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Huge_Bush

Huge_Bush

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Huge_Bush
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  • They will never improve the Nurse, shes too powerful and the flood gates of survivor tears would be overwhelming if she became more common to face.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859560#Comment_1859560

    this is actually a feasible option. i assume devs are working on freddy first, and then they will nerf spirit. she was already nerfed with the collision removal which is why they may be prioritizing freddy over spirit

    Yup, Freddy will get neutered (which I am ok with since I hate versing him and they players he attracts) and on to the next killer who survivors think is the flavor of the month.

    I mean, they're now complaining about the basement existing, I wouldn't put it past the devs to remove it from the game.

  • Don't worry, all you have to do is make one or two posts a day about how unfun it is to go against a Spirit and the devs will nerf her again.

  • @Bond4ever said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857442#Comment_1857442

    Oh yes, but if survivor had high escape rates "the game would be unbalanced", the hypocrisy.

    Never said that and I'd appreciate it if you'd refrain from putting words in my mouth.

  • Ever since I built my first PC I have never been able to get back into console. It just provides more bang for my buck than consoles do and games usually run better unless they're made by behavior.

    Welcome to the world of PC fellow Claudette Avatar.

  • @Bond4ever said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857414#Comment_1857414

    Killers have 75% killrate which is a lot.

    And if survivors have a 25% that means only 1 survivors escape, the average is supposed to be 2 kills 2 escapes, if you want more kills then work for it, and git gud.

    The only reason the kill rate is so high is because survivors are bad. Either they don't know how to loop, constantly get caught unaware of their surroundings, dc after getting downed after 5 seconds, sand bag each other, loop the killer around their hooked teammate rather than leading them away, refuse to do gens due to wanting an attempt at a flashlight save, waste pallets without even looping the killer around the structure once, and many other things.

    The game is literally designed to give survivors chance after chance after chance and then they get perks that give them even more chances. So yeah, that kill rate means nothing until we have more details.

  • You're not going to change the mindset of survivors. Save yourself the headache and face a corner in the basement and alt+tab to youtube or something. If you're on console, go potty or make a sandwich.

  • People who want the basement removed want the game to be made easier so they don't have to be aware of their surrounding. I make a note of where the basement is at the start of the match and I do my best to get the nearest gen to it completed as fast as possible. Once that is done, it's easy to avoid.

    Problem is, most of the people I am grouped with never consider the locations of gens they're working on and just rush the first ones they see. Then they get mad at the killer for the self inflicted 3-gen and I have actually seen people cuss out the killer in end game chat for not going through with chases and rushing back to protect the gens.

  • @Mistikus said:

    How would you animate hooking survivors with spider killer

    I know you have been answered, I just wanted to add that with the introduction of Pyramid Head, his cages have shown that hooks are no longer a hurdle when it comes to killer conception. All that matters is if the devs are willing to do it.

  • As long as you have BBQ+Chili and don't play on the weekend nights when swf are out in full force, its worth it. Make sure to lobby doge multiple tool boxes, keys and flashlights. Gens go by fast enough against competent survivors, don't need any handicaps to further frustrate you. Since you have no way of knowing if you're gonna be matched against a casual group, swf death squad or a bunch of potatoes, it is best if you always run your best perks and add-ons and play the strongest killer you know.

    If the match does start to aggravate you, do what I do- face a corner and alt+tab to YouTube and watch funny videos of angry cats at the vet. I love the angry motor sounds they make.

  • This isn't holding the game hostage, this is what report-able body blocking is. All you can do is rush gens, leave, report the killer with video evidence and hope they get banned.

  • They need more perks like this to make the game more interesting.

  • They should just delete it from the game and give Laurie a new perk. Devs have stated they also look to the "fun factor" of perks when it comes to balancing. If they are true to their words, they really would delete it since no killer has fun against it.

  • Hex Bush: When a survivor refuses to interact with anything for more than 60 seconds they start to sprout branches and leaves. The longer they refuse to interact, the more they grow until they finally sprout roots and get rooted in place.

  • If they ruin Claudettes kind, cute and dorky face, there will be hell to pay. I will riot!

  • I'd rather Behavior figure out how to make enough money to buy back all their stocks and become a private company. Then they need to hire some good programmers/developers to rewrite the game from the ground up, factoring in all the types of powers killers can have, new objectives, weather, new obstacles and effects and whatever else they think the game can have in the future.

    I also think them going private would lessen some of the monetization practices. It would be nice.

  • If my teammates know how to counter him by working alone and staying out of his terror radius, he is okay. Its when everyone and their mother wants to work on the same gen, knowing that the killer is using discordance.

