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IWFreak

IWFreak

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IWFreak
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  • @SkeletalElite said:

    Let's look at how this will play out

    The ultimate camping build

    Artist with ink egg (can fire 4 crows instead of 3) and thick tar (can fire crows slightly more often)

    The perks, corrupt intervention, DMS, pain resonance, one last of your choice, probably discordance to stop them finishing gens before you can get a hook.

    At the start of the game you down someone and hook them on a scourge hook, 3 gens are still blocked from corrupt, the gen with the most progress explodes, the survivor on it screams, interrupting it and causing it to blocked for the remainder of DMS, so now 4 gens are blocked. You fire crows at the 3 gens on the map unblocked, any of them that are being worked will be blocked either when the survivor dodges crows or when you force them off by injuring them with crows.

    All gens with progress are blocked for 45 seconds, you occasionally fire crows at unblocked gens to make sure the survivors aren't working them. Once DMS expires survivors are free to work on gens again, however in just 15 seconds you will secure another stage, at which point you will stop camping. You then chase and down another survivor and do it again, this time you have no corrupt so you will need to use you 4th crow and a bit of gamse sense or luck to know 2 gens that cannot possible have a survivor working on it and be willing to choose 1 gen that you are okay with losing (but even then you might not lose it since after your power charges you can fire at the gens you didn't fire at before, if you've already lost 1 gen this is a non issue)

    If at any point you kill someone, gens will not only not be possible to work for 45 seconds but you can actively chase a survivor during that 45 sseconds, getting a hook repeating the process.

    Survivors can't avoid this. If they commit the generators, you will injure them with crows, forcing them off the gen and blocking it. They can't dodge the crow either since they have to let go of the gen which will cause it to block. You ccan't leave the gen before the hook is done either because even if the gen isn't blocked, not working on hte gen is exactly what the artist wants you to do. She wants the game to stop progressing so she can camp the person on hook until they stage without you being able to counter it.

    You can't just trade hooks with the person, that's just going to result in the killer getting rapid hook states and reactivating DMS every single time.

    Oh and even if the survivors manage to get some of the gens done, reducing the number of gens on the map makes it even easier to do.

    Just a friendly reminder that DMS doesn't reactivate if it is still active.

    Idk about DMS in live now, but in PTB it doesn't... from my experience at least.

    It also combo's well with Doctor, not for camping, per se, but with active chasing and finding survivors.

  • @RodrigoFlecha said:

    Survivors who were surrounded by crows should be prohibited from leaving after the open gate, so the game would be fairer, as the artist is a slow and weak killer.

    In the same vein as Victor? It sounds interesting enough as an interaction.

    But with how good The Artist already is with Anti-Loop, I would say only block the survivor from leaving if the crows were landed on the survivor BEFORE entering the gates.

  • A bit not so well known counter to bodyblocking survivors are 2 killers:

    Ghostface and Michael.

    When they are stalking, they lose collision with survivors. It is a little niche, since you also become TERRIBLY slow while stalking, so it doesn't work if survs are running away.

    But if the bodyblocking survivor RUNS INTO YOU, you can stalk for a split second, so your colliders overlap just the tiniest amount, and you can walk right through them.


    This is also a tactic for survivors, btw...:

    While stalking, if a survivor is too close to you, including inside you, you can't stalk them.

  • I would even go as far as reduce the cooldown of those perks to as low as 40 seconds.

    @ThatOneDemoPlayer said:

    55/50/45 seconds change my mind

    Every single survivor has a 40s exhaustion cooldown. I don't see why the killer should have twice the cooldown...

    The fact that I (as survivor) only see the oppression proc once in a match, if the killer even has the perk in the first place, says a lot...

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723815#Comment_2723815

    I also wanted to thank you for saying you enjoy my posts, but did not want to edit it, in case it goes for review. 😁

    https://forum.deadbydaylight.com/en/discussion/comment/2723828#Comment_2723828

    As with everyone else; fair enough. It seems my view is indeed the odd one out. I just feel he was nerfed before he saw the light of day, when his zombies were reduced, and it feels they were central to his power, leaving him much weaker than he should have been.

    I do agree, behaviour should make the zombies more consistent. I have noticed the behaviour you described too, where they are standing somewhere utterly useless, just facing a rock.

    I do like the little bit of control you have over them. You can kill them yourself, to get your power faster, or ( in my case) to get them to respawn in a more favorable area.

    And as I said, they should react to Noise Notifications, so you can try different builds around that. If it actually works, you could try using Hex: Huntress' Lullaby.


    But yeah, the zombies can certainly use some love. Like the options I gave in my earlier post.

  • My turn to join the fray!

    I personally think that Noomsoos is really fun to play as and against, for the most part. His whip is super satisfying when you hit a survivor with it, and trying to loop him is also really fun, since he can create more 50/50 situations than most killers.

