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Malkhrim

Malkhrim

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Malkhrim
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  • @MrsGhostface said:

    Don’t forget about the pallet glitch. We’re both suffering, bring hoarder/franklins/Cut coin. Also, apply proper gen pressure so no hatch spawns. At most one survivor will escape.

    Hoarder actually increases the odds of a survivor finding a key, so I think it's a bad idea. Franklin's is the only thing that actually counters keys, but even that can be denied by survivors who know how to avoid it. And also, not everyone has Franklin's with every killer and not everyone wants to change 25% of their perk because of a bug that is allowing survivors to have a "press button to escape" item frequently.

    Applying propper pressure is not a counter, is what a killer should aim to do every match, but the hatch can spawn at some point after at least 3 gens are done, and the first three are usually the easier ones for survivors and will usually be done if the survivors are playing well.


    But yeah, I agree the pallet glitch needs to be fixed as soon as possible too.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154909#Comment_2154909

    Then they would do a last second switch if they wanted to bring a key in..

    Keys in bloodwebs shouldn't be a thing at all my guy,

    That's why my interaction would be better since it would be still counting towards the achievement for everyone escaping the hatch together

    ...Plus iff they wait till the last second to bm on EGC and then take the escape. they'd have to wait 12 seconds. giving you enough time to kill them or EGC killing them,

    I think you didn't read my full comment. I didn't propose only making so keys don't open the hatch, I said it should be either that or a number of changes I listed below, deeper than only a 12 second time. Read my comment again.


    And even the last second switch is still better than keys spawning in chests. At least you can see they have it from the start when they do a last second switch. Better than chests that allow them to escape all of sudden without you even noticing someone had looted a key.

    If anything, just make so survivors can't switch character or items during the last 15 seconds of the waiting time. That should fix the last second switch problem. But if the changes I proposed where implemented, I don't need that would be as much of an issue as it is today.

  • @Verconissp said:

    All they need to do.

    Keys need to take 12 seconds to open the hatch Uninterrupted.

    Literally same time as a totem or chest search, Good nerf to it and will not make it Op at all

    That and keys can only be found in a chest, in general,

    Can no longer escape with it to play it next game,

    Only find keys in a chest? The opposite, keys should NEVER spawn in chests. It's the most stupid thing, you are making sure the survivors don't do the gens... when they suddenly escape because one of them found a key in a chest and you didn't know. Keys spawning in chests prevent you from knowing they have it and looking for a way to counter it, like bringing Franklín's Demise or making sure the guy with the key stays hooked or downed (which is a really hard thing to if the survivors are playing well and using good perks. Franklin's Demise is the only thing that can consistently counter keys, but the survivors also have means of countering Franklin's Demise and stop you from taking their keys, which is really stupid, since that means you can't really counter it if survivors know what to do).

    Honestly, I think they should either completely rework keys so they don't open the hatch at all (but instead serve as a wildcard to instantly open a chest and get a very rare or ultra-rare item), or making changes that allow killers to counter them, like:

    Make opening the hatch taking 20 seconds (the same as exit gates), but resetting if they interrupt the action (so they can't work around it by 99'ing it).

    Making they make some loud noises while trying to open it, giving the killer a chance to stop them if he walks nearby.

    Making the key disappear from the game (taken by the entity) when the survivor who brought it to the trial dies.

    And of course, making so the key can't be found in chests, only in the bloodweb.

  • I understand MMR is not an easy thing to implement correctly, but I think they should at least allow you to change killers in lobby while we're waiting. Seriously, the only reason we can't switch killers anymore is because MMR was implemented. But it was later disabled and we couldn't change killer in lobby ever since.

  • This name would be really cool on a later killer who could make ilusions to trick the survivors. I mean, something different from the doctor's hallucinations. Maybe someone who could disguise as a survivor, make the survivor see them walking from the opposite direction when they're not and disguise more elements of the map than just pallets. Or... I don't know, there are many possibilities for a power that "tricks" survivors in a game that involves mindgames. There could be a future killer with more of a "trickster" archetipe.

    Calling a Knife Thrower a Trickster really wastes the name.

    @TheArbiter said:

    I saw someone mention The Idol and I think that fits him quite well.

    And yeah, I find this really fitting as well.

