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Kabu

Kabu

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Kabu
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  • @Gylfie said:

    Whenever I am on the receiving end of toxic behavior, I get annoyed not by the content of what they are doing, but by the intent. I really don't care that someone calls me this or that, or tells me to go delete myself, but I care that they are saying it. I care that they want me to feel bad. I care that people like that exist and are out there.

    As someone who doesn't get the slightest bit of satisfaction from being mean to others, I will never understand this type of behavior.

    Your post sums up how I think/feel about this topic. What is being done in game and said post game does not bother me as much as the act itself. Someone intentionally being mean to another for the sake of it. It's callous and cruel. It's origin is psychological


    Something I've learned is that being anonymous emboldens some people into acting like that. Then there are those who self inflate their ego by trying to break someone else down. Combine those two elements and there you go. That's where pvp game toxicity starts. I try to tell myself to accept that there are people like this in the world and there always will be but it only gets me so far.


    I understand why they act like that and what they get from it so I think my real question is why are there people like that? Why do they have to exist? There shouldn't be and the world would be a much better place without those who are intentionally cruel.

  • @Голубой said:

    https://forum.deadbydaylight.com/en/discussion/comment/1481382#Comment_1481382

    Who even cares if someone types "ez"? Lmao ..that's such a babyish thing to rage at. Just like people who get triggered by people who teabag.

    Would you feel the same way if someone gave you the middle finger then called you trash or ez in real life? A teabag/ez is meant to be insulting. It's an F U.

    Something to keep in mind is that someone giving you the middle finger might not bother you but it would definitely bother others.

  • @malatruse said:

    Would be interesting if it lit up every gen so you knew he was undetectable without knowing where.

    Interesting idea. I like it

  • @Rinthespooki said:

    Just make her footsteps louder and it wont be a guessing game.

    Is she phasing?

    1 - you hear footsteps while she stands still - she is.

    2 - you dont hear footsteps - she isn't.

    Thus it rewards a survivor if he/she pays attention for that.

    Boom 1 simple thing without having to nerf her kit or addons and its a indirect nerf to beads too.

    Footsteps are bugged the majority of the time. Even after they "fix" the bug....

  • @KingFrost said:

    Still think we should get a blood bank where we can store as much BP as we want, but can only withdraw 1 million bloodpoints each day.

    That's an interesting idea 😮

  • Yes, they do stack

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1431274#Comment_1431274

    If you have any reasonable idea how to balance a tiny percentage of the playerbase without punishing everyone else, tell me. I doubt you can, neither anyone else. Even though i cant understand how to lose so badly against such loadouts.

    Make kindred base kit for survivors. Make an indicator for when a survivor is being chased like it does for the obsession but for every survivor.

    With a more even playing field between solo and swf the game can be balanced better

  • @anarchy753 said:

    For most people it's that the devs didn't literally get down on their knees, pull down Billy's pants and whisper "you're the most balanced killer in the game" sensually.

    Anything less than that would've set off this tantrum.

    Been reading some fanfic? That was pretty weird and specific

  • @ClickyClicky said:

    What would Ghostface and Wraith players do then though?

    Also Hag could still get past it.

    Seriously its a great idea but killer mains have veto powers so no never gonna happen

    If killers had veto powers then Nurse would have never been nerfed nor would Billy ve getting nerfed

  • @WeenieDog said:

    There honestly needs to be bananas littered around the map that allow survivors to overcome the leg cramp status.

    But they have to climb a tree to get it. Though, there could be a perk that lets survivors massage their own or another's legs to help with the cramps.


    Might result in some nsfw moments ;)

  • @Kellie said:

    No, maybe back in the early days of DBD where there was a bunch of strong pallets. But now that's a clear no. Imagine if a monstrous beast was chasing you, regaining stamina would be the least of your issues. You'd probably be running for hours honestly.

