Avatar

Mister_xD

Mister_xD

About

Username
Mister_xD
Joined
Visits
7,667
Last Active

Comments

  • i see potential in him.

    also, i really really like his visual and audio design aswell as the new Perks he brings!

    plus, as many others already mentoned, Wraith and Blight get some love aswell!

    oh yeah and the DS nerf also comes tomorrow!

    there are some really cool things comming up, so i cant wait ^^

  • DbD Killer Tier List.png

    been a while since i made one based on killer strength tbh.

    might be a bit biased ofc, but thats how i'd rank the DbD cast right now in terms of strength.


    and just because i found this one aswell, here is one based on their Teachable Perks:

    DbD Killer Tier List based on Teachables.png

    (red line seperates the point values. a lot of killers tied, Trickster not yet included (probaply A-Tier tho - either tied with Nurse or below her)

  • snapping out of it was already buffed by a LOT when he got his changes.

    the fact that you can go back to madness tier 1 now alone is quite a huge change, you really dont need more imho.

  • animations not matching hitboxes.

    isnt it fun when i see someone sabotage my hook, i aim and shoot a harpoon straight throug their torso yet somehow it missed them entirely? love that. freaking love that. SO MUCH.

  • well, a good first step would be to make him a 4.6 m/s killer.

    after that im not too sure myself tbh.

    i like the idea of having ricochet blades in his basekit, but other than that i really dont know.

    some suggest forcing survivors to get rid of his blades themselves, however if this was implemented poorly he'd be a literal release Legion 2.0, where he just throws a knife at you any time you vault sthg or drop a pallet until you slowly but surely go down.


    in general, we have two options with him:

    1) make him a 4.6 m/s killer with a power that is secondary and allows him to get hits easier

    2) keep him a 4.4 m/s killer and make a power that is lethal enough for him to rely on


    imo the first option would be the easier one out of the two, as it would just require some stat changes and a smaller buff to his power, however it would alsp be the option that, most likely, would leave him in a worse spot than the first.

    the second option however would basically require us to rework parts of his basekit, which would not only make it quite a difficult task, but also makes it hard for him to properly distinguish himself from the powerhouses that are Huntress and Deathslinger, whose powers would be VERY similar to his then.

    IMO the thing that makes the second option so hard is, that as soon as the lactation meter comes into play, he is immediately worse than Huntress or Slinger. both of these need a single shot to inflic good damage, Trickster needs 8. that means any time Trickster achieves some points on his lactation scale, Huntress and Slinger would already have gotten a full hit. If we buff him to being able to keep up with that, then where is the difference between his power and Slingers? yet if we dont do that, he is hardly worth of being a 4.4 m/s killer.

    thats why IMO we should make him 4.6 m/s and have his power be a weaker version of Slinger / Huntress, more of a secondary ability he can use to get hits against survivors in bad positions.

  • it wasnt nerfed, it was reworked.

    the difference between these two terms is, that a nerf is a change that leaves somethings main effect in place and makes it weaker than before, while a rework is something that completely changes the way it works.


    old Ruin was an unhealthy design for the game and, quite honestly, was the most overrated Perk in existance.

    not only did it punish unexperienced survivor players for being new to the game, it also had a ton of negative effects on the killer side of things, which mose probaply never even realized:

    1) the Hex: Ruin meta made any other Hex useless, as everyone immediately went out to hunt bones at the start of a quest, meaning something like Devour Hope rarely ever got more than maybe two stacks before it blew up.

    2) Ruin blew up within the first 30 to 60 seconds of a trial in at least 75% of the cases, meaning it rarely did anything

    3) Ruin was 100% RNG reliant. not only because of the random nature of skillchecks, but also because lower levels of Ruin only affected a selected amount of the survivors, which were randomly selected.

    4) Ruin didnt work as soon as the survivor was experienced enough to hit great skillchecks consistantly, meaning good teams would still obliterate gens without feeling much pf a difference (so Ruin was but a noob stomper)


    new Ruin took care of all those problems (excluding 2) ofc), which means its overall just a better designed perk.

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054117#Comment_2054117

    And that design sucked ass, why do you think it got changed?

    it didnt get changed.

    Offerings were always designed to directly affect the game, give advantages to whoever played them.

    Map offerings let you select the realm you wish to go to, Hook offerings let you increase / decrease the amount of available hooks, Hatch offerings let you force a Hatch spawn on a certain location, etc.

    the only Offerings this doesnt apply to are the bonus BP offerings, which are just there.


    Moris are ment to be affecting the trial you play in.

    obviously their original design was absolutely busted and the second design was unhealthy, but that doesnt mean they'd have to be useless. a one hook on everyone requirement would instantly make them a lot healthier for the game: they would be powerfull enough to pose a threat (so they'd be worth the BP / offering status they have), while also encouraging nice behavior from the killer and even going as far as giving the survivors a way to counter them.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054110#Comment_2054110

    I know they'll eventually do Red Forest I just really don't like the realm. And the devs said 5 maps per realm?

    yeah that was in an Q&A at some point where someone asked them what their ideal amount of maps per realm was and the answered five.

    thats quite an old statement though, so it might be outdated.

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054086#Comment_2054086

    I prefer a next to useless tool to something that offers a free kill for playing nice at first.

