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Leachy_Jr

Leachy_Jr

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Leachy_Jr
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  • @Nobsyde said:

    I remember when they updated the engine, the one update which completely broke sounds and introduced bad illumination on a lot of maps (like haddonfield). I was so happy, since it really appeared that the main reason why there were frame rates issues was that they were on an old engine and they couldn't really work on it.

    And for a couple of patches framerate did improve!

    Now it's worse than ever :|, and they don't know / don't care. I'm sorry to say that since it's now impossible they don't know, the latter is obviously true: they don't care.

    But again, surely the new patch will improve our experience! Can't wait!

    I'm going to have an issue when breaking a pallet. From the looks of streamers there's a huge frame drop when breaking one. It's going to be even worse on consoles.

  • @Boss said:

    I'm not far in yet, and don't really have an opinion to share on them.

    But i ask you: Is there a challenge in Level III that seems really badly designed?

    Also, hey: What do you consider bad design for these challenges?

    Most of them are grindy which I don't like. I'm fine with a few grindy challenges, but not a lot of them.

    For good designed challenges I absolutely loved the really hard challenges from level 4 of tome 1. EG: Hook survivors in the basement 5 times while using Agitation. Fun challenge that required a different perk to be played and a quite different, more defensive playstyle. Some challenges however were a bit too difficult like the kill 4 survivors in basement in one trial.

    For bad designed challenges there really isn't any. Instead I think you should look at the level/tome overall. There should be a good balance of about 70/30 difficult challenges to grindy challenges respectively.

  • @Ryuzaki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1575386#Comment_1575386

    How can they forget that this thread has amassed 755 comments including mine so far, surely this is the most commented discussion of all time on the forums?

    The devs wont forget this thread, it'll lurk on the front page for as long as console framerate is an issue. If it's an issue for the rest of the games life then it looks like this thread isn't going anywhere. If this one gets closed then another about a similar topic will probably be made.

    Me and as I can tell a lot of other people are very passionate about console optimisation, so the thread will keep on going.

  • @Buttercake said:

    I know y'all have said in the past devotion don't mean nothin'. But 10 is a milestone, I think. Can we have something to show off if we play the game that long???

    Ive heard a suggestion to give a select bit of Legacy to people who hit high devotions. While I wouldn't like that and i'm assuming a lot of other people wouldn't either, i'm completely down for a different kind of blue legacy on a character you enjoy.

    Each time you hit either 5 devotions or 10 devotions, you get a set of blue legacy on a character of your choice.

  • @BloodyNights said:

    So Otzdarva got 50 wins in a row with the only conditions for winning be that he kills 3 people. The last person escaping through hatch doesn't matter. For consistency he isn't using any add-ons.

    I know Otz has a ridiculous number of hours in the game. But if the guy can get 50 wins in a row with Legion of all people, against all sorts of survivors. SWF, Strong Items, the full array of Borrowed Time, Decisive Strike, Unbreakable, Dead Hard, etc.

    Maybe...just maybe killers are stronger than a lot of killer mains lead you to believe. I've heard the excuses of well those survivors were just potatoes, but Otz did like 100 games. I think just maybe...people need to stop blaming the game's balance so much when they lose the occasional game as killer. Because clearly at high levels, a killer can wreck if the person playing the killer is good. I think the biggest issue isn't really that the killer is just that much weaker than survivors. It's that the killer takes a lot more time to git gud than survivor.

    WimaTV got 383 escapes in a row.

    Escapes/4Ks are just flexing rights. If you really want to prove something about one side, you should come up against the best of one side, so a really good killer and a really good survivor team.

    I know for a fact that if Otz versed a really good survivor squad, he would not get a 4k. That's not because he's bad, otz is one of the best killers out there, he's just heavily limited by the games design.

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1572626#Comment_1572626

    Oh yeah i mean they removed moon offerings because it screwed too much with the lighting.

    Maybe they should do the same with fog offerings...make it a dev tweakable only thing like if they want a map to be slightly foggier then another its up to them not the player. Have it be a dev creative choice like if they want certain spots a little foggy ..instead of a player choice.

    Also I plead again...fix the memory leak introduced with the stranger things chapter. @Devs

    Can't wait for PC players to realise FPS issues and spam mist offerings and lerys offerings.

    That'll be fun.

