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KingFrost

KingFrost

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KingFrost
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  • @Might_Oakk said:

    My number one wish as a regular solo survivor player is they added an in chase indicator.

    Similar to the entity's legs moving while obsession is being chased. I find a lot of solos play much less timid if the killer is in a chase.

    I agree with this, and take it a step further.

    HUD should show:

    -If a Survivor is working on a generator

    -If a Survivor is cleansing a totem

    -If a Survivor is in Chase

    -If a Survivor is opening an Exit Gate

    -If the Killer is within 10m of the hooked Survivor

    Just simple icons. Killer wouldn't get any of this information for obvious reasons. Then killers could be buffed as necessary. This would bring Solo closer to SWF without making SWF stronger.

  • SWF doesn't need to be nerfed.

    Solo needs to be buffed. Then buff killers to balance.

  • I only go immersive if the killer is a face camper. Otherwise, I'll do my best to finish the gens, no matter how many are left.

  • @TheStabbiNAngeL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1901342#Comment_1901342

    Parasite Eve is a cult classic,I would love for Mitochondria to join DBD,or Shodan

    But Eve would be very very awesome

    https://us.v-cdn.net/6030815/uploads/2R7VCMS2IP8D/mitochondria-eve.png

    Yes plz!

    Killer: Eve (The Parasite)

    Survivor: Aya Brea

    I'd change BOTH of my mains instantly.

  • I very rarely get salty messages from killers.

    I VERY OFTEN get salty messages from survivors.

    Messages I typically get from killers "GGWP" "What was your team doing? I felt bad for you." "Check out my stream!"

    Messages I typically get from survivors: "WHY DID YOU CLEANSE THAT TOTEM?!" "You're a BAD TEAMMATE FOR NOT COMING TO SAVE ME AND MY SWF WHO ALL WENT AGAINST A BASEMENT CAMPING FREDDY." (The last part is SUBTEXT not text, obviously.) "You're a trash killer!" (Usually after I've won, but sometimes after I've lost too.) "Tunneler!" "Nice Tunnel!" "Camper!" (I was called a tunneler when I don't think i hooked the same person twice in a row all game, they did the first 4 gens in a ridiculous amount of time that would've made even Otz probably say "WHAT AM I SUPPOSED TO DO!" Like... I hooked the first guy after a fairly short chase, and two gens pop. I down someone else pretty quickly, third gen pops. Then a fourth. Luckily they three gen'd themselves, and I had PGTW and was playing Freddy) Any combination of racial slurs and Death threats.

  • Just switch Iron Will out for DS and Unbreakable. Might as well.

  • Parasite Eve. It's not as well known as Silent Hill maybe, but it's not really obscure. Just a bit old.

  • The problem with Pig is that her chase power is extremely weak, in exchange for a slowdown power that is probably the best in the game with an added lethality unseen by ANY killer.

    Her stealth is the weakest stealth in the game. While crouched, she moves slower than Nurse. Only Ghostface really moves as slow as her while crouched, and Ghostface doesn't even NEED to walk while crouched most of the time. The difference between Nurse and Pig while crouched is greater than the difference between Hag/Huntress/Deathslinger and all the normal speed killers! That's right. Nurse without blinking would beat a Crouched Pig in a race by more than Pig uncrouched would beat Hag in a race.

    As for her Ambush attack, it's far too easy to counter. And it's not particularly useful in loops if survivors know how to face it (the problem is, most don't. Which is fine, until you run into the ones that do.) Mostly you just have to run away from a loop if a Pig starts her ambush. And it's pretty punishing when she misses unless she has the addons. She pretty much has no anti-looping power against any survivor who knows how to counter her.

    In chase, Pig is basically an M1 killer with a weak power. She can kill her terror radius at the expense of any speed whatsoever. (Keep in mind that in a race between Tier 1 Myers, Crouched Pig, and Tier 2 Myers, Tier 1 Myers time would be closer to Tier Myers 2 time than to Crouched Pig's Time) And she has a dash attack that can catch people off guard if they don't know how to deal with it.

    If you're playing Pig and you're getting downs, you can start to snowball from there. It can massively slow the game down. But if you're having trouble with Pig, you're not going to have a good time at all. Her true power only comes into play once she gets someone down. And then it's pretty limited not just to before the gens get done, but you only have 4 RBT's too. The tradeoff, of course, is that these things can be extremely lethal.

    What Pig needs is more tradeoff. Some anti-looping, a buff to her movement speed while crouched (seriously, spine chill already MURDERS her stealth worse than any of the other Stealth killers) but less lethality in her traps, and less RNG. Her dash needs to be tweaked a bit to make it less punishing, and more rewarding without needing to use add-ons.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1900876#Comment_1900876

    They should've changed it with mori's but you know priorities! Now everyone is dumping all their keys out waiting for the nerf that I highly doubt will be anytime soon. I just have that feeling.

