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JackFrostMan

JackFrostMan

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JackFrostMan
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  • I reread this thread and I'm still cackling at just how ballsy their response to Streetwise has been
    "Exploiting it isn't bannable :) also we're not going to killswitch it :) also we'll act offended at you thinking we should killswitch it :) there's so many other bugs and if we ban this one perk then we gotta killswitch everything sweaty :)"
    "it's not exploited enough to be an issue for us to kill switch :) despite everyone complaining about it :)"
    Like wow.

  • Sorry, sweetie, we'll ignore all of your complaints and we'll give a backhanded triple down response at the sheer GALL of players asking to KILLSWITCH the broken thing.
    Sowwy, sweaty :)))))

  • @Coordi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976884#Comment_3976884

    Respectfully, considering how long it takes to even exploit the bug, it isn't affecting games enough to meet the criteria. I am not discounting the frustration or feedback about how it is being used. However, until it is gamebreaking, it will not receive a Kill Switch. It is a nuclear option.

    What a joke.

  • Frankly, he should just get an addon pass since a lot of his addons just suck dick tbh. You only ever run 'stalk faster', 'tier 3 longer' OR tombstone piece.

  • I feel like the only reason people defend Tombstone Piece is because Myers is such a slow and clunky D-tier killer that he needs it for any real lethality against good survivors.
    frankly the rest of his kit (and some of his worst addons like the 'aura read during tier 1' or the stalking speed addons) should be revamped and tweaked so we don't need Tombstone Piece to make Myers good.
    Judith's is fine, it's an iri and the myers need to build around it to get any value out of it.

  • I don't really like the 'nerf it and fix it later' strategy. At least with Skull Merchant it was understandable but Chucky?
    I dunno. I'm always of the mindset that more killers should be bumped up/side graded in power than nerfed when possible.

  • The only time I run Franklin's is when I see four survivors bringing toolboxes or flashlights. That or I'm running Pinhead. If you think the killer is gonna run Franklin's, just don't bring an item that match.

  • Coup De Grace: It's activatable. You push a button, it's active the next time you lunge, bam. Now you don't have to act like an M1 myers just to keep your perk tokens.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220496#Comment_3220496

    I love the experts who dig into this stuff and know what they are doing. Just love how smart the community is to immediately call it out. Made me laugh how it didn't take long either.

    Question to be asked at the end of the day, is it truly necessary to use FOMO?

    Necessary? No. Profitable? If you can get away with it

  • It's to explore FOMO (Fear of Missing Out). If you keep it around, you'll get a steady source of money but slowly over time. But if it's limited, people will flock to buy it, most likely giving you more profit in more time.


    That's the long and short of it.

  • It just needs a rework period since the only real use of it is to camp with Bubba or meme "guard the chest" builds.

  • Demo is probably the standard of a pretty solid, perfectly balanced killer. You don't really hear people calling him overpowered or underpowered, he's just overall good. What he has is good mobility with his portals, with some decent information if you know how to use it, and his shred is good in chase and around certain loops or for closing distance.

    Overall, more killers should be like him.

  • Eh. I do wish they would keep their collabs to mostly horror-themed stuff. PUBG and For Honor just feel kinda...weird? Like sure, popularish games, but weird. At least ######### like the Trickster tried to at least had a horror-themed backstory. Even if he just looks funny instead of scary.

  • You mean the Jeepers Creeper? Devs have said they won't touch it because the creator is a bonafide scumbag iirc

  • The most unique build I probably has is this perma-T2 myers (with that one mirror addon) build I sometimes get a kick out of

    STBFL

    Franklin's if items, Brutal Strength otherwise

    Fire Up

    Bamboozle

    I don't really care for Superior Anatomy but I absolutely would replace STBFL with it if I was playing with the perma-T3 myers.

  • Demogorgon (obvious reasons), Twins, Hillbilly, Artist, haven't met a Dredge yet at all, Deathslinger.


