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Mister_xD

Mister_xD

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Mister_xD
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  • something to watch out for with Deathslinger and his Terror Radius is, that it doesnt start with the usual heartbeat, but instead with some music slowly building up.

    when the heartbeats starts he is already pretty close to you, as the general Terror Radius range is only 24 meters, so you will want to leave as soon as you hear western music playing in the background.

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183778#Comment_1183778

    I could hear the tr but i didnt know which direction it was like freddy or huntresses lullabys

    He was using devour, stbfl, ruin and pop

    the Terror Radius is not directional, for any killer.

    the only thing it gives away is the distance towards the killer, by it getting louder with more music added the closer the killer gets, which is the case with Deathslinger aswell.

  • lately a lot of Deathslinger.

    other than that i enjoy playing Doctor, Trapper, Hillbilly and Wraith.

    Sometimes Huntress and Ghostface aswell.

  • i mean, technically speaking the EGC was created to force the game to an end, which it does perfectly fine.


    i do understand the problem with the 99% gates though, but imo it shouldnt start the EGC once the 5th gen pops, otherwise certain killers could drag out the game way too long and then get everyone entity spiked (especially trap based killers like Trapper or Hag).

    personally i would fix this issue with the gates regressing at a very fast rate as soon as someone stops using them, so they are a little like totems where you eigther fully cleanse them or they wont be destroyed, just that the progress wont immediately hit 0 and instead goes down within a certain amount of time (20 seconds for opening them and maybe 5 or 10 seconds for regressing them back to 0?)

    that way they would eigther have to fully open them and start the EGC, or they have to sped a certain time with opening them, so they cant just run for the gate and onetap it during a chase.

  • i always wanted a MacMillain themed map with a lake in the middle...

  • @OtakuBurrito @DeityOfLurking

    here, since you dont want to believe the others, a link to the wiki.

    please note that it specifically says the timer will tick down unless you are running or mending. it is entirely irrelevant whether you are in a chase with the killer or not.

    https://deadbydaylight.gamepedia.com/Status_HUD#Deep_Wound

  • i dont like survivor gameplay.

    so forcing me to play survivor in 4 out of 5 games would be miserable for me and probaply end up in me quitting the game after a while.


    i dont think removing the option to select which role you play would be good at all.

  • @Nazeef13 said:

    I hate these.

    But there are also spot survivors can't walk through but you can swing and land a hit through.

    the fences in Haddonfield would be a good example for that.

    those are intentional though, as far as i know.

  • these are called "fatshame spots".

    thats a bug - please make sure to report them in the bug reports section of this forum, so the devs get to know about them and can fix them.


    if you get survivors who constantly abuse them to gain unfair advantages over you, thats also reportable. so if you have someone who always runs to that spot during a chase, you can - with evidence - report them by filing a ticket at the official support page (https://support.deadbydaylight.com/hc/en-us). an ingame report will be required.

  • Demodoggo.


    he's just such a good boi, no one can be mad at him :3

  • @NeaMainNON_TOXIC3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181790#Comment_1181790

    Dead hard... it's already pretty buggy so I might get a hit

    pallet.

    i can drop them early before the killer even is in range.

    ans since windows are the main looping tool for endgame scenarios, i wouldnt want to get hit through them all the time.


    would you rather get your own cosmetic for 10$ (you come up with the design) or an already existing one for free?

  • ive had a very similar experience today, the only difference is that it wasnt in an exit gate area.


    basically, i speared a Nea who immediately broke free from the chain less than a second after it hit her - and it certainly did, as she screamed and turned around in the reeling animation, just to immediately turn back and keep running.

    might be the same thing?

  • no.

    and exploit is abusing broken game mechanics (using things in a way they were not intended to be used / abusing glitches and bugs) to gain an unfair advantage over your opponent.


    the hook however is designed to be deadly, the escape attempts are made to be a gamble for life and death and the struggle phase is designed to kill you early if you mess up, therefore its intended game design when someone dies on the hook very fast.

    you cant ban anyone for using build in mechanics / failing at a "skill" test (dunno how else i should call the "smash space until you get rescued" part...)


    that doenst mean there were no problems with it though - for example it certainly is quite unfair that everyone else (including the killer) gets punished for that survivor not lasting long.

  • just so you know:

    anything that would require audio changes or that would change anything visually on that killer and / or map would require an allowance from the license holders.


    so even if she gets changes, it wont be anything too crazy.

