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Grimmy_Bluues

Grimmy_Bluues

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Grimmy_Bluues
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  • I really like the map, but yeah it has some very bad issues.

    I would have preferred Raccoon City streets, since it could have been a good hybrid between indoor and outdoor. RPD is both indoors and large, which screws over plenty of killers.

    A pretty simple fix would be to split the map in 2 versions, removing the East/West sides for each one. Could help with performance too, since the game wouldn't need to load as much stuff.

  • I avoid using any exhaustion perks, purely because I don't feel like i'm improving when I use them. It feels great to escape chases without having to rely on a strong perk.

    I'm a much bigger fan of info perks and altruism perks.

  • I know the map like the back of my hand, so I love it, but they really gotta split it into two versions with the Main Hall and East/West hall respectively.

  • The zombies are either godlike, or completely useless PLUS they are map dependent, so I don't think they need any changes aside from fixing their AI issues.

    Bring flashlights/flashbang more so you can blind them, it's an easy 15+ second period where they are useless and can be ran past easily. Bring Head On or Any Means Necessary to kill them easier without wasting resources, long 40 second respawn time. Bring Red Herring or Diversion to make them go away, no items needed or pallets wasted.

    Survivors can influence zombies quite a bit, so they aren't really a problem.

    If they did nerf them, I'd suggest that zombies now grab onto survivors instead of injuring instantly, and you need another survivor to help you or else you'll be Contaminated/Damaged (Like the co-op RE games). During the grab, Nemesis would see the auras of you and the zombie, similar to Trapper. To balance out the nerf, they could make the zombies move faster when chasing someone, like in RE (Maybe +0.75-1m/s or something). Just an idea though, I don't think they need any nerfs, if anything a buff is more needed.

  • I wish EGC started as soon as the last gen popped, but the timer would be longer. It'd make the endgame feel a lot more tense for both sides.

  • I love the map, but it is definitely poorly designed.

    The map is far too large, with going from one end to the other taking the same time as Mother's Dwelling, and it's 2 floors. If they split the map into 2 versions with either the East/West side blocked off it would be a huge improvement.

    Most of the pallets/windows are either too strong or too weak, with hardly any in between.

    However, it's still my favorite map next to Midwich, partly because I know the layout well and my mains are pretty good on both.

  • I hope they bring MMR, but only for a separate mode. Keep current matchmaking, but add a mode that uses MMR and has rewards for climbing to higher levels.

  • I want a FNaF chapter too and it's very likely to come eventually, but frequent posts about it are bound to turn people off.

  • Lower the number to 80-90% rather than 100% so you aren't COMPLETELY silent. Because let's be honest, getting injured noises always muted for free is very strong.

    Or, add some kind of requirement to activate it.

  • Ain't the most wanted, but it's definitely up there.

    Personally, I want Dead Space, but fnaf would be good too. (Any horror license is fair game)

  • Easy solution: Survivors lose the ability to interact with stuff for 1.5s after using DH (like a Doc shock) and they can no longer DH over bear traps.

    That solves the main issues people have with the perk afaik.

  • How many god-level tunnelers did you actually go against?. Tunneling is pretty common at red ranks, yes. But most of the Tunnelers are chill and they are not really good. I dont understand why you take this game and tunnelingtoo seriously. If you lose, just give a cheers to your opponent and move on. I think you exaggerate the frustration of tunneling. As i said you dont go against a good tunneler too often. You cant win every match, accept it.

    As for the camping, i dont think camping 4ks happen often. And i know even though you complain about the camping you do it at least once. If you hate camping SO much just bring BT, its not that hard.

    The things you should complain about are DH, Iron Will, Spine Chill + Resilience, BNPS and OP Medkit addons. Survivor is the power role in this game if you know how to play it.

    Dear survivors, if you expect to win every match, just play with bots with the new update.


    I'm not serious btw, just showing how simple it is to flip the roles. The whole "my side better" stuff is dumb. Though this might just be a bait, so doesn't really matter in the end

  • Survivor perks should not take priority over killer perks. I'm glad that it's an indirect nerf to Spirit, but Iron Will was already strong and didn't need it's only true counters to be nerfed.

