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Jordan_131201

Jordan_131201

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Jordan_131201
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  • @DetailedDetriment said:

    HONED HEAD (Sharpened Head)

    Very Rare Hunting Hatchets Add-On

    A hatchet head sharpened to shimmer, meant to cut deep and bleed the victim dry.

    -Hit target suffers from the Deep Wound status effect.

    Note: Before people comment about it, I realize Honed Edge is a better title, but I would like to keep the add-on to a general category rather than leaving it as an outlier like Deerskin Gloves, Shiny Pin, Pungent Phial, or Glowing Concoction.

    Edit: Word changes

    I think this is a great idea. But what would happen if you hit a survivor with a hatchet if they already have the deep wound status effect? Would they go down? Or would they time go down like how the legion works

  • @Waffles10525 said:

    https://forum.deadbydaylight.com/en/discussion/150162/a-discussion-on-chapter-16-and-why-i-believe-it-might-be-licensed

    In my opinion I think it has to be a girl licensed killer and a boy survivor I think it might be tiffiney valentine from child’s play and Andy all grown up or someone else like samara from the ring and someone else idk because I haven’t watched the ring

    If we got a Child's Play chapter, everyone would go mad if it wasn't chucky. Tiffany just doesn't have the same effect on people that chucky does

  • @toxicisjustaword said:

    https://forum.deadbydaylight.com/en/discussion/comment/1251843#Comment_1251843

    As mentioned before. The theory that 4 survs would run around constantly with injections was barely the case in the past. But it is commonly stated by a lot of people with no evidence of wide range happenings. But those voices will never dry up. Has got nothing to do with real everyday gameplay.

    If you can mori after the second hook than the effect won't change with. Only thing is the killer will keep pushing for another hook.

    And please don't try to tell me that you did this once and that once with a premade team. Most matchups are not 4 on 1 premade rounds with same skill level or experience. That is a very small group of people and not the majority of matchups. You have diverse skill levels and experience in most premade groups and if a killer wants to mori one and let's himself not distract than there is nothing you can do anymore.

    Who says that a injection was never to be intended to save someone from a mori? Never heard the Devs say that it was just in there for pure fun to heal two healthstates.

    So the only counter argument that seems to be legit is that skillchecks are just a surv mechanic from my point of view.

    As i said, i want to talk about a chance to prevent a mori from executing, not 3 survs dancing around a killer who is ready to mori after he kicked you away.

    You can't avoid mori like a defensive block parade for a hook.

    So whats your argument. It isn't very clear tbh. You seem to be arguing with something that no one is really concerned about

  • @Babyyy_Boyy said:

    Idk I think it’s unfair... The devs should just remove keys and moris. Both are unfair but I’m leaning more towards the 1 hook mori. I feel like the devs should only allow Ivory moris or cypress moris or just make the survivor have 4 hook stages instead of 3 only when the killer brings an Ebony Mori. I get that some killers like the animation or whatever but let’s be real while the mori’s may look cool, I feel like killers bring it just to be an A**hole to be honest. Sometimes killer will even say “Gg Ez” to a survivor after tunneling them off hook. I’m not one of those toxic survivor mains btw before anyone calls me that, I play both sides at rank 1 and I think that this topic should he discussed. What do you think of Keys and Moris?

    I understand the frustration man, and I agree it's unfair. But a lot of content creators, being fog whisperers too, have spoken about ways to fix moris and keys. Soon enough the devs will listen and implement a fun for both sides and balanced way to use keys and moris. But for now we just have to accept that people want to abuse the offerings and items until light is shed upon the problem

  • @Hex_BoopTheSnoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1252840#Comment_1252840

    It's hard to say because while I want it to be at any point in the Trial, I could see a situation were someone kills themself at the end of a game so I don't know.

    I don't want to come off as rude, but I think that suiciding on hook is completely justified. In the end, you got the kill, they died, they most likely handed you the win. I know it's frustrating but it's just the game mechanics.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1252834#Comment_1252834

    Yeah, because the Devs "jump" at fixing known issues in this game. 🙄

    They do eventually. They're not gods, they're developers trying to make the game balanced, but fit the criteria of the players too, hey want both survivor and killer to have fun, whilst keeping everything balanced. And it's not as easy as it sounds

  • @Hex_BoopTheSnoot said:

    Title says it all. I've had two games back to back now of people killing themselves to avoid the DC Penalty. This is basically the same thing has disconnecting so it should bring the same consequences.

