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LordGlint

LordGlint

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LordGlint
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  • While I could see room for a buff here and there, I wouldnt say the new killer is in a bad spot. For now, lets just try to give feedback on where we think he could be improved upon and see what happens once the PTB is over.

    Personally, Id like for his weapon reload to be included in the weapon wipe when you've hit someone after reeling them in. ATM, it feels like a double cooldown between the weapon wipe and the reload. He'd still have to reload shots when he MISSES, but this would help to reward accuracy.

    I know I've also seen suggestions of letting him pull survivors over pallets, which could be interesting.

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/1109742#Comment_1109742

    Wow i can't count the times i 4k and i don't get double pips. Emblems system really sucks. It must be super hard to get expert killer achievements now.

    https://forum.deadbydaylight.com/en/discussion/comment/1109746#Comment_1109746

    Yep i know i got 4 kills in my first match with the oni with his 3 perks and without a mori but sadly didn't get the achievement so i didn't double pip probably. And the other tries i did it was with a mori.

    Its easier on some killers than others... Killers like Plague dont pip as much as killers like Legion, due to how the emblem system treats their powers.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1109613#Comment_1109613

    Yeah, I like that as well. I'm a fan of creative builds, so the fact that they're trying to make the meta less prominent by boosting underused perks to viable levels can only be a good thing in my view.

    If you look through my killers, youll notice each of em has a different build. Wasnt too long ago...that wasnt the case for most ppl. Also, its kinda weird how after the ruin change...playing Legion is pretty fun to me. It use to just be a giant frustration with old ruin.

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1108920#Comment_1108920

    Yeah, Myers is fun, but gets challenging on red ranks. Bubba is just too damn slow and gets countered too easily, but that's me.

    strap PWYF on Bubba and hes a blast, lol

  • @TheMilitiaGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1109452#Comment_1109452

    I agree. I don't think there needs to always be a new game mechanic introduced. Sure there is the similarity with range but it's still different with the reel in. Plus the design is pretty slick.

    I feel like new dlc doesn't have to bring in an entirely new idea every time. There can be spins like Oni having to get blood for his power or ghostface being able to be broken out of his instadown ability. As long as it's not a carbon copy exactly, that's what is is important

    i agree

  • @Fibijean said:

    Exactly what @LordGlint said. People are constantly comparing killers like this, because if you get really vague about it it's easy to say that something is basically the same as something else even when they're really not.

    Hillbilly and Cannibal are basically the same because they both have instadown chainsaws. Clown and Freddy are basically the same because they both slow survivors. Oni and Hillbilly are basically the same because they both go fast and have an instadown. Huntress and Plague are basically the same because they're both ranged. Hag is basically the same as Trapper because they both place traps. Deathslinger is basically the same as Huntress because he can hit survivors with his power from a distance. Except none of those killers are actually anywhere near being the same thing.

    I don't think they're running out of ideas, I'm sure they have lots, but I consider it a good thing from a game design perspective to have multiple killers that can make use of the same mechanic in very different ways (like Myers and Ghostface with the Exposed status effect, for example). I think constraining themselves to having to introduce a brand new mechanic with each killer would be a missed opportunity, creatively.

    That's not to say that I don't look forward to seeing more new mechanics introduced to spice things up. My point is just that the fact that they're reusing some very vague concepts like "ranged weaponry" isn't in itself an indicator that they're running out of creative ideas, nor does it make every new killer essentially the same as another that came before it.

    Also gotta love how they keep looking at underused perks and paying attention to them. This is the 2nd Pig perk thats gotten a nice change, and hangman's trick is lookin pretty sexy now, lol.

  • @Tactless_Ninja said:

    Um uh a pirate killer who throws a pineapple grenade.

    A straight jacket killer who's actually a shiba inu.

    A Priest who throws acid holy water at you.

    Licensed killer: nerd antagonist from Grandma's Boy.

    There, I saved DBD for at least another year.

    Acid throwing priest as opposed to acid puking priestess? Thats pretty similar...

  • Its really easy to see similarities if you get really vague, however personally...I think theyve done a pretty good job (no meme intended) at making a killer with a neat mechanic. We dont have to compare EVERY killer with a ranged ability with Huntress, especially considering the vast differences. The cowboy approach is completely new, as is this reel-in mechanic.

  • @BloodyNights said:

    https://forum.deadbydaylight.com/en/discussion/comment/1108891#Comment_1108891

    I kind of wonder to be honest, but since there isn't a way to tell how good you are doing, I wouldn't worry too much about it, unless you just keep losing every game, or winning every game. Then there may be cause for concern with the system.

    Atm its kinda killer dependent. I can play Legion and get Iri chaser super easy without killing anyone, but Plague... I black pipped with an Iri gatekeeper, lol.

