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Maelstrom10

Maelstrom10

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Maelstrom10
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  • @Dead_by_Gadfly said:

    Not yet, sometime "late this week"

    ah fair enough then

  • @PissedWraithMain said:

    Joking aside, Iron Maiden would still be picked over whispers because whispers doesn't need survivors in a locker, would be better if there was an aura in a smaller radius. Camaradrie would be too op with the 4 hooks. But the altruism perks is a good idea.

    oh also the point of the camaradrie buff isin't for 4 hook states. you have 3 technically as normal. but if your hooked for the second time before going into the second state, instead of struggle, its as if you were on your first hook, meaning you can attempt escape/not have to struggle. the hook state status will reflect that through it being halved in the bottom left corner.

  • @Mr_executioner said:

    all terror radius perks make it so when your not in the killers terror radius the effect of the perk lingers on you for 15 secs

    make it 10s and i feel thats very fair.

    @PissedWraithMain said:

    Joking aside, Iron Maiden would still be picked over whispers because whispers doesn't need survivors in a locker, would be better if there was an aura in a smaller radius. Camaradrie would be too op with the 4 hooks. But the altruism perks is a good idea.

    true, 20m could be a fair radius. but considering if it was paired with whispers and how it could reveal people, being too precise could make for the two perks being the ultimate anti stealth combo which would not be good (as lockers/other survivors are the only counter to whispers)

  • i have deathslingers hat if its any consolation. no idea when i got it. just was there.

  • @CashelP14 said:

    First things first. This is my opinion as someone who is Devotion 9 now. Been playing since 2017 and I've been red rank on both sides for pretty much the whole time.

    I'm ranking these off a few things.

    1. The killer is using their best perks.
    2. The killer is using grey/no add-ons. This doesn't include extremely strong greys like huntress's exhaustion add-on.
    3. The survivor team is good. Not OP swf levels of good but they aren't babies.
    4. The killer is decent. Some of these killers need at least some skill in order to beat a good team.

    The reason for these rules is just so you understand my mindset. Against babies (hello boosted red ranks) all these killers are S rank. I don't want really strong add-ons since they make killers like Leatherface, Pig, Doctor and Ghostface go much higher than they maybe should. This is also why I'm including perks since killers like Leatherface, Myers, Trapper and many more are dependent on perks. Having no perks would also make Pig go up a few ranks due to her built in slowdown ability.

    Now for the actual tier list.

    https://us.v-cdn.net/6030815/uploads/6A5DWBC3OMWG/my-image.png

    If you have any questions as to why certain killers are in certain spots then feel free to ask. This discussion is already too long so I don't want to explain why each killer is their spot.

    EDIT: These are in order. The left is best and right is worst of each tier.

    Here's my tier list based on personal experience, viability in red ranks in relation to all known factors and just what i've seen from all sides of the game

    sxJfwcZ.png

    *Wraith meant to be B tier. image is for some reason not included.

    S tier : consistent 4k's if your skilled enough/have good general killer knowledge, with few mistakes on survivors parts.

    A tier : Very viable, though if you make mistakes, survivors can capitilize on them (oni's here due to weak early game which can be exploited)

    B tier : Servicable and what i deem incredibly fair. can get 4k's, can get 0k's up to player skill, survivor mistakes and maps. 50/50 matches usually. trapper could be placed in C tier, however whilst he is very reliant on a lot of factors, still can usually achieve this spot.

    C tier : can 4k but difficult without relying on specifc setups. killers in this category could use some slight adjustment/tweaking, but are in a decent spot only overshadowed by killers above. Myers could be higher with certain builds, but he's still effectively an m1 killer for the most part, with a very very weak potential early game, even taking a longer amount of time to check his first generator. Demo without rat liver despite his map pressure and shred can quite easily be looped due to his large size and predictablity. If your good with these its a "Watch out" kinda situation, but all round not as good as anyone above except maybe trapper.

    D tier : Reliant on a number of factors going in your favour, but not all round bad. Just tough to use effectively without a ton of skill. legion/clown could fit here, but i've placed him lower for a few reasons. killers in this tier need some adjustment/help.

    E/F tier : Reliant on survivor mistakes for the most part. a rank 1 team will decimate these lads, let alone a rank 5 swf. certain builds/playstyles can push them up way higher then E/F but they shouldn't have to be reliant on these things to be effective. are in some serious need of addon adjustment and overall help. Legion as an example :. getting an early first hit doesn't matter if survivors know how to play injured or you just straight up get a bad map. Survivors playing poorly or too altrusiticly around bubba will regret it seconds later with his slight chase pressure from getting rid of pallets, and clowns just... clown. despite the recent buff which has improved him a ton from where he was, all he has is chase ability with no map pressure. he has no ability to slow down gens outside of perks, and goes from chase to chase slowly. his redhead pinky finger addon buffs him to around B tier, but as this is an ultra rare addon, harder to land then billys chainsaw, and not always an effective option i've left him in the "get help tier". none of these are objectively bad, they just need adjustment/help in order to be competetive at all levels of play.

    This tier list isn't to point out bad killers. any killer can effectively 4k. just anyone above or at B tier can do so semi consistently with the right setup/player at the helm. any other, struggles a bit more and is reliant on certain builds, playstyles, factors or player mistakes, where survivors will punish you heavily for your own.

  • @Awakey said:

    It's already been confirmed that no new legacy will be released. I'm not looking through 10k posts to find a source, but a source exists.

    Yeah ik, this is more of a "what if" thing if I'm being honest. Trying to see what people wish to see.

    @Pepsidot said:

    If this happend, players would complain 1 week after about not having the new exclusive legacy cosmetics. And the cycle would continue.

    Also true, but you'll always have people complaining. Hell this was just a sort of compromise scenario I'm trying to think up, but even it has its giant flaws.

  • @White_Owl said:

    I like the idea, they could add a "last resort" score for forcing the survivor to use the hatch to escape.

    I'm also all for more survival points sources.

    Also absolutely down for this

    @ShrimpTwiggs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1383190#Comment_1383190

    I see what you mean, but I still don't agree because it clashes with their role. Mercy doesn't fit any of the emblems.

    Yeah but that's role/lore vs actual gameplay. That being said lot of the killer roster is less blood thirsty (plague as an example) or likes to play with their prey/do the unexpected (ghostface likes people being afraid and spreading his terror, so letting a victim go in order to spread the word is totally within his purview)

    @th3 said:

    Letting a player escape should count as them dying

    Exactly. Though, only in the context of a hatch given.

    @Fran1994 said:

    I disagree. Your pov is interesting, and i think we could really use some "fair play", like when you had such a fun match that you let the best player escape (i did it, and i also received the same treatment), but still... The entity rewards his champions (killers) for providing meriless, gory, sloppy fun (and food). So letting someone escape on purpose should actually be punished with a -1 pip. Sorry that's my opinion.

    But the entity also feeds off a hope filled cycle the entity effectively resets the memories of survivors each trial so that they have an incentive to escape, who knows if the entity could feed of the kinda behaviour like that too. Absolute fear from a mountain lion toying with it's prey kind of scenario, letting them go whilst their transported into another trial.

    @SilentChill said:

    I play very reactionary ... If the survivors are being chill, doing good cases, unhooking each other ... I really don't need kills. I only kill clickers, or those occasionally disrespectful parties who try to play ring around the generator/tapping the gen. Pretty much anyone asking to be killed. Otherwise they get smaks, or maybe 1 hook and I go on my merry way, no hooks, as long as they are cool. I like dumping off poor lost baby survivors trying to find the gate. :) However there are enough toxic players to get my 4ks .. so it doesnt hurt me much.

    I usually give incredibly good but not toxic players the hatch/or ones I know are 100% a lower rank then me/if there was a toxic DC etc. I go for my 4k's but it's not like I slug out hatch game scenarios every game sort of deal

  • @Demonl3y said:

    ,,far less bloodpoints"

    ,,200"

    You get 1000 for a kill though, plus a ton of deviousness for all 4 survivors dead. 200 bp and the emblems as if you had killed them isn't going to change much.

