Fuzzycube
Fuzzycube
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It’s fine if you’re not intentionally holding up the game, for example if you were waiting for Wesker’s dash cool-down instead of just hitting them.
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Don’t see how the Demogorgon with his Lifeguard Whistle add-on isn’t better at 3 genning than the Skull Merchant?
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@Ayodam said:
Well, killers complain about exhaustion perks so they can’t release those. Killers complain about boon perks so they can’t release those. Killers complain about healing perks so they can’t release those. Killers complain about aura-reading perks so they can’t release those. What else can survivors have? Lmao.
With boons all of them aside from Circle of Healing aren’t very good, I can’t remember the last time I’ve seen a boon without it aside from adept challenges, same with exhaustion perks, Dead Hard is really the only one killers complain about and I don’t think aura reading perks are complained about that much?
But really the issue is if generator slowdown perks get nerfed while speed increase perks keep coming out then killers will increasingly tunnel out the first survivor hooked as a way to slow down the game.
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Maybe they could skip a mid- chapter every so often to focus on quality of life updates and perk meta shakeup, perhaps add a bunch of nice skins to try and make up for lost profits of not having a chapter.
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@Blinckx said:
https://forums.bhvr.com/dead-by-daylight/discussion/361333/some-thoughts-about-killer-add-ons
Let me guess, BNP or Syringe are preferctly fine and balanced Add-Ons right ?
90% of killer's addon are useless, worthless or without any logic. An add-on shoud improve of change something that's not related to your power directly. Let's say an add-on who's going to reveal aura of survivor 4mt around you every 40 seconds ( i know it's stupid, it's just an example ), another one could be a mini ruin ( if you bring this addon, gen not being repaired regress at 10% ) and so on and the same goes for survivors, no more BNP or other things like that.
Right now, it is not "killer add on" or "survivors addon", everyone bring the best addon they have and, since the majority of the addon sucks, everyone bring the best they can.
BHVR should do a complete rework of the addons but this alos mean rework the entire game
I play killer the majority of the time so am not saying killer add-ons are overpowered compared to survivor add-ons just the game might be better if things were reworked so I agree.
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I felt that at first but after watching a guide I find the Map of the Realm add-on (common) which increases Guard's detection radius is a MUST, it improves his power so much and as well as that Call to Arms is nice because you can make paths before survivors react or I hear most people say Dried Horsemeat is best along side Map of the Realm because it increases some of the Guard's hunt time from 12 to 16 which is quite substantial!
Other than that I like the perks Scourge Hook: Pain Resonance, Dead Man's Switch, Star Struck and Agitation.
Here is the YouTube guide I watched:
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@MoNosEmpire said:
Where did you hear about the buff? Is there a specific link to the patch notes or..?
Here:
https://forums.bhvr.com/dead-by-daylight/kb/articles/369
Specifically:
Updated Wiggle Mechanics
The updated wiggle system was the first feature to appear in the beta tab last year. Since its introduction, we’ve collected feedback from countless games and around the internet. Roughly 83% of players are currently opted into the wiggle beta.
The time has come for this system to be officially integrated into the game, and as a result, the wiggle beta will disappear from the betas tab in the 6.5.0 update. There’s a couple changes that will be made before this goes live.
First: We are removing faster wiggle progression from great skill checks. Hitting all great skill checks could shave off a whole second. While this sounds small, it can be the difference between wiggling free and getting hooked. Rather than increasing wiggle speed, great skill checks will instead increase the amount the Killer sways while carrying you by 20%. Great skill check success zones have also been increased in size since they are now less impactful. Good skill checks, on the other hand, still bump the Killer, but 50% less than was previously normal.
Second: We have added a new sound for non-attempts (i.e. not attempting to hit a skill check at all). Previously, this would play the missed skill check sound, which can be a little intense when played over and over if you’ve decided not to wiggle. This new sound will be much more subtle.
