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KingFrost

KingFrost

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KingFrost
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  • I don't think there should even be a pip penalty for camping.

    "You camped those survivors? Here's your punishment: Facing easier survivors who don't know how to deal with your strategy!"

    Had a Spirit tunnel me yesterday. He wasn't particularly good and tunneled me straight off the hook. I'm not the best of survivors, but he chased me for a good while, and more gens got done, and eventually I escaped and got another gen done myself. His penalty for tunneling was what it should be: Gens getting done. I was good enough to actually get away. (And again, I'm not the best of survivors!). He wasn't too happy, and of course hit me on the hook for having the audacity of not going down immediately. (I never once teabagged him). He did eventually get me, but at the sacrifice of gens.

    The other day had another killer tunnel me straight off the hook. I wasn't in a good position to get away, but off my second unhook my teammate used For the People, and I managed to get away. Me and two others escaped, while my teammate sadly died on their third hook. But we got the gens done because they were focusing on one person

    And again, these aren't survivor's rule book definitions of tunneling. They stayed near the hook, came straight at me and ignored my teammate who was right there in front of me and not hiding in a bush.

    Better survivors know how to deal with camping and tunneling. We shouldn't reward killers for these strategies by giving them easier opponents. Make them face tougher opponents.

  • My opinion:

    • Trapper: Let him carry two traps at base. Maybe let him teleport his disabled traps from a certain distance to save him some time so he's not without a power as often too.
    • Wraith: Make Windstorm addon base kit. Make him completely invisible from a certain distance. Reduce the amount of noise he makes.
    • Nurse: Fix her bugs. Make her slightly easier to control on console.
    • Myers: Give him more speed in Tier 1. Should break pallets faster in Tier 1 too.
    • Hag: After someone is unhooked, any traps within a certain radius of the hook (maybe 5 meters) are destroyed
    • Doctor: Is fine as is.
    • Huntress: Nerf Iri Head to make it distance based
    • Leatherface: Is fine as is
    • Freddy: Make BT work on him.
    • Pig: Reduce the lethality of her traps in exchange for some chase power.
    • Clown: Give him a little more map pressure somehow.
    • Spirit: Change Stridor.
    • Legion: Reduce stun time based on how many hits you get. (Up to half)
    • Plague: Fix her emblems
    • Ghostface: Reduce the amount of time to regain his power.
    • Demogorgon: Make Rat Tail and Rat LIver base kit. Reduce the amount of noise he makes. Should be totally silent coming out of the portal since there's a map wide notification.
    • Oni: Fine as is.
    • Deathslinger: Give him a little more counterplay in exchange for some map pressure.
    • Pyramid Head: Fine as is
    • Blight: Give him a higher PoV
    • Twins: Make the switch back to Charlotte faster in exchange for something that makes slugging harder.


  • The only nerf Freddy needs is for BT to work on him.

  • Eh, I can't feel sorry for you when you're running Ruin and Undying together. It'd be like a survivor complaining about their dead hard missing when they've got DS and Unbreakable as their other two perks.

  • Well if you'd rather just die than farm after one of your teammates DC's you're free to go up to the killer, point to the hook, and say "Kill me."

  • Dull Totems are a lot harder to see now. I try to do them when I see em', but I often don't see em'. Even when I run Small Game. (Which is often now because I keep running into NoED)

  • @lucid4444 said:

    If you treat it more like a side-quest instead of an obstacle, you'll find you'll enjoy the rift a lot more. I love it, because it gets me to use different perks, different survivors/killers, and on longer challenges I can just play whatever and even if I get face camped or have a bad match - hey I still made some progress on the challenge.

    I actually prefer long challenges to "Complete in One Trial" challenges. Because it's frustrating to come up short. It'd be nice if they had an either/or option. Like 'Chainsaw 20 survivors OR Chainsaw 7 survivors in one trial." Cause when you get 6 in a trial and you aren't good at it, it's super frustrating.

  • I have 5 killer challenges I can't complete because I suck at Billy and Blight. And survivors are never nice enough to help me lol. I'd gladly let them flashlight blind me 6 times if i could chainsaw them a few times or hit them with the lethal rush.

