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LapisInfernalis

LapisInfernalis

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LapisInfernalis
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  • @dbd900bach said:

    https://forum.deadbydaylight.com/en/discussion/comment/3173212#Comment_3173212

    Deadlock, Call of brine, Dissonance and Bamboozle. With good timing you can put survivors in some interesting lose lose situations unless they're smart enough to change tiles. In tight 3-4 gen situations call of brine really comes in handy, so does deadlock

    True. I also tried Bamboozle with Deadlock. But for now what I have is my way to go. And for some reason since the chapter got released there was a steep incline of Prove being used. So Discordance procs almost every match multiple times.

  • @dbd900bach said:

    At that point I think you need to reasses the way you play with Wesker in general. Even if you're just using his Power for traversal, you should be getting at least one kill if you're playing M1 style.

    I've been practicing a lot with his power too so I'm able to get hits with it. My build is also made to compliment his power and ability to fault quickly rather than just pure slowdown.

    For myself I enjoy Discordance, Plaything, Pentimento and Franklin's or Coup de Grâce

  • @iopenedthebox said:

    Literally played 50 games with the strongest perk combos in the meta (1 build with dms + pain res and 1 build with call of brine and overcharge) and every game survivors have escaped no matter what i do. And I consider myself pretty average with Wesker yet I can't find him fun nor strong for red ranks.

    The strongest perk combos vary from killer to killer. And even with 50 games you should be able to kill people in the end. Because if you lose a lot, your MMR decreases and at some point you will get baby survivors.

  • A nice take on Freddy. I did my brainstorming at the start of the year:

    @LapisInfernalis said:

    Dear people of the Fog,

    I have been playing Freddy for a long time now. I already knew him, well before he got his rework. I surely hadn't "mastered" him back then, since I was a newish player. But I tried my best and came to like him. I loved the aura reading outside of the TR and that he was completely invisible to people outside of the dream. I understand that complete invisibility would be a bit too harsh, especially for new players, but being able to see Freddy (every couple of seconds) from as far as 32m is too much for my taste. Why? because Freddy comes without you knowing to trap you in his world. There is an add-on (Pill Bottle), which shortens the distance a bit, but does affect neither the TR nor the lullaby, which requires M&A to be used as well. Generally this is a nice idea, but it's just not "worth" it, compared to other add-ons. This is one example for many of his add-ons, which are just status effects or niche effects that are not worth their rarity (most of his very rares and Black Box) or generally too limited to be useful.

    This is my attempt to make Freddy's add-ons more divers and more useful in general while reimplementing a lot of the "Old Freddy" I used to love in the old days. I want to make Freddy a bit more interesting to play as and against again, as well as to bring back one of the more meme-ish but fun builds that was called "Ninja Freddy" or "Silent Freddy".

    Please remember, that this is just me brainstorming and probably won't be quite as balanced as it should be. I will do my very best though.

    DREAM DEMON:

    Outside the Dream World:

    • Freddy is only fully visible when he's within 8m and intermittenly between 8m and his TR (24m). Frequency and duration depend upon the distance. The closer Freddy is, the more you can see him (similar to Wraith). Outside of 24m Freddy is "undetectable". This does implicate the status effect of the same name, but old Freddy could NOT be detected with any aura reading outside of the dream world. This would reimplement some of his stealth abilities without being too powerful.
    • Freddy's TR is set to 24m.
    • Game mechanics about micro sleep and clocks remain the same.
    • His visibility changes with his TR, but cannot be lower than 12m to give survivors a chance to react. So M&A or Furtive Chase make im less visible, but perks like Tinkerer will not make him invisible. They will just set the maximum distance to 12m for the duration. (This could be too strong.)

    Inside of the Dream World:

    • The lullaby's radius is set to 24m.

    Snares/Pallets:

    • Freddy can use both simultaneously. By tapping the Active Ability button (CTRL), switch beween Snares and Pallets (similar to Clown). To be more versitile, both are counted seperately. Freddy can set 5 Snares and 5 Pallets before they get recycled. Since Pallets are the weaker type of power (need empty spots which are rare on many newer maps/reworked maps and are less usefull in the end game) and need to be set up before a chase, I think it would be ok to have 2 seperate counters for Pallets and Snares. This also opens up an Add-on set for new stuff.

    Teleport:

    • Stays the same.

