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GoodBoyKaru

GoodBoyKaru

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GoodBoyKaru
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  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1868144#Comment_1868144

    Not to mention chase perks like Spirit Fury/Enduring make no sense on Pyramid Head. His power is anti-loop so why waste perk slots on something that's not the killer's weakness to begin with? What Pyramid Head needs (against GOOD survivors that is) is TIME.

    @Lazerboy88 said:

    Been playing PH with no gen perks and pure chase perks, talking enduring, STBFL, brutal, spirit fury, im all ears, etc, I have found if you are good with POTD and end chases as quick as you can get them hooked/caged and get right back on someone else, you can make a snowball situation where you just wipe the whole team fast, however you are on a much smaller time limit due to gens flying so it makes games feel a lot more tense, basically if i slapped on maybe sloppy or corrupt id be fine so TLDR Pyramid is fine without undying ruin, i never really cared running it on him

    I can agree to this. Brutal is absolutely a complete waste of time, Enduring can be useful but because you rarely break pallets Spirit Fury is also useless on him. I'm All Ears is the only chase perk you really want on him and I'd class it more as tracking.

    Pyramid Head has, quite possibly, the strongest pure-chase power in the game (I'm not including Spencer's Last Breath or Yamaoka's Haunting because they can use those for mobility too). And he has this on a 115% (4.6m/s) killer. If you're good as PH, you want slowdown perks and tracking perks because your chases do not last long. To quote stats from @Yamaoka when he measured 4 of my games, the average chase duration was 24.375 (and those weren't good matches, mind you, because I woke up literally 20 minutes before recording them and I wasn't playing amazingly). Here's the thread where he describes them, by the way.

    So, yeah, I'd suggest against running those perks on him. If it works for you, then great! Absolutely go for it and I'm glad it's working for you (ik my friend runs Bamboozle/STBFL/BBQ/Brutal and as much as it hurts me inside he does quite well), but you could be doing better with some gen slowdown. Honestly even just Corrupt stuck in there would help out a lot, particularly in place of Brutal or Spirit Fury.

  • As a PH main myself, I'm doing fine with combining PGTW and Hex: Ruin, or PGTW and Corrupt, or even just running only PGTW and snowballing with Infectious (with BBQ and I'm All Ears as the other 2 perks in the build). RuinDying was nice, and will still likely be good on him because of the mini shield (I'd say imagine DH Pyramid head but it doesn't proc on his ability so maybe not but using Third Seal would be bonkers if it doesn't block the auras of cages).

    PH isn't dead. People said that before his 1st change, and he was even better than before. This won't kill him.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867635#Comment_1867635

    Except you’re basing that on here say.

    My killer games improved dramatically when I stopped treating DS (and Unbreakable) as a threat, and instead starting seeing them as something to simply eliminate as fast as possible.

    I’m talking from actual experience because this is something I ACTUALLY do. This isn’t theory. I prove to myself time and time again that neither of these survivor perks are very powerful, and that intentionally getting survivors to waste them rather than me playing around them is always the right choice.

    All of you scared kitty cat killers can keep whining and complaining about DS all you want. If all of you have convinced yourselves it isn’t possible to eat DS without losing pressure, then you all need to re-evaluate your pressure game.

    I’m just gonna keep doing what I do...

    With Clown of all Killers....

    At red ranks...

    Without meta perks...

    Eating DS...

    Getting my 3k and 4K games.

    No you think ds is fine therefore you don't play killer enough to understand the game and you're secretly a biased survivor main omg

  • The first two bullet points and my liver is already mangled beyond repair

  • You seem like a lovely person and I'm sure the development team will take your constructive and calm criticism to heart. I know when I'm looking on ways to improve I love seeing angry people, who've forgotten to take their caps lock off, swearing and hoping I lose my job. It just makes me feel all warm and fuzzy inside :)

  • @Nossy said:

    No i dont think its a bug, there is a killer perk wich do that (the one that exhaust surv on gens) and also the surv perk that dont explode gens when they fail a skillcheck.

