LapisInfernalis
LapisInfernalis
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@AnnoyedAtTheGame said:
https://forum.deadbydaylight.com/en/discussion/comment/1895596#Comment_1895596
Don't punish player for playing with their friends. Punish them for using comms.
And how exactly would restricting the use of perks in an swf punish using comms?
I can still tell my friend "the killer has BBQ" with kindred or telling them to go in a locker because they have Head On so I can bring the killer to them so they can stun him.
This idea of your doesn't punish comms at all. It punishes people who just want to play with their friend(s) and don't want to be try-hards.
The only way to "punish" comms would be if they would put such usage to their list of bannable offenses. And the Devs won't do that, because they would lose a lot of players. Including me.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/1895596#Comment_1895596
Game is up and running for what 5 year now. How many solo groups write their perks to chat you think? Cause I never ever seen anyone writing their 4 perks. And this is not the mobile version we don't see the perks. We have no idea if the teammate running toward you with killer behind them has BT or not. Most of SWF groups talk with discord during game, and even just saying "killer is on me" costs solos a perk to kind of know it.
Writing perks in the lobby was just an idea. I only did it sometimes when I was using Autodidact to inform others that i wanted to heal for the tokens.
I think you did not read what I said in my post. I said, that on mobile they HAVE that feature and that it would be nice, if they implemented it as well in the normal version.
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My definitions are mostly the same, but I want to share what I see different.
Tunneling: I often play Freddy so BT is no problem (this needs to be changed honestly). If someone decides to farm off the hook and if I need the pressure, I will down the unhooked person (to deny the unhooker the safe unhook) but then go after the other one so their team has the opportunity to pick them up again (not his fault he got a dumb/greedy teammate). If they didn't do it in time, it's not my fault. I call this "Applying pressure".
Camping: If the Killer knows survivors are around (scratchmarks or if they insta unhooked before), I consider it not camping, even if a single Survivor is seen with BBQ. I call this "Hook defense". Pretty similar to what you said. If the killer positions himself right in front of your eyes (with chainsaw, hatchets or the gun) it's "Facecamping", even if it's a sniping Huntress or a Slinger on a hill nearby. Then there is, what I call teh "I want my 1 Kill" Camping. Solely done during the EGC against Survivors who were too strong for the killer.
Slugging: For me there is additionally "Necessary Slugging" and "Unnecessary Slugging". The first is usual when the survivors repair gens left and right or at the end of the game. Typically done when one gen is left or before the exit is opened. The killer aims to slugg all 4 people. The latter is usual at the beginning of the match with 1 gen repaired at most and often performed by high mobility killers like Billy, Nurse and Oni or with killers who have a fast chase like Huntress. This often includes the perks Infectious Fright and Monitor & Abuse as well. The survivors have 0 fun and depipp all.
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@AnnoyedAtTheGame said:
I agree with SWF needing a massive nerf and killer needs a massive buff. The killer should be able to run an extra 1, 2 and 3 perks, so 2 SWF, 3 SWF and 4 SWF lobby to bridge the gap between SWF and killer.
The SWF lobbies needs to be stopped by making the survivors not be able to all run the same perks by limiting the perk to one per lobby. S basically only 1 member can run DS, one member can run BT, one member run self care etc and so on.
If every perk is limited to 1 per lobby... how is chosen who the one person is with this perk? is it the first person loading into the lobby? Do you have to argue with others?
This would be a huge problem for players who don't have a lot of perks to chose from. Imagine this: I usually run Kindred, DS, Iron Will (my main Jeff is loud) and spine Chill (both solo and 2-man-swf). I would like to switch DS with something like LIthe, Alert or We'll Make It but .... tunnelers exist, so DS it is. These are all quite strong perks and, exept DS, not meta, so they are used quite often. Even my alternatives for DS are not a rare sight. So I would have to change my build 90% of the matches because someone else uses these perks. Honestly, I would become a Killer main and play a lot less or completely quit playing if this would become a thing.
If your idea is just for swf... well... even then I'm not a fan of it because it restricts your playstyle which is not fun.
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This is not the way. If I understand you correctly, a 4-man swf can only equip 4 perks in total, right? So a group of 4 solos still has 16 perks in total. Yes, coordinated solo teams are rare, but they exist, so this would not only nerf swf into oblivion. Who wants to play with just 1 or 2 perks? I don't. Many people will just stop to play. You can't punish players for playing with their friends.
Even solos could write their perks in chat, so that others know of your BT, UB or Adre. Since Crossplay exists, this is not guaranteed anymore, because consoles don't have chat.
If I remember correctly, DbD Mobile shows every Survivor's perks in the lobby (not to the killer I guess). Why not implement this along with what Item you carry (the rarity+add-ons)? So everyone knows what the other has equipped. This is some of the imformation you get when playing swf, so this would boost solos a LOT.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/1884898#Comment_1884898
I have to agree with you on the fact that 2020 hasn't been a great year for DBD's events, and I really hope BHVR will understood that and will surprise us next time
And I honestly don't mind the Rift, since you can "invest" that 1k only when you are certain that you'll get them all back
Keep in mind that stuff before wasn't "free", you still had to play in a certain way and often in competition with other players to get the events cosmetics
I invested the 1k AC into the first rift and got everything since. But it could be still 10 bucks you'd need to pay to get it. Money some people don't want to spend.
I played during the 2018 and 19 Halloween event and during the 2019 Lunar Event where you needed to get the serum or the lantern. Some mechanics were flawed at first but the Devs tried to make it better for the next time. At least it was something different/new.
And of course is nothing for free in dbd. Everything costs at least our time. But there is a difference if I can earn it while having fun or get new stuff to try and explore or if I just get a notification that I can buy it with X shards (even I get them by log in) without experiencing something new.
Before they do the latter, I'd rather just get the notification "hey we have a present for you. (insert cosmetic)".
But that is another matter.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1884867#Comment_1884867
Now THATS a waste.
