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Mister_xD

Mister_xD

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Mister_xD
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  • i dont remember it being an obsession perk...

    his Obsession perk would be Dead Man's Switch, which requires you to hook the obsession to get it to activate.


    i think Gearhead always worked with just hitting anyone twice.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1140169#Comment_1140169

    No I’d much rather him have a strong ability I mean look at hag,spirit,nurse,huntress they all are slow but have a strong ability . They should just buff his ability to match his 110% speed

    fix his harpoon and allow him to drag survivors over pallets / windows.

    maybe increase the durability of the chain a little and buff his range?


    the first one alone would be enough to make him quite good imo.

  • Leatherface wearing a claudette face and acting like one.


    yeah i cant remember when i saw Bubba Claudette the last time...

  • uhm...

    shouldnt we rather think of ways to buff him rather than nerfing the already weakest killer in this game?

  • i feel like its too big, honestly.

    its quite hard for the killer to reach a generator, which is somethng i have noticed for both sides.

    unless the killer has a really good map pressure tool, they usually end up losing... :/

    dont get me wrong, winning as a survivor is great, but these games always end up being these super forgettable ones that you wont ever remember. like, the games that have stuck to my head are the ones where the killer applied huge pressure on us and we were still somehow able to beat them. those games are fun, they are stressfull, they are so much more than just the M1 simulator these huge maps basically are.

  • what are your thoughts on the new killer The Deathslinger?

  • there will be a new map every 3 months and a map rework every 3 months inbetween that, so technically speaking there is something done with maps every 1.5 months.

    and the new ones look really good, i will definitely give them that!

  • i usually dont really complain, unless we're talking genrush.

    that needs to be looked at, honestly. games that are ~5 minutes long as just no fun at all. also from a survivor perspective: the killer had no time to do anything, they got like 2 - 3 hooks by now. there was no tension, there was no effort to get that, there was nothing fun to do.

    plus emblems will end up punishing such games, as you havent been in chases / benevolent to your team enough...

  • survivor gameplay is quite stale - and especially boring with these lobby times.

    plus ive never been into the whole survivor thing, i always liked killer a lot more.


    also the game isnt nearly as bad as many here love to claim.

    yeah some games are BS, but there are a lot of good ones aswell.

  • unequip the key and we can talk about it >:(


    for real tho, i dont usually tunnel unless its 1 gen left and 4 guys still up - lets be honest, someone should be dead at this point...

  • wish granted!

    since the 1.5.0 patch it now punishes survivors for failing at their secondary objective (totems) instead of rewarding the killer for letting all 5 gens being completed, like the previous version ^^

  • probaply the fact that i dont enjoy survivor gameplaly...

  • @Raven9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133831#Comment_1133831

    I personally don't find that killer balanced ;D Especially in version 3.6.0, the maps will be resized, pallet quantities will change, safe places will decrease and there will be frangible walls. In this version this killer will really be a big problem.

    well, of course whether you find something balanced or not is up to you.

    you are certainly right that the 3.6.0 update will make him stronger aswell, though i wouldnt say that it would massively shift the balance around him - if you ask me, the pallet changes are actually more of a nerf to him, due to the fact that there will be a lot more of them, therefore more unsafe ones. its gonna be a lot rarer to catch someone out in the open with that change, which is where Billies usually get the most chainsaw hits.

    the map size is quite the big topic with him, i agree here, though smaller maps usually also mean more obstacles standing around in close proximity to each other, so it can also be quite hard to efficiently use your chainsaw run - he still tops many many killers in forms of map pressure though.

    for breakable walls, yeah it might be a little much that he can break them with his chainsaw - at least i believe he can. i think the devs stated at some point that any killer with a pallet breaking ability would also be able to break down these walls with it.


    imo his basekit is certainly fine and one of the best balanced out there - i will not deny though that it can be quite strong with certain add ons.

    if he needs any changes, it should be add on changes rather than any nerfs to his basekit.

    in Hi Comment by Mister_xD
  • hey ^^

    Hillbilly is widely considered to be the most balanced killer in the whole game.

    you are right, he does have quite a strong downing tool, however said tool comes with counterplay and isnt very easy to use - which is also why so many considers him to be balanced.