    @NinjaDette1 said:

    As both a killer and survivor main I don’t think this would really work.I mean there would still be some killers who will be greedy and pretend to give the hatch and close it in front of the survivor.

    Those people just like to be rude though I have done this myself on the very rare occasion when i've seen a survivor play mean to their friends.

    @ShrimpTwiggs said:

    If the killer gets way more bloodpoints for killing someone, they'll still do it more. I doubt it would make much of a difference. Especially since it clashes with their role. If you play a killer and you do the opposite of what you're supposed to do, I don't think you should be awarded bloodpoints for that. It's why I dislike the 'obsession dead' bloodpoints where you are rewarded for not doing what you are supposed to. It makes no sense gameplay-wise.

    Well yeah of course, but the blood points would be a small added bonus, im talking terms of emblems mostly as killing someone/giving them hatch are practically the same in terms of skill. Once you've caught the last survivor there's one of 3 things that can happen - you pick them up (and possibly get Ds or they wiggle free yada yada but rather unlikely since you can wait out Ds timer freely.) You Mori them (instant death) or you grant them hatch. (In rare instances a 4k can even happen in endgame.) There is the 4th option of slugging them to death but that's just not beneficial at all to either side.

    What I'm saying is that taking someone to a hook/hatch should equate to the same amount of emblem points, but hooks obviously granting full bp. Ie the player isin't discouraged from giving hatch in any way, there just encouraged not too.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1382302#Comment_1382302

    You actually got 46% of what would be possible. 240% instead of 516%

    https://forum.deadbydaylight.com/en/discussion/comment/1382382#Comment_1382382

    Yep, and you can use the cakes after the event, should be no problem to save them. I even got gruesome gateaus left on Mikey because last year I got like over a 100 of them. Like it was clear they are bugged pretty early, so I used like 3 of them from the 40 I already got before noticing. Just sad for the mass of cakes others spammed without noticing or without caring

    i had like over 50 on ghostface ironically enough as he'd just come out. plus another 30 puddings and 20ish bloody party streamers. i powerleveled him from 1-50 using only him, then went on to level him another 100ish levels. was nuts how much i got on him. still have some party streamers on him and out of respect its the only reason i haven't prestiged him yet (Also had something like 40 chewed pens by the end of leveling which i last leveled him before demo, and only recently ran out)

  • Begging for compensation like this is kinda sad tbh.

    that being said *i wouldn't mind a bloodhunt or an event extention...* cough cough wink wink nudge nudge.

    would be real nice. devs usually come through though its not as if you can't just save the cakes either.

  • @Biggs said:

    yeah bhrv please it would be great to create themish loading screen for each chapter :)) that would be great :)

    Oh thats also a neat idea!

  • @[Deleted User] said:

    For years we've had the same loading screen.

    This is such a nice breath of fresh air....

    Would love to see more descriptions tho, how work is at DBD, how their life is, how they got into DBD, etc

    same here tbh, its just so nice. and seeing the devs sense of humor and how their people too is lovely, which is always a nice reminder for some, and a wholesome thing to always see

  • @xxDeathwishDW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1379494#Comment_1379494

    Oh, so it's not a toxic action, it's a part of game? So it's their fault. Thanks for helping!

    its not a toxic action at all!

    unless your straight up chasing a person down after every unhook/camping them in the face on hook. that can be considered toxic. simply going for the last survivor hooked is not toxic, expecially when your already leaving the hook. its more so just an unfun strategy at times for survivors to face.

    survivors also have enough tools to combat real tunneling ie borrowed time, ds etc. if your fully commited to doing so you'd likely losing the match, but if your just playing the game as you say theres absolutely no way it can really be seen as toxic no matter how much people may whine :P

    wouldn't call it their fault either. just can kinda feel unfun when some killers come and put you right back on the hook without letting you be chased or play the game.

    some of my best games personally are the ones where i am "tunneled" per say, as im being chased constantly. whats not fun is just going from zero hooks, to dead in under a minute due to someone rehooking me over and over with no reprive/mercy. hence why i personally bring ds to give me a lil headstart if they try to do so.

    All in all play the game as you wish and have fun doing so! don't let people tell you how to play the game (Expecially if your winning)

  • @Nobody95 said:

    And what must be done to obtain the skins of the killer and survivor? Is it just connecting you?

    seems to be a login gift akin to the bp, as announced in the trailer.

    also there are gaetu charms

  • Just do it. unless your afraid of decisive.

    that or slug them on the ground where they are limited and have to be saved by a teammate (Excluding unbreakable etc)

    if you've given them a fair match and they decide to heal under hook towards the end when their on death hook like that, thats on them. its not tunneling if you leave and come back. its just a way of the game.

  • @JacksonWise said:

    I'm not sure I like the mechanic with the crowns. So only one survivor or just the killer can finish with a crown? That makes me think survivors will screw over their teammates not doing gens or going for hook saves. They'll just take the crown and hide. And as killer, I'll feel bad if I'm taking the only crown in the trial that can be earned.

    multiple can get the crown. once the pedastal is interacted with it respawns elsewhere.

    also another thing to note for @Orion It seems that there is a 100% chance (outside of bugs) for one cake to spawn, with chances of more spawning being somewhat common. they also spawn in mystery boxes occasionally.

  • So in other words, theoretically all players could recieve a crown if none die by the end of the match?

    so long as they all find it of course

  • @Boss said:

    I didn't have a single event Offering for my last match, and 3 people had the glow.

    Whatever increases the amount, i don't think the Offerings have any effect.

    So in other words multiple survivors/the killer can get the crown? thats good news!

    @Orion said:

    This is what I've figured out so far:

    • A pedestal spawns somewhere on the map.
    • If a survivor gets the crown, the pedestal despawns and reappears elsewhere on the map.
    • If the pedestal stays there for too long without anyone interacting with it, it will despawn and reappear elsewhere on the map.

    Offerings don't seem to affect the pedestals.

    Ah so its a singular pedestal then?

    Figures that the offering doesn't affect it as its not listed as an effect, but the fact that they move around is actually a really good gameplay mechanic! if ones not being interacted with it means its likely in a difficult position so it moves either to a more active place, or one thats different which may or may not mean it will be easier to find.

    survivors interacting with it and then it reappearing somewhere else means it can likely be gained by all 4 survivors! does the killer just delete it however upon finding it? or does it reappear upon the killer despawning it.

  • i mean first two bloodwebs was double medkits

    seems random "green" rarity. can be a while

  • @Aven_Fallen said:

    Is it really Adept or can you use a forth Perk for the Archives? Currently in an already long Killer Queue and I dont want to leave that, lol.

    But for an Adept, getting a 3K is pretty lame. As always, I am for 4 Sacrifices and everyone will be happy. Including me, because I can try Adepts without playing Basement Bubba for like 300 games to derank to green.

    im not actually to sure on that sorry haven't attempted it yet.

  • these are really interesting stats! <3

    love it

  • i honestly got that archive on my first match (the initial one) by just running fixated and walking behind the killer constantly, following them during pickups. this one looks much easier at 30s.

  • @Orion said:

    The pebble is already a perk, though. IMO that's better than a literal item.

    undeniably true, but i meant it more in the aspect of purely just wanting more "diversion" style items/playstyles. wasting the killers time through smart play and steath rather then agressive looping and over altruisim. party streamers as an item though by default i just enjoy because sparky sparky boom boom item.

  • @PassarinoT said:

    There need to be more paths/windows for survivors to run to. I absolutely HATE gameplay revolving around looping. I want to chase a survivor halfway around the map if I'm gonna get ran for a bit. Not around 2 pallets and a shack.

    Paths i can agree but windows? the reason they are limited is because they are an unkickable pallet which can be chained into other loops. its very hard to design anything with a lot of windows that can't be infinited. hell people can do so off of a single window, let alone multiple, so if every loop/path ended in a window i could see that ending poorly.

    what i want to see is less powerful pallets, that can be mindgamed or played incredibly differently depending on the way a survivor paths towards it/killer corrals a player towards it. being less powerful from one side, more powerful from another and equally mindgameable if you just ran straight towards it kind of thing. kind of like 1 or 2 of the many pallets on hawkins, where the pallet if run around one side of a wall can be powerful, but if ran straight to without chaining it loses any kind of power due to the short sides. obvs in a better fashion of course.