    @Dino7281 said:

    He is fine and quite good, there is only few things I would change:

    -Fix Zombie AI, so they don't get stuck everywhere.

    -Make infection to interrupt survivor's action (cleansing totem, unhooking etc.)

    -make it so tentacle can hit crouching survivors through a window

    As to the points given:

    I 100% agree with making his zombies more consistent. Make em stand around gens. Make em (re)spawn around survivors.

    Zombies already react to noise notifications l, if I understood correctly. I haven't tested it thoroughly, but using Discordance should make a zombie walk up to those survivors.

    I also agree that infecting survivors should interrupt their actions.

    But I don't agree with the tentacle being able to hit crouching survivors behind a window or loop. I think this is part of the interesting side of Noomsoos.


    @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723730#Comment_2723730

    'I already mentioned the built in cross map pressure (which idk about your matches but in mine, the zombies always end up in my way on loops or near critical gens.'

    Not for me. 9 times out of 10, they stand in one place and pick their noses. Or walk into a large rock.

    'On top of that, Nemesis can constantly see the zombies and when zombies are chasing someone, Nemesis can see the change in the zombies walking animation which also means he has built in tracking 2nd to the Doc'

    That's when they find someone. As I've pointed out; relying on a zombie to find someone is only slightly more reliable than the Spring weather here in Massachusetts.

    Hint: There's a reason our motto is 'If you don't like the weather; wait a few minutes'.

    'His tentacle destroys pallets AND can hit over obstacles which makes looping him very difficult'

    Oh boy! Except for the times it does not. Or the times Survivors insta-juke the pencil-thin hurtbox.

    And again; Hitting someone with the tentacle accomplishes nothing except giving Survivors a free speed boost to run to the next loop. Which means I've extended my chase with 0 benefits. Oh wait; my tentacle gets ONE piddly meter longer if I extend chases or slowdown to eat zombies, which means I can extend chases from 3.2 feet further away!

    Nemesis does not even get a faster tentacle attack/recovery at higher tiers. He just goes from 95% movespeed to...100% movespeed when charging it. What blazing speed! It's still better to be 115% by not using it, and hit Survivors TWICE with my fist instead of THREE TIMES with my tentacle.

    His power does EVERYTHING to make him suck; it slows him down, it does not damage uninfected Survivors, it gives them an 'injured' speed boost, the recovery never changes, it's thin & hard to aim if Survivors aren't as stupid as the AI zombies, and it extends chases.

    What are the up-sides to his tentacle? The garbage 5 meter (6 at T3) range? The breaking pallets/doors? Did you know it takes him 2.5 seconds to recover from breaking a pallet/door?

    Guess how long it takes to break a pallet/door normally? 2.6 seconds.

    That's right; he's 1/1th of a second faster than your average break...Unless you use perks to break pallets faster. Then he's just got nothing.

    Also; Lunge attacks go 6 meters; the length of his T3 tentacle. Again; why would I hit with my tentacle and extend a chase, when I can just PUNCH and do a health state?

    So I say again; To me, Nemesis is utter garbage and his power does everything it can to work against him. It's laughable BHVR put him in the game in such a state, and it's also clear they did it just to cash in on the RE franchise. Once they scaled back the zombies; they stopped caring about how he worked, shoved him out the door, and rolled in the cash he brought in.

    He's an M1 Killer because his power has everything against it and nothing FOR it:

    1. It does not anti-loop
    2. It actually EXTENDS chases, instead of ending them
    3. It can't even break doors/pallets faster to any useful amount
    4. It has no range to speak of (Whoo, 5 to 6 whole meters! Guess what? A lunge attack goes 6 meters!)
    5. It's hurtbox width is about as narrow as a hummingbird's beak, so it's easy to dodge.

    And yeah; I'm a bit angry. I love RE, and Nemesis fights Legion for 'Greatest disappointment in DBD'. Just a big ol' sissy-slapfight for the bottom of the pile.

    I have given you one option you can try out for the zombies, use perks that create noise notifications.

    RELYING on the zombies to find someone is indeed not the best idea, but it is a really good idea to check them from time to time, cuz you WILL see if they spotted a survivor or not. You don't even need to react to that info, just knowing a survivor was in a general area is HUGE info.

    I dont agree with your argument against using the tentacle in chase. Yes, of course, if you can M1, you should M1, cuz it is faster. But the fact that you can use your whip on, over and through windows and pallets is huge. Depending on the loop, there is VERY little a survivor can do. Every loop has basically been made a 50/50. Do they keep running, risking the M1, or drop the pallet, risking a tentacle to the face. The only thing a survivor can do against a good Nemesis in this situation is stunning the killer with the pallet, or pre-dropping it.

    And pre-dropping only works against Tier 1 infection. Doing it against a Tier 2 or 3 Nemesis will melt pallets.

