Avatar

HatCreature

HatCreature

About

Username
HatCreature
Joined
Visits
2,140
Last Active

Comments

  • A sweat build is something that a Survivor feels is OP, a build that is designed to make the match very easy for the Killer, i.e a good build.

    For example, NOED, Make Your Choice, Ruin, and BBQ & Chili as a Nurse with an Ebony Mori and the Omega Blink add-ons. That build is made for instant downing Survivors and murdering them soon after, a build where the Survivor has mostly 0 chance, a try hard sweaty build Survivors don't like because they know they'll lose.

    A lot of Survivors feel entitled, that they deserve to win, no one deserves or is entitled to anything. If anyone says your build is questionable and toxic or try-hard, they are just mad they lost to a build meant to destroy them. Just like their build of Adrenaline, D-Strike, Dead Hard, and Borrowed Time with an instant-heal Med-Kit, Killers dont like those but do we complain and call them sweaty? They would just laugh and tell us the same things I'm telling you right now.


    My specialty is Basement Builds, I LOVE carrying people down there and trapping them inside, watch entire teams go full ######### and bum rush the hook against Leatherface etc. Or watch as they go down the steps Asleep against Freddy with Snares everywhere. I get criticized for that and they're just mad they didn't come up with the GRAND IDEA of doing gens FAR AWAY from the BASEMENT lol

  • I just started on the PC, I switched from the PS4.

  • I'm a Rank 16 Killer right now, all I've been playing against are Purples and though some are SWF they were friends with the lower ranks, from what I could deduce anyway. As a Survivor i get Purples as well and go against Rank 20 Killers, it is so hard right now and frsutrating to start over with this #########. I have a level 3 Hag with base perks with 10-15 minute lobby times at Rank 16 and then get all Purple Survivors, so annoying and unfair. I had a rank 5 brag saying ''ez'' it was the stupidest thing i've ever seen, the intelligence is some players are single digits.

  • Well the PTB is the 3rd, I would say they already did it. I think they take the snap shot a week before? I'm not sure myself.

  • @Sospos said:

    https://forum.deadbydaylight.com/en/discussion/comment/663991#Comment_663991

    Lol maybe I should play him a bit more than my other mains

    Bring a Mori ;) I wanna take selfies.

  • You can't fairly nerf camping at all UNLESS you get rid of the hooks.

    No Hooks, No Camping.

    Killers are forced to put Survivors into a ''time out'' and they can be saved from that. Now Killers will defend this time out zone if they have to or if they want to. The problem isn't camping though, the problem if you've been reading are the hooks.

    Deathgarden, the original Deathgarden had the same thing but instead of hooks they had a bubble where Runners were held in and could be rescued. They scrapped idea because they learned from DBD's mistake, MISTAKE. Instead they solved this problem of camping by letting Scavengers RESPAWN.

    Let Killers KILL SURVIVORS and let the Survivors be held for a certain time inside limbo and then spat back out by The Entity somewhere completely random. No hooks, no camping, problem solved by something completely simple, the only problem is a complete rework of Altruism and hook based perks.

    Also :( R.I.P Basement <3 I will miss thou in the deepest trench of my cavernous heart.

  • I rarely see him :( I love going against Ghostface

  • Freddy <3 or Basement Killers

    So I can write an entire Essay on the fun science behind Basement Builds and Killers but I won't right now.

    Anyway, Freddy is the way to go for sadistic joy and funny plays.

    Build 1---Basement Freddy: Agitation, Iron Grasp, Save The Best For Last, and Devour Hope. Add-ons: up to you but maybe the Drawing, just 1 though.

    Basically you trap people in the Basement and plant Snares on the way up and at at least two entrances to the Basement. If the Survivors are silly, and they are, they will trip the Snares as they go for the save. If there is a Gen above it just wait to get your Devour stack then teleport over and smack dab them back in. STBFL will help you eventually get the rescuer and rescued into the Basement. Devour will make the job harder for them and more fun for you.

    Build 2---Sadist Freddy: Thanatophobia, Knockout, Sloppy Butcher, Free Perk(I use Devour but Ruin is good too). Add-ons: Swing Chains and Black Box or ropes and a Blindness snare.