  • Honestly, if they just remove the fog or heavily reduce it, it would help a lot with the frames.

    I know BHVR want easy solutions, I think simply disabling fog would be a way to go.

  • @Primalux135 said:

    Keys and mories have easy solution yet devs doesnt move an inch to change it.

    For those who think what I mean:

    Mories

    Yellow Mori: no change, allow you to mori last survivor in the trial.

    Green Mori:Allow you to kill a survivor that would die on hook instead.

    Pink mori: Allow you to kill all survivors that would die in hook instead.

    Keys

    Keys can no longer spawn in a chest.

    Green key: Keep the same.

    Purple key: More charges, cant escape throught hatch.

    Pink key:Allow open hatch.Only user can escape throught it. A bit increase in charges.

    Killers wont be able to hook and mori a surv and killers wont have unfair escapes of surv throught hatch.

    So devs what are you waiting to fix it?

    If your going to keep the escape through hatch mechanic, let the killer kill a survivor on first hook with an ebony mori.

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1566419#Comment_1566419

    Oh very helpful information...is it all hook charms or just the glowy ones? Also i have a question...what about wraiths flamey type outfit thats in the rift right now?

    Also what about Hillbillys flame top (the one with the kerosene can on his back).

    Guess ill have to take off the blight knife I use on my clown too. :(

    I haven't properly tested glowing charms but I have felt very slight worse frames with them equipped. It's probably a placebo, take them off if you want to.

    From my experience the flames do not effect frames.

    With the clown weapon, there's not much dripping, so while it will likely effect frames a bit it's not going to make a worlds difference.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1566419#Comment_1566419

    So the Blight that comes standard with that look is definitely going to be unplayable on console.

    He already looks like an extremely frame reliant killer. Close to nurse levels due to the sudden camera readjustments you have to make.

    He was already doomed from the start with the frames, the dripping effect in his mouth and his character in general is probably going to be the nail in the coffin for him.

    Inb4 BHVR puts in a Legendary skin for him with no bright or dripping effects, making frames better with that skin.

  • Aight found a minor cause for some low frame games on console. This'll help a bit.

    Characters that have dripping effects such as the hallowed blight skins make frames drop. I would recommend taking off charms and cosmetics that have this effect. As well as this ive found that bright cosmetics (not bright colours, like a glowing effect with the tier 70 charms) also hinder the frames a bit. I just wouldn't use any hallowed blight things.

    This would also explain why Demo's frames are so low, with the constant dripping effect of saliva in his mouth.

    For all console nurses out there, do not use the jack O lantern head piece, my friend tested that head and he was having horrible frames due to the effect it spawns.

  • @Zeus said:

    Should any means necessary perk let survivors break breakable walls? Just a fun little thought.

    Id rather not have that. That'd make dead dawg have an actual infinite upstairs and would open up the gate loop on new badham.

    Sounds like a cool idea, but I would say it's too strong in execution on certain maps.

  • @aceboi said:

    Can u still get her purple self care? Or do I need to do something special to get it

    Perks only reset after a prestige, so if you get her to level 40 nothing will change with the perks.

    If you get self care as a teachable it unlocks for everyone else and you will see it in their bloodwebs at some point.

  • It was a joke a few pages ago that this would get more pages than the average framerate on console.

    Looks like it's a reality now lmao.

  • @Rivyn said:

    It's just how things are done. Survivors will launch a flood of threads that say the same thing for two weeks, then it'll die down, only to start up again when somebody posts something else. Happens with a lot of killers deemed 'unfun.' Wraith, Plague, Freddy, Billy, Doc, Spirit have had their moments. Now we're on the Deathslinger hype train.

    I didn't see the wraith threads, I thought he was classified as a fun killer?

    Spirit doesn't follow this pattern, she's been complained about consistently forever now lmao.

  • @Stinde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562125#Comment_1562125

    It would be nice. Samination and Puppers have streamed DBD on console too. Also the tournament (Into the fog) that was held thursday announced a ps4 streamer as a new fog whisperer. And even if the issue was brought up in a PC fog whisperer's stream like Otz's, he has several thousand viewers every stream so many players would become aware of the BHVR's neglect and ignoring of the issue.

    Ah crazy red boy. I like him.

    One thing i'm surprised at is that with the combined viewer count on PS4 (dunno much about XB), that the devs still haven't spoken that much about it.

