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JediWithASniper

JediWithASniper

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JediWithASniper
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  • The changes to franklins is annoying. A lot more killers will use it now.

  • @Mooks said:

    don’t you pay attention to the threads/ dev announcements?

    Bubba and Hillbilly will get reworks for their powers and addons.

    also server sided hit detection will be tested in the PTB

    no map reworks were mentioned and I guess they won’t do those now with the big graphic update coming this year.

    I hadn’t seen it. I’ll check it out.

  • I only play solo survivor, and part of what I like about it is that you get sucky teams. It’s like the lottery. Every now and then you get that dream team, and it’s the most fun ever. If you have that dream team every game, this game would be so freaking boring.

    I hang out in red ranks, and I know everyone forgets this, but sometimes survivors play drunk. They play terrible while intoxicated.

  • What other game modes do you have in mind?

  • @BoiltOver said:

    https://forum.deadbydaylight.com/en/discussion/164399/bunny-feng-easter-egg

    Coincidence, bunny feng has been a thing since like 2017.

    Um, where?

  • I was playing on a team yesterday with a phenomenal Claudette. However, that is not what I see most of the time. I do believe a lot of new players gravitate to self care, and never learn the advanced strategies of the game that require dumping that garbage perk.

  • I don’t know if I’d say it is the most powerful, but I use it in my main load out. I think the base use of the perk is pretty much radar, and any skill level of survivor can use that effectively. However, the bonuses to things like vaulting require a much higher level of skill to use. It requires you to be a proficient looper with knowledge of map tiles. The small percentage bonus that you get on a vault is negligible without high skill and good timing. There are a great number of other perks like BT that do not require much skill to use.

  • The licensed most famous killer that no one ever mentions...

    Frankenstein

  • @Krilkal said:

    Did you guys see the movement speed of the hand? It would probably be 0.2m/s.

    Imagine Nurse outpacing another killer :D

    Please don't D: D: D:

    I’m thinking if the killer ever catches anyone at that speed, it will just be insta-mori.

  • @TheRockstarKnight said:

    Finally, after 57 years... One of the most important icons in horror will get the recognition they deserve. /s

    This may be the most terrifying chapter yet!

  • @joker7997 said:

    I like how the chick puts underwear on over her underwear lol

    You are paying attention to irrelevant details!

    Think about how terrifying looping would be against a tiny hand-arm that you can’t see 99%of the time??? Mind games become ultimately more powerful. Think of the disembodied vault animations!


    I know I’m right, even if the devs don’t!

  • I would take away his scissors so that he has to punch everyone to death.

  • I thought it was Dwight this whole time. Thanks for clearing things up!

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1255807#Comment_1255807

    A honed blade is a different way to say sharpened blade. A sharp blade will cut deeper than a dull blade.

    It was a joke. If you didn’t get it, don’t worry about it. I know what honed means.

  • Shouldn’t it be polished instead of honed? Asking for a friend.

  • He definitely needs a car with a squeaky horn that he can run survivors over with.

  • @bangbison said:

    I think people are reading wrong and think you want campers to be banned from the game. If I’m not mistaken, you want the act of camping to be banned so no one does it. I know it’s a Joke but they’re pretty neat ideas. I’d make the last one just give the camped surv 100% chance to Kobe just to waste more time Since they probably won’t get very far

    In all honesty, I don’t want camping banned. The point of the post is simply that it could be banned very easily, but it isn’t. I would suggest that is because camping is a necessary gameplay element, and in order to have it’s balance, you have to allow the extreme campers. Sucks for the guy on hook I know, but the satire of my post is designed to point out how ridiculous banning camping is.

  • @AnnoyedAtTheGame said:

    https://forum.deadbydaylight.com/en/discussion/147078/so-you-want-to-ban-camping

    Camping the hook is a strategic part of the game and is viable in so many ways. If the killer is camping a hook then team mates should be doing gens. The End.

    I don’t see a single reference to killers or fire.

  • It’s very important to keep the most reasonable idea in this thread alive, which happens to be my idea of setting the killer on fire.

  • @Chatkovski said:

    Very happy to see people with whom I have common ideas, on a theme that fascinates me!