    Imo, Iron Will should have a condition attached to it like Bite the Bullet, because being able to be silent while injured the entire game with no cost is a bit dumb.

  • 100%, If it's used this often it should clearly show how strong it is.

    All they should do is remove the ability to interact with anything for 1.5s after using it, and remove the ability to DH over Traps.

  • I'd love to see some original skins like what they did with Pyramid Head.

  • One of, if not the biggest event for the game and they screw it up immensely. Instead of constantly adding new content, they're gonna need to address the poor foundation the game is built upon, or else the game will end up failing eventually. It's like they're playing Jenga but with only one block on the bottom of the tower.

  • The survivor community is destroying this game

    5 games in a row I had survivors who split up around the map and then just rushed gens then left. The next 3 games after that the survivorsI faced all bullied the killr all game. Survivors are intentionally trying to ruin games to make people quit right now and the devs do nothing about it. Something needs to be done


    Goes both ways, both sides can be asses, but that doesn't mean that one side in particular is destroying the game.

  • I love the map, but I wish they'd split it into 2 maps with each one having either the East or West side blocked off. Plus the pallets are either complete god pallets or completely useless.

  • When I first saw the "QA Tester" thing under one of the names, I audibly chuckled.

  • Just thought of this off the top of my head, but what if survivors got some sort of status effect after dropping more than 1 pallet in rapid succession. Say they insta-drop a jungle gym pallet then run to shack pallet and drop that immediately too, at that point they get an effect that either slows them down for a few seconds or makes them stop and catch their breath, making them lose distance for using up resources so fast.

    Or on the killer side, breaking a pallet grants a very short buff that increases breaking speed so you can chew through pallets when survivors drop them immediately.

    Just food for thought however.

  • I'm mainly baffled at how they thought it's a good idea to start the event sooner when console performance is this bad. They really should've delayed it, and if they don't, at least extend it until console players can actually play the game.

  • How does a bugfix patch make the game run worse, either the code is so spaghetti that they don't know what to do or they just don't care.

  • Would gladly get rid of both of those perks in all honesty.

    But since that isn't an option, I would:

    • Make Dead Hard remove your ability to interact for 1.5-2s after using it.
    • Make NOED work on a timer after last gen is popped, with each unique hook increasing the timer. (40s with 0 hooks and +30s per unique hook for example). This is if it stays a Hex, if it was changed to be a regular perk, the numbers would be lowered.
  • Glad to know I'm not the only one. This recent bugfix made the performance WORSE than the previous one which baffles me.

    Really wish they'd delay the event and all new content until they get the issues sorted out.

  • What I don't understand is his freaking Tentacle. The attack isn't even a whip, it's closer to PH's m2 in how it's more of a rectangle.

    Would really like if the attack worked like it looks like it should.

  • A slow moving killer that can command AI companions and make survivors suffer from several hallucinations.

  • I'd make them be used for opening/replacing breakable walls. You'd do a short animation where you stick the key into the wall/open doorway and twist, removing or replacing the wall. Each use would use up a large amount of charges.

    I'd also replace hatch with a final chase. Once one survivor remains, EGC starts (grey timer until chase) and both sides will see each other's auras for a little while (not affected by perks/Undetectable). Pallets would be reset depending on how many gens were done.

    Once the chase begins, the EGC timer would from grey to orange, and the survivor will have to avoid the killer until the timer reaches the half-way mark, at which point the Entity will open the gates and the survivor will see the auras of them and have to escape. Once the timer reaches about 20%, the survivor would gain Haste and Endurance for a short time. If the survivor escapes, they'd get bonus BP. If the killer catches them, they would be able to mori them and gain bonus BP as well.

  • Dead Hard is a terrible perk for four main reasons

    1) There really isn't a way to counter it immediately unless you happen to bait it out or magically wait 5 seconds before swinging every time just in the small off-chance the survivor has this one perk.

    2) There is no warning that it is coming. You can have an amazing chase at the end of the game whilst trying to snowball off of a hook save, you try to mind game them away from a pallet, and then bam, you lose them for literally playing the game correctly.