    We have red boy, showstopper, swarm7, TUR in general, fnord etc.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562410#Comment_1562410

    Well trust me, I know plenty of people who've been complaining about him since release. Just because they're not on the forums doesn't mean they don't exist.

    And Spirit has had complaints since she got her 2nd set of buffs, and those complaints have continued up to the present. They didn't come out of nowhere and they still haven't come out of nowhere, and they're not likely to go anywhere either.

    People have always been complaining, you've just never realised (and complaining with valid points not "ClOwN iS fAsTeR tHaN aLl OtHeR kIlLeRs BhVr NeRf ClOwN aNd FiRe Up PlEaSe")

    Not saying it's bad to hate slinger, just saying that some have completely burnt out points and are simply hating to hate and to possibly get a killer nerfed.

    Maybe people did hate slinger before and I just didn't realise, but it's hard to deny that some people are whining just to get him nerfed.

  • @GoodBoyKaru said:

    Bold of you to assume we haven't been saying to nerf Deathslinger and Spirit for ages and the devs didn't just decide to nerf Billy out of nowhere. Nobody complained about Billy. Everybody complained and still complains about Slinger and Spirit.

    You're just noticing them now.

    Huntress is strong, people complain about her when they get hit around 3 walls because of the servers. Not about her at all.

    Nurse is unbelievably strong, but she at least still feels semi-fair.

    Billy is still strong and is still fair.

    Hag is ######### broken in the right hands yet nobody complains about her either.

    If we all wanted easy games, why wouldn't we still be coming for Nurse and Billy, as well as going for Hag and Huntress too? Why is it Spirit and Deathslinger, especially when Slinger isn't even regarded as that good because he lacks in map pressure?

    In total I only remember seeing one deathslinger hate thread. Plenty more for spirit though.

    Survivors are complaining about slinger because Scott complained about him. Some people genuinely do not like slinger which is fine, but if Scott didn't complain then there wouldn't be even half of the slinger hate threads were seeing now. 100% survivors are taking advantage of this.

    I'm actually surprised how they managed to make Scott's opinion look like fact when he clearly states that it's his opinion.

  • @OniWantsYourMacaroni said:

    I would absolutely LOVE to see our big content creators to play a whole stream or even just a few matches on a console.

    Would be a funny challenge and bring more attention to our situation.

    I know king had a PS4 and he's a pretty big fog whisperer. It would be cool to get like Otz or Tru3 to highlight the issue.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562024#Comment_1562024

    Killer already has advantages in the 1v1 a faster movement speed and a power. Aldo hit priority but that's hardly relevant if the killer has good wifi.

    Juking only works on bad slingers. Dropping pallets early only works on long loop lost of the loops a braindead and short easy bloodlust. Besides he can shoot you before you reach the pallet. Also if you ar health if he shoots you, you are injured guarenteed hit breaking the chain injures you.

    You are also making the counter based on good maps and if you need a specific map to have a better chase it's bad.

    I look at chases with him as darn I got down because it feel cheated because nothing u did mattered it was always just a guess no true outplay.

    I can tell you from the bottom of my deathslinger main heart, there is no slinger in this game that will not fall for a juke at some point. Saying a good slinger wont miss is like saying a good huntress wont miss, it's completely unrealistic. It's like saying you can read every mindgame as survivor.

    If you drop the pallet early and dodge at the right times it'll be hard for them to hit you. Juke and try to read when hes just baiting a shot.

    Every killer has longer chases on worse maps. That's not just slinger.

    If you look at the game as a whole that way and not how long you stalled the killer for then I think you're looking at the game wrong. But hey you do you.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1561145#Comment_1561145

    It doesnt have to be 100% but based on your profile you play slinger. Let it be consistent enough so I can outplay him and make my input matter.

    Once again the typical "you want easy loopable killers." You are riight about the looping part I want to be able to loop the killer it's the most skilled,funz part of the game. Also it's our only defense so I mean.

    Also it's not my fault the devs are creatively bankrupt and cant make better designed killers like our oldies.

    I probably am biased in some way or another and I just cant realise it. But hey, what can I do.

    IMO the killer just should have an advantage from a pure fun and balance perspective. The game is 1v4, you have to consider 1v1, but the killer should have an advantage there too.