    Basically, if you use your tentacles correctly, and you actually hit them, you hit survivors much faster than using normal M1 exclusively.

    Also, their are a limited amount of vaccines. Once those are used, EVERY survivor is a 2 hit, even with tentacles. That is MASSIVE pressure. It also takes time to get to a vaccine and use it, together with the information the killer gets.

    Lastly, yes, the tentacle is really hard to hit in open spaces. It gives you this weird boost in the direction you're walking and I feel like it does something weird with my mouse, maybe...? But you should be using M1 already if you can. I use tentacle strike exclusively on loops and windows, where the survivor can be animation locked, which are ez hits. I have also hit multiple survivors through their Dead Hard with it, cuz for some reason the timing is off, so I hit them as their Dead Hard runs out. This is mostly luck, tho...

    What I forgot to mention...:

    The time needed to get your tentacle out is NOTHING. If you whip out your tentacle at around the same time a survivor drops/vaults a window or pallet, you can hit them with it before their animation has ended. So if you win the 50/50 mindgames, those are pretty eazy hits too. And these WILL add up!

    Thank you for listening to my TED Talk.

  • I would say:

    Decrease overall map size. Right now, when the killer is chasing someone, the survivor can run REALLY far away from the objective being done.

    With decreased map sizes, the killer would have more chances to detach to another survivor, survivors would hear the TR more, keeping them on their toes.

  • Welcome to a combination of incorrect hitbox positions, hotboxes that are a little too big and Desync...

    Survivor hitbox is at all times in the middle of your screen, where the survivor is standing when standing still.

    Notice how a survivor's model moves away from the middle of your screen, in the direction the survivor is walking. The hitbox doesn't move with the model. It will stay in the middle of your screen.

    At the same time the hitbox is FAR bigger than the survivor models.

    And the game as a whole, together with ping, suffers from a little Desync.

    All of these together will result in those kind of hits...

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2718171#Comment_2718171

    HillBilly used to be able to use his chainsaw dash to fly into space back in the day. There are also used to be spots on certain maps that had weird collision slopes that would let Billy fly over stuff like cars. It wouldn't be as epic as Space Billy, but it did make for some funny chainsaw snipe clips in old montages.

    Oh, I remember that.

    I saw Hillbillies fly, using the old Harvester on Coldwind. Still wish we still had that version of it.

  • It may speak for itself, but it doesn't tell me what Space Billy is...

    What is Space Billy?

  • The problem with perks like Kinship is the lack of info.

    @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2709659#Comment_2709659

    If people aren't coming to save you in the alotted time, then they aren't coming to save you period. An extra minute where you're stuck not being able to attempt to save yourself or just die isn't going to make a difference. Though, this perk is already good as is just not in a way that will make it more worthwhile than other perks.

    This sort of thing isn't going to help solo players, the only real benefit will just go to coordinated players, which this perk is already designed to do anyway.

    As said here, it is designed for high level play. The best way to lessen the disparity in effectiveness between high level and solo is information. Show the other survivors you have it, maybe with the same kind of icon as Kindred. Maybe make it change color when it activated?

    Do this for more perks that depend on teamwork? Head On, or Solidarity can also use some love this way.

  • I would be all for it if they are skins for existing characters.

    Since survivors themselves are basically skins already for the same mechanics.

    I think the variation they are doing right now is good.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696879#Comment_2696879

    In what universe is a perk hard countering an entire killer a good design? To be honest, the interaction of Doc and Calm Spirit needs to be changed. Don't know how, but it does.

    As much as I agree... Calm Spirit is such a niche perk that I dont really care...

    At the same time, Doc's power still works, you just don't hear it. Your shock is probably only used on people you already found, and Static Blast still gives you your points, I believe, even if you don't hear it...

    I would call Iron Will a hardcounter for Spirit in certain situations, especially since Stridor doesn't work anymore against Iron Will...

    Dead Hard is pretty much a hard counter for Trapper. And Dead Hard is one of the most used perks in the game...

    I would give priority to Iron Will and Dead Hard in regards to what they counter...

  • @TAG said:

    Question: Do Survivors have the option to cleanse a Totem if they have a Boon perk equipped, or is their only option to bless a Totem?

    They have the option for both.

    They can also, at any time they want, regardless of if their boon was taken away, replace the boon on another totem. (In other words, reposition the Boon.)

  • What is Lag Switching? Haven't heard of it, yet...

  • @BenihimeWrath said:

    Play michael, he loses collision when stalking.

    Does Ghostface have this same niche? Being able to ignore collision while stalking.

  • Remove? Not really...

    Give us the option to disable/enable it ourselves? Hell yes!

  • I don't understand how people figured out the joke way sooner...

    It said 7.0.0... We are on 5. something...?

    Nothing in-between? And in 1.5 months? All the clues were there...

