than 60% while rank 1 should be lower, and they are about same. Which leads us to numbers around 65-70% survival rates at high ranks.

  • @SlinkyJinky

    You probably never played as Doc/against Doc at red ranks. He has very low map pressure and in chases he is generic M1 Killer since his power do not help him to shut down pallets and vaults. I need to put a lot of efforts against experienced survs at higher ranks just to be able get 1-2k.

    Any big map is huge problem, since his "build-in BBQ" works only during tiering up (without Restraint), and even in tier 2 survs have no problems in hitting skill checks.

    Iron Will and Calm Spirit counter Doctor's ability to locate ppl by screams after shocks perfectly.

    He is like Freddy, noob stomper at low ranks and target for bullying at high ranks.

    He has couple of nasty builds, but overall he is weak.

    @AStupidMonkeyy

    I think that increasing his range baseline is bad idea, I'll explain further.

    Increasing stun by 0.5 second and reducing time to actually shock by 0.5 second do totally same as shocking instantly with same duration, since its around 1 second delay between release and shock. You just splitted that second in two parts.

    But since his shock will actually help shut down loops and vaults with such changes, Doctor will need some restrictions, like Clown needs to recharge bottle, that's why I thought of recharge time for shocks. In that case Doctor will not be able just spam shock and smack ppl in no time.

    If shock hits instantly (or 0.5 faster and stun is longer for 0.5) and Doc is behind you spamming it - you will be in stun state permanently, so its basically free hit as soon as Doc in range of shock. And that's reason why you should not have longer range. If Killer will have guaranteed hit once he is 14 meters behind you - it is a bad design.

  • Added some changes and new thoughts.

  • Adrenaline is not-healthy design. I had game with 2 guys on hook, 2 injured. I was chasing one while second finished gen. 2 healthy, 2 hooked. The guy whom I wasn't chasing unhooked both - both healthy. So from 2 hooks, 2 injured - 4 healthy in less then 30 seconds, hooks were close to each other. That is fkn not healthy.

    You can't do same with NOED unless they jump on your weapon. NOED is counterable, it does not reward Killer for beeing bad, it just adds a bit of secondary objectives for survivors to consider.

  • About NOED - stop trying to fix something that isnt broken. NOED is fine, its counterable and not that big of threat.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/481536#Comment_481536

    Well to be honest alot of what you've written has been in broken English. I didn't say that because I didn't want to be offensive. There have been many structural and grammatical errors which made it hard to understand what you were saying.

    I understand your point on the perk though and I think it's a good idea.

    I can start to write in my Native language, I doubt you will understand a word though. :)

  • And dead, and sacrificed. And debuff dynamically grows when less ppl alive.

    Tbh, i'm little confused, you seems can totally read and write in English, yet you dont see difference between our points of view at Thana, which are clearly seen. Don't see as offence, but I feel like you just prefer your own version, so just fooling around. I dont mind, keep yours, its your thread.


  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/481429#Comment_481429

    "I do care about bleed effect, sometimes I run Bloodhound+Sloppy just to be able track ppl easier."

    That's a fair point, but only for meme's or low ranks. No one in red ranks is legitimately doing that build as it isn't seriously viable for competitiveness in those ranks.

    Thanata -

    This looks like basically what I had listed.

    Increased percentages, doesn't affect healing and works on injured/dead/dc'd players.

    Mad Grit -

    I could see the debuff working then, it would just need to be MUCH more severe than your previous one.

    Mate, really, percentages are not a matter of discussion, its just numbers which can be adjusted.

    Basic difference between your point and mine is how Thana works:

    When you have dead/sacrificed/dced survivor - your version applies constant debuff to all other survivors and its not good, especially dced part. I had numerous 3v1 games against Thana perk as surv and we managed to win pretty good part of them. Why should I have debuff for someone beeing ragequitter?

    My version does what perk should do - slows the game, debuff is severe enough to be worth get rid of it and it totally in alive survivors control. You decide either you heal and remove it or work through it on gens.

  • I do care about bleed effect, sometimes I run Bloodhound+Sloppy just to be able track ppl easier.

