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KingFrost

KingFrost

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KingFrost
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  • I mean... killers and survivors only have a couple of good perks worth running. Why would you run anything else? Also, no Starstruck on Nurse too? For shame!

  • Only when they leave me on the hook for no good reason. It's like the solo queue experience all over again. But the anger subsides quickly.

  • Casual Mode:

    • Everyone earns 16,000 BP regardless of results
    • Survivors can pick themselves up off the ground infinite number of times. When picking themselves up they get 10 seconds of the endurance status effect.
    • Survivors who are hooked, respawn instead of being hooked. They respawn furthest from their current hook
    • Survivors have infinite number of hooks
    • Gens reset after 4 minutes. Only 4 will spawn, and they will spawn on the same side of the map.
    • Exit gates can never be opened
    • Lethal Pursuer is base kit for Killers
    • Corrupt Intervention is base kit for Killers
    • If survivors haven't been in chase, touched a generator, healed another survivor, or cleansed a totem, they will begin to receive idle crows after 30 seconds. Idle crows only go away after cleansing a totem, entering chase, fully healing another survivor, or having completed 20% (16 seconds) progress on a generator.
    • 3 v 1 instead of 4 v 1
    • Idle Crows spawn in a locker after 20 seconds
    • Deerstalker is base kit for Killers
    • Killers lose collision after 15 seconds of standing still
    • Matches end after 12 minutes
    • Similar to KYF, killers can use any perks, Survivors can use any perks, same with add-ons and items


  • How to Counter Spirit:

    Step 1: Play Trapper, Wraith, Hillbilly, Nurse, Hag, Doctor, Huntress, Myers, Bubba, Freddy, Pig, Clown, Spirit herself, Legion, Plague, Ghostface, Best Dog Demo, Oni, Deathslinger, Pyramid Head, Blight, Twins, Trickster or Nemesis.

    Step 2: You are now safe from Spirit killing you. Get countered!

  • I play both sides pretty often. I've had more killer games today than Survivor games, but that's partly grinding this rift. 2 Glyphs down, 3 to go.

  • Crossplay is a bit of a blessing and a curse. On one hand, the framerate is awful. On the other hand, matchmaking... yikes. I used to play on Switch. The playerbase was really small, and you'd face the same people pretty often. Which wasn't too bad, but it's nice having matches where I don't run into the same people in the very next match. (I literally had a game where the killer who killed me was a survivor in my next match as Killer on Switch)

  • Dwight - Leader. Not a bad perk by any means, just weaker than Bond and Prove Thyself.

    Meg - Quick and Quiet. Also a good perk, but Adrenaline is very strong (if only situational) and Sprint Burst is extremely strong.

    Claudette - Self-Care. It's okay, but very slow healing.

    Jake - Calm Spirit. Against Doc, it's useful. Anyone else? Eh... maybe someone with Infectious Fright.

    Nea - Streetwise. People really underestimating how useful Urban Evasion can be because so many people use it badly.

    Laurie - Sole Survivor. Worst perk in the game.

    Ace - Up The Ante. What's even the point of this perk?

    Bill - Left Behind. By far. Only works if you're the last survivor left like Sole Survivor. But at least helps you find the hatch.

    Feng - Technician. Way outclassed by the other two.

    David - No Mither. Yeah.

    Quentin - Wake Up. A couple seconds off opening the exit gate. Yay?

    Tapp - Stake Out. Pretty useless.

    Kate - Boil Over. Does nothing.

    Diversion - Wow. Somehow Autodidact and Diversion. Sucks to be Adam.

    Jeff - Breakdown. Aftercare is pretty good. Distortion can be useful sometimes I guess. Though way too limited.

    Jane - Poised. Especially now that Lucky Break is a thing.

    Ash - Buckle Up. Man he's got some useless perks.

    Nancy - Better Together. Solid perk, but outclassed by Fixated and the best healing perk in the game.

    Steve - Camaraderie. Unless you're in a tournament, it's not very useful.

    Yui - Any Means Necessary. Perk is made useless by killers breaking pallets, and has a long cooldown.

    Zarina - Red Herring. It's diversion, but somehow less useful.

    Cheryl - Blood Pact. Requires you to stick by the obsession.

    Felix - Visionary. Tough call, but Built to Last can be pretty useful.

    Elodie - Power Struggle. That's right. You'll get to use this 1 in maybe 50 games. Has to be paired with flip-flop to get use usually.