    @ASurvkillivorer said:

    The hatch is garbage and shouldn't be in the game. Killers should've never had the hatch grab taken away.

    but.. they can close it now? before a survivor even gets to it? which is so much better then just standing on it with a healthy survivor and no insta down for 2 hrs because you want the 4k but can't grab the survivor without them going into it first and having stand off scenarios? having no hatch would be just as bad leaving no exit scenario for the final survivor other then doing up to a total of 400s worth of gen time (if no gens get done)?

    deffinately a controversial opinion atleast haha. appreciate it, but kindly have to disagree.

    @undeadcookie said:

    You shouldn't be able to flashlight blind Killers while they're picking up a survivor and still have it force them to drop a survivor.

    It's annoying af to down a survivor in the open and then have no wall or object to look at to avoid the stun. You have to bait out the survivor with a flashlight which can lead to the downed survivor either being revived or using Unbreakable. It makes it feel like there's no counter play outside of running Franklin's.

    you can look down/up directly after the pick up animation stops locking your charecter camera, and unless the blind time is perfect you won't drop the survivor. looking in the opposite direction after baiting a survivor to try and come for the save and driving them temporarily off is usually enough to grant you those extra seconds and prevent a blind. also lightborn is a perk if you tend to be struggling a lot with flashlights, as it completely ruins the blind timer for survivors. just run it if you see 3-4 in a lobby. otherwise it should be a non issue most of the time.

    infectious fright is also another good counter by giving you awareness they're there.

    @MadLordJack said:

    Survivors are a team and need to act as such to survive, therefore many of the toxic things killers can do that could have been avoided (such as farming) are on the survivors and not the killer and the killer shouldn't be punished for it/should be able to freely take advantage of the teams mistake. In the same vein, survivors ability to rank up should be based more around teamwork and altruism than generators or running killers. Who cares if you run the killer for 5 minutes, you had 2 unsafe unhooks and never touched a gen. You don't deserve to rank up.

    100%

    @R52G said:

    Controversial Opinion: The DC Penalties screw some people over who basically aren’t gifted with God’s WiFi password and have to use regular WiFi. I believe with this the devs need to make a system that actually makes sure those who aren’t actually disconnecting but still get taken out can not get screwed by it. From what I‘ve seen it happens to Xbox players a lot too.

    thats hard though, as its really really easy in a lot of cases to just fake a un-natural disconnect. they could punish pressing the button harder, but then that will cause people to just task manager the game away. they could try to detect cut outs, but anyone can just disable wifi on windows 10 or pull their ethernet cord. i wish to god it was more lenient as sometimes i have the worst internet. but i also know that its incredibly incredibly diffcult to do so.

    @Rattman said:

    DC penalties should be harder. Like, 10 minutes from 1-st DC. It also should flag player as DCer for some time and during matchmaking put him with other DCers if possible.

    i mean i agree with the timer part, more so if they've been previously known to dc (ie if a player maybe disconnects every 1 hundred games, it should be less.) flagging dc'ers and matching them with others would only further them and their toxic attitudes though. i mean you might dc, but being paired with 4 other angry or toxic people who are likely to do so would completely kill the game for them. the best solution is to just lengthen the timer which you already said, in order to give them a chance to tone it down/calm down.

    @cenoflame said:

    People that don't heal up even when the killer is busy are garbage.

    I'd say it depends on the killer and situation. why should i heal when theres one gen left, i've never been hooked and the killers busy? expecially when me and said survivor im with (because outside of bringing perks/items how else would i do so) i could likely pump that generator out in 50-60s or so. people that don't heal at all are horrible. people that know how to prioritize their time, utilize perks like adrenaline etc to do so for them are smart

    @ich_häng_mal_rum said:

    You don’t need 4k for a good game or a win. A killer who earn around 30.000 bp is better than a 4k-killer with his 20.000 bp.

    Good fun match <- Bloodpoints <- escaping/4king to me. having a fun match but getting next to no bp (tho not likely) will always be better then just simply "winning"

    @SaltedSnow said:

    @Maelstrom10 I'm not the same guy but spies from the shadows is actually not too bad right now; they broke the ######### cooldown a couple patches ago so now it has no cooldown at all. You get to know exactly where people are going and get constant accurate location updates. It's almost like a budget IF right now.

    O.O

    @Sonzaishinai said:

    DbD shouldn't need to be balanced and they should prioritise fun over balance

    Fun and balance aren't inherently opposites though. nothing needs to be perfectly balanced. but very unfun things shouldn't exist (ie forever freddy 1.0, and how godawful that was to play against despite being verrrrry fun as killer. it wasn't op, or even insanely strong, it just made the game very lax and slow.)

    @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/161554/controversial-opinion-time-enter-your-controversial-opinions-below

    Hawkins is extremely survivor sided, but barely anybody knows how to run the pallets.

    I actually 100% agree. except when you manage to get a 3gen due to unintelligent play, or your playing a stealth killer.

    @USELESS said:

    Add ons that makes Trapper traps darker are just cosmetics for it

    I absolutely disagree and i feel like otzdarva would murder you on the spot for saying that haha.

    there is a huge difference between a green addon trap being able to hide on land and regular tiles/next to objects, and a normal trap sticking out like a sore thumb. i equate it to oni's top knot in a way, that its in no way neccessary, but it brings up the things you can do with the killer and makes them easier to play.

  • happy to have helped ease your worries! <3

    @Famicx said:

    Playing on low isn't always the best option. I really don't know why but if I play on medium on "The Game" and "Lerys" I have most of the time more fps as if I'd put it on low. I really wish they would give us better graphic options.

    i believe thats for the most part due to shadow optomization and the baked lighting? as the map has far fewer objects, and more of just a general lighting theme, the game actually processes less on medium on those maps due to differing lighting projections. since on those maps its not the textures or ambient world objects like grass that are taking up processing power. probably some kind of vram technicallity. its been a long time since i studied or looked at any of this kind of stuff though. if its stuttering issues on lower settings, that might just be due to lower settings loading less, with medium settings loading them in advance so since its a less intensive map overall its less draining when its not contiunously forced to load new stuff? idk

  • @WRussoW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1357759#Comment_1357759

    https://forum.deadbydaylight.com/en/discussion/comment/1357646#Comment_1357646

    It's not right to treat your costumers like this. You don't just suggest wasting this much money for a character that isn't even a fully functioning thing. You suggest a good product for a reasonable price because it's the developers' attitude towards you. The quality shouldn't be bad, you put afford into a product because you care.

    How would you treat a person who'd suggest you to buy a rotten apple for the price of a gold nugget? You'd consider them insane at best but in this case it's just bad attitude generally. As if we were not worthy a better thing for this amount of money.

    Bruh its just a skin, not a statement on captialist propoganda. if you don't want it you don't buy it? its overpriced sure, but its quite obvious (considering no other skin is that price) that its konami's licensing deal, and exclusivity coming into play? if you want to blame anyone blame konami lol, as much as i love them they're jackasses who would rather make money off of gambling machines in japan then invest in beloved franchises, and kick good developers (kojima) to the curb.

    this also isin't me oh so enlightened defending bhvr. obviously they accepted the deal, but the mere fact we got a konami licensed chapter at the same price as other chapters? that alone is nuts to me. seems obvious to me atleast, tho could be wrong, that all the konami based cosmetics are purely there as additional buyers fluff in order to help with the konami deal. the lisa skin clearly got the shaft as being whilst obvs a better then avg skin (its still just a skin) and was more expensive due to it

    its just a case of economic "goods" vs "bads" and the consumer either being happy with their choice to buy the "goods" or in this case to you an economic "bad". (thats an actual term btw im not just talking out of my ass just in case you weren't aware.)

    im happy to spend a couple bucks extra to support the devs/konami despite it being overpriced and tbh not worth it in the long run, but a lot of people won't be and thats ok. its not some kind of scam to get people out of their money. its a choice.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1357690#Comment_1357690

    I usually don't count the add-ons that are just OP like iridescent head, that is a stupid add-on and the belt shouldn't work with it.

