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Mister_xD

Mister_xD

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Mister_xD
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  • its tuesday.

    every tuesday the Steam servers go down for a few minutes due to maintenance.

    BHVR has nothing to do with it.

  • i dont think he needs any buffs at all.

    also, you're pretty much just describing the Iridescent Blight Tag here...

  • i am looking forward for him.

    he's not the strongest, but his design is dope, the music is amazing, the perks are nice and his power definitely has potential - we just gotta hope the devs take the necessary steps to achieve it.

  • the invisible Phillip in a corner.

  • i HATE the new grass textures.

    quite ironic how Trappers own realm is one of his worst now...

  • step one: spread out on gens.

    step two: push gens that are close together first.

    oh look, you countered it.

  • saying that it felt like it punished survivors doing their objective seems like quite a hypocritical statement when the activation requirement for NOED literally is the survivors not finishing their secondary objective in time...

    its ment as a punishment for those who prioritised the primary objective over the secondary.

    thats the whole point of the perk - its not a reward for killers that didnt patrol correctly, its a punishment for those who only cared about generators and ignored totems.

    though i wont deny that it could definitely do that job better than it currently does.

    imo the amount of totems that are present in the trial should determine the strength of NOED (with the minimal strength being the current version).

  • @TAG said:

    Buffed a little bit, ideally. Obviously they were way too strong before, but now they are borderline worthless.

    im still convinced that the requirement for a mori should be having every player hooked at least once.

    it'd be a reasonable nerf, wouldnt make the offering utterly useless and would actively disencourage tunneling (unlike the current version that literally requires you to hardtunnel off of 2nd hook in order to get ANY benefits from it).

  • i would love them to have individual menu music, but just like @Superyoshiegg said above, the music we currently have is usually based on the killer, not the survivor.

    therefore if we want them to have unique menu music, they'd have to make some fitting music for them first.

    of course a point could be made here for licensed characters to get the same one as the killer, as the music doesnt necessarily only represent the killer, but everyone included in that franchise, but for a vast majority of the original survivor cast we'd have to create new themes from scratch, which would probaply just be too much work right now.

    however i'd love to see something like this happen in the future, when the Devs have some free time on their hands and dont have to work on the next chapter / balance / graphic reworks all the time.

  • i dont mind at all.

    actually, if i see a streamer (and i found the game to be a good & fun one - not a "lets genrush within 2 minutes and all leave" / "lets slug everyone at 5 gens and onehook everyone / hardcamp and tunnel") i usually go over and check their recording of the stream to see the game from their perspective.

  • idk fam, Demodoggo seems awfully low...

  • @Alice_pbg said:

    *load in match

    "ok, gotta find the red gliph"

    *passes by 3 gens

    *1 gen is done

    "here here gliphy... common"

    "oh hey, a totem"

    *2 more gens are done

    "well I'm here, might aswell get the rescue"

    *gliph appears next to hook

    "oh hey!"

    *gets gliph

    literally me yesterday, roaming over Midwich trying to locate that god damn glyph.

    3 gens and like 6 hooks were achieved by the time i managed to find it.


    somehow two made it out.

    no idea how, but it happened.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2019226#Comment_2019226

    You'd lose out on so many bloodpoints. that's also the other thing aswel my guy lol

    oh no, i have to trade in a few BP for an instawin?

    frightening thought.

  • @MadLordJack said:

    Huh. Well that was... Hopefully a joke? I think?

    Huntress as a crutch killer. Now that's a new one.

    given the comment history, it probaply is.

  • just make it so if survivors touch a regressing gen they have to stay on it for X seconds otherwise it will keep regressing once they leave.

    Ruin should definitely not be basekit though. if you want passive regression on gens, go equip the perk.