    Edit : Dragons grip do that too i juste remember

    • Mindbreaker doesn't cause this to happen
    • Neither does Dragon's Grip. Dragon's Grip causes survivors to scream, similar to Infectious Fright or a madness level up from The Doctor.
    • Technician causes the generator to shake like it's holding in a sneeze, not for the survivor to act like they missed a skillcheck.
    • It's a bug.
  • I've seen this exact same thread 7 times today and like, damn, can we get more creative? Please?

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865601#Comment_1865601

    👏Give👏us👏stacks👏for👏healing👏other👏survivors👏

    But then I wouldnt have the excuse of stacks to farm my swf mates off of the hook when it's just funny to hear them get angry as they get tunneled D:

  • Aha, there's a couple . _.

    Dwight is one of the scariest people imaginable due to his ability to manipulate everyone around him.

    Wraith deserved so much better than what he got and I'm pretty sure he gets tortured with the view of his village being burned when he does badly in a trial.

    David and Dwight sneak off into the woods after the trial to cuddle with each other because despite their differences (even if it isn't romantic) they desperately crave affection- David just being needy and Dwight having been touch starved for years- and for some reason it's those two.

    Laurie's hair is genuine straw.

  • Reminder being tunneled off hook every game isn't fun, makes survivor gameplay atrocious, and DS existing even if it's not in the game prevents this ❤️

  • @sulaiman said:

    Well, since i keep stats again after the mori change, i can say that in my last 45 games BBQ was present in 9 games.

    At least to me its far from overused. And while i know that its a small sample size, i do actually have stats of my games, and dont have to depend on me feeling its too many.

    "In my last 45 games, BBQ was present in 9"

    Thats 9/45, or 1/5 of all your games. That's only 20%. How is this overused?

  • @Notnx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864535#Comment_1864535

    https://us.v-cdn.net/6030815/uploads/USQKQK4EBHOB/image.png

    this line does not make sense then, if i need 4 kills for it to be Iri why not just say so? oO "Iridescent quality requires 4 dead survivors and nine or more hook actions perfomend in the match", i guess they were too lazy to make description that makes sense

    https://forum.deadbydaylight.com/en/discussion/comment/1864752#Comment_1864752

    At least now i know that with my playstyle that is similar to "healthy" i should not expect 2 pips.

    why would i get 2 pips? i dont camp, dont tunnel(even when someone save right in front of my face after i hook), let last surv play for hatch instead of slugging when there is 2 left.

    even those 3 dead guys probably got 2 pips because in a thread on forum a saw a guy that posted how he just goofed around not even doing gens and he got a pip with Bronze,Silver,Iri,Gold emblems and the way i played people in my game had all the time and opportunities to do gens,saves,heals,good chases,cleanse totems and even tbag in process.

    sorry got a bit butthurt because i felt kinda stupid after u meantioned that emblem system promote "healthy" gameplay, but in reality emblem system still thinks im unworthy of 2 pips with my "healthy" playstyle.

    You completely missed the part in my comment where I said this:

    "To get Iri Devout, you need the full 100 (which obviously needs you to get the full 80 from everyone dying, as well as the 10 from hooking everyone once and getting at least 9 hooks)."

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/218362/what-with-this-emblem

    You get 20 Devout points each time a survivor is sacrificed

    10 points if you hook all survivors at least once

    10 points again if you hook survivors a total of 9 times

    You killed 3 survivors so yeah, 80 points sounds about right

    This. Exactly this.

    You got at least 9 hooks, hooked all survivors once (so that's 20 points). You killed 3 survivors (so that's 60 points), however the last survivor escaped so you only got 80 total. To get Iri Devout, you need the full 100 (which obviously needs you to get the full 80 from everyone dying, as well as the 10 from hooking everyone once and getting at least 9 hooks). Because you let the last survivor escape, you didn't get Iri.

