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Ghostofsnow

Ghostofsnow

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Ghostofsnow
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  • no, it would just be used as a "im this good" tool on the forums and a basis for acting like someones opinion is more valid on a game they enjoy like with overwatch.

  • Yes, and learning it all over again made me realize the new dead hard is much more fun and fits the game better. It and overcome have become my go to exhaustions because I like them and their powerful impact but also they have cost

    Overcome requires a healthstate but gives an incredible amount of distance while new dead hard gives a strong option when there weren't any at the cost of tight timing and a mending time sink after that only it and overcome needing healing share

  • Medkits are literally the only items really worth a damn as a survivor with 2 years experience.


    This game can be really snowbally and relying on team mates can be awful. Medkits give a bit of self sustain that keeps games interesting and actually enjoyable for most of the player base.


    If they're an issue there are plenty of options like franklin's, sloppy and that clown perk around

  • How about an activatable perk that makes fast ones but on a cooldown? That way you can have fast vaults when needed or if you aren't talented at good running but sacrafice a slot for it

  • Cause it's not worth the time running over that close just because unhook times are awful and hook grabs exist.

    Unless it gets buffed or rebalanced well I'll always see it as a meme that wastes the teams time. And unless it's bubba just use desperate measures or an extra team mate for the safer unhook

  • @ACleverName4Me said:

    People say adapt to the new dead hard when I'm STILL having to wait it out before the change. I'm doing the same thing. Waiting.

    Waiting for dead hard. Nothing has changed. Perk is still an annoying forced waiting simulator that gives the survivor a THIRD health state when the devs said they didn't want to make it act like a THIRD health state.

    you mean like waiting out and trying to bait a hit so i don't get hook grabbed in a face camp unhook scenario? that removes all healthstates instantly is base kit and somthing i have no control over outside of having more than one person around while the hooked player likely gets sacrificed since the killer isn't the one on a timer

  • Dcing just cause you don't like a map sounds lousy


    I hate shelter in the woods and haddonfield but will still play them out even if one leads to an unwinable 3gen that lasts 40minutes

  • A simple strong build I use to vibe on Dwight is overcome,built to last,off the record and desperate measures.


    Bring any medkit especially a stacked green one and you've got about 6 fast heals and the easiest exhaustion to get value out of. Even in matches without healing you get fast unhook speed and a good anti tunnel.


    Desperate measures is really underated as a healing perk

  • My trick is to never give up, if you're going down, you go down fighting.


    Regardless of team mates I find ways to have fun win or lose and perk build choices can help a ton giving survivability,speed memes like flashbang fun or a spicy deliverance,sprint burst off the record combo where you cheese a killer into a sudden round 2)

    The survivor role, especially solo que is a rough challenge to face. you need to have that tenacity and always try and improve

  • Sad part is iirc hearing the BP bonus has to be still up by the time the match ends if you want the extra blood points. You'd think it'd be locked in as soon as you que

  • Exhaustion, an anti tunnel and a healing perk with one free slot for memes at least on my 2 main survivors I play

    For exhaustion the big 4 of dh, overcome,sprint burst and lithe are all fun to use to me. Anti tunnel choice is either off the record or DS which depends on the exhaustion choice(seriously, DH and DS have stupidly better synergy.)

    As for healing there's really 3 choices depending if I wanna bring a medkit or not. CoH and inner healing are both great regardless of items while if I bring a medkit built to last is underated as hell tripling a medkits heal potential and not making me waste time bone hunting

  • Decided to avoid playing him till recently(like I do 90% survivor). Honestly hes really fun both sides and is one of the few killers good in 1v1's but also with strong basekit slowdown for the 4v1. Honestly kind of funny it's the same kind of priority to players like a reverse bear trap or chain hunt box. But really people just hate being slowed in video games

  • its literally used to avoid the most skillful part of the game, getting rid of chases completely for downs and makes no win scenarios if you don't go in with 2+ people for the save thus giving the killer the ability to pressure 3/4ths of a team if they don't want a player to die

    camping just feeds on altruism and lack of information in solo que. even when its dealt with properly too its boring for everyone involved. the guy on the hook, the gen jockeys and the killer who gets a 2 k at best because they made an end game build back up plan and spent 4 minutes patrolling or staring at a guy they're holding hostage

  • i mean we've already headed that direction with the attack on titan patch, honestly a lot of charatcers in that genre are pretty creative or imposing ability/power wise. its nice having more out there ideas around keeping things interesting at least to me

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208764#Comment_3208764

    I agree, I'd love to see Kira as Killer, he could work well as a trapping Killer.