  • fragile egos.

    something you're gonna find on both sides.

    they go in with the expectation to win and then feel entitld to their victory / are absolutely convinced they were the best player in the entire trial by far, so any time anything happens that might prove them otherwise they get toxic towards.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2019050#Comment_2019050

    Well. you're trading a instant kill compare to like maybe. 2-3 hooks on em? not getting the actual bbq stack / pop value / remember me stacks Etc. the one thing i'd like to just see em have is to Have a Closed Fist if he doesn't have a Tombstone Piece. / Tombstone in general whereas if he has it. His hand would be opened. that's what i was thinkin' As a myers main =D

    the tombstone is fine imo, but tombstone piece is absolutely busted.

    i mean, you get to pretty much immediately kill a survivor. just skipping all hooks on them, straight up murdering them. there is nothing the survivor can do about it if they are the unlucky one to be chased while you're close to your T3 - and the insane amount of map pressure you get as a killer by just straight up removing one of the survivors at 4 or 5 gens is ridiculous.

    and there is literally no downside to this whatsoever.

    even if you have to stalk them longer to get to T3, thats still a lot less time that it would take you to kill them normally.

  • @Brokenbones said:

    Random list of things

    • Remove the 'limit' on stalking survivors. Oni has a much stronger power than Myers and he can get it a theoretically infinite amount of times. Maybe this was balanced when Myers was one of few killers in the game but it's not anymore
    • Reduce the amount of time it takes to get out of Tier 1/Change Tier 1 to be more of a resource than a hinderance. Maybe let Myers decide when he wants to tier up instead of having to 99 stalks to do that
    • Nerf Tombstone Piece. I would hope this is self explanatory. If it were up to me, I'd make it so once you use it, you cannot use Tier 3 again for the whole match. That way if you use it instantly on the first survivor you see, you're permanently stuck in T2. Even this might not be enough for it
    • Rework the 'movement speed while stalking' addons to have a better effect

    i agree on all of those.

    however, i'd like the stalk limit to somewhat stay in the game, just to make it impossible for him to just get an infinite tier 3 + tombstone off of a single survivor.

    we could say that there is a limit of how much he can stalk an individual survivor at once, which goes back after time so he can come back to them at a later point of the trial and stalk them again.

    and we could add it as a downside to the Fragrand Tuft of Hair that exactly that new mechanic wont be applied, so he actually has to go and stalk other people to get to his infinite tier 3.

  • so players that didnt play for a long time dont end up being rank 1 when they come back to the game after a break of, lets say, a year.

  • let me answer your questions one by one:

    difficulty (from hardest to easiest):

    1) Spirit

    2) Deathslinger

    3) Legion


    fun (in my opinion):

    1) Deathslinger

    2) Spirit

    3) Legion


    Perks:

    1) Legion

    2) Spirit

    3) Deathslinger


    i would suggest you to go for Spirit first.

    she is definitely the strongest of the 3 and very fun to use once you got her down. her Perks are also quite strong, she has not a single bad perk unlike both Legion and Slinger.

  • do you want an answer based on lore or on gameplay?


    for lore:

    the entity feeds on hope of survivors / killers. this is achieved best by giving them bits of hope to clinge onto just to take them away last second again. a killer who kills everyone within 2 minutes by slugging and onehooking them does not allow for such a thing to happen, as they would just crush all hope the survivors had right away, making the entitus miss out on a lot of potential hope to feed on.

    lore wise its not a killers job to just kill their prey. its a killers job to make them suffer as much as possible before killing them off. its also said that characters who lost all hope and ended up being but dead shells got thrown away by the entity into the so called void - something we have barely seen anything of yet outside of the Blights story.


    for gameplay:

    because its no fun for anyone when you slug and then onehook everyone.

  • probaply when the chapter drops

  • for polls you need to go to the polls subforum.


    as for license, 110% Resident Evil.

    i do NOT want FNaF in this game. it would absolutely not fit in at all and would, at least in my humble opinion, be quite cringe.


    Mr.X / The Tyrant would fit in rather nicely though.

    i'd really like to see him make it in some day.