  • @ThisGuuy83 said:

    There all a steamy pile of Buffalo 💩💩💩 anyway, except Freddy and GF. If your gonna buy only one, make it them

    I have a blast with Bubba and Myers, but thats just me.

  • @BloodyNights said:

    The current rank system doesn't even matter, since they are changing it to the mmr system I believe in the next patch.. So your black pips, pips, or de-pips don't have any effect on anything. So I wouldn't worry about it, we all know the current system is flawed. You can get a 4k and de-pip, I've done it before! lol

    Just curious how they'll gauge a win or loss with the new system if this game wasnt considered a win with this system.

  • @[Deleted User] said:

    Yeah its dumb if you kill everyone too fast you get punished for it. Even worse on plague. She's known for black pipping even when doing damn near perfect.

    I'm just trying to play abit of an assortment of killers today. This was just my first Plague game today and abit of a reminder.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/131642/tired-of-4k-black-pips

    It’s not even just a plague issue.

    Efficiency should be rewarded.

    I know, happens with any 1 shot power as well as grabs. Plague just tends to get hit the worst because MOST of her downs are 1 shots, whereas most of the other killers have an assortment. Still though...its dumb.

  • If Billy has no cool-down already, I guess THIS does absolutely nothing huh...

    https://deadbydaylight.gamepedia.com/Shop_Lubricant


  • @CornMoss said:

    No, they just do that for the ptb I'm pretty sure

    I know afew people have mentioned that maybe since the new characters are placed after the free characters on the list instead of at the end of the list... MAYBE it could be a freebee. Personally, I have enough shards saved up so Im good, lol.

  • @ad19970 said:

    Are you sure the effects will work on madness tier 1? Didn't look like that to me.

    But i am really happy about these changes to his addons. I'm just not sure if his base kit needed those reverse skill checks, since they will only affect survivors of lower rank.

    @PatBrutal said:

    FEATURES & CONTENT

    • Content - Added a new Survivor (Zarina Kassir)
    • Content - Added a new Killer (The Deathslinger)
    • Content - Added a new map (Dead Dawg Saloon - Grave of Glenvale)
    • Content - Added a high-ping indicator to the HUD, displayed when the local ping to the server is above a certain threshold (white icon for 150ms, red icon for 300ms).

    BALANCE

    Hooks and Sabotage

    • Removed skill checks for Hook sabotage.
    • Survivors will no longer be able to sabotage a Bear Trap with a Toolbox or the Perk Saboteur.
    • Killers may not hook a Survivor on a hook that is currently being sabotaged.

    Toolboxes, items and add-ons

    • Survivors will no longer be able to sabotage a Bear Trap with a Toolbox.
    • Toolboxes now repair fewer charges of a generator, but have a greater speed boost.
    • Doubled the chance to trigger a skill check when repairing a Generator with a Toolbox.
    • When a Survivor item reaches zero charges, they may keep it. If they escape with that item, it will be automatically refilled for the next trial.
    • Dropped items with zero charge behave the same way as items with charges; they can be picked up again later.
    • When a Survivor escapes a trial with an item, that item loses its addons.
    • Removed the possibility for all Splinter Offerings to spawn in the Bloodweb.  
    • Disabled all Splinter Offerings.

    The Doctor Changes

    With the update The Doctor received in the last mid-chapter, there are now two ways to inflict Madness: Shock Therapy, and Static Blast. To make it clearer what is required to increase a Survivor’s Madness level, we are making the following changes:

    • Madness no longer decays passively over time.
    • Shock Therapy will add half of a Madness level to any Survivors hit.
    • Static Blast will add a full Madness level to any Survivors hit.

    In numbers:

    Previously, the thresholds for madness tier 1, 2 and 3 were 5, 55, and 105 points respectively.

    Shock therapy granted 30 points of madness and static blast granted 50.

    While outside the terror radius, madness would decay by 0.5 points per second.

    These thresholds were based on how much passive madness gain the Doctor used to have. Without that mechanic, the madness thresholds can be simplified.

    The new tiers for madness 1, 2 and 3 are 1, 2 and 3 points respectively.

    Shock therapy grants 0.5 points of madness and static blast grants 1

    There is no passive madness decay. The only way to reduce madness is to Snap Out Of It.

    Previously, the "Order" add-ons increased the amount of madness inflicted by Static blast. They now reduce Static Blast's cooldown instead.

    Previously, the "Discipline" add-ons increased the amount of madness inflicted by Shock Therapy. They now reduce the detonation delay of Shock Therapy instead.

    Further add-on changes:

    The Doctor's madness can be customized by using his "Affliction" add-ons: Order, Discipline, Calm, Restraint and Obedience. Add-ons of the same type granted similar debuffs, but each one varied slightly in magnitude or madness threshold. The end result was that it was often unclear which add-on did what, and the lower rarity add-ons often seemed very unappealing in comparison to the higher rarity ones.