  • Ngl I think I've seen this exact same thread 4 times today already. This take is about as hot as the north pole by this point.

  • @NoelleMina said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864422#Comment_1864422

    Putting it that way makes me see Dwight in a different light. A more humanly one.

    Honestly a lot of people see Dwight as uwu locker boi he soft but he's genuinely terrifying. He's got the ability to manipulate everyone around him into doing whatever he wants, the way he wants, and considering his lore entries he's honestly done with life's bullshit. He's spent his life learning how to blend in and become invisible, and now in the fog it's either everyone does things his way, or they die. He's not a leader out of compassion but the complete opposite.

    He's honest-to-god terrifying, and I'm glad that I don't know a Dwight irl. Dwight's not a good person, and because of that his character has signficantly more depth. He's definitely the leader of the group.

  • Adam is like the teacher of the group (because he's a teacher) he has lots of wisdom to impart, but Dwight is the leader. He's the one people turn to for encouragement, and he's the one who manipulates everyone around him into doing better. Dwight is a selfish idiot who cares for his own survival first and foremost, so while Adam would encourage people and help them based on wanting to see them improve, like a teacher would, Dwight would lead the group to ensure his own survival, and if they don't follow his lead then they'll die.

  • @Pirscher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864239#Comment_1864239

    I find it very hard to believe. Anyway, go ahead - add me to your list. I'd rather that + solo SWF reveal on end game screen instead of nothing. They can note me now as is!

    I know this one streamer I can't mention because of naming and shaming but I faced him once and dared to escape with 2 dcs and a hook suicide. Apparnely we were "obviously a swf" and so I got put onto his mori list. 3 months later I meet the same guy, tunnels me off of hook and low and behold moris me. I meet him again and it's a 4man escape because, despite him playing like a little ######### he couldn't get me (imagine not being able to win midwich pallets with pig's dash when you're a "pig main" and tunneling people with active traps lol), and he recognised me and called me a ######### :).

    People make lists and people remember because they're just that petty over an online video game.

  • @StibbityStabbity said:

    Space bar

    I think they mean on console

    @topic: check your bindings, it could be that it uses a different binding (for whatever reason) and you have something different set, or it could be latency from controller to the device (ik that's a genuine issue on Switch) but on PC it's been working fine for me. If I see a PH I'll plug in a controller and try it out.

  • IIRC the reason why you can't change names yourselves, and the reason you're limited to 1 name change per person, is because of the way the forums host peoples' usernames. Even when a username is no longer in use (for example, my old name "Doddle28", which is obviously no longer my name) the forums still thinks that it's somebody's name, and only one person can have a username at any one time.

    Furthermore, the mods need to ensure that peoples' changed names remain friendly and consistent with forum rules, as the requests need to be passed up to the head moderators (who I believe are Lulzi and Mandy). You can flag your own post, or comment on a mod's wall, to try and get their attention and usually they'll reach out in a DM.

  • Slows down survivor movement speed by between I believe 5% and 20% depending on add-ons used, though don't quote me on this because I don't have the sources to back me up.

  • Ormond isn't that large of a map:

    image.png

    In fact it's like, at the middle in terms of sizes. Also, from my games on there as killer, it's actually a pretty balanced, arguably slightly killer sided, in my honest opinion, due to the unsafety of a lot of the pallets. The issue there stems from Blight being pretty ######### on that map now, because bumping on a lot of the new objects are difficult to bump on.

    But yeah, my point being it's not that big of a map. Not at all.

  • @Negi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861398#Comment_1861398

    Big true. It's not just a 5 second stun, it's the hook you just lost and the time you have to commit to get a new down, apply up to 4 times. And the security of DS allows them to sit on gens without worry, similar to sprint burst. It's lose lose whether you play around it or not.