    Indeed, if camping is a legitimate strategy, it is a question of understanding why and when. Killers are fascinating beings.

    Camping is a legitimate strategy when the killer wants to prevent another survivor from picking up the hooked survivor. In this situation, it is therefore necessary that at least a second survivor is nearby, and that the killer tries to prevent him from approaching the hook, so he must chase him.

    Indeed, the condition of the proximity of another survivor is not sufficient, because this proximity is not necessarily information that the killer has. He can just assume that another survivor will come unhooked his comrade: and he's right, so he waits. However, this is not acceptable. This completely reverses the logic of the game where the killer must chase the survivors, and where the survivors must flee the killer.

    Everything that comes out of this precise context is therefore not strategic camping, it is a hostage taking considerably impacting the gameplay, even griefing for the survivors concerned. It therefore seems necessary to me to punish the killer when he waits near a hooked survivor without any valid reason, without the presence of another survivor whom he chases.

    For this I propose to gradually offer various advantages to the hooked survivor : Kindred, then Borrowed Time, then Deliverance.

    If the killer wishes to camp legitimately, strategically, he will therefore have to make sure that a survivor is actually nearby to force him to leave by chasing him. Perks exist to obtain this information, such as Whispers, Spies From The Shadows, Hangman's Trick, Territorial Imperative...

    Otherwise, he takes a risk by voluntarily staying close to the hook.

    That’s an interesting idea. I like the idea of automatic buffs being added to the survivor the longer the killer camps. That is fantastic thinking.

    20 sec - BT

    30 sec - BT+SB

    40 sec - BT+SB+No Scratch marks

    50 sec- BT+Sb+No Scratch marks+ Survivor gets a Molotov cocktail

  • I hope so. She’s my favorite killer to go against.

  • I think they are getting better. A lot of them were pretty bad, but now they have some real detail and unique design to them. FENG needs a decent pair of shorts though. Just about everything she has except the dragon pants is bad.

  • @BeHasU said:

    Yeah, hooks are made to kill survivors so the killer can win, if you break a hook isn't it logical to respawn?

    If you want a "balance" thing to do with your dumb idea, lets say a generator will respawn every 2 min because no gen was done.

    You still can run a killer for 5 gens with the amount of pallets are on a map right now.

    That was such an "entilted survivor" thing to say.

    The point is not that I want hooks to not respawn. The point is that pallets should.

  • @LALYTHIA said:

    Respawning all the downed palettes at once would be OP. Respawning one every few minutes would be nice.

    Not all the downed pallets. Only the pallets the killer chooses to break. Totally different. There are killers like nurse, and huntress, and the new killer who hardly need to break pallets ever.

  • @BeHasU said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247309#Comment_1247309

    So if Hook respawns are dumb, you shouldn't have a problem with slugging then, since the killer can't kill you faster, you will just bleed out for 4 min.

    You don't think before you talk, do you? Have you played the 2016-2017 DBD when hooks were unable to respawn? it took 2 min to sabo all the hooks on the map and survivors cried bcs they were slugged.

    Please, for the love of god, use your mind before you talk, your post is pointless

    Yes, I’ve been around for a long time. Have you noticed the toolbox changes? You aren’t going to get rid of all the killer’s hooks. Plus, the killer still has basement, and with reduced map size the killer can pretty much get there no matter what.

    Also, no. I have no problem with slugging. It is a legitimate strategy.

    The point is that acting like 2-3 pallets respawning one time, maybe two if it’s a long game is going to destroy the killer’s chances is ridiculous.

  • @antzzz505 said:

    Respawning pallets is dumb killers already get slowed down with what they have why need more just get better as a survivor

    If respawning pallets is dumb, so are hooks. Killers need to just get better with what they have.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245976#Comment_1245976

    How? If the survivors drop the good pallets that the killer is forced to break that usually allows them to chain at least 1 more. That's already 2 pallets per chase, God knows how many pallets will be broken on a long chase or just chasing survivors at a decent pace.

