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Maelstrom10

Maelstrom10

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Maelstrom10
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  • Nurse on console is fine to control. everyone on console is - evidence =

    i've played on console, own the pc edition and regularly play with controller wrapped in bed due to the cold

    Only problem is framerate which when they have 60fps garunteed it will make it alot better for console players.

  • Pgtw, and distortion (prevent gen rush) are both great S tier

    thrilling tremors, Ruin and huntress lullaby (when they work) are A tier but both totem perks are breakable and thus restricted to A.

    Corrupt intervention B tier - can be A/S if survivors are inept.

    Overcharge is c tier - Can be A/S if paired with unnerving presence and large terror radius, or against inept survivors.

    Franklins demise - against a lobby of toolboxes can completely destroy some peoples ability to gen rush without there precious speed boxes. D tier for gens but thought I'd mention it's usefulness

  • Likely a Tuesday/wensday (depending on your timezone)

    Dw he'll come 😁

  • @Mirel1337 said:

    Great! Thanks a lot!

    Welcome to the fog brother :D

  • @TheGorgon said:

    Clown is better with the Brutal Strength + Spirit Fury combo.

    Was actually about to state this

    clown has a better synergy with this because he can force pallets down, same with doctor and pallet/snare freddy at times. Plus if you have brutal strength on, most people will assume you don't have spirit fury and wait at the pallet if you don't take the stun.

  • @Kiskashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/598078#Comment_598078

    This would be the only cool thing, I think he’s fairly balanced right now so it concerned me a little when the devs suggested “looking into it” during the Q&A. Slight tweaks might be appreciated such as multi stalk or something like this (great suggestion btw ❤️), everything else... just please don’t. I’m getting a little tired of fearing for killers “changes”. Freddy is probably one of the few recent exceptions.

    Thanks for the compliment ☺️ but I have faith in the devs haha, wraith, hag and trapper all got good changes, though I admit they've made questionable decisions in the past year haha

  • @LordGlint said:

    @Maelstrom10 Thought redistributing the stalk was only a thing when less than 4 survivors loaded in.

    Might be. I'm not to sure, always assumed it was also when people dc'ed otherwise that's a dead mechanic now that you can't start a game with less then 4

  • @LordGlint said:

    @Maelstrom10 That would be cool. ATM it just feels like if you stalk 1 person too much or someone you HAVENT stalked much dies too early, you get kinda screwed out of using your power toward the end.

    Someone dying with stalk still on them should act like a dc actually (if you weren't already aware, a dc takes all of that survivors stalk and distributes it evenly among survivors still in the trial) - would also make tombstone piece far more useable for if you kill someone during the trial you can still stalk others to pop ew3 to mori em

  • @LordGlint said:

    @Maelstrom10 I know huntress's hum doesnt disappear, im just checking the differences between old and new freddy lullaby. If Freddys new Lullaby IS affected by insidious, that means it IS a TR, unlike his old lullaby.

    I know man, I'm saying that I think it isin't affected by insidious :P but I'll check when I'm home

  • I'd rather the stalk he has on people "regenerate" very slowly, over time. So if he stalks someone to Max at the start of the match he can return to stalk them again later during the match. Could also have an upper limit to how much stalk can regenerate per gen done, to prevent match stalling. This would put him more on par with ghostface whom can infinitely gain instadowns.

    Tldr - regenerating stalk, but takes time to regenerate.

  • @LordGlint said:

    @Maelstrom10 Any idea if it gets affected by things like Insidious? I know OLD Lullaby worked pretty much like Huntress's hum, where it didnt REALLY do anything.

    Not to sure.. I would do some testing rn but I'm currently at work sadly. I don't believe it disappears when using insidious, meaning it's independent like the lullaby.

  • @thesuicidefox said:

    It works. I've made BT saves against Freddy when asleep.

    This is one reason why I push for the BT icon to flash when you give someone BT off the hook, so that you know you gave them BT for sure. Simple QOL change.

    I just saw a video of otz, using I'm all ears within a chase so I'm not sure if it truly acts as a traditional terror radius.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/595771#Comment_595771

    Except that...

    1) Traps are already set super fast. You could boost it 1000% it won't make a difference.

    2) 8 snares and 10 pallets is plenty. Way more than you actually even need.

    And it really doesn't take that long to run to something to wake up. If you are in an SWF it's super easy to just say "I'm at shack doing a gen" and your friend comes over, wakes you up, works on the gen, 20 seconds later you wake them up, continue on gen.

