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KingFrost

KingFrost

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KingFrost
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  • Yeah, it's hard going for adepts when you can't have an exhaustion perk to help you escape from the hook. You have to HOPE your teammates have BT. Best thing you can do is probably just avoid the killer most of the match, and work on gens when it's safe. Maybe do totems instead, since the killer can't see where those are.

  • @dezzmont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2022520#Comment_2022520

    Surveillance is also a good perk that sees mid level meta play at red ranks due to how important gen defense is and how you almost always need to run a regression perk on her anyway, be it ruin, pop, or oppression.

    But yeah it would be completely dreadful especially for killers. Imagine trying to play trapper! Or demo!

    Surveillance is okay, but it was better with the bug. And if you have decent gen sense, you know which gen survivors are working on. Most Pigs really need perks to help in chase, since her power doesn't really help her.

    Trapper wouldn't be too bad. Agitation is a pretty good perk, and Brutal Strength isn't bad either. All Demo's would be running Surge, and all Wraiths would be running Shadowborn. Meanwhile Huntress would always run Lullaby because her perks are also garbage.

  • This is a terrible idea. Imaging having Ash P3 Level 50, but having to use Mettle of Man, Flip Flop or Buckle Up. You'd never see another Pig. No more snoot to boop. Seriously, her perks are garbage. The only slightly viable perk would be Make Your Choice, and even that's kinda iffy.

  • @Exerath1992 said:

    Question about the power. If you ignite a healthy survivor, how long does it take to become injured? If its anything shorter than 30 seconds per health state, its pretty broken. Just gotta keep chase to get a guaranteed down.

    I like the perks

    Good question. Not sure how the power would work. She'd either need some sort of cooldown, or maybe she'd have to go around recharging her power somehow. Couldn't just throw infinite fireballs. That'd definitely be OP.

    @Lefrongo said:

    I remember this game series, sad that the game didn't continue further. Also the hex for this killer would be somewhat tricky and slightly OP but I guess if the survivors do each totem I guess it would help.

    The timer might need some reduction. But I think it'd be cool to turn every totem into a hex totem. You could even run it without any hex perks, and survivors would think "DEVOUR" or something like that, and they might actually cleanse totems for fear of what it might be.

  • I remember one night every match was Rank 1 Nurse main like 4 games in a row. My last game that night was against a Doctor IIRC. which is kind of funny. (I thought the match would never end, though. We got 3 gen'd HARD, and Doc would NOT leave his area, which gave us time to heal) Though the Claudette wouldn't let me heal her, even though Doc had sloppy butcher. She just selfcared the whole time. Me and my friend managed to get the last gen done eventually. I think Doc either gave up on it, or didn't think we'd have time to finish it.

  • @Anniehere said:

    She is not a Fog Whisperer, right?

    Her behavior is disgusting to say the least and she adds more toxicity to the game. Her fans encourage her to keep going and further praise her for what she said to that deathslinger player.

    I don't understand why people support her, and where are all the people who see her behavior as inappropriate?

    Just a shame.

    They're Simps.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2022267#Comment_2022267

    There’s a reason I do them as survivor. You’re literally throwing the match doing them as killer

    As opposed to throwing the match when you have three teammates who are relying on you?

  • @Phasmamain said:

    I spent like 5 minutes on midwich trying to find a glyph. Safe to say my teammates weren’t happy

    You should be doing Glyphs as killer tbh.

  • And you just know this is a survivor that runs DS and Unbreakable. Toxic deserves Toxic IMO, so hopefully they get nothing but Forever Freddy's with Freddy mains with 6000 hours for the rest of their days.

  • One change I'd make:

    Exec: "It goes away? Why?"

    Dev: "Because."

    Exec: "That works."

  • Depends on the streamer. Some are nice guys, and I don't mind them. But then you have the trash talkers, and they're kind of annoying.

  • It's not that hard. Might have to grind it a bit. Also, apparently if the killer DC's you get 3 escapes counted. (Had a Myers DC because he got a glitch)

  • Took me a long time to realize Devour Hope's icon was a face.

  • The keys suck, but the BT isn't bad. And you got a 3K. Also, not a single DS.

  • My addiction is Save the Best for Last. Getting hits without it just feels... wrong

  • I mean if survivor escape too qucikly/without chases they depip too. Nobody gets hooked, they don't get any benevolent points. No chases? No evader emblem.

