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Mister_xD

Mister_xD

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Mister_xD
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  • currently im wondering if any map that isnt Hawkins or Mothers Dwelling has been disabled or something - i literally only get those two when playing Killer lately ._.

  • *looks at his level 20 nemesis*

    well... its complicated...

  • they were designed to be a jumpscare.

    honestly, thats an incredibly outdated design IMO.

  • Nurse is one of these Killers where a nerf wont do.

    we either keep her as is and live with her being ridiculously OP, or we completely rework her.

  • personally i'm not using them because i dont have any.

    im currently trying to collect all the crowns, so im forced to play a lot of my level one Survivors.

    in addition to that, i havent put points into Survivor ever since the Hallowed Blight event, mainly because i already have all that i need in terms of Perks, i dont play Survivor a whole lot and i am kind of busy maxing out all my killers rn.

  • essentially, this Perk allows the Hex Perk of your choosing to negate the entire downside of being cleansed once.

    think about it, Hex Perks are extremely strong, but come with the risk of getting destroyed at any point in time. That makes them inconsistent, which means they arent usually arent going to shake up the meta due to that.

    Undying however can negate this downside once, allowing the other Perk to stay active for longer, therefore allowing you to get much more use out of it.

    It is a very good Perk, but only in combination with a strong second Hex Perk.

    it no longer is as insanely broken & OP as it used to be, but the nerf it got was a very reasonable one and kept it a very good Perk even after.

  • as a good Slinger myself, let me share a few things that i very much struggle with when playing as him:

    1) Survivors using LoS blockers to their advantage when looping. this refers to people who i found around jungle gyms etc, where i only have windows to shoot through. said windows do give me a chance to beat the loop without just walking after tham as a 4.4 m/s Killer, but if the Survivor is aware of the windows location and waits around the corner to see whether im gonna try and aim through it or not, those people can be a real pain to chase.

    Additionally to this, people who drop pallets quickly and keep their distance make it very hard for me to actually land good shots on then and then reel them in. Pallets are very safe against this Killer, as he cant hit you over them like he can with windows (be careful though, there are a lot of pallets he can also reel you around and hit before you get to the other side). you shouldnt get greedy with your pallet loops, as essentially all i need is having a LoS on you for a few seconds to shoot and reel you in.

    2) Survivors out in the open. Caleb is a very precise Killer, so shooting people out in the open is usually a much harder task than shooting them in tight spaces. When i play Caleb, i always try to wait with my shots until the Survivor is in a location where its harder for them to dodge my shot. especially long range shots are very much dodgeable by Survivors, short range however hardly is (you'd have to correctly predict my shot and then dodge it beforehand - which ive had happen against me ngl).

    in general, most Calebs will shoot you in pallets, windows or doorways. if you have a Caleb behind you and you see a doorway, the Deathslinger player is probaply already preaiming said doorway - fake going in there, then turn away from it last second and watch their spear hit the door.

    3) stealthy Survivors. this one is pretty self explanatory, i cant shoot what i cant see.

    4) efficient teams. he struggles a lot with map pressure, so gens will fly by. he has nothing to deal with genrushers (as much as i hate it) and people who are just generally good at their gen game.

    if you decide to genrush, do be aware of his ambush game though. He is still very good at that, so i'd advise against it - heal up somewhere and then go to the gens.


    in general: be careful of your positioning, especially when healing. dont just sit out in the open, that gets you ambushed very quickly.

  • ive had a few ideas.

    the first one i called "The chemist" or "The biologist" or something like that - essentially, it was a Doctor on crack. similar infection mechanic, but instead of having the killer walk around and apply it to close by people, i wanted the Killer to place down some sort of bug nests that would passively infect anyone that was interacting with things close to them.

    in addition to that i kind of wanted the Killer to be able to grab close by Survivors to drug them and instantly tier up their infection.

    what would infection do?

    1) a thick fog would appear and block their FoV on longer distances (higher infection = smaller FoV)

    2) on higher infection levels, hallucinations of the Killer would be wandering through the fog (aswell as a distant heartbeat being heard)

    3) infected Survivors would (obviously) be caughing

    4) at the highest infection level, the illusions would leave the fog and go towards the survivor, then disappear once they get too close (the heartbeats too becomes more intense the closer they get)

    5) in order to get rid of their infection, Survivors would have to collect a Vaccine. This would always be in the basement and there would only be one available, but it recharges over time.


    the second one was a firefighter. now that i think about it, he is a little similar to the Clown and Plague. basically, he would be throwing molotov cocktails that would ignite an area around them.

    survivors touching the flames would also become ignited. you can get rid of ignition by extinguishing yourself, which takes some time to do. if you stay ignited, any object you interact with too will become ignited for a certain time periode (similar to plagues sickness).

    what would ignition do?

