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Mister_xD

Mister_xD

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Mister_xD
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  • they actively punish the killer for doing well while simulaneously rewarding the survivors for doing poorly.

    they are just unhealthy for this game.

  • they should add more icons to the icon HUD in the bottom left corner that show survivors what their team is up to.

    stuff like "in a chase", "doing gens", etc.

  • id rather it keeps its stacks until you injure a survivor with a lunge attack tbh.

    the extended lunge CAN be quite good, but it sucks when you use it and then get hit by a pallet or something and get nothing out of it.

  • im always open for new killers that can make me jump :D

  • great that they nerfed it, but sucks that they nerfed it like that.

  • as im not a console player i cant really give you many tipps here.

    the only thing i can give you is that a normal attack (no lunge attack) is not 360able. so if you struggle with getting spun and they are out in the open, walk up to them and hit them with just tapping the button.

  • basekit gen kicking definitely needs a buff imo.

    eigther make it so there is an instand regression of a few charges uppon being kicked or buff the base value of the regression speed (1 charge every 4 seconds is just nuts).

    in its current state kicking gens without perks that encourage you to do so is literally worse than not kicking them at all most of the time...

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814174#Comment_1814174

    Yea, I wish the cooldown was more about 60 seconds and not 80.

    Still a super fun perk tho.

    honestly, once i unlocked it on more killers i am looking forward to trying it a bit.

    dunno if its going to be able to replace anything in my usual perk builds permanently, but its something that im probaply gonna run at least for a little while on some killers ^^

  • probaply Freddy.

    the amount of forever freddies i have seen as survivor has definitely changed my view on this killer quite drastically and playing him nowadays just makes me feel super sweaty (just by the killer choice alone...)

  • Oppression imo is one of these perks that could be really good, if they just werent bound to such a lengthy cooldown...

  • the lack of a clear definition for both is enough of a reason to not make it bannable.

  • from my own and others (streamers) gameplay experience, quite a few are playable without Add Ons.

    • Hillbilly
    • Nurse
    • Huntress
    • Hag
    • Cannibal
    • Nightmare
    • Spirit
    • Legion
    • Oni
    • Deathslinger
    • Executioner
    • Blight


    the others i eigther think are Add On dependend or havent seen enough from to know yet.

  • no.

    unless you expect to be playing a LOT of this game in the future, prestiging isnt worth it.

    also, once you got all the perks on a character you shouldnt prestige them, as you would waste every bloodweb level you leveled over the level 50 cap, as they all get reset.


    maybe one day they'll implement some actual prestige rewards that make the grind worth it, but right now its definitely not.

  • @HarlowXRaven said:

    https://forum.deadbydaylight.com/en/discussion/comment/1811657#Comment_1811657

    I rarely see survivors use keys unless they're solo what are you talking about o.o. If anything both should be removed I said that didn't I both are horrible. Honestly, keys are trash but I mean whatever floats your boat. I say just remove both completely. Don't get all offended both of the things you said had nothing to do with my post so take your sarcasm elsewhere. If you read my other posts that were right by each other you would have saw that pack it up.

    so did i.

    yet you wrote me a lengthy response in which you kept telling me how unfair and unfun moris are, but how keys are absolutely fine and all you need to beat key players was some practice (the good ol' "git gud" argument)...

    (also, please dont view this as an insult or anything, but reading your post was kind of hard at given times - it's rather unstructured, which made it quite difficult to understand the points you were trying to make. so its definitely possible that i misinterpreted your point there (if so im sorry for that), but it feels like you kind of lost your own point you were trying to make there aswell. again, this isnt ment as an insult, but as some contructive feedback, cause i read through like half of your comment and just got super confused of what you were currently talking about.)

  • @HarlowXRaven said:

    https://forum.deadbydaylight.com/en/discussion/comment/1810723#Comment_1810723

    What o.o mori was like a free win what fun is it to kill someone after the first down. Hatch ain't fun anyway it's no hypocritical it makes tunneling less hard and this may also decrease the number of people who bring decisive strikes to given games. On the killer side, tho yall are starting to tunnel harder because of the nerf of more which is really confusing like how is mori so important or fun. Do you not wanna chase or have to do anything to win and Michael Myers used to be able to mori people while they were alive which was really unfair also. Keys are trash and if your good then you could easily win practice makes perfect.

    killers have something overpowered that ruins the survivor gameplay experience? - remove that asap!

    survivors have something overpowered the ruins the killer gameplay experience? - nah thats fine, dont nerf it devs!

    yeah, not hypocritical at all.

  • ive been quite burned out lately

    might start getting back into it once when i start doing the tome level 4 challenges, but right now im just super bored with the game.