    Keys are more complex to change than Mori's are. With Mori's its a simple matter of changing the hook requirement. With keys, they have to figure out what to do with them first.

  • There was a locker grab challenge some time back. So I'd hit lockers and try to get downed survivors to go inside them. Eventually a Jake got the message, and he helped me out. Shout out to the Jake! (And all players who are willing to help people actually complete some of these dumb challenges. Not all of us are gods at the game.) I've helped a few people in my day. Including letting people with No Mither go, cleansing a killer's Haunted Grounds, and letting a Billy chainsaw me about 6 times (he was nice enough to let me go)

  • New Status Effect Ideas:

    -Terrified

    Survivors run 5% faster

    Survivors repair generators 50% slower

    Survivors start the trial Terrified. The status effect lasts 60 seconds. Every time a survivor is unhooked, they receive the Terrified Status effect.

    Purpose: This slows the generators down, and gives killers a chance to get a good start. In exchange, survivors move faster during this time, making them harder to catch. It also makes Tunneling a less viable strategy.

    -Feeble

    Survivors become Feeble upon either using Decisive Strike OR upon picking themselves up with Unbreakable. Survivors suffering from the Feeble Status cannot use DS or Unbreakable. The status effect lasts the duration of the trial.

    Purpose: Limit second chance perks synergy a little.

  • As a Killer:

    2 OoO

    4 Dead Hards

    4 Unbreakables

    4 DS's

    Cornfield Map Offering

    1 BNP

    and a Key

    As a Survivor:

    Huntress with NoED, Ebony Mori (back when Mori's could be done on first hook) Iri Hatchet, and Infantry Belt. Also they camped the first survivor they downed, then Mori'd them before we finished our first Gen.

  • Depends on a lot of factors.

    If I'm running Kindred, and on death hook, I'm not coming back if the killer is camping. Sorry.

    If the killer is camping the basement, I'll make a quick attempt to see if the killer will follow me out, but otherwise I'm out of there and salute your service.

    But usually I'll go for the save. I remember one time a Deathslinger was face camping in end game (Fair enough, secure your kills). One guy was a streamer, and the other was a Cheryl. (The Streamer was playing Meg, who I was also playing.) The Streamer saved the Cheryl, but got downed, and then the Cheryl got downed again. I 99ed the exit gate, went to pick up Cheryl, then saved the Streamer. I ended up going down, but I get picked up, and me and the streamer go and heal each other up. We go back to save Cheryl, but we can't find her for anything. But me and the STreamer get out. The Cheryl sadly doesn't because I think he couldn't find the exit. He died to end game countdown. But it was definitely a lot of fun. I went for the save cause I hadn't been hooked all game, and felt I owed it to my teammates to go for the save.

  • More like OoO for killers. With a way to disable it.

  • My idea for NoED:

    -No more Exposed Status

    -Killer keeps the speed bonus

    -Killer now sees the aura of all survivors as long as the totem stands.

    This makes it threatening, without it being an easy-win.

  • It's hard to pick just one thing, especially since I went in knowing a few things already.

    Basic Looping would probably be the biggest game-changer though. You pick up bad habits, and they're hard to break. I had no idea what looping was until I watched someone on youtube.

  • I feel like the devs are kind of damned if they do, damned if they don't.

    If 6 months ago they were like "Yeah, we're working on Colorblind mode." Everyone would be screaming "What's taking so long?! How long can it take to make Colorblind mode?" (people are asking this now anyway)

    If they don't announce it, people assume nothing is being done

  • How are you going to blacklist contrast settings or brightness settings on monitors and tvs?

  • How are you going to enforce it exactly?

  • I recommend taking a week or two break from the game before coming back to it. That should reset it.

  • Perks leaked:

    Universal Healthcare

    Turns any survivor carried item into a Green/Yellow/Brown Medkit instead. Survivors without an item are given a medkit.

    Free Tuition

    The crippling weight of student debt has been removed from the survivor. Borrowed Time timer reduced by 3/6/9 seconds.

    Tax The Billionaires

    The rich keep getting richer. Well, no more! DS timer is reduced by 3/6/9 seconds per prestige level.

  • Lack of Jill Valentine would be super disappointing.

  • I don't think I could ever learn to play without it. Then again I play on Console, so that might be part of it.

  • It's a lot worse when an RBT is active, and they hop through the hatch.

  • I feel like they're even worse for slowdown if you make it so the traps can't be removed until they're activated. I think they need to normalize her boxes a bit, and then give her a bit more chase power and boost her stealth to compensate. Right now she probably has the weakest chase potential in the game.