    Longer wake up time would actually make a difference because it would discourage survivors from even bothering to wake up sometimes.

    I'd beg to disagree. If the purpose of your reworked block add-ons is to keep them from waking up and make them not bother, why not quicken the rate at which you fall asleep. If there just going to fall asleep quickly putting them back into deep dream state, I feel that would be more useful in preventing waking up.

  • @Seanzu said:

    I think they should give us a Shift hold button that lets you drag your mouse through stuff so it auto buys.

    That... thats even better then my idea thank you good sir

  • @DaS_only said:

    I personally hate more the click&hold part of leveling. Removing the holding and just let us click to buy an item would decrease the leveling over the half. Which is a lot of you ever used 1 million bp straight away (takes really ######### long)

    The click and hold is just a way of confirming on the bloodweb

    that being said it could stand to be shortened a lil bit

  • @SpacingLlamas said:

    The fact those add-ons even exist is like, "um okay I guess". It's even worst they remained unchanged from ptb to live, it's like ######### why.

    Hemorrhage should be removed entirely.

    Blindness should be one add-on, that affects blindness for being the dream world period until you leave it. There's 3 ways to leave the dream world and only one way can be removed with the help of an add-on. I wouldn't see a problem with it.

    Blindness isin't too helpful tbh. Wouldn't mind a form of limited blindness in the dream world be default however (such as can't see auras outside of a 32 m radius etc

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/595728#Comment_595728

    We don't need add-ons that affect his traps because he can change them to pallets. That makes any combination of blocks and claws literally useless.

    And no it's actually very easy to wake up. Snap/clap is like 5 seconds, and clocks is 4 seconds.

    Yes the time to wake up may be short, but the time to get to something to wake up with isin't :) Your z block effect is the only thing that i see as a genuinely good idea imo, but i don't feel it fits the block addons

    (also idk if you noticed but my block addon idea would affect both the traps and pallets, So having the ability to place more pallets down is bad? or having the ability for insta downs off of a fake pallet is bad)

  • @thesuicidefox said:

    Blocks should increase the time it takes to wake-up via clocks or snap/clap, and Zblock should have the added effect that your clock doesn't activate for 20s after falling asleep.

    Nah. it can already be tough enough to find another survivor without perks or keys, or to get to the clock which already spawns far enough away from you. plus hitting the survivor puts them into dream state instantly negating anything done to get out of the dream world in the first place. would be too op tied with paint brush, in keeping the survivors in the dream world.

    plus the Block addons are already centered around his traps which is why i centered my idea around them too :)

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/593247#Comment_593247

    They now "stick" to the last valid spot while you're placing them, so you shouldn't have as many issues placing them as before.

    Out of curiosity, why choose to have them charge over time and be cancelable, rather then arming over time and instantly placeable? If im being honest i really don't mind either or and channeling them similar to LF's chainsaw isin't as bad as i thought it would be, but i feel that placing them instantly and then having them arming themselves over the same time period would feel more natural to me. :)

  • @LordGlint said:

    Would make sense so you dont spend TOO much time defending a haunted grounds totem. I feel like color coding alot of things should be implimented. White gens from thrilling tremors and white gens from Freddy's teleport is kinda confusing.

    He has a highlight icon above the gen now, it doesn't change color :D

  • i need this too. my ears get blown off if i turn sounds up too loud, and i can't hear survivor sounds if its too quiet. its not about balance anymore its just qol. besides i don't always want to hear the chase music, as both survivor and killer.

  • Adding any form of communication would just buff swf/teams in general, and while I'm not against that we have to take that into account when talking about it.

    F13 is not dbd, some of its features are not applicable to it.

    Plus I don't really want to be screamed at by strangers for not taking orders, it's why I left playing overwatch. You could say just turn team chat off. But then you'd have people dodging lobbies of people who don't want to talk.

    Also as discords/steam voice chat is a thing, why should the devs spend effort and manpower to put this in the game? For console users? For mobile users? Purely to buff swf?

    While yes it could be a fun feature it presents to many problems to even be considered at this point. We need to implement changes to buff survivors communicatively, I still think a limited version of kindred (perhaps a flash of Aura reading) should be added to the game, along with buckle up being basekit. But with any form of information you give survivors, killers need to have ways to counter and fight back against these new buffs. If everyone starts acting like a coordinated survive with friends, then killers need ways to combat that. Else all you'll see is top tier killers. Survivor and killer should never be able to hear each other as that would just lead to major toxicity, ie survivors selling each other out, and killers or survivors mocking each other and being even more toxic then now.