    This build requires you to always slug 1 person, that person will be injured and in the Dream World giving every Survivor 2 debuffs. They will have a hard time finding him so they'll waste time searching and eventually healing giving you plenty of time not to worry about Gens. Eventually if you have Devour you will give them increased pressure with looking for that totem, delicious.

    Dream Pallets are also very entertaining, it feels so amazing to see a Survivor who is injured run to Killer shack and SLAM that pallet on you only for them to see it explode in blood, ''it is at that moment he knew, he ######### up''.

    I find gimmick builds very fun, Monto on Youtube showcases a lot of these and introduced me to fun power of the Basement and it has been my pleasure to examine the science behind it in this game and exploit it whenever possible. The Demogorgon sounds like a prime candidate for it and I am excited to test it out, I hope you like these ideas and enjoy them. I can keep going if you'd like, I got plenty more.

  • His add-ons are boring, I was disappointed when he came out and expressed this but no one listened.

    POSSIBLE ADD-ONS

    1--Tan Jacket: a jacket from one of your victims who had nerve damage gives you inspiration. Attacking someone who is Marked inflicts them with the Broken Status Effect for 120 seconds

    2--Pocket Sand: With a pocket full of sand you are able to blind your victims in the heat of the moment when you strike a Survivor who is Marked, giving them the Blindness status effect 120 seconds.

    Combat Boots: You are unable to Stalk Survivors but you cannot be revealed while in Nightshroud. You can still be broken out of Nightshroud by stuns or striking with your weapon, gain 150% Bonus Bloodpoints in the Deviousness category.

  • @DBDbuildsYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/663114#Comment_663114

    Eh I think the old legion upset too many survivors for the better or the worse.

    And even if I also enjoined the old legion I would still prefer something based on them being a team. It could be good

    I would rather them be a team Killer, the teaser image excited everyone and got our minds twisting into fantastical ideas of a cool multiple Killer, the name Legion made that solid. Then they gave us 1 Killer who was a human pinball with 4 different skins so yeah everyone would love Legion to be a real Legion.

  • The Mori is the Killer equivalent of the Key, it is an instant win where the other side has no counter or chance and no one enjoys that.

    I've heard interesting ways to balance them but only remember 1

    To Mori a single Survivor the Killer must use their power on a Survivor and hook them 3 times, so Trapper can trap 3 people and hook any of them, any of those 3 Survivors become a candidate for a Mori. The Mori Offerings increase how many Survivors you are able to Mori so it is kind of like the Ivory Mori but has a few more requirements.

    Another idea I vaguely remember was the Mori Offerings act as a form of Bloody Party Streamers, 100% bonus points for everyone but I forget the rest of the details. Basically the idea was that yeah everyone can die but they are all compensated for the trouble.

  • @DBDbuildsYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/663032#Comment_663032

    That's also good, very consistent with the promo material shown.

    Hopefully they will do something so legion is actually a legion

    I hope they do, I had a lot of fun playing as Legion before the nerf and never resorted to the moonwalking because it was cheap and I wasn't confident enough that I would be able to follow them that way anyway lol I don't have fun as Legion anymore, they feel way too slow like running through mud. I don't care they nerfed DW for Killer but that speed nerf was too much.

  • I guess people haven't seen mine so i'll post it here.

    Legion starts out the match with no hood, mask, weapon, or TR and cannot attack until they activate Legion. Once they activate Legion they get all of those things back and can use FF, FF has their old speed and vaulting speed back but no longer causes Deep Wounds but instead only injures but cannot down. Killer Instinct is replaced with Auras.

    Each member that you have is playable, you can switch and restart your cycle by going to a locker and exiting a different locker as another member who starts out with no hood, weapon, mask, or TR just like before until you activate Legion again. This cycle can happen up to 4 times whether you own all 4 members or not.

    FF has add-ons that can supply status effects such as the crap DW, Broken, the new Oblivious status coming, Blindness and so forth.

    This version of Legion feels like 4 people, their stab is effective only with add-ons but that isn't saying much. They can see Auras in FF so they have synergy with their own perk Iron Maiden, if everyone knows they see Auras then they'll hop into a locker. The Deep Wounds is taken out of the base ability so no one has to deal with it, this does give that power less viability and usage but it is replaced with their stealth ability so now they have more going for them overall. They're fast like they were before and since DW isn't in their base ability they can stab you as much as they want in FF without penalty, UNTIL they use an add-on to give their FF a status effect then if they miss they break out of FF like they do now.