    ADD-ONS:

    • "Block"-Family: Reduces the Micro-Sleep-timer by 5/10/15/15s + the "Wake-up action" is 12s (or whatever the maximum was) by default. This creates a dilemma for the survivors: Do i still go to the watch? Do I get waken up by a mate, do I purposely fail a skillcheck or do I not care? Here I used the idea of the old blocks, which made the Dream Transition shorter.
    • "Drawings"-Family: Is totally fine. Kid's Drawing should be 1% reduction per sleeping survivor instead of a meme add-on though.
    • "Dress"-Family: Interacting with a Snare or Pallet causes Incapacitated/Mangled/Exhaustion for 15s/until healed/5s. These status effects are way more useful.
    • "Claw"-Family: Increases movement speed after teleporting for 15/20/25s by 5%. Inspired by the old claws.
    • "Rope"-Family: Makes the Survivors question reality. Creates Freddy illusions (f.e. Freddy standing, fake lullaby/TR, Freddy walking, fake teleportation effect, the metallic scratching of Freddy's glove) randomly during the Micro-Sleep Phase for 1/3/5s. The illusion's auras are visible to the killer. (similar to Doctor)
    • Pill Bottle: Teleporting makes no sound and generators don't splash blood. The blood pool where Freddy comes out remains.
    • Class Photo: After teleporting, the Aura of survivors is shown for 4s if outside of 24m. Inspired by the old Class Photo and Freddy's old Aura reading.
    • Red Paintbrush: All Survivors start in the Dream World. Only Alarm Clocks can wake them up. The huge time waster or buff for the killer.
    • Black Box: Reduces Terror Radius and Lullaby radius by 12m. Reduces maximum visibility to 12m. See sleeping Survivors' auras in up to 12m around you. Reduces movement speed to 110%. Keeping Freddy 115% while he is literally invisible outside of his TR would be hell....

    I hope you like this.

    Stay healthy.

    Edit: Forgot the aura reading for black box.

    I for myself would change the "dress addons" though. Green and blue dress do exactly the same and that 1s longer aura reading is not worth a green addon compared to the yellow one.

  • @Tsukah said:

    You can't see the killer's aura at all, make the bubble transparent or something

    Kindred used to counter that bubble. Idk why they changed it.

  • @FridayNightPizza said:

    Still annoying, still works as a third health state, I see it on just about every match so I really don't see how the meta shakeup affected it, I also think people massively over exaggerate how much skill it takes.

    Not to mention that auto-DH is a lot worse now because you can decide where your DH goes.

  • @Brix said:

    Old one was way too safe. New one is really strong vs Nurse and Blight but average vs everyone else and needs really good timing. Good survivors will still use it effectively. Overall still like new one better also Legion and Slinger dont care about DH at all power wise which is nice.

    Also vs Wesker or Huntress.

    I can't tell how many times I got robbed of a grab because someone was DHing my needle hitbox.

  • @cilver said:

    https://forum.deadbydaylight.com/en/discussion/343716/wesker-is-the-least-fun-killer-to-play-against

    have you seen the hitbox of it??? he is literally just a worse demogorgon in his current post-ptb state

    In one match on RPD when I dashed to a door with a survivor in it, I squeezed through that door as the survivor hugged the frame. I wish my RL hitbox was smaller than my body...

  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161102#Comment_3161102

    Sorry if you're playing as Chris Redfield he has to tunnel you. He HAS to. If you're not he's probably mistaking you for Chris because of his stupid sunglasses at NIGHT or INDOORS.

    I never did it with other licenses, but with Wesker I mori every Chris I see.

  • First: I understand your frustration with flashlights. When I was new to killer, I hated a lot of stuff (old insta heal was one of them). Matchmaking back then could be abused by swf, because the game would take the average rank. basically 3 red ranks would invite a rank 20 in their lobby to get ez killers they could bully. Shame on me, I was one of these rank 20s until I noticed what they were doing.

    The best way I dealt with the flashlights was (and still is)

    1. Look at walls

    2. If that doesn't work or if there are none: wait a bit before picking the survivor up. If you hear nothing it should be save. This also works vs pallet saves btw.

    3. Invest the BP in Billy or look at the shrine and get light born. In this game you often need to "waste" BP to get what you want.

  • @darkcloudlink said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169734#Comment_3169734

    No, it's my last time playing the game lol. I'm tired of every match being Nurse, and then every time a new chapter comes out, it's nothing but x killer.

    Then you did not play 4 years ago. In red ranks it was basically just Nurse, Billy and later Spirit.

    Welcome to my start in dbd. Yes it was annoying. But I used this time to try and get better against these killers.