    It's of my personal opinion that offerings shouldn't offer a major ingame advantage. This is also why I think map offerings are awful.

    well, but thats kind of what they were designed to do...

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054077#Comment_2054077

    I hate Red Forest If that's the case my suffering will continue.

    in the end, it will be looked at eventually.

    the one thing that is confirmed is, that every map up to Grave of Glenvale is going to be reworked, so Red Forest will be looked at eventually.

    i mean, its not like we had many choices left anyway, there is Red Forest, Backwater Swamp, Lampkin Lane, Hawkins National Laboratory and Coldwind Farm, so it should only take two to maybe 3 more chapters until all the reworks are done.


    the thing im personally most concerned about is the lack of new maps we've been reveiving lately.

    i really hope after they are done with the rework they'll put out some standalone maps - after all, they did say their goal was to have 5 maps of each realm, so hopefully we'll be seeing some more of some realms we havent seen much of before.

  • dead.

    quite literally useless, unless you really want to tunnel someone off of second hook.


    ffs they should just have made it so it requires you to hook everyone once for it to be usable...

  • there is nothing confirmed as of yet.

    however, the rumours i heard said that Backwater Swamp and Lampkin Lane were next up.

  • @DerZuntor said:

    I watched many DbD Videos from Gronkh and decided to buy it in 2017

    same here ^^

    though i think i bought it somewhere around September 2016...

  • out of the 3 killers i actually have left to level, Trickster is definitely my favourite.

    and his Perks are pretty damn good, so thats one more reason to level him up

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052305#Comment_2052305

    going over everything would be way too long and unnecessary...

    so just a couple things

    Unnerving Presence: 2 (only good on Doc)

    2? for a perk you said is only good in 1 out of the...19? 20? killers?

    I would argue that it isn't good on doc either... it just functions.

    Bloodhound: 3 (very meh)

    3? for bloodhound?

    Tinkerer: 3 (only good on high map pressure killers, otherwise pretty meh)

    unnerving got a 2...and it only works on doc.

    and do you honestly think bloodhound is on the same level as tinkerer?

    Hex: Ruin: 3 (very hit or miss on its own)

    same with devour... but you gave the meta perk a lower score

    Monitor & Abuse: 5 (amazing utility perk on everyone that isnt Doc)

    what does monitor do for wraith? trapper? huntress? billy? clown? ghostface? twins? spirit?

    imo... way too gimmicky. and very few killers actually get benefits from it.

    Franklyn's Demise: 1 (wont work unless they brought items)

    and nurses won't work unless they heal in your terror radious... you seriously putting unnerving over franklins?

    Remember Me: 0 (borderline useless after the nerf)

    16 seconds of extra gate time is useless? how?

    Bloodwarden: 1 (requires very specific scenarios to work. wont do much unless you focus your entire playstyle on getting this to work)

    nah... it really doesn't require much. sometimes I even forget I have it on and then it wins me the game.

    again... unnerving above this?

    Blood Echo: 3 (okay i guess)

    how?

    Gearhead: 0 (unnecessarily gutted uppon release)

    correct... still not worth a 0.

    Coup De Grace: 0 (could have been a 3, potentially even 4 pre nerf, but now its activation requirement is way too harsh given the very mediocre effect it has)

    still has uses. not worth the 0.

    and finaly

    Hex: The Third Seal: 2 (slugging builds)

    it's not just for slugging

    did you know that third seal hides the aura from

    Trail Of Torment: 3 (okay, but nothing mindblowing)

    ?

    so the survivors don't know you're undetectable.

    it works with everything. they can't use bond or kindred anymore. third seal is so underrated honestly...

    in general i'd say you should reread my criteria that needs to be met to get certain points, that should answer a majority of your questions right off the bat.

    still, ill go over them one by one:

    1) Unnerving Presence: UP got 2 points, due to its ability to be combined with Doctor to make some pretty nasty builds (especially the "Impossible Skillcheck Doctor" comes to mind here). It can also serve to buff or nerf other skillcheck reliant perks, such as Overcharge, Oppression or Decisive Strike, again the best usage for this is on Doctor. 2 points are given for perks that can only shine when combined with certain other things, which this achieves.

    2) Bloodhound: BH has no downsides attached to it and is doing the job it was designed to do pretty well. its a well functioning perk and actually quite a good tracking perk, especially when combined with Sloppy Butcher. Not a meta Perk, but far from useless. thats why i ranked it as a "decent" perk.

    3) Tinkerer: Tinkerer got a 3, but was pretty close to a 4. its main downfall is that it only really works on high mobility killers such as Billy, Blight, Spirit, etc. for most killers its just a warning that a gen they wont be able to defend anyway is gonna pop soon. the Undetectable effect is nice, but far from something actually usefull, unless you're right next to the gen they are working on - especially since all the map mobility powers make sounds that warn survivors of your presence.