    Old ds would allow you to do exactly this with no fear either it's not like new ds suddenly let people be a lot more confident.

  • Yes, I completely agree. This has pissed me off since I saw it; a totem counter would be such a good addition to both killers and survivors. It wouldn't affect SWFs but would let solos know if their team can do totems or if it relies on them and them alone to do all 5 to stop a potential Noed.

  • "Is there any chance keys will get nerfed too, or is this game getting more and more survivor friendly in terms of balance?"

    Yes. Yes there is. The devs have confirmed many, many times that key changes are on their way, however mori changes were easier to do (changing the number of needed hooks from 1 to 2) and they're planning a full overhaul of the key system, which will naturally take more time.

    Furthermore, like they did with the mori changes, they'll probably avoid announcing the changes until the day they go live, because otherwise everyone will use all of their keys before the change and make the game a living hell.

  • You offering some pepsi max? If so I'd love some.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859414#Comment_1859414

    https://forum.deadbydaylight.com/en/discussion/comment/1859417#Comment_1859417

    Can u guys tell me when this happened? It barely lasted but a few months at most.

    So am I to understand that undying is already nerfed?

    I didnt do a update on my Xbox.

    It's on the Developer Update, which you can find here:

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/HD1BCBWR14GF/announcement.png

    A new year is upon us, and we’re ready to kick it off in a big way. Welcome to our January Developer Update, a series of blogposts delving into upcoming changes making their way to Dead by Daylight. If you prefer to watch the update instead, check out our first ever Dev Tapes here:

    https://youtu.be/c49bZQ3a2UA

    The Clown: Gameplay Update

    Kicking things off, The Clown is receiving some changes in the upcoming Mid-Chapter.

    Our resident funny man has been cooking something up. Introducing the Afterpiece Antidote: This new throwable bottle shatters and releases a delayed yellow gas. Once the gas activates, anyone who steps in the gas receives a 10% movement speed bonus. Like your Tonic, this effect lingers for a few seconds after leaving the gas. You can swap between Tonics and Antidotes by tapping the Active Ability button at any time.

    ‘Antidote’ isn’t just a name! They will also cure any negative effects from the Afterpiece Tonic, so you’ll want to be careful where you throw them. They may make you faster, but a poorly thrown bottle will make the Survivor faster as well. Or you may want to lure a Survivor to an area with no pallets remaining with a juicy Antidote. But remember: If the two gases collide, they will neutralize each other and disappear.

    We also recognize that every second counts. That’s why we’ve reduced the time taken to reload your bottles to 3 seconds (down from 5). Reloading will give you four bottles in any combination; you do not need to reload Tonics and Antidotes separately.

    Last but not least, we’ve done a pass on The Clown’s add-ons. There’s some interesting new combinations in there that we’re curious to see what you can do with!

    HUD Update

    Out with the old, in with the new: We’ve all got some fond memories of the in-game HUD, but after four years of additions, we felt that it was time to rebuild it from the ground up. Seeing is believing here, so here’s a couple examples of what you can expect:

    https://us.v-cdn.net/6030815/uploads/TU3VYF4TUR7A/hud1.png

    https://us.v-cdn.net/6030815/uploads/0LL7JJRXASQ5/hud2.png

    The first thing you’ll probably notice is the new layout. We aimed to keep things clean and familiar to long time players while updating the HUD. But that’s not all, the new HUD comes with a few tricks up its sleeves.

    Character Portraits

    No longer will you stare blankly at the generic figures in the corner trying to figure out which one is Meg and which one is Dwight-- you’ll now see the face of the Survivor next to their name.

    Hook Counter & Progress

    Next to each Survivor’s portrait, you’ll find a hook counter. This will help you remember who’s been hooked, who hasn’t, and who can’t afford to be hooked again. Killers will also see a meter showing their hook progress to give them an idea of how well they are doing.