  • @Celebrimbor said:

    I noticed this too. His animations generally sucks. Running animation? He doesnt run in any other game unless he was dashing. He walks like he is the coolest person in this earth(which he is). While holding his power? He looks even more stupid. At the end of the day, I believe he wasnt finished for release in any way but they did it since they probabyl think "eh, we will patch it later".

    His animation is like a recycled Trickster just without the bat.

    I think him walking would look weird, because he would float like Onryo, but you are right.

  • It's intended. And if you do it right, you can even get someone who was healthy with it.

  • I already posted this during the PTB. Either it's an oversight or the devs don't want you to use both perks simultaneously. I don't understand why they don't let you decide which perks bind to what key. Especially now that we have 2.

  • @ihateboons said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153207#Comment_3153207

    ngl if anyone is gonna be offended by -anything- in this game, or any other HORROR game that depicts violence, blood, guts(hag mori), etc..

    I'd be more mad they censored the country i live in or from lol

    People need to just turn chat off. There's no point in this huge censorship in chat. If someone's racist, report them. It's just BHVR needs to do better with the report system. I would legit answer reports all day. I did it for free on a private server game years ago for several years. Seems the only time there are instant actions against offenders are when Devs/Mods etc are watching Streamers.

    The racist stuff isn't even filtered properly.

    Even with the filter people could call me a Nazi. Because in some people's eyes you are one if you are german.

    But I don't need a filter to protect me from this.

    The filter also doesn't work if someone wishes you a lot of terminal deseas or insults your mom.

  • @AshInTheTallGrass said:

    You know what I'm talking about. When Survivors get injured in this game, they don't sound hurt at all. They sound like they're having a great time.

    Ever since the first RE chapter, it's just gotten more and more suggestive (to put it mildly).

    BHVR, leave the office early. Go on some dates, okay?

    You need it.

    Not since the first RE chapter. Since Ash.

    Ash always sounds like.... you know

  • Best thing I had a while ago: "german" being a bad word but not "Russian" or "English".

    Somehow I thought that was quite funny.

  • Solution: stop self caring and do gens.

  • @Dustin said:

    I will be honest I'm unsure what causes it - Consistently in all my games of playing Wesker I don't experience that issue at all. Meanwhile I've played against many Wesker players and while it is a small minority of them I've noticed that when it happens it occurs to them most of the game. Wondering if it has something to do with framerate or something along those lines. Yes I know the hitbox size was reduced but I personally don't notice it at all. This is in regards to Wesker going through survivors to clarify.

    Lag or framerate maybe.

  • @Wowie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163574#Comment_3163574

    If they use reassurance to get a gen done and cleanse your devour then I am sorry, you were severely outplayed my man.

    And I get what you're saying with the pressure coming from two points, but the bulk of it is on the fact that one player is doing nothing but dangling on a hook. Take solace that even when they do save him, if they're using reassurance, he's already in the next hook state anyway. And, really, you should've gotten at least one more hook in the time it takes the halted timer to tick by. That's 30 seconds at max tier for a single use, plenty of time to chase people away from totems and generators and get at least a single down.

    I wanted to say the exact thing. The perk was used perfectly.

  • @Bluewolf said:

    Now I am not saying that playing a killer with their 3 perks isn't fun, but the requirements on how you achieve these achievements is no doubt not fun.

    Stating some issues

    1. Doing too well isn't "adept" unless you get Merciless Killer title on the result screen. (Ending the game fast != good killer so no reward, I get that some matches can be troll matches and such, but why am I punished for doing well enough that the game ends because of me doing well??)
    2. Using the killer power that can hurt survivors doesn't count as a point in the chaser grade. (Might be wrong, but playing Hill Billy would be torture because using the chainsaw to down a survivor doesn't count as a "hit"). The word "Adept" is pointless if I can't be adept with that killer. You just become a M1 Killer with 3 perks that can be awful against good survivors or great. (Not using your basic attacks is actually more harmful in the chaser grade, why am I being punished for using my killers power??)
    3. Since to get adept achievement you need Merciless Killer title, high ranking is a nightmare to get achievement just to get the Merciless (Why is adept killer achievements attach to ranks??)
    4. So you're telling me, in order to get adept survivor perk, I just need to... escape with 3 perks. I don't need to use the rank system? Easy! Killer? Oh well depending if its rank reset you can easily get adept achievement by using your three perks and not ending the game fast- oh what was that? Why the rank rest? Its because to pipping up it is easier at lower ranks and pips is equal to title killer at the end of the game. That way you know you are truly an adept killer! (I do not care for survivor adept, I think that process is fine and makes since, except maybe you can just have a team do most work for you and you just escape, but again WHY IS ADEPT KILLER ATTACH TO RANK?? I have to wait until rank reset on low rank survivors in order to get my achievement and it shouldn't be like this.)