  • Also, one change is needed for the sake of consistency: perks that only apply on basic attacks should only be revealed to survivors on basic attacks as well. I noticed that's not what happens with Devour Hope. If you use Blight's Power to hit a survivor exposed by Devour Hope, the survivor won't be instadowned, but every survivor will still be notified the killer has this perk. I saw this happen once, don't know if it's a bug or intended. But a survivor should only be notified by a killer perk being used when someone is affected by it.

  • I see why this requirement needs to stay for status effects like Exposed, but I don't see why it shouldn't be removed on specific perks like... Knockout.

    Seriously, why was this requirement ever added to Knockout in first place? The perk was far from overpowered, even with the few buffs that came with it's rework. Now this buffs make a little difference when you can use it, but it's useless on many killers. Hell, it's a Leatherface Perk that will rarely be useful on Leatherface.

    And now we have The Twins, who can't make good use of any perks with the basic attack requirement. A killer that could use mangled, but can't use Sloppy Butcher efficiently, and who needs to slug a lot, but can't use Knockout while slugging since they will be using their power.

  • @ALostPuppy said:

    Perfect example of "don't judge a book by its cover". Glad you've been converted to the ways of the cane-wielding drug addict though.

    To the ways of the cane-wielding bouncy boi.


  • @Aven_Fallen said:

    "except for that "sliding off objects" problem that I hope to be fixed at some point."

    Apparently they are on that. Worst thing with that are trees, it is a gamble if you can actually bounce of them or slide at them. Overall, he is the best designed Killer in a long time.

    And playing him on Ormond can also be pretty annoying, considering you slide in all the snow piles, hills, and even a whole building, and you just can't know which rocks will you slide on and wich you won't. But besides these frustrating moments where you expect to bounce off an obstacle and suddenly slides way past it, he is one of the most fun killers to play.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644222#Comment_1644222

    no I think he hitting his head against a wall right now.

    why should we just change perk (use something else)get over it

    not like this nerf going do much but fact they doing it not change any broken survivor perk like DS.

    I don't really think he is playing Blight right now (I couldn't miss it, sorry).


  • And there's this: If a whole minute is more than enough time for the killer to chase someone else, why does DS need to last one minute? That's enough time for the killer chase someone else and than kick a gen, so he won't be tunneling you after nearly a minute.

  • This nerf means Tier 3 Pop will now be closer to how Tier 1 Pop is today (just 5 seconds more).

    Not a HUGE nerf but, come on, anyone who has used this perk a lot on Tier I knows it makes a clear difference. With PGTW Tier 3, you can search for a generator where it's worth using, instead of wasting it on 10%-progressed generators that might be near you. On tier I, you sometimes have to kick the first gen you see because the timer may run out while you go check which of the further gens are closer to being fixed (doesn't happen a lot with high mobility killers like Hillbilly, Oni or Nurse, but it's a common risk for Deathslinger, Huntress and Clown), unless you ignore everything around you and go straight for the gen, which would probably be bad, because you would waste opportunities to do your objective and apply pressure. In other words: frequently, you waste Pop Tier I uses to avoid delaying your map pressure and objective. You should never have to waste a perk that rewards you for hooking survivors.

    Again, it's a small nerf and barely makes difference for high mobility killers, but makes some difference for those who don't travel so fast. Why nerf a tool that helps killers with no map pressure? One that rewards for victories in chases, nonetheless. Why was this nerf even needed?


  • @Babyyy_Boyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643980#Comment_1643980

    You say “...Simple, Don’t bring DS.” Oh my lord, you should see how killers play when there’s no obsession. They tunnel like crazy and immediately pick up. You see how the cycle never ends? Killers play that way and it basically forces survivors to throw that perk on. It’s required. So as I said before in my first comment, Keep playing that way and survivors will bring DS and unbreakable every match. Simple as that. Oh and By the Way I never said slugging was playing like a jerk I said tunneling after the Decisive Stike was. Maybe you better review the wording again. (: 😌😚

    Oh, yeah, I actually wrote "slug" when I meant to say "tunnel", but my argument remains the same. "Tunneling" is not "playing like a jerk", it's a valid strategy. If a survivor gets caught easily after a DS stun, that's his/her problem, not the killer's. If the same survivor gets contantly chased and then sacrificed and few gens are done during that time, that's the survivors' problems as a whole. If a killer spends too much time against a single survivor, he loses pressures and risks getting gen-rushed.

