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Joelwino

Joelwino

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Joelwino
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  • Freddy and Clown have boring gameplay, but I'm starting to hate the Doctor even more solely due to his creepy excited breathing after he downs you. What a weirdo.

  • @danielmaster87 said:

    I hate all of the maps on this game, so do whatever with them. Doesn't make a difference to me.

    Even Coal Tower? :(

  • This one's pretty evil, so only use it against a SWF or great players:

    For addons use Amanda's Letter and Video Tape. Put on a Hawkin's offering and then for perks use Thrilling Tremors or BBQ and Chili, Pop goes the Weasel or Make Your Choice, Whispers and Monitor and Abuse. Then enjoy as you massacere those poor souls.

    For a normal Pig Build, I use a sketch addon and the last will addon, Thrilling Tremors/BBQ and Chili, Pop goes the Weasel, Whispers and a perk to help with chases, Usually Enduring or STBFL.

  • Yes please, I get this map way too often and I'm sick of it.

  • @Seiko300 said:

    Even if this wasn't bait (which I have serious trouble believing) a few select individuals who are crazy good with their killer main (or even multiple killers) are NOT enough to prove the game is sided towards killers.

    You'd have to be crazy in multiple ways to think that

    But this one streamer with 3000 hours in the game who plays dbd for a living can easily 4k with the clown! That means that the clown is balanced and doesn't need any buffs or tweaks! The game should be balanced around the top 1% of players who can run the killer for five gens or 4k with no perks no addons nurse every game!

  • @Awakey said:

    The mid-chapter is already addressing it. It's addressing a variety of maps, in fact.

    It's only addressing the stupid fence L-wall window loops, the rest of the map is essentially the same.

  • @VolantConch1719 said:

    Looking around, I'm finding conflicting information. There's this image from before Demise of the Faithful.

    https://us.v-cdn.net/6030815/uploads/789/PPO8UYVVKC9A.png

    It seems to show Adam being the tallest, more so than Jeff, with Min being the shortest. However, this image from before Chains of Hate seems to go against that.

    https://i.redd.it/pys5pjp46m541.jpg

    According to this, Adam is shorter than Dwight, who was one of the shortest in the previous image. And Meg is somehow shorter than Min, when she was originally placed taller than Jake, who is now the second tallest. And Jeff is apparently really short among the males.

    I'd place more faith in the top picture than the bottom one, but we really don't have a good answer. At least, until someone decides to do pixel measurements

    I think whoever posted the bottom picture also posted a version of it where everyone was bald, I think that one would be the most accurate. I wish they had different heights though, the top one is probably just an edit. I think more varying heights would add more individuality to them without taking up a lot of resources like survivor specific emotes and animations would.

    Edit: Found them! Here they are.

    image.png

    Edit 2: The image above is pretty low quality, so I'm linking the original reddit post here

    80 votes and 28 comments so far on Reddit


  • Kindred without the killer aura reading, or maybe the killer shows up if they're still near the hooked survivor and not in a chase for 15 seconds. For killer, I'd like for when survivors blow up a gen if the gen isn't touched after the cooldown on blowing it ends the generator then regresses at the usual rate.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225556#Comment_1225556

    There might be only one hooked. A killer waits for the save, rushes back in for the tunnel, he downs both but knowing DS deactivates on another hook, hooks the rescuer first and then happily rehooks his tunneled victim.

    https://forum.deadbydaylight.com/en/discussion/comment/1225654#Comment_1225654

    Same here about hooking another surv. Pausing the timer is a fair buff but you know a crouched piggy would exploit the short timers, gotta stay at 60 or it would be worthless.

    But if the timer was too long a survivor could just follow the killer around for the whole match with the invulnerability of ds and if the killer doesn't have a way to break the chase and the survivor has unbreakable or is a great looper then they just have to deal with the survivor following them around the whole game. All that said, I do think that you make a good argument for extending the timer since the majority of the cast of killers have a reliable way to break chase. I also said that the timer wouldn't end when someone else is hooked if you are downed while they are hooked, so that solves the basement camping leatherface issue.