    Not Jane or Bill. Bill smokes more than a freight train and Jane is thicc

  • @Vox_Nocturne said:

    https://forum.deadbydaylight.com/en/discussion/comment/1425585#Comment_1425585

    Followed by a 10 second sympathy cooldown where the healing survivor says "I know how you feel. I had a papercut last week, and the pain was awful!"

    If the survivor has Jane's perk called solidarity it increases that cool down by 8 seconds but it makes both survivors feel better about themselves

  • @Vox_Nocturne said:

    https://forum.deadbydaylight.com/en/discussion/comment/1425566#Comment_1425566

    Absolutely! Whilst we're at it let's have a 4% chance of every pallet drop could cause a splinter, or jumping over a ledge gives a 4% chance of misjudging the jump and landing face-first on the ground!

    Lol! Yes! Splinters! The only way to remove a splinter is by bringing in a pair of tweezers into the match or finding one in a chest. After getting tweezers you'll have to find another survivor to remove it for you.

  • @MrLimonka said:

    They need to make a M1 cooldown, something like 60 seconds I think. I think it's op that killers can just injure survivors right away just like that. also nerf pig

    Pig definitely needs a nerf. It's been too long

  • @Laffle said:

    Survivors have a 1% chance to instantly die of a heart attack. The game will roll for this every second.

    Make it 0.5% chance per second. Give them a chance

  • @Vox_Nocturne said:

    Could they have a mechanic that they have perhaps a 4% chance whilst running of twisting their ankle or getting a stitch?

    Sure, why not?. If we're doing that make it so that survivors have a 4% chancing of unhooking themselves but also a 4% chance of instantly killing themselves.

  • @Koukdw said:

    Survivor already have finite ressource. Exhaustion mechanics. Palette are limited. The entity block the window after 3 vault.

    Depends on the map how finite the resources are. Blood Lodge is just awful. Also, the resources don't have to be infinite for survivors to have more than enough throughout the match.

  • @Mookywolf said:

    oh come on, this is so stupid

    obviously it should be that if they run for too long, their shoes catch fire and they lose a health state, and scream for the killer to see their location. sheesh, learn to balance

    Lmao! The floor is lava!!! They'd have to add jumping into the game.

    I'm imagining a David having fallen into the lava and a survivor on a rock nearby uses the David as a stepping stone to get to another rock.

  • @ThisGuuy83 said:

    I already suggested a stamina meter being implemented and got crucified because that sounds too realistic. But being able to talk to your buddy on the other side of the map is still fine. Someone running OoO and relying every move the killer makes to there team is ok though too. 🤷‍♂️

    My post was half joking. Only half

  • @meshitrash1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1422657#Comment_1422657

    Had one match where I caught 3 people self caring next too each other funniest thing I've ever seen

    Lmao! You serious? That's hilarious

  • This has been suggested so many times..... A post was made with the same suggestion just yesterday. This was already attempted and it went horribly.

  • I agree, there you be some sort of compensation. Distractions points would fit the theme of staying on the hook as the Killer has to wait longer before leaving the hook.

  • I'm glad venting helped you feel better.

  • @OutcastEric said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417833#Comment_1417833

    Ill say it a million times, SHE DOES NOT NEED STRIDOR IN THE FIRST PLACE!!!! its a total waste of a perk slot. confusing as hell when theyre not running iron will and id rather run a better perk anyways. you shouldnt be phasing for the whole bar anyways you should be phasing in short bursts. So if they are running iron will, youll be able to phase in a couple of seconds.

    I'm assuming your thought on this haven't changed. If you've said it a million times it's likely you will never change your mind.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417843#Comment_1417843

    It is purely detrimental to them. They appear behind on the server (closer to the killer), so having a bad connection as a survivor means you'll probably get hit through windows still.

    To put it as simply as possible, the person with the bad connection feels their bad connection no matter which side they're on, not the other people they're playing with.

    Neat! Thanks for explaining

  • @OutcastEric said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417833#Comment_1417833

    Ill say it a million times, SHE DOES NOT NEED STRIDOR IN THE FIRST PLACE!!!! its a total waste of a perk slot. confusing as hell when theyre not running iron will and id rather run a better perk anyways. you shouldnt be phasing for the whole bar anyways you should be phasing in short bursts. So if they are running iron will, youll be able to phase in a couple of seconds.