    Yun-Jin - Self-Preservation. Exhaustion Perk, Perk that gives Gen progress, and... yeah, this.

    Jill - Blast Mine. Jill has some great perks when Blast Mine is the worst. A decisive strike for kicking a gen is pretty powerful.

    Leon - Bite the Bullet. Definitely.

  • @OniWantsYourMacaroni said:

    Killer players:"Just do the bones"

    *Survivors actually do the bones*

    Killer players:"Noooo :( "

    "Hate NoED? Just do Bones Nerd!"

    "K. Glad the Devs gave us Counterforce and Small game to make it easier to do."

    "NOOOOOOO! NOT LIKE THAT! YOU HAVE TO WASTE TIME FINDING THEM"

    "Also, I've got an archive to do Bones. Nice."

    "STOP WITH THE BONES"

  • @Kumakx said:

    I would rather reduce perk tiers, so you need less bloodwebs to p3 50, rather than making it cheaper, so you get more bloodwebs. or put even more perks per bloodweb. How come? Because more bloodwebs = more iri addons, instaheals, keys, moris, etc. to pick, so stuff that usually swings game in one side greatly. Who enjoys playing against silent bell wraith. instadown huntress. Iri king and queen doc. 4 keys on survivors, wall licking, waiting for hatch to spawn? 4 BNPs?

    But on the other hand, i will take ANYTHING that reduces grind tbh. its unreal, even after 4 perks in single web update.

    I definitely understand this concern. I've faced a few Silent Bell Wraiths recently, and that's with our current bloodweb system. I wouldn't be opposed to eliminating perk tiers entirely. (I think they should address things like insta-heals and BNP's and some of the iri addons that are a bit too strong. Obviously, they're already addressing keys)

    I just think this way might be the way to go, because it also reduces the cost to get teachables unlocked, while a new player is still going to have to spend roughly 50,000,000 BP to unlock all perks if you eliminate perk tiers.

  • It really doesn't, because it's one of the only perks that encourage players to play a little suboptimally. Which is, together instead of split up.

  • "Hook the obsession 4 times. Complete this in one trial.'

    "Complete 4 generators with the perk Dark Sense. Complete this in one trial."

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2247470#Comment_2247470

    okay but no seriously is there a claudette in that image or did i just waste 10 minutes?

    Spoiler Spoiler Warning ▲▼

    There is. It's on the Right Side.

  • I'm looking forward to Lethal Pursuer. Pretty much a guaranteed chase within the first 20ish seconds of the game.

  • Keep checking on Sony Direct. That's where I got mine. I was lucky to find it before Thanksgiving. I'd say PS5 is probably a better bet than PS4 anyway, because it runs SO much better on PS5 than PS4. The difference is night and day. Good luck!

  • I feel like when killers do this, it ruins the game for four people, too. Had a Doc yesterday do nothing but stand at the exit gate. Nobody earned more than 13k or a pip. The killer got 0 BP. We didn't even get a safety pip, because we didn't have enough benevolent or evader points.

  • Survivors excuse Nurse's, because most Nurse's you run into aren't very good. And a Bad Nurse will get destroyed by a survivor with half a brain.

    Killers excuse Nurse, because they like their toy. They see it as: Survivors have SWF, Killers have Nurse. (You'll even see it in this very topic!)

    Is Nurse a problem? From a balance standpoint I'm going to give an answer killers really won't like: Yes, she's a problem. She's why they can't have too many good things, because on Nurse they'd be super oppressive. No other killer can ignore the game's basic mechanics in a way she can. Hag comes close, but even Hag doesn't reach Nurse's level. Nor does Spirit. Spirit has problems of her own.

    I think before we even begin to address Nurse, though, we need to bring other killers up to at LEAST high B tier. Any killer below that level needs some buffs, so that more killers are viable. Only then should we really start to think about addressing her (or even if she needs addressed at all, if Solo Queue gets buffs as well.)

  • It can be asking for mercy, or just telling you "Thanks for the match." Just one of the few nice actions a survivor can make toward a killer. It's like saying "Take this." Even though obviously you can't. (But man, do I want firecrackers on my killers. THey'd be super useful.)

  • selfcare.jpg dbdmeme.png

    Two of my favorites.

  • Sorry! The only Jonathan I ran into ran a Haddonfield offering. So clearly the word has spread, and killers are avenging me. Not your fault, I'm sure.

