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Mister_xD

Mister_xD

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Mister_xD
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  • @Keezo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155672#Comment_1155672

    then your female black friend comes over & you start to get...

    urges...

    and you are scared of flashlights and keys...

    makes it hard to get inside the house sometimes...


    luckily there is always a wall you can break down!

  • i would disagree here.

    imo they should be nerfed (nerfed, not made utterly useless as many suggest), though they should NOT touch them before they touch keys.

    such a nerf should - imo - be a rework to the requirements that need to be fullfilled in order to kill someone, something like "when all 4 survivors have been hooked once" or maybe "gain a token each time a gen is repaired" or something like that.

  • you know you play too much DbD when you start placing meathooks around your house.

    for...

    decorative purposes...


    yeah.

  • more stealth options are great.

    i like maps that are focussed more around stealth gameplay than looping, honestly.

    ou can see them in there, but its hard. also, headphones render the bushes basically useless.


    imo that map is really cool and i really like playing on it.

  • Trapper


    sucks that i am leveling others atm and he is running out of bag add ons :/

  • you should make a post about it in the bug report section.


    cause that doesnt seem like its working properly xD

  • the only thing that annoys me is that they nerfed Gear Head, yet that perk was allowed to stay the same .-.

  • yeah i need to get used to his Terror Radius aswell.

    i can never tell how far he is actually away xD


    its a matter of time though, we'll get used to it eventually

  • Team Fortress 2 wants to know your location


    jokes aside, yeah it is quite rough here for new players.

    the only thing i can really give you on your way is, to make sure to play both sides in order to understand them better.

    if you stay exclusive to one, it is going to be a lot harder for you to fully understand the other one - and understanding that role means being able to play around it.

    you're having trouble surviving against a certain killer? go play them yourself! see what the others do and try to copy that behavior next time you face that killer.

    same vice versa: you cant catch survivors as killer? go and play survivor a bit. understand how they think and use that knowledge to predict their movements.


    i wish you best of luck! dont let losses disencourage you and i promise it will get better with time!

  • i couldnt play for 2 weeks and am at tier 52 now.

    if you put some time into it, you will definitely be able to do it.

  • @KillerKiller said:

    ARE YOU HIGH?

    Nerfing the toolboxes has me considering deleting the game.

    As killer I always get 4/4. I never hook anyone twice till everyone is hooked once. I never kill till everyone is hooked twice. When I down you a third time I leave you to be healed and only kill on your fourth down and I get 4/4 EVERY TIME.

    KILLERS ARE TOO OP SURVIVORS ARE TOO WEAK and they keep making it easier.

    On top of that, as survivor I'm a red rank #1 and I escape one in 20 matches. Sometimes I go days without a single escape. The game is too easy on killers but killers who aren't good blame the game.

    Nerfing the tool boxes is the worst thing they could have done.

    I think it's time for me to stop playing.

    They allow killers to bully survivors with no consequence, they coddle killers who simply need to get better.

    This game just isn't fun anymore.

    It's become a guaranteed4k every time and it's absurd.

    GYLCW3W03RSM.jpg

    it has to be

  • "energetic, fast and interesting killer"

    nice description of "utterly broken and extremely boring to go up against, as there was literally no way of countering him whatsoever"...


    no we do NOT need old Legion back!

    if you wanna ignore game mechanics, go and play nurse - at least she requires skill.

  • welcome to the killer Add On experience

  • @TragicSolitude said:

    I chose "cosmetic customizations for Killer powers," "Basement customizations," and "Moris."

    By "Moris," it better mean new Mori animations and not Mori offerings. I don't want Mori offerings.

    actually its referring to the clowns horse.

    We get Moris as a playable character confirmed! :o

  • @Atchoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149523#Comment_1149523

    LUL, definitely not. Kill rates do not say if a killer overperforms. Most Bubbas got free kills due to the gameplay of some weird survivors. :D

    yep, thats the joke after all.

  • so bubba has the second highest kill rate...

    guess he's overperforming...

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1146926#Comment_1146926

    You somehow got more than the blood point cap. What is your secret? : D

    okay, but dont tell the others!

    *leans closer and whispers*

    the screenshot was taken during the Halloween Event

    but pssst!

  • i'm not camping :(


    yeah i'm defending my hooks, but im not gonna camp anyone for no reason.

  • i stayed.

    EU servers are blessed with my presence x)

  • Trapper is not a viable rank 1 Killer (2).png Trapper is not a viable rank 1 Killer (1).png toxic AF chats (1 - 1) (censored).png toxic AF chats (1 - 2) (censored).png

    just gonna leave these here.


    most of the killers are viable choises, the only time they actually arent is with coordinated SWF groups.

    its far from impossible to play those killers in high ranks.

    at least i win more than i lose with them.