    Doesn't matter how many times you say it.... Stridor DOES give Spirits more of an edge than they need. She may not need it and YOU may find it confusing to use but not everyone will. It's even more overkill considering it counters iron will.

  • They could make it so that Stridor does not work while Spirit is phasing.


    @JephKaplan said:

    https://forum.deadbydaylight.com/en/discussion/169170/why-so-butthurt-about-spirit

    Well first i agree with u i think all the hate is mostly cuz its popular to hate on her and now that she actually deserves it as she is not the only strong killer. Ppl say she is braindead but bullying a baby Spirit is almost as bad as bullying a baby Nurse. I find Spirit fun and interesting to verse as its not just your casual m1 wraith around a loop. Her only counter really is iron will but the problem is that Stridor counters the counter and u are left with nothing. Idk how they can change that but theres nothing more annoying than going against a good Spirit thats also using Stridor to make it even easier on them. I don't think she needs any nerfs to her base kit but idk how they can fix the Stridor countering her counter. (Obviously playing immersed is also a counter but most of the time all u can do is hope that iron will confuses her and if not u are prob dead unless she is pretty bad at tracking.)


  • I absolutely hate the Temple Of Purgation, Mother's Dwelling, and Blood Lodge. All are bs maps as killer.

    While playing as survivor I hate the game


    As both roles I dislike the new map's layout. Aesthetic is incredible but it's difficult to navigate.

  • I think it's more that they want an average of 2 kills and 2 escapes. Not 2 kills and 2 escapes every game

  • Spirit was already nerfed. They removed her collision with survivors while phasing and they made her vault animation visible to survivors.

  • @GamingHulk123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1415679#Comment_1415679

    Then you would be decent as well. I was saying “decent” to not be cocky. There is lots a room to improve, but that goes the same with the devs.

    I'm pretty good as killer but decent as survivor. To be more on topic, they nerf survivors too. Both directly and indirectly.

    For example, a lot of maps were altered such as rotten fields having been made smaller. Toolboxes were nerfed a few patches ago.

  • @GamingHulk123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1415585#Comment_1415585

    For 2 years I have played this game, I’m decent at both sides. Clearly survivors are way more favorable to this game

    You said yourself that you're only decent at the game. If that's the case then there is lots of room for improvement. I do pretty well in red ranks as killer and I do okay in purple ranks. I don't think killers are that bad off.

  • I've never gotten much use out of it. One buff to the perk would be to have the perk take effect during the latter 50% of a gen rather than the first half.

  • @VoiceofRain said:

    Nah. The premise of the game is that it's regular people being hunted by monsters (some of which are human monsters). Even the "living" human killers have some way of distinguishing themselves from the survivors (masks, scary costumes, whatever). Forget the animation for minute. How does it make sense for a living Spirit to phase? Or The Nurse to blink? And someone already brought up Plague puking. It's fine to play around with outside the game, but don't expect it to become reality.

    Perhaps, the Entity granted these killers a boon in the form of a cloak or.... A cosmetic of sorts. This gift having been given for their service in providing sustenance to it. A cosmetic that hides their normal appearance allowing them to appear as they did before they changed but only in appearance. Their core would still be as rotted and twisted from the Entities influence.

  • @PleassBuiltInNoed said:

    How about SWF players are only able to have 1 unique perk per all players. For example 1 decisive strike per swf, 1 adrenaline per swf....all these SWF these days use one build all the time -> ds, unbreakable, deadhard and adrenaline/borrowed time. This would make the game alot more interesting for the killer as he would have to deal against many different things in case of 4 man swf

    Another way of looking at it is this. If your suggestion were to be implemented what would stop survivors from lobby dodging until they were all together? Before swf was added to the game that is exactly what they did which would completely bypass your suggested nerf for swf.

  • They won't and shouldn't punish people for playing with their friends. What you are suggesting is a punishment.