  • 9euzaavexidx.jpg

    ooh boi i have gotten to love this picture with the Doc rework...


    also, just a question but what exactly are you referring to here with the "hitbox fix"?

    • M1 attacks?
    • Ranged attacks?
    • the general size and shape of hitboxes?

    cause i dont think you are aware of what a hitbox change would mean for this game.

  • that kinda is the reason for the breakable walls in there... once you broke the right ones down it gets a LOT better.


    btw i like to keep the one downstairs behind the bar shut, as this can also be used as a shortcut by survivors - and with it closed its a deadzone for them.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178381#Comment_1178381

    For the record, we did have 3x BP once back in 2017.

    yes - the ONE weekend i was away from home on a vacation and couldnt play.

    i remember that one xD

  • i will make it as short as possible:

    all of your above mentioned problems can be solved by you getting better at the game.

    you will have to put some time into it, but once you understand how maps are structured, how the different tiles work, how far a killer can attack you from, how different killer powers work, how you properly loop, etc. this game will become infinitely more easy for you.

    also, maps are generated randomly. you cant memorize all locations of all pallets, windows, totems, gens, etc, as they will be different every time you play on it. the layout of the tiles however does not change. a L T wall will always look the same, the question is just where it spawns.


    now, i'd like to say something regarding your idea:

    adding weaponry to survivors.

    DbD, as a game, is not build around survivors fighting back to the killer. its not ment to be played like that, you eigther avoid the killer or you die - you have no chance of standing up to them.

    if your idea would just get implemented in DbDs current state, it would literally break the game. Survivors would become untouchable for killers and i can imagine a major part of the killer community quitting this game for good. DbD would turn into a bully simulator - dont believe me? go look at some footage from "Friday the 13th the game", this game had exactly that - but it was also centered around that mechanic. if in F13 the killer cought a survivor, they were dead. there was nothingn the could do, once their weapons were used up the killer instantly executed them on the spot. DbD doesnt have that, in DbD the killer places you on a meathook with different sacrificial stages. this gives survivors a total of 3 lives.

    now imagine a DbD killer going through all the struggle Jason has to go through just to down one person and then not even being able to kill them, just hook them and take down one of three lives they have. that would be very unsatisfying for the killer and very very VERY much broken for the survivors, as it would stall the killer by so much longer - and give the game a 1v1 potential, which shouldnt exist in a 4v1 game.

    cause what are the other 3 survivors gonna do while that one dude stalls the killer? gens. with your idea of fighting back, a single down could easily mean all 5 gens popping and the game ending with a 0k for the killer - majority of the time.

    killers in this game already struggle against good survivors, giving them even more chances to fight back would require you to give killers massive buffs - and probaply kill the game in the process, just like F13 died.


    TL;DR:

    if you want to be able to fight back against the killer, play a different game - such as Friday the 13th: The Game. DbD was not designed to give Survivors the ability to fight back, you are ment to avoid the killer and not 1v1 them.

    you gotta understand that the killer is also a player that wants to have fun and not a bot you can bully all you want without any reaction from their side whatsoever. making the game miserable for them is gonna drive them away from it, killing DbD.


    and most importantly: please - and im saying this nicely now. there will be people however that are not gonna be as nice as me - dont talk about balancing of this game when you are clearly lacking the experience to understand the most basic mechanics. survivors have all the tools they need to win a game against the killer, if you cant use them that doesnt mean survivors gotta be buffed, but rather that you need to learn how to use them efficiently.

    instead you could ask others for advise.

    also, there are a lot of great guides out there on how to efficiently play both roles - if you want to you can give them a read.

  • my vote goes to the Torn Bookmark.

    who came up with this idea as a serious add on? AND WHO MADE THIS ULTRA RARE?!?

  • yeah i too think that the last levels are way too grindy (currently tier 68)


    i was thinking of maybe an event in the last week of the rift where you gain double progress towards Rift Fragments?

    would be nice for those that - like you - are somewhere around tier 60 and want to finish it, as it would cut the required grind in half.

  • i mean...

    you see how hard they struggle to properly balance out this one gamemode, imgine having two of them.

  • i dont dislike stealth gameplay

    this is supposed to be a game of hide and seek after all, so im quite happy to see the meta shift from "who can loop better" to "hide or get killed".