  • actually, tunneling is not only still very much possible with the mori, its the only way to get any benefit from the offering now!

    why waste your time with the mori animation when its much faster to just deathhook them and move on? not only does hooking a survivor usually take much less time than watching the animation play out, it also activates all your hook related perks such as BBQ or Pop. the ONLY benefit you get from the death hook mori without hardtunneling is, that you dont lose a hook - which is rarely ever a problem, unless map RNG absolutely hates you (which no one can tell before the game starts anyway, so the mori is gonna be quite useless in 99% of the cases).

    literally the only benefit the mori has right now would be to bypass Decisive Strike, which is only ever a thing when the killer decides to tunnel anyway.

    additionally the killer could just camp any caught survivor into 2nd hook stage and then hardtunnel them once they get unhooked, which is basically just the old mori with a 60 second delay.

    the, much wanted, solution that would actually have gotten rid of tunneling is the one you already mentioned - hook everyone once and THEN get your mori to activate.

    that would force the killer to actively avoid tunneling early on in the match (and later on doesnt really give him any incentive to start eigther, as everyone is now moriable), aswell as create some actual counterplay to the offering! you already said it, stealth would now be able to deny the killer their mori, if done right. that way the other side would have much more of a chance to counteract the offering, it would force the killer to avoid playing like a douche to get usage of it AND it would still be powerful enough to be usable, while no longer being a free win ticket.

    imo that solution is superior to the current change in literally every way.


    and yes, the mori nerf was lazy.

    i dont even know how anyone would be able to defend that it took them 3.5 years to increase the number value of this offering by one. in 3.5 years they could - and should - have come up with something MUCH better than that!

    actually, they didnt even have to come up with anything themselves - there were tons of community ideas regarding mori changes.

    their solution was easily the worst solution they could have found and it just shows that they got no idea what they were doing.


    and no, im not saying that old moris were better than the new ones. im not trying to act like the nerf should be reverted, id muh rather have a useless offering than a gamebreaking one.

    but that doesnt mean i'd have to like and/or support the change they made.

  • sure, but only if we revert the mori changes.

    eigther nerf both sides OP stuff or leave it all in.


    i dont see why you, as the survivor, should be allowed to ruin my, the killers, gaming experience, but i in return arent allowed to ruin yours. that would be quite hypocritical.

  • @raquelambersantiago said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806196#Comment_1806196

    Not that ultra rare. I have 10 on one killer and 22 on another......

    its less about how often you find them and more about the level of rarity they posess (which, in the case of the Ebony Mori is Ultra Rare).

    Ultra Rare things, on both sides, are ment to be the strongest things available for the character(s). they are ment to be gamechanging - which, with the two hook requirement, is barely the case for moris anymore (unless the killer hardtunnels off of 2nd hook of course, as hooking a survivor is usually faster than killing them with a mori - which means that the new Moris still support the "tunnel one target to death" playstyle. but not only that, its now also the only way of actually getting value from them)

  • i'd like it more if the perk was eigther token or chest based, not both at the same time.

    being token based would mean you can loot a chest as many times as you want, as long as you have a token available.

    being chest based would mean you can loot a chest twice, as many times as there are new chests available (so it would be directly impacted by the coin offerings from both sides / hoarder)

  • id still give that spot to the Darkness Among Us Chapter (old Legion).

    A Binding Of Kin makes a close second tho

  • to be fair, they had competition.

    its just that DbD beat all of them relatively easily (Friday the 13th or LY:TN to name a few)

  • @JesseJH28 said:

    https://youtu.be/OL8IntAmqx0

    I felt bad but I had to try it...

    i guess she learned a valuable lesson that day lol

  • was the change good? - yes. the simple fact that moris got nerfed is good for the health of this game.


    was their solution good? - absolutely not. it was easily one of the worst solution they could have come up with. they completely ignored the tons of suggestions given by the community and they just gutted the offering unnecessarily. also, how can it take them 3.5 years to make a simple number increase?! with all that time they could (and should) have come up with something MUCH better than that.