    Thana - hmm, I thought I did pretty clear description. It should work like its now - for each injured survivor debuff for all actions, except healing, applied. But its dynamic.

    4 ppl alive - 7.5% debuff per injured up to 30%

    3 ppl alive - 10% debuff per injured up to 30%

    2 ppl alive - 15% debuff per injured up to 30%

    1 ppl alive - 30% debuff per injured up to 30%

    Thus, no matter how much ppl alive you can achieve max effectiveness of perk at any given time during trial. Nowdays as less ppl alive - perk becomes worse and worse.


    Mad Grit - exposed effect will have 1 time use in fact. As soon as someone will be hit - you will never hit anyone again during carry. Is it worth to waste perk slot for a single down or maybe even none at all? While having debuff will not aware other survs and will put them in choice - getting debuff and get some points or maybe wiggle save or just wait and unhook.

    Predator - Urban Evasion counters walking part since you crouch at walking speed.

  • I'd recommend headphones for 2 ears, hitting your head with wire to plug into PC. Works for me perfectly fine.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/481278#Comment_481278

    Coulrophobia

    That would be completely and utterly broken.

    Thanatophobia

    That's basically the changes I was making.

    Fire Up -

    I could see including hooks for tokens.

    Predator

    That would be completely broken as well.

    Stridor

    That would be a nice change. Although I'd rather have the breathing be louder than adding footsteps since it would equate to the same thing but still fit the perk thematically.

    Shadowborn

    I like the idea.

    Beast of Prey

    That might be too much

    Mad Grit

    Protection hits aren't realistically happening that much to begin with and even if it did block them you are losing an entire perk slot for it. Applying Deep Wounds would be trash. Deep Wounds in its current iteration is a meaningless effect. No one would use this perk if that was its change.

    Coulrophobia - it wont be broken, we have Sloppy which applies 20% debuff + bleeding frequency and it works no matter where you are healing. Noone ever said its broken, vica versa ppl say it should be buffed. Also to prevent them combined be too strong they just should not stack.

    Thanatophobia - I checked your post before writing mine. Your suggestion a bit different, when you have died/sacrificied/dced survivor - debuff could not be removed by other survivors. My version keep properties same as now - you have debuff only when someone injured, but it maintains its numbers during trial.

    Predator - hardly will be broken, should be tweaked ofc for walking ones, like you can see them as last 3 seconds of running ones for said 3 seconds only.

    Beast of Prey - dunno, I see this perk as hunting (since from Huntress, sigh) one, you're prey, you've been hunted, you're terrified, you seems to see hunter everywhere, you can barely hear your footsteps behind your heartbeat. Doc has such effect as addon, doesnt seem ppl afraid it too much.

    Mad Grit - its pretty strange perk as it is now. Giving it exposed ability probably too much, you can just go for Mad Grit, Agitation, Grasp and Enduring/PWYF, and run around with someone on shoulder oneshotting ppl.

    Maybe some debuff for 60/90/120 seconds when you hit someone when carrying surv, like 50% to actions speed.

  • Coulrophobia should be map-wide unconditionally, having effect only in TR renders perk useless and dull, also it should affect only healing, self-healing and mending. Also numbers tweaked to 11/22/33% on tiers.

    Thanatophobia should not affect healing (should affect repairs, cleasing, snapping out, chest searching, sabotaging) and have 30% at max effectiveness and be dynamically applied, i.e. 7.5% per injured when 4 ppl alive, 10% per injured when 3 alive, etc.

    Fire Up - basically now you have maximum effectiveness when you already have no need in it. All gens done, helping in last chase is not that good.

    Tokens should be gained by hooks as well, so you can reach maximum faster during trial. 3 gens done and 2 hooks? You are Fired Up.

    Predator should show walking scratch marks.

    Hearing footsteps should be implemented in Stridor.

    Shadowborn - lessen fog effects for killer on top of FoV increase. T3 removes fog completely no matter how much bottles were used as offering. Also works in Dream World for Freddy.