  • you got me in the first half, not gonna lie xD

  • Lets be honest:

    i wouldnt want to remove any killer, as all of them have a unique playstyle and with removing one, you would remove a big part of the game itself.

    Survivors on the other hand are all just reskins, so removing one of them isnt going to change anything gameplaywise.


    for the perks:

    Sole Survivor is a perk i dont ever see getting play. its extremely bad and i dont think many would miss this.

    Decisive Strike is, ever since release, one of the top meta survivor perks that exist. its a lot better than before, yet its still too easy to abuse and really just annoying to deal with. its definitely the most game changing perk in the entire game, as the pure fear of it existing basically forces killers to ignore a survivor for 60 seconds after they have been unhooked.

    Object of Obsession shouldnt even be a thing in the first place. delete this, burn all evidence of it ever existing and never speak about it again! literally the only way to use this is by being toxic, there literally is no other usage of this perk! DELETE THIS!


    bye Laurie, it hasnt been nice with you o/

  • Wraith

    his backstory has this huge hole in it where no one knows what happened to him and how he came to be what he now is. i would love to see some clarification on that part.

  • Trapper starting with all 6 traps in hand and being able to carry all of them at all times.

    why on earth is he the only trap based killer in this game who needs to travel over the entire map just to get his power? and then he cant even use it, if he already has one in hand, its so stupid... and on top of that, its immediately giving the killers identity away .-.

  • My personal build is:

    1) Corrupt Intervention - this is probaply the most important perk. it buys you time at the beginning of the match, when you need it the most. without this, you will lose gens while preparing your trap setup.

    2) BBQ & Chili - this one really is just for the points. Trapper does not need that long range aura reading, so if you dont play for points, feel free to replace it with whatever you think would work best. My pick here would be Pop Goes The Weasel, as its just an insanely good pressure perk that lets you defend your gen setup better.

    3) Brutal Strength - get rid of unwanted pallets faster. its decent for saving time here and there, and since you're gonna waste time in normal chases, this helps out there.

    4) Monitor & Abuse - i really just like the TR reduction this provides, aswell as the FoV increase. this allows you to spot Survivors more easily AND sneak up on them. this can put survivors off of your location and confuse them, allowing for some early hits or them panicking and running straight into your setup.


    i know thats more of an uncommon build i run, but it works for me, so you can go and give it a shot if you want.

  • @CornMoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1172161#Comment_1172161

    Your luck you gave me actually worked, after two weeks of this bs I did it, now I’m gonna go and enjoy life a bit knowing this hell is over

    :D

  • @CornMoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1172139#Comment_1172139

    We don’t have before game chat on console, and that’s what I’m doing but every time something stupid happens where I can’t get the unhook. Either the killer is bad and can’t get hooks, killer brings a mori, survivor kill them selves on hook, another survivor does the unhook before I even can, the killer spots me when I’m hiding in the ######### corner, the killer camps, the killer has oblivious status and insta goes for the person I unhooked not procing BT the list goes on. I’m probably just the most unfortunate person on dbd or something

    damn that sucks, man...

    there isnt much you can do, honestly.

    the best thing is to keep trying...

    good luck with these games, i hope you get it soon :)

  • you could try to use Empathy to locate injured survivors and get near them before they go down.

    once they did go down, make sure the killer leaves the hooked area (Kindred is your friend here - not only because it shows the killer, but also the other survivors, who now are your rivals) and then go for the unhook.

    you can announce that you'll be the unhooker before the game starts in the chat aswell, just know that you're gonna have togive up on gens that game.

  • ugh this is gonna be one of those "who can post the longer list of nerfs for side X" threats -.-


    sigh

  • this really should not be bannable.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1171715#Comment_1171715

    and those on the receiving end of those ez games will just block the other lol

    everyone blocks each other! lol

    and then we all wonder why we cant find matches xD

  • there has to be limits to that though.

    otherwise players from both sides are just gonna block everyone who beats them in order to get the easiest games possible.


    so maybe the chances of that player appearing are only reduced, he is only gonna be disabled as an option for X amount of games or there is a cap of players you can disable.

  • every Add On stacks, unless they specifically state otherwise.