  • i wouldnt mind revealing the killers name in the ingame menu together with a ping indicator, but the character choice imo should stay hidden.

    a lot of killers benefit from early game ambushes, which would basically get removed with this change, given that now everyone knows exactly who you are and therefore can take specific measures against you.

  • because, unlike any other killer, Freddy has literally no weaknesses.

    and the only weakness he has, staying awake, literally counters itself by having you fall asleep every 60 seconds / any time he attacks you.


    also, his snares are way too good for how easily usable they are, they make escaping pretty much impossible. plus free map pressure with the teleport, plus free stealth, plus free tracking, plus gameslowdown add ons... and we havent even touched perks yet.

    sorry, but Freddy really is just the "i am absolutely not good enough for it but i really want to be Rank 1 and 4k a lot" Killer.

    especially when he runs slowdown add ons.


    and before i get a "salty / entitled survivor main" response back, i am indeed maining killer. and i play both sides at rank 1 consistently. and yes, there are some very good Freddy players - its just that a vast minority of them (overall Freddy players) actually is, while most of the others let themselves get carried by the character they play.


    this game has difficulty settings - just like SWF is survivor on easy mode, Freddy is killer on easy mode.

  • ill probaply just keep my current build and see how it goes.

    so i'll be running PGTW for game slowdown, Enduring + BS for chase and Discordance for tracking / gen defense.


    yeah im very creative xD

  • @Alexmon70 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2013016#Comment_2013016

    but thats not always true. You make it sound like its not a toxicity issue and more of a "you weren't there" issue.

    There have been plenty of times where people STAYED the entire length of the match just to say some nasty crap to me, or their fellow survivors.

    you were asking why you didnt get any responses to your "gg" when you got more than 2 kills.

    the answer to that is, because those people in 95% of the cases have already left your lobby and are back in lobby queue.

    of course the other 5% exist who end up die 5 minutes in and wait the next 10 minutes until the match is over just to trashtalk you. but those are definitely a minority.

  • i dont think its people not wanting to admit defeat.

    at least thats not the experience i got when playing Survivor.

    its just that if you kill survivors, their game will be over sooner than yours. and unless they have friends still playing, there really isnt any reason for them to stay in your lobby and watch, so they'll have moved on most of the time.

    so one of the main reasons why you rarely get a "gg" back is probaply because there just isnt anyone left to write it.


    BHVR could address this by updating their chat feature ofc, so it displays messages written before you entered the chatroom.

    but as long as thats not the case, you wont really get to talk to many survivors as killer. the only one still there when you 4ked is usually the last guy being sacrificed, so one "gg" is the most you can get most of the time.

    therefore however the number of "gg"s increases the more you lost - because this means more people left the game at the same time.

  • a silencer for Deathslingers gun.

    just scrap the Iri Coin for that and we're golden.

  • my number one pick would probaply be Insidious.

    its a perk that not only is extremely bad, it also encourages a very boring and unhealthy playstyle.

    it needs a full on rework imo.

  • Deathslinger - Daddy Slinger

    Blight - Bleeht

    Spirit - Spireh

    Shape - Mikey

    Demogorgon - Demodoggo

    Executioner - Triangular Headpiece Humanoid

  • PTBs are only live for a limited time.

    sorry, but you missed it.

    keep your eyes open though, there will most likely be a new one around the time of the next midchapter!