    The "Afflictions" have now been standardized to be the same across all rarities. Only the passive bonus is different.

    Order (Illusionary Pallets)

    • Order - Class 1: Reduces the cooldown of Static Blast by 2 seconds
    • Order - Class 2: Reduces the cooldown of Static Blast by 4 seconds
    • Order - Carter's Notes: Reduces the cooldown of Static Blast by 6 seconds

    The Affliction of Order used to vary in terms of what madness tier was required to show pallets, and how far away from the doctor pallets could spawn. These variables are now the same across Order - Class 1, Order - Class 2 and Order - Carter's Notes

    Survivors with Madness suffer from the Affliction of Order:

    • Broken pallets may appear to be replaced with Illusionary Pallets that persist until approached.
    • A new Illusionary Pallet is generated at the location of a random broken pallet every 20 seconds.
    • The Doctor shares in his patients' Madness in order to read the auras of Illusionary Pallets.

    Discipline (Illusionary Killer Stain):

    • Discipline - Class 2: Slightly reduces the detonation delay of Shock Therapy (-0.1 seconds)
    • Discipline - Class 3: Moderately reduces the detonation delay of Shock Therapy (-0.2 seconds)
    • Discipline - Carter's Notes: Considerably reduces the detonation delay of Shock Therapy (-0.3 seconds)

    The Affliction of Discipline used to vary in terms of how long the effect would stay active and whether they required a chase to activate. These variables are now the same across Discipline - Class 2, Discipline - Class 3 and Discipline - Carter's Notes

    Survivors with Madness suffer from the Affliction of Discipline:

    • Madness II: While in a chase, survivors perceive an Illusionary Red Stain and Terror Radius as though The Doctor were right behind them. This effect persists for 6 seconds after the chase ends.
    • Madness III: Illusionary Red Stain and Terror Radius are constantly active.
    • The Doctor shares in his patients' Madness in order to see the Illusionary Red Stain.

    Restraint (Illusionary Doctor):

    • Restraint - Class 2: Reveal survivors' auras for 1 second when their Madness increases
    • Restraint - Class 3: Reveal survivors' auras for 2 seconds when their Madness increases
    • Restraint - Carter's Notes: Reveal survivors' auras for 3 seconds when their Madness increases

    The Affliction of Restraint used to vary in terms of how much extra duration would be granted to illusionary doctor hallucinations. These variables are now the same across Restraint - Class 2, Restraint - Class 3 and Restraint - Carter's Notes.

    The passive bonuses of the restraint add-ons have not been changed.

    Survivors with Madness suffer from the Affliction of Restraint:

    • Increased Illusionary Doctor duration to 8 seconds (These hallucinations normally last 1 second)
    • The Doctor shares in his patients' Madness in order to read the Auras of Illusionary Doctors at any level. (This effect is normally only active in madness 3)

    Calm (Illusionary Terror Radius)

    • Calm - Class 1: Terror radius increased/decreased by 4 meters (previously +/- 10%)
    • Calm - Class 2: Terror radius increased/decreased by 6 meters (previously +/- 15%)
    • Calm - Carter's Notes: Terror radius increased/decreased by 8 meters (previously +/- 25%)

    Additive modifiers for Terror Radius are clearer and the result of stacking multiple modifiers is simpler to calculate. This is a slight increase in the effect for Class 1 and 2, and Carter's Notes are equivalent (25% of 32 is 8)

    The Affliction of Calm used to vary in terms of what madness tier was required to activate it, how long it stayed active, and how long it took between activations. These variables are now the same across Calm - Class 1, Calm - Class 2 and Calm - Carter's Notes

    Survivors with Madness suffer from the Affliction of Calm:

    • Madness II: Intermittently causes survivors to hear a distant illusionary Heartbeat (10-15 seconds active, 30-45 seconds inactive)
    • Madness III: Constantly causes survivors to hear a distant illusionary Heartbeat

    Obedience (Reverse Skill Checks)

    Obedience broke the pattern of affliction add-ons and has been removed. Reverse skill checks have been integrated into the Doctor's base ability.

    When afflicted by a Madness Skill Check, there is a 33% chance of an off-center skill check, a 33% chance of a reverse skill check, and a 33% chance of a reverse off-center skill check. This is baseline and requires no add-ons.

    Scrapped Tape, which was previously removed, has returned to take Obedience - Class III's place.