    DS is also not that mandatory. The rescuer can bodyblock a killer coming by and take a protection hit, you can bring exhaustion perks to gain some easy distance, and the survivors can do gens freaking fast while the killer is busy with one guy, what discourages slugging. I almost never run DS. I know there were many times it would have made my life easier, but it's not like "I NEEDED to have that perk!". DS is a meta perk and it's the most powerful survivor perk in the game, sure, I can see why so many people use it. But bringing it or not is your choice, not really "required".

    Also, sacrificing a survivor as soon as possible is, if the killer succeeds, a good way to slow the gens down and make applying pressure easier. Don't expect the killer to not to "play that way" just because you don't like it. It's still a strategy.

  • @Babyyy_Boyy said:

    You’ve got to be kidding right? Like this post is a joke right? Have you never been slugged before? Slugging is the most boring thing when playing survivor especially if it’s solo que. slugging is the reason why survivors run unbreakable with DS nowadays because no one wants to be left on the ground for 2+ minutes. I’ve gone against killers that use slug builds like Knockout, Third Seal, Etc. and the match ends up super lame because I’m left on the ground half the match watching my bleed out timer drain. “I don’t wanna eat a DS” is the occasional famous line from killer mains as if taking a 5 second stun will cost you the whole game. Most killers still play like jerks and still tunnel after they eat the DS so obviously it doesn’t affect them. If you’re the type to slug constantly you’re gonna get more unbreakables and DS in your matches. Keep feeding the survivors more reasons to bring those into pubs now. (:

    It's funny how people complain about slugging while using DS.

    Don't want to be slugged? Simple, don't bring DS. People won't stop countering DS just because you find it "boring". And if you think taking a DS stun doesn't punish a killer, you're just wrong and doesn't seem to know much from the killer's perspective. The best option is, most of the time, to slug. You will waste time if you pick up the survivor, take a 5 seconds stun and then start the chase again. If you get the survivor REALLY fast after that, than they weren't very good. 5 seconds is more than enough time to gain distance and reach a loop.

    On the other hand, when you slug, a survivor can't do gens or anything else while another one has to go heal him, and you can chase a third survivor during that time. Easy way to apply pressure.

    Oh, and no, to tunnel is not to "play like jerks", it's a valid strategy. Survivor mains should stop insisting on made up rules.

  • @BOT_Ethan said:

    Met killers teleporting both forward and backward. I think it's another bug caused by hotfix which only happens for crossplay. I had regular games 2 days ago and when I was doubting if my wifi router was not working fine, I had perfect game experience in a 5PC lobby I occasionally met. Only 3 games as my evidence, so it's also possibly a server-issue we all met. And I don't think you will be banned for being laggy.

    Maybe. I thought about that, but then I looked on the forums and saw no similar issues to mine. Or at least I hadn't until I saw your comment.

    But I just tested another game and noticed it is a bit laggy too, not as much as DBD, not unplayable and full of rollbacks, but is lagging too, so looks like my connection still has something to do with it. Still, I had green ping in lobby, wich I don't understand.

  • @judge_fist said:

    https://forum.deadbydaylight.com/en/discussion/comment/1538641#Comment_1538641

    Fun idea here. If it is a Dr.Jekyl Mr. Heid sort of thing. Mr. Heid untransformed could be the survivor and dr.jekyl could be killer. Just an interesting thought I doubt I'm right but I think it would be pretty cool.

    I actuallly believe this would be interesting, but separate by moments in time. The alchemist would be the killer, and his character before becoming it would be the survivor. This could be possible because the realm of the Entity is timeless.

  • @SCP_FOR_DBD said:

    I don't see why it can't be both. The alchemists serum turns him into the werewolf.

    I just don't think it would make sense for the Putrid Serum to turn a man into a wolf-like creature. All the killers took bizarre, even more monstrous appearances (Hallowed Blight and Withering Blight event outfits) after receiving the serum, but none of them looked like an animal.

  • @Veen said:

    I would surprised they bring back the Alchemist hence they totally forgot seasonal events even existed.

    A DbD Jekyll like sounds like a nice theory.