Third: We have cleaned up the new system’s interaction with Decisive Strike. Previously, wiggle skill checks would start immediately after the Decisive Strike skill check. This caught a lot of people off guard and caused some confusion. There is now a short (0.5 second) delay after the Decisive Strike skill check before wiggle skill checks appear. You’ll be credited a small amount of wiggle progress to make up for the added delay before these skill checks appear.
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Here:
Happy New Year! The team is back from holidays, and we’ve brought a new Developer Update with us. In this series of posts, we cover all the biggest upcoming changes coming to Dead by Daylight. We have many quality of life improvements up our sleeves, so without further ado, let’s kick 2023 off with a bang. Survivor…Specifically:
Updated Wiggle Mechanics
The updated wiggle system was the first feature to appear in the beta tab last year. Since its introduction, we’ve collected feedback from countless games and around the internet. Roughly 83% of players are currently opted into the wiggle beta.
The time has come for this system to be officially integrated into the game, and as a result, the wiggle beta will disappear from the betas tab in the 6.5.0 update. There’s a couple changes that will be made before this goes live.
First: We are removing faster wiggle progression from great skill checks. Hitting all great skill checks could shave off a whole second. While this sounds small, it can be the difference between wiggling free and getting hooked. Rather than increasing wiggle speed, great skill checks will instead increase the amount the Killer sways while carrying you by 20%. Great skill check success zones have also been increased in size since they are now less impactful. Good skill checks, on the other hand, still bump the Killer, but 50% less than was previously normal.
Second: We have added a new sound for non-attempts (i.e. not attempting to hit a skill check at all). Previously, this would play the missed skill check sound, which can be a little intense when played over and over if you’ve decided not to wiggle. This new sound will be much more subtle.
Third: We have cleaned up the new system’s interaction with Decisive Strike. Previously, wiggle skill checks would start immediately after the Decisive Strike skill check. This caught a lot of people off guard and caused some confusion. There is now a short (0.5 second) delay after the Decisive Strike skill check before wiggle skill checks appear. You’ll be credited a small amount of wiggle progress to make up for the added delay before these skill checks appear.
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That they’re aware of the issue but they’re on holiday:
https://forums.bhvr.com/dead-by-daylight/discussion/359512/eu-server-lag
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I've been having that and when I logged in two times today all my characters got reset, thankfully i still have all my perks and cosmetics and things like that but everyone defaulted back to their original skins and it removed all perk loadouts.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3277016#Comment_3277016
Where IS survivor granny?
Agree, would like a 70 year old female survivor to loop killers with, ty in advance Behaviour!
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Killer:
Temporary speed increase when a survivor enters the shack while you are chasing them (Disabled if there’s a survivor hooked in the basement).
You get to keep one add-on (Chosen at random or 100% with one add-on), all non point related offerings are rejected and refunded.
Survivor:
If facecamped for an entire hook state gain 100% chance to unhook self, does not cause exhaustion.
All non point related offerings are rejected and refunded, the nearest generator and dull totem is revealed to you at the start of the match for 3 seconds
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It slows down cleansing/booning times which you can combine with something that makes survivors scream that interrupts and forces them to cleansing/booning from the start.
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No, he has strong add-ons but at the end of the day he’s a M1 killer.
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That Dredge skin is amazing though, I voted for the same reason.
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I always do it when a killer is near and it’s unsafe to unhook.
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I’d say Huntress is a good choice - Ranged killer balanced by speed and her lullaby, ranged hits nearly always feel fair aside from the rare throw into the air and somehow hit which is so rare it’s funny when it happens, also her add-ons are balanced while still remaining interesting and varied.
The Demogorgon is also balanced but his portals (Typically placed near generators) can sometimes intentionally or unintentionally lead to three gen situations that can really drag out games which isn’t unbalanced, just tedious.
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My two ideas for killer perks are:
1: Exit gates now start regressing when left for a certain amount of time, when it reaches 0 progression it blocks the gate for 10 seconds for each red light that was regressed (Maximum 30 seconds), during the end game collapse closed gates still regress but no longer get blocked.