    Buff killers before you give everyone this kind of buff.

    I'm not trying to shoot down your idea I'm really not. I'm just saying it needs a lot of consideration first.

  • Personally wouldn't mind small game having an additional effect similar to this. Have a totem counter attached to small game. A 32 metre radius around a totem is huge though keep in mind so it wouldn't really be helpful. If small game made different noises around different objects I think it would be a pretty solid perk (ie maybe a chime or moaning near a totem, but a snap/the normal sound near bear traps, and perhaps with hag traps acting to highlight them rather then giving off a noise (so no warning other then an Aura with no sound in a close radius)

  • Tell you not to what? i don't understand

  • Excluding wglf and bbq/chilli bonuses such as distressing's or prove thyself's deviousness always felt a little out of place to me.


    I made a similar post about it today, or rather on how I think we can reduce it whilst keeping the game the same and encouraging specialized builds. Also contains stuff on the bloodpoints offerings

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/588782#Comment_588782

    Except its NOT infinite SB. It's just saveable while running atm.

    Thing is these guys not only seemed to be able to do that, but to extend it and make it longer.

    might be a part of the same bug or i might have been imagining things, but even still

  • Honestly buff all killers.

    Buff all survivors.

    Buff everything.

    Nurse is f tier until she has lock on and insta blink my boys!

    All jokes aside leatherface could use a few small buffs, so could a lot of killers below A tier/B tier In acethetics list. Hell some of the killers in his list could use tweaks as well tbh, though mostly qol things

  • Those were the ghostface adjustments and the lullaby patch to be nondirectional.

    while technically not hotfixes they were just updates that didn't fall within the typical mid chapter schedule. only reason we got them i believe was because ghostface was just released and they wanted to "complete" adjusting him before moving on. lullaby was snuck in as a small tweak/buff though.

  • @thedevalex said:

    https://forum.deadbydaylight.com/en/discussion/comment/588707#Comment_588707

    I'm so confused. You must be confused with the old exhausation, where it recovered while running. Exhaustion doesn't recover while running... But you're trying to make the KILLER addons make exhaustion recover while running?

    exactly what this guy wants and what i want too. Clowns addon is the worst variant taking no effort to even apply. I play both killer and survivor equally before anyone trys to cry that im a survivor main wanting nerfs.

    those old addons were balanced around old exhaustion. now on huntress you can pay 3000 bp for an addon that completely counters many meta perks effects.

    doctors and pigs should stay the way they are however. doctors being tied to madness tier 3 is already difficult enough to apply, and the headset is removable and limited to 4-5 uses per match.

  • @Whosaydef said:

    *Scoffs in Huntress* Sprint burst

    Yeah. infinite sprint burst. huntress and nurse are probably the only charecters that can counter the exploit. and huntress only out in the blatant open.

  • @Onionthing said:

    Find the hatch, remember where the hatch is, use that to your advantage. I'm all for survivors getting their "just desserts" but that's kinda mean. We can already kick it closed, I think that's good enough. If we are gonna go that far, we should just have a perk that identifies the hatch when it pops. (Which is also a bad idea)

    Thats just me though. Maybe other people will like the idea.

    Its more about the fact that bloodwarden is used to deny escapes, yet it cannot deny one of them.

    Its a very niche perk so taking away an already niche problem for said perk (people using keys in endgame) i feel would be nice. plus it wouldn't take away from squads using the key together, and would mostly prevent random escapes other then the key user whilst your chasing and hooking someone else

  • Exhaustion shouldn't be removed, but I wouldn't mind having it connected to an independent timer. There's no way it should be paired with other exhaustion perks, but being able to use it whilst exhausted could lead to being a fun change.

  • @GrootDude said:

    You can’t block the stairs anymore.

    Only during egc

  • @Ember_Hunter said:

    Any comparison videos since I am relatively still new (7 months)?

    Don't have any to show but it should be pretty easy to find on YouTube. The reason the animation was updated was to be far far faster then before. The old animation took like just over 3s which was a huge detriment to the trapper and if the old animation was used with the new speed it would look realllly weird.

    The old animation was sick though. Slow methodical, powerful looking.

  • Not a bad idea tbh. It can get confusing to see when a totem is still up in those kinds of cases expecially for newer players.

    @Peanits your thoughts?

  • Disgusting

    Pay to win is bullshit and if this game ever adopted that i would drop it immediately despite my love for it.