    Here's a picture I am sure people are familiar with who try to do these achievement. If only I didn't use my killer power! Or Maybe Gatekeeper is gold/silver because you killed 2 survivors and the last survivor opened the last gate as you hook your 3rd survivor that's dead on hook. At my rank I needed all my grades to be iridescent.

    https://us.v-cdn.net/6030815/uploads/ZAYCGECQCREP/image.png

    Now with some of the issues I pointed out I want to maybe propose some alternate ways of getting these achievements. I think with Survivor adepts they're in a perfect spot, its not tied to the ranking system and its just you need to escape, though you could be a useless teammate... but look I am focusing on killer adept right now. Why must I rank up with 2 pips in order to get killer adept when survivors don't even need to pip at all, hell they can lose pip and still get their adept.

    So to begin with I think what makes a killer adept is the killer knows how their killer works and their perks. A killer who is adept at killing... should be just earned by killing 4 survivors. I am sure people know that good killers can get 3-4 kills, maybe less with really good survivors. And in these situations where they're good survivors and you managed to kill them all, you don't get the achievement because you didn't get enough points in one grade.

    Just make it so killers just need to use 3 perks, kill 4 survivors, and maybe not allow any exit gates on or have the last gen complete. By the time I finish this, couple days later I will most likely get my adept achievement for all my killers, but I am not enjoying most of the journey because I get punished for being an "Adept Killer"

    I have been posting about this issue ages ago.

    Survivors can hide all match, get hatch and have their achievement. Killers need to double pip wich is absurdly difficult on killers with insta downs or "weird" powers (e.g. Myers, Billy, Bubba, Plague).

    I only do adept killer right after rank reset because it's such a pain otherwise.

    Years ago there was a bug which gave you merciless killer at a 4k. That was a lot easier.

    My solution:

    Survivor adept: escape and get at least 1pip

    Killer adept: kill all 4 and get a pip.

    This way you need to be useful as Survivor and cannot just slug everyone as killer. And one pip is easily achieved across the ranks.

  • The solution: figure out who uses this perk and hook them.

    At the moment this is most likely any Rebecca you see.

    Same as with Mikaela back then. Don't like Boons? Kill the Mikaela.

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161433#Comment_3161433

    People are allowed to push back against stuff like the RE Netflix crap but not this which has very similar issues? That doesn't make any sense.

    These are completely different scenarios.

    But I won't discuss with you further, because I see the same stubbornness and narrow mindedness in you that I had to deal with talking with many Tolkien purists 10 years ago. No thank you.

  • @Pyrosorc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161406#Comment_3161406

    You'd do a lot better if you read the post literally above yours lol.

    Sry if I missed that. But I usually answer to the op directly. Sometimes these discussions are very long.

    New RPD is interesting yes. I also need to relearn everything. Which will take some weeks

  • All of your ideas are interesting.

    1. Special Attack blinks: The Nurse won't be hurt if she can't use all perks the same anymore. Many M2 or hybrid killers also have this "issue". It even comes with some benefits like the better use of STBFL.

    2. Lose tokens when stunned. Sounds good. Oni, Plague etc all Lose their power. Nurse should too.

  • It's always like this. BP bugs are fixed first.

    Except the bug where the yellow envelope was basically the green one. That lasted for about 6 months XD

  • It's an RE easter egg and was also included when Nemisis came out.

  • I would love more general stats too:

    -most played survivor/killer

    -favourite offering

  • Thumbs up from me. Usually I have a good connection (40-60ms) but sometimes I get to a 120ms lobby as Survivor on a server further away. I dodge these because of 5km hits.

  • That is part of some other killers as well and is actually good for the skill ceiling.

  • For myself I like the current version. Why? You could never really force the Entity to eat a certain perk (especially at Lvl 40+) wich made the bloodweb a bit more expensive in some occasions. Now I can just go for the cheapest branches.

  • @Superyoshiegg said:

    I'll never understand why people (aka Op) want the 'iconic' rocket launcher so badly.

    He uses it for a single minute long chase scene. How is that 'iconic'? His flamethrower should take that role if anything, as its used in a *lengthy* chase scene *and* a boss fight.

    His main weapon outside of these two sequences? His fists and his tentacle. Exactly what he uses in DbD.