Or... Whatever you like. :)
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/1884694#Comment_1884694
Well, we're actually on the same page for both options then :D
yeah I mean, I don't think the "money-grab" situation is as bad as the forum make it look like..sure you have legendary skins that cost too much, but there are only 3(?) of those in the whole game and there are a lot of other skins that you can buy with shards..
I think BHVR will know better and choose to give us some free lobby customizations, and some paid ones (because yeah, they could make money out of those and I don't blame them for that 😅)
I'm just concerned.... a LOT.
2 Years ago we got free Frosty Eyes (2019 as well) and Halloween/Luna New Year outfits you could get during the event by just getting a flower/a lantern. There was even a BBQ event that was canceled in 2019. I never got the chance to see it outside of old Streams since I joined in 09/18.
Nowadays we need to grind through the Rift AND pay 1k AC to get some of the event cosmetics or need to buy them with shards aka a lot of playtime or need to put in a code, which was limited time only, to get it for free.
This is why I'm so concerned. There were a lot of things in the past that were true gifts which now require you to do certain things. I fear that lobby backgrounds will be a paid feature in the future. Regardless if you need to grind the Rift (and pay 1k AC), get some codes (from some Streamers with limited uses), or need to buy them in the shop.
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I guess this is sarcasm, right?
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1884635#Comment_1884635
That feels like a waste.
Get 1000 ebony moris or pink keys
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Maybe not a year but 6 months instead.
Slugging and Camping are delicate situations and would need some tries to get right. I agree upon the rest.
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Exactly.
@JPA said:
It could be balanced, you could be slower at running, but the Killer would only be able to walk 5m before they drop you, so you'd be trickier to hook.
Small Hag can lift David, Jane, Ash and Jeff without problem.
The killers have unhuman strength
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@Lycidas said:
Well, i voted for that option honestly, I'd love to be able to customize my lobby by choosing one of the past events, but that doesn't mean I'd be down to pay real money for that
Maybe they can keep creating the regular chapter/holiday-related lobby and let you choose among them for free, and add some more elaborated one that you can buy with shards? I just want to be able to select the 4th year anniversary lobby or the halloween one 🙃
I also voted for that, because it seemed like one of the few good choices there imo (the other is the mix match outfits one).
And I honestly HOPE they don't make it another money grabber or limited-use-only code you can only get from fog whisperers etc. But we all know that hope dies last, but still dies in the end...
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Most times I see Achievement or Legacy hackers. Back in the day where there were no servers, I versed maybe 3 lagswitchers.
The first real hacker I saw, was about a year ago, were a Nea and her acomplice David (both from Windows Store). They were in a swf and at least the Nea hacked. She had hacked Legacy, could fly, had no collision, could insta heal, had an infinite flashlight and could not be hooked. In the end she started the EGC at 5 gens left and escaped with David while the other person and myself died to EGC with over 90s still on the clock. And on top of that I think she ddosed the server as well.
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Sometimes I don't think it works, sometimes I think it does. My ping is usually around 40-60ms, depending on the location I connect to (Frankfurt or London). Sometimes killers still hit me from further away, but not like they did before. I still have do adapt if I verse a killer from eastern Europe or similar distance.
Yet yesterday, I versed a Blight who should have hit me in a pallet during his rush, but somehow I stunned him and didn't get hit. He was almost as confused as myself.
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I give Killers a Kill if they were obviously new and I'm safe to blackpip or if they played a killer just for the Archives and wanted to farm.
It happend to myself in some cases as well. One time all 4 let themselves die to EGC to say thx after my farming match (I was playing Blight 4 the Archive) because they only had campers/tunnelers/mori before that.
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@GannTM said:
If they nerf BBQ before nerfing Object, then I don’t know how anyone can say the devs aren’t survivor bias anymore.
We all know that Object is "fine", right? Because those stats tell the Devs it is.Those same stats which include the Object DCing or dying on their first hook because they got found first or couldn't bully the killer....
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Why do I hear Sonic's Theme?
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If I see a Mori and a Bubba.
Or Spirit with Stridor. I just hate that you have really little chance to do well against her even with Iron Will if she uses Stridor once you are hit. She can hear you everytime and everywhere.
A Myers who sees me for the 1st time with 99ed EWIII after 1min and no gens are done. Thanks team.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1867590#Comment_1867590
"killers have far less stress to deal with than survivors"
This is objectively not true at all. A killer has to stress about 4 survivors and their items, their locations, the locations of gens, the locations of survivors in comparison to hooked survivors (in case they need to patrol rather than go off and stop gen pressure), who to target (e.g a Dwight with a toolbox and prove thyself), loops and all other things survivors have to deal with on top of this.
survivors have to deal with 1 killer's position, the hook states of survivors (same w/ killer), gen's being done( which is easier than stopping gens being done) and overall very little to worry about other than base mechanics which a killer has more to worry about.
On top of this all killer abilities have counterplay:
trapper-dodge traps/ small game
wraith- ding dong sound on the bell, spine chill OoO or any perk like that.
hillbilly- early dropping pallets and running around/ using environments
huntress- dodging and Strafing hatchets
doctor- early throw pallets and don't wait by loops
I could keep going but it would be a waste of my time, just quote this if you think there isn't a killer ability with counterplay
Our counterplay to your items and addons is Franklins. It takes up a valuable perk slot that we need desperately, whether for chase potential, map pressure, or anti-gen rushing. I don't have franklins or BBQ but when I do I'm resetting my killers and trying to get it on every killer because of the stuff I see in day to day games. This perk is the sole reason why 1/2 of the killers don't dodge games with keys, so count yourself lucky that they have something.
Now onto the second part of this argument- "our items deplete". Yes, they do. There is also four of you, and if they didn't deplete it would be broken end of discussion. Imagine a game where 2 people brought a green toolbox with only speed increasing add ons, or even a yellow one. Without charges, they would need to bring back old ruin and other things to balance it (old pop). Charges are necessary for the game's balance, and franklins is mostly used- whilst it has some side effects of being used wrongly- when we see the map's keys or a tonne of toolboxes. I played a game as a survivor where I let the killer kill me at the end as by the time he had hit someone (2 mins in) we had 4 gens done (3 of us took toolboxes). We would've all got out and I felt like we had cheated him somehow, so I gave him the extra bp as an apology. Franklins can be necessary, keys do make it so you have ANOTHER second chance and not just for you, but anyone who stumbles on the hatch before the killer does. I also believe that flashlights can be abused for repeated saves- Again, I once got into a match with 2 flashlights, in the end, game lobby I found out they were both purple with double batteries. I got flashed from saves 8 times that game. Do you know how much momentum I lost because of that We were on Haddonfield( the one with the cornfield, if that's what it's called), and every time I downed someone it was in the cornfields basically, so I couldn't "outplay" the flashlights.
