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Mister_xD

Mister_xD

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Mister_xD
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  • i never really used it before either, so nothing really changed for me.


    though as a survivor i noticed that they basically vanished aswell.

    still, as bad as the nerf was its still better than before the nerf.

    i just wish they made something more... interesting. upping one number by 1 shouldnt have taken them 3 years...

  • Survivor:

    Claudette


    Killer:

    Deathslinger

  • oooh, so YOU are the reason why i keep dying to bad freddies!

    thanks mate, i really appreciate you ruining the game for everyone else :D

  • im at 16 right now, 21 is pretty impressive.

    in the end, i think you're good as long as your rift tiers combined with the days left equal to at least 70.

  • it has been a while since i posted this image...

    qrshtz1apxb2.jpg


    sorry, but Dead Hard for distance is busted.

    there really is no point in denying it.

    it gives the Survivors free loops when they shouldnt have gotten them, therefore drastically drags out chases that should have been over long ago AND there is literally nothing you can do to stop it as killer.

  • they said they were aware of it and that they may know what is causing the issues.

    they want to try to fix it in the 4.5.2 patch.


    lets just hope they actually found the issue and its gonna be fixed afterwards...

  • im running:

    • Enduring
    • Brutal Strength
    • A Nurses Calling
    • Pop Goes The Weasel


    Add Ons:

    • Windstorm
    • Swift Hunt


  • its a really nice touch, but i agree that it is far from enough from fixing his problems.

    what he needs imo is to have his speed boost during invisibility buffed so its like the current speed he has with a green Windstorm.

    it would tremendously help him apply map pressure, which in return allows him to boost his "hit and run" kind of playstyle.

    additionally it would free one of his Add On slots so he can focus on other add ons, such as Swift Hunt or All Seeing.

  • i dont know if its "the best", but this is mine:

    • Pop Goes The Weasel
    • Enduring
    • Brutal Strength
    • Barbecue & Chili / Discordance (if you dont need the 2x BP - for gameplay purposes i prefer Discordance over BBQ)


    Add Ons:

    • Order
    • Calm


    the general idea behind it is, that you find survivors quickly due to Discordance / Static Blast, get rid of real pallets quickly with Enduring and Brutal Strength so that Order can replace them with fakes and have Pop as a game slowdown tool.

  • Kindred is literally a reverse BBQ & Chili on the killer.


    its soooo good!

  • so am i right to assume that you got all the teachables up to Legion?


    then here's the list of Killer Perks i'd suggest you should focus on that released after the Darkness Among Us DLC:

    • Corrupt Intervention (Demise of the Faithful DLC - Plague)
    • Infectious Fright (Demise of the Faithful DLC - Plague)
    • I'm All Ears (Ghostface DLC - Ghostface)
    • Thrilling Tremours (Ghostface DLC - Ghostface)
    • Surge (Stranger Things DLC - Demogorgon)
    • Nemesis (Cursed Legacy DLC - Oni)
    • Hex: Retribution (Chains of Hate DLC - Deathslinger)

    not all of these are top tier meta perks, but they are generally speaking good perks that you can make decent builds with.

    all the other Killer Perks that released during this time are pretty underwhelming, sadly.


    and here are my suggestions for Survivor Perks:

    • Inner Strength (Stranger Things DLC - Nancy)
    • Soul Guard (Silent Hill DLC - Cheryl)
    • Desperate Measures (Descent Beyond DLC - Felix)
    • Build To Last (Descent Beyond DLC - Felix)
    • Appraisal (A Binding of Kin DLC - Elodie)

    once again, not all are meta tryhard perks, but i think they are good perks that can get some good usage of them in the right builds.

  • Nurse.

    as annoying as it is to face a good Nurse and not being able to do anything in chases, i have to respect them for putting up with all these bugs the character has right now.

  • there is no difference, unless the Killer uses specific Obsession Perks tht affect the mechanic.

    some, like Save The Best For Last or Play With your Food encourage the Killer to ignore the Obsession till last, while others, such as Rancor or Nemesis encourage them to go after the Obsession specifically.


    but without Perks, the Obsession is not any different from the other Survivors for the Killer.