  • @[Deleted User] said:

    I think wraith is a worse killer than trapper, but trapper is more dated mechanically. Still they both need some work for sure.

    Trapper be like....OoO? Well there goes my power. A map? Well there goes my power. Dead hard, okay just ignore all my loop traps okay.....a luck offering that literally only messes with my already dated and ridiculous RNG escape mechanic and makes you slightly more likely to kobe? Of course......

    If I am playing Trapper and see an OoO user t-bagging in the distance, I go to stand in the nearest corner. I don't care if I get reported or if the survivors aren't having fun, they obviously didn't consider my entertainment when they equipped OoO.

  • @Almo said:

    We tried removing 99ing gates in various ways. They all sucked really badly. This is why the Killer can open a gate if the Survivors are being hoseheads about not starting EGC.

    Have you tested regressing the levers? Even as a perk? As things are now, I feel that it just gives survivors more control than they should have. There should be more risk to not opening the doors all the way.

  • I would-

    1. Increase the time for him to teleport to gens the further away they are (longer than what it takes now) and decrease his teleporting time the closer the gen is.
    2. Require him to hit a survivor in order to put them into the dream world.
    3. Add more active clocks onto the map so survivors don't have to run across the world to wake up.

    That's really all I want. I don't think he needs more than this.

  • Trapper.

    I still love him but gens go by too fast and by the time I finish collecting traps and setting them up, two or three can pop. If the Devs make his bag add-ons base-kit and allow him to start with all his traps (once he sets 6 traps he wouldn't be able to carry more than 4) while increasing his setting speed, I'll go back to him.

  • I agree with Mandy, I would like to see more of Demodoggy. He's not too oppressive, but can be very scary when the player controlling him is very good.

    As a Killer, I would like to master Spirit or Nurse. I like to play the killer role a lot, but the stress of having to down someone asap while three others are on gens is too much for me to play it often. It is even worse when the survivors all know how to loop and keep running to the same strong structures over and over. It is even worse when you're trying to learn someone and the survivors know you're bad and switch from playing normally to bullying me and t-bag and point after every pallet stun or vault spam just to annoy me.

    So now, if I play killer, I have to pick a strong killer in order to not be bullied and have a chance. I don't like using slow down perks since it sucks for me when I play solo survivor, therefore I have to play a strong killer. The problem is I just don't see it worth it to learn another killer any more. I play this game for fun and I don't want to turn it into a job and spend thousands of hours to learn Nurse.

    Sorry for the essay.

  • All must die.

    Unless they're a cute potato.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850302#Comment_1850302

    Trapper still makes me incredibly paranoid. Hesitating at every patch of grass, corner, and vault before proceeding.

    I turn into an extra huge bush when I play against Trapper. I just run in a straight line to try to get him to the other side of the map so my team could have some time to heal or finish a gen. I won't vault anything or go on grass. Plunderers is a Godsend against him when it gives me a pink map.

    One thing I have noticed about Trapper, and this may just be me, is that they're the least sweaty killer that I face unless they're working on an annoying basement challenge or something.

    I still love playing as him, I just wish devs would hurry up and make his bag add-ons base-kit and allow him to start with all his traps.

  • @Healthore77992 said:

    If i had to bet what chapter would be, i would say:

    •RE, very popular.

    •Child's play, because of the Twins.

    •Candyman because of his upcoming movie.

    I hope they really surprise us and give us Xenomorphs from Alien.

  • Trapper when I get someone in the basement. There is no getting out if I don't feel sorry for you.

    He also made me feel powerful because I loved it when I notice survivors are actively avoiding plain old grass.

  • This will just cause survivor queue time to get even longer.

  • It is boring playing as solo against Freddy, Spirit, Nurse and Hill Billy. Against everyone else, it makes the game more enjoyable since the killer doesn't feel like they're trying super hard.

  • @MrGrizzly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849810#Comment_1849810

    This seems like a good idea. But perhaps don't make that so time wasting that you have to run all the way into the basement? Since SwF has such an advantage on this, perhaps make it more accessible, so instead of all the way in the basement, make the candles so that they are next to any hook.

    You only need to run down there once. You see three lit candles, then you know you got two totems left. Having them at hooks takes no effort at all since there is a hook every 5 feet. I am all for making solo more enjoyable, it's all I play, but I don't need the game to hold my hands for me. There should be risk to everything we do in the game.