    4) Hex: Ruin: first of all, its a totem perk and i rarely ever put totem perks in 5, simply because of their inconsistency, so that immediately falls flat. sadly, Ruin creates no urgency for survivors to rush to totems. in fact, Survivors can literally ignore the perk and just work on gens efficiently and it has no effect whatsoever - and its effect of gen regression is just not comparable to the instadown + instakill Devour gives you, which is why Devour got a 4, as it singelhandedly can win you a game on the spot, while Ruin didnt. Ruins only time to shine is in a 3 gen setup, which is a point in the trial you usually wont reach with Ruin active. it CAN be very strong on high mobility killers with Tinkerer, but thats quite a specific setup, which imo it isnt reliant on (hence the 3 points).

    5) Monitor And Abuse: any form of FoV increase is quite amazing, as it gives you a huge boost in tracking. on top of that, M&A allows all killers to reduce their TR by 8m, which means you get a lot closer to your prey before they even notice you. its just an amazing perk to have, unless you want your TR to be big (which is exactly what Doc wants). it limits their ability to sneak away, it reduced the distance they get from you and it can mess with them because they cant tell where you actually are, due to the ever changing TR you have.

    6) Franklyns Demise: it got a 1, because the criteria for 1 point is that the perk only works in very specific scenarios - the scenario being that they bring Items in you want to get rid off. no items = a dead perk. you comparison for Nurses is also quite a bad one, given that healing is a base mechanic of the game which you can expect to see in every match you play. you cant expect every match you play to have 4 items brought into it though, so its not a perk you can reliantly use in any build. it does its job at removing items very well, but the exact same can be said about Lightborn.

    7) Remember Me: way too many downsides for a way too mediocre effect. first of all, it only affects 3 survivors. secondly it requires a buildup and means you have to develpoe a tunnelvision on one survivor, which, again, isnt good. and thirdly, it requires you to get to the endgame, in other words it forces you to play majority of the match with only 3 perks. and all of that for 16 seconds more on a gate, if the survivor isnt the obsession. thats just absolutely not worth it, sorry.

    8) Bloodwarden: the current meta is 99%ing the door and only opening once everyone is safe. do i really need to say more?

    9) Blood Echo: good on killers who can spread the damage around. a free Exhausted effect is also definitely nothing to sleep on. still not a great perk though, which is why it got a 3.

    10) Gearhead: first, it requires you to use two M1s to attack someone. secondly it will only be active for 30 seconds before you need to smack someone twice again. thirdly it is 100% reliant on RNG for the survivor to get a skillcheck during that time. fourthly it requires the survivor to not hit a great. fifthly it requires you to not only spot it, but also to be able to go over and interrupt it. there are way too many factors with this perk you can not control. Even in its old version it should at least have guaranteed you a skillcheck for anyone who is working on a gen while its active, but since that isnt present and its activation duration has been nerfed quite drastically, i dont see any justification for this perk to be used. and it cant even be combined with anything else to make it shine more. its just a much much worse Surveillance.

    11) Coup De Grace: like Gearhead its not a perk that shines in combination with other things, its not a perk that shines in specific scenarios and its just nowhere justifiable to be worth 3 points. you get a maximum of 5 charges that are bound to losing your objective - and its effect is just extremely bad since the nerf. it wasnt even good with the 100% increase, but now its just literally dead. especially with how often you accidentally waste a token / only go for non lunge attacks all game to save your tokens (which makes it actually work against you), it is absolutely not worth equipping.

    12) Hex: The Third Seal: that would still mean its only good in a specific scenario, that being you running it with ToT, which would still leave it at 2 points though. 3 points are for decent standalone perks, which this just can not achieve. this is a combination perk, therefore it gets 2 points.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052118#Comment_2052118

    wow wow wow...

    how is nurse so high.

    thana is ok at best, nurse's is good and stridor is extremely niche. how is she at 10 or 11?

    also, knock out is a 3. around where I would put thana.

    bbq is 5.

    and franklins is easily a 3, maybe a 4.

    how is he at 8 total points?

    you know? gonna go 1 by 1 on this

    criteria

    0 = useless or even worse

    1 = very niche, might get some value, but it's hard

    2 = some use, but still limited

    3 = average, not amazing, but also not bad.

    4 = great perk.

    5 = you need a good reason to justify not using this

    plague - corrupt 4, infectious 4, devotion 4

    nurse - thana 3, nurses 5, stridor 3. (which adds to 11... ha)

    trapper - agitation 3, brutal 2, unnerving 1

    shape - dying 2, STBFL 5, PWYF 3

    hag - ruin 5, third seal 3, devour 5

    clown - bamboozle 4, coulrophobia 1, pop 5

    spirit - fury 2, haunted 3, rancor 3

    billy - enduring 3, lightborne 2, tinkerer 4

    doctor - monitor 3, overcharge 2, overwhelming 1

    bubba - bbq 5, franklins 3, knock out 2

    legion - discordance 5, mad grit 2, iron maiden 1

    ghostface - all ears 4, thrilling 4, furtive 1

    pig - make your choice 4, surveilance 3, hangman's 0

    demo - surge 4, cruel limits 1, mind breaker 1

    oni - nemesis 3, zenshin 1, echoes 1

    blight - undying 4, dragon 3, favour 2

    wraith - predator 0, bloodhound 1, shadowborne 2

    PH - penance 1, trail 4, deathbound 2

    huntress - beast 0, territorial 1, lullaby 2

    freddy - remember me 3, fire up 3, blood warden 3

    slinger - gearhead 2, switch 1, retribution 3

    twins - hoarder 0, opression 3, coup 2

    so it would end up VERY different from yours. I have honestly no idea how you ranked twins and freddy so low and wraith so high

    this was my criteria:

    0 Points:

    0 Points are given to Perks which are so bad that no one would ever run them outside of maybe meme builds. Either the restrictions and / or downsides are way too overpowering compared to the main effect, or its generally just useless.