  • I find that a lot of people are way too quick to assume tunneling. Got called a tunneler in my last game, and I don't think I even hooked the same person twice in a row once. I even ran away from the hook. Was told to 'get good'. (Apparently killing everyone with 4 gens undone is bad)

  • -Buff his movement speed to 110%

    -Reduce Pallet Stuns, Increase Vault Speed, make it more of a resource than an obstacle. But without making it so that you want to stay in Tier 1 the whole game or that Tier 2 becomes a detriment. You could buff Tier 3 a bit to help there.

  • There are challenges that require using a key to escape.

  • Just ignore them.

    The other day I had two survivors claim I was a bad teammate because instead of going into the basement against a basement camping Freddy, I went to work on generators.

  • NoED is only a problem if the killer camps/tunnels their first down. Otherwise, you're able to do totems and take NoED out of the equation before it even does anything. There are times where 'just do gens' applies, but in every other situation you can prevent NoED. *insert Smokey The Bear Meme*


    noedsmokey.jpg


  • Survivors aren't faultless for getting tunneled/camped.

    Pretty simple. People make unsafe saves, they hide, they do gens too fast, or they get in places the killer cannot reach by normal means. Not saying there won't be people who tunnel and camp anyway, but if Survivors started being better teammates and took the agro and sometimes even give up a hit so the killer doesn't just give up and say "Meh, I'll go take out the weakest link instead." you'd probably see less camping and tunneling.

  • The nerf DS needs is that using DS should also use up Unbreakable, and using Unbreakable should use up DS.

    New Status Effect: Deterred (I'm sure someone can come up with a better name). DS and Unbreakable are only available when you are not deterred. You become Deterred after using one or another.

  • Windows of Opportunity should have a 20/15/10 cooldown instead.

    Diversion needs a shorter activation period.

    Any Means Necessary's cooldown could be reduced a little more. I think 60/50/40 seconds would be fine.

    Dance with me should have a 30/25/20 second cooldown instead. Either that or the duration it lasts should be extended a little.

    Oppression's cooldown should be reduced to 80/70/60 seconds.

    Surge should have a cooldown of 40/30/20 seconds instead.

    Thrilling Tremors should have a cooldown of 60/50/40 seconds

    I'm All Ears should have a cooldown of 30/25/20 seconds

    Dragon's Grip should have a cooldown that starts either when someone becomes exposed and lasts until they are no longer exposed, or until the perk is no longer active on the generator.

    Remove Blood Favor's cooldown altogether

    Get rid of Zanshin Tactics Cooldown altogether and just extend the range for higher tier perks

  • I'm glad. Never really used them anyway, and now when there's a secret offering games won't be canceled because people don't want to play against Mori's.

    And I'm glad they didn't warn us ahead of time. Survivors would've seen nothing but Mori's leading up to the date they changed them.

  • Give us some rift fragments. I'd be fine with 10. Just for something different. It's like... 'once a week, you get shards. The rest of the time, it's 10k bloodpoints!'

    Heck give us a charm for logging in. Just to be a little different some days.

  • The hatch is fine. Remove the hatch, and you'll get games where killers can hold the last survivor hostage, stop them from doing generators, but not killing them. And killing 3 survivors shouldn't make the game an insta-win for the killer either. Hatch gives the killer a shot at closing the hatch, or the survivor getting it. Perfectly fair.

  • Anyone who didn't think Moris needed changing are too biased to be reasoned with.

  • Just reduce the cost of everything by 1000 BP tbh.

  • Ironically, the devs will never properly balance the game because killers do whatever they can to get their 4K. Devs see the kill rates and go "Guess everything's fine!"

  • Kept seeing this Zarina's aura throughout the match, so i thought "Uhoh, OoO user." So when i got her, I tunneled her pretty hard to make sure she died. Afterwards I see that she doesn't have OoO, and am like "Wait, why did I see her Aura then?" Turns out I had bitter murmur. She just said GG afterwards, and I apologized for going after her so hard. OoO tends to get me playing more toxic than I usually like to. But she didn't even have it!

  • The Tower

    A 10 story building with floors about twice the size of the main building on Ormond. One staircase randomly placed around each floor, with exit gates on the first floor. Each floor is blocked off by a breakable wall. But you can fall through holes (placed randomly) to go down a floor on every level). Each floor is covered in corn. Generators are placed on the floors randomly, with no more than one on each floor. There are no T-walls or L-walls. Also, the floors move around, so the 3rd floor may become the 7th floor, or the 6th floor may become the 2nd. It rotates. The rooms also rotate. And each floor is identical.