    Dropping pallets early, juking, etc. You've heard it all. Positioning id say from a slinger main standpoint is most important. You'll have me looped for a solid minute in a good building. Stall him for as long as possible.

    Against slinger, your skill still matters but he has more control. Id argue he has the most chase control in the game. If you are bad, you'll have the slinger looped for a solid 20 seconds, if you are good, a bare minimum 40-50. This can be increased to a minute and even 2 minutes on bad maps like trashham and good positioning.

    It's that when you look at things in the 1v4, if you have a long chase with him that's awful for him due to his lack of pressure. You shouldn't look at it as "darn i went down", you should look at it as "I wasted a lot of his time there".

    Basically, you play well against him, you stall his time, you do gens.

  • @JamieLee2k said:

    With all the new Perks out now are there any good freddy builds that people have come up with? What is the best freddy build with or without add-ons?

    Freddy needs consistent builds, as believe it or not, freddy isn't that good without good perks

    Want to have fun? Run:

    • Corrupt
    • BBQ
    • A chase perk (enduring, brutal. I prefer enduring) or a QOL perk (shadowborn, lightborn if flashlights, etc)
    • A gimmick perk to play around but is consistent (I like monitor or STBFL)

    Want to win? Run:

    • Corrupt
    • BBQ
    • Pop
    • Enduring, brutal, agitation. Something to speed up your actions.
  • If you change his 1v1 he is nerfed. That's just fact. He is probably the only killer that if you change one thing about him he is now clown tier.

    You're also changing an entire killer not because they're too weak, but that you don't like them. With no consideration of the fact that people play and main slinger like me.

    Also slinger is actually quite good, id put him just above billy.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1561138#Comment_1561138

    I just want spirit to scream or do something when she phases, i also don't like the passive phasing to much either as it is just dumb luck if she changes direction on a small loop as it happens for a free hit...

    I wouldn't mind an indication when phasing for add on nerfs and base kit buffs.

  • @azame said:

    Title.

    In other words if you claim this killer has counterplay please let's play. custom match and show me I'd love to know.

    Why are you so hard on wanting a 100% counter for slinger? Is it bad that you cant loop him for 5 gens like billy? Am I missing something?

    Why should you be able to have consistent counterplay to a killer whos primary power is in the chase?

  • @mostlyghostly said:

    It's really just a selfish argument. You have to remember that the only fun part of the game for the survivors is the interaction with the killer. It's bad for the health of the game if the deathslinger is able to kill the survivor with no real counterplay.

    The biggest issue is that the counters to deathslinger are just general or situational really. 'Split up and do gens'. 'Find long wall loops'

    I think every killer in the game needs to have a balanced 1v1, so that the survivor can get away if they outplay the killer, but the killer can kill the survivor if they outplay them. I then think the killer needs some sort of movement or pressure ability, because the game will just go by too fast otherwise. Hillbilly is a PERFECT example of this. He has a strong movement ability and good potential to instadown. Deathslinger is way to strong in the 1v1 but too weak in the 1v4.

    TLDR: Killers should have their power equally strong in the 1v1 and the 1v4, not too strong in the 1v1 and too weak in the 1v4 like DS.

    It's opinionated whether you like versing certain killers or not. Unless they're objectively broken like old legion, they don't really need changes unless a lot of the community complains about it. There are lots of people like me who enjoy versing slinger, and lots who obviously don't. He's a fun thrill to verse in my opinion.

    A lot of people are just bandwagoning Scotts argument. He clearly states that it's his opinion in his video - which is fine. Its also fine to have the same opinion as him. But I refuse to believe that out of the blue all of these slinger haters have the EXACT same argument and all verse these "god" deathslingers, of which there are barely any.

    Literally, I see people ask "why do you not like slinger?", and they just link Scotts video LMAO.

    Ok, so, the only killer who even is slightly objectively broken is spirit, for obvious reasons, but the rest is just opinionated. I hate Myers and Pig but you don't see me asking for adjustments.

  • @Human_Giraffe said:

    As we all know all of Miss Laurie's perks are either overpowered, or awful. These are some possible balance ideas for these darn perks.

    Object of Obsession: The perk starts off with 1 token, whenever you have been chased by the killer for 30/25/20 seconds you gain a token. When you stand still and hit the active ability button, Object of Obsession consumes a token and both you and the killer can see each other's auras. Can only gain and use up to five tokens.