  • I hardly see any huntresses that run iridescent head, it's rare enough that I never thought to complain about it, but when faced against it, it's feels miserable, especially since killers who use it are usually bad, wait until they're on top of you and then instadown you. Then they usually tunnel you the second you're rescued.

    They might just implement a distance requirement in order for it to activate.


    I am more excited for the Freddy nerf. I am so sick and tired of seeing him ever three matches. It's even worse when I get him three times in a row!

  • @LiunUK said:

    no, but a totem counter on the hud would make all the complaining stop

    Nah, I like someone else's idea where there would be a counter located in the basement. Like 5 unlit candles, each time a totem is cleansed, a candle gets lit. This way, the knowledge of whether or not totems are up has to be earned by running to the basement.

  • @Xayrlen said:

    Who's otz?

    He is a streamer who seems like a nice guy. He has many, many hours in the game because he makes his living playing it. He has played this game so much that it would be surprising if anything in it was difficult for him since he knows the ins and outs of killers and survivors.

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848637#Comment_1848637

    I see Tofu 4k religiously, even before Ruin/Undying, WHILE reading chat and barely paying attention to the game.

    Not to mention, him and many killer mains are playing more and more survivor because "killer is too easy". Morf is on record for saying this as well. He just said it earlier this week on stream, same with Zubat.

    So Idk, chief. For people who actually watch these players, this smells of BS.

    Just because a few streamers say something doesn't make it true. Most survivors in this game are trash, it is to be expected that streamers who play this game for a living have gotten so good at it that their opponents just no longer provide them with a decent challenge.

    Repeatedly match them up with 4 survivors who are equal to their skill and know how to coordinate and I am willing to bet the streamers wouldn't think that killer is "too easy"- Unless of course, they're playing Freddy or Spirit.

  • @sulaiman said:

    And you never had the problem with people not healing you? because i had games i come to a gen, finish it with others, and they just run away. And when the killer turns up, he goes for me, because i am already injured.

    I find this happening more and more. What is worse, when I get paired with Console survivors, I usually get left behind, even if there is no NOED. Even if I am still in a chase! They have a key, find hatch and end up leaving me. It has made me bitter and I now do the same to console players.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847328#Comment_1847328

    You mean make solo q more miserable. Without it being base kit, I already get left on hook because my team mates decide to self care instead of saving me from it.

    Or this one claudette self caring near the ruin totem, instead of cleansing it, while the gens regressed.

    And if self care was base kit, that Claudette could have used Botany Knowledge. Either way, you would still get players healing, better to make it base kit and open up a perk slot to "hopefully" (I know it's a stretch) make them somewhat more useful.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847495#Comment_1847495

    At the very least, they should hire Samination to make a tutorial animation and force people to watch it when first starting the game.

    that would be so dumb

    Perhaps I wasn't clear, I don't mean "first time" of the day, just a forced tutorial the first time someone ever gets into the game that will explain things to players so they don't go in blind. It doesn't necessarily have to be made by Samination, the devs can do it themselves. We just need a good tutorial explaining things like, killers have aura perks and abilites that reveal ones location, there are times when going into a locker is good.

  • The only nerf survivors need is to make to truly make DS an anti-tunnel perk and not 60 seconds of invincibility.

    Solo survivors need some more information to bring them closer to SWF.

    Devs need to continue with reworking killers to be more viable. (They are doing this)

    Devs need to make a new tutorial that forces players to complete it so they can better learn about the game. At the very least, they should hire Samination to make a tutorial animation and force people to watch it when first starting the game. It would be nice if my teammates would actually attempt to hide in a locker to deny BBQ or understood that those dull totems are better destroyed than being left alone.

    There should be a practice mode.

    Dedicated Servers need improvement. It's so annoying when I get hit after vaulting even though I appear nowhere near the killer. I know that the killers screen shows I am closer, but it still needs to be improved.

    Working matchmaking and improved rankings would be nice, but they probably need another 2 years for it.

  • @Almo

    Can you please close this thread. I wasn't intending for it to become a survivor vs killer debate. TheClownIsKing already explained why my idea is bad, nothing further is needed to be said.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847378#Comment_1847378

    That's not the same thing. Undying gives too much advantage for the wrong reasons.

    Undying alone isn't much of a problem. The problem is when you're playing solo and it is used with a high mobility killer that can get to you within seconds. TheClownIsKing made a good point about why it shouldn't be changed to what I suggested.

  • @Killbutton said:

    That's pretty sound. I'll be running Spine Chill from now on, I have a feeling I'm gonna be seeing more jumpscare Myers...