    ive had two ideas for that:

    1) when you interact with a pallet or window while ignited, they too become ignited.

    a healthy Survivor interacting with them for said ignition time would become ignited themselves, an ignited one would be taking damage.

    to make it more fair, ignition could work like this: 1st vault ignites the object, 2nd vault injures, 3rd vault deep wounds, 4th vault downs

    2) ignited windows will be blocked by a fire wall for any ignited Survivor that tries to jump through (like the entity blockers would) and ignited pallets would burn to ashes when an ignited Survivor jumps over them.

    any healthy Survivor interacting with them would ignite them.

    but thats not yet it for this Killer!

    the molotov cocktails he'd be throwing would additionally create a thick, black smoke cloud that covers anything behind it. the Killer would be able to see through it no problem, Survivors on the other hand can not.

    the size of said cloud would be as large as the burning area and would last for as long as the flames are on the ground aswell.


    and last but certainly not least, we got a policeman.

    This would be a trap based killer. He would get a certain amount of traps he could place around the map (replentish like Hags traps uppon activation, but cant go over the limit). those traps would be tripwires that allow him to select two close by surfaces to apply the trap inbetween. any Survivor walking, crouching or running through there would trigger the trap.

    However, Survivors would also be able to disarm them, should they spot one (similar to Bear Traps).

    disarming it will trigger a skillcheck though, missing it will too trigger the trap.

    but what do the traps do exactly?

    basically, i want the Killer to place two flashbang grenades on either side of the wall, meaning anyone triggering the tripwire would also trigger both grenades to blind them & close by Survivors.

    i dont really want it to be able to blind the Killer, but i havent gotten a smart idea on how to do that just yet.

    maybe give him a visor on his helmet that the player could toggle to make it impossible for him to get blinded? but that'd need to come with a downside aswell, so you dont just run around with the visor down all game.

    also, unlike Trapper, this killer cant trigger his own traps.

    i mean, he knows exactly where they are, so all he has to do while walking is to just step over the tripwire.


    dunno, maybe some of these ideas are good enough to make it someday?

    or at least parts of them.

  • i got a couple of cosmetics that i think look pretty cool

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2336207#Comment_2336207

    Denial is a strong word. There is some bias involved, as I've mained this killer for a long time, but I merely speak the truth here.

    I don't know exactly how your experience has anything to do with this discussion. Yes, you've played him in the past. Yes, I've played him in the past. This changes what, exactly? Nothing.

    First of all, I never said you had to drop what you were doing to go after another survivor, I said you could. And that information can prove itself useful regardless of your actions. If you are doing nothing or if you had just finished a chase, you now have the precise location of another survivor. And even if you are doing something which you can't drop right now, it is useful to know where they are because you will have to search for them eventually. And people could not hide against Freddy, because his power locked on through walls.

    And you are wrong on this one, the Transition would almost always result on a free hit. A survivor counting to seven and dropping a pallet? You could easily make them drop it in the wrong side. Same with a vault, because they simply did not know exactly where you were. One of the greatest skills as Freddy was to move in an unpredictable manner during the Transition.

    Even if RNG wasn't in your side, the survivors would get 7 seconds or less and then they would go down because the hit was almost always free. If I had a time machine, I could prove that to you, because I refuse to believe that you never got a free hit after the Transition. I refuse to believe.

    Like I said, there was indeed a bit of RNG involved, but not as much as you think.

    And then we get the good ole' RPB which could reduce your TR to 8 meters. Yes, it reduced your movement speed, and that is why I always used PWYF with it. We are on Mirror Myers territory here, but that is the point. This build was even stronger than Mirror Myers. A Freddy was the second killer to get a pip against the infamous Depip Squad thanks to it. Of course, this is merely 1 of many builds you could do. But the same goes for every killer in the game, so there is that.

    I can almost say the same: You can try to spin it whatever way you like it, Freddy was stronger than perceived to be and was only in need of a few buffs and QoL changes, never a full rework.

    Also, how can you claim that no one came for his defense when you are literally talking with someone who did? I never wanted a full rework, and I always knew what he truly needed. Actually, the reason I joined the Forums in the first place was to see if there was a way to bring him back, and I joined roughly a month after his rework.

    Also, most people just wanted him to be buffed instead of changed entirely. Sadly, I remember that awful day when he got reworked. Do you know what was the first post-game chat I got?

    "This new power is boring af".

    Now, It is clear to me that we will have to agree to disagree. I will not convince you that Old Freddy was better, and you won't convince me that New Freddy is better. With that being said, I would like to present to you an alternative solution:

    Bring Old Freddy back, as a "toggle" option. You can still play your new and boring killer, while I get to play the old and unique killer.

