GoshJosh
GoshJosh
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@Krazzik said:
Nemmy doesnt really need any changes though, he's a decently-strong killer with a decent pick rate. Freddy though is weak, boring and unpopular, he needs another full rework.
He does, aside from the accuracy requests OP is making here. The tentacle giving a speed boost upon infection is plain stupid and needs to go. He also needs a way to remotely destroy stuck zombies. It’s ridiculous when you have to go out of your way to respawn your AI due to game flaws. At least help him recover from this issue faster this way.
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Edit: Supposedly they are making “small baseline gameplay adjustments” to make up for nerfing these meta perks. I don’t know how small we’re talking, but methinks they will need to be large.
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@jamba said:
https://forum.deadbydaylight.com/en/discussion/comment/2955381#Comment_2955381
Yeah. Don't play meta, play these decent perks so you have a CHANCE survivors won't do cheap and situational "strategies" and make you lose the game, potentially.
Starstruck wouldn't help me there. STBFL neither. NOED is very counterable. Bubba and Billy. Really?
I was doing the twins' challenge for the tome. Even so, I shouldn't have to restrict my gameplay just so I might not have a problem with a lazy and terrible "mechanic".
Then don't come here whining and asking for help. See @Bwsted 's comment above.
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@Zeidoktor said:
Maybe turn Premonition into a reverse Spine Chill. Where SC lights up when the Killer looks at you, Premonition would light up when you look at the Killer.
That would be way overpowered - old Object of Obsession without any downsides?
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@jamba said:
https://forum.deadbydaylight.com/en/discussion/comment/2954850#Comment_2954850
How does that work in the Endgame Collapse? They take a hit for another survivor, you lose both because they'll reach the exit gate before you can reach them again. It happens A LOT. In my case, it was like 20 meters from the exit. David's presence literally made me lose the kill. I didn't have a choice, there was no possible way to counter it. It takes zero skill and no punishment. Is it fair?
Starstruck, NOED, SBTFL, all killer perks to help you with the end game and bodyblocking. Play Bubba or Billy if you always want a one-hit down ability too. You can't even block against Bubba - period.
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Sorry, but I have no sympathy if you chose to play perkless, had the opportunity to kill the survivor (who you confess you were actually using as bait to start out), and then got teabagged. How does teabagging bother you, when you admittedly decided not to play optimally?
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@AlkaloidssOP said:
https://forum.deadbydaylight.com/en/discussion/comment/2954718#Comment_2954718
That would be way too OP if used in SWF.
Lol, hardly. Two second aura reveal every thirty seconds is nothing compared to the information SWF already has dude. But keep enjoying seeing like eight survivors perks in regular play!
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Sounds more like they broke your spirit than the game.
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Shoulda tried Goalie Twins, like Dowsey demonstrated. Then you would have been the one blocking the exit gate. We are playing hockey after all! 🥅
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Samination parody reference.. guess you're not in touch. 😓
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Sorry, but I think it will have to wait until the Hookers next meet to discuss.
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Bubba’s ability to use chainsaw near hooked survivors has to be the first thing to go. Give him something else in chase, whatever, but remove this stupid gameplay ability. Then yes, a Hag rework, Shape buffs/tier I rework (along with reworks of Tombstone Piece and Judith’s Tombstone), and revert Freddy to his original kit with some tweaks. Then Twins need some QoL changes for both sides. Those would be my priorities, in that order.
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You have to dodge a wave of three chains before attempting to solve. The devs won’t clearly tell us if this is intended or not, after the supposed changes they made to ‘fix’ solving the box.
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/2953187#Comment_2953187
Would 120/90/60 second initial and 60 second broken on protection hit make it better?
Well, maybe I wasn’t clear. If your only option to Unbreakable is while broken, you probably would want it to last even longer - and probably stay permanent like it is now. That’s a key feature of the perk right now. So reducing the broken timer for leveling up the perk would be kind of bad. There shouldn’t be an incentive to stay broken, in my opinion. It’s a powerful and bad status effect to have as a survivor.