    I mean i just think iri head should be distance based like death slingers addon. any shot outside of 20m-25m radius is an instant down. requires skill, and has counterplay. then take away the lack of hatchets portion. boom decent addon, thats powerful, yet not absurd.

    @[Deleted User] said:

    @Maelstrom10

    If you have enough time to force torment on all survivors, or they just simply run into your torment instead of W'ing to the next pallet/window, then you probably would've won without it.

    i mean, putting all survivors into torment is reasonably easy if they decide to loop an area. they can't avoid it forever. take shack as an example, just placing a small amount of goop at the shack pallet/window makes it really gosh darn hard to loop it without getting tormented. plus a lot of survivors straight up will ignore it and loop as normal + dodging/faking against your ranged attack, specially if their confident.

    you gotta keep in mind if they just touch a milimeter of your goop there now tormented for the rest of the match unless you cage them, (or i believe they release someone from a cage?) ie their tormented forever, and can thusly be mori'ed on final hook, or if they try to DS, just down them and send them to a cage. being instant saved from a cage, whilst it may be a loss of pressure in terms of area/chase, its a HUGE time save for killer, even more so then just simply not hooking them. instant save, means they have no perks activated from it and have lost a single hook state within 5s. plus you know where they are. not always useful, but it completely denies ds users/unbreakables and puts them on their final hook.

    he herds sort of like trapper and clown in that way. you make them go towards your torment, either pre placed or placed in a chase.

  • I mean you don't have to buy it. i didn't have to. i did because i really really really liked the look of it. sure it probably wasn't worth it but hey, my money to spend in the end, my money to waste too

  • Im heavily heavily looking foward to running on my oni - Deathbound, infectious fright, discordance and either pop goes the weasel, trails of torment, sloppy/coulrophobia or tinkerer soon enough.

    lil bit of anti heal there, lil bit of snow ball here, lil bit of info there, and op pop in a stealth, a regression, an anti heal perk or bbq in the 4th slot for added madness.

    plus just pariing it with nurses on stealth/non stealh killers is going to be so fun. sneaking on everybody healing, or catching people off guard afterwards. really love this perk. also love trail of torment, even with its god awful cooldown. v funsos.

  • i just very recently got a 2060 so im not too worried about preformance issues. however to answer your question, as the graphics update is coming to switch, ps4, xbox one etc, they have to be optimized to be able to run on said platforms. i believe the devs have also stated that their only partially done with all the preformance tweaks, and optimization their doing to the game as they wanted to hit a solid 60 fps on consoles (30fps on switch in undocked, unsure about docked.) though the last optimization update to my knowledge was back in and around november last yeaaar i think? i'd have to go check. Seeing as im considering getting the switch version for play at work/on the go when cross platform play comes out, (and hopefully full cross progression as i've bought all dlcs, and way to many cosmetics to be healthy to my wallet) it will be solid, but afik its already pretty solid on switch, if a bit stuttery at times.

    Devs have stated in the past wanting to add more preformance options for pc users/more customizability/more optomization to code across the board to make it run better and better, but that due to working on so many different things at once, its a matter of their team being stretched quite thin to achieve all their goals in a reasonable amount of time (ie releasing new maps, new chapters, etc etc.) I also believe in the anniversary stream when they announced it (though i could be remembering wrong) they said it shoudn't be a preformance hit.

    @Peanits would you agree with this?

  • @Kumnut768 said:

    https://forum.deadbydaylight.com/en/discussion/161554/controversial-opinion-time-enter-your-controversial-opinions-below

    the new map is the most poorly designed map in the game with how long it takes to reach the gens because of the lack of staircases and it gives me the haddonfield longwall fence vibes, it also performs at lower fps than other maps making it super laggy, there are more than a few extremely safe windows and pallets and has extremely poor hitboxes on loops making huntress unplayable. basically its lerys, haddonfield, and ormond rolled into one

    Im not to sure about preformance issues as i have a above average pc, but i can attest to alot of players feeling a very locked in and hard to navigate vibe. lots of people don't think its poorly designed though, just hard to navigate with long walls. mind elaborating on the safe window part? haven't tried huntress on it so can't attest to that, but seems wondeful for deathslinger, if a big again difficult to cross in some places.

    @[Deleted User] said:

    @Maelstrom10

    yeah I kinda retract my statement

    I already hate PH. He's just a less satisfying and less rewarding Demo. Every safe play he has with his ranged attack, Demo has. His cage mechanic doesn't make up for it.

    i don't believe many people are utilizing the torment/cage effect to its full potential though. imo/my experience, i usually get them all tormented and leave that effect on them until their second hook, or when there on death hook to save on travel time through the instant mori/denying perks like DS and unbreakable. its more a counter to playstyles then an objective tool. i personally find him more rewarding due to his difficulty and feel that he could become amazing with stealth builds (a le tinkerer) and getting really good with getting behind walls shots. he has a lot of area denial in his kit too which pleases me, as theres not a lot of that outside of trap based killers, like plague has a lil bit with her infection, but most people remain infected for the most part so that quickly becomes irrelevant when there already infected.

    @GodDamn_Angela said:

    Billy is only top tier in the hands of a competent player. Otherwise he is one of the easiest Killers to play against.

    oh i think thats just an undeniable fact, but you could say that about a lot of killers. billy just has more potential then most due to his high mobility and instant down, and combined with his high skill cap and techniques like curving, he can be a monster in the right hands which is why a lot of people give him the credit he's due. in an average players hands though he becomes very easy to dodge, akin to a huntress.

    @OhMyWords said:

    Saloon is the best map in the game. Old feral frenzy is better than new burger frenzy.

    agreed on saloon. its by far my fav map, and i send myself there frequently as survivor despite it being a lil killer sided. (i love its overall asthetic, it has some good loops, and is generally very fun! plus its legit the most fun oni map, because i can charge around like the hulk and break stuff) i think both frenzy's had their ups and downs. still needs steps to be better tho

    @Kotentopf said:

    there are so much rare offerings/addons, that these you want are actually ultra rare and ultra rare stuff is uncommon, maximal rare

    yeah i get what your saying. green offerings are ironically rarer due to bloat of a lot of green type things for example. vs purple/pink raritys which are usually what you want.

    @CaptainSkel said:

    If another survivor is being camped, just finish gens, let them die and leave. Camping is only punished if you take advantage of it.


    I understand this but im ngl chief im always going to attempt to save against the insidious bubba no matter if it kills me. no one deserves that fate

    @Strancol said:

    We don't need sexuality in this game. Who cares if David is gay and Jake straight. Let the players decide if character is gay or not.

    Sexuality should stay away from video games

    I understand this is a controversial opinions thread... and to an extent i agree. to an extent. unwarranted and purely throw away unneccessities are absolutely not ok, expecially if your throwing in sexuality purely for the sake of bonus points, inclusion, or to bring in a wider fanbase from the lgbtq fanbase. but at the same time inclusivity is incredibly important and people want things they can identifiy with in every type of media and its important to show these kinds of things in all forms. does that mean we need an entire archive devoted to david having homoerotic tendencies? Absolutely not, but opening up these barriers and including lore and creating stories around blank slates is the entire purpose of the archives. if it makes sense and is loyal to what we already know of charecters im all for it. expecially if it allows someone out there in the fanbase something greater to identify with and feel included and noticed. if its thrown in without thought? creates a bad story for the purpose of just being so? im not for that.

    Sexuality is neccessary for all forms of media. should it be in dbd? arguable. archives? well its lore around charecters. if the storys good, i'll enjoy and support it is the main thing. and if it makes someone out there whose on the lgbtq spectrum happier? im all for it. gotta make sense and be purposeful though, because even me as a straight white boy from ol nz, can enjoy a nice gay story about two people coming out. or heck just people being gay in general yada yada yada. im babbling at this point but whilst i see your point i think its something that should probably be neglected, for the fact that greater inclusivity allows for greater story telling, and more love from all sides.

