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Gibberish

Gibberish

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Gibberish
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  • The loud "ping" noise was just a placeholder, and it was hated by a lot of the people who tested the PTB for being too loud and obnoxious.

    Its now a subtle more "gasp" noise from the Nurse.

  • Hi.

    I'm also a survivor Main, Survivors are broken and deserve the nerfs.

  • Giving the attempts is a waste of time for both players.

    -Waste of time for the Survivor because the Killer is just gonna sit there anyways and immediately down them again, then wait 60 seconds for D.Strike.

    -Waste of time for the Killer because they have to both wait for the Survivor to do their 3 attempts and then if they do get off wait another 60 seconds for D.Strike.

    -Allows the Survivor to just waste even more of the Killer's time by not even attempting to escape at all, just staying on the hook for as long as possible out of spite.

  • Its been a sign of "Killer is camping" ever since beta.

  • Ugly and stupid.

  • Yes to making Dailies give Rift Fragments.

    No to making them give 25-50. Thats way too much. 50 is enough for 5 whole rift tiers.

  • @HamdaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/811238#Comment_811238

    have u never played solo survivor...? its a ######### storm theyre completely the opposite from the power role

    I am a solo survivor main. They are most definitely the "power role" in DBD.

    What makes Survivors so powerful are looping and genrush, you dont need any kind of communication to do either of them. Perks also add more onto that too.

  • Solo Survivors are already strong enough. You dont need communication to loop or repair gens, which are the two major factors of what make Survivor so powerful. Having communication just stacks more power onto that, as the game was never designed or balanced around the Survivor being able to communicate in the first place.

    Balancing the game around having communication would essentially require remaking/redesigning the game from the ground up. SWF needs to be separated to another game mode or make facing SWFs optional for Survivors, and then have the game be balanced around Solos, otherwise the game will never be properly balanced.

  • It doesnt need a benefit like BBQ&C. Survivors can afford to run a "non-functional" perk, as most of Survivor's power comes from base mechanics. (looping, gen speeds, ect.) Killers on the other hand cant afford to run a useless perk just for some extra BP, which is why BBQ has an additional effect and not just bonus BP.

    This is coming from somebody who runs WGLF in every build. It doesnt need an additional effect. The only changes I would want for WGLF are:

    -Make the "protection hit" stack trigger more consistently.

    -Revert it back to its original 50% bonus per stack, rather than the 25% bonus it was nerfed to.

  • If you include balance as part of game health, then yes.

    Theres a lot of stuff on the Killer side of things that are so useless or outright bad that if they ever fixed them, they might as well be brand new content anyways.

    I would take fixing underpowered Killers over a brand-new content any day.

  • Yes, absolutley. I would run nothing but BP perks if I could.

    I disagree on making WGLF have an additional effect though. As a Survivor you can do perfectly well without functional perks, as most of the strength of the Survivor side comes from base mechanics (Looping, Gen speeds, ect.). Its not comparable to BBQ&C because Killers cannot afford to run a non-functional perk, unlike Survivors.

    I would rather just buff WGLF up back to its old values (50% per stack, up to a total of 200%)

    I actually made a thread on some potential new BP perks a few weeks ago:

    https://forum.deadbydaylight.com/en/discussion/95742/revert-wglf-nerf-and-add-more-wglf-type-perks

  •  "Turn into a survivor and trick people" -Dead in the water because of SWF. Even against non-SWF groups this still isnt a very effective power/ Please god stop suggesting this power idea. It was a bad idea when people suggested it back when the game was first starting out, and its still a bad idea now.

    "Use fire to burn survivors and other objects" - I think one of the devs or mods said they wanted something like this, didnt they? Might be cool if handled well.

    "Summon minions to carry out your bidding" - I dont trust BHVR to make fuctioning AI minions.

    "Crawl up the wall/ceiling and drop down on people" - Heavily map-reliant power. Unless they give Killers the ability to choose the map (without offerings), this power is dead in the water.

    "Spread evil dark fog which the survivors must use light sources to dissipate" -I had a similar idea to this, could be cool.

    "Accumulate rage to use for powerful magical attacks/boosts" - I also had a similar idea to this, can also be cool.

    "Cause survivors to be moved/teleported to a different location against their will" - Cool idea, but would probably be a balancing nightmare.

  • Imagine if the Killer had a way to bring Survivors back into the trial after they already escaped and kill them.

    Thats the essentially what the key is for Survivors. A way to cheese out an escape after you have already lost.

  • I used to play both sides about equally, but over time I changed into a pure Survivor main as I realized the devs are never going to balance the game around competent Survivors, resulting in Killers getting stomped by any non-braindead team.

    Why keep playing the losing side, after all?

  • Spine Chill has always been one of the strongest perks in the game, it just fell out of the spotlight with the introduction of even more broken stuff like D.Strike, Dead Hard, Borrowed Time, ect.

  • The less potato teammates I have to deal with, the better.