    Decisive Strike: Whenever you are unhooked, Decisive Strike activates. When you are picked up by the killer from the ground within 30/35/40 seconds of your unhooking, a skill check appears that is 80% smaller than a normal skill check, hit this skill check and you stun the killer for three seconds and escape his grasp. Escaping from the killer's grasp with Decisive Strike gives you the deep wound status effect for 20 seconds.

    Lone Survivor: Whenever a survivor is killed, Lone Survivor gains a token up to a maximum of three tokens increasing your luck by 5% for each token. Does not stack with other luck increases.

    I hope these all seem pretty balanced, if they're not, I tried my best. Have a great day!

    I like the object one but i still think object would be a bit too powerful. It just needs a complete ground up rework.

    DS should be active for 30 seconds, but dissipate 2x slower when being chased and should stun the killer for 4 seconds.

  • @MrsPiggyIsSoSneaky said:

    still waiting for a dev to come here and say "we are looking into to this" or something, when they are actually saying "Give it 5 more years or we can just downgrade the graphics even more on console" lmao

    Look at the thread that has about 16 pages about FPS, they said they're going to share that thread with the team. It could be just to get us to stop talking about it, but i doubt that. Judging how long it took to get a response there I doubt this'll get an official response but I hope i'm proven wrong.

    I too am very concerned with the FPS on the new maps.

  • @Auron471 said:

    Technician - applies its bonus to all survivors within 8m. When failing a skill check, receive a second, harder skill check, as a "second chance". Reduce the noise of the generator itself, and the repair noises of all survivor within 8m by 50%. Technician persists for 15s upon leaving the generator, or when leaving the range.

    Distortion - when distortion activates, all survivors within 12m also gain the benefits of distortion.

    Solidarity - All survivors within 8m gain the benefits of solidarity. Does not stack. Solidarity can be used with medkits. Persists for 15s after leaving range.

    Id be down for the technician and solidarity one, but the distortion one seems a bit too powerful IMO. Especially when you do coordinated group heals and group gens.

  • @OllieHellhunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1555037#Comment_1555037

    It has been on a PTB, one of the staircases is blocked by a breakable wall.

    I'm guessing it's the doorway going to where the car is? That's amazing, I never got a chance to play new trashham.

  • @Chappy04 said:

    I get these maps to often and there just to surv biased, especially badham 2. they have a god building with 2 godpallet spawns and an god loop, a shack with a god pallet, house of pain with very safe loops that would loose me a game and so, so, so many small little pallets that you can chain together. also as well as this the generators spawn in these buildings giving surv immediate access to it

    does anyone agree with me on this.

    I feel like if gens were moved to more accessible locations like in the street and house of pain was just deleted that'd be fine for me.

    I know they're making god gen more accessible, so that's good.

  • Quick question to ask, how is everyone coping with PC players on much better frames?

    I'm on PS4, even on my frames they spin so smoothly, it's been pretty hard to hit them. Ive barely missed any swings despite that tho.

    Versed some really good nurses.

    Having to insta DC on Lerys and having to restart app every 2 games (i play slinger, very frame reliant).

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554715#Comment_1554715

    Yes its 100% the survivors fault but also we play the game to have fun being slugged is not fun. Slugging isnt healthy from a gameplay pov because you arent doing much of the gameplay. What if you are solo and none of your teammates have it and you run the killer until they bleed out and then you finally go down you think that survivor should lose?

    Unbreakable is balanced against all killers not just nurse. Slugging survivors was meta in 2016 before bill. The devs have already stated how they dont like slugging nor encourage it. That's why they made bill they didnt want to make it bannable so they gave him a perk to stop it.

    So let me ask you if the devs made this perk with the sole responsiblity for it to counter slugging how is it a crutch? Regardless of your skill you will go down at some point if the killers chooses to you will be slugged.

    You are entitled to your opinion even if it's wrong and you are so wrong. People will quit the killer queue times will get longer. Why do you think DS is the only thing *good* killers complain about when it comes to the DS/UB combo?

    From a gameplay POV, the survivors allow the killer to slug due to grouping up. If you are not grouped up there is not a single reason for the killer to slug at all as they waste too much time. If the killer slugs and there is no one nearby, he's just going to lose at that point. Also we don't balance around solo players, if we did all the top tier killers would be nerfed into the ground. Even then, survivors are still bad even if you solo queue or not.