  • @Squirrel_Thicc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1803802#Comment_1803802

    With something like the ebony mori, it's really hard to find a middle ground. It's either terrible or OP, there's no other options lol.

    lets not forget that it is still an Ultra Rare offering - those are ment to hold some serious punch.

    yes, the old one was way too much. but that doesnt mean they had to kill it like they did.

    why not take Otz's idea where the mori will only work once every alive (cuz DCs) Survivor has been hooked at least once?

    the mori would still be powerful, the Killer cant just tunnel one player from the start and survivors could actually play around it, by being extra stealthy as long as they havent been hooked, while being less stealthy once they have (to ensure the killer wont get the 4th guy).


    but the version the Devs made is easily the laziest and worst possible solution they could have found for it - and i wouldnt be complaining now had they done that exact same change multiple years ago with the message "hey guys, we know moris are broken and we're working on something for them. in the meantime, take this ^^" (or sthg similar) - but they did this change NOW, over 3 years since the last time they touched moris and havent said anything regarding an actual change with the aim of making the offering less powerful, yet still usefull.

    it took them 3 YEARS (3.5, actually. 1.5.3, the patch that originally added the hook requirement was on 4th of July 2017) to come up with something and they gave us THAT.

    i am honestly very disappointed in that mori rework.

    its lazy and its way, way too harsh - and its not like there werent hundrets of threats out there that had tons of actually good and fun suggestions for the offering!

  • @Shenanigan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804665#Comment_1804665

    But you said that it was ridiculously OP then saying it was useless like their was a middle route they could've chose

    that is the middleground.

    the mori activates after everyone was hooked at least once.

    that would eliminate 5 gen first hook mori tunnels, give some counterplay to the offering AND would leave enough power for it to still be powerfull and worth running.

  • @Parallax said:

    It wasn't used because it still lets people kill people on first hook, which is still cutting out two thirds of the game, it just takes slightly longer to do so.

    They also said that this mori change was done since it was basically just a number change, therefor quick and easy to implement.

    "quick and easy to implement" - took them what? 3 years to do so? lol

  • moris were in desperate need of a change.

    its better for this games health that they got nerfed.

    though i wish they would have done something different than the two hook requirement...

  • @Shenanigan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1803802#Comment_1803802

    How else could they have made this work out?

    A hook and a half then you get to use your mori? I don't think there really is a middle like for that

    how about hooking everyone at least once?

  • there is none.

    thanks BHVR.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1803802#Comment_1803802

    That's how they should be, they're offerings. They shouldn't drastically change the game.

    no, thats not exactly the point of offerings.

    offerings are suppost to have a drastic impact over the game, which is why they get consumed afterwards (a one time only use).

    you can select the realm you want to play on, change the thickness of the fog (which, tbf, was a lot more gamechanging back in the day), increase / decrease the amount of chests, force a beneficial basement / hatch spawn or just simply boost the points you get.

    Moris are ment to be a powerful killer offering, one that is ment to cut their objective down by a certain amount. im not trying to defend the old versions, those were broken af and desperately needed to be changed - but they just absolutely gutted them.

    not only is it absolutely not understandable why this simple of a change could not have been done years earlier, but its also a change that shows that they dont really have any idea what they are doing (which after this last chapter honestly doesnt rly come as a surprise to me).

    a similarly simple fix that would have also allowed them to stay a powerful offering would have been to shift the requirement to "having every survivor hooked once" - it would even have gotten rid of a problem that the current change didnt get rid off, which is the killer hardtunneling someone for their mori to work.

    it would ALSO have added some actual counterplay to them, as, as long as one survivor stayed hidden well, the killer would be unable to ever use their mori.

    their change however just ended up being the "i have no idea what to do with that so lets just increase the numbers by 1 and hope for the best" change.

  • you answered it yourself already: only one entrance makes it easy (easier) to defend

  • cool.

    they just shifted from ridiculously OP to absolutely useless.

    sigh

  • so its fine when i complain about both?

  • absolute domination.


    okay for real tho, just having fun is a win imo.

  • making hook suicides reportable / reworking hooks so people can no longer actively suicide on them / reworking BP score events so that at least the killer wont be scammed off of BP (least favourite option, as it wouldnt help fighting the actual issue)

    there is nothing that ruins my fun as a survivor more than seeing a random teammate immediately kill themselves on hook for no good reason other than "BuT I DoNt LiKe DoCtOr", resulting in basically an instant loss for us other survivors - all because one guys ego couldnt take going down.

    and for the killer its annoying because it means you cant have a normal game and also get scammed off of many potential BP you should have gotten, had that guy not suicided early on.

    (please note that i am not complaining about scenarios where two survivors are dead and the 3rd guy kills himself on hook to allow his mate to get hatch or anything like that - i am complaining about these players that will end up suiciding on their first hook at 4 or 5 gens for no reason at all other than that they dislike X)

    if you queue up for a game, play it.

  • please dont rush things.

    give them a year or two.

    or five.

