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Maelstrom10

Maelstrom10

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Maelstrom10
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  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/748061#Comment_748061

    Myers had a 6 meter terror radius in tier 1, so this is a buff.

    Means no need for monitor and abuse on mirror myers freeing up a slot.... ;)

  • free rift is going to be filled with the putrid serum though

    im sure during periods that aren't halloween it will either be Bp or iridecent shards.

  • @indieeden7 said:

    I believe that's correct.

    Yay! free lore forever!

    and basically endless amounts of bloodpoint challenges if i decide to leave the game for awhile due to life haha

  • i'd love this tbh

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/746308#Comment_746308

    Not saying I am a fan of NOED, but Insta-heals can be used at any point while NOED can only be used once the Exit Gates are powered.

    Exactly. in total agreement there. im just going to miss being able to pick people off the ground getting them back into the match incredibly quickly. :) instaheals deffinately needed the fix, just going to miss the fun of the pick ups and wish it was maintained in some fashion

  • @Ark_the_Bonsai said:

    https://forum.deadbydaylight.com/en/discussion/comment/744365#Comment_744365

    Still the best toolbox in the game and I'll die on that ship. The actual purple toolbox and it should trade places IMO

    Purple toolbox has a speed increase above it however and when paired with streetwise and dual speed add-ons becomes incredibly powerful. Gens can be completed in under a minute expecially if running perks like resilience or prove thyself. A bnp can't really net you the same kind of bonus and requires hitting skill checks that not all players (expecially new ones will hit) sure the green tool box may only be 5% slower but that's a lot when talking gen speed. Engineers and Mechanics are very similar but engineers is the better toolbox.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/741792#Comment_741792

    This is a good thing. This gives them an opportunity to lose the killer which is- without a doubt- the most powerful in a chase. If you're concerned with losing the survivor, I would suggest using this:

    Metal Spoon 

    Hitting a Survivor with a blink attack causes their sounds of pain to be moderately louder for 60 seconds. 

    That'll help you keep track of them even if they do break line of sight.

    Will metal spoon negate iron will/no mither? and will it pair in power with stridor out of curiosity?

    Will matchbox and spasmodic breath pair together? or are they stringent increases in speed? Also was matchbox considered to have its speed increased to the typical 4.6m/s with one less blink and one half distance blink? might be more fitting for an ultra rare

    Also with Anxious gasp what will the range be like? is it an infectious fright style scream?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/741176#Comment_741176

    I know that bully squads are in the minority, but even still, it doesn't need to be more encouraged.

    Granting BPS/XP for being in a party and being in a bully squad that rushes the game out when there's nothing all killers but maybe Nurse can do to stop it simply isn't healthy design.

    I'd like to encourage for players to group up one day, but this game's just simply a long way off before it can do that. SWF itself is a problem right now, not just for killers, but for solos as well.

    I don't think this would really encourage them though. there going to be toxic no matter what, extra bloodpoints or not. its also why a lot of them also dc - because they don't care about rank, experience or bloodpoints.

    on the other hand good players/people who want to level up (which requires playing the game and earning as many points by doing all objectives) will want to gather together and play more.

    I'm not saying that it wouldn't increase toxic groups playing, im just saying that they wouldn't really care.

  • @joker7997 said:

    It would be just more BP's for sweaty swf and an f you to solo survivors, I don't see the benefit in that.

    Not all swf are sweaty. Not all want to ruin your game. Most just want to play and some can be genuinely Better players then any one killer.

    @[Deleted User] said:

    If the game is not balanced around a party, there shouldn't be anything additional to encourage people to play in parties imo.

    Sorry, it doesn't matter how much you try to bribe me. A few extra BP or XP does not make being a SWF's punching bag any less frustrating or enjoyable.

    Maybe originally but I disagree now days. Sure more work needs to be done but there is nothing I'd say that really stops 4 solo players from being as good as an organised swf (excluding some information which can be gathered from comms. Soon as the devs can implement a fair adjustment for the same info to be given to solo survivors I feel it would become increasingly negligible.) I also wouldn't say your a punching bag as most swf just wish to play the game and not be toxic. The minority always screams the loudest. Besides buffing no gain whilst facing groups is just a nice addition for the times someone could be "bullied" by a swf, and an even nicer addition when not.