And my final worry is that you don't get how this game works. You can be pressuring two survivors, but the other 2 are still doing gens. You have 16 perks, 4 items, and 8 addons to your disposal. A killer has 2 addons and 4 perks. Mathematically this means survivors have a massive advantage over killers if they bring full load-outs. So for you to say items have very little/no effect on the game/ not enough to warrant franklins deleting them, then I ask you this. How many games do you escape without 2 or more items in the lobby- if the answer is above 50% at higher ranks/ 40% mid ranks then I applaud you. Then how many do you escape when you have no items/ 1 item in your lobby because I bet the percentage is way lower, even if you play less with no items so the wins mean more. Items have a massive impact on the game, so using 1/4 of our perks to deal with them rather than outright tunneling and face camping (which we get a loss in bp and even pipping for) is the only way to deal with it. I'm sorry if you cannot see this, I know your frustration from losing items as I lose medkits and basically have been forced to run self-care on everyone unless I want to die early. I know how detrimental to the game losing items can be, but leaving them unchecked can also be detrimental to the killer which is why they need this perk. On top of this, on certain maps bringing toolboxes is an instant win unless your playing against a thanatophobia, ruin, sloppy and a tracking perk on a nurse who knows what they are doing. It's just the way killers can stop you from abusing items.
Exactly. Thank You.
The corn maps is Coldwind Farm btw (Rotten Fields, if it was all corn). Haddonfield is Myers' map.
@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/1863989#Comment_1863989
Sigh... Firstly your list of what I can do against franklins is not going to help me much against it. You say use a locker so they can't knock my item out of my hand. Ok... if I'm being chased and jump into a locker before a hit, they're still most likely going to hit me when I come out. So thats not an option. I can't always use the item early because it depends on what item it is. If I hide it I have to hope no one else picks it up and I remember where it is. Not everyone runs plunderer's every game.
You mentioned the killers perspective on this. Killers have far less stress to deal with than survivors. They don't have to worry about getting injured, hooked or killed. They don't have to worry about objectives to access anything unless you're running a token build. Killers come into the match with more power than the survivors. The items are supposed to help us counter that power. Its a lot easier for a killer to have fun in this game than it is for a survivor in my opinion so those "what if" scenarios from a killer perspective don't hold as much weight as you think they do. Keep in mind all those items we get to use in the match have charge meters and they deplete pretty quick even with addons. We can't flashlight the killer forever or use brand new parts on every generator. The killers power however is with them the entire match. Survivors don't have unique individual powers. We have perks yea but so do the killers on top of their power. We have items and the last thing we need is a killer perk that can literally delete those items from you.
Ok, maybe I did not make myself clear enough. If you counter Franklin's with a locker, you have to STAY in it until the killer grabs you. Sometimes you'll even get some extra seconds for your team doing this, because the Killer wants you to trigger Herad On without getting hit, what you might not even have.
And how difficult is it to put an item in a corner of the map, in the grass where nobody except you finds it? The grass next to the Exit gate is perfect. One time i hid a Key on Léry's top floor and nobody took it. Just look for unique locations you can see or find easily. I never needed Plunderers to remember where I dropped my item. Not even in indoor maps. You have a brain, use it!
If you don't have time to hide or use the item, well... that happens. Deal with it. Don't use items every time.
"Killers have far less stress to deal with than survivors. [...] Killers come into the match with more power than the survivors."
Excuse me, what?
Right from the first second of the match I have to consider everything: where do I go, where are far gens I can't patrol well, where are guaranteed safe spots etc. I have to decide if the chase is beneficial or if I should just leave that person and search for another one. I need to make decisions all the time. Basically what @ilovedbd123 said in the post above.
I need to think of perks like DS or Unbreakable as well as the time saving items like toolboxes and medkits.
You say items are needed to counter the Killer's overwhealming power? May I ask how many hours you have and what rank you are on? No offense, but it seems to me that you are not a very experienced player. I have 3.4k hrs and play on Red Ranks (Survivor) or Purple Ranks (Killer). Believe me when I say that the Killer is not more powerful than the survivors. The Survivor's decide the pace of the game, not the killer.
Here is a screenshot where I was playing Deathslinger with Devour Hope (the Death Star perk on the left). The Red rank Survivor found a key with Plunderer's and they took the hatch maybe 30s after I mori'd the fist guy with Devour. It was 1 gen left and two of them were hooked 2 times. I would have won this match.
Now you could say that the matchmaking was bad. Here is another example, where I played vs Otzdarva:
He's a good killer, and still 2 people escaped. That medkit saved a LOT of time and if I remember correctly the rank one also got one or two FL saves. Thos costed Otz a LOT. Pretty much standard high level play.
Or this screenshot:
3 escaped. And they still complained.
And my gold nugget from over a year ago, where swf were matched by the average rank. This stuff still happens btw:
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@Akira1997 said:
https://forum.deadbydaylight.com/en/discussion/comment/1863759#Comment_1863759
Yeah spine chill is good for stealth killers. With how solo que or double que goes these days you can't expect much especially when I am a red rank being qued with rank 20's. That is beside the point tho I know that this is circumstantial but still an item such as this shouldn't be in the game.
the pink add-on is perfectly fine, since it is used with Fragrant Tuft of Hair in 99% of all times which adds another 10s of stalk, making it 25s total from tier I to III (not forgetting that tremendous speed debuff in all tiers). I can understand people get pissed by the Tombstone Piece though, since it doesn't requre anything else except 7.5s more stalk, which is 12.5s in total. This is half of what the pink one needs to be really effective, and I could butcher some teams with it, if they were careless (aka didn't look around), but that goes less and less the more experienced your opponents are.