    UI Scale Options

    Are you squinting at a tiny screen across the room, trying to make out what that text says? Or are you a minimalist who wants the HUD to take up as little space as possible? Either way, we have you covered: You’ll find new options to increase or decrease the size of the HUD in the Options menu.

    And to any streamers out there, don’t worry, we didn’t forget about you. We made sure to leave a space for you to put your camera without covering up any important HUD elements.

    Survivor Locomotion Animation Update

    Keeping with the theme of updating what’s old, we have revisited Survivor animations. As the game moves towards a more realistic direction, we felt it was only fitting to switch to more realistic and fluid animations.

    We have made a conscious effort to not change movement itself: Your inputs— as well as your character’s speed, turn rates, and acceleration—have not changed. While the actual movement for Survivors has not changed, new animations can make it feel different to control. We’ll be keeping a close eye out for feedback to make sure we find a compromise between making things look better while also keeping the feeling right.

    https://youtu.be/OkAffnSWfQ8

    Matchmaking Rating & Rank Rewards

    Starting with some good news: Matchmaking ratings are returning in the near future. We have been hard at work tweaking the system since our test last year and we are preparing to re-enable skill based matchmaking for another test soon. For more information on matchmaking ratings, click here: https://forum.deadbydaylight.com/en/discussion/173606

    But that’s not all; once we are happy with matchmaking ratings and turn the system on for good, we’ll be introducing rank rewards. Since ranks will no longer be used for matchmaking, they will instead be repurposed to reward dedicated players. Each month, everyone will be given Bloodpoints based on the highest rank they’ve reached and then be reset to rank 20.

    The rewards are:

    https://us.v-cdn.net/6030815/uploads/QBVPESWQIR5G/rankrewards.png

    You’ll earn rewards for both Killer and Survivor separately. For example, if you reach rank 1 on both roles, you’ll receive a total of 500,000 Bloodpoints.

    Graphics Update

    In case you missed the reveal, the next realms due for a graphics update are the Gideon Meat Plant and the Crotus Prenn Asylum! Here’s a sneak peek at what’s to come:

    https://us.v-cdn.net/6030815/uploads/M447HN2IB3MD/asylum-1.png

    https://us.v-cdn.net/6030815/uploads/KX6286AL7GVQ/asylum-2.png

    https://us.v-cdn.net/6030815/uploads/ZHD2V4FVFRV5/game-1.png

    https://us.v-cdn.net/6030815/uploads/7RAF8OY2AXCI/game-2.png

    Miscellaneous

    Finally, let’s round of this Developer Update with a package of small quality of life and balance changes.

    The Wraith: True Invisibility

    A keen Survivor can see The Wraith while he is cloaked by a faint shimmer. To give him a small boost, we will be changing his cloaked shimmer to only be visible when close by. The Wraith’s shimmer will be:

    • Completely invisible beyond 24m
    • Somewhat visible between 24m and 16m
    • Unchanged when within 16m

    The goal of this change is to make it harder for Survivors to keep tabs on The Wraith while he is cloaked while maintaining an opportunity for a Survivor to react if you approach from the open.

    The Trapper: Escape Mechanic Update

    You’ve stepped in a trap. Now what?

    Previously, you would have a 25% chance to escape a trap each attempt. This sounds simple on paper, but four attempts only adds up to roughly a 68% chance to escape. This makes traps pretty unreliable. Survivors could get out their very first try before you have a chance to react, or they could try dozens of times without escaping.

    To combat this, we are switching to a flat distribution: Each time a Survivor steps in a trap, it will take them between 1-6 attempts to escape. What does this mean in practice?

    • Between 1-3 attempts, the chance to escape is lower than before
    • At 4 attempts, the chance to escape is roughly the same as before
    • Between 5-6 attempts, the chance to escape is higher than before

    (Add-ons which reduce the chance to escape will be updated to increase the possible number of attempts accordingly.)

    We hope to keep the exciting “Am I going to escape” / “Am I going to get there in time” moments while reducing the frustrations and making it easier to understand.