    Are you really being tunneled though if they've downed another survivor in the meantime?

  • Pig needs some rebalancing. In some respects, she's too strong. Good luck beating a Pig if you have one potato teammate, or two teammates bad in chase. In other respects, she's far too weak. Nothing in her kit to help her in chase. Her stealth is the weakest in the game. I've gotten a grab with her before, but usually only against people who aren't paying attention. She needs some tradeoffs in each area to make her a better killer. Faster while crouched, longer ambush, and then maybe normalize RBT's a bit. (1 RBT takes 1 search, 1 takes 2, 1 takes 3, and 1 takes 4. You could even change the timer based on how many searches you have to do, with 4 tries having more time to do it, and 1 search having a LOT less

  • I mean Ruin can be cleansed in 11.2 seconds into the match (at least in theory). They both provide pretty strong effects (though sometimes Corrupt just doesn't do enough tbh, because survivors either hide it out, or they spawn on a generator. Neither of which are particularly fun). The effects of the perk are meant to get a faster start, which is when the killer is weaker. So kind of like a reverse NoED, except survivors can't remove it before it does anything.

    Some perks you won't get use out of at all in some trials. If you get hooked first? Say goodbye to that deliverance. But deliverance is still a strong perk.

  • 2v8 simply wouldn't work. Too many balancing issues. Not to mention server issues.

  • @gilthadas said:

    Nah, if a killer wants to be toxic enough to prod someone into Dcing they shouldn't be rewarded for it anymore than as is..

    I had someone DC on me yesterday because I closed the hatch.

    ...4 gens were all that were done. (Yes, they had a key. Yes, all three of them wanted to get out. Only one of them did. Guess they should've just left if they wanted to use that key.)

  • It depends. If the killer ignores you, then you should be sitting on a generator instead of following a teammate around to make sure they don't get hooked, and trying in vain to take aggro. If the killer chases you, definitely take aggro.

  • Looks like they have one Med-Kit, which doesn't seem so bad. Now when they have two flashlights and two medkits, that's when I worry. (And if I have Franklins, I probably put it on)

  • Tip: When facing a pig, don't do the box nearest the hook. Also, you might want to run an exhaustion perk. Dead Hard is a good one to get a bit of distance when coming off the hook.

  • A good hag only needs one or two traps around basement. You can usually judge how good a hag is by how many traps they place around the hook. If it's 5, you know they're probably not very good. If it's one: Watch out! They're probably solid or better. There are exceptions (some inexperienced hags also know you don't need 10 traps around a hook)

  • I had a Jonathan in a game tonight. He appeared as Jonathan to me. (He also brought a haddonfield offering, so I officially hate Jonathan Byers. Steve all the way)

  • Survivors you meet in game are far more likely to complain to you (either as a teammate or a killer) than Killers, but Killers are more likely to complain on the forums. I'd say both sides are pretty equal overall. I feel like killers complain on forums because they're outnumbered by survivors in game, while survivors are more likely to complain directly to the people they blame for their loss because survivors outnumber killers.

  • Scott Jund has also said that he doesn't like the idea of MMR, so I'm not sure why you're really using that in your argument other than you think MMR is inevitable. (I'm not sure it is, given how it's not active right now, and won't be anytime soon) But even with MMR, SWF still have an advantage that solo players don't have. It's an advantage that should be mitigated in order to properly balance the game. I tend to agree with him on MMR, because I think DBD has context to it that a player can judge, but that an algorithm cannot.

  • Unless you're running "Better Together", usually your team doesn't know you're on that generator. And if they're being chased, they're going to go the only places they can go or else they go down, and then someone's going to have to come off a generator anyway to go save them unless the generators are almost done. Which is much more likely if they pick a safer area to run in.

  • I mean this is your typical troll. They want attention. I'd suggest not giving them any.

  • I think the problem is that wait times would get excessive for survivors who just want to play with their friends, or they end up facing strong builds with strong add-ons constantly, even though they aren't a 5000 hour Survivor Team 6. I mean just because people are in an SWF, doesn't mean they are: 1. On Comms 2. Super coordinated 3. Amazing at the game. Overall, I think it'd make things less fun for people just playing with their friends, and make SWF only for people who are super coordinated. Also on some platforms, you can get into party chat with players you load into the match with.

    The SWF advantage can only really be reduced by buffing solo, then buffing killers to compensate. That way a killer won't need to run things that are super strong, or if they're in an SWF because the experience won't be much different than a solo team.