I learned dto counter Myers back then, when he had 6m TR (usually put to 0m with M&A) and could not be detected in EWI with anything. You HAD to look around. That's something survivors don't learn anymore I guess....
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/1858159#Comment_1858159
Playable... but is it enjoyable? If you prefer to play without items then go for it. I don't. Items are fun to play. This isn't about whether the game is playable with or without items. This is about a killer perk that literally deletes your item if you get hit and don't recover it in a short amount of time. Its unfair and unfun. Why can't survivors have an item or perk that disables the killer's special ability for a duration? Too much? I don't think so. You can delete my items, block my gens, camp my hooks, tunnel me, etc. etc. etc. but how much power do we really have over the killers? Survivors should be able to interact with the killer a whole lot more than we can now. But that is besides the point here. Franklins sucks and ruins the fun for me.
Another point of view:
Is it playable for the killer if there are a lot of items? Yes. Is it fun to get genrushed because of good toolboxes and BNP? No. Is it fun to see a survivor heal in your face with a decent medkit during chase or with a syringe, ruining all your efforts to down that person? No. Is it fun to go against Sabo squads with Breakout and insta Sabo toolboxes? No. Is it fun to get harassed by a survivor with a flashlight all the time (aka the clickyclicking toxic jerk)? No. Is it fun to get all your traps or totems destroyed because there is someone with a map? No. Is it fun to have a decent game with 3 people on death hook, one person dead at 1 Gen left and then seeing them tbagging at the hatch and disappearing in front of your eyes? No.
That's why there is a perk like Franklin's. Items are very strong indeed, especially if paired with perks or in a swf. Franklin's is not unfair or unfun. It's the only way for the killer to rob you your extra buffs.
And please don't tell me that the Survivors can't do anything against a killer. There are a LOT of perks which are so strong I would like to see nerfed because they can tip the tide quite easily.
And you CAN do something about Franklin's.
1. You can hop in a locker, so he can't smack the item out of your hand.
2. You can use the item early and then hide it to pick up later.
3. You can hide the item for later.
Oh and if you are just doing a challenge, I would not use the best item for it. Just take a yellow FL and slap 2 batteries on. That works well enough.
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Why punish me if I just play with a friend but not be a try hard?
I have everything I need in this game. BP are just extra stuff. No need to be sweaty.
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@VSchmitt said:
"Oh, it looks that She's running infectious and spoted me sitting in upstairs gen. Better stay here while She obviously hooks the downed guy in the hook that's nearest to the spot I've screamed 'cause She clearly doesn't want to blink right up here."
Yeah. She is SO unfair.
Also, I prefer to be slaughtered by a really good Nurse that I know that put a lot of effort into learning how to play than be locked in a stale match against forever Freddy or be against a "mind gaming" stridor Spirit.
Yeah, or infinite Legion. I play Freddy myself but never found that build appealing. Nuse is totally OK since the rework.
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I usually combine DbD with Path of Exile or Star Wars: The Old Republic. Sometimes I dig out good ol' Skyrim, Oblivion, some Fallout or Republic Commando. Since none of my RL friends plays DbD I get matches of Deep Rock Galactic or Age of Empires II with some TTT in there.
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@Akira1997 said:
This is the stupidest add on the Devs put in this game. Literally, within the first 2 minutes of my game, my teammate doesn't even get hooked let alone hit. Just instant dead. A little bit later same ######### happens to me. How is this fair at all? And people are going to say this game is survivor sided? Yes, most killers don't use this pussy item but why is it even in the game? You can't even complain about keys when a killer gets the most broken add ons. I know this item only lets the kill occur during tier 3 but this is plain right unfair. It's literally instant death.
If this happened, at least 2 of your teammates did not pay attention at all and gave Mikey Boi free stalk. Sorry to say that, but it is only fair to get tombstoned after 2 minutes if that happened. Judith's Tombstone (the pink one) has, in addition to having 10s more stalk required, a MASSIVE speed debuff (105% at EWII&III instead of 115%) which pretty much requires the killer to run PWYF, whereas the Tombstone Piece (purple) has no speed debuff but uses up all the time left on EWIII if triggered and give a massive debuff to your next EWIII progression in addition to having 7.5s more stalk required.
Experienced teams will pop gens everywhere before you even get to EWIII in the first place, not to mention that some maps are horrible to stalk on (Corn, Hawkins, Léry's...).
Myers is heavily outclassed and outdated anyway now. No need to nerf him further. If anything he would need some buffs.
A friendly advice:
Never underestimate Myers. If you don't run Spine Chill or Premonition look around you and always think it's him until you know it isn't. Don't let him stalk. Don't tbag in front of him at the exit gate.
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@Killing_Time said:
Anything to keep the survivors happy. It's no surprise it got NERFED and if Undying + Devour is too powerful, it'll be NERFED too. As long as there is no competitor to this game, it will keep happening.
No disrespect to anyone. Just my opinion
Exactly what I thought too, as I realised Undying+Devour would be nice to try out. If it is too strong they will nerf it in 3 months or even earlier. Still waiting for all the Survivor meta crutches to be nerfed though: especially DS (make it a real anti tunnel perk with some conditions) and Adre (either heal OR a SB but not both), but also OoO (add minimum distance) and maybe UB (normal recovery rate)
Greetings, a player who enjoys boths sides :)
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1854708#Comment_1854708
I don't think it's a bug. I think it's an unintended outcome of changing the rarity without changing how the bloodweb populates perks.
Before about half the perks at T1 were yellow rarity and the other half was green rarity. When you hit around the level when you start seeing green rarity perks appear in the bloodweb you would start seeing T1 perks from the other half of the perk pool. Now that all green rarity perks are T2, you will always see T2 perks appear once green rarity perks start to appear. Same thing happens when purple rarity perks can start to appear.
Basically whatever perks you pick up at the start are bound to be the first perks you max simply due to how the new perk rarity system clashes with the bloodweb system.