    Did they really, tho? Because even though the Withering Blight didn't have special objectives like the Hallowed Blight, it was still an event. AND it was when the name The Alchemist was revealed. That event pretty much confirmed the character he had a killer name and would be a character in the game. And it was last october. Notice where this is going?

    Also, even the color of the teaser resemble the halloween events' cinematics. It is obviously the Alchemist.

  • The way the Entity is described already makes a refference to the Cthulhu Mythos in a way, since she is described in the archives as "an old one" (at other point, "original one"). And if you think about it, it has everything to do with Lovecraft's cosmic horror. I don't see why a non-godly lovecraftian killer would be a problem, then.

    Also, one of Lovecraft's stories mentions the myth of the ghoul. The ghoul is not a lovecraftian creature, but a mythical creature that would for sure make a great outfit for the Hag.


  • @Todgeweiht said:

    Legion should be F tier. It literally contradicts the lore, everyone stabbed the janitor at least once.

    I actually like the Legion's cinematic because it makes them look like the coldblooded killers they are supposed to be in the game. The ammount of shock and reluctance in their lore always bothered me: while every other killer lived gruesome and unique events, the Legion seemed just like a gang of vandal teenagers, who reluctantly killed one person during an act of vandalism. The cinematic is not enough to make me like Legion, since they still look like ordinary mugglers most of the time, but at least it gives them a darker vibe then they had before.

  • Survivors already can't vault the same window more than 3 times. The window gets blocked after that... or at least it's supposed too. Sometimes, it gets bugged.

    Pallet vaulting can already be solved by breaking the pallet. It's part of the game's strategy: The survivor tries to force the killer to break the pallet to gain distance, while the killer tries to stop the loop and hit the survivor, making the chase shorter. Breaking the pallet sooner is the choice to make when you think you will take a long time to catch the survivor on this loop. If you don't think you will catch them at all, don't waste your time, just break it.

  • @Peanits said:

    Ghastly Gateaus are being fixed in the next hotifx, a new matchmaking system is gradually being tested in some regions, VPNs should become a non-issue with the upcoming server side hit validation, and bug fixes are on the way. As for the new map, while I don't discount your opinion, it is exactly that, an opinion. I've seen a lot of people say that they like that map as well.

    Just about everything you've mentioned is being worked on and should be resolved in the near future, some (Gateaus) sooner than others.

    Good, but there is one issue not mentioned in this comment. What about the Hillbilly bug that makes him get stuck in walls everytime he hits one?

    (Some Oni bug was mentioned by the OP, but this I haven't encountered so far)

    About the map... what did some people like about it? Because when it comes to visual appeal, it's my favorite map, but for gameplay, is the one I dislike the most. In other words, I love how it looks but I hate playing on it.

  • I must say I also disliked this perk. It reminds me of when Ghostface was released on the PTB and used to give a global sound warning when he was entering or leaving stealth mode. What's the point of being undetectable if the survivors will be warned you are stealthy, and even where you activated it? Not to mention the duration is too short, how can you kick a gen, find survivors and sneak up on them within 16 seconds?

  • @HexDbdIsatrashgame said:

    Pyramid head TOO WEAK WHATTT do you hear yourself that man has base killer speed the ability to camp and tunnel survivors he counters ds bt common survivor hooks and can mori you on death hook what more could you want

    "Ability to camp and tunnel suvivors"

    That's not strong at all. Camping and tunneling can make the killer lose the game. While you tunnel a single survivor, the other three will do all gens and escape. Besides, Pyramid Head is not even good at that. To counter DS and BT he has to send a survivor to a cage on the other side of the map. The person can be rescued before he even arrives and then DS and BT won't even be needed.

    Mori on death hook does nothing beside ignoring DS, and you can only do it if the survivor step in that really noticeable trail on the ground. Even they step on it, you can't mori the survivor if they just enter a locker while DS is active. If they came out of a cage, they will have no Torment anyway.

    Pyramid head is weak. His ranged attack is really easy to dodge and his Rites of Judgement are easy to avoid. Sending people to cages save him time, but can save time for the survivors too, since the cage might spawn close to them and give an easy rescue. Also, marking the ground wastes a lot of his time too. In other words, his power counters itself and it's nearly useless. Pyramid Head, right now, is weaker than Clown. At least Clown's power is usefull for countering loops.

