Avatar

Milo

Milo

About

Username
Milo
Joined
Visits
12,066
Last Active

Comments

  • @Kaitsja said:

    Apparently tunneling is a valid strategy and fun for the killer even if it's not fun for the survivor.

    Tunnelling is a valid strategy IF used correctly.

  • ^

    Everyone but Trickster is 115% and Legion and Clown have a "free hit". It still would be hard tho.

  • @Bran said:

    the thing is, should survivors get a speed boost when they blind (or even stun) the killer? no, they should not.

    but also one big flaw, you forgot the most important part. "tremendously increases the chances of being tunneled and face camped".

    in seriousness, if it were a perk, it should act as a dead hard and make you avoid damage as if the killer missed since got blinded.

    But there's already a perk that gives a speed boost when you stun. Smash Hit.


    Also this perk should get the usual exhaustion treatment - 150%, works for 3 seconds always, 40 second exhaustion.

  • @Firellius said:

    Balanced Landing was included because I changed Sprint Burst to be an ability you can activate rather than something that just happens. This means that there's no 75% reduction in stagger, but you can use Sprint Burst to just accelerate yourself. If I were to not retire it, then it would just be a reduction perk; 50% reduction in stagger at most, but no exhaust.

    This is kind of the issue though, since buffing the direct competition to the point of rendering Balanced Landing obsolete is not exactly good balance.

    Spine Chill is removed because it's honestly NOT a good perk. Yes, I'm aware it's good for trying to track when a Killer is looking at you (outside their terror radius), but it is heavily inconsistent and its other effects are even more inconsistent since they almost never occur (due to the Killers primarily not targeting you if they look in your direction).

    That's just... No, that's a severe underestimation of Spine Chill's value. Knowing when the killer is coming for you is a huge benefit, especially if you pair it with Fixated so you can clear out before they get to you.

    Resilience is also like Spine Chill; not good, and arguably worse because not only do you have to be Injured, but some Killers just run Stridor. If you want, I could probably replace Resilience and Spine Chill with something that grants a native 7% increase in repairs for 10/12/14 seconds whenever the Killer looks into your direction, but that increase in repairs is further increased to 15% whenever you are injured as well. Then add a cooldown of 30 seconds afterwards and boom, Spine Chill + Resilience but at least moderately better.

    I don't think any killer will sign off on a potential +15% repair speed perk in a single slot, and I would personally not sign off on imposing a cooldown on Spine Chill.

    The idea for this is that it gives you time to save the hooked Survivor and protect them. It gives you a chance to unhook the Survivor, then do a second protection hit for them; two different Endurance Status effects at the same time, which is meant for some very clutch plays.

    But you shouldn't be needing to protect the unhooked survivor. That's the entire point of Babysitter, obscuring the unhooked survivor so the killer can only go after the babysitter. If the killer is smacking you while you're unhooking someone, Babysitter is pointless anyway, since the scratch mark removal doesn't help against a killer that has direct visual on you. The only use I see for this change to the perk is to make Babysitter/Borrowed Time into a more toxic strategy where the killer's attacks just get flat-out ignored on both the unhooker and the unhooked.

    It'd be better if Babysitter got DS's anti-tunnelling condition: The Babysitter effect is extended from 8 to 30 seconds, but is cancelled out when the unhooked progresses the survivors' game.

    Nurse's Calling is absolute BS even for the Killer side. It needs some sort of counterplay to it.

    It really isn't, it's one of the less offensive intel perks, honestly. And if you want counterplay to it, ironically, you can take Spine Chill to immediately alert you to the killer having it and acting on it.

    As for how the game can force it, simple. Decisive Strike acts like Prove Thyself. It simply won't work if multiple players try to run it.

    That's terrible! So I can load in with a perk that, just because someone else also brought it, does NOTHING? So this perk is going to be unbelievably annoying to both the killers AND the survivors?

    What follows is a five-step plan to figure out exactly how these perks are supposed to function that is going to take a lot of work to actually get through, far more than any perk has the right to task players with. Something about juggling obsessions? This is downright convoluted in an effort to fix a problem created by this very rework, when currently, neither Soul Guard nor Decisive Strike are problems anymore.

    No, screw that Perk and its absolute horse dung of a hitbox.

    If it didn't have that big of a hitbox it'd be even more unreliable than it currently already is. It's immensely difficult to use, which is why it deserves to retain its output.