They should make it completely random which perks you get.
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1853787#Comment_1853787
I think it started working like this right after the rarity change. Its a bit frustrating to grind through all the bad perks -_-
@FellowKillerMain said:
They probably structured it this way. It wasn't like this immediately after changing the rarities of perks, was it? Not sure, really. But, all of my characters are stuck with tier two perks until around level 35-40. I also noticed I don't really get any 100% BP bonus items until around level 35. I'm guessing this is all intentional.
It started right after the rarity change in 4.4.0, but I wanted to test it on multiple characters before mentioning it here in the forums.
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@AggressiveFTW said:
They should also get more BP for basement hooking than normal hooking.
So I face even more basement Insidous Bubbas? No thanks.
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@MadLordJack said:
Yeah, it's cheating. It's like using Nvidia filters, but ×5, because it increases your FoV to the point you can clearly see over loops instead of barely glimpsing over them. A lot of people like to use the argument of "YoU cAn SeE oVeR aNyWaY", but to that I ask: Is it cheating if the killer disables Fog?
Yep, all those color adjustments to see better. I hate it when I even see large content creators or fog whisperers use these....
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For me it's cheating. You can see over things you are not supposed to see over (like corn, hay balls or certain loops), which gives you a clear advantage while looping.
If you have a monitor which needs this kind of resolution you should get black bars at the top and the bottom like in a movie, which blocks out the areas you would see or something similar.
End of discussion.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1852214#Comment_1852214
I always think of Otzs comparison to Dying Light.
It wasn't a perk that was super strong but got changed anyway due how unfun the gameplay was that it promoted (hard tunneling you obsession).
Genuinely disappointed that someone from the balance team fails to see that
Alongside with Remember Me which was also nerfed due to the Obsession getting tunneled and the EGC being introduced.
My fixes for both perks:
Dying Light
You become obsessed with one Survivor.
Your Obsession gains a 25 % Action Speed bonus to unhooking and healing other Survivors. (<- nerfed from 33%)
Each time you hook a Survivor that is not the Obsession and the Obsession is alive, gain a Token.
All Survivors get a 2/2.5/3 % stack-able penalty to Repair, Healing, and Sabotage speed for each Token. (<- included the Obsession into debuff. Stacks remain when the obsession is killed like with STBFL)
The Killer can only be obsessed with one Survivor at a time.
Remember Me
Each time you hit your Obsession, you increase the opening time of the Exit Gates after all gens are repaired for all Survivors by 5 seconds up to a maximum of 20/25/30 additional seconds. (<- Old Remember Me + the condition that all gens need to be done to make it still possible for the last Surv to leave through the exit gate + included the Obsession in the debuff, so there is no need to tunnel/kill)
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/1852214#Comment_1852214
So, I want to bring something up.
Let's see the chart:
https://us.v-cdn.net/6030815/uploads/VV799GPBPFZF/image.png
So, there is chart where they said Legion is a solid mid-tier. But they also said that Nurse and Blight were misleading due to their required skill, which is totally fine. However, that means that for the sake of this chart, you remove those two Killers. Now, Legion is technically lower on the chart. This idea that he is mid tier is being masked by the fact that they have two killers on that chart that push some of the other low tier Killers up. The same thing could be said about Pyramid Head, as he was still fairly new at the time. My point being, even using their own chart, Legion is NOT the middle of the road Killer they claim if they go by their own sentiments concerning the lowest two and newer Killers.
And what makes this chart completely useless: There are so many Survivors in Red Ranks who actually play like Green Ranks. No wonder why some weaker Killers like Pig have a high kill ratio. It also explains why Freddy os so "overwhelming", because it is a high-mobility multy purpose killer who can easily destroy mediocre teams. As Freddy Main I know instantly if I face true Red Ranks or wannabe Red Ranks. The true Red Ranks are actually a challenge.
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I know from sad experience that it takes some time to decay. How long, i don't know, but it is definitely more than a few days or matches played (i do around 20 matches per day).
After the 15min ban comes the 30min/60min/3hrs/1day/2days/3days ban if I remember correctly from the incident where Tru3ta1ent was hacked and got that growing timeout one day.
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@Madjura said:
If you are on Steam try closing the game and restarting it and then checking your progress. The counter doesn't immediately increase usually, restarting the game seems to kind of force it to update immediately however. It might not be a Dead By Daylight bug but rather a Steam bug due it not updating immediately.
Oh yeah. It worked. Thanks.
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@Ghalam said:
https://forum.deadbydaylight.com/en/discussion/comment/1827603#Comment_1827603
The Mori argument no longer holds any water since it is more or less just a visual offering. Locking people in the lobby from making any changes their character makes sense.
You can still tunnel mori people. It just takes a bit more time.
I'm fine to lock characters IF there is a possibility to spend BP where you want (Survivor AND killer). This is the only problem I have with it right now. That you can't do anything after readying up when you are blocked to switch characters.
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/1827140#Comment_1827140
It doesn't bother me much, but when you see people changing to look exactly the same as someone else, or quickly switching in the key.
It's just interesting that one side is blocked from doing something the other can do freely.
The killer can still use a mori even if he's already in a lobby, so quick switching to an item should be allowed too.
For me, the toxic Key switch is just an invitation to get tunneled when I play killer.
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Only if we get the opportunity to just spend BP on other characters while searching for a lobby.
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You let it sound like all PC players play with constantly 60fps.
No, we don't. It is the same hell on older systems like mine (5y old). I may get about 60fps on medium on older maps for the most part, but some maps like Lèry's are just horrible with 15-30fps when I play killer. Yes you heard that right. And even on other maps my fps drop to 20 sometimes.
I know console is horrible, but punishing other players for it? No thank you. Because that's what would happen: everyone would switch crossplay off because 30fps is no fun at all. And I know for a fact that PC queuetimes are a lot shorter than console ones. So you just hurt yourselves with this.
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Even with Kindred or Object the bubble obscures your vision, but that same bubble is the only thing you get if you are affected by blindness. 3rd Seal is not very strong but in that case it could be devastating.