  • @Maperson said:

    Only if keys get reworked at the same time, that's only fair, i don't even use mori tho

    As Maperson said, only if keys are reworked as well

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1413357#Comment_1413357

    I'm West Coast, Los Angeles server and no they haven't.

    I've been playing PS4 and PC and no....DC's aren't rampant.

    I've had 2 now this week. That's it.

    Okay? I'm glad you don't have to deal with as many dc's


  • @BigBrainMegMain said:

    No, it isn't.

    People have been dcing a whole lot more when they realize they're losing. At least on PS4 in my region (Eastern U.S.)

  • This is something I stated in another thread but do you know what is frustrating? They were considering adding kindred as base kit for survivors. That would have helped as the devs could then balance around swf but they chose against this....

  • @HarleyQuinn said:

    I had a dream I couldn’t open the hatch. I was tugging on it with all my strength and desperately trying to get it open lol. It was stressful.

    Then I woke up and I thought, hatches don’t work like that dumbass. You needed a key.

    This one made me chuckle lol

  • @Altarf said:

    His add-ons aren't great, but they're better than some of the most recent ones (Freddy, nurse, demo, slinger, ghostface, etc).

    His range add-ons and extended duration you can drag the knife are really good. Cooldown is worthless and so is killer instinct. Killer instinct just isn't good enough to make an accurate shot with how predictable Punishment of the Damned is. His purples are all useless as well, and the seal of metatron is boring and not great.

    However, I will defend the obsidian goblet till the day I die. It's transformative and is actually fairly good; not as good as double range, but still good. You can use it to make trails on patrol routes to sneak up on gens; combine it with Nurse's and the like and without spine chill, you're like Wraith without an uncloak who can hit through walls. Some maps, like blood lodge aren't very good with it, but most others are great. Try it out sometime.

    You triple posted there

  • @SpaceCoconut said:

    It looks like it's only the blindness that's applied on an M1 hit. The rest of the perk works as long as they're downed.

    Them being blind for a few seconds isn't going to be a big deal so it should be fine.

    Unless I'm mistaken and the perk as a whole requires an M1 hit...

    This was the impression I got too. Only the blindness debuff requires an m1 and is timed

  • @musstang62 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409692#Comment_1409692

    I like it. We can spin this as a buff to Legion's intimidation factor

    @a_good_player said:

    Spirit: fine as it is because she has lots of counters

    Legion: now the friendzy only allows you to run, not to hit survivors, and the cooldown is increased to 8 seconds


    LMAO! Nice one

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405943#Comment_1405943

    Maybe learn to play killer properly, if you think its fine to tunnel or camp. I got to rank 1 as Trapper only without resorting to such pathetic methods. Its pretty easy.

    The issue people have with you is not your having an opinion it's how you choose to express it. Being egotistical and condescending is not a good way of getting people to listen to you. It only serves to make you look like a dick.

  • @Cancan71 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405799#Comment_1405799

    I think you misread my post. This isn't a discussion about the Pyramid Head change, this is about the obsession mechanic and how it encourages tunneling. I only talked about Pyramid Head to draw similarities to how the obsession mechanic encourages tunneling. I was looking at this mechanic from a general killer view, not a Pyramid Head view.

    Plus Pyramid Head would be the one killer unaffected by this proposed obsession change, as he can use his changes to avoid DS.

    Just to point out, there being an obsession wouldn't tell the survivors that the killer has an obsession perk unless the team is full swf. A full swf could tell each other what perks they have. If it's not a full swf the survivor(s) outside of the swf could have obsession perks.


    It's more informative for the killer if there is an obsession for reason OP already stated but only if the killer did not bring an obsession perk.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403263#Comment_1403263

    I know. It's just sad though because it's hard telling when that will be. It was supposed to be released in June, but they recently stated that they're doing more tests, and if those tests proved fruitful then it will be released soon, otherwise it will require more tinkering. And God only knows how long that could take.