    Deep Wound Adjustments

    Deep Wounds have gone through a few iterations, and the once reasonable 30 second timer now seems a little too generous.

    We will be simplifying Deep Wounds: The Deep Wound timer is now 20 seconds long regardless of how it was applied. The Legion’s add-ons that remove Deep Wound time have been adjusted accordingly.

    We wanted to add a bit more urgency to Mending while also leaving room for edge cases (such as needing to Snap Out Of Madness III before being able to mend).

    Diversion (AKA Pebble)

    Diversion has found its way into the hearts of many people in spite of not being particularly powerful. We believe that the world should have more pebbles. With that in mind, we are reducing the time taken to activate Diversion and simplifying its perk tiers to make it more useable at lower levels.

    Fixated

    Don’t you hate it when you get hit so hard that you forget how to walk slightly faster? Us too. Fixated will now remain active even if you’re injured.

    Hex: Undying

    We’ve been watching this one closely, and there’s a few things we’d like to address:

    1. Transferring the same Hex multiple times can get out of hand: Hexes are meant to be strong perks that can be destroyed, and having to destroy the same Hex four times can be a bit much.
    2. Since tokens aren’t transferred when a Hex changes totems, Undying was unpopular with perks other than Ruin (which does not have any tokens and is immediately at full power).
    3. Having aura reading on all totems also made it a very powerful tracking perk on top of its other effects, and is a little redundant with Hex: Thrill of the Hunt.

    With this in mind, we are making three changes to Hex: Undying:

    1.  Any time a Hex totem is cleansed, it will replace the Hex: Undying totem. Hex: Undying is then deactivated. This ensures that the first totem cleansed is never your other Hex perk.
    2. Any tokens you’ve already accumulated are now kept when the Hex perk transfers totems. This way you’re not starting from scratch part way through a match.
    3. Aura reading only applies to dull totems.

    We hope this makes Hex perks other than just Ruin more appealing when used with Undying.

    Iron Maiden

    It could be very difficult to follow up and hit a Survivor within 15 seconds of them exiting a locker, so we are increasing the duration of the Exposed effect to 30 seconds.

    Open Handed

    Open Handed makes for some interesting builds, but the low values meant that you needed to convince other Survivors to stack it to see any noticeable results. To make this a more appealing choice, we’ll be increasing the aura reading range bonus to 8/12/16m, but limiting you to the effects of one Open Handed at a time to prevent it from getting out of hand.

    To that one friend who really didn’t want to run Open Handed but did it anyway because the rest of the group wanted to, you’re welcome.

    Second Wind

    Another simple one: We’re reducing the time it takes for Second Wind to heal you after being unhooked.

    With that, we’ve reached the end of our Developer Update. All of the changes mentioned above will be available for testing in the Player Test Build early next week. We look forward to hearing what you think!

    The Dead by Daylight team

    They go through a lot of changed they're planning.

  • What happens is:

    • A hex totem is cleansed
    • If that hex totem is Undying, Undying is removed from the game.
    • If that hex totem is not Undying, the hex totem moves to the spot where Undying was. Undying is then removed from the game.

    For example, your Undying spawns inside the barn at Fractured Cowshed and your Devour Hope (with 4 stacks) is currently at Cow Tree. If they cleanse your Undying, DH remains active at the Cow Tree. If they cleanse your DH, it moves (with all 4 stacks) to the barn and Undying gets yeeted.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858113#Comment_1858113

    I play close to 30 Survivor matches a week and probably close to 100 Killer matches a week.

    Cool.

    We both have different experiences then, considering nurse is fairly frequent for me to face.

    This discussion isn't going anywhere.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858084#Comment_1858084

    It's been over 6 months since I've matched against a Nurse. Just because you have fun with something doesn't mean the rest of the community does.