    • Had a Nea farm me off the hook twice. She blocked me from leaving, and was clearly working with the killer.
    • This Claudette who self-cared with sloppy butcher, and wouldn't let me HEAL HER when I had Botany Knowledge
    • Had a 2 man SWF just leave through the hatch when I completed the fourth generator. When I had been getting saves, doing gens, and everything.
  • @DarkAster said:

    Most underrated killer?

    Most underrated killer perk?

    Most underrated survivor perk?

    Underrated Killer: Billy. Leatherface is probably better now, but Billy's still very good. Even with the changes they made to him. He's just not quite as good.

    Underrated Killer perk: Mad Grit. People overlook it, and you might not get value out of it. But when you do man does it feel good.

    Underrated Survivor Perk: Botany Knowledge. Killer has Sloppy Butcher? No problem. You have a medkit? It lasts longer. Healing another survivor takes less time too.

  • I threw a game trying to get the any means necessary challenge in section 2 of the archive. (I'm sure the killer was like "######### is this Kate doing?). This one seems like you should just throw a pallet early, then wait by it and hope the killer comes your way and stun them with it. If I see someone doing that, I'll just assume that's what they're doing and let them stun me. Hopefully they'll appreciate it and go work on totems or something.

  • I try to be a good sport. If someone dc''s, I'll usually try to farm with the rest. No reason to make anyone else's life miserable.

  • Tier 37. Making decent progress.

    Not sure which rift has been my favorite. Maybe Tome III or Tome V. Both had mostly reasonable challenges. Tome 2 sucked because of the key challenges which aren't fun for anyone. Tome 1 had the dumb dark sense challenge.

  • Reduce the number of knives it takes to get a injury.

    Knife Wounds should not regress automatically. Survivors should have to mend to remove them or something similar.

    Ricochet should be base kit, just to make him different from Huntress. Also makes him more fun to play.

    Main Event should have him throw knives in multiple directions at once.

  • A 600 lb man can walk 10 mph?

  • Survivors won't know it's active until they get there. It's 40 seconds extra of game time. Pair it with NoED for a good end game build, and it could be quite scary. Add on Remember Me, and yikes. You can also add Bitter Murmur for a fairly nasty end game build.

  • Med-Kit: Occasionally. If I've got plenty of em'.

    Toolbox: Only if there's a sabo daily or rift challenge. Or "Use X number of Toolboxes" in which case I'll bring a brown one.

    Map: Only if there's an archive challenge. I like maps, they seem pretty cool. But I don't like using them.

    Key: Never. Even for the archive, I'll just plunder one if I have to.

    Flashlight: Only if a challenge requires it. I'm not good with flashlights.

    Firecracker: Never, I'm SAVING THEM OKAY

    Never use the Iri add-ons for any item, either.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006159#Comment_2006159

    It wasn't really a buff, but just a little thing to help make it easier to use. Sometimes people finish a medkit with a syringe or styptic and are unable to use it, it would fix that.

    The trapper thing would be pretty cool and helpful.

    That would also be nice and convinient. We could even have a daily and challenge reminder by pressing escape so we can see our progress towards them in a game.

    Btw, you can collect one daily at a time, just click the little check mark

    It might let you on PC, but you can't on PS5. Whenever I hit X it always selects all my challenges instead of just the one I want to claim.

  • If 3 gens pop while you're in chase, find the 3 gens closest to one another, and create the "Killer Zone". Don't chase survivors out of that zone, and don't let them work on gens in that area. Try to hook survivors in the zone unless you have to go out of your way to do so. Corrupt Intervention certainly makes this easier.

  • I mean yeah, BNP's are pretty disgusting. But that doesn't mean gen speeds are unbalanced. It means that BNP's are unbalanced. Both sides have some outrageous stuff they can do. I'd say BNP's should have a new effect instead of erasing 25% (20 seconds) on a generator. That's 80 seconds -- a full generator if the whole team brings them.

  • Otz is non-toxic, tries to view things from both sides, he rarely gets salty, doesn't blame SWF for everything. And he occasionally plays Survivor. You can learn a lot watching him. Helps that he's just friendly. Sometimes he'll run powerful stuff, but not always. And he'll run meme builds sometimes.