  • Trapper is a QoL change

    Plague is a straight up buff that can be gamechanging in the right scenarios

    Doc is also a buff, though a very minor one


    regarding Ruin, it was a necessary change. the time they implemented it wasnt great, i will definitely agree on that, but the nerf itself was certainly needed. in the end, old Ruin literally just punished bad survivors for being new to the game while not affecting good ones at all.

    the new Ruin is a good perk and once early game is balanced out, i believe it will also be seen as that by more people.

  • i think they should allow it to build up stacks (1 stack for each totem you kill), so you dont waste any of your potential 5 charges

  • @Peanits said:

    First and foremost, no, we don't hate killers.

    Second, this was something we were very transparent about back during the first Tome. Originally we had an even distribution of survivor and killer challenges, but this caused a lot more people to play killer than normal. When that happened, killer queue times went way up, making it difficult for people to do their challenges. Now there's slightly more survivor challenges than killer challenges as to not mess with matchmaking too much.

    isnt that what you would want right now though?

    more people to play killer?


    cause currently you do the exact opposite, which, given the current survivor lobby times, isnt exactly helpful to the situation...

  • ill just focus on the ones you actually made changes to:

    Gripped Boots: i like your idea

    Speedlimiter: i like the BP increase, i am not really sure if the Deep Wound thing is necessary, but its a decent buff.

    Death Engravings: I dont quite understand what you mean with "both add-on factors go from slightly to considerably" - cause if that considerably increases the time to charge your chainsaw, this would literally never see any play. the current effect of "slightly" is already quite a lot after all.

    Carburetor Tuning Guide: you NERFED this add on AND increased its rarity to Ultra Rare?!? how is this worth being an Ultra Rare? also, how does it in any way, shape or form synergise with your second Ultra Rare?

    Catastrophic Engravings - has no synergy with your first Ultra Rare. also has way too much of an downside and doesnt really allow for any unique playstyles, as Ultra Rares are supposed to. would on top of that be quite unusable for unexperienced Billy players, as they wouldnt be able to deal with his speed and literally only bump into stuff.


    on top of that many of the rarity increases arent really worth being that rare without any changes to the Add On. here's which ones i think should get buffed when they get a rarity increase:

    • Grisly Chain
    • Depth Gauge Rake
    • Light Chassis


    also the noise Add Ons should receive a whole rework in my opinion. there is literally no use for them, they should be changed into something entirely else - maybe the sound effect can be added as a secondary thing to other Add Ons, but them being their own is not good enough to ever see play.


    as for Ultra Rares, ive got some ideas myself:

    1) an Add On that makes the chainsaw completely silent and gives the Hillbilly the Undetectable status effect after sprinting for X seconds without being interrupted

    2) an Add On that gives him full control over his chainsaw (keeping him at the 230% mms though and forcing him to dash forwards, so steering wont be super easy) but tremendously increases the penality when bumping into an object.

    so basically, you want to get a long chainsaw run going to be able to get the jump on unexpecting survivors, which is possible due to the better steering the 2nd UR gives you. both would be solid choises on their own, while being very good when combined.

  • i got a LOT of killer cosmetic combos...

    welp, here we go!


    Trapper:

    My Trapper (1).png My Trapper (2).png My Trapper (3).png My Trapper (4).png

    Wraith:

    My Wraith (1).png My Wraith (2).png

    Hillbilly:

    My Hillbilly (1).png My Hillbilly (2).png


    Huntress:

    My Huntress (1).png


    Doctor:

    My Doctor (1).png My Doctor (2).png


    Clown:

    My Clown (1).png My Clown (2).png


    Spirit:

    My Spirit (1).png


    Legion:

    My Legion (1).png


    and thats it.

    i have plans for new ones, but i gotte farm the shards for these first... already got two 7.2k shard Doctor heads, one 7.2k shard Spirit Head, one 7.2k shard Oni body and a 2340 shard Oni mask on my list...

    (i am not including killers i cant make any cosmetic combos with on this list, such as my pig who only has the Pig Leather skin)

  • use Plunderers Instinct.

    if you bring a key, as youve already said, you get focussed down by the killer.

  • Haddonfield.

    even as survivor i cant deny that this map is just broken...

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143606#Comment_1143606

    Just take the DS stun! If you can't take 5 seconds out of your trial being stunned, you shouldn't be complaining about DS.

    Take.

    The.

    Knife.

    you cant compare these two at all tho...

    i dont even know how you got the idea to do it, but it really does not work.