    So typical chases don’t last much more than 30-40 seconds if they are a really good survivor. (Elite survivors last longer but are more rare) The killers rarely break all the pallets survivors drop unless it’s unbeatable otherwise. (Keep in mind that the killer can just leave at any time to pursue other survivors) The pallet respawn only happens if the killer breaks a pallet, which only realistically has to happen on strong pallets. Keep in mind that this game change is based on the new updates to the maps, not the old unchanged maps. With the new maps you get 7-10, maybe a few more pallets, 3-4 of them are strong, so the idea that a killer breaks more than 2-3 in 3-4 minutes is ridiculous unless it’s an inexperienced killer who breaks every pallet whether it’s strong or not.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245962#Comment_1245962

    You can't respawn all the broken pallets mate, that literally removes any need for strategy or critical thinking in chase. Make it 1 or 2 pallets and it might be worth considering if windows ever got a slight nerf or smth of the sort to afford such a major change.

    It literally would only be 2-3 pallets 90% of the time.

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245931#Comment_1245931

    No. just no. A sacrifice with minimal effort? It will entice killers to play like dicks.

    The correct solution would be that if someone DC's, the game would only then count towards bloodpoints and not pips. Boom, problem solved. Nobody loses anything.

    Except for the survivors who get screwed on a good game.

  • @Peanits said:

    Respawning every pallet is way too much, especially every two minutes. One of the skills good players learn is how to preserve pallets. Respawning them every 2 minutes takes that skill away. Suddenly it's not a bad move to drop every single pallet after a single loop, by the time you're done with them, they'll all be back anyway.

    Beyond that, the game shifts from the survivor's favour to the killer's favour the longer it goes on. Pallets are one of the reasons for that; the longer the match goes on, the fewer pallets there are and the more unsafe the map becomes. Continuing to add pallets takes that away and keeps the map safe all game.

    If you're running out of pallets on a regular basis, you may be dropping them too frivolously.

    So you are suggesting that it is a normal occurrence on the newly adjusted maps for a survivor to be able to find all the strong pallets on the map in 2-3 minutes and use them effectively against the killer? I play in red ranks, and chases that last longer than 40 seconds are rare. That’s not to say that some survivors aren’t master loopers. I have had many longer chases myself, but most chases are not 2-3 minutes long in SQ.

    Having said that, I’m not married to 2 minutes. I think 3-4 might be reasonable with what some of the voiced concerns have been. In addition, the pallets do not respawn in the same locations as they were broken, so all the God loops are still gone when they are gone. There is no guarantee that the 2-4 pallets that respawn will be strong.

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245914#Comment_1245914

    Yes, equally. You might not see that because of your clear survivor bias, but as a survivor main myself, the downsides are equal. This is by design. Would you want the same treatment if someone killed themselves on their first hook?

    Killers should get an automatic sacrifice if someone DC's, going by your broken and biased logic.

    I actually think that it is perfectly reasonable for a dc to give the killer a sacrifice.

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245891#Comment_1245891

    That's a non argument. A killer can at least black pip, sure, but all remaining survivors can potentially fully pip. Both sides are disadvantaged and punished.

    Not equally. One can lose points, the other almost always loses the game and points. I’m a survivor main, and sometimes you get out with only three left, but usually that’s because the killer decides to take it easy on everybody.

  • @Chatkovski said:

    I seem to have heard that bots replace the disconnected survivors on mobile, far from being totally useless, even more useful than some real survivors. So I expect the same.

    Haven’t heard about that, is that what dbd is doing now? Replacing their fan base with bots who do what the devs tell them and don’t complain? Lol. Maybe if we study these bots we can figure out exactly how it is that a person can 2 pip consistently.

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245826#Comment_1245826

    Actually, they are. If someone DC's, they lose a lot in terms of points, rank possibility (if that's something they care about) etc. A DC cripples their ability to level up. Which is why a good amount of killers simply throw the game when there's a DC. Because they directly get punished for a SURVIVOR DC.

    Regardless of a DC, a killer can still at least black pip. In terms of gameplay, which is what a game is, the killer is majorly advantaged by dc’ing survivors.

  • @Peanits said:

    Respawning every pallet is way too much, especially every two minutes. One of the skills good players learn is how to preserve pallets. Respawning them every 2 minutes takes that skill away. Suddenly it's not a bad move to drop every single pallet after a single loop, by the time you're done with them, they'll all be back anyway.