    A perfect solution, I might add.

    i agree that this is a very pointless discussion.

    but they will not just revert the rework.

    old Freddy had a problematic power for more than just a few reasons (i stated them in previous comments) and got reworked because of those.

    even if i give you the benefit of the doubt and say "okay, Freddy was secretly one of the better killers, just no one ever managed to figure out how to play him well", he would still have had that rework comming. Its essentially the same as with Hex: Ruin or Small Game - a problematic design that ultimately forced a rework uppon the Perk.

    Old Freddy is not comming back. thats the reality you will have to accept and live with.

  • ugh

    can we please stop pretending that, just because you had some annoying games, everyone who plays killer was actively trying to sabotage and ruin the event?


    stuff like this just needlessly fuels the "Us VS Them" mentality so many here already have

  • honestly, i feel like Corrupt has to be the single most overrated killer Perk in the entire game.

    i only use it on Trapper, everyone else i dont really see a point in bringing it.

  • there is nothing bad about the event.

    but there is also nothing great about it either.


    so neither of your two options work.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2335193#Comment_2335193

    First of all, his power was his biggest strength.

    A Self-Care mi-chase could easily backfire, as it would only buy the survivor an extra 7 seconds or less, and after that they would go down, regardless of where they were. As long as you knew what you were doing, the Transition would always result in a free hit. While it might have been annoying, it definitely was not the end of the world.

    And if a survivor was asleep while doing nothing, it was perfect for you. You would know precisely where they were and either 2 things could happen: the survivor would wake up, allowing you to go there and put them to sleep again if you wanted to. Or they would stay in the Dream World, suffering from its massive slowdown and therefore unable to help their team. Yes, he was in need of some sort of mobility, like modern-day Dream Projection, but it is just plain wrong to say that he had nothing going for him.

    I never had any problems with the slowdown myself, but fun is very subjective. I can't argue with that.

    Comparing that to Trickster:

    First of all, Trickster is a 4.4 m/s killer which makes it hard, yet no impossible, to get an easy M1 hit. Besides, a survivor can reach to safety and actually make proper use of pallets because Trickster is visible at all times. Freddy's Transition would almost always result in a free hit, as long as you knew how to mindgame properly.

    Trickster does have an anti-loop ability...which can be denied by a mere wall. He is a chase-oriented killer which can fail in the one thing that he is supposed to be good at. Freddy didn't have a chase power, simply because you were not supposed to chase people often. He had other strengths, especially his on-release version, made to compensate for that.

    This is actually the one thing in which Trickster beats Freddy. Being unable to interrupt survivors during the Transition was extremely unfair. However, the modern-day Incapacitated status effect could easily fix that.

    Freddy actually had a type of stealth, which was his invisibility to awake survivors. Besides, his lullaby being non-directional also helped him on this aspect. And his TR was only 24 meters, and with add-ons and perks it could be reduced to 0.

    His power was also not as RNG based as you think: pulling a survivor into the Dream World without hitting them, which was also a possible strategy, left room for only 2 wake up methods. The first one was missing a generator skill check, which helped with the slowdown and revealed their exact location to you. The other one was waking up with the help of a teammate, which could potentially reveal the location of 2 survivors if you managed to spot it. Waking up while getting hooked was only fair, while Adrenaline was extremely situational.

    Old Freddy had a bit of RNG, but unlike Pig's traps it would almost always work in your favor. Not to mention that he had add-ons to influence it.

    In conclusion:

    Freddy had his fair share of weaknesses, and was in need of one or two buffs. But he was never the weakest killer in the game. Even Otz said it.

    The Dream World mechanic made him much stronger than many killers, including a few who were released after him.

    He never required a full rework. What happened to him was unfair to the people who liked him, and he must return.

    yeah im pretty sure you're just in denial over him at this point.

    i played that Killer a lot back in the day. I played him with and without Add Ons and i played him all the way from the old rank resets rank 10 back to rank 1 - i have seen what this Killer could and could not do and i acknowledged his weakness while doing so.

    You are so focussed on his slow down and aura reveal, that you entirely miss another point:

    yes, Freddys games took longer due to the missed skillchecks / slowdown. Yes he could easily deduce the exact whereabouts of pretty much any survivor.

    But none of that helps you, when you have nothing else going for you.