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2008872#Comment_2008872

    The difference to those killers you mentioned though are that they aren't ranged killers technically. Their powers are fairly close ranged, and clown is not in that category, you could say the same thing about doctor then as well. What I'm saying is that the Trickster's power is not that amazing as is, and I believe they meant it to work differently but it isnt, that is why he is 110%. I never said they made him 110, then made his power. Just as you said, that is not how they design a character. There must be a reason why he is 110, and it is probably because they wanted the power to be stronger but that isn't how it worked out. I believe if they make the knives work faster at killer (such as decreasing the amount needed) and making laceration work better he could be good. The key is to make him unique and different than the other ranged killers, and I think with the addition of laceration, I could see them trying to make a killer that could keep ticks on survivors with the knives weakening them and then if they escape next time you see them you can down them faster. You can see almost the way they wanted him to be played by things in his kit that are there, but other things do not help that. He slows down while throwing knives, meaning if he was meant for zoning then that would hurt him because less distance. But slowing down for throwing knives is just like aiming with deathslinger and huntress. You do slow down with plague though, but again you use her perk in very close quarters. You can use Trickster's ability close as well but with an ability that throws far and so straight shows they meant him to be used mid range as well. I understand deathslinger and Huntress are much deadlier, because Trickster isn't meant to be a one shot injure type of ranged killer, he is a different take on that type of killer. If they wanted him to be used differently, then yeah make him 115, I'm still gonna play him, but the way they have made this foundation for him, he just needs his ability tweaked and made stronger, hell his whole ultimate right now is like busted.

    you are, once again, trying to create a killer power based on the stats here.

    thats a bit like saying the Wraith would be deserving of being 110% mms (assuming for a second that he was), because if we just make him throw the bell and make it instantly down survivors it would be a strong chase power.

    while you would technically speaking be right with that statement, it goes entirely against the basic design idea the killer portraits - Wraith is a stealth killer who mainly relies on sneaking up on targets to get easy M1 attacks on them. and Trickster is a zoning killer who mainly relies on forcing survivors in a certain part of the map he wants them to be in to get easy M1 attacks on them.

    of course there is the possibility that you might injure / down someone with your power, but this isnt the main focus of it. the whole point of the laceration meter is to NOT have him be a strong chase killer. injuring someone with your power as Trickster is ment to only be possible when the survivor is out in the open, in a deadzone. if they are running you on a Jungly Gym you will not be getting your knifes to work for you, unless they vault sthg right in your face that is - and even then you'll only get a few hits in, not enough to damage them.

    in other words, his power is a TOOL he can use to make it easier for himself to get hits on survivors, much like a Trappers Beartraps or a Clowns Afterpiece Tonic Bottles. it is NOT his main way of injuring / downing survivors - and its not intended to be.

    if you want to change that, you'd have to entirely rework the way his knifes work. they'd need to be easier accessable / hitable in looping tiles and they need to have more lethality to them.

    its possible, but it isnt what their intended usage is.


    also, he would absolutely not be the first killer for them to increase the base mms from 110% to 115% because their power is lacking chaseability. they did this exact thing back when they reworked Legion, because Legions power wasnt ment to be a strong chase power, but a power to quickly apply map pressure, give them mobility and information power instead.


    so once again:

    we have two options.

    1) we entirely rework his power to somehow justify his 110% mms (your idea)

    2) we acknowledge that his power is merely a secondary part of his kit that is ment to support the killer in chases instead of being his main chase capability and change his basestats accordingly to 115% mms.

    both are possible. its just that 1) would be a LOT more work to do.

  • depends on it.

    obviously i play to win.

    however, i also want to have fun and i absolutely dont mind throwing a game just ti get a couple of good laughs out of it.

    also i play without any items / add ons / offerings. the only thing i equip on my characters are perks, so im not someone who goes all in every match in order to ensure victory whenever i can.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2008768#Comment_2008768

    But i mean, he wouldn't need drastic changes to his power, and him losing laceration during a chase is due to a bug, because that isn't what they intended. Honestly, something that would buff him exponentially is just to make him only take 7 or 6 knives to injure, and fix the laceration to work how it should, and maybe make it where while you are injured, only healing can remove laceration. Its not the speed that is wrong with him (while that is a problem with him at his current state), it's his power that is not the best and that is what should be improved to make him more in line with the other ranged killers. Other than the obvious comparisons, I really think Trickster is almost supposed to be the legion of the ranged killers and I hope they adjust his ability and fix it to work as it should. They don't have as much to fix as they did with the twins at least.

    but his power stands in direct corelation to his movementspeed?

    as ive explained before, the chase strength of a power determines the general speed of the killer.