    if you find yourself having trouble facing a hillbilly, try to avoid getting up close to him and try not to be found i nan open area - as long as you have windows / pallets, he wont be able to use it on you effectively. always try to keep your distance to him, he is very much loopable.

    and when he sprints at you with the chainsaw, i would recommend performing a 90° turn, as he wont be able to follow thanks to the hard steering the chainsaw has in a sprint. this also leads to another possibility when he does get close to you: 360 him. run circles, try to be unpredictable and if he messes up, he is gonna chainsaw past you.

    the cooldown you mentioned is also already a thing - after both a hit and missed chainsaw run, he will suffer from a reduced movement speed and he wont be able to interact with anything until his chainsaw has recharged - which is noticable due to a certain audio cue that i also believe is map wide.


    for Cannibal, his chainsaw is very underwhelming, honestly. its insanely hard to use in chases and it barely gives him any benefits, hence his status as one of the worst killers in the game. if you have a Cannibal rev his chainsaw at a pallet, keep running. he wont catch up thanks to the slowdowns he gets.

    if you are cought in the open, you are done for though. you can try to avoid it by running circles around obstacles in the hope that he bumps into it, which will stun him massively.

    in the end, do not try to unhook in front of this dude. it will end badly for you.


    i hope i could help ^^

    feel free to ask if you have any more questions!

    in Hi Comment by Mister_xD
  • hey ^^

    the perk "Spirit Fury" (which automatically breaks a pallet you get stunned with after destroying 4/3/2 pallets beforehand) is a teachable Spirit perk and is unlockable at level 35 as a teachable perk.

    dont forget that unlocking it as a teachable still requires you to unlock it for each individual killer through the bloodweb though!


    hope that helped you ^^

    if you have any other questions, feel free to ask!

    in Hi Comment by Mister_xD
  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133580#Comment_1133580

    a pile of invalid reports won't get him banned, but you have demonstrated why real tickets take so long to get replied to.

    who said anything about invalid reports?

    even with video evidence and all he wont get banned asap - thats already been confirmed.

    everyone can forget about the game once in a while, as long as it doesnt happen too regulary there wont be consiquences.

    its like with DCs. these can happen every once in a while, no problem. do it too often and you are out though.

  • Trapper now starts with all traps.


    oh look, a much more viable killer! :o

  • the legion nerf.

    you can say what you want it was desperately needed and overall a great improvement to the game.

  • no, going AFK once or twice will not get you banned.

    however, if the reports pile up, you will eventually get banned.

  • @leyzyman said:

    Ok, so I'm gonna say you are a red ranked survivor, but either never have touched oni or dont have him.

    1. So, there is a reason why oni is probably winning: slugging. This is now part of the meta, since gens are to quick, and killers have to do something to slow the game down more.

    2. Oni literally cannot hit at a 270 degree angle. He has a hard cap at 90 degrees.

    I'm sorry you dont enjoy oni, but this is how killers have to adjust to how the game works since there are 0 perks that help during the beginning except for corrupt, but that only helps for 2 minutes.

    actually, regarding point #2:

    oni has an attack window of 180° - so he can turn 90° is each direction.


    just to clarify, as there has previously been a time where he had an overall attack window of 90°, which ment a possible 45° flick to both sides.

  • @TAG said:

    Clown is nothing compared to a Nurse.

    Could you imagine if Clown and Nurse had their powers switched? Every time he blinks, you hear his guffaw.

    blink HUE

    blink HUE

    stun HUEEEE HUE HUE HUE HUE

    i would love that.

    where can i find that mod? xD

  • clown is just base killer speed (4.6 m/s or 115%), such as majority of the killers.

    i think the only reason you feell ike he is so fast is due to the face that the gas clouds he throws slow you down, so he can close the distance quicker than other killers.


    clown, as many probaply already pointed out, isnt a great killer. he lacks many things - his map pressure is horrendous, he has basically no tracking tool and even his chase ability (which is supposed to be his strong suit) is quite underwhelming if survivors just drop the pallet early and play safe around loops.

    he currently holds the place as 2nd worst killer in this game, so nerf suggestions are the wrong way to go here.

    instead he is in the need of some serious buffs...