    It's its combination with other perks that makes it awful to play against, especially for some Killers who don't have extra mobility or good ranged attacks. Hope alone against endgame Trickster means he only runs 3% faster than you (not accounting for any speed boost perk like NOED or PWYF.

    No one runs Hope because it is a terrible perk, and the only perks it could possibly be paired up with to build on this synergy you're talking about are Breakout (Even more conditional and really not an obstruction to the killer because it only activates when you have entirely different priorities. Or should have, anyway.) and Blood Pact, another extremely conditional perk.

    If a survivor dumps two perk slots into hoping they can heal the obsession in the EGC and make a break for it, good for them. Also keep in mind that they counter-synergise unless both targets are running Hope.

    It is okay for two perks combined to have a non-negligible effect.

    Also, Trickster struggling to catch up to someone is a Trickster problem, not a Hope problem.

    Prove Thyself can only be used by one person

    Not at the moment, multiple people can bring it, even though its effects don't stack. But then we're running into the same issue here, which is 'How does the game determine whose Prove Thyself actually does something'?

    And a 10% gen progress burst on a great skill check is still VERY excessive. To put that figure into context: There's a bug with Stake Out that causes ALL great skill checks to get an additional 1% of progress and the devs are hesitant to leave it in as a buff to the perk because it might push gen speeds too much. 10% is practically nuclear.

    Counterbalancing it by making skill checks nigh impossible to hit is just going to make the perk feel bad for the majority of players and will just end up creating more of a balancing issue, since top tier players will be able to finish gens much, MUCH faster than lower tier players, so where does that leave killer balance? Can't buff due to the low ranks, can't nerf due to high ranks.

    So when I mean "it will no longer activate", I mean that if you try to run Decisive Strike and Unbreakable, you cannot use Unbreakable. You cannot use two clutch perks like this. That's my stance.

    Again, it's a problem that your rework of DS creates.

    It's just sign up under this, while adding something from myself if you don't mind.

    @Vulgun

    It's a rework that's also a nerf. The reason I want it to be changed like this is to prevent abuse from using it for the entire match. 4 minutes is both long and short, but it's a fair number of time that I would give to it simply because I would find it more fair.

    What abuse? You can use it twice, for 80 seconds after an unhook. How do you abuse that?

    I want Totems to have a reasonable base amount of cleansing required to take them down, not a simple 14 second (or significantly less) cleansing that would make it nigh-on impossible to keep them after the first 30 seconds of a matchh.

    If need be, I can add that Totems can be cleansed by two people at the same time for a 25% boost in cleansing speeds. Plus, Counterforce itself would also work in handy here since you can run it to make it 75% or even 125%, which is admittedly both lower or higher than current; it's a change that would give the perk some use alongside its change.

    ... (Your version of) Counterforce every game IF hex perks become "overpowered" by this change. As I said in my post, you want to replace currect 4-5 meta perks with other 4-5 perks. You want for Counterforce to be run every game. It wouldn't be optional.

    3 minutes of cooldown is pretty huge compared to its original 0 seconds of cooldown.

    You're not going to get this often, but when you do, it'll feel a little more rewarding and earned

    .Also because it sucks right now.

    I'm a Killer main asking for a Mettle of Man buff.

    And im a survivor main wondering why do you think giving it a cooldown would change anything? Because (from what I understand) you Mettle of Man a hit, then it goes on cooldown. Most of the time, when it released, you only needed that one hit anyways.

  • @Purgatorian said:

    I don't know why tier 3 can't break the pallet and hit the survivor. At the moment tier 3 is almost useless since the tentacle hitbox is so small a slight dodge either side makes it miss.

    Giving it a pierce effect (overall) would be interesting.

  • I'm gonna start with this: Yes, please go make your own game, cause most if not all of these ideas are just straight up awful.

    Bloodpoint Gains

    That's cool. Neat, small change that would (if you escape) guarantee almost 8k points. Would slightly fix survivor points problem.

    Generator Repair

    And we immediately fall on our faces. Survivors don't want to spend even longer on gens. But (and that's a big but) you "reworked" Prove Thyself to out-value this 40s increase. So basically EVERYONE would run Prove Thyself. I'm gonna continue this on the perk itself.

    Totem Cleansing

    Do you want survivors not to do totems? Or do you just want games to last longer? Or do you want Counterforce to be run in every game? I think you legit want to change the meta from 4-5 same perks to... 4-5 diffrent perks. (and as Clarity above me mentioned, Undying exists)

    Healing

    Neat.