  • For spirit I like to run Mother-Daughter Ring, Yakuyoke Amulet, Stridor, and my good headphones. The idea is to appear right on top of a survivor from across the map to make them poop their pants. For more pants-poopery, I like running BBQ and Chili to find them and Haunted Grounds + MYC to keep them scared. If sounds aren't broken, I can usually track them with their footsteps or their normal breathing. Sometimes I run a mori but I don't use it often and when I do I just mori them off their second hook.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225511#Comment_1225511

    I can relate since I main Nurse, but I haven't touched DBD for a month — I'm probably rusty. 😕

    Anyways, any ideas to making DS do what the developers wanted DS to do, better? 😄

    • 20/25/30 second timer
    • timer pauses while in a chase
    • timer ends when someone else is hooked or uses their DS as long as you are healthy or injured, the timer stays up if you are downed
    • (Possibly, doesn't have to be a thing) The timer slows down to half speed while you are downed

    That way DS does not expire while you are still being tunneled and does not activate when you are clearly not being tunneled.

  • @White_Owl said:

    For survivors, I'd like a perk that allows to create scratchmarks in a straight line in front of you. It would allow a lot of cool mindgames.

    For killers, I'd love one that applis the Oblivious status effect on survivors in some way. It's a cool status effect, but being relatively new it's underused.

    I think that could be applied to Hex: The Third Seal, maybe then it would finally be a viable perk.

  • Don't Farm Me

    Upon seeing a teammate unhooking you in an unfavorable situation, your irritation lets you overcome your weakness and press the active ability button to kick the survivor in the face instead of being unhooked and will prevent them from unhooking you for 5/10/15 seconds. The entity likes the idea of you kicking your fellow survivors for being stupid and will stop fighting against you during the struggle phase briefly to let you kick them in the face. Don't Farm Me also lets you see the nearest survivor's unhooking related perks to better inform your decision to kick them in the face, like BT, Babysitter or We'll Make It. Don't Farm Me can be used an unlimited number of times.

    notes: I think the kick should only happen after the unhook bar is filled since sometimes survivors like to tap the unhook button to bait a lunge and then dodge and force the killer to take the cooldown while they run away.

  • @theArashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223137#Comment_1223137

    So you are saying that if I hook another survivor and go back to your sorry ass to hook you after that I'm still tunnelling you?

    Imagine you just got farmed against a basement camping leatherface. If there were to be a deactivation clause, it would have to not apply when you are downed.

  • @MasterGrit said:

    If survivor try locker DS ? I would tunnel them to death. Lol

    Here's the deal with ds that makes it such an infuriating perk. If the person who is being tunneled is good at looping, they will outrun the ds timer and therefore have no protection against being tunneled even though that's the purpose of the perk. So for a good survivor the only way to get use out of ds is to force it with a locker. If DS had a maybe 30 second timer but it didn't go down while in a chase then maybe survivors wouldn't do that since upon being downed after a long chase they'd still have it. But because of how poorly ds is designed, that is the only way for them to use their perk.

  • @Steel_Eyed said:

    The killers that are hardest to see have the best cosmetics. Wraith. Ghostface. Fight me.

    My spirit and I disagree

  • Simple, I don't like having my movement speed slowed. I don't think it's a fun or healthy feature for either side.

  • I tunnel the key if I actually notice the key in my lobby.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221077#Comment_1221077

    To report someone via a Support ticket, which is pretty much required for hacking since you need video evidence, you do need their individual ID, so you would need to know their username at some stage. Perhaps a good compromise would be to have the usernames revealed only after the match, so that if people want to report or friend the other players, they still can, but it prevents targeting before and during the match.

    Yes, maybe instead of just the username it would say (player username) - Meg 2 or something so that the survivor could be identified from footage of the match

  • I like the idea of the Entity playing dress up. It could be used in multiple ways, maybe to screw the survivor over if they've been doing too well (Neon clothes to get the killer to notice them, immersion busted) or a nostalgic outfit that reminds them of home to refresh their emotional stability (Min's day off wrap to remind her of home, etc.) I can also just see the entity making fun of hem with the outfits, like putting Min in the Demon Slayer outfit versus the Oni or just Dwelf in general.

    in Skins Comment by Joelwino
  • @Foxlord13 said:

    She dose know about him. We know that now based on her archive

    Not really, just that she experiences the same amount of rage he experienced sometimes.