    Its just an indicator that the Survivors are playing certain Obsession based Perks.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945416#Comment_1945416

    Whether it is hiding in a locker or purposely jumping in a locker, you are tunneling.

    So Unbreakable counters slugging. In both cases, they are 1-time use perks to counter the killer. DS counters being put right back on the hook and Unbreakable counters slugging. I see nothing wrong there. The survivor is trying to do objective the same as killer. Killers are never shy about using perks to stop the objective.

    but the killers objective is to actively hinder survivors from doing theirs.

    do you really think a perk that allows survivors to work on their objective for 60 seconds after being unhooked without it being interruptable by the killer is fair?

    for reference, thats 60 out of the needed 80 charges on a generator. on each survivor, twice a match - that has the potential to get very overpowering and very unfair for the killer very quickly.

    not to mention that it would basically be a perk that punishes killers for doing their objective. its very similar to NOED in a way, if NOED hadnt gotten that Dull Totem requirement that allows survivors to get rid of it.


    also, whether you're being tunneled or not, you asked why slugging wasnt seen as counterplay - and jumping in a locker hardcounters the slug counter, as it wont let the killer down you in the foist place. either they let you go or they eat the DS, slugging isnt an option in a lot of cases.

    1. mostly balanced, with a small tendency of bein survivor sided. 4 man SWF "death" squads make it a lot more survivor sided though.
    2. rank 1 on both sides
    3. i've been playing since late 2016 and have ~4200 hours ingame right now.
    4. almost all of my killers are fully maxed out, for survivors i only leveled one, who has all currently unlocked perks.
    5. killermain.
  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945688#Comment_1945688

    Very easily fixed. Could've been something like the person who cleanses a hex totem has their aura revealed for a certain amount of time or something like that.

    that'd just be Retribution tho

    anyway, there certainly are better solutions to it, but this is the one we got.

    if you have any suggestions to change it, go to the "feedback & suggestions" subforum and pray to the entity that your post will be seen.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945668#Comment_1945668

    No and hes a pro player who does this for a living.

    The patch just came out. Its been days and I myself someone who has been playing since 2017 just now realized this. Wait until its become full common knowledge.

    Go near dull totem see Hex icon. Clearly Undying is in this match. Tap a gen no ruin...1 hook no Lullaby. Time to look for Devour.

    I'd rather have NO aura reading ability in that case. What would I care if they're cleansing dull totems anyways.

    id have preferred it when Undying didnt have an aura reveal to begin with aswell, but then the Devs have the problem that the 3 perk tiers wont do anything different from one another, so they stuck with it.

    and as long as we have this aura reveal, its the better solution to tell survivors about it.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945629#Comment_1945629

    The whole point of Undying is that it WAS an exception. I also don't think survivors needed the screen to tell them Ruin or Lullaby is active when they can clearly tell this for themselves. With Undying it goes further and actually acts as a nerf to the perk itself.

    The new aura ability is a masssive nerf compared to the old one. Then add on it revealing the fact the perk is in the match at all is serious overkill. Good luck with the so called token benefit if all a survivor has to do is walk near a dull totem to know if you have something.

    This change makes it so that Devour Hope should NEVER go live.

    Yeah I was looking for positives to the Undying change. Ungodly big nerf even more so than I thought. There is zero reason any group of survivors should be having trouble with Undying now that it gives you a huge heads up.

    have you been watching Otz lately?

    he's been running Devour + Undying quite a lot now and he got a LOT of kills with it.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945638#Comment_1945638

    were you here for the piramid head reveal?

    people looked at the number 4 of the anniversary and imediatly went "looks like piramid head, head! it's piramid head"

    yes i was.

    and i remember quite clearly that no one (at least no one i saw either on Twitch or here on the forum) got the 4 reference until it was revealed in the trailer and everyone was expecting Candy Man to be the anniversary chapter.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945629#Comment_1945629

    Considering that the aura reveal doesn't work on hex totems now and undying only works once, It's pointless now. All it does is give away you are running a 2nd hex perk.