    You are right, THEORETICALLY Freddy could just immediately go to wherever a skillcheck was missed and put the Survivors back to sleep - but that isnt a realistic scenario. you are basically telling me that you just had to drop whatever you were doing to go and put some people back to sleep any time they got a skillcheck (back at RNG reliance)? thats just gonna be me running around the map putting them to sleep - no chases and therefore also no hooks, therefore no map pressure and therefore that entire game slowdown was pointless due to them getting their objective done much quicker than Freddy gets his done.

    and no, putting someone to sleep absolutely did not result in an immediate and undodgeable hit. literally all the Survivor has to do here is count to seven and vault a window / drop a pallet - and all of a sudden they are asleep, healthy and have a huge headstart on you in an area of their choosing. thats like saying "Spirits should just use their passive phase to walk around corners so the Survivors have no reaction time!" as the Killer you had absolutely no controll over when they saw you and when not. There was no clue for you that you were invisible to them one second, but visible the other - you literally just had to take a guess. that is not mindgaming, that is called "luck".

    but you're right, seven seconds of literal invulnerability mid chase is absolutely fine and nothing to worry about as a killer, especially when said seven seconds could literally be triggered after every pallet drop / window vault, if RNG said so.

    and i wont even bother with a debate on whether a power that can be entirely negated by a skillcheck was reliant on RNG or not. the answer should be very obvious.

    also, while that very low TR might have been possible, you forgot to mention those things about it:

    1) that was tied to an Ultra Rare Add On

    2) said Add On actively reduced his movementspeed

    essentially we're on Mirror Myers territory here. Freddy was slightly faster, therefore it didnt work on awake survivors and he also had to spend 5 seconds looking at them before being able to attack.


    you can try to spin it whatever way you like, Freddy was a horribly weak Killer and in desperate need of that rework.

    funnily enough, back in the day when old Freddy actually was still around and everyone could play him, everyone asked for a rework - and now that he is gone, all of a sudden you see a lot of people claim what a "good and fun Killer" he actually was and that they "want the rework reversed".

    if he was that great of a Killer and so many people knew that and loved him for it, then how come no one came to his defense back then?

    probaply because back then you had easy proof of how bad he was, all you had to do was to play him. Now that is no longer possible and a lot of people get nostalgic over him, forgetting all the ######### they had to go through with him back in the day and only remembering the good times.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2334902#Comment_2334902

    A thousand times wrong, my times. Old Freddy is WAY better than this poor excuse of a killer that we call "The Trickster".

    Heck, Old Freddy wasn't even low tier to begin with.

    https://forum.deadbydaylight.com/en/discussion/comment/2334936#Comment_2334936

    Precisely. Something that modern-day Incapacitated status effect could easily fix.

    my man, old Freddy literally had a power that was actively working against him.

    but thats by far not all!

    his power was 100% RNG reliant aswell! Survivors with Self Care could literally just wake up mid loop and then safely go to whereever they needed to while you had to stand there and watch them do so.

    in addition to that, even when someone was asleep and not currently doing literally anything that might wake them up, Freddy still had nothing going for him! he had absolutely no chase ability (he was the only Killer whose power actively hindered him in chases) and he had nothing to apply map pressure with aswell.

    and to top it all off, his 50% action speed decrease on Survivors was easily one of the most boring powers to deal with in the entire game.


    lets compare that to Trickster, shall we?

    first off all: Trickster can normally M1 someone. thats already better than old Freddy!

    Trickster also has an anti loop ability - once again, easily beats Freddy here.

    his map pressure is pretty weak, but hey - at least he can actually interrupt surivors doing stuff in front of him and doesnt have to sit there for 7 seconds (to visualize, thats almost 10% of a generator) before he can do anything - in fact, he can throw knifes from a distance to interrupt stuff early. he easily beats old Freddy here once again.

    Stealth for Trickster isnt an option - but the exact same applies to Freddy anyway, so no one gets a point here.

    the only thing Freddy might have the upper hand in was gameslowdown. However, that was entirely reliant on RNG. all it took to get rid of it entirely was: a missed skillcheck by you OR another Survivor while either healing you or repairing a gen with you, you being hooked, you getting Adrenaline or you just meeting any awake Survivor who could easily wake you up. if you were lucky and everyone stayed asleep for extended periodes of time, Freddy wins. if you dont and they wake up immediately, Trickster has a better slowdown thanks to his basic ability to actually interrupt stuff.

    this leads to another point Trickster easily dominates: consistency. old Freddys entire existance was literally build on RNG - and people already complain about Pigs traps being too inconsistent, now imagine an entire Killer being build on that concept.


    in short:

    old Freddy was by far the worst Killer this game has ever seen.

    the entirety of the old dreamworld mechanic makes him actively worse than any Killer that can even just normally attack. Heck, a Trapper without traps was stronger than him!

    He needed to be reworked - and there is no way such a design failure would ever make it back into this game, no matter the nostalgia.