2: Killers get to keep 1 add-on after a match and have 50% chance to keep the other, if you pick one add-on you always get it back but if you pick two it’s randomised which one is guaranteed to be kept and which one is 50/50.
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It’s very good since it’s a passive perk with unlimited use and Prove Thyself is a popular survivor perk.
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She proxy camps and aims for a 3 gen situation, it’s not really very fun to play as in my opinion but each to their own.
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The green reload boost add-on really helps I find.
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‘Free’ killer plus she’s a good all around killer.
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Survivors should be using the built in BT to escape but I notice some think it’s a good idea to get a free protection hit.
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As a killer I try to avoid it if only because it makes the game so incredibly boring when survivors just hide and refuse to do gens.
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@Ayamir said:
Twins are still so depressing to play they need some QoL improvements and a add-on pass.
Myers is such an iconic killer but Jesus he's so baaad I just want him to get some love remove both of his busted tombstone add-ons and buff his basekit.
A full add-on pass for Pyramid Head would be good he only has some boring useless add-ons that do nothing the only good add-ons he has are the range ones and MAYBE the durations and even then it's debatable.
Priority should be nerfing Nurse and give the others killers the spotlight for a moment,Nurse has been the strongest killer for 6 years now it's time to remove her from the meta its just so stale always seeing this broken toy, we need more killer variety.
Agree with these, maybe let Myers instant mori whoever has had their evil within fully drained.
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With pallets he’s inferior to the Demogorgon since with him pallets get shredded no matter when they’re dropped while Wesker can still get pallet stunned.
Vaulting is quite weak since he can’t do anything after for a few seconds, his iridescent add-on that destroys pallets are good but he still takes long enough that he can be flashlight blinded.
Agree his mobility is good but not Nurse or Blight good in chases and not as good as either of those or killers like Dredge at moving round the map.
His large aura seems to be one of his stronger points when you use the right perks but that means no gen slowdown or detection perks if you go all in.
Instadown is quite rare since there’s lots of sprays and are quick to apply.
Overall I’d say he’s A tier, not as high as Nurse or Blight but around Spirt/Pyramidhead level (Probably lower at top level play) but he does seem easier to use effectively than most killers so at lower MMR he’s probably more oppressive.
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I like the idea I heard that the dash comes back but only if the survivor has the broken status.
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Shack Attack (This is not a good perk name, I just couldn’t come up with one):
5% speed bonus while you are in a chase with a survivor who entered the killer shack and 3 seconds after.
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I think to help solo queues a built in Kindred, maybe it tells if the killer is in a hooked survivor’s immediate proximity (Face Camping) and a way to tell if there’s any conflicting builds, such as if there’s multiple survivors using Kindred or any perks that activate when you remove totems if someone has a boon perk.
Remove map offerings for survivors and for killers have an offering for either indoor maps or outdoor maps, maybe give Survivors a killer related offering like not facing the same killer who they faced in their previous match.
Have White Ward keep the item and add-ons you start the match with (Franklin can’t negate it).
As for survivor perks - Hyperfocus not work with toolkits, Iron Will be 100% again but not work while exhausted, revert Blast Mine to how it was, reduce the Calm Spirit penalty to maybe 10% slower, increase Self Care by 10% and maybe have Corrective Action work on your own failed skill checks but remove all tokens or something.
For killer perks - Make Bloodhound change blood to bright pink to make it more noticeable.
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He’s tough, like the Cenobite his power becomes a lot easier to use with +turn rate add-ons but those aren’t optimal, although they’re fun!
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Hunk should have had unique chase music, I mean just listen to his theme music:
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Bring back the DH dash but have the requirement that the survivor needs the broken status first so they can either run No Mither to get it or get it very situationally.
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I’m not sure which are his best perk combos but Lethal Pursuer works really well with the Hillbilly since you can just zoom across the map towards the nearest survivor! (Assuming you’re not in an indoor map..)
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Agree with Iron Will, Decisive Strike and Calm Spirit and would add:
Dead Hard: When you are affected by the broken status activating Dead Hard causes you to dash forward as well as the usual invulnerability.