    I, personally, find Hawkins very enjoyable as Survivor but hate it as Killer. This doesn't mean that the rest of the community's views are disregarded, since most believe Hawkins to be a Killer favored map.

    You're right, I'm well aware it doesnt. But considering how I rarely play survivor, I wouldn't take my experience as completely accurate, however the last time I saw a nurse was 2 days ago.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857936#Comment_1857936

    Do you know how long it's been since I've seen a Nurse? For whatever reason, people do not find her fun.

    No, I don't, because I don't know your experiences. I can however tell you that I nurse very frequently and she's still fun the majority of the time to me, unless I get a map such as Lerys or Hawkins.

  • Yeah they look and sound fantastic and the art team always knocks it so far out of the ballpark it reaches low earth orbit with almost everything they do.

    How they play though? I mean no offence but its some of the worst gameplay design in a while.

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857929#Comment_1857929

    But they are not fun to play as, that’s the problem. The same person in charge of balancing these killers is the same guy who said OoO wasn’t a problem.

    1) I'd love to let you know I actually still have amazing amazing fun playing as both Nurse and Pyramid Head, and if that was the philiophy of the devs then why has Spirit not been touched in, like, a year?

    2) Almo is not the only person on the balance team, he's only the one that interacts with the forums semi-frequently, and seeing how everyone treats him I can't blame the others for it.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856977#Comment_1856977

    https://forum.deadbydaylight.com/en/discussion/comment/1856988#Comment_1856988

    Really? I make this long post and you are complaining about the wording. Is that neccessary? I thought its obvious that i doesnt mean pay to win with money. Is my post not clear enough?

    Are you trolling me right now?

    No, I'm not. You say the game is pay-to-win, several times, and it's nowhere near.

    but okay.

    no, in my opinion the game isn't too much grind to win. it's too grindy, yes, but not too grind-to-win.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856977#Comment_1856977

    One of the strongest killers, Freddy, is behind a paywall. Best perks in the game, BBQ and DS, are behind a paywall. And don't tell me about the shrine: if you want to get them in a definite amount of time, you have to buy DLC. So yeah, the game is both grind- and pay-to-win.

    • nurse is the strongest killer in the game, and can win perkless easily. she is free
    • spirit is stronger than freddy and can be grinded with shards. in addition, her strongest perk, "Stridor", is available on a free killer (the nurse)
    • hag is arguably stronger than freddy, although this is debatable, and can be grinding with shards.
    • some of the most meta perks in the game (ruin, undying, bamboozle, pgtw, corrupt intervention) can be gotten with shards due to being on shard-able killers.
    • strong survior perks, including WGLF, Dead Hard, Adrenaline, Borrowed Time, Unbreakable, and Iron Will, are all available on free characters. other strong perks like Head On, Deliverance, and Built To Last can all be grinding with shards.

    in addition to this, the post was about bloodpoint gains. you cannot pay your way to more bloodpoints. "oh but bbq-" WGLF is on David King, a free character. you get the bp effect of bbq with a yellow offering. you cannot pay your way to more bloodpoints no matter what you say. there is nowhere in the store where you can buy bloodpoints or shards.

    dbd is not pay-to-win.

  • How is it a pay-to-win system when the only way to get bloodpoints is through playing the game. You cannot purchase bloodpoints, nor can you purchase the Iridescent Shards to get bloodpoints in the Shrine, so I fail to see how this is pay-to-win.

    Grind-to-win, yes, and I don't see a problem there.

  • @SnakeSound222 said:

    The Game before Coldwind or Haddonfield? Really? Very glad Crotus Prenn is getting changed though. Good riddance Disturbed Ward!

    I have a feeling they'll want to put a lot of effort into both Coldwind and Haddonfield, and so they chose another less problematic map to get the rework and focused a lot on the Asylum. I think we'll see Coldwind or Haddonfield next midchapter (+1 other realm), with the other one following in the mid-chapter after that, since both of those realms are very problematic and will need a lot of attention, particularly Haddonfield.