  • @Kryatin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2334669#Comment_2334669

    "annoying would be a better word to describe them"

    Survivors were getting hit around corners, through pallets, and through windows they were sprinting 5 feet away from. That's not "game breaking" to you? Stop being an apologist, you are embarrassing yourself.

    annoying? yes, absolutely. pretty unfair too - but not gamebreaking.

    you could still play the game normally, essentially you just had to predrop pallets. play the game like the killer was two setps closer than you see and you could play just like you normally did.

    that isnt gamebreaking, gamebreaking would be something like we currently have that makes it literally impossible for many to play the game at all.

    personally ive not had that many issues with it - i certainly had issues, dont get me wrong, but absolutely nothing that would have been "gamebreaking" to me. neither as Survivor nor as Killer have i experienced many of these hits tbh.


    you know what?

    even IF we counted that towards "gamebreaking" - that would still not mean that there would have been a large amount of gamebreaking bugs, especially not every chapter / in a majority of them.

    in addition to that, said latency issues were handled pretty quickly if i remember correctly. so my point, that even if there are gamebreaking issues (which is rather rare), they are being handled as quickly as possible, would still stand.

  • old Freddy was even worse than todays Trickster.

    there is absolutely nothing about his power that was strong.

  • at least all of the listed perks have an activation requirement that allows you to expect and work around them.

    Dead Hard is literally just "whenever you are in a bad situation, just press E and immediately outplay your opponent!"

    its essentially a third healthstate for Survivors without any downsides.

  • @Kryatin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2334443#Comment_2334443

    "the game isn't breaking in half every update"

    Have you seen the state of console for the past three months? These performance problems that have persisted since cross play started? The fact that people crash when trying to use Nemsis' power? That there is a literal untextured hole in Nemesis' arm? That literally half of the characters added in the RE DLC don't even look like the characters they're supposed to be portraying?

    Let's not get started on last chapter's bugs, back in February + March, where the game was broken for a literal month and a half due to horrible desync when the new survivor animations came out.

    I love this game, and I play it to death, but don't act like there aren't more bugs than everybody pretends there are, and don't tell people that they have no right to be outraged. They're upset that something so unique, that they love, has been such a dumpster fire for a while now.

    Should the devs be proud of what they've achieved with licensing and game design? Yes, absolutely, and I've been enjoying the anniversary event so far.

    and have you read further than the first sentence?

    i literally said above that this chapter was the first in a very long time that features actual gamebreaking bugs (latency will always be an issue. and while it definitely was a problem with the All Kill Chapter, i would not go as far as to say it was gamebreaking. annoying would be a better word to describe them), so you listing gamebreaking stuff that was added this chapter really adds nothing to this discussion.

    regarding character design, you are aware that BHVR is forced to use whatever the license holders want them to use, right? every character you see ingame has the seal of approval of the Resident Evil license holders.


    but don't act like there aren't more bugs than everybody pretends there are

    i am not. i actively acknowledged the existence of bugs. i merely stated that a good 99% of them are not gamebreaking bugs, as the comment i commented on wanted to make it look like. and the ones that are gamebreaking are on the top of their priority list and get fixed relatively quickly.

     and don't tell people that they have no right to be outraged.

    i once again am not doing that. i am however saying that they should stop needlessly hating on the devs, as is the case with this entire discussion we are in. ######### like this is the reason the devs stopped communicating with us, because some people just can not understand that, if they have issues, they have to give CONSTRUCTIVE FEEDBACK.

    "haha lol you all suck and should be ashamed!" (as is the basic statement made in the OP) is not constructive feedback and helps literally no one. in fact, as already stated above, those people ended up shooting themselves in their own foot with this behavior, as the devs response was to further cut communication with us.

  • hmm...

    probaply the entirety of the Twins Perks.

    Coup and Hoarder are horrible and Oppression isnt worth a slot imo.

    Trickster has 3 amazing Perks, especially after the buff.

    Nemesis has less great Perks, but they are still pretty usable.

  • @Satelit said:

    https://forum.deadbydaylight.com/en/discussion/comment/2331210#Comment_2331210

    Bugs are normal,the game breaking in half every update isn't,DBD players are so used to this buggy mess that they don't realize this is not normal.BHVR is the only company I can think of that can leave game breaking bugs in for weeks.

    Of course the game is successful when it never had any real competition and it draws fans of multiple horror medias.

    but the game isnt "breaking in half" every update?

    thats just people like you overexaggerating the bugs that came in. are bugs annoying? yes. thats why BHVR constantly releases bugfix patches to fix them. and those usually come out exactly one week after the chapter dropped that introduced said bugs. plus its very rare that we actually get something thats literally gamebreaking (such as the performance issues from this chapter, which, btw, has been acknowledged as a high priority issue that they are working on fixing (for reference, the first fixes for that issue dropped a week ago in the very first bug hotfix)).

    and of course said hotfixes wont get rid of all the bugs. some bugs take much longer to get fixed than others, due to them being much more complicated. you cant expect them to immediately know where the issue is and have a fix for it ready within the first week, thats not how this works.