  • Did you Blink at all? Were you just floating? I don't play Nurse so I don't know about her Deviousness points.

  • If we get Pennywise then we need the Deadlights as an insta-kill add-on just like it is the book/films. Or if not as an awesome insta-kill add-on then the Mori because that's aesthetic and beautiful.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/660579#Comment_660579

    A second objective is the wrong path here. You won't get the results you want. Good survivors will just find ways to rush this new objective, while new survivors will have even MORE to learn and play around. The effects of a second objective would be disproportionate.

    What would make a better impact would be to just limit the max speed at which a gen can be done. Right now, if you have 3 survivors on a gen with toolboxes that's like a 25 second gen. That's insane. Should NEVER happen. Really, 50 seconds should be the absolute limit to how fast a gen can be done. Doesn't matter how many survivors are on it, if they have toolboxes/perks, whatever. You should never be able to do faster than 50 seconds.

    Another option would be to increase the difficulty of doing gens too quickly. Something like a meter that fills as gens are repaired/completed. The more the meter is filled, the harder and more frequent the skill checks will be. Then have some method of reducing the meter either by waiting or doing some specific actions to reduce it. Now survivors have the option to rush gen as they did before, but it will be significantly harder to do the faster they do it. And since it's a feature that would only apply to gens being done too fast, low rank survivors would basically be immune to the effects as they shouldn't do gens fast enough to trigger this mechanic.

    I saw that meter thing before, I thought that was a good idea to keep the Gens from going to too fast, overheating so they have to stop doing their Objective and move on and come back. This forces them to leave their Objective which is technically map pressure because they can't do Gens during that time. I really like that idea and it is probably the simplest change they can do as well.

    I really feel that they should take some designs from Death Garden though, they fixed the problem that DBD has with hooks and Gens completely. In their game they have 3 places to deliver their Objective, not do the Objective. This means they have plenty of opportunity to run into their Hunter, hide from the Hunter on their way back, and still not doing their Objective during that time which is map pressure. If they take that design and apply it to Gens with boxes of parts or gas cans then I feel that would help out a lot with slowing the game down. But as you said, newer players would have a hard time and this would make totems actually more powerful as that is technically a 2nd Objective so in this scenario it would be a 3rd.

  • I am interested in how exactly it all works, it sounds like a different version of the Dailies we already get, what are the rewards, is it just lore? The whole thing is interesting and I am excited for something fresh to come into the game besides just a new Killer, map, and Survivor.

  • I've been getting games just like this. I just switched from PS4 to PC so I'm only a Rank 16 Killer with base perks, all I've been facing are Purple Ranks, no they're not SWF and the ones who are were weren't friends with the lower ranks in the lobby.

    My lobby wait times can be 15 minutes and it is so boring and frustrating to wait and then Survivors who are higher rank than me. I can't lobby dodge because I can't see their Rank and can't see their hours to predict it either.

    All the newer players who are coming with Stranger Things will complain about this and leave.

  • @deathsia said:

    https://forum.deadbydaylight.com/en/discussion/comment/661475#Comment_661475

    They gen rush regardless... so imo there is no drawback to this at all but meh.

    I was just pointing you made a weak Killer and was hoping you'd see that and try to find a more powerful ability lol If the Devs won't design powerful Killers for whatever reasons then we should.

  • So being in a chase or using add-ons will increase their Fear and slow them down and also reduce their stun time against IT. If he chases the entire team then they are all weaker against him, spreading the Fear around and limiting their power. If they work together as a team their power over him grows because their Fear goes down.

    Now in theory this would be awesome against SWF, if they're all afraid then flashlight saves, pallet stuns, and hook sabos will still have an effect but it won't be that powerful against him.

    But that is only what he is good for.

    This Pennywise has no map pressure and is only good in loops and against try-hard teams which is good but because he has no map pressure then these teams will not resort to those tactics and that makes him weak. This Killer actually encourages Gen rush and teaming on Gens because it makes Pennywise less powerful. Sure he is good in a chase because the Survivor only has pallets in a chase and those pallets won't be protecting them for very long but because IT has no map pressure then the Gens will fly and Pennywise won't have enough time to make the others afraid enough to be weak against him.