    1 Point:

    1 Point is given to Perks that can only be useful in very specific scenarios and have little to no usage outside of that.


    2 Points:

    2 Points are given to Perks that are only good in specific combinations. Whether said combination is another Perk, a specific Killer or a special playstyle does not matter. Outside of those the Perk is below average and is rarely ever seen on its own.


    3 Points:

    3 Points are given to Perks that are overall decent. Not very strong, but also not bad. These Perks can be used if someone wants to, but they are not all that common due to downsides or just generally not great effects.


    4 Points:

    4 Points are given to generally good Perks. They are overall good choices to play and can be seen quite often in games. Sometimes these Perks can achieve victories that would not have been possible without them. However, they are not good enough to be considered ''the best''.


    5 Points:

    5 Points are given to the best of the Perks. Perks everyone should go for and that you can run pretty much any time you want. Perks that have great upsides compared to little to no downsides. Usually represented in the Meta.


    and my individual killer ranking looked as follows (ill give some quick thoughts behind each one to justify the ranking i gave):

    Trapper

    Unnerving Presence: 2 (only good on Doc)

    Brutal Strength: 3 (overall decent)

    Agitation: 4 (overall good)

    Overall Score: 9


    Wraith

    Predator: 0 (useless)

    Bloodhound: 3 (very meh)

    Shadowborn: 3 (makes it easier to blind you, therefore not 4)

    Overall Score: 6


    Hillbilly

    Enduring: 4 (overall very good)

    Lightborn: 1 (only usable with flashlights)

    Tinkerer: 3 (only good on high map pressure killers, otherwise pretty meh)

    Overall Score: 8


    Nurse

    Stridor: 2 (Spirit)

    Thanatophobia: 4 (good at forcing survivors into healing, amazing on killers with powers that can easily injure)

    A Nurse's Calling: 5 (absolutely amazing perk)

    Overall Score: 11


    Huntress

    Beast Of Prey: 1 (BP farm builds)

    Territorial Imperative: 0 (useless)

    Hex: Huntress Lullaby: 3 (decent, but not mindblowingly good)

    Overall Score: 4


    Shape

    Save The Best For Last: 4 (very solide perk)

    Play With your Food: 3 (can be very good, can be very useless. requires you to drop your momentum tho)

    Dying Light: 2 (only good when combined with other slowdown perks / abilities. pretty bad on its own, too many downsides)

    Overall Score: 9



    Hag

    Hex: The Third Seal: 2 (slugging builds)

    Hex: Ruin: 3 (very hit or miss on its own)

    Hex: Devour Hope: 4 (amazing totem perk. definition of high risk, high reward. this perk alone can win you matches)

    Overall Score: 9


    Doctor

    Overwhelming Presence: 0 (yikes)

    Monitor & Abuse: 5 (amazing utility perk on everyone that isnt Doc)

    Overcharge: 3 (pretty meh, but not that bad)

    Overall Score: 8


    Cannibal

    Knock Out: 2 (slugging builds)

    Barbecue & Chili: 5 (map knowledge + double BP - amazingly good)

    Franklyn's Demise: 1 (wont work unless they brought items)

    Overall Score: 8


    Nightmare

    Fire Up: 3 (pretty decent overall)

    Remember Me: 0 (borderline useless after the nerf)

    Bloodwarden: 1 (requires very specific scenarios to work. wont do much unless you focus your entire playstyle on getting this to work)

    Overall Score: 4


    Pig

    Hangman's Trick: 0 (could have been a 5 had they kept the aura reading from the PTB)

    Surveillance: 3 (pretty decent, not that great tho. good in combination with others)

    Make Your Choice: 4 (can very quickly create a lot of pressure)

    Overall Score: 7


    Clown

    Bamboozle: 4 (deletes mindgames on many tiles)

    Coulrophobia: 0 (lol)

    Pop Goes The Weasel: 5 (amazing game slowdown)

    Overall Score: 9



    Spirit

    Spirit Fury: 2 (pretty underwhelming on its own, gets very good with Enduring though)

    Hex: Haunted Ground: 4 (great trap totem perk, can win you games on its own)

    Rancor: 3 (decent map knowledge, killing the obsession is a nice bonus i guess)

    Overall Score: 9


    Legion

    Discordance: 5 (amazing map knowledge. imho one of the best perks ingame, definitely my coice over BBQ (im not playing for BP))

    Mad Grit: 1 (only ever does anthing against bodyblocking survivors)

    Iron Maiden: 2 (Huntress / Trickster (should they allow it to speed his reload up))

    Overall Score: 8


    Plague

    Corrupt Intervention: 4 (early game slowdown)

    Infectious Fright: 5 (borderline OP - deletes any kind of stealth around you, makes flashlight saves / pallet saves pretty much impossible + has huge snowballing potential. range dependend entirely on your TR, has no cooldown and pretty much no counterplay (besides Calm Spirit, which no one ever runs))