    On the other hand I'd love to see Dio as Killer too, especially Part 1 Dio; he could use his space ripper stingy eyes attack as a ranged ability and maybe his freezing power as a secondary skill that could hinder Survivors or something.

    https://imgur.com/gallery/QCfFXTu

    sweet idea! i feel sheer heart attack would be a great secondary power to kira as well as a deployable ai pursuer with map pressure. constantly going for the closest survivor and taking time to detonate if they don't run with those added voice lines as it keeps hunting relentlessly

  • I feel besides working the artstyle right kira would be really fun to play turning windows, pallets and even survivors and gens into potential deathtraps to interact with. Could give a sense of unease and worry you only get with random hag and trapper placements these days but on a more active killer

  • yes, it removes a universally unfun part of the game we have currently and is a needed change to fit with how mori's are being implemented.

    Let's be honest, outside of a perk you see maybe once in 4 games slugging is legitimate free, instant pressure without interaction. slugging one guy and chasing another means you technically lock down 3 people from doing the object which is huge pressure a killer can get for not even doing their goals while drawing games out.


    just this week alone ive had several slug the whole 4 minutes trying for the 4k before hatch spawned which really drains enjoyment on both sides match wise

  • Can we trade? Rpd is like my favorite license map and overall I enjoy the changes they made

  • If you're slugging someone for 4minutes straight just trying to hunt others that's literally just a good play because it removes other players options entirely without help in its current state.


    People slug because it's free pressure and doesn't use a killers time finding a hook while it baits out other survivors. It's easy and a boring time for 4/5 in the match

  • Honestly I'll take camping and tunneling over slugging any day. At least it's semi engaging and goes by quicker.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200986#Comment_3200986

    If 3 or 4 people go down in 45s, they MASSIVELY misplayed.

    Depends really on the match up or scenario. Like oni could easily do this or a good basement play as most killers.


    Compare this to before with slugging for the 4k the killer gets free pressure to hunt for the last player a whole 4 minutes while the other players who are slugged get to add nothing to the game except bleed out and wait to be finished off or used as bait.

  • @FizzieSprite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200764#Comment_3200764

    you got definitions wrong. it's not a basekit mori, it's not a mori at all: it's a weak attempt to make killer mains feel better after slowly gnawing away the crown that used to be the Ebony Mori.

    Its more than a single Mori, it gives you the chance to end an entire match if you can down everyone in less than a minute. It's moderate risk(losing a single healthstate worth of pressure) for a game winning reward if you can secure your last kill fast enough

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200782#Comment_3200782

    It’s short and concise and encapsulates the issue. It kills slugging as a strategy, introduces insanely unhealthy byproducts like unhookable areas now literally being unsolvable, and removing interactivity in the risk reward trade of giving up a potential hook state for immediate pressure for both sides.

    Survivors literally give no pressure in current slugging and thats why it's used so much and effective. It's about removing other players options at no real cost to the killer outside of niche perks

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200764#Comment_3200764

    Is that fun?

    In exchange for... faster games where everyone dies within seconds and nobody gets to do anything, we lose... any and all interaction with survivors in the dying state.

    There's no incentive to go for the rescue anymore, they can get themselves back up.

    An entire facet of the game has just been hacked off.

    Yeah I think it is, you give solo players more self reliably and a killer the power to literally end a match in less than a minute if they play their cards right. As a survivor I think it's a more than fair trade and actually gives somthing to do instead of slug across the map aimlessly

  • @Seraphor said:

    You realise that this doesn't prevent the killer 'slugging for the 4k' right?