  • @Yords said:

    Only have the hex totems light up until they start to get used.

    AND make it so HEX's don't get lit on totems CURRENTLY BEING CLEANSED!

  • The menu is SLOOOOWWWW.... Every button takes a second or 2 to register, the animations are too long, and some sounds are too extravagant and long.

    Idk if it's possible to clean up the buttons, but if they can, pls do...

  • 8. Does the tentacle really cancel if you attack too early? I haven't noticed it myself, and I have been playing Nemesis quite a bit lately. I do still notice it with DemoDoggo... which is still irritating...

  • @HagathaSimmons said:

    Agree. I think the way it is now is a ratio of 1:0.5 for survivor repair:base regression. It should be a 1:1 ratio base to alleviate the required meta of bringing Ruin/PoP.

    doing so technically means that ruin would or should get a small buff. Tier 1 ruin is already 100% or a 1:1. So they would need to change it to at least 125% tier 1 to maybe 225% tier 3? Or idk probably keep it at 200%.

    The ratio is 4:1 now, base. Ruin makes it 2:1.

    I would suggest make base 2:1, and Ruin just adds the automatic regression. Maybe even allow regression while a gen is blocked?

  • If you want to abuse the system and get to a higher MMR than where you belong... Go for it...

    I use the system to average out my MMR by playing the way I wanna play, and using the builds I wanna use. I think SBMM should be used this way.

  • And make it work again with all skill checks, instead of only those of healing and repairing gens...

    I think Huntress' Lullaby can do with needing less stacks. On 3 or 4 it will be full power. Devour Hope has the same amount of max stacks, but on 3 it can already cripple survivors if they don't cleanse it on time...

    The fact Lullaby is at full strength after 5 hooks, and the effect is arguably not as good as Devour, makes it just not viable...

    If you wanna get rid of the stacks: another way of doing it could be, you don't hear skillcheck warnings while a survivor is on hook.

  • The hitbox of a survivor is behind the survivor.

    You notice how in this video:

    @Hippie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2640215#Comment_2640215

    If it were only at the edge of walls, I wouldn't mind, but...

    https://imgur.com/a/6hRvHsZ

    This is a regular occurrence. When server-side hit validation was present, things like this didn't happen.

    Steve's model is not centered? Your hitbox is centered! Dead center of your screen! And as previously stated, it is a big capsule, since capsules are easier to process than complex shapes.

    The problem is that you can see some wonky hits like this. Part of it is lag or Desync, another is the hitbox not right on the survivor, or the same size...

  • Take my opinion with a grain of salt, since I am biased against Battle Royale games...

    I don't think DBD needs a second game mode, right now. The game mode it has now I'd still unbalanced and inconsistent...

    Although I can understand the appeal of something different. I don't think a BR game mode is the way to go...

    As for the stale meta... I don't run the meta myself, mostly... Since I also think it is stale. With meta, I mean gen slowdown stacked... I mostly just run perks that compliment the killer well, mostly in chase and tracking. Also just trying things out, see what I like and what works.

  • @Hex_Llama said:

    What if, when the killer swings, and the survivor either throws a pallet or Dead Hards, and the two actions happen within a certain timeframe (like, whatever fraction of a second makes sense), the server literally just flips a coin to see if the hit lands?

    Because that would honestly feel fairer to me than the current system.

    For me, hit validation on pallets is getting rarer and rarer for me. Almost every time I hear the survivor scream, I have actually hit them.

    The Dead Hard one is a pain in the ass, tho... I know it was on the survivor side for years, getting exhausted on the floor. But I think I shouldn't be hearing a survivor I didn't hit. I have lost kills, because of it...

  • @aperoni said:

    Clairvoyance, I live for those window techs

    Do the Breakable Wall techs still works?

    I had hoped they had kept the bugs... At least the ones where you ignore collision. For example sitting inside a survivor doing a gen or opening a chest.

    I think actually pushing people went a little too far. But I think ignoring collision was and is really fun. Especially since it is only 10 seconds, after cleansing a totem.

    It also fixed survivors bodyblocking other survivors... which ACTUALLY helped me 2 times while it worked....

  • @Tr1nity said:

    Any Means Necessary

    Hell yes!

    This perk is a guilty pleasure of mine, together with alert.

    But the perk I use most is probably Open Handed. I really like Aura Reading perks, and to combine it with 16 extra meters is just super fun.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2649024#Comment_2649024

    I think what you'd see is people getting frustrated because they spent the majority of the game on the hook because it was better for their allies to just slam out gens.

    I got the same vibe. Not really from the perspective of the hooked, but the genners.