    having a very strong chase power means the killers speed will be below average, so they are reliant on their power to get chases - and if their power doesnt hold such raw chasing power then they are average speed so they can chase normally and then use their power to assist them during chases, while being perfectly capable of chasing without it.

    and as you yourself said: the Tricksters power right now does not at all justify him being a 110% mms killer. and its extremely likely that it was never ment to be an oppressive chase power, it looks a lot more like a zoning ability - which once again doesnt justify a 110% mms.

    i think what you dont understand (no offense) is, that its not a killers movementspeed that determines their powers strength, but its the powers strength that determines a killers movementspeed.

    you dont design a killer and say "okay i want this dude to be 110% mms, so lets find a power that works with that", you design their power and THEN decide on your overall stats on the killer.

    so when we have a power that is obviously lacking the needed strength to be even close to those who are 110% mms (and this wouldnt just be easily fixable. 6 knifes would be a beginning but i highly doubt that'd be enough, Huntress and Slinger are both still a lot deadlier, so you'd need even more, as, as explained before, his core power design isnt centered around chases but rather zoning) sometimes its the better call to just up the movementspeed and then make some minor tweaks on the power.


    and just because ive seen you say this a lot:

    just because a killer has a ranged ability does not mean they would have to be 110% mms.

    there are multiple exceptions to this rule: Plague, Clown and (to an extend) Executioner all have a ranged / projectile based power, while still being 115% mms killers.

  • killers are given 110% mms instead of the usual 115% mms due to the strength their power has during chases.

    these killers are slower than the others, as the Devs want you to focus on using their power instead of just chasing normally as you would with anyone else.

    the Trickster however can not deliver in this section. his power is not nearly strong enough to justify the 110% mms in the slightest.

    when we look at literally any other killer that has 110%, they all have the ability to end a chase within just a few seconds - Hag, Spirit, Huntress, Deathslinger, ... all have extraordinarily strong chase powers after all. this is something Trickster can not compare with in the slightest, he takes 8 knifes to INJURE a survivor, 16 to down them - plus the automatic decay, so he has to hit them in a certain timewindow. how is that comparable to a Huntress or Deathslinger, who both require but a single shot to injure survivors?

    the Tricksters power isnt centered around chases. however, its more ment to be like a zoning ability. by constantly shooting knifes at survivors you can herd them in a certain direction you want them to go into.

    this means that his power only really shines when he meets survivors who are outpositioned and in a deadzone without too much cover - any jungly gym is going to give him a very hard time at trying to down someone with his knifes alone.

    but doesnt that sound a bit familiar? a killer who can zone survivors and harshly punish those who are outpositioned / traversing from one loop into the other? it certainly does - its exactly what the Blight is doing.

    yet Blight, on top of that, has insane map pressure, a much more versitile way of using his power around loops AND is a 115% mms killer.


    so we have two options here going forward:

    1) acknwledge his lack in chaseability and make him a 115% mms killer with some smaller buffs to him. make it so he isnt reliant on his power but instead has his power as a tool to assist him to achieve hits.

    2) buff his power to the point where he gains enough strength in chases to be considerable as a 110% mms killer. this would need some drastic changes to the way his power works however and would, by far, be the more complex option right now.

  • basekit billy was perfectly fine before his nerf.

    im not saying they "gutted" him or anything (they did gut his add ons, but they kinda needed it), but i am saying that the overheat mechanic on him was extremely unnecessary.

    and, at least for me, sucked the fun straight out of this killer.

  • people acting like the chase was the only aspect of this game and therefore any killer who is oppressive in it had no counterplay and needed to be nerfed.

    so yeah, very similar to yours xD

  • IF they have slow down add ons i just want to quit.

    if they dont then i dont even mind him so much, though i still feel like he has a bit too much in his basekit. Stealth, Tracking, Map Pressure, Chase Ability and a guaranteed BT evasion - all that for a vast majority of the game, given how easy it is to fall asleep.


    but yeah if no slowdown add ons are present ill give it to Spirit.