    Slugging was meta in 2016 because deerstalker was a cheap nurses, sabo existed and survivors simply weren't that good. Slugging was never bannable (i think, correct me if wrong) due to the bleedout timer, unbreakable would've never changed anything.

    It's a crutch because survivors who group up and allow themselves to be slugged rely on unbreakable to save them. If they were just better and didn't group up unbreakable would have no use. If the killer slugs you while no one is around the killer is the one making the mistake.

    With the DS/UB combo though, at least DS is well designed. It's waaaaay overtuned and 60 seconds is way to long, but at least that counters tunneling, something out of the survivors control. Unbreakable counters slugging which is done because the survivors played bad, not because the killer played bad.

    Idk about you but I see just as many complaints about unbreakable as DS. Plus if UB got removed then it would also remove the soul guard combo.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1552782#Comment_1552782

    So what happens when survivors start getting slugged when unbreakable doesnt exist or the requirement is too strict. If the game becomes like that the playerbase for survivors will drop and you wont get any games unbreakable was made to counter slugging.

    If the killer slugs and it works effectively, the survivors grouped up and had short chases. That is the survivors fault 100%. The killer is not in control and is simply going of the survivors mistakes of grouping up.

    The only killer that unbreakable is actually balanced towards is nurse, but that's because she's mental. Even then if the survivors split up she'll have a much harder time slugging. Every other killer - even oni and billy - are screwed against it.

    Also, if survivors quit because one of their crutches gets removed, then that really shows what type of playerbase we have. IMO though only the ones who crutched off unbreakable would complain, while many others wouldn't. I doubt many survivors would quit.

  • @NuKeD said:

    this post still gets comments after 1 week and i love how all the survivor mains get triggered and feel bu***urt after reading this thread <3

    People are still under the misconception that you can 12 hook everybody and still win the game without slugging. So ya, i'm really not surprised by any of the comments here.

    I agree with you though, Unbreakable needs to go, it would stop the stacking of UB + Soul guard + DS and make survivors a lot less crutch reliant. Either that, or give unbreakable a condition to use it (a strict one).

  • @Ryuzaki said:

    Guys, I have noticed when playing on custom game the FPS isn't as bad as public matches, can someone else on PlayStation 4 test this and report back please?

    Yup, waaaay smoother than Pubs. Then again I haven't done it with 4 people, so if anyone else can test it with that would be great.

  • @Mew said:

    One way to combat the terrible framerate is to take every killer charm off of your hooks, it helps to improve the frames a lot from my experience

    sadly it only really helps if you’re playing killer

    Have you tested this? That's insane if it's true. I would think some charms make frames go lower than others tho if that's the case.

  • @MegHasCuteFeet said:

    Why do red rank survivor stack second chance perks on top of eachother even though survivors can hold m1 whole game to win?

    Fundementally broken game.

    True, but at least using 4 second chances is at least powerful and logical to run. 4 pressure perks on pig is just confusing and not even that good, it just stretches the game out without enhancing her ability to down with her stealth or ambush. I'd take enduring and monitor over corrupt and run any day on pig.

  • @Dimek said:

    1. Does it work at all?

    2. How it works with 4 hex perks build?

    3. How it works when there is 1 dull totem?

    Apparently Haunted can proc twice, it's only word of mouth though I haven't tested it for sure.

    NVM confirmed it can proc twice.

  • @JesterClown said:

    So I checked in on the forums today because of the rush of activity from a new killer. I checked the new perks, survivors got a meh, a situational and a a strong perk. The new killers perks sound extremely bonkers to me. I think the new hex perk is kind of overhyped as a hex build type thing and also soul guard exists. The other two perks seem kind of strong. And of course, with every new strong addition to killer or every new weak addition to survivors, people come to the forums to complain about both the weak survivor perks and strkng killer perks.

    I wont deny that the killers perks are strong but to say that its “making the game unfair for survivors” or “killing survivors fun with every new update” thats just overreacting. Are killers not supposed to get strong perks anymore, according to dome posts, killers have no build variety, which is untrue but even if it is, arent these perks what you wanted to shake up the meta.

    Its not like these perks are uncounterable, dragons grip looks like its made to counter gen tapping, and the other two perks are hexes, which have already existing counters in the form of soul guard and inner strength. Its not like these perks are uncounterable at all.