    @Hoodied said:

    XP boost yes, BP boost no

    That's fair tbh

  • @joker7997 said:

    Disagree with party bonus but I think you're on to something about boosting new players. Good idea

    How so with the party bonus? i think it will encourage more people to play together, and reward killers when going against "spicy" swf

  • If it works its great but on ghostface it wouldn't be neccessary. i mean endgame he's basically a stealth killer with a low chance of insta downs as it will be hard to sneak up on people.

    Build could work really well on myers though, mostly due to the switching obsession with his obsession stalk addon and j myers memorial. have an incredibly powerful endgame where you can stalk up to tier 3 neae instantly on the obsession, down them with rancor, and suprise someone else

    problem with rancor in this build is you wouldn't be using its main effect : to mori the obsession.

    Seems fun in theory though.

  • @Spartagone45 said:

    Since I never see Splinters anymore since I have all the DLC & Buy the new ones right away. I'm just going to say this because why not.

    I own all the dlc and buy it on release. I'm simply thinking about the people who don't, or new players coming into the game to make it more accessible

  • Personally I'm just saving up bp to level him and spirit to p3 all perks with my kate/nightmare. Freddy then kate came first, and I've got demo to level 30 currently. Had spirit stuck at 40 for 9 months because I've been putting bp off on other people and want to fully level her up before I invest in her same as demo. He is genuinely one of the few killers I've been having a lot of fun playing at purple ranks. Hell I had a few games as him with controller (on PC) from bed as I was to lazy at 3am to get up, with underleveled perks mind you and I still did pretty well tbh.

    Tldr. Bp investment in other charecters specifically my fav killers and survivor before demo and spirit, whom im considering going and maining outside of Freddy, ghostface/Myers.

  • @Trwth said:

    https://forum.deadbydaylight.com/en/discussion/comment/736534#Comment_736534

    These are also really neat ideas. I never would have thought of those. XD

    Those are some really awesome ideas!

    Thanks man I appreciate it ❤️ some of them aren't entirely mine though, Scott jund came up with the huntress idea and blunty came up with the non-directional audio in phase! The rest is all mine however

  • I love a lot of these changes tbh

    Huntress should have 1% extra movement speed for every missing hatchet up until a Max of 5% (bringing her up to 115% speed if out of hatchets making her still viable in a chase)

    Myers should have stalk on survivors slowly regenerate over time to prevent him being unable to gain his exposed effect if he uses it early in the match and somehow manages to run out of it. If ghostface can infinite stalk, so should Myers.

    Clowns shouldn't last for longer neccesarily but also force medium vaults like Freddy's slow. He also shouldn't have to reload nor be slowed during throwing, he should simply have a delay between throws and have some kind of map control/pressure tool.

    Doctors charge speed and transition speed should be very slightly faster by default.

    Spirit shouldn't have directional audio in phase, should have prayer beads and father's glasses rarity swapped, and shouldn't have collision. Would lead to her feeling a lot more fair expecially with prayer beads as it would require an actual guess as to which side of a gen a survivors on, giving them potential time to jump off, whilst also allowing for potential mindgames in a chase as they won't know your exact 100% location based on audio just how close they are too you.

    That's about my only additions haha.

  • @Mc_Harty said:

    Yes because they're M1 attacks.

    Oh hell yes. And I know it's not useful on nurse but I'm guessing stbfl also works on spirit? That's got to be amazingly useful

  • Glhf ❤️ I love this pledge.

    I'm only ever a dick to people if there a dick to others or are being incredibly toxic to me so I can 1000% get behind this. Let's drive toxicity from this game and community.

    Whether your a survivor or killer, or a flex player we all should spread love and good sportsmanship.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/735809#Comment_735809

    I think you misunderstand what I was proposing. Here is what I'm suggesting would look like.

    Decisive Strike: After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds or until fully healed, whichever comes first.

    While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 5 seconds.

    • Succeeding or failing the Skill Check will disable Decisive Strike.
    • Successfully stunning the Killer will result in you becoming the Obsession.

    Increases your chances of being the Obsession.