  • Sometimes you need to take out your frustration on innocent players. I had a game as Pig where all four survivors dead harded into the exit gates and denied me a single kill all due to that dumb perk, so I went into my next game with double pink addons spirit. I'm not proud of doing that but I just needed to let off some steam. I have no idea why people do the camping leatherface builds though, that sounds boring as ######### for everyone involved.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223656#Comment_1223656

    Maybe make it so that if you use head on you have a third person view?

    Idk, I'd prefer it to be more consistent. Maybe make the stun a second longer since it would be harder to land?

  • Turning a nerf to one side into a buff for the other side isn't a bad idea, I just think it could be abused like if a survivor was running past a harvester or hill and the killer went on top and dropped off to get a speed boost and catch up faster.

  • @[Deleted User] said:

    No I need a full view if I want to hit the killer with my giant booty with head on

    Maybe give Head On a bigger hitbox to make it easier to land as a trade off? There doesn't have to be such a closed off FOV, maybe just a border and the locker slats.

  • As survivor, my favorite perks are Alert, Object and Spine Chill. I'm pretty bad at looping and so I like to use Object to get better at it since more often than not the killer will chase me if I'm using it. Sure, sometimes killers tunnel or mori me because they think I'm in a SWF but I don't really blame them since there's no way to tell if I'm in a SWF or not. Also Object is a hard counter for Freddy, who I absoloutely hate going against. Whenever I'm using a build that requires me to take less aggro (like the autodidact build) I switch out Object for Alert. Alert is probably the best killer aura reading perk in the game, unless you're up against a good Nurse who doesn't break things ever. It tells you where a killer is and if they're in a chase or not. Spine Chill is a must with Object if I'm up against a stealth killer so I know if they're going for me or not.

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189382#Comment_1189382

    Dont rush the hook if its a leather face sorry you cant hook bomb him shouldn't be able to unhook in a killers face to begin with

    Great, so there is no counter to facecamping.

  • @CantDeadHarder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200403#Comment_1200403

    Imma have to disagree with you there. If the game was balanced around what you just said, you'll be screwed as a survivor if you are found because you will never win chases. That would render survivor unplayable since your own skill wont be able to save you at all due to getting bloodlusted and a mechanic that is just made so survivors never win chases. Besides, if you're the killer and you've chased someone for 2+ minutes, you've thrown several gens and possibly the game because you couldn't keep your tunnel vision in check.

    Chases aren’t a battle. You’re not supposed to win a chase. The purpose of a chase is to stall the killer while your teammates complete generators. You have to accept that you should never win a chase and that at the end of the chase you will be hooked. Good players will just be able to stall the killer for a longer amount of time, giving their teammates more time to complete generators.

  • @FlintBeastgood said:

    https://forum.deadbydaylight.com/en/discussion/comment/1206306#Comment_1206306

    There's also a reason a lot of these players should never breed.

    The easy access of information and education via the internet should be making us collectively smarter, instead I see the opposite happening.

    One stupid person is mostly harmless, but letting a bunch of stupid people congregate online? Now they're burning 5G towers because they "spread the coronavirus."

  • Maybe just remove the big round barrel thing on the outside of the loop that doesn't have the pallet?

  • About a month ago, rank ten Spirit without headphones on the Game vs a 4 man swf with 4 commodious and Bnp. (this was before the toolbox nerf) They genrush to the end but two of them die at the egc because one decided to loop me on one of the pallets by the exit gates instead of just leaving. Afterwards, one of them messages me and says "There's a reason why you'll never reach red ranks."

  • I like Spirit, Pig, Plague, Nurse and Huntress even though I'm garbage at the last two. Ghostface and Myers are fine but I don't have a lot of perks or time on them, and I will never touch Clown or Freddy again, both of them can get deleted from the game.