    Getting upset that the survivor perks are meh is very funny to me because killers have gotten used to getting bad perks with every new killer ever since plague while survivors have had many arguably strong, yet overshadowed perks. I shouldnt be surprised that survivors are upset, but please, cant you just let killers finally have strong perks to work with.

    The only one I can see complaining about is Undying. Think, if the killer has ruin and undying only, you have to cleanse 4 totems to get rid of it and under unlucky circumstances, 5. This also comes with tracking, all to the expense of one perk slot.

    Soul guard still exists though, so until that broken mess of a perk is yeeted from the game I want undying to stay.

    EDIT: NVM i thought undying transferred to a different totem when cleansed, that's fine.

    Still want soul guard to be deleted tho.

  • @joshuashep22 said:

    If an swf squad chooses to stay injured and the best looper with desperate measure, botany knowledge, built to last, self care and an emergency med kit gets chased he could heal himself in roughly 4-5 seconds meaning every pallet or two that you drop means a full heal and if your med kit runs out you can repair your med kit, and if you are running borrowed time the bonus speed to unhooking guarantees that the unhooked survivor can take a hit for you, and if that wasn't good enough if you are playing solo with a team full of potatoes desperate measures can help you hard carry your team, what do you think of this amazing perk?

    I can see it being abused by SWF, everyone heals to 99 with self care, heals to full when in chase. Permanent 40% + speed boost to unhooks and healing all game.

  • @chieften333 said:

    After watching mr.grimms stream for a bit I get the overall impression that the new killer is kind of bad. The hitboxes on the environment absolutely screw him over. on top of the fact he can't even hit you when rushing unless he hits an object to bounce off of.

    Mr.grimms calling him a pinball machine is also a pretty apt description.

    I feel like people are only looking at chase and not the 1v4.

    He has just as much mobility as billy if not more at a shorter height with an extremely weak directional audio cue and no map wide audio cue.

    His ability kinda needs to be a bit weak in the chase and from the looks of things it isn't even that weak. He forces people to loop in a confined area as going in a deadzone is a deathsentence. This makes more deadzones due to more pallet usage and the cycle continues.

    He also counters W gamers, and we all love that.

    If I had to describe him, take Oni's and Billy's ability, make them permanent and remove the insta down. Id say from pure first impressions he's actually alright and usable.

    Id have to see more testing done on him before I draw final conclusions though.

  • @6yXJI0 said:

    Talking about interaction with Iron Will.

    Just make Iron Will completely negate Stridor, as it was intended from the beginning. Why should one perk completely counter another?

    Boom! Easy solution, no?

    As i said. Spirit is fine, but her interaction with Stridor isn't.

    No, because 1 perk shouldn't counter the killers entire ability.

  • @rororoxor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1545076#Comment_1545076

    If you're in a tile with no visibility, which spine chill is good for, 5s is plenty of time to reach the pallet/window. But I can imagine 24m being workable, still way better than 36.

    I was thinking about the counter of turning away, instead of having to look away for 36m worth of distance, you only need to look away for 24m. Plus, if you're lets say a stealth killer, slap on whispers and you have an approximate distance to start looking away. Unfortunately, I can't think of a way to make stalkface less effected without reworking the perk entirely.

    I view spine chill as the Freddy of survivor perks, it's literally good at everything. Like a multitool almost.

  • @rororoxor said:

    36 meters is insane, larger than even whispers. I believe the range of spine chill should be reduced to something a lot smaller, like 20 meters, as this perk really counters the stealth killers, particularly those who need to look directly at the survivor, like myers and ghostface. Reducing the range won't hurt the people who like to use it to vault faster in chases.

    In addition, it'll be more reliable as if it activates within that smaller range, it's a good cue to leave immediately rather than being scared of every time the killer looks at you from a distance, even when they're not chasing you. One might say to just look towards the side while approaching the survivor, but in many cases this is very difficult to do and shouldn't be required to counter a perk that takes no effort to use. One might also say to approach the survivor from an unexpected direction, but in many cases, especially on open maps, this isn't feasible and it's very time consuming. Please consider this change, the amount of effort required to counter the perk is too much for how easy it is to use the perk.

    I was thinking maybe 24m, as it would take an average killer about 5 seconds to reach you assuming it activated.