    The point I'm making is that if a survivor has time to heal, then obviously they aren't being tunneled by the killer. I'm not suggesting that the survivor can run around injured to keep decisive strike active indefinitely if that is what you were thinking.

    and yet the full heal time for someone with we'll make it (an incredibly popular perk mind you but not entirely meta) is around 8s? less with a green medkit and addons? this would make the anti heal meta even more prevalent as waiting out a possible 8 second heal before coming back as nurse to avoid decisive would be better then a 5s stun.

    even a full base heal is only 16s. borrowed time is 15s. hitting someone twice with no loops takes about 20s give or take. basically the 60s timer is fine at the moment. if anything i see it as a killer doing incredibly well, and usually only get hit by it when im using slug builds or infectious fright.

  • Yes this needs to be in the game on the double!

    Also still think maps should start out slightly foggier and as gens are done fog will disapear

    Also corn on corn maps should die as gens are done to make it harder to stealth.

  • @n2njauwu said:

    https://forum.deadbydaylight.com/en/discussion/comment/732312#Comment_732312

    yes ! but devs are lazy and give just stats addons that arent even good woo

    Nah the devs aren't lazy. Just a slow process. I mean look at the trapper, wraith, hag and Freddy add-on reworks. Wraith being the worst rework of the good ones and Freddy being the absolute peak of them. They can do good things given time

  • @n2njauwu said:

    https://forum.deadbydaylight.com/en/discussion/comment/730859#Comment_730859

    im all for ghosty boi , his addons are most boring for a new killer that was hyped , gotta always use those cd addons .

    Wish he had one that changed his exposed to aura reading and shortened his cooldown so that he can almost always be in stealth

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/730879#Comment_730879

    Joey's? That's umm... oh yea, a 0.4 second decrease to the 4 second stun, bringing it down to 3.6.

    .... Legion Add-ons are so bad.

    ik man.. you get stunned for so long. thats why i like pwyf/stbfl/infectious fright on him. prevent being stunned for so long, keep some speed up after and whilst stunned potentially even if its only 5/10% and catch people after downing them with the stbfl/infectious fright combo. leaves no gen protection though sadly. tho dying light and thana are pretty decent too combined with sloppy.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/730864#Comment_730864

    Yeah, Nurse add-ons have been broken since Pig chapter changed how she worked.

    The Button Add-ons are near worthless. Most of the other ones are too. "Increase Killer Instinct range" sure, so i can see the people i can't reach with my slower running and the DS the game forces me to take when I end my power. I get it's information, but nothing I can practically use.

    (But as a Legion Main, I could talk about this for a while)

    Honestly though the only one i ever use is joeys mixtape (reduced cooldown right?) to get out of my power faster. that series stacked always seems the most useful to me imo.

    @Marcus said:

    I think devs are gonna rework first Doctor's, Billy's, Cannibal's and Huntresses add-ons ( to have the same configuration as the other killers add-ons ) and then Pig's and Legion's add-ons ( because they are even more underpowered than Demo's add-ons ), so I don't think we gonna see buffs to Demo's add-ons soon. But it's ok, at least he got a decent base kit.

    true true, i just thought i'd bring this up for discussion, heavily awaiting the doctor addon rework though!

  • @UlvenDagoth said:

    Mildly off topic, but how about Legion's add-ons? Like the ones that lower cooldown by 0.6 seconds for "Considerably"?

    Alot of the Add-ons in this game need some work, so I support you.

    Oh deffinately man. even the double stab addons need a simple rework to either be applied on hit or decrease the cooldown of being forced out of your power on a double stab as they are currently too punishing to use :/

    Deffinately looking foward to the nurse addon changes though!

  • I meant as a default part of their kit. Freddy through swing chains, legion through mending, pig through hats and plague through cleansing etc. Other killers don't have inbuilt game slow down which is why some of them suffer (ie trapper leatherface wraith) or are incredibly strong in other ways (billy spirit nurse and base Freddy or even demo now I guess)

    That's why ruins a good perk. Game slowdown for the killers that don't have it as part of their kit, or can't easily maintain map pressure

  • Tbh it's still not incredibly strong. It has incredible potential however, paired with thana on plague for instance or even legion, and swing chains on Freddy. But on killers who don't rely on game slowdown or keeping people injured it doesn't really pair well. It's obviously good on nurse, spirit or billy as they can keep high pressure and get many hooks fast. But the main detriment to it is that you lose your stacks on the death of the obsession.

    If the obsession through unhooks could decrease stacks, and you kept it on their death, along with they themselves being affected by the slowdown I think it would be the perfect perk.