  • @Killing_Time said:

    https://forum.deadbydaylight.com/en/discussion/217459/mid-chapter

    DS nerf? In your dreams man lol. I'd wager DS never gets changed again.

    image.png

    "It's still frequently discussed among the devs, and do want to do something about the more abusive side to it, for example survivors who use it as 60 seconds of invincibility, or killers who view it as purely anti-tunnel and then get hit when they're not tunneling."

  • @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856409#Comment_1856409

    Each time Bubba uses a charge of his chainsaw, he loses a stack. It's unusable on him; he loses all his stacks every time he chainsaws, and frankly, he already moves fast enough (when he's not bugged like he is currently, that is)

    Unless you use Tuning guide that is

  • Untitled Image

    gj guys even im impressed with how hard you missed this joke

  • @Zani22 said:

    Dead harn't

    You cant get off when beating

    Press the active abilty to unzip pants in the killer direction and mate instead of taking damage.

    This has 100% chance to fail when performed.

    Causes the embarrassed status effect for 40/50/60 years.

    "oi oi there milady seems you could use the king if ya know what i mean here let me show you the tool i use to scrum it out with girls like you. Wait wait. Don't go this doesn't usually happen" David King

    Me whenever I see a David, Trapper, or Pyramid Head

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1855131#Comment_1855131

    What could be wrong with the locker grabs? If you stunned the killer - run away, don't hide in the same locker again. Problem solved. It doesn't even sound like a potential reason, they just wanted to make that DLC perk even more OP.

    Enduring would reduce the stun time of Head On to the point where they could grab you whilst you're mid Head On animation.

    That was why I said it could've changed because of that.

  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1854538#Comment_1854538

    it used to work on DS, most certainly.. then BHVR changed the parameters of Enduring to only include pallet stuns. It was definitely nerfed because of DS crutch users

    It actually wasn't, but okay.

    image.png

    Checking the patch notes gives no reasons as to why it was changed, so I'm not sure how you know for certain (let me point you to "definitely") but, okay.

    If I was to take a guess, though, I'd say that it was changed because it let you grab someone out of a locker after they'd stunned you with Head On at tier 3. However, like I said, nothing in the patch notes.

  • Nurse is without a doubt the strongest killer in the game.

    Freddy is a lot easier to play, but Nurse is stronger. So much stronger.

  • @Junylar said:

    It's still a wonder why it's not affected by Unnerving Presence and Enduring. Enduring reduces your stun duration is reduced, but not for DS, nope: DS is an exception! Unnerving Presence even says plainly: "Triggered Skill Checks' success zones are reduced by 40/50/60 %." Well, for every skillcheck in the game EXCEPT DS, because DS is an exception again! They basically nerfed the only perks that could counter it so that they don't counter it anymore, as if DS was too weak of a perk and nobody wanted to use it.

    " Enduring reduces your stun duration is reduced, but not for DS, nope: DS is an exception!"

    Enduring reduces the effectiveness of pallet stuns by, iirc, 40%/45%/50%. Decisive Strike is not a pallet stun because you don't use a pallet.

  • There's an issue with first person and it's that 4 years of balance have been based around the 3rd person camera. Changing, or adding the option to change, to a 1st person view as survivor would both require more new animations and an entire re-think of the system, with having to commit to one camera angle or another in terms of figuring out loops and powers etc.

    It's incredibly unlikely.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853759#Comment_1853759

    I don't know man lol that definitely looks like something else. It's ok I definitely won't tell anyone 😂

    it's a G- though I am a T for David I stan BLACKPINK far too much for that lol

  • @OniWantsYourMacaroni said:

    Cry of the Banshee

    (A teachable perk from Elodie Rakoto)

    Increases your scream sounds by 100000% and inflicts the status effect 'deaf' upon all players in real life

    She has it basekit on the Switch!

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