    Stridor is an obvious reason here, but i also really despise her passive phasing. its so dumb when she walks in one direction, turns around and goes after you and you miss exactly that turn around cause the entity said "haha, screw you, she's passively phasing now" ._.

  • it would probaply still stay the camping perk it currently is.

    Insidious imo is one of the few things in this game that actually need a full on rework.

    for example, why not make it reduce the Terror Radius and give you Undetectable for X seconds any time a Survivor tries to reveal your aura?

  • yeah im gonna have to go with Twins here.

    i hope they'll receive changes soon..

  • k.

    neither do tunneling or camping.

    those are just terms used by survivors to describe killers pressuring hooks well / efficiently doing their job.

  • its not a bad idea to time limit matches.

    it would permanently eliminate games taken hostage and, dependend on the timer length, will most likely not affect most games.

    imo a 30 minute overall match timer sounds good.

    30 minutes is way longer than any normal match, which takes between 10 and 15 minutes to complete, while also not being so long that it'd still be torturous to go through if you do get a game taken hostage.


    and the timer doesnt necessarily have to end with every survivors immediate death, we could also just reveal them permanantly so no more immersion is possible and they HAVE to actually play the game (yes that reveal should also go through lockers)

  • most attractive:

    Kate - do i really need to explain this one?

    Trapper - ignoring away the iron hooks in his back, he do be looking fine. kinda sucks he lost all his hair tho...


    least attractive:

    Nea - eugh...

    Blight - i mean, seriously, at least Hag still HAS a body! this man is just goo charging at you with a stick!


    not counting licensed characters btw, as BHVR didnt design them.

  • yeah the grind is a lot.

    im hoping they have some additions planned for the game ethat reduce the grind further.

    some ideas ive had regarding this:

    • log in bonus (with streaks?) - basically what they did this event as base with fewer BP. and possibly make it so if you log in multiple days in a row the BP increase
    • daily missions reworked - why not make it so its 3 on each side, starting with an easy one and ending with a hard one? ofc the easy one gives less rewards - also, why not make the rewards in form of BP boosters? e.g. the first one gives a 1.2x BP booster, the second one a 1.5x BP booster and the final one a 2x BP booster for that role.
    • weekly missions - basically daily missions with much greater rewards & difficulty
    • BP / Iridescent Shard rewards in the free track of the rift to fill up the empty spaces
    • ...

    there are plenty more ideas out there, but you get the idea.

    the ever increasing grind each chapter brings requires an ever increasing addition of new anti grind mechanics, otherwise we end up where we currently are: at overwhelming levels of grind.

  • i'm a Deathslinger main.

    dunno if that helps you, but i would say that im rather experienced with this killer / killer in general

  • actually, quite the opposite.

    you have the ability to keep everyone injured at all times, which is quite decent in itself. combined with Thanatophobia it creates a very good game slowdown tool.

    however, on top of this you also get an amazing tracking ability that allows for very quick locating without having any counters to it other than the range.

    now, this isnt necessarily a part of their power, but they are also a average height killer - this means that its a lot easier for Legion to mindgame around loops. combined with the darkened screen that deep wound has (which is very, very annoying for survivors btw) and the fact that everyone is always injured with this killer, makes for a decent chase ability aswell.


    they are really not as bad as many think they are.

    use Thana on them and they are a decent killer that can defiitely be played and win at rank 1. and if you feel a bit insicure about his power, its exact length and range and all, you can always use some Add Ons to reduce its downsides.


    this doesnt mean they wouldnt need any buffs ofc, but they are far from useless / worthless.

  • i'm a bit disappointed that we didnt get any new map again, but other than that im quite happy with it!

    visually i think both new characters look great, the perks seem like they can actually be used in some builds without being very oppressive and the killers power, while lacking in strength, seems like a fun one.

  • the same as a Deathslinger.

    question your life choices that lead up to this moment and fall into a deep depression until the torture is finally over.

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