    I know where you're coming from. I understand totally. But think about it, the difference between a disconnect and a hook suicide, is a few mere bloodpoints for the survivor. They aren't having fun killing themselves, so leave them to it. But where would the line be? Like killing yourself as the first survivor hooked straight away, that would count as a dc right? But at what point in the game, would it not count as a dc? Say the survivors all do a great job at doing gens and chases, and say there's 1 gen left and someone suicides on hook? Would that count as a dc? And if not, at what point does it not?

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1251826#Comment_1251826

    I never said anything about the mechanic itself, only the obvious: it does prioritize The Killer's interaction with it. They recently confirmed that The Killer always prevail, which is why people complain about hitboxes but it is actually bc both players see different things. They are working on trying to minimize the desync between both players but the current experience is to prioritize The Killer. Your anecdote doesn't change what the devs have stated. Sure the game has outliers where weird things happen but the consistent experience is to favor The Killer. It makes sense, in most games the hits are favored.

    Well remember, the loops have been removed and reduced for a reason. Because the game was survivor sided. The game needs some imbalances to balance out everything else. So when the hatch opening time becomes an ACTUAL issue, I'm sure the devs will jump right on it

  • @Wesker said:

    The issue is that.. current gen speed is balanced to allow survivors to handle high tier killers. Those killers we all know have tools to shift through the map quickly by using their power but.. This means weak killers are gonna have a bad time, you have still situations where you are a slow ms killer, after a chase you get to that gen which is at 95% with someone working on it, he don't care about you and will pop it right in your face, at the cost of being downed. This is the major source of frustration. How to fix? Simple:

    . When the killer is looking towards a generator outside of his power in a range of 36 meters, that generator get a 20% repair penalty for each survivor working on it. The mechanic doesn't work if the killer is approaching with his power (this to prevent strong killers like Hillbilly, Spirit or Nurse to become a never ending nightmare)

    . The thanatophobia rework: the above change suggested could stack with Tanatophobia making repair too stressful, so a small change to the perk -> . For each survivor injured, your Terror Radius gains the ability to slow-down actions by a 4/6/9/12s reduction

    What do you think?

    It's not a bad idea, it just wouldn't work. Not all killers have a "in power" mode. Yes, hillbilly running towards you, and oni and so on. But there are tons of killers that don't have that. Huntress for example. Would it only not work if she's winding up he hatchet. There's trapper, would it only work for him if he's not placing a trap. There's a lot of holes in the idea and not to sound rude, there's no way it would work. Thank you for your ideas though :)

  • @Kate_Main_01 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1251848#Comment_1251848

    Thank you for sharing your opinion! I genuinely wanted to know how other people felt about the current hatch time. 😀 It's always nice when people disagree and are respectful so it's very appreciated. I play both sides as well and definitely still believe that the reduced map size alone is merit enough to rethink the hatch time (I play both sides as well, also with Survivor escape rates statistically dropped to where they have been for awhile I hardly remember what an escaped status looks like LOL). But that is just me! :)

    I don't want to come of as rude, but I think there are more important things they need to change prior to the hatch. But it's always nice to hear people's opinions

  • @Kate_Main_01 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1251826#Comment_1251826

    This is not an RPG so I do not think that the lore is at the forefront of the game developer's reasoning. It would be neat if there was more lore-based gameplay but with the current mechanics and game structure I don't think that will ever be a thing.

    As for the claim that myself and many others have made about the Killer's action being favored at the hatch that is being said because it has been the wide spread experience and at one point I know that it had been tested in game and confirmed. Granted that was awhile ago so it's possible that that has been changed, but I know that in my personal experiences it does not seem like that is the case. Standing on top of the hatch quickly pushing R1 waiting for it to open and the Killer walks up and kicks it closed almost every time is almost all that ever happens.

    I will not lie and say I've not ever gotten out even with the Killer near me, but that is the minority and I've been playing this game for a very, very long time. Only now with the maps being made smaller have I felt the need to express my frustrations on the forum though and see if others share my opinion. Thank you for sharing your own! 😀

    I play both sides, and I say that the hatch is completely comfortable where it is. Whoever closes it first, wins. If you're survivor and you lose, sorry but you can't escape every game. And same vice versa. If you're killer and they escape. So what? 4k isn't a necessity. It's nothing to do with RNG, just plain and simple, whoever clicks it faster, or whoever doesn't get f'ed over by the other player, wins

  • @toxicisjustaword said:

    Hello everyone,

    yes i mostly play survivor and mostly out of pure fun and because i like to play with friends. To set things clear first, I am not interested in mocking Killer only players. I just want to throw in my two cents into a little issue that is widely not noticed.

    With the changing of the instant healstates a few months ago, i noticed a a thing that was not so on my mind before.