I’m also not sure if you’re saying the endurance would last 16 seconds from taking a protection hit? If so, that’s kind of a bad trade off to be broken for a long time.
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Survivors are free to choose to play however they want, within the game rules. Maybe they want another WGLF stack, more chase points, to do Rift challenges, etc. And either way, you’re free to give yourself up to the killer at any point you choose. So no, there doesn’t have to be some 20-minute hatch stand-off for the last three players.
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Maybe I’m not understanding the issue or explanation. Are you missing a pounce at an injured survivor with Victor, due to Dead Hard? If so, bug or not, Victor is one of the easiest powers in the game to bait out Dead Hard. Just need to show a little patience.
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@Pika_Belle said:
I mean I'm just starting to accept that survivors will continue to keep crying until the strong killers are all nerfed into oblivion.
*mourns old spirit*
*cries cuz no more gen grabs or totem grabs are possible*
*cries to silent phases being able to be performed by phasing between 20/24 metres away* not anymore
*cries for the loss of all her green add ons being changed for trash*
*cries because devs believe adding dried cherry blossom fixes the issue of iw totally destroying her* dont like this add on
And before anyone says but the standstill mindgame... I never used that. They should have just given her an actual phase animation.. Or better still, survivors actually take the time to learn that her animation actually resets when she is phasing. Shocking I know. But they need to know where you are at all times duh
Nurse actually is fine as she is, though. That’s the difference. It’s almost universally accepted Spirit was not ok for years. I’d argue she still has unfair things going for her. Nurse gives visual and audio cues for all that she’s doing, and never even with her strongest add-ons immediately gets her power back (anymore). Same can’t be said for Spirit.
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@Valik said:
@ReverseVelocity @Zachcjjj @GoshJosh @Sumnox
My esteemed comembers of the community and No Mither
What do you think of this incarnation of the perk:
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Description: “You can shake off even the roughest punishment when you’re pushed.”
Begin the trial injured and Broken for 90/60/30 seconds.
While Broken, gain the ability to revive self from the Dying state and gain Endurance for 16 seconds.
Escaping and Surviving the trial grants all other survivors +100% Bloodpoints.
Once restored to full health, this perk activates:
Taking a protection hit while Healthy causes you to become Broken for 30 seconds.
Upon recovering from the Broken status, this perk deactivates.
Flavor-text: “’He lamped me good before I could do so much as stand. Didn’t let up neither. Just kept throwin’ himself at me ‘til I was on the ground. Didn’t expect me to get back up so fast, lost him some good teeth for the trouble.’ – David King”
~
Once you are healed, the next time you are Broken, you gain Endurance.
You basically get Borrowed Time+ If you take a protection hit.
The tradeoff is that you start injured and the killer knows what you're up to.
You give your allies a bunch of BP if you make it out alive, though.
By causing survivors to spawn into the match injured and unable to heal - and punishing them with prolonged injury and less pressure upon taking protection hits, this perk retains its ‘Challenge Mode’ doctrine and promotes extremely dangerous and foolhardy behavior to those who take it. Keeping in the spirit of David’s defensive and patently dangerous take on altruism allows this perk to generate high stock for survivors that are able to work around it. By granting Endurance in particular circumstances, killers will be encouraged to tunnel the No Mither user to remove the threat of the perk from the game - but will find them difficult to hold down when used in conjunction with certain killer interactions as well as synergies with other survivor perks. While there is potential to force powerful situations, this perk has the potential to backfire horribly, which also makes it less attractive for certain team types. Granting bonus bloodpoints to allies allows it not only to act as a consolidation ‘Sorry I spawned injured and possibly screwed everything up’, but it’s also a great incentive for good-willed players to bring the perk into the trial.
Thoughts?
It doesn’t work, because base recovery takes 30.4 seconds - which you would already be recovered from the broken status, even if you somehow went immediately down at the start of the trial. You would actually want a longer broken status to gain the ability to pick yourself up from the dying state, which makes it counterintuitive to have a shorter broken duration for higher tiers.