    I don't play much survivor but the ones I typically get paired up with are Wesker (obvious reasons), Nemesis, Wraith, Pig, Ghostface, and a tossup between Blight or Nurse.

  • They are objectively worse than just running like, a survivor pudding or a hollow cocoon unless you're playing a disgusting nurse with Starstruck or something who gets four downs in seconds. At that point you're better off just having them make the showdown mori or whatever be altered depending on which one you bring, since you'd only been running them for BP gain if you were desperate.

  • I mean, they kinda did the whole "no touching" thing with Sadako's weapon just being her going "BOO! JAPANESE!" and Pinhead's M1 being a weapon that appears out of the void. Same with carrying, I think.

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3197912#Comment_3197912

    Bhvr reworks are all over the place like legion just added 1 new thing and clown just added another bottle

    Just one new thing

    Buddy he can move up way faster and insta down people after five chained feral frenzy stabs. And I know that the yellow piss bottle isn't the best but "oh yeah you literally have another whole option that can do funky #########" isn't just QoL.

  • Buddy that is a gimmick build that only slows down healing and barely does anything to affect gens. Hell, most good survivors don't regularly fail even Unnerving Presence skill checks. You usually need like, Doctor + Unnerving + Merciless to get any reaction out of them

  • Frankly, just add back the boosted efficiency with medkits or something. It really didn't need the nerf.

  • You explained why, it is a remnant that they just kinda forgot about due to Myers kinda not really getting any major changes over the last few years (aside from small addon tweaks and undetectable)

  • The idea of firing a ######### gun, not even a harpoon gun just a ######### gun, and having it deal no damage just feels fundamentally wrong. The Platypus 70 isn't even like ######### sleep darts, it is just a gun

  • I rather not have to deal with the shack pallet or the stair god pallets (Midwich + RPD) five times, thanks. Or more than once.

  • Septic Touch

    The Land of the Shadows subsumes all. Healing only delays the inevitable.

    Whenever a survivor performs a healing action, that survivor suffers from the Blindness and Exhausted status effect. These effects linger for 10/12/14 seconds after the healing action is interrupted by any means. When the survivor heals a health state, they are inflicted with Hindered (5%) for 25 seconds or until they lose a Health state


    Just compiling the bits here or there from everyone who posted. Would you guys run this perk?

  • I'll just review the perks since the power does nothing for me (also considering she has passive threats that can injure or down a survivor without any input on her part, unless they move at Zombie speeds, make her 4.4 m/s if you're gonna keep the 24 m radius)

    Analytical Prowess: Undetectable doesn't really work like that so I would probably make it oblivious but still, 100 seconds of oblivious to everyone else and 100 seconds of exposed to the obsession...with no cooldown. Or prereqs. AND YOU SEE THE AURAS OF OLBVIOUS SURVIVORS WHO ARE WORKING ON GENS?

    This is stupidly busted.

    Class Trial: I don't see the point of this, if a survivor is within 8 meters of you, you can probably already see or hear them pretty easily and the blindness is kinda moot. Only relevant if you want to see if anyone's going to try flashlight saving, but Infectious Fright does that much better.

    Hex: Execution: Honestly, a neat perk, but it does feel like you just stapled Rancor and NOED together. Not much to say, it's just kinda meh.

    No That's Wrong: Corrective Action has more merit than this, just use Open Handed.

    Alter Ego: 44% (39.6 secs) or 44 seconds? Anyways, assuming this breaks if the killer kicks it (like the other perks that have this function), how quickly you can heal via this will decide if it's dog crap, good, or overpowered. No further comment.

    Ultimate Hope: A slower breaking speed? By how long, while they're nearby the hooked survivor? For 30 seconds? How long does Ultimate Hope last for, is it also indefinite?

  • @Cybil said:

    Dark Devotion, Hex:Plaything, Trail of Torment, Hysteria, Serotonin Injector, NE-a Parasite.

    Shout out to Yerv for this interesting stealth build.