    Of course the game is successful when it never had any real competition and it draws fans of multiple horror medias.

    first of all: the only ones at fault here are the ones who didnt have any such ideas before BHVR. They just found a gap in the market and filled it with a product that, despite their early believes, turned out to be a huge success.

    secondly: the game got competition over the years.

    Friday The 13th - The Game

    Last Year: The Nightmare

    Home Sweet Home: Survival

    just to name a few. and yet, despite being such a "abnormal buggy mess" as you called it, somehow Dead by Daylight has survived every attempt at competing with them with ease. If the game really was as horribly bad as you like to make it seem, then i wonder how it did that?


    now, i dont want to make it sound like the Devs were perfect.

    They are rather slow and sometimes its quite obvious they put quantity over quality (cough a Binding of Kin cough).

    But saying they were incompetent / wouldnt care about DbD / wouldnt deserve to be proud of their creation is just absurd.

  • honestly, i'd say thats mostly due to licensed characters not receiving crowns for the event and players actively trying to get their hands on all crowns they can get.

    i still think he is a pretty fun Killer.

    not a strong one, but the Zombies are simply adorable.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332372#Comment_2332372

    Why? When i play survivor, i am playing with team perks (Prove, Borrow, Small Game etc.) chase builds, meme builds etc. What i have to do with Kindred lol. I was using OoO before nerf, it was so good perk but it nerfed already and i do not like other aura perks.

    And no, this is not strong perk. I am seeing it so rare. Because auras wont worth to perk slot. But i am glad you are enjoying with Kindred, have fun with it.

    okay, i see where this is going.

    you dont use the Perk because you convinced yourself its a bad Perk and wont let anyone tell you otherwise.

    if you ever feel like giving it a chance, go for it. but please dont call things "bad" (or make any other balance assumptions), when you dont even try them out / dont give them any chance in the first place.

    you can not discuss the balance of something you've never even tried.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332348#Comment_2332348

    Kindred is not amazing perk. It is only giving auras. Waste of perk slot. There was only one great aura reader perk and it nerfed already (OoO).

    But if kindred would be survivor base-kit, that would help solo survivors. It is not worth to use perk slot but it is also unfair because swf have free info but solo survivor have to use perk for this.

    So many killers and solo survivors need some buffs.

    Kindred is not amazing perk. It is only giving auras. Waste of perk slot.

    you see, by writing that you essentially just told me that you never even tried the Perk. so maybe you should do that and see for yourself how incredible it actually is.


    and no, Kindred should absolutely not be basekit.

    it is an incredibly strong Perk - and if you want its effects, then use a Perk slot for it.

  • just rework them, honestly.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332338#Comment_2332338

    I got adept Trickster yesterday so I thought I could go for more. Turns out it’s harder to get adept on good killers compared to bad killers.

    well congrats on that!

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332258#Comment_2332258

    SWF has free info when killer is camping. Why solos have to waste one slot with Kindred? And i do not think this is bad idea, killer crows will be good too. When they are afk or they are camping.

    because Kindred is an amazing Perk in- and outside of SWFs.

    having a reverse BBQ effect on the Killer is insanely good, doesnt matter whether you're playing together with someone or not.

    also, what is the point of having Killer crows? to tell everyone "hey, they are afk!"? trust me, in 9 out of 10 cases, the Survivors already knew due to the Killer never comming around and the TR never moving.

    and no, this would quite literally do nothing to campers. all they have to do is walk up and down in front of the hook and they'll never get a crow, while still making sure the hooked guy wont escape.

  • yep, thats why i dont give a **** about the adept achievements.

    they only lead to frustration.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332258#Comment_2332258

    For the 101th time: game design flaws shouldn't be compensated with perks.

    ... but camping isnt a gamedesign flaw?

    its a strategy the Killer can use to try and win. and its only natural for Survivors to have perks against that.

    we have the same with Slugging and Tunneling aswell.

  • the only time i had awful games during this event was when i was forced to play Twins for the crown.

    and then play them again because you dont get the crown when you end the round as victor.

    and the play them again because i got the memory of a flea and did the same mistake again.


    also, essentially no cakes in the last two matches, so i didnt even get good BP from them.

  • while it is in the map pool, they drastically lowered your chance of getting it.

    there are still performance issues for people on this map, they only reenabled it so you can play it in a custom game.

  • hmm... thats a tough one.

    maybe the Deathslinger?

    he got a powerful ability that can be very strong when you mastered it, but he is also someone you can beat when you know how. i think he is very well balanced.

  • yep, thats literally how i thought it would work xD

    i even remember thinking "damn, thats risiculously strong!", but learned the difference quite quickly.

  • it would be really cool if you would get a free "prestiged" version of the legendary outfit, as long as you got the character its on prestiged.

    though, due to them being linked, that would probaply mean you could only use them once you hit P3 - and then its all or nothing.