    All in all, this perfectly fits the character lol he is powerful against 1 Survivor but when they team up they have no fear of him and he is weak. I do love the concept though, this is really cool.

  • This has been said for 2 going on 3 years now...are the Devs even seeing this suggestion? It is NOWHERE game breaking OR unfair for Survivors. It is so annoying to see this simple but effective and fair change not be acknowledged but they will bring in lots of lore, new Killers and perks, new maps, and a ''not battle pass''; but Trapper's number of traps can't be tweaked to 2 or 3 but they give us an add-on instead.

    The add-on is nice but there are better ways to use our 2 spots. Rusted Jaws and Setting tools, both pink add-ons, literally every good combination can be made if we didn't have those bag add-ons and not having them limits his power massively. It could be called balance but I hardly see the massive change in power if Trapper had 2-3 traps at base since it is a Common and Uncommon add-on.

  • So I just started on the PC, Rank 16 Killer all I have a is a level 35 Leatherface and level 1 everyone else. Several times today being able to see the Survivors has either saved my ass or alerted me to what was going to happen so the defeat wasn't that bad. I have been facing Purples for 3 days now as a starting out Killer and not being able to see Survivors to see if they are SWF or if they have 1k hours would really hurt my chances. I had a douche Rank 5 gloat that they escaped from a Rank 16, nothing to be proud of but they shouldn't have been in my game. Their profile was private so I couldn't see their hours or friends list and that is the equivalent of not seeing Survivors.

    Also, if you can't see Survivors then you never know when is a good time to bring in Franklin's, that's kind of a perk that needs info to use.

  • Well Steve in the new DLC coming up has anti camping perks so this should help new players.

    The real problem for new players is the damn broken match making. I keep getting Purple Ranks in my lobbies as a Rank 16 Killer, no they are not SWF I am positive and it has happened to Tru3Talent as well. I get this as a Survivor too, I've had 2 Purples in my lobby who were SWF but the 3rd guy was a solo and the Killer was a 17. This hurts new players.

  • Pay 10k BP to take out 10K BP, so if I want to deposit 10k I will need 20k first?

    I know the BP cap was to prevent hackers from giving themselves unlimited BP so I think the Blood Bank would need a cap too to avoid the same problem. But having 1 Mil in your Blood Bank is still really good if you already have 1 Mil since that gets you to level 37 I think, 2 Mil should get you past Prestige 1 a decent amount.

  • I used to play this on the PS4 so it was easy, but on the PC it is way too easy for my finger to slip and accidentally die. Also, yes it is a useless mechanic since it does not actually do anything. It should be automatic and then press a button to suicide, this also helps Survivors who are AFK until they are on 2nd stage, it helps that unfortunate Survivor who was preoccupied and forgot to cancel the match and it also helps the Killer get more than 2 hooks out of that person. It helps both parties.

  • I don't mind SWF, 2 mans are ok, 3 and up is too much, that kind of communication against a Killer that is not designed to create map pressure i.e every Killer except the top tier Killers struggle to handle those teams.

    As RaginRendon up there said

    @RaginRendon said:

    https://forum.deadbydaylight.com/en/discussion/comment/660562#Comment_660562

    As a player who plays killer once in a while I blame the lack of a 2nd objective for survivors, infinite’s, and the excessive amount of safe loops.

    This is correct, if Survivors had more to do besides Gens then SWF teams wouldn't be so powerful. If they had more to pay attention to besides holding M1 on a Gen and not get found then they would have less of an impact no matter how they talk to each other. This is why totems exist but totems aren't good enough.

    We need alternate Objectives to spread the Survivors thin and make their teamwork more meaningful and in-depth, not just centered around saving and doing Gens because that's EASY, playing Survivor is easy. Of course I have only had time to make it to Rank 7 but if it's easy only up until that rank then the odds will say Survivor is still easy. And if it is too easy for 3 people to do 3 Gens while 1 Survivor is being chased then the Gens need to be fixed and that will help Killers with SWF as well.

  • It's the same hum, the la la la isn't always there but from hiding near her a lot I have heard the switch from ''hmmm hmmm'' to ''la la la''.