    If anything it incentivises slugging when there's only two survivors left, because if you down the other survivor the game instantly ends. 45s is still long enough to do that in most cases.

    Yeah, which is why the basekit moris and last man standing parts of the patch are there too. It leads to good back and fourth and actual risk/stakes for both sides. We all get downed in 45 seconds? You earn that win. You leave a survivor on the floor nearly a minute they get up and reset your kill progress a bit

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200666#Comment_3200666

    https://forum.deadbydaylight.com/en/discussion/comment/3200678#Comment_3200678

    Uh, no. A survivor having to go pickup the survivor that was left on the ground at the risk of being saved without eating a hook state so the killer can immediately pressure another survivor is interactivity. If a teammate doesn’t rescue them, that’s literally that survivor’s fault.

    Slugging shouldn't be treated like a hook. The fact it currently requires help leads to just a lot of slow and no win scenarios where a last team mate just waits 4 minutes for you to bleed out and try for the hatch. This change encourages sacrificing survivors proper aswell as actual chases instead of hide and seek scenarios with the last man standing mechanic

  • @SuzuKR said:

    Ah yes, an infinite use self-pickup that will literally gut an entire strategy even before endgame, and kill interactivity for both sides.

    What interactivity does the survivor have now besides crawling on the floor and bleeding out? There is none and it just removes a player from playing the game till someone tries to help them

  • I'm just really bummed we missed out on Christmas sweater billy. It looked amazing

  • So, a killers goal in this discussion is to "kill all survivors" cause it's in the name yet a survivors goal is to just "do gens, power gates" and not just survive like the name suggests and what a survivors MMR is calculated on? This is to me some real double standards suggestion wise


    You can say a game shouldn't have these but stuff like noed are on the killers side already to help keep a match interesting because asymmetrical really can't work without mechanics as such without just constant one sided snowballs that quickly kill enjoyment

    The game is 4v1 a full win for killer is a 4k and a full win for survivors is 4escapes. You have the slugging option if you're really gunning for it but please never compare gens to kills. gens are like hooks and both don't matter in low numbers while kills/escapes are the actual balance metric

    Tldr: Hatch is fine as is. Stuff like it keeps a match exciting and not one sided snowballs only one side has fun with

  • Because he has a broken leg in a brace you can clearly see on his character model? That and they decided to balance them like a ranged killer while he's a melee killer with a ranged grab


    While I don't think a full speed buff would be the way to go an addon patch up would be sweet and much more effective than the huntress one being controllable in a chase (like +4-5% move speed when you need to reload the redeemer)

  • Somthing like kindred baseline or those basic action icons. It would naturally make solos play more organized and just give them info a swf already would have

  • DS back to 5 seconds.


    Besides that just some bug fixes and I'm fine with the update

  • For the record durring the match she had the addon her tvs could constantly reset after a post teleport hit and I think an addon for post teleport speed.


    This was a planned encounter with the killer choosing the map and killing everyone just with condemned not even going for hooks

  • @ImNotBobDylan said:

    Yes it is bugged in some circumstances you can still mori people even after they cleanse the totem. It's pretty inconsistent so not 100% sure of the exact conditions, but it seems that to trigger it you need 1) to have mori'd at least one survivor before they cleansed the totem and 2) you can only mori survivors who are dead on hook, so overall it doesn't affect balance that much.

    I think it's just you need to mori someone else first as a glitch condition. I got mori'd with just a single hook state and would of survived a hook a while otherwise

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138187#Comment_3138187

    Well it is one of if not the only real killer friendly map and even that depends on the character they are playing.

    I'd argue it and new haddonfield really are killer freindly with the sheer amount of deadzones and the amount of 3 gen situations they can have. Hell, midwichs exit gates are 8 seconds away from eachother and a straight shot

  • Like I said I'm not asking for nerfs for her, just pointing out this map sucks and seems to be used a lot on certain killer builds. Same with starstruck nurse runs

  • Seriously no idea why they wouldn't want to show it at least durring the match if this game is meant to be treated semi competetive.