    Iridescent King

    Previously, this add-on would inflict a random affliction on a survivor every time they were shocked. These afflictions would stack, until a survivor had all 5 afflictions after 5 shocks. However, this was mostly unnecessary, as these afflictions still had the same madness thresholds for activation. In light of the changes to the afflictions, Iridescent King has been simplified and the need to shock survivors to inflict afflictions has been removed:

    Survivors with Madness suffer from the Afflictions of Calm, Discipline, Order, and Restraint:

    • Intermittently causes survivors to hear a distant illusionary Heartbeat.
    • While in a chase, survivors perceive an Illusionary Red Stain and Terror Radius as though The Doctor were right behind them. This effect persists for 6 seconds after the chase ends and is constantly active in Madness III.
    • Broken pallets may appear to be replaced with Illusionary Pallets that persist until approached. A new Ilusionary Pallet is generated at the location of a random broken pallet every 20 seconds.
    • Increases Illusionary Doctor duration to 8 seconds and grants the ability to read their auras at any level of madness.

    Electrodes:

    The electrode add-ons increased shock therapy range by a percentage at the cost of a small penalty to shock therapy charge speed. This has been changed to grant extra range (in meters) with no penalty.

    (The base range of Shock Therapy is 10 meters)

    • Mouldy Electrode: Increases the range of Shock Therapy by 2 meters (previously +15% range, -5% charge speed)
    • Polished Electrode: Increases the range of Shock Therapy by 3 meters (previously +25% range, -10% charge speed)
    • High-Stimulus Electrode: Increases the range of Shock Therapy 4 meters (previously +35% range, -15% charge speed)
    • Interview Tape: Range increased from 20 meters to 24 meters

    Survivor Perks

    • Saboteur: See Hook auras in a 56 meters radius from the pickup spot if a Survivor is being carried. Sabotaging a Hook without a toolbox takes 2.5 seconds. The Sabotage action has a 60 seconds cooldown.
    • The Perk Ace in the Hole now adds the ability to keep the addons when escaping a trial with an item.

    Bug Fixes

    • Fixed an issue that caused a Spectator to be unable to switch Role if at least one user is ready in a Custom Game Lobby.
    • Fixed an issue that prevented starting a match in Custom Game when there is a spectator.
    • Fixed an issue that caused the Doctor to have his view partially blocked by the Survivor's body for a brief moment when performing an attack while carrying a Survivor.  
    • Fixed an issue that caused players to be unable to select the 'Ready' option when returning to the Custom Game Lobby.
    • Fixed an issue that caused the Blood drops from failing a healing skillcheck while asleep pass through certain ground tiles and any elevated tile.  
    • Fixed an issue that caused the Blood VFX to be missing from the screen when a survivor is affected by Deep Wounds from Borrowed time.
    • Fixed an issue that caused the Prompt text to be missing upon leveling up in the Bloodweb Menu.
    • Fixed an issue that caused the Killer to jitter erraticaly when moving the cursor after interrupting a Survivor vaulting over a pallet.
    • Fixed an issue that caused other Survivors to have the Ready button grayed out in a Custom Game Lobby when a Survivor comes back to the Lobby after having closed the application during the Loading Screen.
    • Fixed an issue that could cause Trials to start in public matches with an incomplete Lobby.
    • Fixed an issue that caused The Mad House achievement to fail to trigger when 4 survivors are brought to Madness tier 3.
    • Fixed an issue that caused Various killers animations to be corrupted or misalinged when performing a Mori.
    • Fixed an issue that allowed Killers to break a pallet while a survivor is resetting the pallet from the same side.
    • Fixed an issue that caused players to be unable to click The Unlock Tiers button in The Rift if the current tier reward unlock overlaps with the button.
    • Fixed an issue that caused Survivors to be unable to gain token with the perk Autodidact.
    • Fixed an issue that caused parts of the Oni's sound effect when absorbing blood orbs to loop when stunned after striking a Survivor.
    • Fixed an issue that briefly caused the Shape's unique music to trigger upon exiting the Archives to the Main Menu.
    • Fixed an issue that caused the Boil Over Perk to not immediately hide hook auras when the pickup animation begins.
    • Fixed an issue that caused Hex: Huntress Lullaby to fail to apply to Brand New Part installations when 5 tokens are earned.
    • Fixed an issue that caused the extra points awarded for healing a survivor with No One Left Behind to not properly show in the score event.