    Beast of Prey - Prey should hear heartbeat during chase as if Killer behind their back on top of red stain changes in TS post.

    Mad Grit - 1 hit is not too good, totally removes ability to gain points for protection, etc. Since its Legion perk originally - Mad Grit should apply DW on hit on top of all its other properties.

    Edit: some spellings.

  • Spirit gen protector build is:

    Discordance, Surveillance, PGTW, and perk of your choice Nurse's/Franklin's/BBQ/whatever

    Beads for gen grab.

    So, yes, Discordance is nice on Spirit.

  • Surveillance is perk that used effectively in 2 ways:

    a) Late midgame and endgame to protect last gens

    b) Jumpscare ppl on gens when you have proper Killer, i.e. good mobility or stealth. Like Spirit, Billy, Nurse, Pig, Wraith

    If you play as generic M1 Killer - dont bother with using Surveillance at early game.

  • Basically you say - once you hook survivor, ignore anything you have, BBQ aura reads, survivors beeing wiggle their ass at your nose and run to gen. Its not right implementation of perk as for me.

    1. Relaxing, not stressful gameplay
    2. I'm fine with all, except Nurse, Billy, and Legion. All three are unpleasant to play against: good Nurse dont give a ######### of walls/vaults/pallets, good Billy always oneshots you, Legion is just ######### designed. (I must say I'm pretty bad in chases as Surv despite of red rank, but I dont mind to drop fast against other Killers)
    3. I like stealthy gameplay, hiding and avoiding is my fav part
    4. Yes, except rare times when I'm getting hard tunneled and camped, or when I play against 3 abovesaid Killers. Though I'm not mad at tunnelers and campers, since as Killer main I can understand their point at certain maps/killers.
    5. I'd add more primary objectives. As surv I'm always sneaking around, cleansing totems, checking chests, doing some stuff for the first 3 minutes of match, cause I know how frustrating as Killer see 3 gens popped even before 1 hook, so I'm trying to provide more time for Killer to enjoy game. And I'm totally dont mind to die in trial, its less points, but Surv's pip system do not require to escape. I pip most of times beeing sacrificed, while Killer need at least 3 kills to pip.
    6. Easy af. You can literally run around like beheaded chicken and still get your pip.
    7. Site? You meant side I believe? They are pretty equal, both have their activities.
    8. No, they dont need to, you can be good at only 1 aspect of surv activities and play successfully, as Killer you need to have more skills for success. Skill cap is low at anything, but chases.
  • I feel 30 seconds is not enough too, I lost PGTW a lot when ppl go over-altruistic and I have no time to go and kick gen. Sometimes I cant even reach gen on other side of map which I'd like to kick. It's also wasted most of times at start of trial, when you hook person with 10% gen done, so you just lose portion of debuff.

    Unlimited duration should be proper for it I think, once it's lit - you can apply debuff next time you kick gen. Then you can save it for later at start or choose which gen to kick in the middle/end of game.

  • If you need to farm, why you run m&a?

    BBQ, ToTH, Distressing, Devour

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/479630#Comment_479630

    Because i accepted it as an answer.

    Answers go to the top, below the topic.

    Oh, I see, didnt know of that feature.

  • I have no idea how my post which was made 5:58 went in the middle of thread :D

  • I don't know about "competent" survivors, but even in purple ranks if they dont see you before you roar - you will land a hit in 80% cases. Since most of times they run straight into you when you dashing from further corner.

  • Turbo Wraith

    Perks: Enduring, Fire Up, Brutal, Bamboozle

    Add ons: Shadow Dance (Blood), Windstorm (Blood)

    You do everything fast cloaked, force pallets drops before you uncloaked, cancel and destroy, vault and lock windows in no time and bodyblock using your speed.

    P.S. I run this Turbo build at Clown as well, but Wraith's addons give even more synergy.

  • You refer to different things. Wraith needs to uncloak for 3 seconds before he can hit someone, Legion has 4 seconds fatique after he used his power. Wraith suffers a lot from this in heavy vaults areas, where he basically just M1 killer with no power.

1 2 3 4 5 6 7