    Some people just want THEIR version of a licensed character and won't be satisfied with anything else.

    And they forget that bhvr needs to ask the license holders if they are fine with what they are doing.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159472#Comment_3159472

    Hello Im gonna be constructive.

    About wesker it feels fair and such but i think his power should definetely recharge faster.

    Skins: Skins are okay i mean there were not the ones I expected but definetely good.I would say the ones I dont really like much is Ada skin also his face seems a bit odd for me in base model.

    The felix skin shpuld say B.S.A.A uniform not S.T.A.R.S one.

    I would really like new skins from RE 6 I think leon have cool skin on that game and rebecca chambers could get skin of Sherry Birkin on RE6 also Ada have pretty cool one skin on that game. A skin of wesker when it absorb uroboros and become shirtless would be dope ( Dont really need to be exactly the same as the videogame but more likely his arm is filled with uroboros)

    I like Hunk skin its pretty cool.I would like somekind of voice changing more according to Hunk tho.

    A skin for nemesis as Mr X or a Tyrant model from RE 1 its necessary in this game. I personally would like a RE 1 tyrant skin

    Thats basically all i can add atm

    SHIRTLESS WESKER!

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159472#Comment_3159472

    I've made many, many posts that go into detail on the first chapter alone. I've been doing that ever since it released. My core and most important issues from the first chapter apply to Project W.

    The killers are just not accurate to the characters. Nemesis isn't Nemesis and Wesker isn't Wesker. Nemesis is actually Antagonist and Wesker is Alberto Whiskey. Visually (for the most part) they are good. One of the most important aspects though, the power, don't represent the characters well. It's been said many times by your own team that you wouldn't want to morph characters into something unrecognizable and that's exactly what happened 2 times in a row. Resident Evil is A franchise I care quite a lot about and DBD is A game I like a lot. The 2 attempts at RE were just failures in bringing the killers into DBD.

    Nemesis is best described as a zombie general (obviously I know he doesn't necessarily control the zombies) instead of the intelligent, fast, and powerful iconic boss enemy. One of gaming's most iconic bosses. He was missing 2 of his iconic abilities. The rocket launcher and the sprint. And if the team wants to use the excuse of they didn't want to make something too similar to other killers or they think a rocket launcher wouldn't fit, the simple answer is, just do not use that character. It doesn't make people happy when their favorite characters are squeezed for money. We see this all the time in movies and stuff. Even with RE recently with that abysmal show. They take something people love and use it as a vehicle to just make whatever they want and it doesn't resemble that franchise or in this case, character.

    Wesker is a step in the right direction, sure, but how many RE chapters or years would we have to go through to get it right? Another 2 chapters? Like EA's Madden or something? Not a nice comparison I'm sure but that's how it feels for RE fans. Wesker has little dashes when he should've also had a sprint. But he has problems in more areas than even Nemesis did such as his animations and... He has a knife? Just get rid of that knife and give him his palm strike or something cooler like that.

    These aren't the characters that are advertised. Literally every other killer is accurate or WAS (Freddy Krueger). Somehow you guys get harder characters like Sadako and Pinhead right but not 2 very simple and easy ones. That's my problem with RE in DBD.

    Then don't play dbd.

    Or maybe if you are so hardcore: just play RE.

  • @Gary_Coleman said:

    What would be the best map to play against wesker on?

    Rotten Fields.

    He will just throw you into the corn doing no damage.

    Unless he uses the addons which increase the throw range. Maybe.

  • @I_CAME said:

    My problem with Wesker is how good he is at tunneling. You're basically screwed if a semi decent Wesker wants to tunnel you when you're infected. Like how are you supposed to win in this scenario? You're already injured coming off the hook but now you're fully hindered on top of it. They should pause the infection while someone is being chased or for a period after being unhooked.

    You lose infection when fully infected when you get hooked. It is set to 50%.

  • @get_barted said:

    I think the thing that gets most survivors is that they took the dash away from dead hard and in the very next chapter put a dash power on the new killer so now they cant dash away.

    My main issue with Wesker...How I slammed a pallet in his face at the end of his dash yet, he was still able to grab me at the same time the pallet hit him and he was able to grab me

    Yet new DH still hard counters his power at long ranges.

    The pallet grab seems to be either a bug or (more likely) a latency issue.

  • @Pyrosorc said:

    His power is basically nurse - practically no recharge and covers the same distance just as fast. It can't go through walls, but with the buff it still hurts you over pallets and vaults, and he doesn't even have to have the skill to land it on you, you just need to be in its path.