The bonus BP wouldn’t work either, because there’s always the possibility that other survivors would die and/or escape before you - therefore not being calculated into their final scores. Unless they somehow programmed that.
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Nah, Diversion is the name. It’s more than a pebble. It provides the loud noise notification and scratch marks - hence, Diversion.
But yeah as @IlliterateGenocide said above, you should be able to hit the killer with it for a brief stun. Considering how accurate but difficult that would be to pull off. And it does need another way to charge besides being in terror radius but not chased or hooked, seeing as stealth killers are a thing. Don’t see why it can’t build up in chase. Or some other way.
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No point providing their names or your recordings. No game rules were broken. They’re simply using an item in the game.
Correct me if I’m wrong, but doesn’t Lightborn also completely stop all blinding effects on the killer? If so, shouldn’t it be a permanent perk in your kit? I dunno, always using one perk sounds a lot better than being pushed to the point of vomiting to me.
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Yeah, it would be great to have OG Freddy back with some tweaks! It would also bring back at least one beloved player, @GeneralV .
As far as Nemesis, I just can’t see them integrating his weapon arsenal into DbD in any meaningful way. What’s he going to do, use a rocket launcher to blow away tiles he doesn’t like? And even if the flamethrower only did something simple like slowly burn pallets over time, it was still a huge gas tank on his back that heavily slowed him down - and you ultimately destroy to damage him.
@QwQw said:
Yeah, Old Freddy is so much better than Modern Freddy. He wasn't the strongest, but he was at least fun.
Nemesis though, I disagree with. He certainly sucks alright, but in my opinion, he always was a terrible pick for an RE killer. He's supposed to be an unstoppable force, so to put him in a game like DbD he'd need to be extremely nerfed to point where he doesn't even feel like Nemesis anymore; which is exactly what Behavior ended up doing.
I think all things considered, Nemesis was the best pick. He was hard set on chasing and eliminating Jill the entire game. Just curious, who do you think would be a better fit from RE into DbD? Mr. X just trudges after you all of RE2 except the end of the game, a lot of other enemies in the series are very fast-moving or gigantic (like Nemesis in later mutations). But I haven’t played all of the games. So just wondering who you think would translate well into DbD.
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@JPLongstreet said:
I though the reason for changing the fog was it hurt game performance badly on several platforms and in certain maps as they reworked them.
I remember that being the excuse when they banned the moonlight offerings, don’t recall the same for fog though. And if they really cared about performance on all platforms, we wouldn’t have the longest-running forum thread being about that very issue - and still unresolved. See here, created by @Pulsar - https://forum.deadbydaylight.com/en/discussion/245229/the-continued-ignorance-of-performance-issues-continues-to-hamper-player-fun/p1
It’s clear (pun intended) that the entire atmosphere of the game was changed to appease players who hated how well survivors could hide. It is literally night and day how the game used to look and feel. They also literally nerfed the Left 4 Dead t-shirt and P3 outfits (specifically, Claudette) to be less dark. Not to mention the amount of visibility in the reworked maps, and that there’s less places to hide near gens or anywhere else. And more perks constantly giving away survivor aura and locations.
It’s kinda funny, because as stealth became less viable with these changes, survivors began to do all they could - repair gens quickly to get out of the trial ASAP. Leading to threads about gen rush, gen speeds are too fast, etc. Well, maybe bring back a darker and more stealthy game, and gens won’t go so fast.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2952760#Comment_2952760
I am aware of that but what has Chipotle have to do with it?
The same that hockey has to do with DbD, I suppose!
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@DragonMasterDarren said:
I'm going to need a bit of context for this one chief
You’re unfamiliar with the recent dev Q & A? Where one of the lead devs compared DbD to hockey?