    Injections have always been the only way for survivors to rescue a comrade from a Memento Mori of a "focused" Killer.

    The trade of was that you must use an at least 3k BP item with a 7k BP addon to prevent a mate from being taken out of the round while leaving a generator.

    The killers always had to invest less. Green Mori is 5k BP and the big one is 7k BP. The rarity is roughly equal on each bloodweb.

    With the changes made, the injection became pointless to prevent an occuring mori action.

    A green Mori is mostly used like this: 1st one who get's hooked often will fall victim right after his unhooking (most of the games). In the past you could act as a team to prevent that from happening to early by investing at least 10k BP to give your mate a little push and the chance toset the mori into a new survivor "queue".

    So you invested double the amount of BP to save some one and i think it was a fair trade off regarding the game dynamic afterwards.

    Same goes for the pink Mori. You still had to invest more BP into your gear than a killer and even as a premade Team the situation of 4 injections in one game always was pretty rare (yes sometimes it happens, but it was not common because of the rarity of the items)

    Now the instant heal states are gone but the mori effect is still the same, while the cost has not being adjusted and a possible save was taken away. Yes you could try to distract a killer from using a mori but that is not possible if a killer is focused on using it asap.

    Flashlights can't prevent you from a Mori, only injections did - 1 health state has never been enough to prevent a teammate from being moried 10 seconds after without several people leaving generators.

    So there is a great imbalance after the changes. I did not include different situations for basements and camping killers, because that is a topic for itself.

    Killers can take out a survior, or all survivors by investing 5k - 7k BP without the chance for survivors to prevent it (trying to kite a killer while a moriable mate is on the ground for 16 seconds is nearly pointless against most killerplayers).

    ----------------------------------

    For bringing more thrill to this situation i would recommend decisive strike like skillchecks for each mori a killer wants to use. It would not only make it more balanced after the heal addon changes, but distraction would be more effective. Please do not forget, that every survivor who tries to distract a killer from using his mori properly has to leave a generator or his save position. That is nothing a survivor likes to do for nothing.

    So please consider implementing skillchecks for all moris so that the imbalance gets slightly reduced. If survivors had to learn to hit skillchecks to escape, a killer player can learn them to succed, too.

    What are your thoughts people?

    This would never work. First off, skillchecks are a survivor mechanic only. Second off, moris weren't made to be counterable, it just so happened that the injection was the best way to avoid a mori. And all the bloodpoint talk, remember, there are 4 survivors. Not one. The survivors could all bring injections and make it barely possible for a mori if they really wanted. There are much simpler ways to fix the moris. King has suggested that you can only mori off second hook. I've suggested before, that they mori should have conditions. Just like some perks.

    Cyprus - I think Cyprus is completely fine where it is. It makes sense that if you kill the first 3 people and you down the last one, you are perfectly entitled to killing them, since they would be dead anyway, once you hook them

    Ivory - this should be change to, EVERYONE should be hooked at least once. AND the person you want to mori, has to be on death hook

    Ebony - Evans will be the same as ivory. Everyone has to be hooked at least once before you can start killing people. And the people you DO kill, must be on death hook

    I think this is a great fix, and so many players and content creators do

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249514#Comment_1249514

    He doesn't deserve the kill, maybe he has earned the ability to close the hatch. The game isn't over until it's over. I just had a match last night where I found the hatch first but of course the killers action prevails and he closed it while my body had vanished inside the black hole. I was running lithe, quick and quiet and dance with me and managed to Vault the window. I was very stealthy made my way to one of the exit gates and escaped. However according to many here, the moment the killer closed the hatch he was entitled to killing me.

    Think about lore chief. Who would the Entity favour over the hatch? Would it rather see survivors take an easy escape, or see a struggle between the two? I think that the hatch is completed comfortable where it is. Whoever gets it first wins, and don't say that killer's actions is favoured more. Because it's not. I've seen some bs survivor escapes through the hatch where the killer was standing on it and it opens and the survivor runs onto the hatch and makes the action unavailable to close and they just jump in

  • @SVamp said:

    I think you made a great point. Them already making the killer able to close the hatch was a wrong move. The least they could do is speed up the time for the hatch to open.

    On the killer closing the hatch/you jumping at the same time issue, definitely the player jumping should take precedence. The other 3 survivors are already dead/dc'ed, it's only fair that if a survivor finds the hatch and initiates the jump sequence, that they should be able to escape.

    What if the killer found it first. What if the killer played a perfect game, but the last survivor decided to give up on his team mates and let them die so he can look for hatch. You're already standing on it and they come running up to it. You think that survivor should have the benefit over that situation?