    Map Specific

    • Treatment Theatre: Fixed an issue in Lery's long shower room that caused a hatch to not allow Survivors to open it with a Key
    • Treatment Theatre: Fixed an issue that displayed a floating book next to a Desk.
    • Treatment Theatre: Fixed a collision issue on the ceiling.  
    • Fixed the SFX on some tall grass when walking on them inside The Backwater Swamp theme.
    • Autohaven Wreckers: Fixed an issue that allowed Survivors to use Dead Hard to get onto tires near a crane
    • Gas Heaven: Fixed an issue that allowed survivors to go through the ground near the gas pumps.
    • Gas Heaven: Fixed an issue that displayed a seam near the Gas Station.
    • Disturbed Ward: Fixed an issue that caused the LOD to be seen updating on the second floor of the Asylum.
    • Mount Ormond Resort: Fixed a collision issue that blocked the movement of both Survivors and Killer near a broken lift.
    • Mount Ormond Resort: Fixed an issue that caused Killers to get stuck on a vault point in Mount Ormond Resort after increasing their vault speed.
    • Mount Ormond Resort: Fixed an issue that caused Survivors and Killers to be unable to move freely when walking at a specific corner exterior of the main building.
    • Mount Ormond Resort: Fixed the collision on the railing on the second floor of the main building.
    • The Thompson House: Fixed an issue that caused A survivor to get stuck when collecting the item in a chest that spawns close to the combine harvester.
    • Sanctum of Wrath: Fixed an issue that caused Killers to be unable to chase Survivors between Buddha statues and a rock.
    • Fractured Cowshed: Fixed an issue that displayed a seam on the ground when walking around the map.
    • Mother's Dwelling: Fixed a Lighting issue that caused a wall to appear completely shadowed and then brightens when approached.
    • Fixed the collision on several hill tiles that could cause the Survivor or the Killer to bounce up and down repeatedly when near a rock formation.

    Cosmetics

    • Spirit: Added a texture to the Spirit's bandages on her left leg on the Cursed Silk Kimono from the Tattered Tradition Outfit.
    • Fixed the textures on the Doctor's Metal Therapy Bat  
    • Fixed a display issue when vewing a Huntress wearing the Hunting Hitatare Torso.
    • Fixed an issue that could cause a crash when viewing a Huntress wearing the Winter Hearth Torso.
    • Fixed an issue that caused various Huntress Masks to clip through her neck.
    • Fixed an issue that displayed distorted legs when viewing the Doctor's Ladykiller Frock Coat from a distance.
    • Fixed an issue that caused the hanging piece of cloth on the Doctor's Straight Jacket Torso to be clipping through his body.
    • Fixed a clipping issue when viewing all of Nea's shirt models.
    • Fixed a graphic issue when viewing The Clown’s “Mr. Puddles’ Disembodied Head” on the tally screen.
    • Fixed a graphic issue when viewing the Trapper's Neptune's Failure Torso on the tally screen.
    • Fixed an issue that caused the Wraith's Glowing Vigil head customization to clip through the Evening Wear Body customization.
    • Fixed multiple clipping and lighting issues with David King's Hard Headlight Torso customization.

    Audio & Loc

    • Fixed an issue that caused the wrong language to be displayed when viewing the result screen in Brazilian Portuguese after a match.
    • Fixed an issue that caused a superfluous grunt when a survivor lands after falling from any height.
    • Fixed an issue that caused the font color and size of the Head On Perk to be different than usual when viewed with the game language set to Spanish. 

    Known issues:

    • Zarina's voice over is Yui's voice at the moment.

    Keep in mind, this is only in the PTB atm

  • @Secreted said:

    Exhaustion add-ons are unhealthy for the game. Having a RNG chance of whether or not they're useful if Survivors bring one is bad.

    You can say the same thing about alot of things. Just because something counters something else, doesnt mean its a bad thing.

  • @SnakeSound222 said:

    Restraint and other afflictions work in tier 1?

    Shock range add-ons lost their charge penalty?

    I'm on ######### Cloud 9 right now. Still wish we had the Exhaustion add-on but it's not that big of deal right now.

    Thats what I was thinkin. I immediately checked restraint, and didnt even hope to dream that theyd do to the range addons that they did. I never really used the exhaustion addons before so I aint losing any sleep there.

  • It use to be a glitch people could do by swapping back and forth between killer and survivor. In that example, youd essentially have a Billy with a smaller TR.

  • @Johnble said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099656#Comment_1099656

    Killers can use DS?

    OP is a killer main, says so right in the post...

    If only... Can you imagine pulling someone out of a locker, eating a DS and then DSing them right back?

    How do YOU like it? Hurts doesnt it?

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100694#Comment_1100694

    they said only certain walls will be breakable and for now its limited to the new map, you will also be able to see what walls are breakable by the way they look. I think that this will take slightly longer than breaking a pallet so i don't see the problem since you can just run away. My main concern is if billy, leather face, and demo are able to break them quickly since depending on how good they are it might make them a lot more viable.

    Dont forget about Oni

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102035#Comment_1102035

    Do you have a video of that or something? Sounds hilarious XD

    https://www.youtube.com/watch?v=KeEE6NRCEzY

    Heres a Myers using Billy's chainsaw

  • @TheRockstarKnight said:

    Because a lot of Killers are now using NOED to counter all the people using Toolboxes and Prove Thyself.

    Also some Survivors refuse to trade their Dead Hards and Sprint Bursts for Detective's Hunch or Small Game, so they can get hit with NOED after Dead Hard'ing into a wall or Sprint Bursting into a dead zone; instead of disabling NOED before it activates and just learning to pay attention to their surroundings or how to route during chases so they don't need Exhaustion perks.