    If every hookstage took 2 minutes, their is no reason to get off your gen to get them off hook. If gens take 80 seconds solo, and a survivor takes 120 seconds to get to 2nd stage, people will be slamming them gens... Because there is no pressure to get them off hook... Except if there is a catch to doing gens while someone is on hook...:

    Every single gen that is done while a survivor is on hook takes a certain amount of time away from that survivor. Let's say every hookstage takes 2 minutes. Every gen done while a survivor is hooked takes away 30 seconds of that time.

    With 3 gens done, this would effectively put the hooked survivor on 2nd hookstage instantly, depending on how much time the survivors took to complete those gens.

    This effect will not happen if the killer is within a set distance of the hook, to combat face-camping.

  • @GoodBoyKaru said:

    I'd say yes once they fix facing spirit without IW, which is still egregious imho. She's powerless against the perk and incredibly oppressive when they don't have it- fix the inequality and then you can nerf it to the ground for all I care

    To be fair, with her Phase sound changes now, I think the old Iron Will vs Stridor interaction can be brought back. Iron Will counters Spirit, Stridor counters Iron Will.

    This makes Stridor a good perk for Spirit again. But now the survivors have their own ways of dealing with Spirit, since they can now hear her location themselves.

    This + some base kit buffs and addon nerfs for Spirit would be ideal in my eyes.

  • @Grandpa_Crack_Pipe said:

    Welcome again, survivors of the Fog. It's time for another developer update, this time with our most anticipated patch yet-- 5.5, the long-promised "Game Health" update. We know that you've been eager for us to look inside and focus on what's really important, and we're more than happy to deliver. There will be no killers this update, no survivors, no boons nor buffs, no perks nor even our legendary pristine cosmetics. We're here to help you really feel like Dead by Daylight.

    https://us.v-cdn.net/6030815/uploads/TU52GLCSEZO5/image.png

    https://us.v-cdn.net/6030815/uploads/68HV8SOD59YK/image.png

    the exit gates

    Ah, the exit gate. Part and parcel of every good match. The survivor's main objective is to power these glorious golden gates and leave through them, but as we've noticed, many people have issues with this. Not technical issues, of course, but worse-- moral issues.

    Opened exit gates seem to create a feeling of safety for which bad manners seem inevitable, but we've taken several steps to ensure good manners and create a feeling of danger again.

    • When all living survivors are gathered within the exit gate, the Endgame Collapse timer counts down 6 times faster, until only 5 seconds remain.
    • Survivors within the Exit Gate are inflicted with the Incapacitated, Oblivious and Exposed status effects, and for 5 seconds after leaving the boundary.
    • Survivors within the Exit Gate are unable to crouch, to prevent them from developing proper leg muscle with squats.

    With these changes, we hope to bring just a little bit of civilization back to the Exit Gates and create a culture of mutual respect. And encourage people to just please get out.

    https://us.v-cdn.net/6030815/uploads/DQVQLNECY5PM/image.png

    https://us.v-cdn.net/6030815/uploads/MG3OD7NA3L2O/image.png

    Slugging

    We've said it time and again, and we'll say it some more; slugging is a fair and valid tactic. It's no less allowed than doing generators and hooking survivors. But we realized that players being essentially immobilized until further action by another player may cause issues, so we implemented the generous four minute bleed-out system to make sure things eventually end, assuming that this would be the end of the issue.

    Unfortunately, we have severely doubted the power of some socially maladjusted individuals, for whom we gave an inch and were subsequently and violently robbed of every centimeter in our pockets.

    Some players are unfortunately forced to wait the whole 4 minutes to bleed out for reasons we cannot possibly fathom, and so, we have taken steps to combat this.

    • Should all players be downed with no possible way to recover (Unbreakable, No Mither, and Boon: Exponential are not in effect), after 30 seconds, players will have the option to bleed out 10 times faster, ensuring that no one is forced to wait more than a minute.
    • All downed survivors' auras will be revealed at this point, to allow killers with the intention to hook easy ability to do so and end the game.
    • The faster bleedout option will persist through pick-ups, and the wiggle counter will not decrease over time if the survivor is dropped, preventing killers from "dribbling" to keep survivors from bleeding out faster.

    With these changes, we hope to severely reduce the number of players forced to bleed out, as well as take a little pride in taking something away from previously aforementioned genetic aberrations.

    https://us.v-cdn.net/6030815/uploads/SDYC1MY0ILJL/image.png

    https://us.v-cdn.net/6030815/uploads/I55C2OFCHO7R/image.png

    Hide and seek

    We make no bones about it-- Dead by Daylight can be scary sometimes. We've all been there, hiding from the killer under shadowed tree, hoping he doesn't see your ankle sticking out, heart pounding as you wonder if he'll look your way. Hiding can be an extremely fun and tense playstyle!

    But as we all know, some people can take it too far. Some poor killer's games have gone on for up to 50 minutes, looking for survivors that know all too well how to exploit the AFK crow's spawn conditions. Survivors refusing to do generators and simply hiding away to stall for as long as possible reaches the level of thrill commonly found in waiting in line, so we've come up with good ways to prevent these scenarios.