    At least before when undying had aura reveal on all totems and undying worked multiple times until cleansed, it would have been fine.

    the main issue with the aura reveal is that it only works on Dulls.

    if it were on Hexes only i wouldnt have much of a problem with not being told about it, currently however, it just simply would be very unfair to have survivors being revealed before they are even aware that there is a Hex in the trial to begin with.

  • i just hope that this time the trailer actually allows us to make speculations on the new killer / their power and not be another one of these trailers that say nothing about the killer at all, unless you have specific knowledge on them before watching it (e.g. the chain for the Deathslinger trailer)

  • @ASurvkillivorer said:

    ah god thats even worse.

    I would rather not have that tiny little aura ability if its going to essentially TELL survivors. Hey look they're running Undying and you don't see ruin or lullaby better start searching totems!!

    So lame...

    one of the main problems old Undying had was, that it constantly revealed survivors without telling them.

    ive seen killers win the entire match just because of this aura reveal without the survivors knowing about it.

    i think its much better that they are being told about it now.

    besides, when is it supposed to tell survivors that Undying is active intead? the aura reveal is the only effect it has before its being destroyed - and it only makes sense that a Hex reveals itself as soon as the Survivors are being affected by it. thats the case with every other Hex aswell, so Undying should not be an exeption to it.

  • i know about it, but these maps have already been disabled.

    currently the disabled realms are the Crotus Press Asylum and Autohaven Wreckers.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945432#Comment_1945432

    O? I haven't had any issues yet with Purgation. Where are the trouble spots?

    I wouldn't mind if The Game is disabled for a bit while they fix the pallet spawning.

    i havent encountered it myself yet (luckily), but apparently when you go inside the temple killers can get stuck on the staircases.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945432#Comment_1945432

    I would be fine with that but they should at least adjust map chances accordingly when they lock out some of the larger realm count maps.

    as far as im concerned taking a map out of the map pool doesnt make any specific other map have higher appearance chances.

    every map has the same chance of apperaring (except for the ones that are boosted due to changes, so Gideon should appear more often). its just that realms that have more maps than others (Springwood and Coldwind) have a naturally higher chance of appearing, due to the higher map count.

    but a Fractured Cowshed should not have a higher appearance chance than, lets say the Dead Dawg Saloon, yet the Coldwind Farm has a five times higher appearance chance than the Grave of Glenvale, due to it having 5 times more maps.

  • as soon as the issues with them are fixed.

    honestly, i think its more likely to see more maps being disabled due to technical issues first - referring to the Backwater Swamp (fatshame spots) and Temple of Purgation (killers getting stuck) here.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945065#Comment_1945065

    Yes, that is definitely tunneling. He was rehooking the same person when there was in fact two. He focused on the person recently unhooked instead of hooking the other person. Whether that is the smartest thing for the killer or not, its a perk should be for to protect against going right back on the hook in a short period.

    You could interrupt progress, slugging that survivor IF you are afraid of being DS'ed. Killers often slug even without DS why is that not reasonable counterplay?

    All of the conditions can be exploited by killers. If they see the same person healing or doing whatever, they have the free pass to chase the same person because the perk is deactivated.

    slugging isnt seen as counterplay to the perk for two reasons:

    1) the survivor can jump in lockers to avoid getting downed in the first place and "force" the DS on the killer

    2) Unbreakable (and other perks) can pick them back up


    "its a perk should be for to protect against going right back on the hook in a short period." - so basically you're saying that DS should NOT be an anti tunnel perk, but instead be one that grants you immunity for a certain time frame after each hook, is that correct?

    or do you think that any time the killer tries to rehook you during this active time periode means the killer was automatically tunneling, therefore DS being an anti tunnel perk? in that case a debate would be quite pointless, as it would just boil down to the two of us having a very different understanding of the term "tunneling", therefore we probaply wont come to an agreement.