  • personally i'd say 3.

    i know the devs want it to be 2, but their game says thats a loss, soo...


    also name me one horror movie where 50% of the survivors get out. it just doesnt feel right - imo its more fitting to have one guy live to tell the tale and the others die (unless they play better than the killer, in which case more than one should make it out, of course).

  • remember the bug where survivors owuld hear the chase music whenever someone else entered a chase?

    got fixed in just a couple of days.

    took them 3 months though to turn the volume up on footsteps, cause killers couldnt hear them.


    it was... quite interesting to see.

  • honestly, i think it counts anything that would trigger Balanced Landing.

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1131962#Comment_1131962

    The 30 second chase was pretty easy because it doesn’t all have to be in one shot. You can get chased for 15 seconds, get hooked, saved, get chased for 10 seconds, hooked, and then get the last 5 seconds running for the gate. The hardest part is in getting good teammates.

    yeah, you're right with that.

    though i think my main problem is the escape part of the whole thing - since my David is level 1, i usually rely on stealth play to be able to make it to the end game, which is quite counteractive to the 30 second chase rule...

  • NOED isnt toxic.

    dont let survivors talk you into that - they have all the counters they could ever want for the perk, if they dont get rid of it, its entirely their fault.


    besides that, i am glad you had fun ^^ Bloodwarden - while being very situational - is such a fun perk to use! when it works it can easily lead to hilarious moments like the one you just described.

    also, when activated late, it can get the survivors entity stabbed, since they just cant leave through the gate xD

  • words can not describe how much i agree!

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1132025#Comment_1132025

    The problem is, you indirectly penalise the other player due to another player’s actions. It feel horrible to be forced to play unfairly against a person who doesn’t deserve it.

    You may be able to hit them, but you don’t really want to encourage players to use exploits for the wrong reasons. Rewards them for he wrong behaviour.

    i mean... a double facecamp is quite the opposite to a reward if you ask me xD


    but yeah its about time they fix the bug. it really is quite unfair for the player on the hook...

  • @Manhwa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1131903#Comment_1131903

    Well #########, i thought it was a march 2020 :/

    Anyways do you know why i cant access it? i only see

    Select the beta you would like to opt into:

    NONE -Opt out of all beta programs

    that would be due to the face that there currently is no ongoing PTB.

  • just wait next to the hook when they do it.

    you basically get to facecamp 2 players at once, its the most profitable facecamp ever!

    and since that one guy is sitting there, you will also not get a penality on your chaser emblem.


    you can also hit them there, if you walk up close to the hook and attack it, as the hit will connect with the crouching survivors hitbox rather than the hooked ones. but there is a risk to that, so the double camp is the safest solution.

  • the david ones.

    my david is level 1.

    enough said xD


    for the protection hit one i'd recommend grouping up with a SWF and having an injured guy around the exit gate with you and then take a hit when you are 100% safe next to the dude to get your protection hit and the escape at once.

    for the 30 second chase i sadly dont have a trick, so im kinda stuck with it...

  • a combination of htboxes and latency.

    are you familiar with how hitboxes work?

  • i am sure such mapa will get breakable walls added to them with time that will allow you to bypass these windows. maybe the killer can break through one of the always blocked off windows on the wretched shop to get an easier route inside - or maybe they will add a blocked off back door the killer can use?

    there are a lot of maps that need changes and imo well placed breakable walls will help out drastically with them.

  • the ability to rescue your friend from the killers shoulder with a pallet / flashlight without having to wait for the animation to end.

    i have no idea who thought this was a good idea - thank god they removed it after just a day or two again.


    i believe they said they want it to return in the future though... i am scared of that day, ngl!

  • ya know,... IF all 4 survivors were to look for totems, they would be done with them in around a minute or two.

    the only thing that is really needed imo would be a totem counter added to small game, so solos can tell how many totems remain.