    It's important info that would give us educated choices on either pre dropping a pallet or just going down on stun animation(because pallet validation seems to have been turned off a while)

  • I absolutely don't care where noed is and feel most killers will just guard it with knowing survivors have info.

    Just have everyone marked as exposed after the last gen pops, I don't like that kind of thing is considered a mind game.

  • @Seraphor said:

    Got some pics to show this phenomenon?

    I'm not understanding where these gens are.

    I'm on mobile right now so can't post screenshots but about 4gens can spawn right on the main buildings property with 2 being extremely unsafe aswell as a corner gen spawn right next door in a nearly wide open dead zone. It takes a killer just 10 seconds to patrol them all

  • @Pepsidot said:

    I kind of slept on it after it was nerfed and used SB a bunch. However, after using it for a game or 2, I'm back to using it in most my builds again.

    • It's still very good at TL's
    • Good generally at loops. If you can't quite make it, press E at the point you'd normally drop the pallet (if you see the killer lunging), otherwise drop the pallet.
    • It can be used to tank a hit when bodyblocking a hook.

    Only thing is, I also tend to use OTR and Adrenaline in my builds which can deny my DH. And certain killer powers and addons deny DH easily. Also the fact that it's still very inconsistent when it comes to activating it like old DH, ESPECIALLY against Nurses for some reason!

    I'm kind of still using DS with dead hard, that way even with the shorter stun duration when I'm downed the deep wond is instantly gone so I can use it more off the hook

  • Yeah, honestly the new dead hard feel more impactful and buys more time in a chase. The big downside is it's a huge time sink over a match with all the mending

  • Just revert the stun time on DS back to 5seconds and give us kindered basekit. Strongest/simplest fix to camping that swf cant abuse

  • Flashbang on Leon, was probably the best meme perk the game has

  • It's a nerf that also let's the killer know which guy has it ahead of time and makes it useless for anything not body blocking

  • Yeah, like it doesn't waste anything except 2 survivors time if they attempt this and if you're a killer you should just attack survivors in other areas at that point which is the exact reason it would be put in. fixing camping and tunneling pretty handily

  • Not really, with how many anti loop killers are around just sprinting off with a barrier between you and them just saves a hell of a lot of time. It's also the most controllable one to always be there when you need it

  • nah, lithe and overcome give more mileage overall and dont make you waste time mending. new dead hard is high risk, medium reward with demanding timing

  • i enjoy oni a lot and no, hes more than strong enough and even getting his bloodfury much faster than he should currently due to a increased blood drop glitch on rush actions

  • Pretty sure dead hard is the exact same on the "fixing up mistakes" if not more so now with the on hit boost and less people expecting the perk


    I used sprint burst,lithe, dead hard and overcome all roughly the same amount. It also wasnt a crutch since good players could be even better with it. It was a versatile, very strong perk in it's old state. Now it's a highly risky endurance state that makes you waste time mending even if you do successfully pull it off

  • @geni said:

    So, old Undying used to work like this: When another Hex Totem is cleansed, that Hex transfers to an available Dull Totem, losing any Tokens in the process.

    That means that hexes perks could be cleansed more than the currently 2 times, it was stupidly overpowered while paired with old ruin as it was 200% regression and didnt got disabled if a survivor was killed, making it almost impossible to cleanse it and to do gens even against bad killers, in fact undying was only nerfed due to it being busted paired with ruin, but now that ruin isnt that strong because it regresses generators 4 times slower than survivors repair speed it could be considered balanced.

    Pentimento wouldnt work with because undying needs intact dull totems in order to work and pentimento needs cleansed dulls.

    With this change i would too suggest to transfer the "The Auras of Survivors within 2/3/4 metres of any Dull Totem are revealed to you" to Shattered Hope so it doesnt become useless if there are no boons in the trial.

    It was a hex that had to be cleansed 5 times on top of giving the killer full arua reading on all of bones making it impossible to cleanse or bless against anything with good mobility . Yes it is too much and I was honestly baffled it's design made it to live on the same patch as blight.

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