  • I'm very interested to see how the Mori nerf will affect the kill rates. We might see them drop fairly significantly, which could lead to better game balance in the longrun. Though I think it'd help if more people played killer.

  • I'll defend the Devs here on the key situation:

    Keys are much harder to balance than Mori's. I still think they went the wrong direction with Mori's. One hook everyone, then kill to your heart's content. I'm sure they could build a counter similar to BBQ's. Maybe they will in the future, and this is just a temporary fix. (They can't disable them. People may still have Daily's that require you to kill someone with your own hand.) But with Keys, I'm not sure there's any good temporary fix that doesn't prevent people from completing certain challenges.

    I'm just as sick of keys as everyone else. Yesterday I had a game where I had three people with RBT's on their head. All of them were active. And they all had a key and escaped through the hatch. They were probably an SWF given that they all just happened upon the hatch at the same time to open it. With RBT's still on their head. Granted, all Gens were done so I probably can't complain TOO much. But it still sucks.

    I want Keys fixed as much as anyone else. I don't use them myself, and I hate going against them as killer. The temporary fix they should do IMO:

    -When a survivor with a key is killed, that key is removed from the game along with them. (If they have the Weaved Ring add-on, they keep the key. Otherwise, the key is deleted)

    -Reduce the chances of Keys spawning in chests

    -Make keys more visible in the survivors hands both in lobby, and in game.

  • I'm glad they were nerfed, but I think they were nerfed a little too much. I still feel the better solution is to require everyone be hooked once before using them.

  • "I'm not homophobic!"

    "Regular Person or a Gay Person."

    Second statement seems to imply otherwise.

  • I'm still practicing with them. Trying to figure out how to aim Victor's pounce. My only game with them (outside of custom games with myself between my Switch and PS4 -- HA! Take that behaviour! You might not have a practice mode, but I own TWO copies of the game so I made my own! Yes... I did buy two copies and you got my money twice. BUT I wanted to move to PS4 anyway cause the framerate is better.) went terribly. Went against some red rank survivors who teabagged me at the exit gates. I didn't get one pounce in. (took me a while to figure out you even had to hit R2 after charging). I even had the addon that lets you see where he's pouncing to, but that confused me more than anything.

    Any tips?

  • Watched the video, don't get the complaint here. She didn't jump in a locker or work on a generator or even heal. She just had the misfortune of running in your direction. You then quickly downed two people after an unhook (right at the hook, too I might add) and then go quickly find the last guy. You really don't have anything to complain about here. DS has many problems. None of them were shown in this video.

  • Doc's hallucinations shouldn't be hard to tell. They're strong tracking tools as they are.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756065#Comment_1756065

    It would be chaos if survivors had the option to break a wall and build a wall when the killer has broken it. SWF would literally create game-breaking loops.

    Not if it took long enough to build the breakable walls. I'd say maybe 41.6 seconds with one survivor, 24.4 seconds with two survivors. (Not possible to have more than 2 survivors work on a wall at a time)

  • First Survivor Game:

    Well technically my first game was on XBOX One. My cousins wanted me to try the game. I had Bond as a perk, and I don't remember what else. The killer was Huntress, and I spent a LOT of time in a locker until the lullaby went away. I died pretty fast (only got hooked once)

    My first actual game, by myself, I played as Dwight. It was in Lerys Memorial. The killer was Billy, and I managed to complete half a generator. I was so proud of myself for that and I don't know why. I got lost, and didn't realize there were two exit gates when the last gen popped. I made my way to the exit gate and got killed I think by NoED because I didn't understand what Exposed meant.

    My first killer game I played as Spirit. I didn't understand how her power worked, and I didn't get a single hook. I don't think I even got a single hit. Then I played Billy and couldn't control his chainsaw but managed to get a few hits.