  • Survivor Side:

    Deja Vu

    Babysitter

    Lucky Break

    No One Left Behind

    Solidarity

    Off the Record

    Buckle Up

    Poised

    Flip-Flop

    Boil Over

    Killer Side:

    Overwhelming Presence

    Unrelenting

    Predator

    Bloodhound

    Hang Man's Trick

    Gear Head

    Dying Light

    Overcharge

    Surge

    Spies from the Shadows

  • @EvilJoshy said:

    I feel this mentality is BHVRs fault. Survivor's are used to getting what they want because they are the majority. It's not just killer's and their add ons that cause people to quit. I've had people rage quit because they were the first one to be found. I think we need a penalty for giving up on your first hook. Put in some requirement:

    • If your on your first hook, you struggle to kobe and fail, you do not even bother to struggle then you get a dc penalty.
    • If you were on the hook for a good amount of time and you struggled, no penalty. The killer could have been camping or your team just did not attempt the save.
    • If your killed within the first 4 mins of a match, dc penalty. You either suck or you gave up.
    • If your the last 2 people left in a match no penalty. I've gone an entire match without being hooked. It was down to me and one other teammate. I got caught. The killer was doing well so all gens weren't complete. I gave up on the hook so my teammate could find the hatch.

    I've heard a lot of bad ideas on this forum, but this is probably the worst.

  • @Nun_So_Vile said:

    Similar stuff happened to me tonight after tossing a pallet. I had to play the tape over and over because it was just so unbelievable that it's 2021 and this game is still suffering from the same issues it's had since the beginning. Had to put it down for the night and take my mind off it with some Diablo. Hopefully, your next match is better.

    I dropped a pallet when Billy started charging his chainsaw. The Chainsaw went through the pallet, and downed me. Billy was stuck on the other side, and had to break the pallet. If it were Lopro chains, the pallet would've been broken and I'd have only been injured. I wanted to SCREAM.

  • I'd rather just move on to the next game when I'm up against a Forever Freddy, and Generators aren't getting done. Same with High-Tier Nurse Players. Just not much point in those cases. I can be waiting for the next game, and maybe get to actually play. Iri Head Huntress with decent aim fits in there too. Rusty Shackle Hag who traps right at the hook is another. Especially when my teammate gets immediately grabbed before being unhooked. Go ahead, play however you like. You want an insta-win, I'm just making it faster so I can move on and actually, you know, play.

  • As much as I end up exhausted on the ground, I'm not sure why Dead Hard needs a nerf.

  • @LittenKitten said:

    Very good idea! However, I think it is a little bit weird that Haunted Grounds needs to be tier 1 or 2 for organikoskinesis to extend it. I think it should extend all tiers of haunted grounds.

    It's mostly because I'm not sure how that'd even work. Haunted Ground is already active for 60 seconds after being cleansed. So I'm not sure it'd have any effect.

    Like right now, if Ruin is cleansed all gens start regressing.

    With Organikoskinesis, if Ruin is cleansed, Gens would still regress for another 60 seconds.

    With Devour Hope, if you have 3 stacks, Survivors would remain exposed for another 60 seconds after being cleansed. (Moriable with 5 stacks)

    But with Haunted Ground the exposed status effect occurs after cleansing and in tier 3 lasts 60 seconds already. (After which point, Organikoskinesis wouldn't do anything).

  • Honestly, more than anything the killer needs direction to go at the start of the game. It's hard to generate pressure when you have no idea where survivors spawned in.

  • They should put 25,000 BP in each. For a total of 1,200,000 BP.

  • Running from the killer is a lot more fun and exciting than hiding. You change the game to focus more on stealth, and you basically make Claudette P3 the only viable survivor. You kill all the cosmetics, which people have spent actual money on. My LEAST fun games as killer have been games where the survivors just spend the entire time on that damned swamp map, immersed in the environment.

    I think most killers are viable at red rank. Not tournament viable, because the game isn't designed for four survivors who are working together. But that's a separate issue altogether. (Hag is Tournament viable for sure, though. She's at least as Strong as Spirit)

    Give killers a stronger starting point, give solo survivors some buffs, and you've probably got a more balanced/fun game. Nerf looping, and you take one of the few skill based move a survivor can make, and remove it from the game.

  • I just wanna move my BP, my shards, and my auric cells from my Switch to my PS5. I've already bought everything else.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006374#Comment_2006374

    I like this idea but still this helps the late grind what about the early grind

    To help the early grind, I'd say add a new bloodpoint category: Participation. 8000 BP no matter what happens in the trial. This increases the amount of BP earned to 40,000 per match.

  • I've had games where I safety pip, but I lose a pip. And games where I gain a pip (and the game shows that I leveled up) but then I stay the same. It seems to occur randomly.

  • Twins should be deleted from the game. I don't think there's any fixing them. The idea was neat, but it just doesn't work IMO.