    @MusicNerd_TC said:

    Green add-ons are usually the best and most reliable on every killer and ultra rare add-ons are usually the worst.

    and i bring you = Iri hatchet! and Iri tombstone/tuft of hair! i see your point tho. a lot of them are very transformitive in nature and not always just a straight buff. honestly though, i'd prefer if every single addon in the game changed how a charecter functioned slightly/without just being a buff. i like the creativity and applyability for different builds. if every addon was like a trait from f:nv, or every addon acted like things such as scratched mirror, or prayer beads, or like bone clapper etc i would be very happy. green addons usually just add straight percentages or buffs to killers which arguably make them better by a long shot.

    @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1357243#Comment_1357243

    I’m happy to answer why I like the Spies perk! (And before I start, I’m typing in a mildly-amused mindset. Not argumentative, as things can be lost in text 😋)

    First, just from what I’ve read on the forums, Whispers seems to be far more popular than Spies, which I why I posted about it on this thread. I’ve tried Whispers a few times, but could never get much value from it. Prolly just my play style, but Spies works so much better for me!

    I like Spies because:

    • It helps you pinpoint where survivors are (as opposed to Whispers which just gives you an area to search in.)
    • If they mindgame you and run off in a different direction from where you’re looking, the birds can redirect you.
    • If they run through a bunch of birds, it’s almost as good as seeing auras as you can literally watch the progression of their movements.
    • Survivors don’t seem to even realize or care that they’re scaring crows most of the time. Even if not being chased, they’ll walk right past multiple crows which can alert you to a lurker.
    • If you’re lucky enough to get Hawkins while you have Spies equipped, well...... 😈 Let’s just say it gives scratched mirror Myers a run for his money!
    • Its highly versatile in seeking, chasing, mind-gaming, and maintaining an overall higher situational awareness (Like if another is nearby to try a flashlight save, for example.) To this point, I see Whispers as only helping with seeking.

    Anyway, that’s it off the top of my head, though there have been a great many situations that it’s been vital for me!

    Honestly im not even going to lie you've convinced me and remained incredibly positive and descriptive throughout! <3 personally i would prefer it being aura reading, or at the least personal cooldowns for each survivor. but now im genuinely considering trying spies again! i've always prefered whispers for as you said, seeking, along with its endgame and start of game potential - but with how you described its use in a chase (which i thought it deactivated in a certain radius for whatever reason) i might have to try it again! that being said calm spirit is slowly becoming more and more of a meta perk, due to infectious fright, so im not to sure if it would work too to well expecially in the future haha. nor on the killers i mostly play such as oni, doctor, freddy and trapper, but i'll deffinately see about experimenting with it and trying it out! might be something else i might recommend to newer friends trying to play killer haha.

  • @CashelP14 said:

    Bubba is an A tier killer.

    V controversial and ily for it

    @Orion said:

    Most controversial opinions are quite popular, they're just not usually held by an absolute majority of players (>50%).

    (This is my controversial opinion.)

    ironically enough i am both inclined to agree and disagree. controversial opinions can be very popular due to their very nature of the opinion itself, but quite a few can also be unpopular and not well talked about due to many other even more controversial or more "important opinions" being held in manys high esteem

    @Todgeweiht said:

    Patch 3.4.0 was a buff for legion

    i think it deffinately pushed him up, but i view it more as a sidegrade personally. he's very middle of the line, able to captalize on mistakes, but at the same time easy to hit the limits of, with not much to combat many widely used tactics. it did however make him more useable ngl. was deffiantely a step in the right direction though he needs a few more.

    @yobuddd said:

    Spies From the Shadows is an awesome perk! (I mean it too!)

    Now ho ho ho this is controversial! im actually really interested to hear why. is it because many don't play around it in your opinion? or because its genuinely good? because i could see arguements being made to the contrary, but honestly ngl whilst i don't use it myself, i probably would if i didn't have bbq or bitter murmur. Whats your opinion on whispers though?

    @ohheyitsbobcat said:

    SWF aren't nearly as bad as people make them out to be.

    Pig is a lot better than people give her credit for. I'm a recent changed believer myself.

    DS is fine as is though I'm not opposed to it being tweaked.

    Not nearly as controversial as it used to be but NoED is also perfectly fine.

    honestly i feel like these are rather safe opinions, but at the same time also ones not widely shared haha. that being said true god tier swf like people make out every swf to be are next to non existent. your very unlikely to find a very hardcore 4 man squad out in the wild, though they do exist. most people just want to have fun, and occasionally their high skilled which is always a bonus imo. it becomes a problem when they become abusive gameplay wise, or utelize bugs and other forms of play to push themselves over on you though.

    @[Deleted User] said:

    Pyramid Head might be ridiculous when played like a scumbag to the point of being unfun and unhealthy for the game. We'll see when people get used to him though.

    i think any killer can be played in a ridiculus fashion though. pure example of this being a camping leatherface. never fun for the opposite side, though at the same time, its not as if its unfun for the killer, or a legitmately bad strategy in some cases. just very unfun and well, toxic in some cases.

    @OtakuBurrito said:

    Most people don't hate Claudette's because they're "toxic". They are literally the product of the Monkey Ladder experiment.

    personally i think its less monkeys ladder, more bandwagon effect. i mained claudette for the longest time, and i 99% of the time am farming bp/going for speed heal builds. or atleast i was back in those days (hence claudette with botany knowledge.) now i do so on kate though, my main survivor with all my perks, where i can do my crazy autodidact, we'll make it, no one left behind and botany knowledge green medkit speed heal builds in peace.

    though a lot of players do genuinely dislike the p3 skin due to its very blendy nature. which can at times be legitmately unfun when you have a 4 man squad of them do nothing for 20 mins just to tick you off (i had a game like this a year ago where they all hid in bushes and lockers on yamoka until i finally dc'ed after 20mins of not a single gen popping and finding two of them.)

    @Bmj2 said:

    SWF got to be the only way you can play and have fun at the same time

    I mean as survivor? definately though i do enjoy a fair amount of solo q myself. though its just more fun with friends!

    @Mister_xD said:

    docs reversed skillchecks actually help with hitting greats

    Honestly? very controversial and out there but i think you might actually be right. its untraining the pure like timing aspect, and retraining the focus aspect, due to the different turning of the skill check requiring hightened focus and therefore more precision when it comes to actual great skill checks? im no psycho analyist but in a way i actually do feel this is correct. atleast in training the brain a different way.

    @Frankie said:

    Not really a controversial opinion - but more a fact. NOED is not OP, and is perfectly balanced.

    personally i disagree in the extent it's OP. things are allowed to be strong but perfectly balanced. Noed can feel cheap to me personally though, expecially when paired with over altruisim of the other side (or my team mates) but at the same time i also feel its similtaneously very balanced and fair? just cheap/very powerful. Like iridecent head on its own, being rather fair, and counterable. but when you pair that with just walking up to someone, an infantry belt and iron maiden... gets kinda ooft.

    @scenekiller said:

    Killers only retain their bad memories of matches and judge the entire game experience based on it.

    Survivors think any new killer or perk that they can't immediately bully is "OP" without actually using more than 2 of their brain cells to learn how to play against it.

    Both sides are toxic, and both contribute to the problems in the community, but many like to pretend it's only the opposing side.

    Toxicity as "revenge" for having to endure a toxic match is actually not a good thing.

    I think this is just player bias though coming into play. people are more likely to remember bad experiences over good experiences its kinda human nature too. thats why i personally try to spread positivity wherever i can in this game because i know what its like to have a bad match on both sides. lotta people think they gotta give it out as bad as they get it though, killers and survivors both, and the community suffers for it as it becomes a resounding message of hating either side when collectively we just love this game and the matches we have in it as a whole. negative experiences shape our perceptions though.

    i think the survivor perk thing though is personal bias. the survivor playerbase is arguably larger then the killer playerbase, and the loud minority of them is always going to be more active then the majority who learns and plays the game like the rest.

    totally agree with the toxicity part. what goes around shouldn't come around after all. support positive matches, and like just because someones a dick and body blocks you in a corner 3 mins doesn't give you the right to do the same to others sort of thing. or general bullying in endgame chat/other very toxic messages. it just contributes to peoples hate towards each other.