  • Can you remove the bloodpoint cap? And possibly give very slight numbers buffs to the killers that could desperately use it ? (Ie doctor having moldy electrodes range as basekit with maybe slightly faster charge or transition time?)

  • @LordGlint said:

    I could get down with this idea. Ill actually add onto it. What if when you USED a splinter, you also were able to equip any addon from that character. Currently, when using splinters, your going in with no perks or addons which is kinda...brutal. Also some addons COMPLETELY change the killer playstyle. What if I dont wanna use "vanilla" myers, but rather have a scratched mirror game?


    Personally things such as scratched mirror should be tied behind buying the killer though. its to personalised an addon/perk setup. i wouldn't mind any splinter having the adepts perks at level 3 on them however. i also wouldn't mind "splinters" being made for survivor. being able to trial a killer/survivor for a certain period before purchasing them, whilst retaining bloodweb progress even. or just giving us a splinter to play them for a game and attempt to get adept.

  • I believe it applies before. And distressing as it's a percentage increase acts as a multiplier afterwards? Though I could possibly be wrong

  • @NuclearBurrito said:

    Also. Healing speed ups CAN exceed 100%. But well make it doesn't stack with itself if you unhook 2 or more people within the time frame.

    This was proven the painreliever's video on healing speeds

    Thank you! your the only person i've found that actually knows the truth. Left a comment on monto's video a few days ago and he basically told me "No thats not true" even when i linked said video to him he just didn't respond. you can't have 3 people heal one person though. that part is impossible

  • @TAG said:

    Ignoring everything I said before regarding "add-on vs. offering", this idea has one huge problem for me: What stops the Killer from effectively just forcing a de-pip on everyone by insta-opening the gates so that no one can do gens, no one can heal, no one can do nothing except escape?

    You could technically say that about other pink add-ons though you are completely right in saying so about this idea. And if Im being honest? I don't have a solution for that.

    @twistedmonkey said:

    It sort of goes against the prospect of prolonging a match with another objective as that gives her even more time.

    You also have to think about SWF as they would be that much stronger in that scenario. They can afterall wait to pop any gens until any trap is removed and just 99% them communicating how many boxes they have searched and since she has a finite number it's sort of a bit pointless.

    The other thing is EGC was never desinged to kill and why the nerf to traps was done. It's just a way to end the game quicker.

    I still think they need to buff her stealth, crouch and ambush more than traps and just sort traps so they help to slow the game down without having to rely on RNG.

    I think the EGC does what its designed too well enough and an addon such as this would make killing or dying feel kinda cheap tbh.


    Yes but 99'ing a gen stops them from escaping and gives her more delay potential which is why rule set n2 should be basekit. Yes swf can in a way "cheese" the locations but that doesn't neccesarily take away from her strengths, if anything that's a problem with swf and they can already do so against rule set n2 which is yet another reason it should be basekit.

    To your other argument yes egc does exactly what it's designed to do. The whole idea of the add-on however is that it perverts the egc into something the pig has control over. I'd argue that if you've put traps on survivors heads, hooked them then activate egc that it's a fair victory for the pig, ie she has to down someone, hopefully multiple to get the most use out of it, hook them and then leave to go to an exit gate. but maybe that's my own crooked perspective. They deffinately need to do more work on the pig and my singular add-on change wasn't meant to be a solve all, it was just a buff to an add-on that I and a lot of others feel should be basekit.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/583651#Comment_583651

    The tombstones give Myers an ability that "directly" ties into his power (you have to use his power to gain access to the add-ons' powers). The add-on you describe does not use her power in any way. It synergizes with her power, but that is like saying that a Pig add-on that says "Survivors who are grabbed off a gen lose 50% effectiveness in wriggling" is a good add-on for Pig. Abilities that exist for all Killers exist already; they are called "perks" and "offerings."

    And by double post, I mean that I had to make a second post in a row because I am unable to edit the first post to add in what I wrote because of

    It either directly affects her power or it doesn't. If your add-on works as an offering for all Killers, then it doesn't. I don't like the idea personally for other reasons, but there is no reason your idea shouldn't be an offering instead of an add-on for one Killer.