  • @AlbinoViera said:

    Think the only thing I would have for Solo survivor, would be giving a notification when a pallet is dropped. Gives a lot of information, all of it being what an swf has now.

    And that's why Alert is so good

  • Here's the thing about ds: if you're tunneled off the hook but you run the killer around for longer than the timer goes you'll still get tunneled and the perk that's supposed to be anti tunneling now no longer does its job. It's incredibly frustrating to get tunneled off the hook and get punished for playing well. So what most high skill survivors who know they'll get caught after the timer expires do is get into a locker and make the killer eat the stun so that they'll get use out of their perk. DS needs a complete overhaul since right now it's just frustrating for both sides and promotes unhealthy behavior.

  • Inner Strength's benefit is that you stay injured for a far less amount of time. If you cleanse a totem in advance, you can only be injured for 10 - 20 seconds max if you're not in a chase. Against killers like Spirit, Oni, Pig, Ghostface or T1 Myers you really can't afford to be left vulnerable for so long. Self Care may be more consistent but Inner Strength is a lot stronger.

  • If everyone avoided five teammates every day, how long do you think queue times would get?

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202241#Comment_1202241

    He played them all, but not Freddy/Nurse/Spirit/Hag, and rarely billy/huntress because he thinks those are too easy.

    You can easily find streams of rank 1 killers slaying game after game after game. And they are usually using brown add-ons, let alone the best add-ons and Mori's.

    Solo Q is an absolute stomp at red ranks unless all 4 survivors are really good. It only takes 1 noob to get tunneled off at 3-4 gens left and its a GG. And even then, you hit a rank 1-2 killer with an Ebony and you just lose.

    And like most games, dbd should not be balanced around the top 10%. Even if there are a lot of red rank survivors right now, maybe once they get rid of god windows and too many safe pallets close together the potatoes who don't even understand the concept of taking hits will fall to their real rank. Survivors need to work together to win, and with more balanced maps then only the people with a real understanding of teamwork will be in the red ranks.

  • Yes, with a couple conditions:

    • you have a limited amount of people you can avoid, maximum five players
    • you can only block teammates, we don't want great players stuck with hour long queue times because they're too good at looping.
  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202217#Comment_1202217

    I'm just saying, as the game currently stands, you can watch some of the best killers win hundreds, if not thousands, of games in a row. I know one killer who has lost only ~15 games in the last 1100. And the losses were to tryhard SWFs. That should tell you the state of Solo Q. The fact they are nerfing it sounds so bad to me, coming from someone who plays both sides.

    And what killer were they playing? Nurse, Spirit, Billy? I already said that the best killers ignore loops with their powers so a god window still does very little against them.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202176#Comment_1202176

    And that leaves any killer who already didn't need perks to win chases in a completely overpowered state. You don't need any perks to win chases, really only bamboozle if you specifically wanted to shut down god windows; on M1 killers only. Plenty of killers already had powers to stop them. Trapper can trap it, doctor can shock, freddy can snare, etc etc.

    So now they balance the game so that a pig can run around downing people with no problems, and that makes the killers like billy ridiculously strong.

    You will be praying for the entire map to be a loop when you are getting tunnel mori'd. Now it's just deadzones and you die by default? I might only be playing killer after this patch, with a tiny bit of survivor mixed in when I want to play locker simulator.

    Moris are a completely different unbalanced part of the game. I'm saying that killers should be able to win chases with movement and mindgaming. Killers that don't need perks to win chases ignore most loops anyway, so this isn't that big for them. There's just more space between the loops so that a survivor has to be more strategic about when they move to the next loop.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201857#Comment_1201857

    It's the map knowledge, and knowing which chases you can and cannot take. A survivor is running to a god window or strong area, are you playing a killer or build that can handle it? No? Leave the chase. Yes? Go for it.

    There's plenty of killers, even at red ranks, that I run for 5 gens because they will never leave a chase and I get to use the entire map as a gigantic loop. Where-as if they actually left me, then they could take advantage of all the dead zones that were created.