    • We have implemented a hard 20 minute cap on a game. After 20 minutes have passed, all survivors are sacrificed by the Entity. At this point, the game is fully over, and the "leave game" button will be replaced with "view results" to skip the animations and leave without consequence, if something prevents players from exiting.
    • After 10 minutes, if a total of 10% of generator progress per living survivor hasn't been completed every minute, every Survivor will scream and reveal their location. If this persists the next minute, all survivors will have 3 AFK crows. If this persists one more time, all survivors will have their auras revealed. This persists until a survivor has been downed.

    With these implementations, we hope to inject just the smallest bit of excitement back into the lives of those clearly needing the help.

    https://us.v-cdn.net/6030815/uploads/BNB96UA17H55/image.png

    https://us.v-cdn.net/6030815/uploads/WQCV12J20Y8B/image.png

    Body blocking

    Every good Wraith's best friend. A Billy and Bubba who manage to corner survivors with this ingenious trick will find themselves greatly rewarded, but unfortunately, this is another unintentional feature with an unintentional side effect.

    A survivor who finds themselves body blocked, especially by the killer, will find themselves completely at the mercy of outside forces to be able to exit the game normally, which could take any number of minutes between one and one hundred. A survivor misfortunate enough to be body blocked by a killer all alone would have absolutely no recourse, and could be kept there forever until the killer's bizarre, deviant desires are satisfied.

    With the following change, we hope to completely eliminate sad situations like this and give all players an out other than the "leave game" button and a DC penalty;

    Standing still for 15 seconds removes all collision with other players for one second.

    You don't need to body block anyone for longer than 15 seconds. That one's firmly under wants and desires.

    And finally..

    https://us.v-cdn.net/6030815/uploads/1W6X77D8RODO/image.png

    https://us.v-cdn.net/6030815/uploads/8XO4ADX67KRC/image.png

    map offerings

    We've removed them.

    You're welcome.

    Happy hunting!

    Two things:

    I don't agree with the aura reading on slugged survivors. Killers have Deerstalker for that. It also removes any chance for the last survivor to get the hatch, since the killer would see his aura...

    If only you hadn't fixed Clairvoyance... Survivors could have countered bodyblocking themselves...

  • Doctor hallucination should walk towards you. I can imagine that being terrifying as hell. Just seeing a doctor walk towards you through a wall.

    Maybe give the hallucinations their own TR.

    Also, Windows of Opportunity should NOT show fake pallet aura's...

  • As in, multiple killers, at the same time, in a trial?

    It would be funny as some party game, or as an option in Custom Game. But in Live? No, I don't think that is gonna work, when the game isn't even balanced with only one killer...

    There are videos on YouTube about having multiple killers in a game. Sadly, it breaks the whole trial...

  • @chargernick85 said:

    I adore Fire-up and the idea of it (Getting stronger as the match goes) however the numbers are a bit too safe right now. I would like it to be turned into this.

    Gain a 10% stackable action speed boost to Picking up/Dropping, Carrying (New effect), Kicking/damaging. I know the max 50% sounds scary but it's not until end game. I added carrying but not sure how that would go since agitation at 18% seems really fast but could also be crazy in a fun/cool way.

    I don't know the exact numbers, but 50% is too much.

    Keep in mind this is about almost EVERY action a killer can take, except for lunging or using their ability... That quickly adds up.

    For example: Bamboozle's 15% is more than enough to throw a survivor off guard with how much faster it is than normal, and that is not counting the window blocking part.

    Windows would literally not do anything anymore. Imagine Shadow Dance Wraith, but he can hit you immediately after vaulting the window.

  • I dunno much about the zombies. But I like the idea of zombies always spawning close to survivors and gens not yet completed.

    This way Nemesis has a kind of in-built detection power... And I hope it also provided a little more consistent pressure, since the zombies will be closer to survivors more often.

    Just a suggestion...

  • Hex: Blood Favor.

    Yes, it is a Hex, so I understand it can be very inconsistent. But the results you can get with it are amazing.

    It works amazingly well on Huntress and Legion. Especially on pallet heavy maps, like The Game.

  • @BabyCameron10 said:

    Survivor games are taking longer to find. They never do during the early afternoon. I am not surprised really, Killers keep getting ######### with each update: Dead Hard fixed, Hit Valitadion and Boons. All these just make Survivors even stronger than before. Camping is also getting a change in the future, the only thing killers can do to increase their chances to get a kill.

    Playing killer isn’t enjoyable as it used to be because I keep getting survivors with the same builds or I get the same ######### maps back to back.

    The same can be said about playing survivor. I don’t see variety anymore, I don’t see my favorite killers anymore, it’s just the same ones. I probably won’t see Deathslinger anytime soon, Demogorgon will be rare due to the chapter departing, Michael is weak, nobody ever want to play Twins and I am not sure why I don’t see Oni anymore.