  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/802114#Comment_802114

    Which, as I pointed out, is apparently only slightly above the playtime of the average player. It's nowhere near as absurdly unobtainable as you're suggesting.

    How is 6-8 matches a day, every day, for more than 60 days not absurd? People have jobs, school and other resposibilities. Nobody's got time for that unless they have no life.

  • @Fibijean said:

    You seem not to be taking into account that you will be earning Rift Fragments through XP while you are completing challenges.

    According to the devs' internal data, the average player apparently plays 1 hour a day. They originally estimated that it would take 70-80 hours to complete, therefore being completable by the average player in the 70 days allotted.

    Speaking of maths on the Rift, I also did the maths based on my own experience so far. I have played about 18 hours since the patch released, completing the first Tome, and have ascended 12 tiers in the Rift. So my estimate would be a generous 120-130 hours to complete the full Rift, which is about 1.5 - 2 hours every day. Less, if you have "bonus tiers" from playing in the week or so prior to the patch release (I started at tier 5, for example). According to the devs' data, therefore, it will not be completable by the average player, but by the slightly-above-average player. Which is still not ridiculously out of reach, and in my opinion is as it should be.

    That doesnt change the amount of matches needed mate, it just means you do the challenges simultanously as the matches.

    Its still 8-ish matches a day, every day.

  • Yeah, those level 4 challenges are absurd.

    Some are straight up RNG or stuff you will never be able to do against a competent opponent.

    Hopefully those are just placeholder and will be changed when level 4 actually comes out.


  • @Artyomich said:

    First and Second is perfectly fine.Unless the first challenge means unhook 3 survivors at the same match then that's impossible.

    Third one is pretty BS. You have to actively be toxic and getting a flashlight save is very, very rare and your best bet is bullying noob killers

    Yes, the first one does mean in a single match. "Complete this challenge in a single trial".

    As for the second one, "Completley Repair 4 generators with Dark Sense in a single trial" is basically impossible unless the other Survivors are doing nothing for the whole match.

  • Yeah a lot of the "leaked" challenges are total garbage.

    Most of them are either heavily RNG-based or something you will never be able to pull off against competent opponents, or both.

    They better change them.

  • Imagine complaining about one of the weakest killers.

  • God no.

    The only emotes that should be in the game are functional ones, like the point and "come here" gestures we already have.

    We dont need dumb garbage like dancing or random stuff actions.

  • I wouldnt buy them myself as I rarely ever play Killer, but I am sure a lot of Killer players would buy them.

    I am suprised that there arent alternate moris already, I thought that would have been one of the things added as soon as the cosmetic shop was announced.

  • Pure garbage perk that only affects new/terrible players.

    There is no reason to ever run it except to get the Adept Doctor achievement.

  • 45 seconds is a bit too long for it, even just reducing it to 30 seconds would be a great change.

    Other than that, its fine.

  • Iron Grasp is so weak there is no reason to run it unless you are going for the full Agitation+IG+Mad Grit meme combo.

  • DBD's grind is pretty insane, yeah.

    Its the amount of grinding you would expect from a F2P game with exp boosters or whatever, not from an actual paid game.

  • The game is desperately in need of a revamping.

    Horrid map design, broken perks, useless perks, severely underpowered Killers, totems being a trash fire of a mechanic, map RNG, absurdly fast generators, ect., ect., ect.

    Not to mention the whole SWF issue making the game impossible to balance. Balance the game around Solos? SWFs curbstomp the Killer. Balance the game around SWF? Solos get curbstomped by the Killer. SWF needs to be seperated to another mode entirely or the game will never be balanced. Either make an unranked queue or massively improve the KYF mode with a server browser and modding.

  • Y'all who are saying Plague are crazy.

    They both look great and still fit her character, unlike a bunch other cosmetics in the game.

  • Either Nemesis & Jill Valentine (Resident Evil 3) or Pious Augustus & Alexandra Roivas. (Eternal Darkness)

  • Interesting idea, but could be better.

    The fact that it only triggers on basic attacks takes away some of its usability on non-M1 Killers, I dont see why it doesnt just work on any time a Survivor is downed, like Infectious Fright.

    I really dont think it needs the 40 second cooldown either, as the Killer is unlikely to score multiple downs in under a minute unless the Survivors screw up massively.

  • She really doesnt need any nerf.

  • @S_Panda said:

    His downside is his long cooldown when broken out of stealth. Every other stealth killer can use their stealth repeatedly as much as they want (barring wraith flashlight)

    Pretty much this. Ghostface isnt able to control his own stealth, and he just becomes a powerless Killer temporarily when he's taken out of stealth.

  • @Jb94 said:

    Thanks for the replies all, this thread was a bit of a dud when I wrote it, but glad to see it's resurrected itself :D

    https://forum.deadbydaylight.com/en/discussion/comment/780086#Comment_780086

    This is entirely fair and the kind of feedback I was expecting from clown players! I try to mix up who I'm playing as much as possible and I've found myself overlooking clown- not because I dislike playing him, just that I've never felt his gameplay stands out. The bottle drop thing is an attempt to find another way to use his bottles in a slightly different way. I think there is a distinction in how the two modes would be used there's still a little time taken winding and aiming. I also think that given how basic clown is it would great to find some use for the secondary ability button.