    Dark Devotion: 3 (good, not great)

    Overall Score: 12


    Ghost Face

    I'm All Ears: 4 (very good to mindgame)

    Thrilling Tremors: 4 (good map info)

    Furtive Chase: 0 (horrible)

    Overall Score: 8


    Demogorgon

    Surge: 4 (good knowledge. saves time kicking gens and is generally a pretty good perk)

    Mindbreaker: 3 (the buff was nice i guess)

    Cruel Limits: 0 (yikes)

    Overall Score: 7


    Oni

    Zanshin Tactis: 0 (Windows for killer, difference is you should know when you kicked sthg and when you didnt, so pretty useless)

    Blood Echo: 3 (okay i guess)

    Nemesis: 4 (pretty good standalone perk. can be combined with others to get better and is generally nice to have)

    Overall Score: 7



    Deathslinger

    Gearhead: 0 (unnecessarily gutted uppon release)

    Dead Man's Switch: 0 (timer starts when the obsession is hooked, so if someone leaves the gen after 40 seconds the gen will only be blocked for 5)

    Hex: Retribution: 4 (another great trap totem. on its own not that great, but can be very devestating in many totem builds, as it just deletes stealth)

    Overall Score: 4


    Executioner

    Forced Penance: 0 (oblivious would unironically have been better than broken)

    Trail Of Torment: 3 (okay, but nothing mindblowing)

    Deathbound: 3 (decent info i guess)

    Overall Score: 6


    Blight

    Dragon's Grip: 3 (not a bad perk, not really good either)

    Hex: Blood Favor: 0 (lol)

    Hex: Undying: 4 (was a 5 before the nerf. still a good perk though)

    Overall Score: 7


    Twins

    Hoarder: 0 (never)

    Oppression: 3 (could be a 4 with small tweaks, currently more on the underwhelming side of things)

    Coup De Grace: 0 (could have been a 3, potentially even 4 pre nerf, but now its activation requirement is way too harsh given the very mediocre effect it has)

    Overall Score: 3


    Trickster (for now)

    Starstruck: 3 (uncertain about the points, might get a 4 later. gotte try it out a little, seems like it could be very devestating though)

    Hex: Crowd Control: 4 (very strong perk, great Hex. very happy with this one)

    No Way Out: 3 (might be underestimating this one, but a 3 seems good for now. pretty good at buying time in the end game though, might have the potential to turn games around (which would be worthy of a 4))

    Overall Score: 10


    hopesfully that made it more understandable for you ^^

    again, this is just my opinion, so feel free to disagree ^^

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2051252#Comment_2051252

    no one is ever gonna top bubba on perk value (because double bloodpoints every match is just way too good)

    but yeah, he's definetively up there on perk value

    yes and no.

    i definitely agree that there arent many perks in the game that can compete with BBQ & Chili and that Trickster definitely doesnt bring a Perk that is capable of competing with it aswell, however the way i interpret a characters Perk vaule is based on all perks they bring, not just one.

    basically, i made a tierlist some time ago where i ranked all killers based on how good their perk value was. the way i ranked them was by ranking every single Perk they brought on a scale from 0 - 5 points, added the score of their 3 perks together and then put them on a tierlist based on their overall score.

    Bubba on that list actually scored surprisingly low (4th place - tied with 4 others, topped by 7 and beat 10), as even though BBQ gave him an easy 5 points, his other two teachables (Franklyns & Knock Out) both kinda sucked, so they scored low, which means his overall perk value isnt that high.

    Trickster on the other hand seems to bring a lot of pretty good perks in, none that are godlike but overall i could definitely see him beat most Killers on my list. depending on how i decide to rank certain perks (not 100% sure as of yet), but right now it looks like he's gonna be A-Tier.


    PS: just in case i made you curious, here's my general ranking. the red lines mark killers with the same point scorings, so only when a red line appears you actually see killers who scored worse then the ones before (there are a lot of killers who tied their rank):

    DbD Killer Tier List based on Teachables.png


    then in the end its all just up to your own opinion.

    if you think BBQ alone makes Bubba S-Tier thats fine, i just interpret it differently.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2051232#Comment_2051232

    no they aren't, starstruck in particular is actually pretty good.

    hex: crowd control is insane, but it's a hex so you know... might do nothing, might win the game...

    and no way out sounds great for an end game build.

    yeah he's one of the few killers that actually come with some solide perks.

    dunno how i'd rate the individual strength of each perk yet, but he might actually be one of the best killers in the game, purely based on perk value.

  • okay, i think i know what you are confused about.

    the way the Deathslingers Redeemer works in this regard is as follows:

    once you get speared, you are put on a chain and pulled towards him, only being able to shift to the left or right.

    this chain you are on has a set amount of charges, which it is going to lose over time. This process can be sped up by both the Killer (reeling the survivor in) and the survivor (wiggeling around). Additionally, should there be an object inbetween you and the killer, an object the chain has to touch / go through, it is going to lose its charges about twice as fast.

    should the chain run out of charges, an event will occur that is called the "chain break". uppon the chain breaking, the killer is stunned for 4 seconds and the survivor is free, however they are also deeply wounded.

    the killer can also, at any point in time, manually remove the chain from the survivor by attacking. this action will allow the killer to avoid the stun he would get with the chain breaking and they will still put you into deep wound, should their attack hit you.

    however, if they swing and miss their attack, the survivor is released from the chain without any penalty whatsoever.


    this is why sometimes you escape the Redeemer without being injured, its because the Killer manually ended the reeling process and missed their attack.