    Replace Hysteria with Tinkerer, I can't recall the last time I've used Hysteria and it made a noteworthy difference.

  • Ehhh, one is someone trying to win and doing so in a way that's obnoxious, one is just letting you win by ######### over everyone else. It's like saying kicking someone in the crotch to win a fight is the same as the person actively handing you a weapon to beat up someone else.

  • Spirit, Susie, and Artist. Assuming they're not instantly going to try gutting me the moment they see me.

  • Most survivors I come across just leave before you even have a single moment to swing a basic attack or bound at them. Only the really cocky SWFs or the three-four man bodyblock train at end game ever tend to do that.

  • Wesker's already pretty damn good as is, you don't need to make his infection (again, permanent hindred after you run out of cures) even worse. At most I would expect slightly faster cooldown animations or faster wind ups.

  • My rule book for me, simply, is this:

    Don't go out of your way to tunnel but if the unhooker hid or ran away before you could see them, no sweat off your back for attacking the only visible survivor (the unhookee)

    Everything's off the table at end game.

    If you actively try to bodyblock with BT and/or OTR, do not be shocked if you're tunneled and slugged.

    If a survivor DCs, don't farm but play a lot chiller and give the last survivor hatch.

    If you use Boil Over and constantly run to the corner of an indoor building or some other part of the map that's almost impossible to get a hook in, you should be slugged and bled out. No questions asked.

  • DEATHSLINGER

    Jaw Smasher (Rework): When you reload the Redeemer after reeling in and hitting a survivor, you gain a 5% haste boost for 15 seconds.

    Marshal's Badge and Gold Creek Whiskey (rework): Instead of affecting him while he's aiming ADS, he gains their bonus while out of Redeemer ammo and for 10 seconds after he reloads.

    Wanted Poster (Rework): Survivors hit with the Redeemer are inflicted with the Haemorrhage status effect and have considerably brighter (think Bloodhound) blood until they heal.


    These four addons are the weakest out of his selection, so I thought they should get some tweaks to actually be somewhat useful. Or at least more useful than their current state

  • Highway Robbery: I would probably give the "survivor escaping via flashlight blind gets 150% sprint" exhaustion too but a nerfed version of it, like 30 seconds. Feels almost wrong to get hit with that, then you catch up, then you get hit with a lithe or something.

    Unparalleled Finesse: You can only get unhooked twice in a single game, might as well just make it activate on both unhooks.

    Bandit's Sense: Unironically a cool perk design. Got nothing to complain here.

    SHAMBLER:

    SHAMBLER ALTER: I'm not sure how I feel about yet another teleporting killer. The fact you can just instantly teleport to them is a bit much, #########, even Sadako had to do a short animation to crawl out of the TV. If you're gonna keep it instant, I would make the burn out 25-30~ seconds.

    SHAMBLER SPAWN: This one is something I'm a bit more interested in, area denial after getting a hit on a survivor. a 3% movement speed boost won't mean ######### though, at least make it 5% or something.

    STRESS: I would simply it to be akin to the Dredge, injuring and hooking them stresses them out + being looked at, healing, stunning/blinding, and escaping the chase with the Shambler decreases it. Or just make it say "doing conspicuous actions" for the stress healing. hink the hindered is really the only part of Stress that makes it impactful much. A 10% penalty to healing is half of Sloppy and like two stacks of old Thanta, it's not gonna do much.

    SHROUD OF HORROR: Cool flavor, no complains.

    SHAMBLER ADDONS:

    i honestly don't feel like looking through all of them but the ultra rare that says "you don't see the fog" seems like a nothingburger and a common instead of an ultra rare. am i missing something?

    SHAMBLER PERKS:

    Scourge Hook: Shuffling Horror: Since it requires hooking survivors and you can only have three tokens max, you might as well make it only consume a token if you actually get stunned. Otherwise the concept play would just be to predrop if you know the killer has it, which just make matches boring.