    The game is getting pretty stale atm. Seems like variety isn’t a thing anymore.

    For me it depends on when I am playing. In the middle of the day survivor queues are almost instant, after around 7pm killer queues get shorter and shorter, making those almost instant at 8pm.

  • It would indeed be helpful. But it would also be next to impossible to add an option for every little thing that some poor soul has a trigger for.

    Imagine having to make an option for things like individual sounds, like the sirens, or the sound of getting stunned by a pallet. Or the disorienting effect of getting stunned by a pallet, or even the low FOV...

    Visuals like flashbangs or blastmine. The static visual and sound effects of Doctor. The tier-up sound of Nemesis' tentacle... (It is loud as hell...).

    It would be hell to add these things... but that is just my opinion...

  • I think this would require major rethinking and tweaking their game code.

    This has been done already by bugging out Custom Game, and the game doesn't like having 2 killers simultaneously.

    For example having 2 Oni's, but one cannot use his power, cuz he can't get blood...


    It would be really fun tho, that kind of freedom.

  • @Eredestra said:

    Here's a nifty buff for Ruin or any Hex Totem for the matter.

    What if a Hex totem does not spawn after a minute has passed? Can be less or more time, I will leave you to think what's a fair time.

    And the Hex effect still continues like normal, it's just hidden from everyone and then be cleansable after X time.

    This made me think.

    Why not hide the Hex until any survivor actually gets cursed by the Hex. The moment someone gets cursed a dull totem becomes a lit totem for that perk.

    You would need to figure out what to do with for example Devour Hope, but that aside, I think it's a good idea. At least so that Hexes don't get cleansed at the beginning without doing anything.

  • That would be ridiculous on Myers... but he loses so many other things for it...

    Instead, why not give Fire Up increased charge speed for killer abilities. Like chainsaws or Ms Piggy's Dash. At the same time remove the chainsaw charge speed add-ons, and replace them with something else.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2638096#Comment_2638096

    Hm, true. I wouldn't call it runnable - I haven't ever seen a Bubba with it, pre or post MMR, but it does cover a weakness. Though the locker tech is hard to do... it's probably different at top MMR, but most everyone who's tried it on me has jumped into the tail end of the tantrum or I grabbed them out. It takes a very fine timing to pull off. How often does this happen in his chases? Bamboozle seems like it'd be way more useful on the regular.

    Though following that thread, IW is also better than usual on Doctor because his static blast encourages survivors in his TR to step in lockers when they've guessed he's about to use it. It counters people trying to evade his baked-in detection, and survivors are more likely to exit the locker while he's still nearby because of the presumption that he doesn't think anyone is in the area (and one bonus is that solos can't tell he has Iron Maiden - Doc makes survivors scream all the time, it won't make anyone think "hey, why was there a scream without a health state?"), but it's still a weak perk compared to other things he can run.

    I have been running Iron Maiden on Bubba a few times. I am not a very good killer by any means, I am probably not on high MMR, but Iron Maiden has helped out tremendously on my Bubba.

    It is one of those perks that people do not really expect, but work surprisingly well. Another example of this is HEX: Blood Favor on Huntress and Legion. Since the perk now works on their special attacks, or on injure I should say, instead of M1, it has so much more use. And I am having a blast with it.

    I also wanna try out Blood Favor on Plague. That should be fun...

  • @my_name_jeff_69 said:

    As a killer main, I have never wanted to give up on this game until now. I wont, but I really want to.

    Killer is not fun anymore, survivors have their wins almost given to them on a silver platter. Currently every game I play now is so dull and boring, it's pre drop after pre drop after pre drop with no mind games, no looping, nothing. Just pre drop and hold w. And considering the killer I main is Billy, who already isn't the strongest, this hurts him even more.

    At this point for a killer to win, ie get a 3 or 4k, you have to play in scummy ways, by either tunneling someone out of the game, camping, or slugging everyone. Which isn't fun. The worst part is even the scummy strategies aren't even that viable anymore with the release of boons and new perks. You know how hard it is to slug when COH is up? COH almost eliminates all snowball potential by itself. Holding W is already the strongest thing you can do, so now the devs are making it worse by releasing overcome, which gives you 40s of pure free distance. If you commit to that chase, unless you're Nurse or Blight, you will lose the game then and there.

    Not to mention the terrible map design, big maps are bad maps, and the devs seem to want to releases big map after big map, the new map is huge, which isn't what the game needs.

    Accompany this with the meta of dead hard, bt, ds, coh, the killer has so little to utilize in their favor.

    I've only actively gotten mad at this game today, I have never gotten this angry in my 4 years of playing this game.