    Hatch Escape

    Do you mean after 20 seconds of it being closed or it can be open in 20 seconds (like the total time)? If so, why?

    Items

    Keys and Maps

    Oh that's why. Still, it doesn't make much sense to me? Could you explain why?

    Wooden Planks and Iron Pipes

    And this also needs a little bit explaining - when you activate the item, does it have a charge time? Do you become immune to damage and "reflect" the attack back at the killer? How long does the killer have to wait to not get recoiled?

    Dodge Roll

    Does it function the same as Dead Hard or (again) are you immune for a period of time?

    Perks

    Retired Perks

    "either due to their ineffectiveness or being filler" "Balanced Landing, Spine Chill, Resilience, Rookie Spirit"

    You're joking right? ALSO you can't just delete perks and not replace them WITHOUT mentioning anything about teachable system. (also funny how for example Stake Out isn't here)

    Adrenaline

    Ye.

    Any Means Necessary

    Isn't really needed, but could be added.

    Babysitter

    I'm against giving the unhooker Borrowed Time, but the amount of time is so low that it wouldn't matter. (also for how long are you broken)

    Bite the Bullet

    And I just disagree, because while yes, this perk needs a buff imo, it needs a diffrent one. It also working when you're the one being healed would be great.

    Borrowed Time

    Ok.

    Breakout

    Um... okay?

    Counterforce

    This at the same time is a nerf and a buff. Depends on how many totems per game the person who runs this actually does. So I'll refuse to speak more about this until I run it more.

    Decisive Strike

    1. Hell no
    2. How would the game force the survivors to only run one decisive?

    Deliverance

    So what is the 2nd hook stage then? Just you chillin?

    Distortion

    Idk if it being a team perk is a good buff but it's interesting.

    Flashbang

    "Flashbangs that are within a 4 meter radius of the Killer will now stun them out of any actions they are performing, including pallet breaking and hooking. This is on a cooldown of 120 seconds to prevent abuse."

    I disagree. +the cd doesn't make sense.

    Flip-Flop

    (This isn't a rework if you change numbers). But again, I would say 75% but remove the cd.

    Head On

    You're legit trolling at this point.

    Hope

    Why are we nerfing meh perks at best?

    Left Behind

    I like it, it's like a mix of old Left Behind with the new one... however that doesn't mean it's good. Repair and cleansing is useless at that point.

    Mettle of Man

    NO

    Off the Record

    So let's talk about this for a second - you classify this as a nerf but it's clearly a rework. But then a question, if you want it nerfed... why?

    Prove Thyself

    And we're back to generator repairs problem! EVERYONE and I mean EVERYONE will use this. You keep the added bonus of working together AND 10% for great skillchecks AND it basically stacks (if everyone uses their own Prove Thyself).

    Smash Hit

    Holy crap this is overpowered. One stun and you basically end the chase. 5 seconds of a stun AND 4 seconds a sprintburts. This is only a problem on safe pallets but then again you can drop these early.

    Soul Guard

    Again, how would the game force it. 2nd while this is interesting (and doesn't make sense on Undying) I doubt this can be programmed into the game for it work.

    Sprint Burst

    Okay, this is a change because Dead Hard became base kit. Fair enough.

    Unbreakable

    Removing the DS+Unbreakable, understandable. However what do you mean "It will no longer activate". Why? That just seems so out of place for no reason.

    We're Gonna Live Forever

    ... Any other ways to get tokens? No...?

  • @Dino7281 said:

    That is survivor sided so much..

    Kindred for everyone. Yeah, that's hard no. That would be even stronger than DS. Trap and stealth killers would get nerfed by this so much. It would be so broken with Open-handed.

    DS for everyone is not good idea. You will just promote massive slugging festival, because when you know about it, noone will ever pick that survivor.

    Short BT wouldn't be that bad. STBFL approves.

    Corrupt Intervention, so survivors would get 3 perks for game against one perk that is valid only in competitive dbd, gets disabled and sometimes doesn't even work, because survivors just spawn next to open gen... If you want gen slow down, Pop is way better for it. It would also guided killers to go away from hook and protect gens, so less camping.

    Overcharge? You really couldn't find more useless perk, could you? Yes, you could, but Overcharge is still really bad perk. If you would want another free perk that would work for all killers, then maybe nerfed version of Bitter Murmur or Whispers.