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I think that some Autoheaven maps are quite dark in some areas. Sometimes I have problems seeing Survivors at all (not only Blendettes!) or Killers like GF, Legion or Freddy blend perfectly, especially if they wear darker clothing. The part of the map where the light comes from is OK though
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It works since I rarely get DCs in my matches now.
But it also doesn't work since I needed to DC last week because I got stuck on Bubba's shoulder and just had a match where my game crashed and it gave me a DC penalty.
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Agreed. I would like that either the rarity decreases drastically or that you can't find items of purple/pink rarity at all. Not even with plunderers.
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At least Jeff is not Ash. Ash always sounds like... 2 people doing.... certain things... when he's injured.
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Could we get a small chubby male survivor with a long beard then? As a fantasy fan I always wanted to play a dwarf in dbd.
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I also like this idea but it has the risk of more toxicity and BMing.
@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/211400/suggestion-endgame-stats
I like this idea, but also can see how players would flame each other in chat (well not me I'm on console.)
Also if the killer squashes the team at 5 gens or whatever do you really want to mostly see all zeros on such a tally?
Maybe instead track and display personal stats, with proper privacy settings, these options for each player. If shared it would enlighten to what type of survivor (gen jockey, chaser/looper, bone collector, combat medic, etc) and/or what kind of killer (meat locker, anti-clotter, gen destroyer, master of the mori, pallet eater, etc.)
To minimize hazing or spying I'd say to see someone's stats you must share your own.
True. To see them you must share your own.
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These are my ideas:
@LapisInfernalis said:
Since Myers is one of the 2 remaining Killers, who don't conform with the add-on rules (the other being Huntress), I thought of how I would do a little add-on rework for our Stalky Boi. This also includes some buffs to him as well since he's a bit outdated/ powercreeped. I tried to keep the original idea of the add-ons in mind while making them a bit more interesting.
These are just examples. Please give me constructive criticism and don't kill me, ok?
BUFFS
Evil Within I:
- Grants the Undetectable Status Effect
- Grants Detection Immunity <- The same as before the addition of the Undetectable Effect. To hinder Spine Chill, Object & Premonition to give any information on Myers. Makes early stalking somewhat easier.
- Slightly decreased Movement speed (110 %). <- (was 105%) To give him some extra mobility at the beginning and to get Stalk a bit easier
- Slightly decreased Lunge range (open time: 0.4 s). <- (was 0.2 s) I don't know the exact value Boyfriend's Memo adds, but I thought of this. i.e. Gives room for another add-on with Scratched Mirror.
- Regular Vaulting speed (1.7 seconds)
Why? Myers' EWI is more a hindrance than anything else. Good Survivors or a ######### map (looking at you Coldwind Farm!) can starve you of stalk, making it extremely hard to get to EWII. The slow MS and no bloodlust make it even harder. Therefore the MS buff to 110%. Detection Perks are quite problematic in EWI as well. Even if the Survivors can't hear you (except they hear your Darth Vader like breathing), they still get notified by Spine Chill, a very commonly used perk, even in red ranks. That survivor is GONE, before you have the chance to stalk. Same goes for Premonition or Object. Object still lights up, when you are looking at the killer, giving you a direction where he is.
But wouldn't that be too strong? No. You want this game to be a bit scarier, don't you? I loved the dread at the beginning of the match when you didn't know what killer it was. I was always on the lookout for a Myers sneaking around. I would like to have that back. By chosing a good positioning, you can make it really hard to grab you from the gen.
Evil Within II:
No changes.
Evil Within III:
- Regular Terror Radius (32 metres).
- Regular Movement speed (115 %).
- Slightly increased Lunge range (open time: 0.6 s).
- Moderately reduced Pallet (and Breakable Wall) breaking time (15%) <- Make him more dangerous. Like a litte Brutal Strength.
- Moderately increasing Pallet stun recovery (25%) <- Same as above. Like a little Enduring.
- Moderately increased Vaulting speed (1.275 seconds).
- When triggered, all Survivors suffer from the Exposed Status Effect.
- Evil Within III lasts for 60 seconds, after which it regresses to Evil Within II.
Why? Myers has little in-build ways of shortening the chase and he needs to build up his insta down every time. Oni i.e. can do this by hitting survivors during a chase and gets a lot of mobility during his Dash. I thought of making Myers a bit more dangerous, so that everyone should watch out and don't let him get his stalk! And for myself, nothing was more scary than Myers with BS, Spirit Fury & Enduring a long time ago. But now with the gen speeds and his insanely slow early game he needs gen regression or slow down perks like Pop or Sloppy. This is why I decided to buff EWIII with these effects. I'm not sure if they should stack with the perks or not though.
Stalking:
- The default Stalk Point requirement for each Tier is 5 Stalk Points. <- (was 6) easier to calculate :)
- Stalk Points are obtained by stalking Survivors.
- Each Trial features a reservoir of 40.4 Stalk Points distributed evenly amongst all four Survivors for 10.1 Stalk Points each.
- When a Survivor disconnects, the remaining Stalk Points of that Survivor are distributed equally to the other remaining survivors. <- So that a DC doesn't screw you over when needing a lot of Stalk (i.e. when doing the Evil Incarnate Achievement).
- Default Stalk range is 40 metres from The Shape. <- (was 2.5m to 39.85m) same as Ghost Face
- The Stalk efficiency decreases slightly with distance, ranging from 1 SP/s (100 % efficiency) to 0.75 SP/s) (75 % efficiency). <- (was 0.8333 SP/s at 100% and 0.08333 at 10%) It would be a bit hard to get "99ed" from 40m away in 5s so I thought buffing the numers would do something at least.
- This means that the Stalk Time requirement for one Tier of Evil Within ranges from 5 seconds (100 % efficiency) to 15 seconds) (75 % efficiency). <- (was 6s up to 60s) lessens the pain of stalking someone in the distance, without making it too strong.
- The Stalk efficiency decreases slightly with distance, ranging from 1 SP/s (100 % efficiency) to 0.75 SP/s) (75 % efficiency). <- (was 0.8333 SP/s at 100% and 0.08333 at 10%) It would be a bit hard to get "99ed" from 40m away in 5s so I thought buffing the numers would do something at least.