  • His ranged attack is pretty easy to predict and dodge, he can't rely on it like Huntress do and need some mindgames to make it work properly. Faking the ability is part of the mindgames, that's essential for his power just like for Demogorgon.

    "Why does every other killer need a mori in order to kill you but Pyramidhead doesn't ?"

    Why does every other killer needs to walk around loops but Nurse can blink through them? Why can't Trapper teleport to his traps but Hag can? Why does every other killer have a normal basic attack range and the Shape can get an increased one? Because is part of his power. Every killer needs something unique. Simple as that. Also, he only kills you on death hook and only if you steped on this Rites of Judgement.

    Countering meta perks is completely fair and tunneling is not "scummy", it's a valid strategy. Not to mention he teleports the person away from him to put them on a cage. The survivor can be rescued before he even arrives there.

    Not to mention, second chance perks NEED some counters, specially DS, because you can trump all of his counters just by entering a freaking locker.

  • It is bugged, then. Because on my first try, I forced my self into the struggle phase, was rescued and left through the exit gates. It didn't work. On the next try, I was hooked and rescued twice. Then it worked.

  • I played a few matches as Hilbilly and it's happening all the time.

    Aditional detail: when you get stuck, you can hear the chainsaw sound as if you were still running with it.

  • @Fog_King said:

    I had a match were I was hooked and got to struggle phase, then was saved and ended up surviving. If I was hooked again, I would have died, but the game did mark the challenge as complete. After almost 10 matches, I was hooked twice, then escaped and it gave me the reward. So, from what I can see, the game is only counting if we are hooked twice before escaping, which makes no sense. They could have made the challenge just escape as Kate, but no, they had to try to make it even harder for no reason.

    Or they could just change the text to something like "Escape after being hooked twice as Kate Denson", since being hooked once and reaching the struggle phase doesn't seem to do anything. I just ran into this problem and I'm really not happy about it.


  • @SkeletalElite said:

    Any balcony or second story window on haddonfield will do it.

    The harvesters on coldwind work.

    I'm fairly certain it will work on the hills that are present in most of the maps.

    Gideon plant jumping from second to first story will do it

    There's a ton of drops on Hawkins that will do it.

    Anywhere you can trigger BL will get you this challenge.

    The trick is that the chase music has to be playing when you trigger it. A lot of people jump to early before their chase with the killer starts and don't get it as a result.

    I just played a match with this challenge on Pale Rose (Blackwater Swamp). I fell twice from the pier and once from the broken staircase in the boat. I made sure to only jump when the chase music was playing. It didn't work, the challenge wasn't completed. All this places usually trigger Balanced Landing, so it doesn't really work like the perk does. Apparently, the height must be bigger than that.

  • The Hag:

    Perks: Dark Devotion, Nurse's Calling, Monitor&Abuse, Make Your Choice

    Add-ons: Dried Cicada, Rusty Shackles

    Offering: Macmillan's Phalanx


    A really fun build focusing on sneaky ambushes. After hitting the obsession, Dark Devotion activates and get undetectable. My traps also won't spawn phantasms or emmit a Terror Radius when they are triggered, so I can teleport while remaining undetactable and hit or grab survivors before they know I'm there. It also makes pretty confusing for them to know where I am. Nurse's Calling helps me to find healing survivors and ambush them, while M&A allows me to be sneaky during the time Dark Devotion will be turned off.

    I run this build with the Weathered Crone Outfit (It has a low price in Iridescent Shards), because it's the Hag's darkest cosmetic. Macmillan's State maps are some of the darkest in the game too, and that's why I bring the offering. It's not required though, and this killer can camouflage with other cosmetics and on other maps too. Her base outfit can be a little hard to spot on a few maps, specially at the swamp, wich has her colors.

    This isn't the Hag's most powerful build, but it's really fun, my favorite.

  • I'm having the same issue. I think it's bugged.

  • I play on PC and have the same issue.