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2331599#Comment_2331599

    Dbd has no mental aspect at all? You think the survivor clicking their flashlight in your ear because they know theyre the best runner on the team isnt mental? Or the killer that slaps the survivor on hook and face camps so the swf will come to tge rescue, nothing mental their? How about faking vaukts snd moin walking, nothing mental their eitger. Or tbagging to get the killer tilted so he makes mistakes. Yup. Nothing mental in this game at all 😂

    There are so many variables that go into the make up of a match that bad rng doesnt immediately mean you lose. Heres an obvious example. Pit me against a swf of legit r20s on cowshed and give them the best setup possible im going to win everytime. They can have 25 pallets, wont matter. It can mean that, but its not a given immediately. I beat a swf on cowshed yesterday with legion, i also got my ass handed to me by a swf on cowshed with legion. Im not saying rng doesnt matter, it does, but its not everything

    i am saying that the mental aspects this game has can not outclass the RNG, as is the case in Poker.

    Poker essentially makes the game itself secondary. people play with each others minds, each others thoughts. in poker you can either win by having a good hand (RNG) or by making everyone else believe you got one that, at least, is better than theirs. if everyone else quits, you can win even with the worst possible cards.

    and DbD does not have that.


    EDIT: your example with the rank 20s is still RNG, as the game randomly decided to give you rank 20s as opponents. you will not be able to consistantly pull that off, because you have no controll over it. thats literally just proving the point im making.

  • So basiclally they think we complain because we love them and not because of the issues..

    i think you entirely missed the point of the quote.

    what he means by that is, that we complain because we want the product to be better, because its important to us.

    if no one complains, that means no one really cares about the product anymore, therefore that is something worrying for them.

  • Silent bell is a really cool Add On IMO.


    All Seeing - Blood however... yeah i think that one could do with a bit of a nerf.

    All Seeing - Spirit is great though.

  • there are achievements tied to them.

    plus they enable you to hardtunnel someone off of their second hook.

    yep, the anti tunnel nerf made it so hardtunneling is their only upside now :D

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2331166#Comment_2331166

    Poker is also heavily rng, and yet there are people that consistently win. The difference is poker is actually balanced so everyone has a fair chance

    because there is an entire mental game behind poker that even outclasses the RNG aspect.

    DbD doesnt have any of that. if DbD decides you go to Fractured Cowshed and spawns some really strong tiles really close together, your skill hardly matters.

  • *happiness noises*

  • @MadLordJack said:

    The server is the timeline that actually takes place, the other two are what the survivor and the killer see individually.

    Edit: although some of the icons used are absolutely ######### stupid and apparently, according to that, lithe gives the server a skillcheck, something that wasn't even discussed and clearly isn't the intended message.

    i think the skillcheck stands for an "work in progress", as in the survivor performing an animation?

    basically the way i understood it was that the skillcheck visualizes the time the survivor is locked into the animation on the servers side, during which a killer, if they attack (=the swing), can perform a grab.

  • when i first started, Trapper still had an Ultra Rare Add On called "Diamond Stone".

    the description stated that it would inflict dying uppon any trapped Survivor once they escape the trap (i do believe it also worked when someone else rescued them).


    basically, me being extremely new and finding this Add On for the first time combined with the translation for it (i was playing the game in German back then) being not that great, i was convinced that my traps would literally kill anyone who stepped on them.

    not put them into dying state, outright kill them. as in "remove them from the match".

  • there are bugs in an steadily updating & changing online multiplayer gamer?

    a shocker.

    how dare they be proud of their (i might add, VERY succesfull) 5 years of maintaining and working on the game, constantly improving it.

    its not like we peaked in player numbers on Steam recently or anything weird like that. clearly the game is a huge failure and no one is interested in playing it whatsoever. heck, imagine something weird like a community forming around it! - just imagine something like an official forum or something where said community could come together to discuss problems / new ideas for the game and get in contact with the devs - an unrealistic thought, i know.

    yup, absolute failure. nothing to be proud of at all.


    have you ever stopped for just a second and thought about your own comment?

  • you cant balance a game around "high level competetive gameplay" when the entire game is heavily build on RNG being a deciding factor in your matches.

    they'd literally have to rework the entire game from scratch if they wanted to do that.

    demanding something like this is not only extremely unrealistic (and therefore is basically guaranteed to disappoint you), but also shows a clear lack of understanding of this game.

  • i dont think they are dull at all.

    thanks to the killer instinct, their power got a surprising amount of depth to it.


    plus mindgaming with them is really fun (short killer = easier time to mindgame around many loops)

  • if we got a cult, i'd 100% join in.