    Seriously though, the complaints are just a few people refusing to use any of the many tools in the Survival arsenal that soft counter/hard counter Hex perks.

    If they are dead harding into a wall...wouldnt that imply they were already injured and thus the exposed status effect isnt really affecting that moment anyway?

  • @VigilStrange said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098872#Comment_1098872

    OPs issue is that he doesn't want to change his perk build. Any viable solution that requires them using Small Game or Det. Hunch falls on deaf ears.

    Read the rest of the thread after the fact. The title says there is no realistic counterplay while the comments after the initial post pretty much just fills in the words "that I want to do". Theres plenty of counters to totem perks, although personally I wouldnt mind a totem counter in the form of a sound effect that plays when a totem is broken.

    This game has plenty of counter play perks and such that might not always get use. With Oni for example, we got blood echo which can counter exhaustion perks...if exhaustion perks are in play. Exhaustion perks are common and popular though (much like totem perks), so bringing a counter in your loadout is often worthwhile.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096143#Comment_1096143

    If I'm within 12m of a totem, I can find it on my own. Don't need a noise notification.

    The issue is when a totem is well hidden in a dead zone with no gen nearby on the map, so I would never come across it in normal gameplay

    Id try out detective's hunch. I can understand when the totem thats in the corner of a swamp map goes unnoticed or something, but detective's hunch has a large enough range to cover the majority of the map each time it goes off (or even the FULL map if your standing in the middle). If you take on the middle gen right away, you can uncover the location of every totem on the map. Bringing a map with you can also record this information so you can check it again after the perk wears off. This is a pretty reliable counter to ALL Hex perks in the game.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098129#Comment_1098129

    I was gonna say, the world icon means SOMEONE has coded in the icon to signify crossplay.

    Which means they're already working on it or at least planning it.

    Would be cool if we got legit crossplay eventually, although as far as hackers go... They just ruin the fun for everyone no matter the game, and I think this might put a bad taste in peoples mouths for crossplay in general.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093675#Comment_1093675

    Still, we'll have to see what they do to toolboxes, they could render them completely pointless like they've done every time they've touched a survivor addon.

    I know someone suggested making it just affect skillchecks, so it would affect how often they pop up as well as the size of both the normal and the great skillcheck zones. For pumping out gens, would be a huge blow...but would still let them be useful for saboing hooks and bear traps. I know last time I faced a trapper who was running bloody coil, I learned just how much dmg a brown toolbox found in a chest with ironwill could be to just RUIN him, lol. Poor guy, but fun game.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093602#Comment_1093602

    Just because they were originally designed around a time when Exhaustion was busted doesn't automatically mean they are now too good.

    I never said they were too good at all, just silly, they were designed around a time where exhaustion was stronger, it makes perfect sense to scale down the counters since exhaustion has been changed.

    These are not equivalent. Toolboxes are quite busted, you just not getting to situationally use an Exhaustion perk if you even brought one in the first place is not ruining a game at all. Toolboxes can and do.

    Toolboxes can be quite easily avoided by dodging the lobby, or using franklins, and they're already being changed, likely due to the ruin change, and don't mistake me, they aren't being compared as equivalents, they're just in the same position.

    Ruin helped "counter" gens & toolboxes, ruin was changed, it makes sense for toolboxes also. Exhaustion was changed, these addons which were made to simply not let you use them immediately in chase made it so you couldn't use the perk AT ALL in a chase, so they deserve be changed too.

    It's called balance, something I've seen you cry a lot about, I guess it should only go one way?

    I wouldnt call lobby dodging a counter anymore than I'd call DCing a counter. As far as Franklins goes, it really only acts to counter the 1 toolbox that isnt currently being useful (because the survivor is running as opposed to fixing gens). Franklins is decent at countering medkits since a survivor fresh off a hook is unlikely to be able to immediately heal themselves if they have enough charges left to heal, and the survivor is unlikely to find a good time to use the purple or red medkit addon during a chase. Franklins is also decent at countering flashlights since thats an item thats useful midchase. Toolboxes and keys though...not so much. If a killer has Franklins, imma just stash my key in the corner until I need it later.

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093181#Comment_1093181

    This 100x this. Which is something they can't control very well. The most they can do is remove/change aspects from the game that encourage entitlement. Like;

    • Immunity Perks
    • Free Win Mechanic's
    • Too much information that makes the player feel safe and stress free
    • Safe maneuver's that are easy to perform

    They made the game too survivor friendly that the Survivors feel like the power role, and that drives them to treat the singled out weaker role with contempt and disrespect.