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@Slowpeach said:
Yeah the only thing I know this perk being used in a 'beneficial' way is one guy deliberately allowing themselves to be downed in a position that has only one eligible hook and then someone else sabotages that hook. The killer is now in zugzwang to use a chess term which basically means any move they make loses, if they pick them up they don't make it to a hook, if the killer doesn't, they get up on their own. They can also run other perks which make it difficult for the killer to transport or whatever.
Granted the only winning move in this scenario is not to play and ignore the guy but that can take time to figure out. There are also a few maps and RNG where there's a lot of spots where this is viable. Heaven help you if THREE people are in on this.
Considering this? It absolutely should have another effect entirely if it's best contribution to the game is basically bullying.
Why does David have such polarising perks? Even We gunna live forever while not overpowered is still the best bloodpoint booster.
I would actually argue WGLF is overpowered since its buff.. removes any ability for a killer to pressure by slugging. Ruins Twins all by itself. It should be nerfed in half to a 50% faster healing speed on slugs.
Sorry to go slightly off topic.
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Like I mentioned above, you’d need to totally remove the permanent broken status for starters. You can’t even consistently go for unhooks while injured, if the killer is anywhere nearby. It also hurts the team versus an Oni or killer with Thanataphobia. I don’t mind if you start the trial injured, but need to have the option to heal throughout the trial.
As @Sumnox also said above, it should also have 100% reduction of groans of pain. It’s weird it’s not right now for how risky the perk is to run. A weaker Tenacity effect would be fine too. I don’t agree with permanent endurance status effect, because it would actually be stronger than being healthy against insta-down killer powers and perks. Perhaps it could be earned and/or have a limited number of times it gives endurance. Or you have endurance only while broken as well.
Maybe you get the broken status for 60 seconds when taking a protection hit, keeping in line with David’s play style and other two perks.
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@blue4zion said:
I couldnt wait the few seconds to press a button before walking away, SO I DONT want to wait the few seconds after for the game to open!!11!
r e m o v e i t
You really gotta vocalize your support for a stupid, pointless feature huh?
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They can help all platforms by just deleting him. 🤷🏼♂️
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He’s a bit weak outside of dead zones, and his notorious and unmatched ability to proxy and facecamp.
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I’m not sure how you’re looking to change them, but they serve as an indicator to survivors that the generator in that house is not fully repaired. So they’ll probably never fully remove them anyway. Just wanted to mention that they have a purpose, since you didn’t bring it up.
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Nurse!
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+1
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2951816#Comment_2951816
If they are just doing the base self-care action without botany knowledge and/or medkit it isn't more efficient. It's not even that much more efficient to do a gen while someone is doing base self-care. That said we definitely don't need the ability to heal people who are already healing themselves. The chance for misuse is more threatening than the possible benefit.
It is more efficient. For each additional survivor repairing the same generator, its repair speed is reduced by 15%. Two survivors occupied with healing for 16 seconds, then doing a gen together, is more time lost than one survivor self-healing for 32 seconds then getting on that generator with the other survivor.
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The time is only wasted if you sit there and continue teabagging at them rather than going back to repairing generators. Unless you have faster healing speed perks, it’s more efficient to let a survivor heal themself.
Perhaps it’s for a Rift challenge, or they want the BP. Doesn’t matter. Let them heal and go do something else.
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I just want that fog and ambiance back... 😞
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At the very least, see what the sixth anniversary has to offer. If they don’t really surprise us, then don’t bother.
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@shalo said:
https://forum.deadbydaylight.com/en/discussion/comment/2951376#Comment_2951376
I'm playing a killer with zero total kills and I'm matched with 800 hour survivors. Would you consider that a bad match up or a good match up?
Well since you’re bringing up the survivors’ hours, how many do you have? Are you expecting to be put up against four survivors with one yellow perk each, just because it’s your first time on this killer?
Also as mentioned above, the car was clearly in the way of your pounce. May have also wanted to consider using the noob Victor aim add-on for your first match?
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Yeah, I don’t get it either. The only reason would be to Unbreakable for the hook rescue right under it. Otherwise they should prioritize crawling away from a hooked survivor, as you said.