  • I don't think Victor should down a survivor if he's on the survivor for a certain period of time. I get why people make that suggestion, but Victor is decent for slowdown. I don't think keeping victor on you is that beneficial for survivors. I feel like when Charlotte doesn't have Victor, she should have access to a different power. Something that helps with chase. (Kind of like how Pig has her ambush and the ability to kill her terror radius). Maybe instead of having victor cause the oblivious status effect (Keep blindness!), Charlotte has no terror radius while Victor is attached to a survivor? I don't know. Just a thought. (Maybe Victor could emit a terror radius instead)

    Not sure what they could do with Victor's greatest weaknesses though. I don't think he should be able to be punted after a successful hit. As for lockers... it'd be cool if he could maybe keep the locker shut for maybe 10 seconds or something like that.

  • Hoping for Samara, but it's probably not.

    Original character maybe?

  • I mean, yeah with add-ons Wraith is pretty good. But he's pretty add-on dependent. And that's a problem.

  • Survivor: Probably 4/10? I can reach red ranks (which tells you how flawed the ranking system is) and do okay there, but I still make stupid mistakes and don't have a good sense of any maps.

    Killer: 3/10. I'm a garbage killer. Can't make it to red ranks here (though it doesn't matter, I still regularly face red rank players!) and I often struggle. I don't know how to run basic loops (I blame facing mostly bad players for my first 500+ hours or so) and usually only get good results against potatoes.

  • @Aven_Fallen said:

    Discordance was never gutted in the first place.

    Yes, it was. Especially at Tier 1. 32 Meters is barely within your terror radius.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721825#Comment_1721825

    I think he is saying that he didn't dc, but the game kept crashing. In which case, he should not be playing anyways until the issue is resolved.

    How are you supposed to resolve the issue without testing?

  • Once you reach a 6 hour ban, you need to take a break from the game for about a week. Happened to me back when I was having on and off internet issues combined with crashes. (This was on the Switch, so don't tell me to fix my PC. And my internet was fine most of the time. It went out maybe twice a day, when I was playing a LOT of DBD because of COVID). So I'd say take a couple weeks break from the game. And next time your penalty gets above an hour, take a break for a couple days. Don't let it get that high. Does it suck? Yeah, kinda. I think they need to make the system a little better to avoid situations like this. I think they could reduce the escalation a bit:

    I think it goes 5 min - 15 min - 30 min - 1 hour - 2 hour - 6 hours - 24 hours - 48 hours - 72 hours.

    I think it should go 5 min - 10 min - 20 min - 30 min - 1 hour - 2 hour - 4 hours - 8 hours - 24 hours - 48 hours - 72 hours

  • What we really need are some different dailies.

  • An end to camping. One that both rewards killers who don't camp, and punishes killers who do.

  • @53nation said:

    Silly us playing dbd on ps4 pro. Should have gotten a switch! Ugly fog be damned!

    I've got the Switch version and the PS4 version. Haven't played the Switch version lately, but the FPS on there isn't really good.

  • You're not in the wrong. Though I'd have given the hatch anyway cause there was a DC. Doesn't matter if there was a map offering or anything else. 3v1 is OP.

  • I want a female killer. But I doubt we get one. I think Plague was the last one?

    Not counting paragraphs I think it went like this:

    Nurse (Female)

    Myers (Male)

    Hag (Female)

    Doctor (Male)

    Huntress (Female)

    Freddy (Male)

    Pig (Female)

    Clown (Male)

    Spirit (Female)

    Legion (Male and Female)

    Plague (Female)

    Ghostface (Male)

    Demogorgon (Male)

    Oni (Male)

    Deathslinger (Male)

    Pyramid Head (Male)

    Blight (Male)

  • No, I don't think its okay. Its a bit too powerful and not fun to play against. No, it doesn't guarantee an escape. In fact, many killers will go out of their way to make sure the object dies. It's kind of like Spine Chill and Premonition merged into one perk and hopped up on steroids.

  • The game is slightly killer sided, especially if you use the strongest stuff. A lot of killers don't like using the strongest stuff, though, and some just don't have it with them. Others are more than happy to bring a Mori every game, or the strongest add-ons. Which is why the kill rates are probably so high. Survivors have reacted to that, and bring their own OP stuff. Which feels bad for killers who aren't bringing mori's or are running meme add-ons or perks.

  • It's definitely not just at the start of the match. Theres framerate drops mid-chase, and when you're on the hook too. Not to mention when the last gen pops. I quit playing because as a survivor I always died on my second hook because of framerate drops and playing killer is no fun with framerates dropping like that and losing survivors.

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