    @Krilkal said:

    Clown is not the worst killer

    i raise you this opinion. - your probably not wrong when in the right hands, though at the same time, he's far from the best or even mid tier and needs some help.

    @RockoRango said:

    They should've given legacy clothing to people who leveled their killer to level 50 but didn't prestige because the leveling system made it not worth the trouble :(

    i.... i feel like that happened to you or a loved one. if so my condolences and i feel that. here's hoping with the new prestige changes comign eventually that either legacy outfits are made avalible or something cooler is.

  • @[Deleted User] said:

    You can't just compare Hag Trap or Trapper's Trap to Torment of Trail...

    The Limitations are there for a REASON...

    • Hooks & Generators = Imagine surrounding an entire gen with your power and now everyone is afflicted by torment, no need to use your brain
    • Same thing with Exit Gates and Hatches = Imagine you're in a 1v1 but no... the killer put Trails of Torment around the exit gates, now whenever you try to open he'll know instantly where you are cause he'll get an audio que + a visual que of your heartbeat that you are there.
    • Mainly it's to avoid having a very scummy playstyle...
    • However there are loopholes around this, and I thought of only 2 maps so far. Lery's and Hawkins. Just put the Trail of Torment when you get out of Lery's hospital in the doorway. Or in the hallways on Hawkins.

    except in those 1v1 situations and pretty much all other situations, the torment effect and reveal can be avoided by simply crouching over the trail

    that being said i totally am completely in agreement with you. its to stop scummy play, expecially from those who don't know you can crouch walk over the trails, and to prevent instant torments of people in a lot of situations. its there for a reason and i hope it stays, but also its not entirely uncounterable as your seeming to make it out to be. hag traps can be avoided by crouching too, and bear traps if you slow walk/crouch up to them they can be disabled so yeah.

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356714#Comment_1356714

    I like those ideas, but making the base fatigue shorter won't hurt anyone.

    true enough. but going back to what you mentioned before hand, what exactly do you count as a occasion worthy of granting a pallet vault? a pallet vault (atleast in my own opinion) is no more likely to grant a hit, then a regular vault, except when you immediately go into your power after someone throws down a pallet (when their usually healthy, and would just put them into deep wounds.) Vaulting a pallet when their injured to catch up to them is mostly useless in its current state due to the 4s cooldown coming out of your power (which they can then use to reach another pallet, another vault, or simply go right back over the pallet) to down them, so its mostly useful for countering early pallet throws and injuring people making mistakes.

    don't get me wrong im very interested to see/hear your ideas mate, i just don't truly get what you mean by removing their ability to vault pallets outside of special circumstances, expecially without knowing those circumstances or the other buffs used to support this nerf. elsewise this just seems like a giant nerf to his basekit which already only really helps him get and keep people injured.

  • @ChiTenshi said:

    I have 2 ideas to help:

    1) For each Survivor that’s hit with Feral Frenzy, the Exhaustion duration is reduced by X amount. Rewards players who successfully hit multiple targets with Feral Frenzy rather than penalising them.

    2) Mending starts on a shorter period but takes longer for the next Survivor hit during Feral Frenzy. Example, Mending could take 9 seconds on the first person hit, but takes 11 seconds on the second, 13 seconds on the third, and so on.

    haha i just mentioned that first idea like 8 minutes before you did man! same wavelength i totally feel that

    second one i feel could get annoying and also would be less useful. your more likely to go after the person you hit last in frenzy, so leaving them for a longer mend timer feels wasteful if im far more likely to be going for them.

  • If the devs wanted to keep him as they have now, the best way to buff him and make him easier to play and feel more organic and less "Stunny" would be to lower his loss of power stun concurrent to survivors injured during frenzy past 1 (ie the second survivor lowers it by 1s, 3rd by another second, and fourth by another second) rounding it out to if you injure all survivors in your frenzy to a 1s stun (with the cooldown addons being percentage based instead. this would promote multi hitting survivors, and a successful legion who manages to hit all survivors will be granted a lower stun time. 2 hitting a single survivor could also possibly lower the stun time down to 3s from 4 if you double hit them. (Ie if you double hit the last survivor you basically have no stun.)

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356278#Comment_1356278

    What you are suggesting feels too overpowered and obnoxious for both sides. As i said before in this thread, i think that you shouldn't rely on missing or not a hit to balance something.

    By what you are suggesting, when legion uses frenzy the survivor can just try to make them miss but it isnt that easy unless stupid things like hitboxes and stuff happen. On the other hand there are too many stuns and too much penalty for missing a hit.

    I don't think it is the way to go. Vaulting pallets should be removed or activate is specific occasions.

    vaulting pallets is one of the few things entirely unique to legion. just as the Executioner has the ability to hit through objects, nurse goes through walls, wraith invisibility etc. i would be very very sad if they removed it. it being tied to his power is how it should be and making his power harder to achieve balances it out.

    obvs things shouldn't be balanced around missing hits or strikes, but nurse is done in such a way where missed hits are punished, and successful hits aren't punished as much. thats what im talking about with legion.

    That being said, having a system where legion earns his power outside of frenzy (lets just say by injuring survivors though it could be over time etc) and then turns him into a far deadlier version of his current self, where he once he has his power, can vault pallets, down survivors fast with no attack cooldown for a short period of time. basically giving him the power to snowball on command similar to an oni, and ability to ignore loops like a nurse, but earned throughout normal organic killer gameplay.

  • @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356408#Comment_1356408

    According to people who bought the Legendary outfit (Lisa Garland), there are no new voices. Only lobby animations and obvious face and outfit look.

    To the OP, the outfit isn't really a Legendary since it's just a costume and doesn't change the killers look in anyway beyond the obvious costume, similar to Clown's elephant, but they seem to be making these new costumes a 'Must wear all 3'.

    thats fair enough i suppose, kinda wanted to swap in and out the knife or see how silly they looked in a flannel with a giant rabbit head haha

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356241#Comment_1356241

    Yeah. honestly. I'd love it if stalking passively regenerates, it'd make him more viable as a snowball killer, which is his role, but he sucks at it compared to Oni or Hag (Hag is a rlly good snowballing killer). I can see your ideas working honestly. He should feel like a juggernaut in Tier 3, not a B tech Ghostface.

    only times myers can snowball is when everyone is close and you are running very specific builds (usually with infectious fright) other wise he's far harder then he should be these days sadly. ghostface can't even snowball as easily, but atleast he can leave you for later to instantly down you without you knowing.

  • honestly the 4s stun is why i don't play legion much if at all. sure he wasn't the best initially but the 4s stun is like being hit with a ds or head on constantly, only you can move at like 20% your speed, except your also being blinded like a nurse,

    least nurses stun (her lookdown etc) balances out the fact that she is lethal in her attacks

    i will say this, and say it again until the day i die. legion shouldn't be built around deep wounds, but rather be the counterpart to nurse, as ghostface is to myers.

    legion should be able to do normal damage in his frenzy as if it was an m1 attack. at the same time though, successful hits should diminish his power gauge much like with oni. His rechage should be 20s for a 10s use period where he can just go ape, really fast, and shorter cooldowns/faster vaults and vaulting pallets. missing attacks should pull him out and be punished. his reach should be shortened to compensate for his increased speed requiring him to be precise. stuns in frenzy should double stun and remove his power. exiting and entering frenzy should be able to be done at any stage of his power gauge, but he can lower his power below that of which is 0 left by successfully downing a survivor or being stunned, forcing him into a longer cooldown.

    take away deepwounds and his tracking. he doesn't need those. he needs lethality, and would've done so much better as a pseudo nurse/oni style rampager with long cooldowns, who has no tracking or extra abilities other then to just ignore pallets and vaults temporarily at the expense of losing all tracking on survivors (blood and scratch marks) and requiring precision hits. you could even make it that successful hits lengthen his power time, but have attack cooldowns, but successful downs take him out of his power.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1355850#Comment_1355850

    Ooh, that'd make him a threat, and certainly stronger, but it wouldn't change his core issues, which is that he's hardly rewarded for escaping EW1 considering how hard it is against survivors with a brain.

    tbh myers should progressively get out of t1 by just being in proximity to a survivor. would similtaneously help getting out of t1, and act as sort of an early warning system that survivors are nearby if you notice passive stalk increases (which could be renamed and modeled as purely evil within power rather then stalk)

    Could also add this as a system in t2. more survivors in close proximity, faster he gains stalk off of players/gains it very slowly passively akin to oni

    personally i'd rather see survivors slowly regenerate stalk over time (As oni and ghostfaces insta downs are limitless potentially) have him be able to activate evil within (ie t3) and for t3 to turn him into a brutal monster increasing all breaks by 20%-50%, stun recovery by 20%, speed by 3% and vaulting by whatever it is currently. in turn possibly make it shorter, or harder to obtain to balance out its ease of use and passive stalk increases.