    3) It is undeniably a crutch for terrible survivors. I have been in so many games where I have outplayed the survivor and read them like a book, and then as soon as I catch the survivor they manage to just press E to the pallet and then extend the loop another 30 seconds.

    4) It punishes killers for playing well, and rewards survivors for playing badly. This is an extremely powerful perk that only activates when you're injured. Even perks like Decisive Strike and Borrowed Time at least take some work to get. For Dead Hard, you're literally just handed it for free when your about to go down.


    In this game, you should always assume a killer has a specific perk in certain circumstances. You get a gen 70%? Assume they have Tinkerer and be alert. You see them waiting to hit you while a teammate is about to be unhooked? Assume they are about to get a 3rd Devour stack.

    In the case of NOED, they will either play poorly or just not care too much about gens. If someone goes down to NOED and you can't find it, just gtfo, it's better to take your free escapes than risk giving them more kills. Run maps more often, use Small Game, Detective's Hunch, or Counterforce.

  • Pyramid Head:

    The survivor tries getting up with their back facing him, and once they're on their knees trying to fully get up, PH uses two hands to stab his knife into the nape of their neck all the way down. He then performs a Punishment of the Damned to launch the survivor off the knife, at which point he stands over them and slowly sends them to a Cage, causing their screaming to be muffled and making their hand stick out of the blood puddle, reaching for help.

    Nemesis:

    Grabs them the back of their head while they're on the ground, lifting them up above him and shooting his tentacle through their skull and out their forehead. He then rocks them back once before slamming them face first to the ground in front of him, walking forward and flinging them out of the way with this tentacle before retracting it and moving on.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2307902#Comment_2307902

    Tnx a lot. I'm thinking of doing this with Iri and Remember Me as a back up a plan to trap the gate switches.

    No problem, that's a pretty good idea. I wish you good luck with it.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2307880#Comment_2307880

    Can you confirm it works with iri stone? I wouldn't be surprised if it did, but the wording seems to imply it shouldn't.

    Can confirm. Played a match as Trapper on Dead Dawg and caught a Leon in a window trap twice without resetting it manually.

    The challenge doesn't state that YOU have to reset it, so it should definitely work.

  • Catch 2 survivors in a single bear trap without picking it up. It doesn't need to be the same survivor, just the same trap.

    This means you either go to the trap that was activated and reset it manually, or use Iri Stone to make the trap reset on it's own.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2296558#Comment_2296558

    It doesn't lock you in place while using it. You can still move a little.

    I meant the camera, but that is the least important part of all the stuff I listed.

  • Any perk that relies on survivors finishing gens should be strong, since you have no control of the perk.

  • All it needs to be good is remove the duration and make it last the whole match. Maybe lower the range to 24m if it's too strong.

  • I don't want to feel punished for doing well in matches with the game raising my MMR higher constantly. You should never have to feel bad about doing well in a game, it's stupid. I'd much rather have a diverse range of games from me getting stomped, to me stomping.

    I hate having to sweat, plus high level play for this game is boring as hell. I really do not want SBMM.

  • Unfun? Spirit.

    Busted? Nurse.

    Both are completely awful to go against.

  • A 5-6m long, super skinny whip that is inconsistent with what it can go over, has restricted camera movement, locks your camera in place after activating, has a 2.5s cooldown on both missed and successful attacks, requires 3 hits to down someone, and makes you move at 95% movement speed while holding.

    If a survivor just runs in a straight line after being Contaminated, it wastes a large amount of time already. If you're in the open trying to dodge, the lingering hitbox can be annoying, but why are you even trying to dodge in the open anyway? It's functionally identical to Demo's Shred, but with a smaller hitbox and 0.30s faster charge time.

  • Greed pallets and fake windows like you do with PH. He slows down to 95% when pulling out and holding the Tentacle, so hug loops tightly and keep running around the pallet. If you think he's gonna just m1, drop it quickly so he doesn't have times to pull up the m2. If need be, just leave the loop entirely when you lose LOS and hear him pull the tentacle.

    He's pretty weak since he needs 3 hits to down, and needs to be T3 to consistently shut down strong loops like shack. If they DO want to make pulling the m2 take longer, he'd need an extra 1m on his base range and the speed boost on Contamination would need to go.