  • I believe Peanits did say the Devs are aware that the perk Left Behind needs some fixing but they did say that achievements are harder to fix because those are connected to the system and not just the game.

  • lower ranks have a hard time finding Ruin and NOED while higher ranks don't because of skill. The key factor is skill from the high ranks who know better giving actual advice to new low rank players. What is difficult for low rank Survivors is easy for low rank Killers, and what is easy for high rank Survivors is harder for high rank Killers, whatever is balanced for the high ranks will automatically be harder for low ranks and they won't accept any advice from people who know better. A lot of people don't accept that YOU NEED TO GET BETTER.

    But GETTING BETTER is NOT ALWAYS the answer. Gen rush is when this is not the answer.

    Hooks need to be reworked and Gens need to be reworked but mostly Gens. Totems on the other hand are difficult because they can't be made base. We could have a free totem spot to give Killers more breathing room but that leaves the lower ranks more vulnerable. Maybe the only simple fix is to change the totems themselves, change how they work, not just totem spots but totems in general and their mechanics to fit all level of players instead of skill. Skill is important in this game but not all things require it, for example this game does not need to make defending Gens skill based but it does and that combined with intentionally weaker designed Killers creates Gen rush. Totems don't need to be skill based because it's just finding an object so changing their design might be the best way.

  • I'm more excited for Nancy, Inner Strength will replace Self-Care and i'll use Sprint Burst with her Fixated. Nancy is basically an all around Survivor, she has a Gen perk, chase/stealth perk, and a healing perk, she's perfect for new players because she has everything they need, the 4th can be anything.

    I'll be running Sprint Burst, Fixated, Inner Strength, and eventually either BT or Steve's perk that shows my Aura when I make a hook save. I just switched to PC so this is good timing lol

  • That's not bad actually, this would be a skill maybe luck based Exhaustion perk depending on the Killer. As said above it would counter Spirit Fury and would be an awesome edition to the game.

    I would run this but I don't know if it would replace Dead Hard in the meta or not. Dead Hard gets you to the pallet but this makes it where when you get the stun you have even more time to get away because of the speed boost. Maybe this would be better than Dead Hard as it confirms an escape if you don't get hit through the pallet.

  • I have a feeling that there won't be a PTB, maybe they don't want to potentially have the PTB make the new characters look bad if they're trash and not balanced, like Ghostface's PTB. Maybe they brought in Tofu and some of the other Fog Whisperers who are on vacation to go do a private PTB and then release after taking their feedback. This is Netflix's biggest license and having it look bad on Youtube and Twitch during the PTB will lower sales for new players who don't understand what a PTB is.

  • I don't know how exactly they actually put totems in since they can't hand place them but I'm sure the community can pick out some really good spots, like the corner edge of the map behind a tree. This whole thing about less places for totems to spawn just sounds weird you have large empty spaces with no Gens around. Suffocation pit can have totems behind trees on the edges, in the mine, in between boxes near water towers, inside cubby holes in the middle, next to garbage cans because they make the same noise etc.

    But they are getting better at totem spots, Badham has some really good spots but they were made for those totems, a lot of older maps came out before totems were even a thing which is probably why the totem spawns on those maps are bad. At least that's my theory anyway, every map before the release of Hag were not made for totems so they are inherently bad for totems which sadly makes up most of the maps.

  • The fact cannot be argued that if I person is being chased then 3 Survivors are on Gens. Killers are NOT DESIGNED to create map pressure to stop Survivors from doing this.

    Gens need to go or need to be reworked.

    Death Garden is also made by BHVR, different team but same studio, they fixed this problem by having Runners collect an item from 1 Objective and Deliver to the 2nd Objective, this gives their Hunter plenty of chances to intersect every Runner while chasing another, that's pressure.

    I feel they need to take the same approach and bring it to Gens, this way even if the Killer is chasing 1 Survivor he can still randomly come across another Survivor while they are collecting or doing whatever it is, the chances are higher and that's pressure.

    Gens are not good enough, this game is 3 years old and it is time they too get reworked, Killers, Survivors, and now maps are getting and it's time Gens get it.

  • We need different Objectives, something either OTHER than Gens or something WITH Gens.