Not sure about Self Care but it’s currently a bit too slow.
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There is some serious issues with the latest patch, I'm a killer main who never tunnels or camps and I HAVE YET to get a match where I didn't get 4k and have had several games with survivors haven't completed a single generator, I'm honestly starting to think there's matchmaking issues since even without Dead Hard survivors I used to play against weren't so easy to hit in chases.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/3066037#Comment_3066037
they are really boring. It can be solved by the killer just committing to a chase tho and taking a risk to end the stalemate. A stalemate is caused by both sides refusal to do something, not just one side
Last time I went from gen to gen and couldn’t find anyone, I eventually got lucky and found scratch marks in a place at the other side of the map not near any generators and caught a survivor in a locker.
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Give him a crosshair and trigger Showstopper whoever he wants, maybe a downside of not being able to throw knifes until it’s used and some kind of indicator for survivors (So they know it’s unsafe to unhook).
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@patwas said:
So If I understand that correctly 70+ tier perks mean I need for example around 24 purple perks on a character since 24*tier3 = 72?
Yes but you need to have 170 before the mid chapter to be p3 and get the tier 3 perks, you only get 2 prestige levels per level you already have BEFORE the update.
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I hope this helps:
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Will we get a warning?
I want to keep using my flans for as long as possible before making them p1 so I can get tier 3 perks but it’ll suck if there’s an unexpected update.
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Late match 3 gen stalemates make for really boring matches if the survivors just urban evade around the map or hide in lockers, there should be an effect or at least a perk where if 5 minutes (Or maybe less) has passed without a chase or any gen progress survivors start gathering stillness crows as if they were AFK.
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I really like the lack of FOMO (Fear of missing out) since it sucks if there’s a really cool outfit but you can’t get it since you started playing the game too late or didn’t have enough time to unlock it, for exclusive things to show off how long you’ve been playing there’s charms which there’s so many of they aren’t that a big deal (Even though some are really cool).
There’s games that are really predatory and make it nearly impossible for a casual person to complete rifts containing exclusive outfits and force you to pay extra with premium passes or boosts and things like that and I’m really glad this game isn’t like that. :)
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@skylustv said:
roots of dread was such a flop chapter, all perks sucks, the only decent stuff was the new map, the survivor is ugly and the killer is boring to play
Some perks are pretty good, Overzealous wth the buff for example gives you an 8% increase gen repair time if you cleansed a dull totem or 16% if you cleansed a hex.
Obviously it doesn't go well with boons but it works well with other perks like Inner Strength / Inner Healing.
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Maybe if they were strong enough, Hexes have the inherent downside of being able to get removed but it's gone too far for some perks in the update, like Ruin at 100% and being deactivated once a survivor is killed, arguably Overcharge, Botany and Calm Spirit, I'm not too sure about how those will work in practice.
And the old ones No Mither is the biggest example of a perk that is outright like playing on hard mode.
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Yes, this might help (Taken from the DBD Reddit):
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Myers isn’t bad once you realise you should 99% his power at T2.
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From what I understand at top MMR she's really the only killer who can compete with the top tier survivor SWF groups.
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Some basically require extreme luck or the killer to actively help such as ‘Open the hatch two times’.
Nothing to do with the upcoming update though.
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Clown is pretty strong with +2 bottles and Pinky Finger but I’m not sure if ‘Strong with certain add-ons’ count.
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@GoshJosh said:
Just remember that a conspicuous action will disable OTR. You really think they’re going to stand around all day to tank a hit with it, while being unable to repair gens or do anything else to progress the game? It’s way more appealing to be healed up and continue doing gens. It will punish tunneling while not allowing the survivor to complete any objectives, which is a good thing.
The only adjustment I think it needs is disablement in the end game. At least the endurance aspect.
I agree and maybe disable it once they are healed since from what I understand if they get healed by another survivor that's not a conspicuous action and they'll still have the effect.