    Beyond that, the game shifts from the survivor's favour to the killer's favour the longer it goes on. Pallets are one of the reasons for that; the longer the match goes on, the fewer pallets there are and the more unsafe the map becomes. Continuing to add pallets takes that away and keeps the map safe all game.

    If you're running out of pallets on a regular basis, you may be dropping them too frivolously.

    So with the recent updates, the map size is smaller, the number of strong pallets is reduced, the strong loops are weakened, and the total number of pallets are reduced.

    I am in favor of all of those changes to all of the maps. But I also think that this is not that big of a change. I think 3 minutes is better, but honestly the fact that downed pallets would not be replaced prevents survivors from throwing down unsafe pallets to change their positions at each 3 minute mark. Most games only last maybe 10-12 minutes, and it’s rare to see all pallets downed, much less broken. However with total numbers of pallets on maps being only 7-10 give or take, this resource that survivors have to work with is sufficiently weakened to the point that it is now an issue going forward.

    I’m not dead set on a specific time frame, 3-4 minutes seems reasonable considering that most likely only 2-3 pallets will respawn. Killers are not stupid, and they won’t give the survivors back pallets for free.


    Lastly, this is not a bait post. I like to think of nuanced changes and debate them to see what tweaks other players suggest. I don’t care at all for the input of those who don’t add anything to the debate.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/147971/how-to-fix-the-dc-r-problem

    Can't wait for the "Gen DC tech" to become a thing...

    So how does this help the killer who also just lost stacks, BP and emblem points?

    Not everything has a solution. It’s not the killer who is at a disadvantage when the first survivor downed DC’s.

  • @Anara said:

    Yui's perk?

    That’s a garbage perk that nobody uses. I don’t think a perk would do anything at all. Killers don’t want too many pallets on a map to avoid being looped endlessly, but survivors need some pallets to still be available ten minutes into a game.

  • @andyollolloll said:

    https://forum.deadbydaylight.com/en/discussion/comment/1240524#Comment_1240524

    I can only think you were playing with the green rank survivor who was doing this, it always seems to be the new ones that wave their arms thinking they are signalling for someone to save them

    Not saying I’m right, just saying this is the first time I’ve heard of this.

  • @andyollolloll said:

    https://forum.deadbydaylight.com/en/discussion/comment/1239994#Comment_1239994

    You'll probably notice people doing gens instead of coming to save you straight away then, the flapping has been a sign of camping since the game came out. Up to you bud but it will just confuse your fellow survivors especially when Ghostface pulls them off the generator and thus making signaling even more confusing for survivors (except SWFs)

    I’ve been playing for about 3,000 hrs and nobody comes unless you flap your arms. When you flick them, they stop.

  • @andyollolloll said:

    FFS just had a incidious Bubba in the basement and I wave my hands around and like a noob a purple rank tries to come and save me!!!

    I was happy to sit there waving my hands and tapping away for second hook till death as the generators should have flown by.

    Can everyone please understand that waving hands that it is safe makes no sense as what would you do with the Bubba, sit there not waving hands? #rantover

    I learned the exact opposite, and survivors always know what it means when I do it.

  • Mine never did it until I think one of the mid chapter updates, I think it was the one before ghost face. Now it only does it if I leave it there and don’t press x.

  • @Deadeye said:

    I have another one.

    Each time a survivor crouches within 1 second after he stopped crouching, he gets a hidden stack. At 5 stacks, each additional crouch releases a fart that can be heard within 16m. At 15 stacks he starts to drop brown coloured blood stains on the ground. At 30 stacks the survivor explodes.

    When a survivor is within 8m of a hook while a survivor is hooked on that one, or when a survivor lets go of a gen within 2 seconds after a down within 32m, the survivor starts yelling "Camper" repeatedly for the next 30 seconds. (make it either combined with a pointing gesture towards the killer, or hitting himself on the head each time he yells)

    When hitting survivors with endurance active, the killers weapon will break, reducing the hit cone by 80% and disabling exposed effects for the rest of the game. And DS should simply grant I-frames for 60 seconds.