    People get pissy and lash out for anything unfortunately. I had a game as Bubba where I actually played him normally and didnt facecamp (hold your applause, I know im amazing, lol). I remember killing my 2nd survivor and coming back across the map towards where one of the last 2 survivors had recently unhooked the other. Saw scratch marks against a wall, followed by the explosion of a fast action... Was pretty obvious it was the Jane darting into a locker the moment she heard my TR, so I was wary of a DS and also a head-on. 2 gens left to go and only 1 survivor NOT in a locker directly infront of me...so I waited abit with a revved chainsaw before yanking her out and throwing her on a hook. This was the chat afterward.

    20191110131524_1.jpg

    No head-on, but good to act like its a possibility, and of course...the DS. She wasnt happy.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093378#Comment_1093378

    Oh wow , I got a lot of people talking bad in the chat yesterday it is like the dc penalty made people more toxic for some reason and I got confused at the "lol look you slow autistic fat girl jake" I was like what? since when jake was a girl lol

    Makes sense that the people who wouldve ragequit instead are reaching the endgame chat to tell you whats on their mind.

  • Killer was playing Pig, and apparently this guy thought they should go after their teammates and that the RBT should act as a sign of "your not allowed to chase me".

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093181#Comment_1093181

    I turned off chat as killer. I play quite fair by survivor standards so I get a lot of ggs and sometimes I'll check and give them back but most of the time I ignore chat completely. There is a large amount of toxic shitheads that it's not worth responding to them.

    Not even going to comment on what he said because it goes without saying that's wrong, but the fact that he says Huntress is the easiest killer really shows this is someone very ignorant in the game.....and ignorant in life in general.

    Hopefully he got a ban.

    I've gotten pretty good at shrugging it off, but after abit of scrolling on the facebook page and seeing all the players who tried swapping over for some killer just to get turned off by similar messages...

    This is one such example...im just gonna copy paste this, which is from the facebook page I mentioned...

    "THIS. THIS is why no one, including myself, hardly EVER wants to play killer anymore. I’ll admit, I am no where near an amazing killer, but stuff like this is super uncalled for. I’m a survivor main, and even I think the “survivor rules” are ridiculous. I’m not going to stop coming after you just because you have a helmet on your head. In a real situation such as this, a killer is not going to play by ANY sort of “rules”, and shouldn’t have to. People blame the devs for wait times and such for matches, but a lot of it is because of pathetic situations like these. 🤦‍♀️

    Sorry for the rant! I’m simply frustrated.

    Oh, and I WOULD turn off messages to not receive these anymore, but then I’d miss out on all the rare good messages as well. 🤷‍♀️"

    image.png

    although while fetching that, I DID run across this one too. Be more like THIS guy people, you'll be more likely to keep someone wanting to play killer, even after a rough match.

    image.png


  • @Satelit said:

    Survivors should only lose their collision when having crows to prevent blocking eachother in certain rooms.Other than that it's fine.

    Even that wouldnt hep since actions like pointing can be used to avoid crows.

  • @ClickyClicky said:

    Do something to stop toxicity. Never gonna happen though.

    Playing and getting your ass kicked against good survivors is ok. You can lose in any game. However swf running OoO, toolboxes and tbagging at every pallet and burning coldwind offerings isn't so fun.

    Meh, a survivor team doing well is one thing. Its when they start trash talking afterward that drives alot of people away. On the DBD facebook page im a member of, theres constantly posts from people new to killer who get turned off it due to the messages they get.

    20191025122632_1.jpg


  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/129683/is-it-just-me-or

    It seems like it, but it's just you. Cosmetics are planned for set releases in advance. Sometimes months in advance. So it's not a timing thing.

    As soon as I read the title, I wanted to say "its just you" no matter WHAT he actually said, but you beat me to it.

  • @SL33PY said:

    https://forum.deadbydaylight.com/en/discussion/comment/1089631#Comment_1089631

    I have a 3 year old and a six month old so I do the same thing

    Sometimes I'll be in the middle of a game and then... gotta go afk. I could be completely stomping a team, just to leave them VERY confused at the end as they walk out the exit gates, lol.

  • @MisterCremaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1089631#Comment_1089631

    Doesn't the lobby disappear when the killer does? So, unless they were actually weren't SWF, they wouldn't be able to communicate that to each other...

    Killer Rank 11 here, who constantly faces red ranks on PS4... I pretty much dodge any lobby with a Claudette. Sorry, not sorry. Claudette is a red flag for me, and I just don't want to deal with it. Queue times are instant on PS4 for killer, so I get to pick the load out I want to play against.

    With dedicated servers, the survivors can stay in a lobby after the killer leaves.

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1090257#Comment_1090257

    Welp funny enough, just last night, I maxed out my Legion, maybe ill just run that build and during x2 BP events run bbq. How does the build fare without the Legion pin? Like if im not always wanting to use all my addons.

    Im probably going to start working on Oni next with my BP.

    Dunno, havent run out yet. I lvled Legion alot while playing Billy, so I have like 20 each of these addons atm. The pins expecially had alot of since I never bothered using them before.