    At the same time I can get behind the idea that someone needs to be the designated 'flawless but boring' character--this thread is really just a thought exercise so I can try and come up with a solution to the issues I've personally had regarding the clown.

    https://forum.deadbydaylight.com/en/discussion/comment/780106#Comment_780106

    I'm not sure how widespread the practice of this really is, but a clown getting in and out of a tiny object (usually a car) is a pretty iconic image:

    https://youtu.be/HP3SczZmsIg

    I'm kind of channeling the same thing with the locker idea--it's a bit out there but the image of the clown bursting out of a locker despite being far too big is kind of hilarious to me. Bonus points if he head-ons a hapless Jake who is standing too close to the locker. Still I think you're right about the map pressure thing- I'd rather see clown excel at being a chase god to give him an in-game niche, I just can't think of a very exciting way to achieve this!

    https://forum.deadbydaylight.com/en/discussion/comment/780172#Comment_780172

    Interesting! This is a very different view of the clown to the one I have- I didn't get the impression that he was ever particularly clever in his stalking, just that the travelling circus never stuck around for long enough for him to get caught. Same with the quote--the speaker doesn't make the clown sound particularly subtle :p

    Still I'd be curious as to what kind of stealth element you'd like to see on him? :)

    "just that the travelling circus never stuck around for long enough for him to get caught"

    According to his bio he worked at the circus for at least a decade before he was caught.

    As for what exactly I would give him, I dunno. Made even just keep it simple and just reduce his Terror Radius by a few meters.

    Though I do think the gas itself just isnt good enough and should be buffed as well.

  • I think if anything, he should get some kind of stealth improvement.

    His lore suggests he likes to be sneaky, but the his gameplay doesnt reflect that at all.

    1) "The Clown surveyed its new surrounding and its gaze lit on me. A rictus split its face in two and it nodded at me before returning to the caravan. I suspect that it prefers its victims to be less aware than I, and I thanked the stars for that.'"

    2) The Curtain Call trailer featuring him stalking Kate behind a tree

    curtaincallclown.png


    So giving him a stealth/ambush focused secondary ability or passive of some kind would definitely make his gameplay fit his lore better.

  • WGLF.

    The base mechanics of Survivors are so broken you really dont need perks. If I could equip WGLF in all 4 perk slots, I would.

    Please devs add more WGLF-style perks. Feed me more bloodpoints.

  • All hail the Bloodpoint Burrito.

  • I really like the idea of Hillbilly wandering the country side and stealing outfits from people he kills, but I dont think any of the outfits look very good. The facial hair just looks terrible.

  • Yeah, I hate the struggle state. Its annoying, plus it gives Survivors a way to "disconnect" without disconnecting, screwing over the other players.

  • Base kit Nurse was fine, they didnt need to nerf it, they just needed to rework her addons.

  • Haddonfield is just an utterly disgusting map. Way too long/big, loads of unmindgamable loops, lots of clutter, every 2floor house interior basically being an invicible safe zone against non-teleporting Killers, and thats not even counting all the absurd stuff you can do with Balanced Landing.

  • Bodyblocking is only forbidden if its done to hold the game hostage. (IE: Keeping a survivor trapped in a corner forever until they disconnect)

    Its perfectly fine to trap survivors for strategic purposes, like to keep them from rescuing another Survivor while that Survivor's Hook/Bleedout timer goes down.

  • Tier 1 Micheal was already a joke even when could get BL, dunno why the hell they took it away from him.

  • Even after its nerf D.Strike is still one of the most powerful perks in the game mate.

    It does not need a buff in the slightest. If anything it still needs another nerf.

  • Yeah, I have always thought Exposed didn't sound right, Vulnerable would be a better replacement.

  • @Elk said:

    https://forum.deadbydaylight.com/en/discussion/comment/767370#Comment_767370

    Well the store didn't come out until a lot later and during then it was probably only a few items. However, now with all of these cosmetics that came out and more still coming. This can be a new feature in the store.

    I meant since the launch of the store mate, not launch of the game.

    But it still should have been something that was there the whole time. Its such a no-brainer feature.

  • I use it for BP, though its a total ripoff.

    Only 150K BP (in other words, about 4-6 matches worth of BP) for about 40-50 matches worth of Iri Shards.

    They -really- need to make it give more BP.

  • I dont understand why this isnt already a basic feature of the shop since launch.

  • I dont have any I particularly want, but I do have one I absolutely DO NOT want: Survivor-specific challenges.

    Survivors are just skins, I shouldnt be forced to grind out all of them. I just want to get their teachables and adept achievement, then never touch them again. Claudette is the only Survivor I need. No way in hell am I going to ever fully grind out another Survivor again.

    Survivor-specific Daily Rituals are already bad enough, there absolutley should not be Survivor-specific Challenges.

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