  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1279067#Comment_1279067

    So how is Dead hard, a perk that might help you recover from a fck up, not similar to unrelenting...a perk that might help you recover from a fck up

    MIssing a hit is a mess up you can usually recover from. Unrelenting just adds a number value that makes this time slighly longer, because you recover a bit faster. If the survivor was too close to a pallet for you to recover in time, unrelenting usually won't stop them from dropping it either way, unless you bodyblock it, but then unrelenting is irrelevant. It rarely makes any real difference on your ability to recover or not, might only situationally make it a little bit easier, but doesn't really create a second chance.

    With Dead Hard it's another story, because you pretty much ignore a hit. You can get mindgamed into running towards the killer on a loop and deny the consequence, because you avoid the hit and reach a pallet or window. You can use it when you're about to be downed and gain enough distance to reach a pallet or window while being impossible to hit. This specific situation doesn't even have a counter, since the only counter for DH that doesn't require specific powers, perks or add-ons (like instadowns and exaustion do) is waiting for the survivor to use it, and waiting would allow you to reach the pallet either way. It makes you succeed on situations you would fail otherwise.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278896#Comment_1278896

    Can say the same about alot of survivor "second chances" though. Deliverance for example doesnt give you back a hook state, only acts to minimize the effect of being hooked in that your teammates arnt hindered by you being hooked.

    Well, I've never seen Deliverance really as a second chance perk, and I only find it annoying when it comes with Decisive Strike.

    When people say "second chance perks", I usually think about DS, Dead Hard, Borrowed Time, Mettle of Man (wich is nearly useless now, but still a second chance perk regardless), Unbreakable and possibly Adrenaline, wich can make a survivor get up and run away right after or before being downed, but that's situational.

  • @LordGlint said:

    I was thinking unrelenting. The perk only has an effect if you mess up.

    Still doesn't undo the mistake, tho. Only gives you a little bit more of time. Doesn't allow you to ignore anything.

  • There is no real second chance killer perk. I see people mentioning endgame perks here, but those aren't really. A second chance killer perk would be something that undo your mistakes the same way survivor perks do. It would be like...

    Missing a hit and still getting a down.

    A gen being completed but suddenly returning to 50% or less.

    The closest thing to it would be the Spirit Fury + Enduring combo, but you have to work for it, since it can be easily countered by dropping the pallet early, it's a 2 perk combo (and not just one perk), and there are places where it just won't work because there is another pallet really close to the one that broke. Not to mention it can counter god pallets: That's not a second chance, it's gaining the oportunity for a hit where there wasn't a real one (if the survivor didn't make a huge mistake, at least. Those pallets can't be mindgamed like the unsafe ones).

  • I guess none of these cats is called Spine Chill...

  • I actually like the struggle thing. I mean, I don't like to have to mash a key from my keyboard, but it's cool because it makes the survivor feel pressured instead of just chilling on the hook and looking around. It helps giving the game some atmosphere and even horror aspect, something the game lacks outside the amazing visuals and sound effects.

  • It's funny the ammount of people I see trying to invalidate my comment just by bringing up something I never denied!

    Y'all keep repeating:

    @BlueFirebilly said:

    People don’t get it’s not a buff, it was increased to match the new slowdown percentage, that’s what the perk was designed for as well, that’s why it’s a teachable...

    @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1254750#Comment_1254750

    Buffed? It only got adjusted to the nerf. The perk is not buffed in any way.

    Looks like you didn't pay atention to my post, read again what I wrote:

    "This perk is the reason that small efficiency nerf barely changed anything, only affecting solo players. Why? Because Prove Thyself was buffed in a way that allow survivors to ignore the nerf. Just like the last time the efficiency was lowered". Atention to the first sentence. That's pretty much the point of this thread.

    "That makes the gen speed even worse than it was before when against SWFs, simply because it was already harder to keep up with gen speeds when they used Prove Thyself, and now they are using it more often". I said it's being used MORE OFTEN, not that it makes the game faster than it was before.

    "Buffing this perk might eventually bring it to the meta, specially if it keeps getting buffed every time the gen repair efficiency gets nerfed". I acknowledged the reason for the buff twice, but the perk is still more worth using than it was before, so, still a buff.


    What I meant from the start is that, thanks to the value increase to PT, the gen efficiency nerf, wich was already small, only affected solo survivors. SWFs can just use PT and pretend the nerf was never there.