    If 1 person is being chased that's 3 Survivors doing Gens and the Killers don't have enough pressure to stop them, they're not designed to.

    Now I'll keep saying, the Devs for DBD need to take some designs from their other game Death Garden, take the concept of bringing something from 1 Objective to another Objective. This makes it that 3 Survivors are still doing their Objective while 1 is being chased but the chances of running into them are higher and THAT'S PRESSURE.

  • We'll have to see, we don't know if there is a cooldown between teleports, how many portals, etc. Trapper used to be able to set traps DIRECTLY under Survivors on the hook until they fixed that so maybe they'll have a proximity thing? We'll see, I'm excited.

  • PTB isn't out yet lol

    I think if they treat it with respect, 3 portals at least, low cooldown on the dash/lunge, then it'll be strong.

    Right now you can channel your ability, or so they mentioned, to get Killer Instinct on people near the portals, that's MASSIVE.

    Anyone disabling your portals can't hear you coming so that's a potential free hit if you put one near the Gen or Exit.

    If they treat the Demogorgon with respect it could be another Killer who doesn't need perks but until the PTB we won't know. I can see massive potential in this Killer from the Killer instinct on the portals alone. Of course, you'd have to open your view on the game to more than just loops, think outside the loops.

  • Technically speaking we have this with Thanatophobia but this also goes in line with neither the Devs nor players want the Gens to go slower.

    The only reason Gens go so fast is because the Killers are not deisgned to be strong enough to create pressure on 3 of the 4 doing Gens when you're chasing someone.

    Gens are boring and don't take very long, we need something other than Gens.

    WHAT IF---When every Gen is completed, the Survivors need to do something else before they can complete the next Gen? Like 3 people are on Gens and as soon as one of those Gens are completed, the other ones being worked on explode and go to 0 and can't be worked on until---insert 2nd Objective. When the 2nd Objective is completed the next Gen can be repaired and this can happen up to 3 times.

  • @tony42545 said:

    https://forum.deadbydaylight.com/en/discussion/comment/653069#Comment_653069

    i forgot to mention it would disable your normal shock for a few seconds and cause the survivors to not be able to do stuff for longer

    EX: you use madness spike you cant zap for 3 seconds and survivors cant vault for 3 seconds either

    Ah I see, there's the balance. It covers a larger radius but it has a cooldown so you can't spam it like the normal shock can, I like it.

  • In the end this doesn't really matter as the fruits of its labor cannot be realized in this game. The only way to really show how powerful The Entity can get is to get a sequel to Dead By Daylight. It could be a game or a book.

    Possibility 1---an open world RPG game showing how much damage the Entity has caused breaching into our universe and staying there. The Killers from the 1st game could be bosses.

    2---Same type of game but instead of taking place in The Entity's realm it takes place on earth. The environments are battle damaged and alive, sirens, blinking lights, flaming cars, and distant screams etc. Different characters and locations of people trying to survive while they are cornered off in an isolated section with one of The Entity's minions looking for them.

    3---A classic linear shooter with the goal of sending the Entity back to its realm, a survival horror claustrophobic game kind of like Evil Within.

    Unless we get a sequel of some kind it doesn't matter how powerful they say in the lore The Entity has become. The Entity are the Devs and their power/influence grows as their fanbase and licensed characters increase. The fruits of their labor may or may not be shown to us in a fun and fictional form, I'm betting that if they do not make a sequel we will either get a long page to read about how powerful the Entity got detailing it's power or we will get nothing.

  • Interesting, I'd like to see the full model to get a good look at it. I was hoping for a battle damage skin but the chain thing is cool, well it could be cool as we only see the back.

  • So they got bested by someone using their M1 instead of using their ultra instant down M2...sounds like they are ashamed it took no effort to down them with your normal attack. They are ashamed you DIDN'T NEED to use your M1, this was a glorious victory and they are salty crackers, delicious.

  • @Fibijean said:

    These are some interesting solutions to the whole "to cleanse or not to cleanse" issue, too, since they either encourage survivors to cleanse or take the power out of the survivors' hands entirely. I'm all for anything that could make an impact on such a divisive and salt-inducing problem.