    This game needs some changes, fast, we need

    • Better map design
    • A boon change (For example, make it where if you snuff a boon you destroy the totem, limiting the use of a boon to 5 times and making players try to utilize them less frequently but more impactfully)
    • A overhaul to the overcome perk entirely
    • Making holding W not as strong and/or give us killers who aren't effected as strongly by it

    To comment on your points given:

    Better map design is very broad... Let alone subjective...

    What is in your eyes better map design? In my eyes it is: weaker individual loops, smaller maps, less deadzones.

    With weaker individual loops I mean something like the TL Wall. Or the Z walls on some maps! place those individual walls around the map. Split the 2 walls from jungle gyms apart and place them individually around the map. My idea here is constant mind-gaming between the killer and survivor, with little to no downtime because of ultra-safe pallets like those on The Game.

    Imagine the unsafe pallet loops on Ormond or MacMillan, but killer can't break those pallets. This way there won't be deadzones, keeping gameplay.


    On totems, I'm right there with you. Either Boons don't remove curses, but just override them, OR as you said, breaking a boon breaks the totem, which would allow the new HEX coming with The Artist to be used against Boon users...


    Overcome I think is fine, since it is an exhaustion perk. This means no Dead Hard.


    As for Shift W, I think making the maps smaller as in my first point would fix the problem with Shift W gamers...

    The problem now is that using Shift W wastes time of the killer, away from other survivors. Making maps smaller, like Saloon small, would provide the killer more opportunity for breaking chase to find other survivors, while also giving survivors more incentive to actually stay at a loop, since that will be the best option then.

  • @ChiSoxFan11 said:

    Iron Maiden is pretty much a standard perk on many Huntress builds, but the Exposed status has nothing to do with it. Huntress players use it solely for the faster reload speed. At 4.4 movement speed, if you're in a locker across the map and get hit by IM, a good Huntress player isn't trekking across the map for you at that point, since the Exposed status will be long gone before they get there.

    I legitimately can't believe anyone would complain about that perk. It's still largely trash, only good for the reload time for 2 killers.

    I say false on the last part!

    It is not only good on Huntress and Trickster. But also on Bubba. Bubba's 2 weaknesses are windows and lockers. Windows can partially be fixed with Bamboozle, lockers are fixed with Iron Maiden, even if survivors know their exact timing.

  • Recalling Vic on command would help immensely. I also like the idea of the ambush, but I feel that it downing injured survivors would be VERY frustrating...

    The ambush would also be very niche, since it would be a specific spot. You would have to be very lucky to pick the right place at the right time without survs knowing about it.

    I think the recall, and maybe faster switching between Vic and Charlotte would also help the Twins very much. Especially with time.

  • Thrilling is really fun combined with Dead Man's on Doctor.

    This forces survs off gens and blocks it too.

  • @Desh said:

    I've noticed heavily that when I play a match using a Stealth Killer such as Myers, GhostFace, Wraith, etc., that Survivors will suddenly move away or hide as I approach. For example, a Survivor would be doing a Generator on the other side of a high wall that limits their vision. I can clearly hear them tinkering with it as I approach or at the very least, hear that the generator was being worked on at some point. When I get closer (still not in their view since the wall is directly blocking view) they'll suddenly stop and move away. No one else is around to see me so no information was passed, they COULD be running premonition or SC however endgame usually show they weren't running those perks. I'll check out the area and eventually find them within the local area before we begin chase.

    So how are they able to know when I'm approaching? It's either A.) they're running a stretched screen resolution which gives them advantage on having situational awareness or B.) they're subtly hacking and using ESP.

    Has anyone else been experiencing similar issues?

    Depending on what killer you play, they can be pretty loud. From the stealth killers:

    Ghostface, Wraith and Daddy Myers can be really loud. I can mostly hear them approaching within the last few meters... This is sometimes enough to deny the first early hit.

    For other killers, with for example Tinkerer:

    Huntress, Freddy (in sleep), PyrHead, Demo, Nemesis, Oni, Hillbilly and Trapper are really loud, even without their TR.


    This could also be the cause of them walking away early.

    Or they got a hint earlier. Maybe you just hooked someone, they saw you with Kindred, and saw you walk in their direction. Maybe you startled a crow.

  • @selflessnea said:

    Probably a doctor build for the extra shock.

    Note: pls end me.

    Thought the same.

    Doctor can get really fun builds...

  • This looks like the build I am using:

    Lethal Pursuer, BBQ, Iron Maiden and HEX: Blood Favor.

    Since recently Blood Favor now also works on special attacks, and it is surprising how well it works on Huntress. I still wanna try it on Legion or Plague.

    I mostly don't use add-ons on killer.

    Spies from the Shadows is also surprisingly good. It will give you info you otherwise would NOT have gotten. It is a little unreliable, but the times it works, it works well. Like finding the survs hiding around a gen, cuz they set off a crow.

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