    Spine Chill is a really all around good perk. Just don't get lazy and make sure to position yourself to where you can see where the killer might approach from. I'll sometimes try to sneak away from a gen because Spine Chill lit up and then find myself walking into Ghost Face's knife.

    It is also good against Spirit. If it lights up, walk towards the direction that you think the Spirit will approach from, not away. She usually phases right through you and will spend time looking around the gen and trees while you're sneaking away to another gen.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/216602/undying-should-only-reveal

    No.

    Undying doesn’t work if there are no dull totems.

    Undying how it currently works gives killers the option to defend dull totems (if they so choose)

    This makes the most sense. Thanks for opening up my eyes. I am rather slow.

  • @Slashstreetboy said:

    The gore is very mild, agreed, but there are exceptions. Deathslinger Mori, for exmple, is quite grueseome, same with Clown, Myers and Oni.

    There are many references to severe acts of violence in descriptions etc.

    Also, the intense sexual components of DBD might have contributed to the M rating.

    I would say that Bubba's is the most traumatizing for me. I can't watch it without getting a chill down my spine.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/216602/undying-should-only-reveal

    the aura reading should only be on dull totems because if it was only on hex’s then there would be no point in running thrill of the hunt

    Thrill of the hunt should just be changed if they make this change to Undying.

  • @JimbusCrimbus said:

    DS should only work if you're being tunneled.

    Dead Hard should only work if the killer swings for a hit.

    Unbreakable should only work if at least one of your team mates is still up.

    I mean, if we're going to set arbitrary conditions on things, let's look at much more broken perks than a perk that already has counters like Undying.

    DS should deactivate when a survivor works on an objective, goes in a locker, gets fully healed or if someone else hooked after they have been saved.

    Dead hard is fine as is.

    Unbreakable is fine as is.

    Undying alone is fine, but when it is equipped with ruin, on a high mobility killer such as Spirit, Freddy or Billy, it becomes more powerful than it has any right to be. Not everyone plays SWF and can coordinate with one another.

  • Nothing! If only he has a cosmetic that was more revealing than his current ones.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847309#Comment_1847309

    Yes he can stop you. You disarm and start the door. He comes over and resets the trap. Now he knows you are there and there is no way to do the door again without alerting him. You'd have to waste time going to the other door where it just happens again. There is no situation where you can get the gate open.

    Twins cannot stand directly in front of the gate to stop you from doing the gate. They have to switch back and forth and Victor can be kicked forcing them to reset. There is a small chance to get the gate open with that. But against Trapper there is literally 0 chance because you can't touch a gate at all if he keeps resetting the trap which all Trappers do before chasing.

    Imagine defending something that is so outdated newer killers can't even do it.

    Imagine being so entitled that you demand the developers to give you an easy win against a killer. And no, hiding next to a gate and waiting for the killer to leave doesn't require skill.

    Trappers traps have counters, it's is your choice whether or not you want to prepare for them. If they're such a detriment to your gaming experience, you should run Resilience, Wake Up and Spine Chill to give you faster opening speed.

    Not every match against every killer should play out the same. Your team failed to loop Trapper long enough to do gens. You failed to find the hatch. You failed to bring in a key. You failed to run Plunderers for an increased chance to get a key. You failed to prep the gate before Trapper had time to trap them. You are not entitled to have your escape made easier and have yet another chance to escape.

    You also have an offering that can cause the hatch to spawn at the main building or at the shack. When last person is hooked, you can prepare yourself to be near it.

  • I am of the opinion that self-care should be made base-kit to make solo more tolerable. It wouldn't make a difference for swf since they usually end up healing each other, while it would allow solo, especially new potatoes, to use other perks to benefit the match. Killers shouldn't be opposed to it since healing helps slow the game down.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/216564/noed

    No. I just lost a game because "I" didn't do Bone. I walked past a unlit totem and was lazy. NOED didn't kill me; I killed me. Take responsibility.

    Don't forget that I didn't have the sense to make sure I was no where near the killer when the last gen pops, and not give myself the chance to see if they actually do have NOED, allowing me to go look for the lit totem.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847268#Comment_1847268

    Because Trapper can physically stop you from doing the exit gate. It's not hard to understand. Twins can't physically stand in front of the gate to block it. They were explicitly DENIED that ability. Demo portals cannot be put by the gates either. Yet we have a killer that can do it and do it WAY more effectively than either of these killers.

    No, he can delay you from opening the gate, but he can't "stop" you unless he is actually there. You can still disarm the trap and work on the gate. The Twins, well at least the sister, I dunno about victor, can't stand in front of the lever because they will completely prevent you from touching the lever, with no chance to mind game them.

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