    Anyway, only perks that are worth to consider are nerfed BT for survivors and nerfed Pop for killers. Any more would become more problem that help.

    I have three questions.

    How would basekit Kindred destroy trap and/or stealth killers exactly?

    Yeah short BT wouldn't be bad... for killers you're right. 5 seconds is basically nothing (if they're trully camping and tunnelling) to just wait it out. So why are you okay with this?

    Corrupt Intervention is a good perk. I don't get why you're bashing it? But yes, technically Pop would be better.

  • @jeremycarinio said:

    yeah, thats what i said. no need for buffs, but need to rework.

    You suggested buffs, not a rework. A rework is when a power changes drastically (like Freddy). A buff is when something gets added on existing power (like your suggestion)

    And no, he doesn't need either.

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2314523#Comment_2314523

    You guys don’t play enough if you don’t struggle free regularly in solo q

    Dude, I have been playing for atleast 7+ matches a day this week. That's basically 49 matches. And you're saying you escape every single time?

  • Who are you playing against and why are they bots?

  • @pwnall1337 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2314114#Comment_2314114

    are you really asking a question that was answered in my original post?

    "Next I started getting troll team mates that sand bagged me"

    How many games did that happen? Why would you still decide to dc to lower ranks? How many games did you actually dc and ruin other people experience? Why is this a rank reset post when it's a matchmaking post (with an add-on of dcing)?

  • Why did you D/C your way to rank 12 anyways?

  • Detective's, Small Game, Counterforce.

    You only need one of these perks. Or even only have a map. Boom you counterplay NOED AND basically every other hex perk.

  • So basically... you want another p3 cosmetics that is legacy.

  • They could add the heart from Mobile. It's not the perfect fix but could help.

    @Nyx32 said:

    The issue is, people would abuse this to make it easier to find players in a game that relies pretty heavily on sound; people abused the same thing in Fortnite as it had a deaf setting that made it able to hear footsteps' direction significantly further away.

    Didn't they later removed the ability to combine the two?

  • What I would like instead, is the ability to either mix and match cosmetics in the store (to see if I would like the combinations) and/or the ability to refund cosmetics until you get into a real match with them (to again mix and match). But the store's been out for like ... 2-3 years and that still didn't happen soooo yeah :(

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/261129/level-3-prestige-suggestion

    Why is it needed to encourage prestige? Prestige only if you need the bloody skin. If you don't need it then don't prestige.

    Your suggestion makes the prestige the META, and will force everyone to do prestige, which increases the grind even more.

    So I don't like your suggestion.

    Giving more encourgament for prestiging also isn't a bad idea. Because, if they only reward is the bloody skin, then something's wrong.

    That worked in the past because there wasn't a shop nor a lot of cosmetics to choose from (there was the Suitcase dlc, hat dlc and the gore dlc and events. That's it).

    Bloody cosmetics are outdated at this point for most characters (bloody cosmetic is still a nice addition to characters that don't have many skins tho, although they probably have linked sets so you can't even mix and match most of it)

  • @FregglesFred said:

    Change Steve. Dude has the worst one in the game.

    Let's be honest though, BHVR never changes anything like this though lol.

    That's not that true.

    They did change Kate's scream when she was being released.

  • After level 50, you get 4 perks, in which the entity can take 2 IF you're fast enough to take the other one.

  • @lr01 said:

    i never said they were oeverpowered, What i said was there need to be limits on how many there can be in a game. AT THE SAME TIME.... see you werent listening.

    Alright, completely ignore rest of my post because I said they were overpowered instead of posiblity of being used by everyone.

    Anyways, if you think a perk needs to be limited so that only max 1 survivor can use it, then you mean the perk is overpowered if too many people use it, no? Also you didn't answer this arguement towards limitting the perk.

    Do you propose that when a solo player gets matched into a game where someone else has flashbang equipped they just get told to swap? But then how does the game determine who has to swap?

    And also, my own question, why do you feel like it's overpowered if 4 survivors run it? Because you never really explained that, you only said "just ran into a whole team of people who with every grab threw a FB, causing me to drop a survivor, never managed to hook anyone...." Then you added the part about bodyblocking later in the post. You didn't once said you tried adapting if it happenned EVERY TIME you tried picking up a survivor by, for example, looking for potential survivors trying to FB you.