  • im pretty sure the pallets in that first picture are ment to spawn like that (not 100% sure though).

    to make up for that, they are very unsafe.


    the pallets in the second picture literally mean that you have the fewest possible pallets on that map possible.

    there is a minimum and a maximum amount of pallets for each map. should the game create too many pallet tiles, some will randomly be empty - should the game spawn too few pallet tiles it will start filling them up with double pallets until the minimal amount of pallets is achieved.

  • absolutely.

    i hate it when i get a discordance proc on a gen, walk up to it but cant see anyone, and then all of a sudden a shadow starts sprinting away from right in front of me.

    guess that claudette has been there the entire time. cool.


    for real though, especially with the graphic settings on Ultra, new maps are WAY too hard to see on.

  • i love Deathslingers dirty laugh when he gets someone.

    i generally realy like it when killers show their emotions by giggeling, so same goes for Doctor or Trickster.

  • i wont rank them in any particular order, ill just name my 5 favourites and 5 least favourites.


    Top:

    • Deathslinger
    • Spirit (no Stridor)
    • Demodoggo
    • Doctor
    • Oni


    Bottom:

    • Nightmare
    • Spirit (Stridor)
    • Twins
    • Hag
    • Pig


  • gens will start degressing like they would from a kick, just at an increased speed and without a kick necessary for it.

    tier 1: 1 charge every 4 seconds (normal kick regression speed)

    tier 2: 1 charge every 3 seconds

    tier 3: 1 charge every 2 seconds

    (it takes survivors 1 second to get 1 charge and it takes 80 charges to repair a full generator)


    the generators affected by ruin will keep regressing until they get worked on again, have no charges left or ruin gets destroyed.

  • i like Deathslingers mori a lot more than bubbas tbh. for me he is the clear winner of group A.

    though Bubba has a teleporting hammer, so thats pretty cool i guess...

  • no.

  • @brokedownpalace said:

    Yeah unless they reduce the grind somehow, I'm done too

    actually, for what its worth, i heard the grind was going to be reduced by making rift fragments only take 500 EXP to obtain instead of the current 800.

    however, there is nothing official on that as of yet as far as im aware.

    (read it on Leaks by Daylight)

  • in general i do like the visual updates.

    however, i have a few problems with them aswell:

    1) the maps are way too dark. a claudette shouldnt just disappear on my screen just because she ran past a bush.

    2) the new grass texture is horrible. its literally a HUGE shadownerf to the Trapper, as Beartraps in tall grass are super easily spotable now - ive had ppl spot and avoid traps mid chase when they have never even been on that side of the map before.

    3) the complete redesign of objects also works as a huge shadownerf to Deathslinger, as there are a lot less holes to shoot through now. they just took away all the fun spots for him to squeeze a harpoon through :c also shack is a lot safer against him now - especially since you cant shoot through the boarded up windows.

    4) Breakable Walls are... not always the right thing to do. i really like them on Midwich and i dont find them to be too bad on Dead Dawg, but all those maps that were designed without Breakable Walls in mind just show that very clearly. like, there arent any present unless like one or two in the main buildings. at that point they could have just not put any there in the first place.

  • @Firellius said:

    Thinking on it, the blood-red circle is also somewhat reminiscent of the portals in Dark Deception.

    yeah, but DD has its own multiplayer game called Monsters & Mortals.

    also the Devs said they werent really a big fan of how BHVR handled their game, so i doubt there would be a crossover.

  • ... lets just say she deserves her own tier.

  • ... did you just put Nea in B?

  • yeah ive noticed that aswell.

    seems to be a bug. though, seeing how the new chapter is (probaply) going to drop on 23rd of March there isnt really a point in changing it anymore.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/2035605#Comment_2035605

    Making pallet Freddy basekit would make him even more braindead. I would hate that!

    it'd require him to create a setup before being able to loop, instead of just spamming his snares around loops whenever and wherever he wishes.

  • i just dodge the lobby.

    last second switch? oh you better believe that person dies.


    i do not at all care about a key users fun. clearly they too dont care about mine, so i will be camping, tunneling and slugging to my hearts content.

  • it just counts how many people have left before you left.

    if that number reaches 3, no matter how many games that took, you get the rewards.


    due to the number being 3, that means that it is possible to get this challenge in a single game - its unlikely though.

  • Trapper

    Trapper should start the trial with all 6 traps in hand and be able to generally carry all 6 at once.

    Escaping a Beartrap should no longer be based on RNG, but take a set amount of time instead.

    Disarming a Trap should trigger a Skillcheck that, should the Survivor miss it / stop the action, can trap a survivor.

    Trap hitboxes should be increased. they are so small right now that a Survivor can run past a Trap inside a pallet, if its placed slightly too far to the left or right, aswell as jump over a Trap that is placed too close to a window they fastvaulted. That should not be a thing - a Trap is ment to lock down a path, not make it so they can literally just ignore it if it happens to be a milimeter too far to the left.