    Daddy Slinger deserves some love!


    also, people just play any original killer to unlock the crowns - and Calebs horrible map pressure makes it so he has a much harder time finding the crown & being able to win.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2329710#Comment_2329710

    Dead zone or short loops... but yes. Also there's a lot more short loops in this game than you seem to realize. Badham is mostly all dead zones against Trickster unless you are inside one of its buildings. Those short car loops aren't going to do you a lick of good. Unlike Deathslinger, against buffed Trickster they won't be able to trade being healthy for getting to a building.

    Beyond that... Deathslinger can't really do much if he's got multiple targets at the same time. In fact he doesn't want that even a little because Survivors can get on his chain and take his swing away from his intended target, also robbing him of getting Deep Wound. Trickster on the other hand... will be packing enough ammo to inflict 10 health states worth of damage and the fire rate to pull that off if the Survivors don't find cover. Even current Trickster can really drop the hammer against aggressive Survivors in ways that Deathslinger simply can't.

    even those loops feature LoS blockers that can be used to avoid further knifes.

    im not saying he cant down people over those loops, all im saying is that he is much less effective at it than Caleb. Especially on short loops, the reeling time for Caleb is essentially nonexistant, meaning that he downs people even faster on those than he would around a jungle gym.


    Beyond that... Deathslinger can't really do much if he's got multiple targets at the same time

    funnily enough, the same can be said about Trickster, thanks to his passive laceration decay making any attempt at spreading the damage essentially worthless. at least Caleb forces them to go and mend somewhere / heal to avoid getting ambushed (another thing Trickster cant do thanks to his Lullaby and him having to hit 8 shots instead of the one Caleb needs).

    also, and please be honest with me here, when have you ever cared about whether the guy you shot as Deathslinger got Deep Wounded or not? they take a hit for them? okay! then instead of landing one more shot on their mate to down them, i'll simply land one more shot on the bodyblocker to down them. chase wise its literally the exact same.


    all in all, if my Killers only advantage over another Killer is that i can kill people quicker who are already hugely outpositioned (so something i have basically no control over) and would end up dying to anyone else anyway, then i really have to wonder if that is a power worth defending.

    Thats essentially like saying old Leatherfaces power was fine because he could easily kill people who were in a huge deadzone / decided to unhook in his face.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2329627#Comment_2329627

    Most of what I said comparing Trickster to Huntress also apply to Trickster vs Deathslinger.

    Bayond that, Deathslinger's play style very strongly resembles a glacier. He's going to run you over, but he's going to take his sweet time doing it since Shoot -> Reel -> Swing -> Wipe -> Reload is so slow. But... preventing a Deathslinger from hitting you is insanely hard. He's going to shoot you, he's going to hit you, he's going to down you... and you better hope your teammates are on gens while he does it cause you ain't getting out if you don't rush gens.

    Trickster is honestly almost the opposite when compared to Deathslinger, especially after these changes. 12 knives to down is going to make it so if he finds you in a bad spot... you aren't getting away. He's going to down you faster than any killer that hasn't got an insta down. On the flip side though, in good spots, he won't be able to do much to you.

    so essentially what you're saying is that the main difference between the two is, that Trickster can down people in a deadzone much quicker than Deathslinger?

    because i can guarantee you: on any loop that features LoS blockers (alias 99% of loops in this game) Deathslinger is going to down a Survivor faster than Trickster. hitting one shot and then reeling for 3 seconds is much quicker than hitting 8 (and even 6) shots, especially if the Survivor knows how to use LoS blockers to their advantage.


    during all the time i played that man (and i played him a fair amount) i only ever got two hits with him where i actually thought "damn, i could not have done that as Deathslinger!"

    he is so similar to Caleb it honestly hurts. i mean, they even share the exact same weaknesses!

    i wouldnt mind it so much if he was a weaker Deathslinger, when at least they'd buff him to be a 4.6 m/s Killer, so he isnt as reliant on his knifes as he currently is - and he'd have better map pressure than Caleb and would play at least a bit different around loops.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2329550#Comment_2329550

    So, fun fact, Trickster already has things about his power that make him stand out when compared to Huntress.

    1. He's packing more potential injuries in his ammo pool and has easier time getting more. 7.5 is more than 5 and Trickster's ammo addons are brown and green respectively vs Huntress yellow and purple.
    2. At all points, a Trickster using his power is faster than a Huntress using her's.
    3. Trickster doesn't have to stop throwing knives when he gets his injury. It's somewhat common to get 3-4 knives into the Survivor you just injured as they run away.
    4. If Huntress fully charges her hatchets, Trickster can actually inflict injuries faster than she can. Huntress usually does so... in an area without cover, Trickster is more lethal than she is.

    More fun facts... the change from 8 -> 6 knives for health state makes all of those strengths more pronounced.

    but... i never compared him to Huntress?

    i compared him to Deathslinger, who is very similar to him - with the exception that he requires aim and cant just hold down M2 and is much stronger than Trickster, while playing essentially the same.

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