  • i have been using NOED a lot lately on Deathslinger.

    not because i "want ez end game kills" or anything (as many survivors love to claim), but because i literally dont have any better perks on him (my entire perk build is level 1 btw - and that hurts especially bad on Save The Best For Last xD).

    yet, even though ive been playing Deathslinger quite a lot recently (rank 1), i never had a game where - considering we hit the endgame - NOED did not activate.

    this, at least for me, proves something ive noticed a lot by now, survivors dont at all care about totems. they literally sit on the same gen with multiple people (Discordance tells me that), yet the totem standing right next to the gen in plain sight is untouched.

    even as a survivor i notice that - i can cleanse 4 totems on my own, the 5th one is gonna get NOED on it, cause nobody cares about it.

    but then everyone complains in end chat about the perk...


    honestly, i'm not running the perk in my usual loadout, cause imo the risk you take for it isnt worth it. but after seeing it activate literally every game, i might aswell select it more often now.

    there is a reason these totems stand there, dear survivors!

    they are not just a purely cosmetic addition to the maps, they can hold some real power, if you let them.

    so stop genrushing and start doing the other objectives this game gives you.

  • sounds like a really interesting idea.

    i dont think a 32m TR from a totem at all times is necessary though. that would basically mean that A: survivors would always have a constant Heartbeat or B: be a really good Totem tracking tool, so it'd be working against the killer.

    what if instead it would start the Heartbeat whenever a Survivor interacts with a totem?

    the TR would be fading in as if the killer was getting closer.

    might be a Hex perk aswell, as it directly interacts with totems anyway.


    im not too sure about the lullaby (and other killer specific sounds) though...

  • something ive seen many do wrong is that they try to break out of the chain the same way they wiggle.

    the chain does not require you to hit A and D repeatedly, you can use A and D freely and move the chain in that direction in order to get something inbetween you and him, which breaks the chain much faster.

  • love people argumenting "oh but the killer got a 4k so its balanced".

    like, the outcome of a match and the gen times are two very different things!

    they can genrush you in less than 5 minutes and still all die because they basementrushed Bubba, does that make the whole situation balanced? no.

  • i am not really a Legion main, but i like to run Thanatophobia, Pop Goes The Weasel, Discordance and Brutal Strength.

  • wanna trade your coldwind map streak with my ormond map streak?

  • yes it is.

    dont do that please.

  • i would recommend you to go for Ghostface.

    not only is he quite good and super fun, he is also the only killer out of these 3 who is licensed, hence not obtainable with iridescent shards through the ingame store.


    the strongest out of the 3 would probaply be the Hag. though she doesnt seem to be very fun to play, as she is the killer with the lowest pick rate in the whole game.

    the most fun would probaply be Deathslinger, though he is lacking power, especially against coordinated teams.

  • dont worry, with time all those maps will get some Breakable Walls added to them that will allow you to deny such god loops.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1168639#Comment_1168639

    Not currently.

    The OoO user can choose to hide their aura, the killer cannot.

    The only issue with your suggestion is that OoO would lose its synergy with Sole Survivor, a change that’s very bad for solo players that like to use both perks.

    ive thought of that and had a few ideas to change Sole Survivor accordingly.


    lets be honest, Sole Survivor itself needs to be buffed, currently basically no one is using that...

    ive thought of maybe a token basey system, where you gain a token each time someone else than you is hooked and spend a token when the killer tries to reveal your aura - instead you now reveal theirs for 3/4/5 seconds. i am unsure whether the position reeal block should be passively active at all times or also be token based... though, unlike Calm Spirit, this would not hide the screams, just the little bubble telling the killer where something happened.


    that way the perk would be better than now, and also have synergy with my OoO again.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1168568#Comment_1168568

    I’ve suggested that OoO be changed to have the exact same conditions for both Killer and the survivor that has it equipped.

    Either the killer can hide their aura by not looking at the OoO user too, or the OoO aura will ALWAYS be revealed if the killer happens to be looking in the OoO direction.

    pretty sure thats how the perk is supposed to work...


    though imo it shouldnt at all work with aura reading and instead with a position reveal for both sides in certain intervalls (every so many seconds). that way the survivor still knows the general direction and position the killer is in, without being a dead giveaway on what the killer is doing (e.g. setting traps)

  • basically, because his power allows for good ambushes and allows for a very early first hit on survivors, as they are usually outpositioned and dont have the time to properly position themselves in the short time span given to them by the bell ringing.


    a "hit and run" strategy works quite well on him. you basically injure them and immediately go after someone else - and then catch out the injured player later when he is doing a gen / healing somewhere.

    he is nowhere near top tier though. a pretty solid mid tier killer, thats for sure though.

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