  • I believe peanits admitted that the reasoning behind it was that as the switch edition didn't exist as of those chapters they need to get permission to include them in the new copy of the game. No ETA on when they might be included but peanits seemed hopeful that things would come around

  • Fixated now. Use it every time I can. Absolutely ADORE the mindgames I can pull off with that extra walk speed on small loops

  • @Gamzello said:

    https://forum.deadbydaylight.com/en/discussion/comment/712913#Comment_712913

    Totally agree! I think weaker killers should definitely be looked at. I’m tired of playing against the same killers honestly.

    Honestly can't wait for the doctor and leatherface touch ups! Super excited to get back to playing them!

  • Survivors need map design nerfs, lower tier killers need buffs and survivors alternative strategies like stealth and healing (something to promote it, and therefore waste time in the killers favor in order to have the survivor happy and healthy) need buffs. Enough said

  • @Mochan said:

    I see too many killers seeing the glass half empty.

    Sure, you got hit by DS even though you weren't tunneling.

    BUT that just means you're absolutely killing it in game because you just hooked and downed two people in under a minute. What's not to be happy about?

    THIS THIS IS IT IN A NUTSHELL.

    Seriously don't see why people are so against new ds when if there not actually tunneling and still get hit by it, there still incredibly likely to win like??? Downing multiple people within a minute is amazing. Forcing them to use their d strike is even better, expecially when the game is in your favour. Better then it being used when 5 gens are done or at the end before a hatch escape. Plus if your in such a good spot and didn't tunnel you can likely easily down them again.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/711325#Comment_711325

    or (even better the ability to put them down quicker)

    ?

    As in an extra addition ontop of the add-on as in silent traps would be placed faster, or there being a silent traps add-on which also places them faster

  • @Aven_Fallen said:

    Why should Killers get a benefit from jumping off? They already dont have any Stun when jumping from a higher place.

    And nope, the 75% should not be Baseline. It is fine that they are tied to Balanced Landing, but some Spots are good Looping areas because of the 75% reduction of BL. Making it Baseline could cause a lot of problems.

    What I'm saying is make it baseline after reworking maps so it's no longer an issue. Give everyone no real fall stun so the game feels more fluid. The devs don't have time for this I know, and it would break current loops but its a nice theoretical change imo

  • @Milo said:

    There are addons that increase placing time of the traps

    Yes I know.. I'm saying that it would be nice to pair them with a "silent traps" add-on for mindgames at loops. Hell even just the add-on on its own would be a fun addition that would allow for some pretty neat plays.

  • This would be nice if they made a new perk for every killer/survivor and made THAT exclusive. something that influences their powers or abilities. but then there would be a pure survivor meta where the one with the best perk would be the most played. thats not neccissarily a bad thing but it leads to a boring meta usually.

  • @DocOctober said:

    No. Even on the smallest Map you cover at best a third of the surface area.

    That can't be right as this map is smaller in square feet then both the game and lerys... so with the calm addons and distressing which for the most part cover the entire game map, it should in theory cover most of hawkins then?

  • Fixated is my new favourite perk in the entire game.

    just love the small mindgames and dukes i can preform with it, along with it showing scratch marks and allowing me to see them is a neat touch even for me with 1000 hrs.

  • @Cetren said:

    Demogorgan doesn't have a global sound effect for his teleport.

    Open handed will multiple survivors within 8 meters to see auras revealed to any one of them.

    Both sound like amazing buffs! Not sure about the demo one but I'd love the open handed change!

    @DrVeloxcity said:

    I'd give The Pig 5 Jigsaw Boxes as her a base kit, and then rework the add-on that gives her 5 to do something else instead.

    So have a Max of 6 still but be have an alternative effect for the sketch? Not a bad change imo make her boxes more random whilst retaining the same changes and allow alternative add-ons I like it!

    @humanbeing1704 said:

    reduce legions base cooldown to 3 again

    So when he comes out of his power? Yeah it does feel a little bit like the stun is too long without the reduction add-ons.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/707302#Comment_707302

    Freddy can be very good, especially with a good DH totem spawn. Makes it really hard for survivors to cleanse, and you can chase them easily.

    True that. His snares can make some of the loops very bearable.

  • I really wish it worked whilst injured. Quick and quiet, iron will fixated and no mither for a soundless bloodless untrackable build.