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1251073#Comment_1251073

    Pretty sure it's implied in the first paragraph of my response. But to break down the comparison I drew and the suggestion changes that would make this viable...keys and mori's are often compared...even though moris are much easier to use. That aside, moris have levels. Yellow mori = kill last, green mori = kill 1, ebony mori = kill all. If you want to limit the number of people who can escape via key, the same needs to apply. Green key - escape 1, purple key - escape 2, ebony key - escape all.

    But really, IMO no change is needed at all. Keys are perfectly fine as they are and far less common than their supposed counterpart, the mori. Simply limiting any key to only let 1 person leave would be a death sentence your teammate if you left them in a 2 v 1 with the killer. Hard pass. If survivors do all the gens necessary for 2 people to escape, 2 people should escape.

    So The idea would work, you're just being small minded and making moris and keys the same even though they're not. Ones a item, one is a offering. Having the hatch close instantly is a perfectly fine idea and even the King and Paulie Esther have agreed that this is a good idea. Just saying. So stop being small minded to idea

  • @Ihatelife said:

    Don't break the breakable walls in this room no matter what:

    https://us.v-cdn.net/6030815/uploads/485/RL65EZ41XDNM.jpg

    It's gonna open the very strong long between this window and the next one on the second floor.

    If you play trapper, you could place a trap in that room. Can't avoid, if you see it, you can't get in

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247450#Comment_1247450

    Keys only applying to one person would not work. If this concept was applied the same as moris, I would agree. Green key (which currently opens nothing) allows 1 escape, purple key 2, irridescent 3, since who needs the hatch for all 4? That's silly, since at that rate all the gens are done anyway.

    And I dont play DBD mobile, you're correct. I play PC, which key escapes are extremely rare in comparison to moris or other irridescent killer addons.

    I have never seen a survivor "chill out" and wait for everyone else to do gens to use a key. This mentality would be extremely stupid and risky, since the more people alive, the more gens have to be done and you would get absolutely no points for this. I dont believe this is remotely a thing.

    Wait wait hol' up. Please explain why keys only applying to one person wouldn't work?? That would totally work. It already exists in some way. If you bring a key and more than two survivors are left alive, if you escape, the hatch will close within a certain amount of time. So to close the hatch as soon as they jump in, why wouldn't that work??

  • @hagling said:

    this might've been discussed before, but i was thinking about how we see a lot of the same killers (especially at high ranks) and wondered how they might implement an incentive to choose different killers or even survivors to play around with and mix it up, and I had the idea of 4th tiers of perks... if you play the survivor/killer they originate from.

    for example, tier 3 of urban evasion gives any survivor +100% movement speed while crouching, given you've unlocked the teachable. but it might make sense for nea to have an extra tier that grants +105% speed since she'd be the expert at her own perk.

    yall get the idea, I just thought it'd be an interesting addition that could promote killer diversity and make survivors more unique; if any of them can do just as well at anything.. it's kinda like, okay what makes you special? do you even have strengths of your own?

    i remember people talking about ruin after that big boi nerf and someone said it's too weak to be a hex now, well.. if there were a tier 4 of ruin on hag, one of the least played killers across the playerbase, that might be just the thing to pull people away from billy or nurse or huntress for a few rounds.

    imagine a slightly buffed tier 4 pop goes the weasel on clown, or a longer corrupt intervention on plague, a quicker brutal strength on trapper, a stronger dying light on mikey. tons of less used killers have amazing perks that just get snatched away from them in favor of another killer and that's just a bit sad to me.

    personally, I'd love it if this came to fruition. feel free to discuss <3

    Well the devs are talking about making perks just a single tier to reduce the grind. So I guess this could work as a second tier for the killers with their teachables. So if they change it to just one tier, urban evasion would be 100% movement speed at base, and then tier two would only be available for Nea, and give you 105%

  • @LALYTHIA said:

    Keys are rare in matches. Get over it.

    Oh well you'll hate mobile. At least 1 key every game. I think that keys should have a rework so that they only apply to one person. You use the key on the hatch and it closes behind you. That will make it a little more balanced. OR you have to complete 1/2 gens for the key to be able to be used. So the survivor can't just chill out while everyone sweats on gens

  • Kinda makes your comment completely irrelevant though. If you want licensed cosmetics, hit the companies up yourself. The devs aren't gods

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211522#Comment_1211522

    You clearly don't play killer if you think they pipped.. they barely black pipped at best.