    Hex: Stentorious Lament: An anti-CoH, I assume? I dunno, it feels like it doesn't really do a lot to warrant being a Hex. Feels like you're just trying to get Pentimento value more than anything. 30% is like...barely better than Mangled. Sure, it stacks, but c'mon.

    Obdurous Advancement: This is Infectious Fright that wants you to slug even more than Infectious Fright wants you to slug. I don't have to say why that would be obnoxious to go against.

  • Basically, your misses take longer to recover, you break ######### slower, and you recover from stuns slower. God awful if you're playing a low tier killer, a decent challenge if you're playing high tier besides Blight or Nurse.

  • It's an ultimately harmless gesture. Honestly, the only change I would add would be to add milestone cosmetics (every ten levels or so) to add in some sort of reward beyond bragging rights for fully 100ing a character

  • @MostAreBabyKillers said:

    P100 is meaningless, why would you "plan" that?

    What else are we gonna use the BP for after you get all the perks and bloody cosmetics? It is a BP sink for those who have played a ######### ton already.

  • Mostly at night. I'd hazard things will calm down and killer BP bonuses will be more common in a few weeks.

  • Honestly, keys just need a rework to actually be decent. I can name ONE match where a key would've helped me as a survivor. I don't want old keys back they were so awful but like


    Maybe they all have player and/or killer aura reading as a feature and the addons can modify how long, what distance, or other bonuses like a WoO effect or being able to bypass Undetectable for a heavy increase to how fast you burn it. Keep the hatch opening thing as a cute bonus you might use once every 25 games.

  • Dredge, Legion, or Doctor. Those are the ones I play regularly and would actually bother putting more than the minimum amount of BP to get to prestige 3 with them. Blight, Clown, Nemesis, Wesker, Wraith, and PH would probably be the ones after them.

  • The last time I remember giving a survivor hatch was after, like, two DCs in a row happened. At that point I don't even get enough bloodpoints from playing to give a #########.

  • Probably never. I don't ever recall it on the satisfaction survey and I hardly see anyone (seriously) ask for it.

  • I don't get the point of him having a 112% movement speed or a 28 meter terror radius. I would get him being 110% for being able to throw damaging ranged attacks, and I would get a 24 tier radius if you wanted him to be sneaky. But this weird inbetween is ???

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167841#Comment_3167841

    The problem isn't that Nurse exists. The problem is that the devs aren't balancing the game around the fact she exists.

    which...isn't how you should balance a game. if one character is so busted you have to warp the balance of the game to make sure they don't break it, then the issue is with the character.

  • Out of the licensed killers, here's what I know

    Pig: She doesn't really have any real immersive challenge to her, unless you want to play with her being kinda weak physically in the films and only attack using her ambush

    Myers: Focus all of your attention on the obsession, only attack the others if they get in your way. Pair it up with Nemesis and Furtive Chase and Rancor if you want ! F U N ! times

    Sadako: Completely ignore hooks, kill people with Condemned. (Good luck doing this)

  • really that just says a lot about Nurse and the game's design than anything. I'm saying this as someone who has played a bit of nurse and a lot more of the other 28 killers.

  • Too situational and at the same time obnoxious. You might as well just say "yeah just make the survivor instantly die". You already found the hatch and if the gate spawns are close enough, the survivor can't even try to open them. You don't really need to add in a charged up No Way Out to spit in their face too.

  • You still get your free Sprint Burst, it's not exactly a hard counter.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167294#Comment_3167294

    Most Weskers I go against have it

    Seems like a v popular pick for him

    Right, forgot he has fast vaults via his power. The point stands, though. You only see it on three, maybe four killers max. It's way less problematic than every killer feeling obligated to run slowdown (Corrupt, Deadlock, Thrilling) or regression (CoH, Overcharge, Pain Res, etc)

  • Buddy, Dead Hard is easily baited out, can't be used for distance, and feeds you STBFL stacks. It is infinitely more tolerable than old DH.

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