- Once The Shape reaches Evil Within II, he has no means to return back to Evil Within I.
- The colour of a Survivor's outline while being stalked determines how many Stalk Points or evil is left in them, ranging from white (Evil available) to red (Evil depleted).
- Use the Active Ability Button (CTRL) to unleash EWIII. <- You will never accidentally use EWIII again while trying to 99 it. No need to stalk the last bit. [Edit: This needs some audio cue (like that from Oni). I thought of that eerie tone that indicated him staking you when he came out in 2016. In the Wiki it's the tune which is listed at the Evil Within I section of Myers' page]
Why? His salking mechanic is outdated and inferior to that of GF. I can understand that it would be too strong to give him the same stalk speed at 40m like right in front of him. By tweaking the numbers, I think that his stalking will be better but not OP.
ADD-ON REWORK
Judith's Tombstone (Ultra Rare)
A large and heavy granite tombstone stolen from Mt. Sinclair cemetery, belonging to Judith Myers.
- Kill healthy or injured Survivors with Evil Within III.
- Kill the last remaining Survior in a Locker with Evil Within III. <- No more locker hopping to deny the Evil Incarnate Achievement. At least for the last survivor. Maybe make this standard with a new nice Mori animation where Myers pins the Survivor to the locker. Like in the movie.
- Disables the ability to Stalk with Evil Within III.
- Tremendously increases the amount of Evil required to reach Evil Within III for the first time.
- Slightly decreases (110% ms) The Shape's Movement speed in Evil Within II and III. <- (was -9% = 95% in EWI and 105% in EWII&III) Nothing is worse than being a slug in EWI with this. Still slower than normal, but better around large loops. PWYF would be nice to have but not a necessity. If this would be too strong with PWYF, make it 105% in EWII&III but not EWI.
"Here lies our beloved daughter."
Lock of Hair (Very Rare)
A cut lock of blond hair bunched with a black elastic.
- Tremendously increases (+40s) Evil Within III duration.
- Slightly increases (+2.5 SP) the amount of Evil required to reach Evil Within III for the first time. <- (was +5) Makes this add-on more viable. The Hair Bow was just better, because it added 30s for +2.5 SP.
Scratched Mirror (Very Rare)
A standing portable vanity mirror which has been violently scratched with a sharp metallic object.
- When Stalking, Evil Within I reveals the Aura of Survivors within 32 metres.
- Evil Within cannot progress past Evil Within I.
- Slightly reduces (105%) The Shape's Movement Speed. <- (was 105%) Yes, this is not a nerf or a buff, but since i buffed EWI MS to 110% I needed to adjust this. 110% with a 32m wallhack would be too much. Pretty much old Jumpscare Myers before the introduction of Undetectable without M&A being a necessity.
- Each Hit Score Event grants 100 % Bonus Bloodpoints in the Brutality Category and additional 200 % Bonus Bloodpoints in the Deviousness Category.
Mirror Shard (Very Rare) <- (was Rare)
A large and sharp piece of a broken mirror.
- Stalking a Survivor for 1 second in Evil Within II reveals the Aura of other Survivors within 16 metres around you for 4 seconds. <- Maybe a bit too strong, but hey: I changed the rarity.
Vanity Mirror (Rare) <- (was Very Rare) Is still not as strong as Scratched Mirror.
A standing portable vanity mirror in perfect condition except for a fine layer of dust and face powder covering it.
- When Stalking, Evil Within II reveals the Aura of Survivors within 16 metres.
- Evil Within cannot progress past Evil Within II.
- Moderately reduces (8m) the Terror Radius. <- Makes Dead Rabbit or M&A a nice to have, but not a necessity. I would say it should stack. You will still be vulnerable to Object etc though (no Undetectable!).
- Each Hit Score Event grants 100 % Bonus Bloodpoints in the Brutality Category and additional 150 % Bonus Bloodpoints in the Deviousness Category.
- Slightly decreases (110% ) The Shape's Movement speed in Evil Within II. <- (was -6% = 97% in EWI and 107% in EWII) This was a worse Scratched Mirror with only a little MS bonus.
Reflective Fragment (Rare) <- (was Uncommon)
A tiny piece of a highly reflective material most probably from a broken mirror.
- When putting a Survivor into the Dying State, reveal the Aura of Survivors within 8 metres.
J. Myers Memorial (Rare)
A glossy page ripped from the 1965 Haddonfield High School yearbook, one dedicated to the memory of Judith Myers.
- Moderately increases (20%) Evil Gain rate when Stalking. <- (was 25%) A slight nerf since stalking is overall easier.
Glass Fragment (Uncommon)
A tiny piece of tinted glass, probably from a broken object. It is impossible to determine its origin.
- Stalking a Survivor for 1 second reveals their Aura for 3 Seconds. <- (was only usable in EWI) i made it usable in all tiers.
Judith's Journal (Uncommon) <- (was Rare)
A journal identified as owned by Judith M. Myers. Most of the pages are defaced with frightening and disturbing drawings.
- You become obsessed with one Survivor.
- Considerably increases (40%) the amount of Evil gained when Stalking your Obsession. <- (was 65%) A slight nerf, because stalking is easier. I think the Obsession requirement makes it less strong without Nemesis and DS or For The People is not allways triggered, so is will be Uncommon instead of Rare.
You can only be obsessed with one Survivor at a time.
Memorial Flower (Common) <- (was Uncommon)
A partially faded and dried pink larkspur picked up from a gravestone.
- Slightly increases (10%) Evil Gain rate when Stalking. <- (was 15%) A slight nerf since stalking is overall easier.
Boyfriend's Memo (Common)
A "romantic", if slightly sleazy, note left around to draw the attention of a female lover.
- Outlines a Survivor when you are able to gain Evil. <- I thought of something like Feddy's outlining of a sleeping Survivor (from his POV). This is mostly to help newer players to understand when you can stalk and when an onject hinders you to do it. Sometimes you think you can stalk through that piece of junk but you can't. This is meant to help with that by adding some visual effect.