    Personally, I'm a fan of number 3. It doesn't remove the power from the survivors' hands entirely, but it does place them in a preventative role rather than a benevolent one, which I think is better both mechanically and thematically. It also discourages survivors from altruism (if their teammate is infected), completing objectives (if a generator is infected) and looping (if a pallet is infected) because it means that infection has real consequences, which seems both powerful and appropriate for a killer power.

    In fact, the more I think about that idea, the more I like it. It reminds me of the get-rid-of-the-thing-or-get-punished mechanic of things like the Pig's power or NOED, which I personally find really fun in a pressured sort of way. The only issue I can see is that it might be too easy to keep her from getting CP. So either VP would need a buff to make it easier to infect everyone (by extending the time objects like generators remain infected, for example, or requiring them to be manually cleansed by survivors) or there would need to be changes made to limit fountain use, for example that they stay corrupted for a minute or so after being used.

    I didn't make the Pig connection, I love Amanda and love going against her because her traps are fun, it's fun that it changes the game completely and that I could be in danger if I don't act fast. That was the supposed to be the point of Plague, the sickness being the danger and making them act fast. Plague right now isn't about skill it all comes down to walking around and smacking unless someone cleanses, then the game begins and if she had more opportunity to put this fear into Survivors she could be more fun. The fear of an instant death from Pig is fun and cool, this could be the same thing.

    Thanks for reading :)


  • @Chocolate_Cosmos said:

    Be Injured all the time and make lot of noice or face shooting Machine that can down you in second.

    I don't get it people. She is allready in good spot. Yes, you can loop her. Wow. There is only two Killers who can't be looped. Nurse and good Spirit.

    A lot of people just don't like that half of her ability is locked away. Plague can be summed up with ''you can use your power when we say you can, which is never.'' I just wanted to find a way to help with that problem without making it too difficult or punishing for Survivors. I don't like Plague because if no one cleanses then she is too simple for my taste, she walks around hitting people, it's not fun or engaging unless someone cleanses.

  • As much as I hate negative people, being negative in chat won't solve the problem, crippling torture might but it isn't guaranteed 100%.

    I try to spread positivity as much as I can, today I had a match with a David and he was unfortunately a victim to a 3 person DC and died alone, content with his fate. I could have let him live but I'm a person too and I need the points because I just started on PC today. Later on I met the same David and I tried my best to give him a better match, ignored him when I could etc. I don't know if he was happy about it, I asked but I don't know this :'D means, I think it's this 😂? I don't know emojis lol

    Anyway we must all do our best to spread around the joy and always, ALWAYS, tunnel these bitches down and hook them in the Basement because their souls are worth devouring, their negativity is super juice that keeps the damned alive. I will slug them and let them bleed out if I don't need the points but other than that, be kind everyone <3 Love is the answer.

  • The lore of Legion is beautiful and their outfits are actually similar to what I wear as besides wearing a top hat everywhere I never leave without my hoodie. Also, without Legion we never would have had the beautiful and nerdy Susie <3

  • You might be the guy I've lost every time to then. Every time I see you, presuming it's you I'm always hoping I've gotten better because I haven't killed you once yet lol Our last game was a while ago, I was a pig on a farm map with the silo, pretty sure everyone got out, BoostedDwight might have been there. Anyway, hi lol you're my Ahab.

  • The points you made do point to a trend, what is good for one play style is bad for another so the only agreement that can be made is based on the Killer's skill.

    DudeDelicious up there might have the best answer in this regard because it adds in the 3rd part to the conundrum, the Plague herself meaning the Killer.

    There will never be a 100% agreement because some players will always have a problem with her ability and others won't. I myself don't know which I prefer, I don't mind being injured if everyone is distracting her but if everyone is going down and I need to look out for myself then I'll cleanse. I can loop her like anyone else but if I'm injured then that Corrupt might get me, maybe.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/653221#Comment_653221

    It is the price I pay for having Tree in my name.😂

    TreeMan the Claudette? PS4?

  • @Catbucket said:

    https://forum.deadbydaylight.com/en/discussion/comment/653217#Comment_653217

    Its possible, but honestly at this point I think its best to just wait for an announcement rather than constantly musing about when it'll be. We already have people getting rather upset about it not being tommorow, when no actual indication was given of that being the case. Just because the fans were estimating tommorow.

    Patience is a virtue not many have sadly.

1 … 13 14 15 16 17 … 52