  • if no one brings DS, i dont really see why you should get its benefits.

    just equip it next time and create the obsession yourself if you dont want to take chances with your team.

  • i think the main reason why some say it'd be very rare while others claim it to be present in every other game is, because there is no clear definition to either one of the terms.

    of course we all know what they generally mean, however its the details where we all go apart.

    and, as in most things, its the details that matter the most.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943420#Comment_1943420

    My definition is chasing the same person again whether you pretend you are or not through proxy camping, leaving the hook and returning is still tunneling. You can't play much survivor if you don't see it because killers literally do this all the time, especially high mobility killers. Killers wanted this nerf so they can tunnel easier and tunneling will be running rampant. Being paralyzed from doing anything productive is not a perk.

    quick question, just to make this clear:

    is this, in your opinion, a tunneling scenario:

    you are working on a gen and get roughly 70% done by the time the killer interveines and quickly downs you. you are now being hooked and your gen is being kicked (lets just assume there is no pop in play, so the gen stays around the 70%). a teammate is quick to rescue you, you havent been on the hook longer than maybe 20 seconds, your gen still being in the high 60% to low 70%. both of you waste no time on healing and immediately jump back on the generator to finish it, when all of a sudden the killer is back. He downs you again and injures your friend before picking you back up.

    so: is this killer tunneling you?


    note: to keep this fair i'd like to ask you to only reed the following after answering the question previously asked

    here's my thoughts on this scenario:

    as soon as you went back on the generator instead of leaving the dangerous area and healing back up, you made it quite clear that you think you're out of danger and that you feel confident enough to further progress your objective. at this point i would no longer speak of a killer "tunneling" you, but rather of a killer interrupting further progress on your objective.

    you have proven to be the easiest target in this scenario, but you have also proven to be just as much of a threat to the killer as your healthy friend. therefore, the way i see it, it would be quite unlogical for the killer to just ignore you just because you've been the last one that was on a hook. the killer knows that, should he decide not to "tunnel" you and chase your friend instead, he is going to lose the generator you two have been on just now, as you will finish it.

    if you had really cared about not being tunneled, you'd have left without jumping back on the gen.

    therefore i do not think the killer is to blame / to punish for rehooking you in this case, as you willingly accepted the risks that came with you jumping back on the gen instead of stealthing away and healing up.


    i asked you this, because i feel like this is where our definitions of "tunneling" go apart.

    you say that its tunneling whenever the killer is going after you again in a short timeperiode after being unhooked. while i dont think this is necessarily a wrong approach, i think the actions the survivor performs after the unhook are to be taken into account aswell.

    and i think that, whenever the survivor starts progressing their objective (= progeress bar actions, such as the gen in my scenario), they are no longer in the position to complain when they get targeted again by the killer.

  • i actually really like this rifts tier 70 charm.


    other than that i really like the Hags Shackles (green), The Lunar Lantern (red) and the "Danger Mineshaft!" sign (yellow).

  • have you heard of two perks called "Decisive Strike" and "Borrowed Time"?

    cause they do quite literally exactly what you're asking for - they harshly punish tunneling killers and allow your team to get a lot more time on generators.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1942715#Comment_1942715

    Except the DS nerf will make it even easier to tunnel, and survivor can't do anything to help the team. That's a major change (killer buff).

    i dont think you and i have the same definition of tunneling then.

    because in the way i understant "tunneling", the Survivor doesnt have any time to start a progress bar action, as those require you to stand still to perform them, which is going to be relatively hard while in the middle of a chase...

  • so you want to limit pop to 4 uses only?

    im gonna go with a hard no on that.

    we can talk about the numbers. maybe 25% is a bit high, okay. but reduce its uses to 4? thats way too much imho.


    the Coup change is a very good one though.

  • how do people still think the aura reveal on BBQ was OP in 2021?


    seriously, it has so much counterplay to it AND is only usable for the aura reading on a handfull of killers...

    and it lures killers away from hooks i might add.