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That would be fair for him and Hillbilly. Brutality is one of the harder categories to max out as it is.
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Tier III on Michael is currently not properly counting toward exposed challenges on the Rift.
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It actually just implies racism in the opposite direction. Bubba only skins and wears the faces of white people! Discriminatory!
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It should also show the hook auras anytime another survivor is in the dying state - not starting during the pickup animation only.
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Not ever having the option to heal is such an obvious detriment to yourself and the team, it’s no wonder the perk never sees the light of day. Not to mention a killer will basically never slug when they see it’s in play. Unless you always go down under a pallet or something.
The perk needs a rework, quite honestly. No more permanent broken status.
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Ok, but it still doesn’t fix the issue of map design. 🤷🏼♂️
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No, it isn’t. You people have weird definitions of what an exploit is.
As mentioned earlier in the thread, the only way a survivor would even know Blood Warden is in play is through Distortion. The only other possibility would be stream sniping, a risk every streamer assumes when broadcasting themself.
DCing is an option built into the game by BHVR, which already comes with prescribed penalties. I’m fine with leaving a husk or another solution, but leaving a match is in no way an exploit by either side.
Going outside of the map? That’s an exploit. Leaving a match? No.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2949380#Comment_2949380
Last one I enjoyed was the stranger things one because it was cool he got noob3 as a guest voice
Heh. I think a kind of an eye roll moment for me was when one of the devs was featured in an episode. Kinda like.. they take the time to make fun of themselves (which is ok and actually healthy) in a fan-made cartoon, but don’t care enough about the game to actually fix it. Why the parodies exist in the first place. 😕
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They’ve kinda been losing their charm/original level of humor. But this one was particularly unmemorable.
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@Mr_K said:
Be thankful we have exhaustion.
Speed boost perks used to have their own separate cooldowns.
Exhaustion once introduced, decayed even when the survivor was running.
After some time it was changed to decay at half speed while running.
Then finally what we have today, the timer pauses if the survivor is running.
What more could you ask for? Why is goalpost moving so prevalent in this community?
Might want to read what the post is about before making a comment like this. Nothing to do with the exhaustion recovery rate.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2943522#Comment_2943522
The whole point is for the killer to have that advantage. They are hunting this particular prey as it were, foreknowledge is their fixed advantage.
Where on the survivor side the identity of the killer is unknown until you find out in game. The element of suspense and surprise, ala horror survival experience. The team element is the fixed advantage of survivors.
Killers are already largely locked in under the new mmr, so a change to minimize last minute item swapping wouldn't be bad either as it largely negates the killer fixed advantage of foreknowledge.
It just doesn't work. Killer sees a key in the lobby, immediate Franklin's Demise and nothing the survivor can do about it. It apparently isn't such a core concept of the game overall, as DbD Mobile entirely did away with switching anything after queueing for either side (survivor or killer). Which is how I believe it should be. Survivors pay thousands of blood points for their items. They should have an opportunity to use them without killers always knowing they're going to be facing specific items in trials. If killers are so set on preemptively countering items, let them equip one or more of the perks already available to them before they queue and see their opponents.
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@scottydoggie said:
https://forum.deadbydaylight.com/en/discussion/comment/2947216#Comment_2947216
Cant do anything with this I'm afraid, I'm gonna need you to elaborate :) Or at least bounce off my idea and propose a more fair option.... Blunt replies don't really contribute much.
No means no.
But if you want further explanation:
- The chat changes that are needed are not removing it, but optimizing it. Make an option to permanently disable it, remove or repair the chat filter (something utterly stupid got blocked for me yesterday, think it was a perk name), and allow it be used cross-platform.
- Restricting teachable perks to the survivor they originate with not only kills the entire concept of teachable perks, but also removes survivor variety from trials. It also lets a killer know exactly what perks they can or cannot expect to see on every survivor, which is just stupid.
So, again: no.