  • Favorite:

    1. Pig
    2. Freddy
    3. Myers

    Least Favorite:

    1. Nurse
    2. Blight
    3. Twins

    Pig/Freddy/Myers are easy to get use from their power.

    Nurse/Blight/Twins are really hard to control.

  • Pig's 28 meter terror radius would be nice.

    That or 60-second pop again.

  • Depends on your definition of a second chance perk.

    I think this works if Unbreakable and DS are the only ones considered. Makes perfect sense. But you start throwing other perks in there, and it's going to cause problems. Some people consider "Dead Hard" a second chance perk (it's not. It's an exhaustion perk which already has its own limits). Others consider "Borrowed Time" one (again, it's not.)

    But DS/Unbreakable could definitely use a mechanic that disables the other if one is used. Though I do think Survivors should get a choice to use Unbreakable OR DS, and it should be their choice rather than the choice being made for them.

  • Might be lost connection. I've had games where I'm doing well and then my internet decides to die on me for no apparent reason. Luckily it's not as bad as it used to be because I've improved my connection (cost me a fortune to do it... but it was worth it not to have sub 2 mbps).

  • I feel like if OoO were a killer perk, killers would probably have a higher kill rate with it than without it. And thus devs would be more compelled to change it.

    Killers really should just decide one day to be like "Oh, it's an object of obsession? Well, guess I'm going to let them escape cause I hate playing against that perk."

    Instead, they tunnel the object (that's fair.) and kill them, which reduces the survival rate and continues the cycle.

  • Some people just don't want the other side to have useful perks.

    BBQ + Chili is pretty good (even beyond the BP), but not OP by any means. It just gives the killer a sense of direction to head in next.

  • Dead Hard can easily be played around by a killer with nominal awareness of how the perk works. It's a perfectly fair exhaustion perk. Killers who complain about Dead Hard are like Survivors who complain about PGTW. They just don't want the other side to have any nominally useful perks.

  • @RepostRiposte said:

    In less than 6 hours a random redditor made something better than the devs

    Honestly I don't even feel like complaining anymore it just makes me sad

    To be fair, they only have to photoshop an image, not code an entire HUD.

  • Just his signature sound. Ch Ch Ch Ah Ah Ah.

  • Meanwhile, Cyberpunk 2077, a triple-A title in development for longer than DBD has existed and with a dev team worked to the bone was released with so many bugs that Sony pulled it from the Playstation Store. Maybe one day it'll get its bugs patched, but I wouldn't bet on it being any time soon.

    So let's put that into perspective as well.

    People always say the overly simplistic phrase: "Competition makes things better." But that's simply not true. Competition only makes things more competitive. And that often stifles innovation and rewards dubious practices. It puts companies in a spot where they don't want to share their toys. Can it help produce better products? Sure. For a time, and to a certain point. But it doesn't mean the brightest and most brilliant rise to the top, or that issues get fixes.

    The fact is, the devs have done a lot. They could easily just sit on the game, release a new killer and a new survivor every 3 months, and leave everything else as is. Instead, they're updating the maps, updating the animations, and doing them as free updates (rather than releasing a sequel, that potentially could make them a lot more money). They give us things like cross-progression and cross-play. They update perks, maybe not at a rate which we'd like but they're still updating them. They could've easily left Fixated as it was, and while people would complain... most wouldn't quit over it. They're trying to balance the game (a PvP game, which Path of Exile isn't, at least not strictly) and it's more delicate than a lot of us would like to admit.

    Would I like to see changes made at a faster pace? Absolutely. But I understand why we don't. It's a lot more complex than we'd like to admit. There are more than 20 killers to consider and several perks that can interact with each other in several different ways. To the player, changes seem simple. But to the developers, it's much more complicated.

  • Plague.

    My teammates will cleanse. Doesn't matter if I'm in SWF or Solo. My teammates will cleanse. I will tell them "Maybe don't cleanse?" when it's my SWF friends, and they'll be like "Yeah, maybe that's a good idea.' Then the very next time we face a plague, you'll hear the cleansing noise.

  • Reduce the cost of everything by 2000 blood points.

    Give everyone a daily login bonus for how many days they log-in (in a row) and play at least one game each day:

    1-7 days in a row: 100 BP

    7-14 days in a row: 1000 BP

    14-30 Days in a row: 2000 BP

    30-60 days in a row: 4000 BP

    60-90 days in a row: 8000 BP

    90-120 days in a row: 10,000 BP

    120-180 days in a row: 20,000 BP

    180-230 days in a row: 30,000 BP

    230-300 days in a row: 40,000 BP

    300-350 days in a row: 50,000 BP

    350-360 days in a row: 60,000 BP

    361 days - 70,000 BP

    362 days - 80,000

    363 days - 90,000

    364 days - 100,000

    Every day in a year: 500,000

    (The counter then resets)

    This equals a total of roughly 10,000,000 BP. Not an insignificant amount. Especially in a significantly reduced BP cost system.