    That should be possible to do. Plenty of killer characters are so strong now you just quickly die by default when they see you, and it's sad the game has gotten to that point.

    The entire map should never be a loop, that was why Ormond was such an issue. And killer players should not have to rely on their perks to win chases. That's what the new patch is trying to fix.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201823#Comment_1201823

    I disagree. Good killers will be running the characters that hard-counter looping, or if they are not, they will have a build that soft counters looping. If they are running neither of those, then they can abandon that area. That's what makes them a good killer.

    I'm sorry, but if you think that the perks and killer the player is running is the only thing that makes the killer good then you are sorely mistaken. Good killers can midgame loops but if the loop is too safe then there's no way to mindgame it. Just because you run Bamboozle and vault every window in sight doesn't mean that you're a good killer.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200403#Comment_1200403

    A survivor with superior skill and map knowledge compared to the killer should absolutely be able to lose them the game. You should not just win by default because you saw the survivor. The killer tracking perks are too strong for that. A killer getting run for minutes is a noob, and doesn't know how to drop a chase. Getting run for 5 gens should absolutely be possible if the killer is bad.

    Otherwise, why play survivor? To hide in a locker all game? Alot of people already do that, and it's a snoozefest.

    Yeah, if the killer is bad. Sadly, certain loops are uncounterable regardless of the killer's skill, like the old house of pain or the ironworks infinite or the filler pallets on the coldwind maps.

  • No one should be able to run the killer around for minutes. Just because No0b3 or Ussylis can doesn't mean it's an intended feature. Killers should be able to down a survivor after a bit even if they make no mistakes. Gens go by too fast for the killers to afford going on 2+ minute chases.

  • Medkits are the most reliable and simple item to use, maps and keys are weird for me to use because I don't like burning my items out. Toolboxes are more difficult to decide when to use, sometimes I'll use it up at the start and it'll all regress when the killer chases me off the gen or I'll save it for later and never end up using it. Flashlights are a lot of fun when I get into the zone but I'll often forget to use them and then it'll just get wasted.

    • Spirit gets a better vault animation
    • the og three killers along with the Huntress get better mori animations (the Huntress does things in the wrong order, she should hit the chest then the head)
    • Plague gets a better hatch closing animation
    • Survivor perks get unique animations (lithe, balanced landing, sprint burst)
    • Survivors have different walk and run animations from each other
    • Survivors have better/more realistic healing and repair animations
    • Myers no longer has fat fingers and his hands clip less with the survivor's face during his mori animation
    • Min's and Nea's skirts no longer clip all the time
    • Better hair physics for all survivors, and add hair physics for Min, Jeff, Nea, Quentin, Steve, Laurie and Jane
    • Quentin + og four face rework (maybe not Meg or Dwight, but I want Jake and Claudette to look more like the characters in the cinematic console trailer)
    • Spirit's schoolgirl hair no longer clips into her face
    • Nea's prestige is bloodier
    • Kate Denson removes the dead rodents clipped to the sides of her head in her Grim Matsuri outfit and grows some real hair
    • Removed the dirty armpit smear from all survivors
    • Improved lighting from fires to add to the atmosphere
    • New chase music for the spirit and different phasing whoosh noise for when you're in a chase with her or just escaped her.
    • Killer mori animations that were in first person now play in third person like the later mori animations.
  • Shelter woods is horrible, the other ones are all good.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1198729#Comment_1198729

    Why nerf iri heads? Honestly, pink addons should be powerful, and if survs can juke, than the addon is worthless.

    If I were to change iri heads in anyway, I would make it so you could only reload from certain lockers

    They mean iri head and infantry belt, not just iri head. Iri head alone is pretty balanced.

  • Benedict Baker's passage on Kate is easily the most badass character description I've ever read. Also lore wise her perks are really cool, they express her sunshine side and her lightning side.

  • Just having a lack of information or counterplay. There's no skill in countering Freddy or Clown and it's incredibly difficult to counter the spirit due to how little information you get. All you have against her are her footstep noises, crows and spine chill if it's equipped.

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