    Additionally, one of these two needs to be addressed aswell: A) rework the new grass textures to make it able to hide traps in tall grass again, B) camouflage Traps more so they can be placed in tall grass again without literally being seen from 50m away.


    Unnerving Presence: decreases the size of great skillcheck zones by 50/75/100% aswell. currently UP skillchecks are basically just 50% great skillcheck zones, making it easier to hit them (ironically). The current size of skillchecks shouldnt be shrunk tho, its just that the great success zone should be reduced and replaced with a good success zone.

    Bruta Strength: up the numbers to 25%.


    im going to keep this at Trapper for now, as he is the killer im most passionate about.

    its sad seeing him forgotten all the time and he is really in a desperate need for buffs.

    and before anyone says it: no, giving him the Trapper Sack basekit is by far not enough. he should have all 6 traps, anything else is basically useless and an unnecessary downside he has when compared to any other trap based killer.

    the only time he should have to traverse the map to get his traps is to recollect them after he already placed them down somewhere.

  • 1) Elodie

    2) Twins

    3) Deathslinger

    4) Claudette

    5) no.

    6) Pig - i never get the Trap off before the last box, RNG hates me :(

    7) Laurie - that piece of... meat has brought Decisive Strike and Object Of Obsession into the game.

    8) glances at 3) Deathslinger.

    9) Devour Hope

    10) Discordance / Kindred

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2035605#Comment_2035605

    The slowdown add ons really aren't that bad on their own. Most players are just fooled by "red bar bad". Don't get me wrong they have absolutely no reason to exist. Gen slowdown add ons have existed in the past like the Begrimed Saw/Head. But they atleast required usage of your power. Those add ons are free pressure for nothing, which sums up 50% of Freddies power.

    It's when you combine them with Corrupt to prevent early game gens, than once that first hook happens and Pop comes into play it just snowballs from there. The gen progression lost for survivors both from an across the map teleport (rather than all the potential repairing as the killer walks over), Pop and then being chased is devastating to anything but a 4 stack SWF. Then there's Ruin/Undying/Tinkerer which is basically the "yeah you should probably just play a different game today" build.

    I miss when cleaning up a good team as Freddy meant you just had a great understanding of chase fundamentals and good decision making, knowing when to hit and run and when to commit. Now it means you have good perks.

    Also to note. I think I'd be kind of OK with pallets base kit. Wouldn't make him anywhere near as good in a chase but would give an actual reason to try and stay awake. Currently theres no reason to wake up unless he has stacked slowdown add ons + thana or something. Mainly because you fall asleep again too quickly and the alarm clock 9/10 times is on the other end of the map.

    yeah by overkill i didnt mean as in "the add on itself wins you every game you play", but that they can be freely combined with any slowdown perk build you want, aswell as being present all the time due to passive sleeping.

    like, basekit freddy already has a LOT at his disposal, he got map pressure (teleport), stealth (2D lullaby), chase (snares), tracking (survivors glow white when asleep) and game slowdown (waking up requires either missed skillchecks, a waking up animation that takes longer each time its performed or one specific clock that spawns on the other side of the map - and not waking up can be countered by using slowdown add ons).

    now add any type of perk build on top of that and you just get a killer who has way too much going for him at once, especially considering, as you correctly said, his almost non existant input to get all of those benefits.

  • @SilentHillOnDvD said:

    He is a pub stomper. He doesn't have tinkerer so if he was playing against a 3man swf that's good on gens it would be pretty hard to win.

    still doesnt mean it'd be fun to have something like this to go up against.

    they really need to remove the slowdown add ons, those are just way too overkill.

    honestly, remove slowdown Add Ons and make Pallets basekit and he'd probaply be fine.

  • Object of Obsession.

    its just unhealthy for the game in its current state and really needs a rework.

  • unless i know exactly where the 4th person is, i contest hatch.

    its just no fun for anyone to leave one guy on the ground for 4 minutes while trying to locate the last person who is probaply just sitting in a corner somewhere, waiting it out.

  • i got a couple of ideas in my mind, actually.

    1) a poisonous gas type of power (similar to clown in that regard) that intoxicates survivors who breathe it in. they will stay intoxicated until they find / craft a cure for it and the intoxication level increaes each time they come into contact with it (similar to Docs madness in that regard).

    The higher the intoxication level, the more effecs they will receive, such as, but not limited to: a foggy screen covering up things far away (fog gets closer the higher the intoxication level), illusions of the killer walking around said fog (illusions might start comming out of it towards the survivor before disapperaing - they get closer with each intoxication level), a constant coughing sound they make to limit stealth abilities, maybe even oblivious at a certain point.

    i havent worked out the details yet, though we can always make it so Add Ons add more effects on the power (similar to Doctor).

    originally i wanted him to intoxicate close by survivors by grabbing them and forcing them to inhale the gas, though we could also go for something a bit more ranged, like him placing gas containers down that intoxicate people around them and that can be destroyed (ofc the grab would intoxicate ppl a lot quicker).

    the killer i imagined for this was a scientist / biologist kind of killer.