    And ANY arguement that was trying to be constructive, you dismiss saying how all the ranks 1 were only saying you "need to git gud". Shouldn't you want to hear what they're saying?

  • @lr01 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2307764#Comment_2307764

    Your telling me to get over it. how's that helping? Here let me help you.... it's not. Kate has it all wrong. ya'll need to learn how to people better than you currently are.

    We gave you advice on how to work around flashbangs. You completely ignored it being stuck in "they're overpowered".

    But your true problem lies in SWF, not flashbangs. Or you just don't want to adapt. It's either of those two at this point.

    I'll repeat the advice again: If you're picking up a survivor, you can "bait" pick up and then look around if someone is near. If you hear the flashbang noise (it's like a sss) look up. If you're looking up you can't be blinded. if there are survivors body blocking AND using flashbangs at the same time, hit them WHILE looking up.

  • @Professor_Fizz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2308518#Comment_2308518

    A cool down would be a good idea, but it couldn't be too long or the perk ends up in the same position it's at now. 30 seconds, as well as a time limit in how long overcharge lasts on a gen, which could also be 30 seconds, would be a fair balance I think. It could force survivors to move to other gens.

    We technically do have that. Dragon's Grip. Just instead of regression you give exposed.

    Not saying that's a good perk, your Overcharge would clearly be stronger than current Dragon's Grip.

  • @lr01 said:

    somehow i knew the level 1 payers would come in here and tell me to get gud, you know what? get bent... its a real problem. you disagree then disagree dont attack play style because you dont know how to use your words....

    Im sorry that we are trying to help...?

  • Flashbang is not a problem here. It's a SWF bully squad that you went against that is the problem.

  • @lr01 said:

    mixed with flashbang/flashlight/discord....

    makes the game unfun, then lets throw in broken matchmaking.....

    So yeah, this is basically an anti-swf post.

  • Yes I did. There can be one person, or three. It doesn't matter for a flashbang save. This isn't a flashbang problem. What you're describing is SWF bodyblocking problem.

  • @TragicSolitude said:

    Naughty bear cosmetics would be great.

    I would also like to see the crowns get their own cosmetic slot, that way they can go on any head and not be limited to the default head.

    We wanted this for previous year crowns. It's been a year so I seriously doubt it.

  • I love Blood Lodge. Recently, there was a totem that spawned on the hill. Wasn't blocked by anything it just... was there. Imagine if it was a hex.

  • @lr01 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2305862#Comment_2305862

    you're not reading the whole post or you are not understadnign what i am saying, A WHOLE FREAKING TEAM of survivors with flashbangs, I couldnt move... all i'm saying is if 1 survivor has it it shouldnt be an option for the rest of the team. seriously....same thing with flashlights...add that with them all communicating via discord.... well, you just can't win.

    Look. Up. Or... bait people into going for a flashbang save and hit them if they're doing it every single time you pick up.

  • @DoomedMind said:

    That wouldn't change anything. They have to change the range of the effect. 32 meters could be just broken, so 24 or 28 meters can be a solution. It is a hex, so it has to be strong.

    I mean, 20-24 meters WITH dropped pallets would make it strong-ish.

  • @STARS_truck said:

    I don't actually think Distortion needs changed. It's a great newcomer perk where they can, for a time, avoid the immediate attention of the killer and get used to the game mechanics. That's certainly how I used it when I first started playing.

    Wow, this is a first. Someone who doesn't want it buffed.

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/260413/is-this-a-cool-idea-or-not

    Noed is a badly designed Perk, making it basekit would be terrible and every decent Player would agree on that. Hiding The "Blob" you mean? Wouldn't probably do much since Survivors will eventually find them since they are easily visible from a far.

    Then you have a dumbass like me who ignores the "blob" and is like: "Where are the exits, WHERE ARE THE EXITS!"

    To be fair, looking at exit gates bubbles AND being chased at the same time can be quite tricky.

  • Especially, after they "removed" breaking sets.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2302094#Comment_2302094

    The cosmetic bug may have been a much easier bug to fix. It is to preserve the identity of the licensed characters. It does make sense.

    Jill can wear Claire's outfit in Resistance, why can't she wear it here?

    If Leon's RE4 outfit wanted to preserve the identity of licensed characters, shouldn't Leon be older in that skin?