  • I hate that map too. Got it this morning first thing. Just trying to do a myers daily, and the two two-man SWFs hide out the entire duration making me want to RIP MY HAIR OUT.

  • I think those are pretty good ideas, though I can't see BHVR ever doing them. They can barely give us Double BP events.

  • Yeah, we could use another Double BP event. Or at least another 1.5x BP event like we had last year. It'd be great for the new players coming in, and the old players tired of the grind. Cause the grind is gargantuan at this point, and now we're adding 3 new characters. Us both sidesers can't handle it.

  • Use Repressed Alliance, geez.

  • @DecisiveDwight said:

    Probably needed to complete the left behind challenge in the time it's annoying at the best of times but since that challenge you get people just chilling,working with killers and blending while doing nothing but totems all game they also like to key out early.

    Oh man I hate that challenge. I did finally get it when I plundered a key. Faced this poor Demogorgon who had two kills, but then the last two of us escaped through the hatch (I had an offering for it to spawn near the main building, cause I'm TERRIBLE at finding the hatch even with left behind). Could've also been a totem challenge. There's that one that requires you to cleanse FIFTEEN.

  • Okay, when people make topics like this -- please explain what the add-ons do. Cause all of us haven't memorized the 400 some add-ons do. Yeah, it's easy to look things up, but it'd be nice.

    I'd say no, though. They should, however, give him slightly increased turn rate. I think that'd help him and make him more fun to play.

  • I feel like flashbangs will help this issue. Drop a flashbang to make it hard for the bubba to hit anything, then a teammate gets the unhook with BT. Though if you're in the basement, well.. you should've stayed away from the basement as soon as you found out the killer was Bubba. And if they run lightborn, well... yeah. Not much you can do there, but it's one less perk they can dedicate to getting you in the basement.

  • Pig can now instadown survivors with her ambush attack.

    You said buff them, you didn't say don't overbuff them.

  • New meta: Realize it's just a video game, and insulting other people (teammates/killer) is unnecessary and though it may make you feel better-- just remember that only people without skill need to knock other people down to make themselves feel better.

  • Faced a Huntress earlier today. Pretty intense match. I'm the only one left in the game after she hooks the last survivor. We managed to get a couple of gens done, after having a rough start. I go to the exit gate after she closes the hatch, and I start opening it, committing to it instantly. She hits me with a hatchet as I'm opening, then I get it open, the door doesn't open in time, but I dead hard past a hatchet, and ALMOST make it out... only for her to down me, and pick me up. Then, she sets me back down and lets me go. I'll never know why, because we weren't on the same platform. But it was very nice of her.

  • Hmm... one of these:

    -Spirit with Rancor, I'm the obsession. She downs me near the open exit gate. She then goes to defend the hook, and I crawl through the exit gate.

    -Huntress who catches me at the exit gate, and I ALMOST make it out, but she hits me. She was nice enough to let me go, though.

    -Infinite Tier 3 Myers with Tombstone Piece. I managed to get the Hatch after he killed the last survivor. But man it was a heartpounder. Super intense. Hope he wasn't going for the challenge.

  • Next up: "Hook the Obsession 12 times. Complete this in one trial."

  • On the other hand, at least you won't be worrying your team will leave you to die on first hook.

    But TWENTY is insane. I was lucky to get 1 unhook in my last game cause the killer spent most of the game chasing me.

  • I don't think the devs understand how much of a deterrent the grind is for new players. And it's only going to get worse. The grind increases by roughly 26% each year! That means that in 4 years, the grind will have doubled. At this point, it's pretty much impossible to catch up. The devs need to do something about the grind. The best solution IMO is still simple: Cut the cost of all items in the bloodweb by 2000 points.

  • I see Oni's doing this all the time. It's why I don't like going against Oni as much as other people. "Oh he's fun!" Yeah, as long as you have at least one teammate who can stay up or has unbreakable.

    Personally, I don't do this. I once had three people in basement at one time as Trapper in early game. 5 gens still up, they really screwed up. But instead of just killing the fourth guy, I went to the other side of the map to give them a chance. Wound up being a much more fun game. Still got a 4K, got a lot of BP, and they did too. I just don't care about winning as much as other people do I guess. For me, the fun is in the match.

  • Getting people to boop the snoot. I'm sad at how many refuse.

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