    "But it takes a perk slot"

    A perk slot that might be really important for a solo player, not that much for a 4-man SWF. They won't be hurt because a single survivor didn't take BT. He just have to leave the unsafe unhooking for the others and problem solved. Also, is not that uncommon to see SWFs with Head On anyway, and that's far from a good perk.

    Oh, and a note:

    @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1254792#Comment_1254792

    This ^

    Prove Thyself was always intended to counteract the repair speed efficiency debuff when working with other survivors, that's literally the purpose of the perk. Changing the values of the perk to compensate when the values for efficiency that it is based off change just makes plain sense.

    It's not actually any better than it was before, it is simply just more valued now. As well, I don't believe any of this hogwash that it's only SWF using the perk, when I play survivor 95% of the time I'm playing solo, and prove thyself is regularly in my solo builds if I'm looking for a more cooperative / altruistic / gen jockey playstyle. It's just a flat-out good perk and everybody is going to use it because it's a good perk.

    That's like telling killers to not use BBQ & Chili because it's too good of a perk. Neither BBQ nor Prove Thyself are OP or unbalanced, they are just flat out good perks for either side to use.

    If you're looking for a survivor perk to nerf, look no farther than Decisive Strike. That sh*t is bullsh*t and needs to be changed, pronto.

    I never said people shouldn't use PT or that only SWFs use them, but it benefits SWFs far more. You don't really need a meta perk like BT if you know other 3 people on the team have it, and you can talk to your friends to focus the right gen at the right time.

    Now, for the people saying that being on the same gen is bad:

    It is usually better to be on different gens and make it harder for the killer to pressure you, while also having no efficiency drawback. But that doesn't mean two or more survivors on a gen is innefective. Far from it. With PT, and more than two people, it's possible to finish a gen before the killer can even walk to it. Not all killers can move across the map as fast as Hillbilly, Oni, Freddy or Nurse, or protect gens the same way Doctor and Hag do. Even if you, as the killer, finish a chase really fast, PT may give survivors time to rush a gen to the end before you return to it, also making you unable to delay it with PGTY or Surge.

    That's why some survivors use Shroud of Union, sometimes combined with Vigo's Shroud. If it's a Clown, Leatherface, Deathslinger or Myers, they will pretty much have a 4 gen objective, because the first can be done before the killer even arrives.

    Not to mention that, frequently, that one gen you lose because of coop action really matters! The gen placement is important. You can lose an opportunity of a potential 3-gen for the late game if they do a single gen that would be part of it. Then they will be able to spread out more easily on the late game. I don't have a problem on leting a survivor take 80 seconds to fix a gen on the oposite side of the map as long as I give priority to the ones that are close to one another. But what if I live that for a single chase and they are all of sudden almost finishing one of them?

    Also, picture this, because it's a thing that happens:

    The killer hooks a survivor, he comes back to check on the last few gens, wich were 0% before. He notices one it is almost done! But he manages to stop the survivors, injure them and scare them away. But now, he has no PGTY nor Ruin and it's over 90% the regression is freaking slow. He can't focus too much on this one because survivors can either rush another one or just spread between this one and the other one that is further away. Had the gen not be done so fast, he would be able to guard it along with other gens, but now it's impossible.

    Don't act as if it's just "separated survivors good, survivors together bad", there are situations for everything and the need to adapt.

    I also noticed some uneducated comments that were insulting and judging my knowledge of the game as if they saw me playing, but I'm going to just ignore that.

    What I want to say is: my point still stands, and it has nothing to do with a lot of people here are talking about.

  • @cheetocultleader said:

    Happened to me tonight. I present, twerking Jeff. Forgive the quality, my video recording software is being an arse so phone it is. The Ghost Face I was going against said I was just frozen in time on his.

    https://imgur.com/a/VofAAp2

    I've also seen a lot more bugs in general. Like being hooked, and the game registering me as being some where else, like so:

    https://us.v-cdn.net/6030815/uploads/139/Z7GA6R8QPNRN.jpg

    https://us.v-cdn.net/6030815/uploads/173/5CYF1DNO5ZZ9.jpg

    Stayed this way while I ran, until I found a merciful piggy box for the party hat. Then it reverted back to normal.

    My husband also had this bug, ignore the title, it's not a hacker:

    https://www.youtube.com/watch?v=FToNR6s2yMc

    So yep. Plus a lot of other random visual bugs.