    Killers standing on the opened hatch for 10 seconds trigger a grinder that shredders the killer.

    Staring at a hooked survivor for 10 seconds starts a reverted Ruin effect, progressing all gens on the map for 200% of the normal speed.

    I like all of these ideas. But don’t you feel like after enough repeated crouching stacks have been achieved, that crouch mode will be locked in the crouched position for the rest of the game with urban evasion turned on?

  • @[Deleted User] said:

    As the DEVS have previously said camping is not bannable offence so this implementation is highly unlikely to happen. Camping is rightly/wrongly a tactic which can pay off to put pressure in the game it's reliant on the other survivors to determine the best course of action.

    I think it’s a legitimate strategy. I think most survivors just don’t know how to counter it.

  • @noname11223345 said:

    Stop crying about camping. Camping is a tactic that allow kill at least somebody (thats like bAn SuRviVOrs FOr GenRusH)

    But im hope that was a joke

    Personally camping doesn’t bother me. If survivors were smart, campers would only get 1 or 2 kills max.

  • @brokedownpalace said:

    Kill the killer! 🔥🔥

    No but seriously the first two are interesting ideas but the values need to be adjusted and it shouldn't be a chase requirement, just whether or not a survivor is within a certain range.

    The killer should not die tho lol

    The last one is really just a joke. I mainly did this just to point out how easy it would be to ban camping.

    Although... You might need the third one for some Bubbas.

  • @PodgeNotRodge said:

    So I was playing as Freddy in Badham. And I had 2 people dead and I just downed a third. Because I didnt want last gen up I popped it. But what happened was, my character starting aggressively looking in the air and no matter how much I tried, he was stuck looking in the air.

    I then woke up at 3am from that horrible nightmare and thought why the absolute f#ck am I dreaming of DBD and then I realised. Holy crap, maybe it's a symbolisation of everything that's wrong with the game and that it's so bad, its giving me nightmares so I should stop playing it cause I know itll never get better.

    If there is a specialist here? I need help... please help me.

    LOL! Sounds like Freddy is in your dreams. Tread carefully now!

  • @Batman781 said:

    I would have to disagree with your pallet offering unless the default number of pallets on a map were slightly lowered. The problem that poses is it would completely destroy to working dynamic of most maps thus creating the need for a rework. Maps are already strong enough for survivors, adding extra pallets would cripple most killers.

    I'v been tinkering with ideas on this topic lately, here a few I came up with.

    Dead Bolt Lock(killer offering)- the hatch cannot be opened with a key

    Jump Start(survivor offering)- Start the trial with one random generator at 15 percent repair progress. Does NOT stack.

    Metal Detector(survivor offering)- Requirement for hatch spawn is reduced by one generator. Does NOT stack.

    Book of Stamps(killer and survivor offering)- All in-game point score events are increased by 25 percent. Stacks

    Smoke Grenade(killer and survivor offering)- Awards 150 percent bloodpoints to all players in the trial. Stacks

    I'd also like to see the flower and dream catcher offerings stack for everyone in the trial. 3k, 4k, 5k points we have to spend on these offerings in the bloodweb is hardly worth the 1k, 2k, 3k max bloodpoint gain for maxing out the category, especially now that we have so many playable characters who require a massive amount of points each to progress.

    Thank you. You’re the first to offer any ideas back!

    I like your hatch deadbolt idea, maybe there could be a similar idea for exit gates, like,

    Rusty Gate Levers

    adds an additional ten seconds to exit gate opening times.

  • @alphralphralphr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238652#Comment_1238652

    Nah you explained it fine. I just think they read it wrong.

    That being said, this would be an absolute nightmare for killers at high level play.

    If killers had an offering that could increase the distance between pallets (Kind of the same way the hook distance works) that might be cool.

    I feel like giving survivors an option for more pallets at all is kind of a hard bargain to drive. Pallets are a pretty big source of stress for Killer players, -especially- new Killer players.

    I was kind of thinking that with new maps being shrunk down, and pallets being reduced in number on them, that it might be reasonable.

  • I guess I didn’t explain this well. I meant that it can only stack between survivors to a total of 5. I thought it made sense. I guess not. I think 5 is reasonable.

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