    You gonna have a seizure while you're at it. It's a fictional game, stop having a hissy fit

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211522#Comment_1211522

    You mathematically cannot pip if everyone escapes, not at purple/red ranks. You just won't have enough pip points. Your Gatekeeper will be too low, as will your Devout. (Some killers, like Pig, have abilities that get extra Gatekeeper points but in general you have to have 1 gen unpopped to get gold Gatekeeper at purple/red ranks and at least 1 sacrifice with 9 hooks to get gold Devout).

    The point is he's complaing survivors are overpowered. He got more points, who cares. It's just a game

  • @Kevin_the_wise2000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211522#Comment_1211522

    It's not about it pip! I'm a killer main and I could care less about the pip ups! The survivors are overpowered go educate yourself!

    Jesus calm down. It's literally just a game. You sound like you're gonna have a seizure or something

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/146354/just-saw-the-latest-claudette-skin-and-while-i-expected-nothing-i-was-still-let-completely-down

    People actually care about... what characters they play and skins for them? lol...

    most skins imo for every survivor and killer are ugly - and there’s no point on spending money on them.

    I can understand playing killer but like, the survivors are just all empty shells and could honestly just be interchangeable tbh

    Finally someone that agrees with me. It's literally just a game. A fictional game. A fabricated universe created by spider legs. Can't get any more fictional than that. Cosmetics are the least of the devs problems. Remember, they have to release a DLC every 3 months, they have to fix bugs, they have to balance the game while listening to players opinions. ALL while this coronavirus sh*t is going on. They devs aren't gods.

  • @OtakuBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1234166#Comment_1234166

    The same way Nea and Meg run with huge ass camping backpacks on their back, Kate runs with tools hitting her coochie ever .3 seconds, There's along about cosmetics that don't make sense. Kate running around in dairy dukes, Ash able to do gens despite having a hand puppet, Jane being able to move in a suit as well as she does. You act like you don't know wedding dresses don't come with petticoats attached.

    And I don't care about being selfish. I made this thread about CLAUDETTE and how I am PERSONALLY unhappy with most of her cosmetics. Coming here and saying that is like saying stop being upset that you ruined your favorite shirt people there are people dying in car accidents. It's annoying. I made this thread because I feel that Claudette constantly receives outfits that don't relate to her personality nor story while many other survivors do. And the survivors who dont have many cosmetics are licensed and the legal tape to get things made for them is hell so therefore they don't get anything. Ghostface is an exception because there are literally dozens of Ghostface designs to pick from. Same thing with StrangerThings when it comes to Steve and Nancy.

    Like IDK what you want form me. Do you want me to not vent my frustration about one of my mains because my other mains exist? Does she have good PARTS of cosmetics? Yes. But my whole thing is there is never a good COMPLETE Claudette outfit. Like the make up? Hair is ugly. Like the hair? The color doesn't fit her skin tone. Like the shirt? It doesn't go well with any of the pants. Like the pants? The design of the shirts fit but not the colors. Have I mixed and matched until I found decent combinations? Yes. Is it possible? Yes. But do her cosmetics fall flat in comparison to other survivors especially the females? Yes. Quality over Quantity and you can have 900 shirts but if all of them have holes in them what's the point of having 900 shirts. I would literally trade every single skin Claudette has for one GOOD one that FITS her personality and LORE for all these half assed skins they keep giving her.

    Even for my Mikey. He has one cosmetic but I love it dearly because it fits him so well.

    I don't understand how yall can be so upset over a video game. The game is fictional. The survivors were plucked out of reality and put into a fabricated universe by an entity with spider legs. Yet yall saying it don't make sense that Meg has a heavy back pack and can still spring burst. It's a game. The lore is fictional, stop crying

  • @PalletsAndHooks said:

    Complaining about countless clothes options, and my boy bill got an ugly sweater. Quenten is uglier than Claudette. Cannibal and Freddy don't have anything. You complain alot about a very trivial idea, and let's not forget that Claudette comes with a hat. Not every character gets a free hat (poor hatless billies) and not every character gets to look like a Starbucks worker like clod does in her apron

    You do realise that all the characters you referenced are licensed characters. BHVR can't just say, "okay this skin is ugly ima change it myself". Much more complicated than that

  • @bunnibeetea said:

    I know it sounds like I'm whining, but how is this actually fair? How am I supposed to improve when I get stomped on as killer all of the time. I could either wait in lobby as a survivor for 10 mins to find a game that goes terrible, or instantly find a game as killer against red rank/rank 1 survivors? I genuinely would like some advice in how to improve, other than just "get good" as I've played this game for 3 years and this has always happened to me

    https://us.v-cdn.net/6030815/uploads/472/17Y609961K4J.jpg

    You got more points than all the survivors. Why you complaining? I bet you pipped too

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