    The restriction is mostly in place to encourage people to heal to gain the benefit but honestly it just makes it less useful when it could be a very powerful perk against people like spirit.

  • Yeah he's one of the few killers besides nurse and spirit that can be very viable on this map. Trapper with a lucky totem spawn on the decks with only a window access for the impossible devour hope cleanse, and possibly hag/Freddy are sort of the only others who can kind of ignore this map.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/705429#Comment_705429

    Survivors don’t emit a terror radius or red stain.

    Fair is fair.

    Hehe, just a joke.

    BUT HURR DURR WHISPERS IS A PErK

  • @HP150 said:

    They've already said they were doing this, multiple times, in the very post that they announced Undetectable.

    " When the new chapter releases, players will have an opportunity to experience this status effect for the first time with the new Killer. We intend to roll out this status effect to other existing powers, perks and add-ons, where relevant, in upcoming chapter / mid-chapter releases. "

    https://forum.deadbydaylight.com/en/discussion/comment/705429#Comment_705429

    And yet stealth killers are consistently bad at red ranks because wasting your time (and killer choice) stealthing around banking on a potential free first-hit that may or may not happen against a group of players that are paying attention to their surrounding is not the most time efficient strategy most of the time.

    And it's not like Survivor's stealth hasn't been buffed. Lockers hiding auras was a huge change that people seemingly don't take advantage of for fear of looking like a noob jumping in a locker for the 4 seconds of BBQ and Chili. Quick and Quite is meta right now, but there are plenty of other decent stealth perks that are neglected by players for the potential of having like 5 bonus health states with Adren/BT/DS/etc.

    They didn't say this specifically. i was just suggesting it as a route of action for what they intended

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/705444#Comment_705444

    That's a terror radius OF zero. A killer cannot have a terror radius below zero.

    I mean technically based on numbers if a perk was brought out that lowered terror radius by 8 meteres at all times, mikey tier 1 would have a terror radius below zero.

    Technically this can likely already be done in game, with tinkerer and dark devotion, as monitor and abuse applies atleast after tinkerer? or atleast its visual effect does. not that it has any gameplay effect its just a stipulation.

  • @Pandamonium said:

    So is the survivor/killer tutorial against AI or just some added mechanics for the first few matches? Either way, I think it's good to support new players.

    As for loading screen tips, I think they should do random perks from both killer and survivor when playing either role with a brief description. An example would be like: Technician (Feng Min) allows the survivor to repair the generator more quietly and possibly prevent a failed skill check from notifying the killer! Bloodhound (Wraith) allows the killer to track injured survivors with brighter and longer lasting blood trails!

    That way, the survivors get notified on which perks they can use and which ones killers can use against them and vice versa.

    Pretty much all of this is what I want to a T.

    Added mechanics to the first few matches would be amazing, and added mechanics to the tutorial expecially things such as using cover or blood trails/scratch marks.

  • @FishFry247 said:

    Actually doesn't sound like to bad of a buff, But they would have to make a new perk for feng and they wouldn't do that so its gonna stay forever a teachable or bought from the shine

    Sadly true. I just feel things need to be made easier on newer players. Along with the fact that failing a skillcheck regresses it anyways so you'd still have to pay attention to the gen you'd just be able to get away with not caring about missing skillchecks as much


  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/702860#Comment_702860

    "Snares are also his most powerful power not his pallets which is a very common misconception."

    It's a common misconception to think his snares are actually that good.

    There a better version of clowns slow, which is already a powerful anti loop. they can shutdown loops and force pallets better then any other power in the game, with the only things better being those that ignore loops (hag, spirit, nurse billy.) He's one of the only killers i actively say to put brutal strength on, as it allows him to shred through loops early game and make everywhere they run to completely unsafe.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/702860#Comment_702860

    I run pallets for fun/troll build purposes, but the lack of slowdown on placing snares is something a lot of people definitely do not implement properly on certain loops.

    Oh the lack of setup time slowdown is amazing, but i've honestly not been able to make a consistent meme build with them. Care to share any you have?

  • I play rank 1 regularly and consider him on par with hag. Not quite nurse or billy level, but certainly higher then a lot of the cast. Snares are also his most powerful power not his pallets which is a very common misconception.

  • @ItzSoulz said:

    The Archives comes with the next mid chapter patch

    but is the hotfix the next midchapter patch? or a seperate update?

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