    I mean i suppose it would also fit as an ultra rare offering. but at the same time it creates problem's when used with other killers (Which i suppose would be relevant to the pig too, however she would also be handicapped to one effective addon space, lowering her abilities and mostly restricting them to perks and perhaps a mori)

    The reason i didn't suggest it as an offering is because then you could have for lack of a better word, a "ballsy" nurse, activate noed rancor, bloodwarden and bitter murmur to finish off the game. thats not to say it would be entirely a bad thing, or even a problem for an ultra rare, i just think theres more things to think about when discussing that ability's viability on other killers. Its viability on pig to me would feel i guess more justified and balanced? earned per say, as you would have to put effort into it. But a hill billy or spirit can take an even greater advantage especially when tied to perks and addon's they already have. It would be an incredibly fun offering however, and even thinking about the risk reward it poses excites me.

  • @TAG said:

    Double post because editing seems to be broke again on mobile:

    Tombstone enables Myer to mori at Level 3 Evil Within, Mirrors allow Myers to see auras when stalking at certain Evil Within Levels, Black Incense reveals auras of Survivors affected by Plague's Vile Purge, Bone Clapper screws with the sound of the Wraith's bell, Prayer Beads removes the woosh of the Spirit's Phasing ability. The Hound is the one rule breaker and should actually be changed because of that. An outlier should not be the reason that the floodgates for add-ons that don't care about a Killer's power be opened.

    And i suppose thats a matter of opinion, but i still feel since this directly would affect her ability to manipulate the endgame that it fits as an addition to her power despite not directly affecting it. Myers tombstone Gives him power not accessible to other killers though in that he can m1 to mori rather then requiring them to be downed, ie its something thats not within his power that is added to his kit. Yes it is tied to his tier 3, but it is a unique ability that manipulates the game/

    Also dw about the double post man it doesn't seem to have made two of them (unless you deleted one)

    The thing with my proposed rework of rule set number 2 is that it would affect her power indirectly, by giving her control over trapping people in the endgame. currently the only way to do so is to place a trap over someones head before the final gen pops. this simply allows her the ability to choose when the endgame occurs, rather then relying on the abilities of the survivors to possibly lean in her favor or to circumvent her. the mere fact that she could with this proposed rework, keep players in the game through her traps if she plays right means that it would affect her power, whilst also bringing back the endgame strength some of us wish for.

    I know all this is a matter of opinion and is objectively subjective, these are just my arguments that im putting out there. i do however agree for the most part that addon's should be tied to power, however i also believe that in doing so were being restrictive in essence, over the ability to change and alter how the game is played. some of my favourite addons completely change killer powers, ie freddy pallets, myers mirrors/tombstones, and i see this as just a form of extended version of that. :)

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/583585#Comment_583585

    Lemme specify: Except in the case of Hillbilly and Leatherface add-ons for a specific Killer shouldn't be functional on any other Killer.

    But this wouldn't be functional on any other killer... what would the point be to opening the exit gates at 4 gens as a nurse? to let people escape? to bomb rush with noed i guess?

  • I would like to know because I tried a new build and I don't know if works properly Pd: I love soo much the new skins OINK OINK!!!!!

    Sadly no but unnerving presence and distressing do! with the harder skill check addons it can be super easy to punish progress on the boxes.

  • @TAG said:

    Add-ons must involve the Killer's power in some way.

    well its not necessarily like this doesn't involve or affect it. and its not like addons can't give killers ability's they normally wouldn't have (like myer's tombstones/mirror's or black incense giving the ability to have gens give corrupt purge, bone clapper taking away the no terror radius, prayer beads bracelet taking away the wooshing and the most damning one of all the hound addon for wraith entirely not affecting his power and simply making blood marks more visible)

    So now that we've confirmed that addon's don't necessarily have to tie into the killers power directly, there shouldn't be a problem with it correct?

    Besides its fitting that amanda's pink addon should allow her to "break the rules of the game"

  • You guys are all amazing and we appreciate you all!

    Thank you guys for existing

  • If they were to do something like that I'd want them to make the struggle phase infinite or at the very least double unless everyone's hooked. However it would increase progressively over time until it is way to insanely difficult to even complete skillchecks etc.

  • @PrincessPoop said:

    They definitely need to remove this ASAP. People have been asking for this forever and there really is no good defense for it to still be in the game.

    Its exactly like the flashlight blind situation. The reason they changed the blinding VFX is because even though the killer is being blinded in-game, the player shouldn’t be blinded irl. Same goes for struggling: just because your character is struggling in-game, you shouldn’t have to struggle irl. It gets painful after awhile and ruins people’s keyboards and controllers if you play long enough. It adds nothing of value gameplay wise and is a super easy change. Devs, please change it already!

    Bingo! Recently had to rebind struggle to my f key due to my spacebar breaking

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