  • Agree 100%. It's especially frustrating on killers with ranged attacks, namely PH in my case, since you can make a perfect read and still not hit them because they pressed the skill button. I at least respect Sprint Burst since people can be creative and 99 to avoid a hit, plus there's the downside of not being able to sprint without using it.

    It's even worse against Trapper, since they can completely negate a trap and force you to pick it up or go around.

    I can see 3 ways to make it less annoying.

    1. Remove the I-frames so it's solely used for gaining distance
    2. Remove the dash forward and keep the I-frames
    3. Keep it as is, but remove the ability to use windows/pallets for 1.5-2s after using it

    Personally, I would go with option 3 since it keeps the perk powerful while adding a downside.

  • Personally I've been running Trail of Torment on him. Contaminate a survivor, kick the gen they were on, then go to other gens and Contaminate everyone while remaining Undetectable. Even better if you run Eruption to kick every gen you pass after Contaminating. Once you get a good number of survivors Contaminated or the first survivor disables ToT, commit to a chase and get the Eruption Value.

    Pretty fun combo imo.

  • cough Dead Space cough

    I wanna run around the Ishimura as Isaac Clarke being chased by the Ubermorph and some Slashers.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2290823#Comment_2290823

    I think they are worth it, especially with ruin. The zombies force people off the gens and ruin regresses it for free.

    It also helps them come to your loop faster when you are chasing a survivor; which is fantastic. I don’t think they are too scary on their own but when a zombie or two joins in on your chase you can herd the survivor into them and they are extremely useful.

    Yeah that's fair.

    The only issue is if they even want to come close to gens survivors are on, or come near a tile you're chasing in. Since you have no way of controlling them, you'll have times where your addon does nothing because the zombies decide they want to wander around a deadzone on the other side of the map.

    Personally, I find that running detection range addons + Marvin's Blood is ideal since you're more likely to get use out of those.

  • I've come to share my experience on a standard Xbox One.

    After this patch, I have crashed a total of 7 times, with none of the crashes coming from newer maps. I thought it was just Nemesis causing it, but nope, I even crashed as Pyramid Head.

    Playing Blight is hellish since the moment I rush, the game freezes and i'm essentially rushing in place, which leads to my rush cancelling before I even get halfway to the collision I was aiming for.

    The moment someone Dead Hards, the game freezes and teleports me, making me unable to do anything even if I see it coming.

    Surely they'd want console players to be able to enjoy the game since it'd be profitable right?

  • If you run the Iri Umbrella Badge + Depleted Ink Ribbon, zombies will move at 1.5m/s until a gen pops, at which point they move 2.5m/s for 30s.

    If you just run the Depleted Ink Ribbon + Mikhail's Eye, zombies will always move at 2m/s.

    Zombie speed addons are generally not worth it imo, since any decently aware survivor can run right past and make the zombie whiff.

  • Map: Fractured Cowshed

    Characters: Spirit and Steve

    Perk: Iron Will

    Mechanic: Hatch.

  • He literally only needs to not give a speed boost on Contamination and some kind of improvement to T3. Zombies don't need any changes, but being able to command them to go to all auras (except hooks) would be great.

  • Eruption is no joke when you get down to a 3-gen. If you consistently kick gens that have even the smallest amounts of progress, you'll be able to keep pressure on even far away survivors, since they'll be unable to touch the gen for the next 16 seconds.

    If you combine with Pop, it's much better too, since once you activate Eruption and make survivors unable to touch a gen, you can then go in and Pop the one they were on (If a surv is working on a gen while Eruption activates, it doesn't regress). So you basically get 31% regression. You could also go Surge + Eruption for an instant 14% regression on a gen nearby, and if you feel so inclined, you could run all three perks to get the 14% on the nearby gen(s) and 31% on a further one.

    Only issue i'm seeing is it's typically a pain to kick generators, it would be much better if you had another way to trap them.

  • Damn, wish I knew before.

    I had a cool combo of PH cosmetics and I can't seem to get them back due to this. Thanks BHVR.

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