  • Survivor:

    1. Spine Chill
    2. Iron Will
    3. Dead Hard
    4. Kindred
    5. Detective's Hunch
    6. We'll Make It
    7. Inner Strength
    8. Fixated
    9. Borrowed Time
    10. Quick and Quiet

    Killer:

    1. Save the Best for Last
    2. Pop Goes the Weasel
    3. BBQ + Chilli
    4. Corrupt Intervention
    5. Whispers
    6. A Nurse's Calling
    7. I'm All Ears
    8. Thrilling Tremors
    9. Monitor and Abuse
    10. Agitation


  • To the left of the comment box, there's' a paragraph symbol. You click it, then hit H2, then select H2 again.

  • Too Clever for their own good:

    -Dead Hard

    -Lithe

    -Balanced Landing

    -Head On

    (You can trick killers into thinking they know which Exhaustion perk you're running, when you're actually RUNNING THEM ALL. Except Sprint Burst, because that'd make all the perks totally useless. As opposed to mostly useless)

    Final Girl

    -Sole Survivor

    -Decisive Strike

    -Head-On

    -Wake Up!

    (When you're the last one left alive, your chances of escape if the hatch gets closed go up substantially)

    The PSychic

    -Spine Chill

    -Premonition

    -Dark Sense

    -Alert

    (For the Psychic in horror films who predicts the coming of the bad guy)

    You Can Run, But You Can't Hide

    -Stridor

    -Whispers

    -Blood Hound

    -Sloppy Butcher

    (Good luck to any injured survivors trying to hide!)

    Unstoppable

    -Spirit Fury

    -Enduring

    -Brutal Strength

    -Fire Up

    (Pallets? Sounds delicious.)

    Speed Demon

    -Play With Your Food

    -Agitation

    -Bamboozle

    -Hex: No One Escapes Death

    (Killer goes ZOOOOM)

    Master of stealth

    -Monitor and Abuse

    -Trail of Torment

    -Dark Devotion

    -Tinkerer

    (You'll never see it coming!)

  • Bloodpoint Costs:

    P0

    • Common: 3000 BP
    • Uncommon: 4000 BP
    • Rare: 5000 BP
    • Very Rare: 6000 BP
    • Ultra Rare: 7000 BP

    P1

    • Common: 2000 BP
    • Uncommon: 3000 BP
    • Rare: 4000 BP
    • Very Rare: 5000 BP
    • Ultra Rare: 6000 BP

    P2

    • Common: 1000 BP
    • Uncommon: 2000 BP
    • Rare: 3000 BP
    • Very Rare: 4000 BP
    • Ultra Rare: 5000 BP

    P3

    • Common: FREE
    • Uncommon: 1000 BP
    • Rare: 2000 BP
    • Very Rare: 3000 BP
    • Ultra Rare: 4000 BP

    Sliding scale of costs to offerings. People would then be encouraged to actually prestige everyone, but the cost to do so would be drastically reduced.

    Right now to P3 every character (including the Trickster and the new survivor) it'd cost ROUGHLY 567,000,000 Blood Points to max everything out. Assuming you earn a perfect 32,000 BP each game with full stacks of WGLF or BBQ + Chili, and someone offers Bloody Party Streamers every game, it'd take you 5907 games or so to max everything out. And that's Best Case Scenario.

    Under this new system, it'd instead cost ROUGHLY 312,000,000 BP, a reduction of a little over half. I think it'd be fair, and players would be rewarded for prestiging characters.

  • I don't think Styptics need a buff.

    Here's some QOL changes they should make:

    • Let Trapper carry 2 traps at base. There's an add-on that does this, so it'd take like 10 minutes at most to program. Could even be included in a hot fix.
    • Allow one survivor and one killer challenge from the rift to be selected at once
    • In game menu should have a list of dailies and our progress toward them. Same goes for the rift challenges.
    • Allow us to select one daily to collect, instead of collecting all. Sometimes you just want to save challenges.
  • Kate because she has cosmetics I like the best, and she's very attractive.

    I don't have a killer main, really. Though if I had to pick one, it'd be Pig. I love her RBT's, and the sound she makes when she gets stunned is adorable.

  • Totem Count, Chase Indicator, and Killer Proximity to Hook Indicator.

    Killers freak out, but the truth is: Until we close the gap between Solo and SWF, killers can't get the buffs they desperately need. These things are necessary to close the gap, because they're information SWF's on coms get for free. But killers freak out at the very suggestion. It'd be so much healthier for balance in the long run.

  • I finally got this one. Managed to get the last second of a heal on a downed survivor against a Huntress. Then, when she downed her next survivor, I used For the People to complete the challenge. We all got out. I got lucky, though, cause she was slugging when she probably shouldn't have been.

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