  • @SwampDaddy said:

    From a killer perspective, Decisive Strike is very valuable to a survivor. However, due to body blocking and the speed boost while the killer is stunned, it's pretty much a 100% guaranteed win for the survivor.

    Personally, I find it to be kind of a cheating little move that the survivor gets to use as a get-out-of-jail-free card despite being so bad they couldn't stay alive.

    The killer should get some sort of perk or ability that allows him to counter Decisive Strike or even nullify it. Hell, a fair balance to Decisive Strike would be NOT giving the survivor a speed boost to run away. The killer is already stunned. The survivor gets to flee at an increased running rate also? It's not fair in my opinion.

    This is another thing that needs to be reworked to create an even playing field for Survivors and Killers.

    Speedboost? What speedboost? You mean exhaustion perks?

  • @CrowVortex said:

    I don't see the point in getting prestige myself tbh, just the base outfit with some blood on it. Big whoop.

    Eh, it can be neat for licensed characters, if you don't want to spend money on slightly overpriced cosmetics.

  • @whammigobambam said:

    Perks should not have tiers. Any grumpy old players would be fine with devotion finally giving like a boost to bp gain or something of that fashion.

    How come Devotion is STILL useless...

  • So now we need a bugfix... for a bugfix. Amazing.

  • @WiiFitTrainer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2299736#Comment_2299736

    Yup. There's a 50/50 chance survivors just straight up not give a damn and run through gas clouds and aren't slowed. It's suspected hinderance is bugged.

    Oh so THAT what was happenning when I was playing today.

    I was screaming and all but my screen wasn't getting fuzzy nor I was slowed down sometimes.

    1. Every killer power awards Deviousness for using their power.
    2. "The first one to have a unique bloodpoint event." can you elaborate?
    3. If they only changed the category, shouldn't he still gain over 32k then?
  • @Warcrafter4 said:

    My main issue with blast mine is how mindless it is as there is no penalty for failing to get the killer to trigger the trap.

    You DON'T need to redo the activation requirements if an activation fails to stun the killer meaning it only has effectively a 3 second down time where a generator isn't trapped.

    Have that across 4 survivors and you can imagine the results when ALL remaining generators are trapped or the last one getting trapped 4 times.

    Also its actually fairly easy for it to time out Pop preventing it from activating unless the generator that needs to be kicked is right next to the hook.

    Also for as much as people are trying to underplay 5 seconds effective stun, that's the stun duration as FREAKING DECISIVE STRIKE!

    The diffrence between DS and Mine is that, unless you're trying to break a gen during a chase, it won't save the survivor.

  • As in ranking points? Or bloodpoints?

  • @KidDope25 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2287946#Comment_2287946

    How? The Antidote for Clown gives a speed increase, not a speed decrease... I don't think you read my post properly lul

    As in.... it would most likely not be used that much even if it was added. Kinda like the Antidote.

    It would depend on how visible they are and how fast can you disarm them tbh. (also if it affects the trapper, cause if it wouldn't then it would most likely overshadow bear traps)

  • @QwQw said:

    I really want a Jack Baker skin for Trapper, a Karl Heisenberg skin for Doctor or Trickster, and an Ethan Winters skin for Leon.

    Having classic Nemesis, Mr. X, and Birkin would also be really cool.

    I also would want an Ethan skin, only because I want to see this in an actual game

    obraz.png


  • @Nightlights said:

    https://forum.deadbydaylight.com/en/discussion/comment/2281350#Comment_2281350

    Thats a good idea.

    But having Deliverance and D-Strike and not being able to use it because your mates left, is annoying.

    *Welcome to the slug town, BOY*

    But on the upside, try using it ealier? Having Delivarence slightly removes the killer's pressure.

  • Recommend spamming the M1 if going for a grab.

  • They seem fine to me?

    Could you show some sort of example for me, pretty please?

  • The situation of being over the top is similiar with how old Pig's daily worked (4 deaths via traps).

    Kinda suprising they did the same thing again after that amount of time.

  • @PatWesker said:

    https://forum.deadbydaylight.com/en/discussion/259486/roughly-how-many-blood-points-does-it-cost-to-get-from-level-20-40

    Roughly.... in general from 20 to 40 i need twice my 1 000 000 BP. But this is an estimate, depending on if you buy a perk right away or if you wait for the entity to appear.

    On average it should cost around 30-40k per bloodweb. So just multiply that by 20 and boom! around 800k bloodpoints.

1 … 19 20 21 22 23 … 136