    He should absolutely be terrifying in t3, faster, stronger and more resilent then any other killer. not uncounterable or unbeatable. but a pure unit of brute force similar to if you just pallet slammed everything as oni. Oni in wrath can instantly break pallets. myers should be able to do something similar, with increased vault speeds (as he doesn't have the same kind of map pressure and making him walk at 300% speed is kinda redonuklus)

  • i got 100,000 by logging in accidentally before the update, then 50,000 after, and then an extra 50,000 on top of that after logging out to get pyramid head on the steam store? im not complaining either in fact pls give me more pls im hungry devs

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1344844#Comment_1344844

    I think @Maelstrom10 is simply commenting on how thematically odd it is that Exposed makes healthy survivors vulnerable, but injured survivors are potentially not when endurance is at play.

    Thats exactly it. i don't want any buffs or nerfs. the title is just how i feel like the game feels like how it should play it just... doesn't?

    @Mak0 said:

    No lol this has to be a bait post MoM borrowed time and other endurance perks are there for the purpose of protecting you from a hit your just asking them to buff camping

    absolutely not. clearly didn't read my post. i hate camping. i also don't want the exposed effect buffed or endurance nerfed. it just feels mechanically and thematically odd that there are times a claudette can tbag having a chainsaw shoved directly into her body, and times she cannot.

  • @MiniPisa said:

    I'm not sure how this would work. I loooveee the idea of having a separate shrine for survivor and killer, but how are they suppose to personalise it? Especially if you're someone who has every perk in the game... then they wouldn't have anything come up. And again idk how that would work, they'd have to get info on every single account in the game and that's some complicated stuff.

    All I really want from the shrine is for it to not be completely random. I mean, I like the surprise but there's times where e.g Leader will be on there, and then 2 weeks later its back. They should implement a system where a perk that has recently been on there already will be disabled for at least a month.

    If you had every perk in the game.. it would just give you random perks to be exchanged for bloodpoints? :)

    They wouldn't have to get info from every account in the game. just make a system that takes the perks currently on your account, then shows perks you don't have (for two within the shrine) and two that are just completely random.

  • @DelsKibara said:

    While the idea is sound, I don't know how BHVR would implement this into the game. Plus some people prefer to spend their Iridescent Shards on perks they already own for the BP.

    but thats the thing! 2 perks per weekly shrine would be garunteed to be random (unowned or owned.) Only two perks within each shrine (killer/survivor) are garunteed to be perks you don't own yet. So two are functionally the same as before, and two are functionally different

    @Uistreel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321999#Comment_1321999

    From the looks of it there will still be 4 random perks that all have the chance of you already owning them. Meaning that in terms of spending shards for bloodpoints, nothing will change.

    Not really! two of the perks within the shrine are always garunteed to be perks you do not own as teachables yet! (written in the post) meaning that over time, you could effectively buy all perks in the game, by having them spawn in the shrine.

  • Complete agree. accessability options should be added to all games, with developers who can well, add them in that is.

    A colorblind shader wouldn't go amiss and would be pretty easy to add (and im 99% sure devs commented at some point saying they wanted to add it but it wasn't a priorty? i may be completely wrong so don't qoute me on this.) Quickie version is just having an rgb filter in game with preset options to change colors to those people with limited colorblindness can see, but overwatch took a seperate approach after release if im remembering correctly due to the outspoken nature of one of their best bastion players who was colorblind (Kolorblind on youtube.) They further updated their colorblind features after release to be even more functional to the sightly imparied. that being said i don't think dbd has as gigantic a color pallete and whilst im not visually impaired i think they wouldn't need as prescise a system to give colorblind players a better more usabley accessible experience. Rgb filters for colorblind players would be a great addition.

    that being said i would also like to see auditory additions too (similar to dbd mobile) which give visual indicators to players who can't hear or have limited hearing. things like the glowing heart in the survivor indicating the killers terror radius, and hit marker style notifcations identifying last known direction (for if a player were to use their camera and gain line of sight) would be amazing additions (hell i would use them just because i like to listen to music whilst gaming and dbd's music and sounds overpower that.) Could be seen as a buff to killers though, revealing survivors they wouldn't normally hear, but i don't think so, everyones hearing is different and simply adding the option to turn down the music or disable it for both sides would balance out this change.

    controller accessability is also a huge thing as well. making the game have a default control scheme for the xbox adaptive controller would not go amiss for a lot of people i bet. plus there are a lot of people who can't spam keys as fast so having options to disable quick time events like on hook would go very far towards making the game more accessible to a lot of people. The ability to change the skillcheck notification size would also help and whilst they can't really remove it (or change the effect it has on gameplay) having ways of customizing it so that even accessability deprived players could hit them would be a neat thing to add. Plus i kinda broke my spacebar on my old keyboard from pressing space too much during the struggle phase.... so having an option to make that a keyhold would be nice.

    All in all in the mean time i urge people who want to play this game (or those who wish to help people get into this game) to find control solutions that work for them (im pretty sure the xbox accessability contoller is mappable.) there are a lot of controllers out there built for one handed gamers, for both left and right, and i urge colorblind players to look into programs like visolve which helps adjust colors to suit your needs.

    That being said i can absolutely understand it not being a priority.. a majority isin't suffering from accessability issues, but that doesn't mean those players don't exist, or couldn't exist in our playerbase. with the game growing so large and so fast as it has in the recent year alone however, i think the devs might want to reconsider their position on this fact however.

  • @Primalux135 said:

    I copy paste from game info

    Active Reverse Bear Traps initiate a countdown timer. A Survivor with an active Reverse Bear Trap is automatically sacrificed when their timer expires or if they attempt to leave the Trial with it still attached.

    So we have two options the second one i will try to be nice.

    1- Seems that go throught hatch is not leaving the trial (could someone what they doing so? maybe doing hamburgers on the hatch)

    2-Devs dont even noticed that situation (well I think Im not the first one to report this),devs doesnt care giving unfair advantaje to one side or doesnt have any idea how to fix it.

    open discuss

    This is an intended change, and im all for it being in the game. it can feel unfun to be "cheated" out of a win due to a hatch, expecially due to a survivor having an already active trap on their head and finding it. but you have to think about it this way. thats their last exit after you either hook the 3rd to last survivor to death, or everyone else has left and they don't have the exit gates. if there the final survivor remaining i think a 50/50 shot of finding the hatch is in most cases pretty fair not gonna lie, as it makes them continue to want to play rather then just running straight to you to give you a free kill just so they don't get a DC penalty.

    that being said if they changed it so that those who have an active trap in the ENDGAME cannot exit via the hatch i'd be all for it. it would prevent survivors gaining a free escape once their buddies left, rather then getting the trap off their head as they have 2mins of endgame time, all the time before hand, from when the final gen popped, etc to go take the trap off... and they didn't because there friends all escaped so they could go find and get hatch. that feels like it should be the only reason the hatch is blocked off to the player.