  • i very highly doubt you'd get banned from their Discord for providing feedback and / or some constructive critisism.

    this sounds more like you went on a rant over there in which you ended uo being rather insulting and therefore got banned.


    I also doubt the Discord rules are any different to this forums rules.

    I'm not on there myself, but i could even imagine it having the same mod team as this forum - but maybe one of the mods could confirm / debunk that theory? @MandyTalk @Rizzo90 @Gay Myers (Luzi)

  • not yet perfect, but MUCH better than the current one!

  • this is SO much better than the current version!

    not perfect, but a huge improvement!

    lets hope they'll keep finetuning it until its a good HUD we can all agree to work with ^^

  • @Ghost_Face_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1938127#Comment_1938127

    In the description, he literally snags it off of a bounty just because he can lol

    yeah, he just delivered that man butt naked xD


    though i still like the cowboy theme a lot more for him

  • as much as i love him, i wont be paying money for this skin.

    the only thing i like about it is the gun tbh.

    the rest just looks way too out of character - and it makes you way too visible ingame...

  • yes, if people abuse this spot against you (no matter the offering, but when they brought an offering for this map it just makes it more clear what their intentions were) you can report them for it.

    exploit / bug abuse is something that is definitely bannable - just make sure to get a recording of them abusing it, then report them ingame and then go to the support page to deliver your video as additional evidence.

  • no one needs a rework imo.

    but for the love of god, PLEASE buff Trapper already...

  • the good news about it:

    now that there is an actual gamebreaking bug, they NEED to take a look at these maps.

    so maybe, while they're at it, they are finally gonna fix some of these horrendous hitboxes on the objects of the maps aswell.

    maybe after this i can actually fire my gun over the scrap metal thats around?

    or, in a perfect world, maybe i can actually shoot through the boards at the shack windows aswell now?

  • i dont particularily dislike the new animations, but god damn they feel clunky.


    also, injured survivors look like they really gotta go to the toilet.

  • a terrible UI / HUD wont make me quit a game. i invested too much time / money into it at this point.

    however, if they dont start working on their transparency as a company i fear there might be changes at some point that will push me over the edge.

  • @Aven_Fallen said:

    It should give the Killer positive feedback. With the old and good UI, the Killer has only seen the number of Gens going down, but now they see a number going up if they play well.

    However, it would make more sense to count Hooks instead of Hook Stages, because currently, a person killing themselves on their first Hook grants 3 points, but for the emblems, it will only count 1 point (because you only got one hook).

    it should just be an individual one similar to the one survivors have...

    that'd not only be just as good of a "feel good about yourself" mechanic, it would also help new players with their pressure and it would cover up less space of my screen i could be using for gameplaypurposes.


    we literally always had this thing btw.

    it was called "sacrifice BP category". it fills up very similarly, is more accurate AND feels actually rewarding to achieve. so now we just got that twice. cool... i guess?

  • @Yehzue said:

    https://forum.deadbydaylight.com/en/discussion/comment/1934100#Comment_1934100

    i’m not happy either i hate the hud and the hit boxes are still weird but the animations are being looped in despite them being fine but boycotting a game over hit boxes seems dramatic

    dramatic, but understandable (imo).

    they have proven to us how any other form of feedback on this topic is ineffective, so i cant blame some for trying it this way - not that i'd support it, but i can understand where they are comming from.

  • @Yehzue said:

    https://forum.deadbydaylight.com/en/discussion/comment/1933787#Comment_1933787

    oh I agree it’s bad but that doesn’t mean the community should boycott the game

    in all fairness:

    we tried it with normal feedback first.

    the biggest reason as to why many are as exaggerating as they are is, because pretty much all our feedback was being ignored.

    we told the devs what was wrong, we made suggestions on how to fix it and yet no one listened. its like talking to a brick wall. and that is very annoying to have to deal with, so i cant really blame any of the people for being angry / disappointed right now.

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