  • imo he needs two things:

    1) removal of the action speed debuff Add Ons

    2) passive sleeping being restricted to only take effect once the survivor has been in the dreamworld before (so the timer wont be visible / ticking right off the bat and instead only be revealed once the survivor has been hit by freddy).


    the first one is pretty obvious imo. these Add Ons are extremely boring and unfun to face, aswell as being super oppressive - especially when combined with other game slow downs like Dying Light, Thanatophobia, Pop Goes The Weasel, etc.

    the second one has multiple effects: first of all, the killer will no longer be revealed to be a Freddy right off the bat. thats something in favor of the Killer - but the reason why i want it to be restricted like this is, because this mechanic basically builds the Killer their power aswell as map pressure for nothing. the Killer could literally be AFK and their power would still take effect and force everyone into it. imo you should be working for your power as a Killer, especially when your power is as good as Freddies - and i dont like a power literally negating its own downside after a short time by default. i dont mind people passively falling asleep after having been awoken once, but you shouldnt just load in and immediately start falling asleep on a 60 second timer.

  • congrats!

    personally im not much of an achievement hunter myself, though i am well aquainted with how ridiculously hard Killer adepts are.

    the fact that you got that o a new killer, highly buggy killer with perks that too are bugged right now is quite impressive.

  • @Biohazard said:

    Jesus... can survivors like you actually stop being bad for one moment and actually improve instead of complaing? Ruin/undying has multiple counters, so whats so hard to just do bones or ignore it? Ruin isnt even that strong anymore compared to his former self but I find it fascinating how low-ranks still struggle against it.

    doing gens doesnt work when the killer has Tinkerer on top of Ruin Undying, otherwise its a valid argument.

    doing bones isnt though, thanks to Undyings BS aura reveal and the killer therefore being able to interrupt it relatively easily.


    i like Otz idea of every respawned totem dying uppon Undying being cleansed, however i dont think changes to this perk need to be that drastic in order to balance it - just remove the aura reveal, so doing bones is actually a counter to the perk, and its fine imo.


    btw, i too have seen plenty of relatively low skill killers getting hard carried by these three perks. and its not like i was a low skill survivor (even though im better at killer - where i refuse to run this dirty combo and do just fine btw), but Undying is way too oppressive for solo teams.

    but if you think it is, then i fear i in return will be forced to only play in a coordinated SWF now, in order to be able to properly deal with the perk.

  • @Zaytex said:

    Another thread complaining about Killers for wanting to go for the win?

    Sigh.

    they already have the win though?

  • @TheButcher said:

    Survivors are incredibly entitled. They expect that they should get BT every time they make a save. They expect they should get DS every time they are unhooked. They expect they should get to get up every time they take Unbreakable. Most of all they expect they are going to get 2 hooks before being sacrificed.

    Then you have the good survivors only getting hooked once, even if that much.

    no?

    but when i play survivor i expect to at least be able to play the game instead of getting camped to death on 1st hook at 4 or 5 gens / completely abandoned by my team because no one gives a sh*t about me dying back here.

    i dont mind if the killer gets the 4k and i die on my 1st hook because im the last one alive, but especially at the beginning of the game i at least want a chance to participate.

  • i do not want all killers to be like Freddy.

    id much rather have Freddy be tuned down a notch to be more like everyone else - ya know, with an actual weakness survivors can exploit and use against him.

    from a survivor perspective, Freddy is just boring. slap some anti gen perks on and use slow down add ons and it literally doesnt matter how good you are, you're gonna beat a vast majority of players just with that.


    he just has way too much of an output for the little input he requires.

  • on one hand i am happy he has that downside.

    on the other hand, ugh yet another downside to this killer...

  • as long as killers hardtunnel, i will keep it in my build.

    i'd love to switch it out for something more fun, but killers and my solo teams literally forced me into using it.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796432#Comment_1796432

    You could post that a million times here in the forum and people would still try to bring that up

    i fear so...

  • @NomiNomad said:

    Sadly, the Advent Calendar is all we're getting.

    https://forum.deadbydaylight.com/en/discussion/comment/1796429#Comment_1796429

    While I agree with the codes, those are stupid, the 10k per day is just for the first week. They've said that multiple times on the forum. It's still a laughably small amount, but as far as I understand, the rewards will ramp up.

    They stated, in their post about the event, that they're considering some Holidays simple "Celebrations" rather than events. This way, they can make their big events - the Anniversary and Halloween ones - actual ones. If that's true, this change is a good thing.

    I don't see why they couldn't have activated the Winter lobby though.

    you said it yourself:

    they could at least have given us the winter menu and music.

    all we have right now though is an ingame message giving us some stuff when we log in (the amount doesnt rly matter) and this stupid code redeem thing for contend creators.

    none of that changes anything ingame - no decorations on maps, no new menu, no cool winter music, nothing.

  • artwork team =/= programming team

  • but... but they are giving out 10k BPs every day and did the stupid event charm code redeem thing again!

    HoW Is ThAt NoT An EvEnT FoR YoU???

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