    Seeing the twerking Jeff is... painful and funny at the same time. What the hell...

    This visual bug on the hook reminded me of other thing that I saw today. I grabbed a survivor during their unhook animation, and the Meg who almost got rescued stayed on the unhooking position. You know, turned to the side her rescuer was and with both arms straight down, without moving. I tried to take a screenshot, but she tried to unhook herself and the bug ended.


    I still have a screenshot of when I was inside a wall as Demogorgon, tho. This was the portal I travelled to before appearing inside the wall:

    20200502003913_1.jpg



  • @Kate_Main_01 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249270#Comment_1249270

    I hope that it gets taken care of soon! If it's happening to you that frequently then the chances are it's happening to a lot of people and will be patched shortly. Hang in there and happy gaming! <3

    Well, thank you. and I hope you're right. They should patch a hotfix as soon as possible.

  • Playing Freddy will feel like hell, now.

    With AA on, the FPS gets ridiculously low the Dream World, it gets hard even to counter a simple 360 because you can barely track survivor's movements on close ranges.


  • @shane32 said:

    https://forum.deadbydaylight.com/en/discussion/148948/lag-is-making-this-game-tiresome-for-me

    Ya I have been having issues since this latest patch. I play killer and feels like im walking through mud and my character is doing random little teleporting movements. Like I don't even know how describe what is happening but it's like not playable.

    I'm having the same issue. But it gets worse: when I interect with an object, like when getting stunned by a pallet, kicking a gen or opening a locker, this weird movement increases, and then I clip through something and get stuck on it. There were two times I got stuck until the end of the match. Other times I was able to free myself by performing an action on the nearest object, but it wasted my time and annoyed me a lot.

  • @Kate_Main_01 said:

    It sounds like some funky things are happening with collisions! Which system are you on?

    I hope that this is taken care of soon! PS4 player here - I haven't seen it with Killer or Survivor.

    Oh, forgot to tell it. I play on PC.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211829#Comment_1211829

    I'm sure you could tweak brightness effects and stuff somewhat but like... just add the ability to disable AA in the game already. It's been 4 ######### years lmao

    And don't forget the V-Sync. It's another thing that drags the FPS down.

    But what annoys me the most is: Playing Freddy is awful with the AA enabled because the FPS drops hard on the dream world. If a survivor do a 360 around you, you can barely see which side he is going to track his movement and hit him. It makes something so simple into such an annoying thing...

  • Imagine triggering a Hag trap when, suddenly, and enormous Oni rises from the ground.

    Imagine Clown crouching like The Pig. And The Nurse teabagging like Ghostface.

    You start to run from Demogorgon when suddenly he pukes on you.

    The Hag carrying Bubba's Chainsaw (weird af).

    The Spirit vaulting pallets like the Legion.

    Or: you hear the Halloween theme playing, looks behind you and sees Leatherface stalking you.

  • Anyone else here hoping for The Alchemist?

    A killer was first teased on 2018's The Hallowed Blight. In the event's story, he captured The Trapper and experimented on him. The animation showed Trapper chained to a wall and injected with the Putrid Serum, what changed his form into the one from The Hallowed Blight cosmetics.

    On 2019's The Withering Blight, the misterious killer was mentioned again. The archives called him "The Alchemist", and he is said to have experimented on multiple killers, creating the special Halloween-themed cosmetics. On his animation, he ends up surrounded by the entity and injects a vial of Serum on himself.

    What if he started experimenting and even chained himself too, aware he wouldn't be able to control the thing he was about to become?

  • There are lots of things that could be done.

    Decreasing the time it stays active. A whole minute of hook immunity is way too much, it punishes killers who aren't tunneling and creates situations where they can leave the exit gates without being possibly stopped. Also, there is no real way of countering it when combined with Unbreakable.

    Make so it doesn't trigger during locker grabs (because there is no counter to it).

    Make so it get's deactivated when another survivor is hooked (because it means the killer wasn't "tunneling" that survivor).

    And also: DS should NOT activate on self-unhooks. There have been plenty of games where I hooked the last two survivors, one of them escaped the hook with that 4% chance and got immediatly downed, but I was forced to wait a whole minute just watching the survivor crawl to prevent the person from getting up again via DS. It's unfun and completely unnecessary.

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