    2) a killer setting tripwires down that, should they be triggered by survivors, will blind and deafen them for a short duration. i wanted the power to be linked directly to flashbang grenades.

    the way that would work is, that the killer can select two surfaces that are close to each other and then places a tripwire between them, with a flashbang on each side. he would, of course, be limited in the amount of traps he can have at the same time, however he should not have to make a Trapper and run across the entire map to get his traps, he just gets them back as soon as they are used / disarmed.

    survivors can disarm his traps when standing close to them, similar to Trapper.

    the killer i imagined for this was a police officer kind of killer.


    3) a killer throwing molotov cocktails, igniting the area they hit (inflicting burn damage to survivors), aswell as covering a larger area around the fire with thick, black smoke.

    very similar to clown he would be throwing the cocktails at and around loops to cover a cerrtain path that survivors cant take (unless they want to take burn damage ofc), aswell as masking his own moves within the area.

    burn damage will injure a survivor after a certain while (similar to sickness, but without the broken) and make any pallet they vault burn to ashes, aswell as ignite windows / objects they interact with to make their ignition meter go up. each time that is filled, the survivor takes damage and it is emptied again.

    survivors can extinguish themselves either by having their ignition meter be at 0% and performing an "extinguish" action (ignition goes down on its own when they are not doing interactions - similar to the old Madness effect, but a lot faster than that or by having a teammate extinguish them, which takes longer than doing it by yourself, but therefore doesnt require the ignition meter to be 0%.

    much like clown, the killer will be immune to all fire / smoke effects (he can see clearly when inside the smoke, survivors cant).

    the killer i imagined for this was a firefighter kind of killer.

  • from the few games i played, nothing but toxicity.


    seriously, 7 DCs in 4 games. the only time no one quit was when they were beating me.

    and dont even get me started on the end chat messages i'd get.


    and i didnt even play unfair or anything.

  • @Blueberry said:

    Well that's the thing, you'll generally speaking only be seeing those few viable killers at the highest tier of mmr which will leaves the best of the best survivors almost always going against the same killers.

    yep.

    and there wont be a lot of variety in the survivor loadouts either.

  • @Brokenbones said:

    Please BHVR

    Bring back the old Christmas menu theme this year. PLEASE:

    https://www.youtube.com/watch?v=vb7EhW6WLGY

    this one was amazingly good!

    i really hope we'll see it return some day... maybe even permanently for a christmas themed killer (should we ever get one)?

  • as with any horror game, it gets lost after you reached a certain point of playtime.

    look at me for example, after putting 4.4k hrs into this game there is not a lot that scares me anymore.

    however, i was terrified of this game the first time i played it. one of the main reasons why i started maining killer is, because back when i was new i was way too scared to even touch survivor.

    however, the more time i put into this game, the easier it got for me and the less scared i became of it.


    thats nothing exclusive to DbD though. try playing other games like Phasmophobia, FNaF, Resident Evil, etc. for a couple hundreds of hours and you will start to experience the same effect.

  • he's not a "worse Huntress".

    he can very easily hold his own when compared to her, its just that one has better snowball and ranged attacks while the other has better close range, anti loop attacks.

    Slinger already has a very oppresssive chase power, we really dont need him to be 115%.

    i think he should be reliant on his redeemer to be played efficiently, making the redeemer a choice instead of an actual requirement would mean he needed it nerfed quite hard in return.


    he is balanced quite well in his current state.

    i dont think he needs any changes at all.

  • as soon as i equipped that challenge all my killers had Iron Grasp + Agitation and/or were Insidious camping hooks, therefore had no need to go anywhere fancy or gave me a chance to try the challenge very often...

    sometimes i just think this game hates me :)


    (got it after 3 or 4 tries though, due to unfortunate hook placement for the killer and two bodyblocks during endgame. i died for it, but god damn that was worth it xD)

  • @lupo_grigio said:

    https://forum.deadbydaylight.com/en/discussion/comment/2026489#Comment_2026489

    do i need to get the penalty tho ??? #########, and is not just today, the last few weeks it has been like this

    sigh

    the way the DC penalty system works is that it times you out based on your "level" of offenses, as soon as it detects you no longer being connected to the server.

    it does NOT know what caused the disconnection. it has no way of telling whether the DC was caused due to a game crash, you pressing the "leave game" button, a network failure, steam servers going down, etc.

    therefore it is literally impossible for it to make any exceptions based on game crashes / server failure.


    now, we all know that every tuesday Steam servers go down due to maintenance, roughly around the same time.

    how about instead of blaming the devs, we use our brains a bit and think to ourselves "hey, its tuesday and around the time that the Steam servers are going down for their weekly maintenance. i should probaply not queue up for a game right now!". that way you can easily avoid any potential DC penalties.

    however, should you forget / have a game that lasts longer than expected, thats okay too. after all, the timeout you will receive, given there is no lengthy record of you DCing matches - which would be entirely on you, is only going to be 5 minutes.

    so when the Steam servers go back up you should, at most, have a 3 minute timeout.


    should you have received a multiple hours / days ban due to it, go contact the support here: https://support.deadbydaylight.com/hc/en-us

    however, keep in mind that such lengthy bans are only given after a multitude of DCs within a certain time periode to one another, so its not guaranteed that they'll be lifting it.

1 … 31 32 33 34 35 … 140