  • the best are those that complain about NOED in the same sentence they say cleansing totems was "not worth their time"... xD

  • if you cant spend 1 to 2 minutes of your trial cleansing totems, you shouldnt be complaining about NOED.


    do.

    the.

    bones.


    it literally has nothing but benefits for you! you get BP, emblem points and can deny the killer a decent endgame perk!

    wanna know what the first thing is i do as a survivor when i enter a trial? yeah. i do the bones. and i can easily take down 3 totems in just a minute or maybe two (depends on the map, really), imagine how fast you could get them done if everyone was to do them, instead of only focussing on genrushing the killer and literally leaving a totem uncleansed that is right next to the gen they work on in plain line of sight.

  • @undeadcookie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143294#Comment_1143294

    Can you tell us some (not trying to sound snarky, I'm genuinely curious)?

    here a few examples from the top of my head:

    • Spirit buffs after her PTB
    • Clown buffs after his PTB
    • Legion getting drastic changes to their power
    • Legion getting their fast vault back


    sorry the list is that short, its literally just some examples from the top of my head... i could have gone and looked through tons of changes and list all those that were community requested, but that wouldd have taken too long, so these 4 are what i got right now.

    i bet @Almo will have some things to add here xD

  • i dont think any of these are necessary.

    but here are my thoughs on the main ideas nontheless:

    1) the goal here was to give Survivors a benefit from starting the 2 minute End Game Collapse, though revealing remaining chests and dull totems really isnt worth the effort. what would they ever use that knowledge for? get a quick 1k BP or a brown toolbox before leaving? they could go on a search for those things without the timer active anyway, so this would most likely not change anything about the current 99% gate situation.

    2) this one is way too strong. besides the fact that it wouldnt make any sense lore wise or that i dont understand how "injuring the entity" would heal survivors, this is literally just a build in adrenaline for all survivors. this one would have huge impacts on this games balance around the endgame - which is already heavily survivor sided as is - and honestly its really just overkill. and they would still hold the doors at 99% and only start the EGC when the killer is about to build an momentum.

    3) certainly the best of the ideas, yet again this wouldnt really be worth activating a 2 minute death timer and expose them to potential bloodwarden plays. on top of that, we already have perks for exactly this effect, namely Empathy, Bond or Kindred.


    in my opinion, the endgame really does not need any buffs for survivors, they already easily dominate during it - unless the killer has NOED - and i personally think that the way to go in order to prevent 99% gates would be to make them similar to totems - you eigther fully open them or you have to restart the whole action.

    this would also give Remember Me a nice - and much needed - buff.

    at least thats my take on the topic.

  • maybe they dont have the money to spend on cosmetics?

    maybe they dont want to waste their shards on them, as they are "useless" - especially since the killer cant really see them himself - and rather save them up for upcomming chapters?

    or maybe they just prefer the base skin?


    personally, i love nothing more than customizing my characters!

    some of the cosmetics killers have are incredible, and the original ones, imo, got a little stale after plalying with them for so long.

  • @just_a_noob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1141976#Comment_1141976

    The way to counter bt is to not tunnel or camp in the first place then the perk is useless and you won’t get hit with it. For it to activate you have to be in the killers terror radius. So saying “at least allow some killers to be able to counter it” is pointless. ALL killers have a counter to bt......just move away from the hook.

    but if you just want an easy kill where you don’t have to do anything but stand in one spot and take 1 swing as soon as someone is off hook then by all means go right ahead.

    *hooks a survivor and turns around to leave or maybe kick a gen nearby*

    -> someone literally starts unhooking them in my face

    -> i hit the unhooker, but they get the animation done

    -> BT guy bodyblocks for the unhooker

    -> i am forced to go for the guy that just made a huge distance, as the other one has DS and is probaply already sprinting at a locker

    -> i just got heavily punished for their massive misplay and lost all progress i had previously made


    but yeah, just dont tunnel, 4Head.

  • ita always a true testiment of your skill when you need overpowered stuff t obe able to win.


    just had a Wraith game on the Disturbed Ward against a SWF (their behavior made it wuite obvious they played together) and they literally were only able to win against me by using a skeleton key (ash had it and suddenly everyone started running around trying to locate hatch when one died to their 3 gen. and when ash found it, suddenly nea, the last remaining survivor at that point, literally ran straight over there. and yes they noisespammed me to make sure i understand how they had outplayed me like true rank 1s and that i had lost).


    thats just as sad as those killers running red mories, tunneling you off the hook and insta moriing you with 4 or 5 gens left.

  • its a perk for hookfarming without getting punished.


    and quite honestly, this does not need another buff.

    at least allow some killers to be able to counter this perk..