  • They're not going to announce it ahead of time, and make it so that everyone and their grandmother use their keys before they become less useful.

  • Nah, it's a pretty even update.

    -Clown gets some minor buffs to give him a little more map presence. I think Clown is one of the hardest killers to change. Adding a new type of gas makes sense. Not much they could do with him without giving him an ENTIRE makeover.

    -Wraith gets a minor buff that makes it impossible to see him at a certain range. They can't extend it too much, because that makes camping wraith WAY too powerful. And that's not a fun playstyle to play against.

    -Trapper is less RNG-reliant. And yes, the trade-off is that there's a limit to how many attempts a survivor has to make to get free. But most Trapper players will agree its' a bit silly a survivor can be stuck in a trap for 14 tries. If anything, it'll make him a lot more consistent. And consistent killers are easier to balance while inconsistent killers (Pig, Trapper) are harder because you have the outliers on both sides. Trappers who have survivors always escape on the first attempt vs Trappers who have survivors who take forever to escape and Pigs who have survivors get their RBT"s off at the first box, and Pigs who have survivors who have at least one survivor take all four boxes, and potentially die to the RBT. In the long run it'll be VERY worth it for Trapper Players.

    -Undying gets a much needed Nerf. And in turn got a buff to make it viable with other hex perks like Devour Hope and Huntress Lullaby. Devour Hope + Undying is actually something worth running now. And Ruin + Undying is less of an insta-win for killers who can properly end a chase and who don't have the absolute worst luck.

    -Some survivor perks got some much-needed buffs. None of them particularly game-changing. But those perks will at least be more useful (or at least less useless)

    -Iron Maiden got a nice buff.

    Killer Mains will of course come in and scream bloody Murder. "What about DS/Unbreakable!" I agree that needs fixed. The combo should be strong, but not as strong as it is. I'm sure the Devs are trying to figure it out without making the combination useless. They probably just haven't come up with a solution for it yet. And it's probably not quite the priority. Ruin/Undying probably had more of an effect on games than DS/Unbreakable (Particularly since killers usually gun for those survivors harder, even throwing the game to get survivors who run the combo) "What about Keys?" I'm guessing Keys will get a stealth update like Mori's did so that you don't see a key every game until they release the update. Keys are also very complex to change. Just getting rid of them would be easy, but there's challenges that require keys. "OoO?" Same with DS/unbreakable, honestly. It's probably lower priority because OoO users don't have an escape rate that's outside the norm. The devs probably understand it's not fun to play against, but from a pure game design perspective, the perk isn't skewing the escape rate for users that run it. And then there's the fact that when you change OoO you also have to change Sole Survivor. Because THAT perk is useless even with OoO. Remove OoO, and it becomes even more worthless. And OoO is only really broken when run by survivor teams with comms. That is not an easy fix by any means.

  • She's not very fun to play against. You need a bunch of second chance perks to counter her, and I don't like running more than one second-chance perk (especially on the off-chance I face the Twins instead of the many other killers in the game). She needs a rework to be less camp and slug-happy, in exchange for some help in other areas that's desperately needed.

  • Yeah, see this all the time. Thought it was a feature.

  • Saboteur, so you can break hooks (which also gives a notification)

  • I like Dead Hard because if the killer tunnels you, it can be enough to buy you time to get to a vault if you're in a bad spot. It can also buy you time in chase. If you're good with it, when it works, it can extend chases significantly. If you're not, it doesn't really extend the chase very much unless a survivor is really lucky.

    It's the only 'second chance' perk I tend to run.

  • Survivor: Object of Obsession. Least balanced perk in the game, and serves no real purpose. DS at least discourages tunneling straight off the hook. BT is necessary to combat camping (and against certain killers it's still not enough). The exhaustion perks make chases more interesting, especially if the survivor is skilled at using them). Object is just plain annoying and gives the killer's position away in exchange for having your own aura revealed (sometimes). Playing Solo, the information is useless. PLaying SWF the information is OP.

    Killer: Hex: Noed. If we're being honest, Noed doesn't really encourage people to cleanse all the dull totems. Nobody's really scared of Noed until it hits, and when it does most people just bolt out the exit gate. You can usually tell if a killer has NoeD based on how they play. It's way smarter to remember totem locations and find noed after the last gen pops. While it serves a purpose, I'm not sure it really fulfills its purpose. I feel like Undying fulfills its purpose better. Undying is definitely more annoying to go against as a solo survivor. But I think that can be tweaked a lot better than NoED can.

  • Parasite Eve

    Killer: Mitochondria Eve

    Survivor: Aya Brea

    Map: Opera House

  • These killers would be braindead to play.

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