    In addition to this insane power, he's a full 4.6ms killer. On indoor maps it's nearly impossible to locate him due to his insane terror radius so he gets quasi-stealth on those maps, nullifying his disadvantage over nurse's ability to go through walls on those maps. And he gets a fun little minigame with infection too, adding a little bit of inbuilt slowdown on top.

    You won't see sweats playing Blight anymore, that's for sure, Wesker vastly outclasses him.

    See you guys in a week when hopefully this killer is being played less because facing him is utterly unbearable. Plus I have noone left to play with because my whole friends list already just dropped the game from this update.

    Have you even tried to play against him?

    His hitbox is very slim now. Like you are a cannonball. You either hit perfectly or don't. You can't decide when your dash hits the survivor, you can't lunge, you can't correct mit dash. It's hard countered by DH on long distances. If he misses, he goes the full distance.

    If he vaults in the wrong moment, you can chain loop him because of his cooldown. He can't M1 during that time.

    The "buff" was intended from the beginning. Blight is also 4.6m/s and has broken addons on top of that (*cough* ring *cough*). His 40m TR exists because of his slowdown. Which you never really have to deal with anyway. There are enough crates.

    Then I see you in a week. Probably still complaining because you won't have used that time to actually learn to vs him.

  • @GravelordNito99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161071#Comment_3161071

    Which isn't going to happen since sprays are so fast and plentiful.

    Another thing that needs a fix. Maybe. I did not have a match yet where there were no boxes or sprays left.

    At the moment everyone can cleanse 3x. That's too much for my taste since Wesker's 40m TR is probably because he can inflict 8% hindered. And that usually happens when you hit them with your dash anyway.

  • @danielmaster87 said:

    The whole "He was grabbing survivors who weren't in front of him" thing, I don't buy it. I think sadly Wesker is gonna be a killer like Nurse who has wildly inconsistent attack hitboxes.

    I think how the devs handled fixing his bumping into everything was to nerf his grab's hitbox, but I don't think they have to do it that way. I'm no game designer, lucky us, but I would try to find a way where the bumping into objects hitbox was small and the grab detection hitbox was still big. This idea could also be applied to Victor, Demogorgon, Huntress... oh it would solve SO much.

    They already have this. Just look at Trickster or Slinger. They can nail shots through holes.

  • @allMadhere said:

    While I'm here - it would also be so very lovely indeed to have an option in the settings to mute the bloodweb >_>

    Fump, chwamp, chrck (weird entity noises)

  • I think it would be a lot better if they removed the "open the exit" part.

    The "Man behind the bush" was OK, Evil Incarnate was bad but manageable when I did it 4 years ago (today its a pain) and "From the void she kills" is worse than ever because you need an ultra rare to do it and not some yellow addon as back in the day.

  • @Chocolate_Cosmos said:

    Oh also reading the comments here reminded me that I think there is one more problem: The recharge time feels bit too long IMO. Like it takes at least 5-6 sec to recharge one charge. I think it could be bit faster.

    It gets faster the more people are infected.

  • @allMadhere said:

    Agreed @LapisInfernalis - with the increase in blood point cap and constant release of new DLC, it really seems like a pointless nuisance to spend so much time on bloodwebs. I posted this because I found I was actually struggling to spend enough BP between matches to avoid the cap - especially now with the queue bonus, mixed with Rift challenges, lower item costs, and faster queue times (which is nice to see lately).

    If it's still like when the MM incentives were live for about an hour it will multiply all BP you got (offerings included) by 2. With 5 flans you would normally get 530% but with 100% incentives you get 1060%.

    But don't nail me on it.

  • I'd rather have a precise hitbox for survivors and a forgiving hitbox with objects than a big hitbox where I hit the Survivors with a truck.

    Many hits on the PTB felt unfair.

    The grab bug is annoying though.

  • They could at least implement auto-collect for levels 1-9 where you need to collect everything anyway.

    They could also implement that you can click the furthest note (a perk for example) and it auto collects everything before.

  • You are put to the middle ground first, because the system has no data. You will lose some matches (for me it's usually 3-4) and then it will get better. Just don't care about loopers, tbags etc. Just chill and experiment.

  • @Rudjohns said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158521#Comment_3158521

    I would accept this nerf if the requirements to activate was like 25% repairing

    It's one of the reasons why Repressed Alliance is so bad. It takes too long to activate and it's gone once used.

  • I think they couldn't fix the bug from ptb with Wiretap properly or thought that you could "abuse" it somehow.


    And nerfed it.

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