  • Someone sounds salty they got a few too many ormond/haddonfield map offerings in a row :P

    obligatory joke aside i totaaly agree with you that those maps can be very rough as killer. i disagree in the aspect that survivors bringing those offerings don't want to have "fun" they just want to either, play optimally, enjoy the map or have fun at the expense of lowering another players level of fun by making it a bit more unfairly sided in their favour. they don't want an unfun match otherwise they wouldn't pick it. they just want power in their hands, which i can understand as theirs not a lot of things that survivors can do to "force a matches outcome to be more in their favour". That being said i don't think the maps are at all unbalanced, least not as much as they were at the end of 2018,

    just try to remember those maps aren't an automatic win for survivor. It can be rough as a cats tounge on a sandy desert day sometimes, expecially when versing a 4 man swf balanced landing group, but its not "unwinable". So just bring your A game <3 .

    Those maps seriously do need a bit of adjustment,

    ie haddonfield with its fences, no real los on gens or ways of gaining info, very unsafe loops vs incredibly strong loops. all easily able to be fixed (Holes/breakable walls in fences - lights and lanterns hanging on houses and in the street indicating generators and perhaps even their perecentage fixed similar to lery's - unsafe loops spaced a bit more together, or adding more trash to the car loops to make them slightly safer - god loops in house of pain being copied from the more balanced versions of badham preschool - and the houses having more easily accessed drops by killer, and window spawns less optimal for survivor.)

    and ormond has its issues with visibility, hard to traverse and gain bearings, map tiles being to close and safe together allowing absolutely easy chaining for even the lowest rank of survivors, and gates that can spawn almost on top of one another (fixed easily by furthering the distance from map tile windows to map tile windows, giving more breaks in the main building, making the map even smaller then the previous update made it so theres less deadzones on top of windows not chaining into other windows, more grass for trapper traps outside, disallowing gates from spawning on the same wall at the very least, and altering the shaders of auras and other things on the map to make the fog and other map elements not obscure visibility as much whilst still keeping the atmosphere)

    I like both maps imo. both as survivor and killer. but they do need serious changes, not even for balance more so for quality of life and fun? like i can win as a trapper on haddonfield against a rank 1 team of survivors... but will it be fun? No!

  • i say do both! but nurses at a later point, and if you want to learn nurse for the sake of it you'll have her leveled to play! (that being said if your on PC im down to help you learn nurse/act as a dummy survivor to practise against nurse)

    So to suffice i'd say level freddy! have fun with the game man and don't focus to much on perks to make him viable or perks you enjoy using when you wouldn't enjoy the charecter their on as it might seem like a "point dump". the game is incredibly grindy as it is, and i think you should enjoy it with whatever charecter you enjoy it best with. That being said if you want nurses calling, theirs always waiting on the shrine or leveling her when you already have a killer in a viable position (ie freddy leveled.) You'll always benefit from having more perks to choose from as that just means more spicy builds, but theres nothing wrong with just playing what you enjoy as you enjoy it!

    That being said... i used to think of charecters as point dumps when first starting the game. i used to only play bill as survivor, and only doctor/micheal 3 years ago. this actually took away from my enjoyment of the game because i was actively avoiding other killers and perks and only dumping points when i truly wanted something to either "make myself viable" or for a build i really wanted to play with. and then for kicks i started trying out other killers and builds in custom games and slowly falling in love with a lot of the wacky stuff i could pull off! i stopped slowly thinking of other killers as point dumps and started playing everything across the board (i now main trapper, nurse, doctor, micheal, freddy, ghostface and oni!) As survivor (expecially since i was playing with friends i didn't really start dwelving into other charecters until i really wanted their perks. i thought of claudette as only a "point dump" for selfcare and second skin for my bill, and nowdays shes one of my 3 most played survivors because i enjoy her. Hell i think i put well over 3million bloodpoints into my doctor before i even considered playing and leveling other killers in the game, but i enjoyed it!

    that being said once i stopped thinking of killers as point dumps (im really throwing that term around a lot but i don't really know any other way to express my thinking) and started actively playing them it was DIFFICULT it was rough. i was already about rank 7 when i attempted it, and was discouraged heavily due to no perks and no real knowledge of how to play said killers but i was determined to get value out of their survivor puddings and bloody party streamers and welll... i really started to enjoy them!


    This is in no way me saying you should enjoy nurse at all or think of her as anything other then a point dump for yourself for nurses calling, but more to call attention to that you should give her (and other killers) a shot once you've got your freddy leveled :) nothing stopping you from seeing the other side every so often, using up your escape cakes/puddings/streamers and going for dailys or archives to farm all the more bloodpoints <3

    Plus as a side note - the anniversary event is coming up soon, with extra bloodpoints being a near garuntee (seeing as how other events work.) this paired with archives, paired with dailys, will make earning bloodpoints a cake walk so you shouldn't have to worry too much about spending them <3 go nuts


    (And as a extra side note if you read this far, prestiging freddy can actually be useful - most would tell you its of next to no benefit besides simply gaining the prestige outfit, but the 30% rarity increase at presige 3, for green addons, perks and offerings is actually useful on freddy as a lot of his good addons are of green rarity or higher, and it makes them appear more often alongside other usual green rarity clutter like map offerings etc! also prestiging him early before the anniversary event means that you would keep any anniversary bloodweb gained items like cakes on him without risk of losing them after a prestige meaning you could tank a ton of bloodpoints on him during the anniversary at prestige level 3, and have someone you ENJOY playing with an absolute hell of a ton of bloodpoints on him! if you don't plan on prestiging at all thats ok! but just make sure to level him a ton also during the anniversary event, as its likely to have anniversary cakes as leaked through the ptb patch, that increase bloodpoints in every bloodweb!)

  • Your team was right to yell at you. YTA

    You seriously need to learn whats toxic etc. because theres a huge difference between running an optimal build (no matter the percieved bull-crappery) of any kind of perks, and Dcing early because you "don't want to play with said person". Sure your entitled to leaving for any reason whatsoever, but your teammates are right to call you out for Dcing expecially over a build and not a bug, or a killer mori spamming you or trapping you in a corner, or using a bug on you that depletes your enjoyment of the game.

    T-bagging isin't toxic. Builds aren't toxic. things that genuinely take away from your ability to play and enjoy the game? are toxic. Just because a builds powerful or useful doesn't make it toxic. hell those aren't even some of the strongest things i've seen a leatherface use.

    I could understand if he face camped you in the basement and you did that. but even then you could just ######### on hook, or wait it out to give your team a fighting chance. i would understand if he slugged you all and left everyone bleeding on the ground for 2mins instead of hooking. but he didn't. your just salty over a build.

    And sure, i could be on my percieved high horse here. but i 99% of the time don't dc from games, because it ruins the fun for everyone else. i've Dc'ed from dead by daylight on 3 occasions in my 3 years of playing this game. Once to a wraith working with a ace to farm me and others off hook to mori (using ace's perk and bond to find survivors and bodyblock them so that the killer could kill them.) Once when the game loaded only 3 survivors, and the one that didn't load was my friend (before games would cancel if a player didn't load in) and once recently as a joke at the end of a game where i took my penalty with pride, after unhooking myself in a survivors face at the exit gate after which we both could of run out the door as the killer was nowhere in sight, but seeing the reaction of the other survivor was priceless after i kob'ed and t'bagged in their face. they found it funny after the game too and so did the killer, having wondered what had happened. Even still i probably shouldn't of dc'ed then.

    Would i dc entering a match with an unfavourable outcome if i were to face no penalty? No. i've been there. on both the killer and survivor side Faaaar before they added Dc penaltys. i'd rather play a match and see how it goes, then instant dc'ing on a leatherface just because i lost my flashlight and several of us got downed at the start of the match. god there were so many matches i used to play as doctor or trapper against 3-4 of the old DS all flashlights etc. or when i'd go against a 5-7 blink nurse (As nurse could have 7 blinks at release date) with bbq, ruin and noed.

    Your entitled to your ability to DC. but that doesn't mean you should do it.

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