    Exactly

  • They're working on it. They won't tell us when it will be released until it is closer to its release date.

  • @ItzNobody said:

    'Cruel Limits' is a killer perk belonging to The Demogorgon. Each time a Generator is repaired, all Windows and Vault Locations within a radius of 24 meters from the completed Generator are blocked for all Survivors for the next 20/25/30 seconds.

    Cruel Limits is a unique concept in of itself, a perk which reacts to the Survivors completing their objectives rather than hindering their progress. Though the idea has been implemented in other perks, examples being Fire Up, Hex: No One Escapes Death, and Blood Warden, Cruel Limits offers its own response in blocking half of a Survivors defenses. A default Survivor stripped of perks and items is offered two means of defending themselves against the Killer, a Vault Location/Window and a Pallet to drop/vault over.

    Unfortunately, Cruel Limits suffers from several flaws based on my experience.

    The numbers.

    By itself, Cruel Limits sounds appealing when you leave out the numbers detailing its range and lasting effect. One can argue that 24 meters is a wide enough range, close to the terror radius of an average Killer, and should remain in that form. However, maps such as The Game, Rotten Fields, and the Yamaoka Estate are a few examples of realms that offer very low numbers of windows and vault locations, therefore Cruel Limits may rarely come into effect at all. On the other side, maps like Lampkin Lane and Léry's Memorial Institute offer a high number of windows and vault locations, so Cruel Limits will provide an outstanding effect on those maps as well, correct?

    Well, in theory yes. That is when we come across the second flaw, it's usage.

    Even if Cruel Limits were to block nearly a dozen windows/vault locations for 30 seconds, the Survivor(s) is still offered plenty of space to escape. A pallet if utilized correctly can postpone the Killer for close to or around 30 seconds, thus after the first attack the Survivor may use their increased speed effect from being damaged to escape the confined space and seek shelter elsewhere, where the perk has no effect. That is to say the Killer would be present at the completed Generator to savor the full 30 seconds of Cruel Limits, which again would only function in theory.

    The awful truth I have learned from usage/experience from this perk is that Cruel Limits can only partially guarantee the promise of one hit attack to a Survivor, and that is strengthened when the perk is supported by Tinkerer so that you may utilize all 30 seconds of its blocking effect. Even then, the realm you have been given might not be in your favor, the selected Generator spawned in may not have windows/vault locations nearby, and the effect can only do so much to halfway promise you one hit on a Survivor or two.

    In short, Cruel Limits does not offer much to promote its usage. So how do we fix this?

    I have wondered if buffing its effects would be the correct solution to this, simply increasing the effect and range of the perk would not be enough in my opinion. A rework would be needed. A quick overview of The Demogorgon shows that it focuses on impacting both the environment and its inhabitants in unexpected ways, damaging nearby Generators through its attack in Surge and exhausting Survivors repairing Generators through Mindbreaker.

    So, let's offer new ideas for Cruel Limits which affect either the environment or the Survivors.

    My idea would be this.

    Cruel Limits: Any 3 Vault Location(s) used while in a chase will be blocked immediately after for 10/15/20 seconds. Cruel Limits will have a cooldown of 20 seconds for each Vault Location blocked, up to a maximum of 60 seconds. Auras of Blocked Vault Locations will be revealed to you in a Yellow Aura.

    This would allow Cruel Limits to be much more reliable for chases and offer it better perk synergy, while in theory remaining true to the Demogorgon's focus on impacting the environment and the Survivors in unexpected ways. The idea is that this perk lives up to its name, limiting the Survivor(s) from using the same vault twice while in a chase, forcing them to be on the move or make better use of any pallets nearby. To keep Cruel Limits from being too much, the cooldown increases through every vault it blocks, so the more effective it is the longer it takes to use again. This way the perk would be balanced, at least in my opinion it would.

    Do you agree or disagree with my proposed change for Cruel Limits? Support your thoughts and if you have other changes in mind, feel free to share your thoughts and share this idea in case the developers were to notice.

    Very well thought out and great suggestion overall

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