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1140428#Comment_1140428

    This was a thread about using a Locker to force the DC check on DS. In many tiles across different maps, gens often spawn next to a locker. So players will abuse DS by running to the generator, and any time the Killer comes close to the gen. The survivor will fast action into that nearest locker - forcing the Killer to just kick the generator, and walk away or open the locker and take the DS (and damage to their chaser emblem) without any counterplay.

    What I am hoping is that this means they look into more than just abusing grabs. Because I know as survivor I can time getting on the gen to the killer pressing m1, to force them to grab me off a gen. Same with a window/pallet. I demonize that 60 second timer to try and extend a chase for another 2 gens.

    What I think, an idea I heard from Umbra (Streamer go check her out). When a survivor is unhooked. DS activates. If the Killer hooks another survivor it deactivates. UNLESS you're in dying state already when the other survivor is hooked.

    i like the idea, but it does have a few open questions:

    1) what if 3 survivors got hooked and the 4th unhooks them? do they all just get DS until someone gets hooked again? this would lead to scenarios where its impossible for the killer to avoid a DS without massively slugging anyone previously hooked until he finds that 4th survivor.

    2) if you add a timer on it to prevent 1), wouldnt that kill the perk, as it now had too many restrictions at once?

    3) if you would only allow the last unhooked survivor to use it to avoid 1), that would still allow for tunnel scenarios, where the killer is chasing a previously hooked survivor when someone else gets unhooked, deactivating that survivors DS and therefore dooming them.


    ive thought about the same idea a few times, though i never really found a good answer to those problems...

    imo the best solution would be to just make it not work on grabs. that way these annoying survivors that want to abuse it wont have a way to do so and if you really want to waste 60 seconds of your game to slug that DS guy, do it - its gonna hurt you more than them.

    i just hate those situations where one guy goes ahead and does an action right in your face (e.g. unhook), you interrupt them and then get punished for their misplay. thats really not fair...

  • @BenZ0 said:

    @Mister_xD

    I know, I mentioned that in breakeds, its boring to play the same map over and over^^ Thats the entire reason of this threat. I am really sick of seeing coldwind farm, it is actually the most played map for me. It gets boring to play always on the same layouts, I would like to see more yamaoka estate or lerys honesty.

    and i would like to see more of coldwind and less of indoor maps xD


    see, thats how it differs from player to player...

  • wanna bet they will look into the "slug to avoid" aspect of it and ignore the other ones?

    like, all they'll add is "the timer will be paused while in the dying state"...


    though i am hoping they finally do something against these survivors acting like god because they know they have their DS active and you cant punish their behavior .-.

  • @BenZ0 said:

    @Mister_xD

    My intention is not because these maps are totally broken. I meant with that, they look ugly and it will probably take some time to rework every old map. To compensate that, that you play more on the new maps with the new upcoming mechanic, they can be disabled for idk a few months? Weeks? Whatever, so everyone will see more often the new maps with the new mechanic.

    i know you didnt say that, thats why i am against it.

    thats not enough of a reason to just go and deactivate 17 out of the existing 33 (soon to be 34) maps though.


    also when a new map releases it has a higher chance to randomly be the map you play on, so people will play on it quite a lot.

  • then you are one of the main reasons why the rest of the team also dies and has no fun.

    congratulations, you just ruined the game for 4 others cause you disliked a certain piece of content.

    but of course, YOUR fun is MUCH more importaant than the fun of the other 4...


    sorry, but its because of people like you why i cant stand playing solo survivor anymore.

  • funnily enough, anything he does now he could do before aswell.

    it was just not as easy to do, due to him having to switch stances, though the results were the same.

    the only new thing he really has is the shock blast, which can be easily avoided by entering a locker when you hear him charging it up and you're in the terror radius.


    Doc is a solid killer now, but he is not stronger than a lot of the high rank killers. he just requires you to play a little differently than with other killers - similar to huntress.

  • really just sounds like an audio bug to me...

    bugs are not reportable, unless they are widely knows and the devs have specifically said abusing said bug would lead to a ban.

  • i dont think any map should ever be disabeled, unless it has gamebreaking bugs on it that make it impossible to play on.

  • never did.

    the only times i actually DC would be the ones where i have a good reason to (e.g. gamebreaking bugs, hackers, game held hostage or real life problems)

  • i think its intentional that survivors hide keys behind their bodies.

    at some point in a Dev stream i think i remember someone asking why Feng Min could do that and others couldnt, which they responded with basically saying that they find that to be a neat little detail they want to give everyone.


    which wouldnt be a problem with items that had less of an impact on the game, but hey.


    keys in general need a massive rework imo.

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