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1089192#Comment_1089192

    Same here especially on my main Myers bc he already sucks at BP gain anyways.

    Do you ever put bbq on that legion build? If so which perk do you trade in for it.

    No, but then again...I'm also done lvling Legion.

    20200213130748_1.jpg

    4 full pages with the 5th page looking like this is the goal for all my killers. Ive got BBQ on afew other killers but I feel like this loadout just works too well on Legion to really wanna swap something out (just my opinion).

  • I think its funny when stuff like this happens.

    Im over here hopping out of a lobby because my 10 month old son woke up and wants a bottle NOW.

    Lobby of survivors: OMG HE THOUGHT WE WERE SWFS!!! LOL

  • @LustForBP said:

    I disconnect as soon as people start moving. It’s not fair that everyone has an opportunity to move while I do.

    #WeWantTurnBased

    Meanwhile Bubba is over here like "I wasnt planning on moving anyway"

  • @IcallBS said:

    Now if something were to be done like:

    Camping. If killer is within 32 meters of hooked survivor and not in chase the entity will bind the killer for 15 seconds. It will give a auditory sound in game to alert all players the killer has been binded. Each time it adds 5 seconds. Then tunneling would'nt be a issue because the hooked survivors get a dayum break for a moment...issue fixed.

    Exit Gates Spawn opposite sides of map. EZ fix.

    Pallet and unhook lag. Why does it take so long to pull someone off a hook? Killer swings misses and i go for the save. Pause starts to unhook, killer pulls me off survivor...wth? Dont make since.... literally watched a pallet scrape across the killers face before they swung forward and survivors still getting hit through pallet... this is such a huge issue. I hear everyone complain about this a lot. Also window vault hits...smh...jump through, killer swings from angle and you are 2 steps away from window. Killer swings from side to side and somehow hits through window... i dont understand how someone swinging from side to side doesn't smack the window...i seen the blade go through both sides.mean these were created to keep the killer from hitting yet it doesn't...

    Really not hard to fix and implement all this. I will come back with friends in haul if these are addressed. If not....it was a good run i guess. But disappointed.

    I feel like you dont know how big 32 meters is. The Game map is 64 X 64, so if you hook someone, the majority of the map is gonna be in that area. Hook someone in the middle and that 32 meter range your talking about is gonna cover over 78% of the map, and unless your gonna sit in the literal corner until they get rescued...

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071993#Comment_1071993

    Lol wow i bet you get so much hate mail for this build.

    Hows your BP gain with it? You get a decent amount of bp because usually i use bbq on legion bc he already gets alot of bp.

    Ibet this slows the game to a crawl

    I like using BBQ for the BPs, but I've been getting away from it to try to find interesting builds. Ironically, my Bubba is one of the characters that I havent been running BBQ on lately.

  • @The_Bootie_Gorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071993#Comment_1071993

    trying your build...for addons i have stolen sketchbook and the legion pin...

    Lemme know how it works out for ya

  • Azaroth's resting place is like my favorite map to play on as Killer... No one is beating me on that map, myself included, lol.

  • I like watching Otz, Fungoose and ohtofu. I'll watch some scottjund, umbra and Scorpionz as well, but those are typically my plan B choices...

    I also enjoy Bricky's Casefile series, but realistically...the guy isnt very good, so alot of what he says is kinda taken with a grain of salt.

  • @ZoneDymo said:

    I dont have one, I run different perks on every killer/survivor

    Im right there with ya. I have a different build for every killer, and often times multiple builds depending on which addons I'm using. Scratched mirror myers is going to have a completely different setup than perma T3, which is gonna be completely different than tomestone piece.

  • I wouldnt mind some sort of FOV slider, but as far as the others...not a good idea. Unrelenting is a perk to help offset complete misses in attacks, and frankly...if your wiffing swings, you SHOULD be penalized rather than a basekit change downplaying that. Up the ante, and really luck stuff in this game imo should really get reworked and replaced with something else entirely. Luck barely does anything in this game, and the mechanics it DOES affect (like trapper's beartraps) shouldnt be affected. Any means necessary is a strong effect, and making it basekit would only force killers to break EVERY pallet instead of trying to play around them.

  • 20200210023107_1.jpg

    Been using it on my Legion since the ruin rework. Works well with the Legion pin since the broken status effect keeps survivors injured for longer. Might not seem like much in itself, but the extra time it takes to do a gen can give you the time needed to interrupt the gen being finished, and thus start regressing again. Ultimately with this setup, I'm constantly injuring survivors and they're faced with either working on a gen injured and giving away their location, or wasting significant time trying to heal up.

  • Had a game once as scratched mirror Myers where I had someone on the hook, and just kinda had a stareoff with the other 2 survivors left. They wondered why I "camped"... I just told them that until someone tried working on a gen, I had nowhere better to be, lol.

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