    In compensation for some added range, make the value a solid 6% as it is, but make it only effect gens, healing and Sabo. The vault speed build is way to passive on the survivors end with no input from killer.

  • @Erk said:

    You either make him super weak or you make him super strong, there is no in between. What do you guys think? Do you actually have good suggestions for this poor, poor teenager ?

    Eh, a killer being weak I don't find to be an issue unless you can make them strong by a simple number change, as there will always be weak killers. Plus, them being weak doesn't take away from the edgy bois being extremely fun.

    Legion however, if you made his FF movement speed 6.0m/s, reduced stun to 3s, increased duration to 12s, then he'd be a solid mid tier.

  • @Emelia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1542342#Comment_1542342

    Well... No. You cant be good player, if you played only with low level killers the whole time. You will learn how and know only them, so you will be low level player too. No matter what, your tactics will not be good against any good killer. And while playing only low level killers you will think "Damn, im quite good". It is like playing basketball whole life with your friends, you are best around, best player, always on top... And then one day you are thrown in to NBA finals with pro teams. You will suck there, right? Same thing here.

    Uhh no, because believe it or not, being on 10 frames doesn't automatically make killers trash. You're acting as though because we have bad frames, we are completely unable to be good at the game. Which isn't true.

    A god like Billy on Console is going to be basically the same as a god like Billy on PC. Same goes for 90% of the killer cast. It's only Nurse and maybe huntress this effects.

    I will suck at basketball cause i'm fat, but ive been swiping PC teams with slinger all night despite me being on controller, so I don't think i'm doing bad.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1543065#Comment_1543065

    personally I think the time should be maybe 30-37-45 seconds or something like that or make the duration of the stun based upon the rank of the DS. 2-3-4 seconds, still not affected by the perk enduring.

    I was thinking, 30 seconds normally, 2x slowdown when in chase, so assuming you get downed at 50 seconds and you were chased off hook, it would last 55 seconds total.

    I feel like this would also reduce the need to program a bunch of requirements like the perk deactivating when on a gen.

    EDIT: also forgot to add that it rewards you for keeping the killer looped while being tunneled. Which I like. I don't think you should get 1 minute of invincibility for going down.

  • @MeltingPenguins said:

    Food for thought:

    If you ever carried something and stubbed your toe for example, sometimes you hold faster onto whatever you are carrying than letting go of it.

    So, how about we give IG a certain percentage of countering DS, like, if it ticks, DS fails (and IG is maybe even boosted?) To make it 'fairer' maybe have a momentary stun on the killer that might allow others to use flashlights or sabotage a hook?

    I kinda did want a perk that directly countered DS (like IG), but some killers would just tunnel every match with the perk. And BBQ, Pop, Corrupt + DS counter would be very strong.

    DS i think is a perk that doesn't need a counter despite it's strong effects, it should just be adjusted to be anti tunnel.

    If I had to give a perk a counter right now it'd be unbreakable 100%, screw that perk.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1542342#Comment_1542342

    I was hoping that it would be like that, but it is clearly not. And the reason console players are on average a lot worse then pc players ( i know how this sounds) is now pretty obvious too. Playing Killer on console is a total nightmare with the controls and also FPS is a big problem, which make them simply a lot worse then pc killer. Same with survivor - when you face easy killer most of the time, you dont have to adapt.

    Console survivors hopefully will now learn a lot and console killer will get fixed (would be unfair otherwise) but till then, it is what it is.

    It only applies on mainly nurse, and under extremely rare cases, huntress. Just because we don't have that many good wraith players, doesn't mean we don't know how to play against wraith 100% efficiently. We know how to play against wraith as the counter to him is extremely easy and understandable.

    It's kinda like saying "Console players are better against spirit than PC players, because barely anybody plays nurse and the would of been nurse players have moved onto spirit, causing a higher density of spirits." This isn't true, as how well you do against spirit is entirely dependant on you knowing the counters, and playing well. It is not tied to the platform you are on. When a spirit phases, the fact you're on 10 FPS isn't going to matter.

    Nurse is the only one we don't fully understand, as we've learned her based on the 0.000001% of people who play her and we've learned her knowing she has bad frames. Knowing she has bad frames would make us go for more risky, efficient plays.

    I can't even think of any cases for huntress, she is a pretty frame-friendly killer and I know a lot of huntress mains, so it's not like she's the 0.1% of killers.

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