"The note is signed: D."
[Edit: Memorial Flower & J. Myers Memorial could both be changed to "Slightly/Moderately increases (+1.25/+2.5 SP) available Stalk Points per Survivor." If the increased stalking rate is too strong. This would give you 1 or 2 extra Evil Within III and would make stalking for some add-ons (i.e. Tombstone) easier if one survivor decides to hide all the time.]
Sorry for the long post.
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@Milo said:
Friendly reminder this is a REWORKED map. They actively made this spot a thing on it which is even more annoying.
https://forum.deadbydaylight.com/en/discussion/comment/1793164#Comment_1793164
They changed the icons for perks. I do wonder what it's replacing.
@Saltjar34 said:
Just a question but what is that lit perk in the second picture? I've never seen it before
These my own custom perk icons. It replaces Kindred.
@LapisInfernalis said:
This is still work in progress, but I wanted to share what I got for you. These are Star Wars themed perk icons for both Killer and Survivor. I won't do all perks since many of the vanilla icons are univeral (f.e. Adrenaline or Self Care). The perks' background coloring in the picture is for my other (complete) Icon Collection, but I also have a standard version for the vanilla background.
I tried to give the Killer perks Empire/Dark Side themed icons and the Survivor perks Republic/Light Side themed Icons. Neutral symbols can be found on both sides. I also tried to fit the icon to the perk. I used stuff from everywhere: Original Trilogy, Prequels, TV Shows, Legends...
https://us.v-cdn.net/6030815/uploads/UCFJE2OFLDDW/swperks.png
left to right:
Killer:
- Dark Devotion (Sith Holocron), NOED ("Order 66" written in Aurebesh), Devour Hope (Death Star), Hex: Undying (Immortal Emperor Valkorion), Insidious (Palpatine/Sidious), Make Your Choice (Jedi/Imperial insignia)
- Rancor (Darth Maul), Hounted Ground (Sith Temple), Infectios Fright (Secura, Koon and Mundi sreaming), Mindbreaker (Maul mindprobing ARC Lt. Jesse), Monstrous Shrine (Darksaber in Maul's cave)
- Surveillance (Inperial probe droid), Discordance, Fire Up (Anakin on Mustafar), Hex: TOTH (Boba Fett), Iron Grasp, Stridor
- Zanshin Tactics (Thrawn)
Survivor:
- Dance With Me (Cantina Band), Decisive Strike (Clone/Stormtrooper armor with some tally marks), Leader (CT 7567 - Cpt. Rex), Unbreakable (ARC 5555 - Fives), Aftercare (Obi-Wan Kenobi with young Luke Skywalker on Tatooine), Dead Hard
- Desperate Measures (Luke attacks the Death Star), Distortion (Obi-Wan Kenobi), For The People (Padmé) Kindred (Mandalorian insignia), Lithe (Ahsoka Tano)
- No Mither, No One Left Behind (2 clone troopers), Prove Thyself (Rex & Torrent Company), Resilience (Leia Organa), Sole Survivor (CT 6116 - Kix), Urban Evasion (Baby Yoda)
- Vigil (ARC trooper), Any Means Necessary (Anakin), Balanced Landing (Ahsoka Tano), Better Together (Han & Leia), Breakdown (Obi-Wan Kenobi),
- Flip Flop (Jar-Jar Binks), Left Behind (RC 1207 - Sev), Small Game ("It's a trap!!!"), Solidarity (Padme), Visionary (Darth Revan), WGLF
Planned so far (= I have idears for it):
Killer:
- Agitation, Enduring, Predator, Overcharge, Mad Grit, I'm All Ears, Nemesis, Gearhead, Dead Man's Switch
Survivor:
- Hope, Mettle Of Man, Alert, Deliverance, Diversion, Head On, Poised, Cameraderie, Bucke Up
Edit 6.9.20: I tidied up this post for the official release. Here is the link. have fun :)
https://steamcommunity.com/sharedfiles/filedetails/?id=2221304012
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@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/1791068#Comment_1791068
It's not toxic to kidnap Victor and deny the Killer their power, it's just very effective and there is no reason for the survivor to not do it.
It's like playing against Plague; not cleansing against her isn't toxic.
I don't think the developers realise the Plague is one of the least, if not, the least played Killer because the most fun part of her kit is at the complete mercy of the survivors whether you actually get to use it.
A Killers power should not be controlled entirely, there should be fair ground, like how healing against Oni or cleansing Demogorgon's portals is a thing.
Plague has always a corrupt fountain so she can use her power at least once. And the not-cleansing meta is long gone because of this.
Plague has some serious Deviousness problems and you have to adapt a lot (cleanse vs not cleanse) which makes it harder.
@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/1792394#Comment_1792394
It’s funny that you mention Billy because that is exactly what happened earlier today. We all spawned together, he was onto us in seconds, for the next ten minutes it was just one person falling and hooked after another. By some miracle I totally escaped detection and maxed out on hook saves. Eventually I just said hell with this BS, left them to their fate and went to the other side of the map to try and get something else done, mainly cleansing because gens seemed pointless against a guy that was probably running tinkerer anyways. I never did get hooked until the end. Lol
OhTofu managed something like this a while ago. The Survivors started together and he chainsawed one after another. The match ended after 2min. The Survivors did mistakes though.
@T0xicTyler said:
https://forum.deadbydaylight.com/en/discussion/comment/1788843#Comment_1788843
For 45 seconds. You already received the ability to recall Victor. It's fine.
EDIT: Just checked, the killer is a 4.6 m/s killer which is fast so your Hag without traps point is incorrect. If a survivor chooses to completely disable their ability to heal or do gens for a minute while also being oblivious and broken that's good for the killer.
Survivors will do the following if they have Victor on their head:
A) If you are not next to them or leave them be: Crush Viktor and do gens after. Like mending after Legion/Deathslinger. No big deal.
B) If you come to them: They leave Viktor be and will just loop normally. This makes you an M1 killer without a power for 45s. The status effects wouldn't matter anyway since they can't do gens while you are chasing them.