  • now i dont have any data i could show you or any exact numbers, but thanks to the tomes i get there relatively fast - takes me a day or two.


    as a killer you should get ~50 - 60k points each game (with BBQ) and as a survivor you should get ~20 - 30k (double that in the rare case you get We're Gonna Live Forever to 4 stacks).

    add some challenges on top that can add 30 - 50k points on top of that and it shouldnt take that long.

    though i have to admit i am not really someone who piles up a bunch of BP, i usually always spend them immediately on the killer i am trying to max out next...

  • i would probaply do the same.

    add a secondary objective that is fun and interactive for the survivors (not the stale "hold M1 here then go and hold M1 there and finally hold M1 over there and escape") and also slows down the game - especially the eariy game.

    as a killer i have a lot more fun to play this game when they dont pop 3 gens roughly 2 minutes in, because i feel like i can actually do something in that case.


    the one thing i hate most right after early quits and toxic OoO players are dedicated genrush groups. ya know, these guys who do literally nothing but rush the gens and use their second chance perks to stall chases for as long as possible. like, when one gets unhooked, go and heal! but dont just instantly rush to a gen with your buddy and start working on that and still expect me not to go after you.

    ive had games where ive been utterly destroyed by such groups (even when they played really bad), just because they rushed the gens and left in around 5 to 7 minutes and i had games where i punished exactly that behavior and killed them (those are the most stressfull games ive ever played btw - cause even if you hook someone and get into a chase, which you end immediately, afterwards, they still get 4 gens done with ease and its a real struggle to deny them the 5th one aswell).

    and honestly, i cant call any of these games fun, no matter the outcome. they were just stressfull or straight up unfair.

  • depends..

    if he really just focusses you down every game and insta mories you alone that can be considered a bannable offense - you will need to provide video proof of such a play seassion though.

    if he does the same with every survivor, he might just have a ton of mories he wants to use and randomly keeps getting you...

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1130373#Comment_1130373

    It would have been nice if the devs engaged the community more leading up to this patch release.

    It feels like a lot of concerns from both sides have gone unaddressed.

    some more transparency would certainly be nice, i agree.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1130873#Comment_1130873

    Not sure if you're trolling but... the screenshot shows him as a survivor, you can tell because his panel is highlighted, it does this to show which player you are... =/ lmao the fact that others upvoted you really says something about this forum too.

    yeah ive missed that the first time i was seeing it.

    still doesnt change anything about the original statement ive made with my comment though.

    instead of coming here and complaining about the most basic killer abilities (he has, on multiple occasions, demanded a nerf to the basic lunge range, calling it OP and saying killers shouldnt have it), he should instead play killer, rank up to a decent rank and then come back here, look at his nerf suggestions and decide whether they would be a good implementation to the game or not.

    that would also be the reason others have upvoted the comment (i think - ofc i cant talk for these people) - the general statement of my comment, even when missing such a detail, still stands and imo is very much justified.

  • there have been somoe buffs when he came from the PTB to the live servers.

    other than that, i dont think he's ever been touched... at least i dont remember any buffs.

  • i will usually go and look for team mates to heal me - unless we're at the last gen, since i usually run Adrenaline healing would be a waste of time at that point.

  • @Holdonholdon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1130893#Comment_1130893

    did not know that with the m1 attack only for noed

    thanks!

    always glad when i can help ^^

  • in that case i guess the totem popped before you got hit...

    or maybe it was an M2 attack that hit you? NOED does only affect M1 attacks, so if it was, lets say a Huntress and she hit you with a hatchet in the end, it wont insta down you.

  • i shall lurk in the shadows and quietly copy the builds experienced plague mains have created...

    O.O

  • no, NOED did not change.

    are you sure it was NOED tho?

    might have been a different oneshot ability - maybe an Add On or a different perk that only affected that one player? like Make Your Choice?

  • wow you... beat some low ranks.

    congrats.


    now progress towards rank 1, gain some more experience with this role and lets see how you stand to your nerf suggestions then, okay? ^^

  • @Primalux135 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1130387#Comment_1130387

    If a player dc at the beginning of game I dont really give hatch but rathet being more benevolent.

    yeah - but what if 2 or even 3 DC?

    i usually also dont give hatch just cause one didnt feel like playing (i do give them some second chances ingame tho), however if multiple players do that, it seems quite unfair for those who were left behind.

    sometimes i even farm with them...

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