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Mringasa

Mringasa

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Mringasa
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  • Grade (what used to be Rank) means nothing in terms of skill level. All that is is a placeholder for End of Seasons Rank Rewards. You get rewarded based on what Rank you achieved as both a Survivor and a Killer. You cannot drop down a Grade level, it's more of an achievement than a progression style thing, so if you've achieved Iri 1 with a P350 maxed Nurse, you don't have to worry about losing that Reward if you want to try out your Clown who is level 15 with Monstrous Shrine T3.

    MMR so far, from my experience, has been a pretty solid win. Every game, except one against a Camper, have been pretty damn exciting and enjoyable. Last match against a Blight was one of the best I've had in a LONG time. I've only played maybe a dozen, so not much of a sample size, but 11 out of 12 really solid matches makes me quite happy at this time. Might be a win for BHVR, but we'll see here in a week or two once I've played more matches.

  • @Mouth0fMadness said:

    https://forum.deadbydaylight.com/en/discussion/comment/2483002#Comment_2483002

    It works beautifully, check out my post above yours. Been winning most of my games w Cenobite w this build and playstyle.

    The only thing I don't like about Hoarder's is that it means they've already picked up the box. Once you teleport to them, it resets the Chain Hunt and if they've positioned themselves properly, it's an easy escape right into a chase. Right now, Survivors just grab it and solve it wherever for the most part, so they are way out of position and it's an easy hit. Once people get adjusted to how the Lament Configuration works, they'll pick it up and move to a safer place.

    Franklin's on the other hand, that works superbly from what I've seen surviving against other Cenobites. Making the Survivor drop the box, dropping the chase, and then picking it up to start a Chain Hunt is solid. Combined with Plaything, and you've got a nice passive detector, 0 TR/Red Stain, and a bunch of panicking people getting pissed at those chains that keep popping out of nowhere. Not to mention it's effective against the rest of the Survivors' items.

  • Wonder how good running Plaything and TotH would work out. Giving you that extra bit of time to head to the Totem they are working on might be nice.

    I only ever run Plaything + maybe 1 other Hex Perk since you want all 4 Survivors to potentially get hit with it. Once I've got Pinhead to P3 maxed, going to max my Hag and Myers again, see how much it helps them as well. EW3 Myers with Plaything sounds like a fun time.

  • @TwitchyMike said:

    https://forum.deadbydaylight.com/en/discussion/comment/2477653#Comment_2477653

    If PC players really wanted to Dodge Consoles they'd just turn off Cross platform so that's not it. If it is then fellow PC players who are Console dodging turn off cross platform you dummies.

    If you turn off Crossplay, you can't play with anyone who has it turned on. So you lose a huge chunk of the online players, and end up with massive waits for lobbies because the portion of PC players who have it turned off is small comparatively.

  • Had 5 disconnects so far, not a single penalty.

    He's a little buggy right now, but even on the matches with disconnects, you are getting your BP and such, so not too bad. He's a lot of fun to play, for me at least, but if you don't want to deal with some of the bugs probably best to just wait a bit. I'm hoping it gets fixed pretty quickly.

    If you care about Achievements, his Adept works and the one to do with his Possessed Chains, but the Oblivious one does not right now. Known issue of course, and should be fixed soon. Again, I hope.

  • Only time I leave a match is if I see someone on my "######### You" list. Those people who screwed me over in a prior match doing stuff like "I know you're on the hook, but I'm fixing this gen 16 meters from you until the Killer comes over. Then I'll farm you off the hook right in the Killer's face." And that scenario has happened 3 times in the past week now.

    Otherwise, I just play the match. Sometimes the people with funny/stupid names are the best team mates a solo queue'er could ever have, sometimes they make me want to gouge out my eyes because of what they're doing. I also never check profiles or anything. Feels kind of creepy, and disturbing. I'd honestly rather not know who I'm teaming up with, it might make me quit completely.

  • Honestly, it could have even more bugs, I'd still be playing Pinhead. My love for the Hellraiser universe will forgive just about any sin, although it was pressed a bit when they took out his voice. It will get better with time, and the more people who are playing, the faster they can find the bugs. I assume at least.

    I do a fair bit of EA gaming though, and I've seen some really bad ones. I know this isn't about EA and all that, but just look at ARK. They sold DLC while in EA, and it's still got some serious flaws that were found and reported during the EA process. How many years and DLCs later? BHVR could be a lot worse, and I think a large part of the problem is that they know they have to keep the playerbase interested in the game. Pushing cosmetics and charms will do that, and new chapters of course.

    What really needs to happen is a Chapter fully devoted to game health though. The more they put that off, the worse it's going to get.

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/277950/problem

    You need to achieve all four iridescent emblems in order to unlock the adept trophy/achievement. You can earn "Merciless Killer" without getting all four iridescent emblems. This may have been what happened to you. It's happened to me before. Otherwise, it's probably bugged.

    You don't need all 4 Iridescent. I got mine with Iri everything, and Gold for the Sacrifice one due to a Hatch escape. I did get 11/12 hooks though, so maybe that's the difference?

    @Woodywool said:

    https://forum.deadbydaylight.com/en/discussion/comment/2478817#Comment_2478817

    Watch 3 clips that I shared in this thread.

    Maybe it was something unique situation with my friend but it happened and he got dced penalty.

    I'd say it has to be something unique. I've been disconnected a couple more times, total 5 since approx. 12:30 PM EST since I started with him, and I've not been given a punishment.

  • That would be fantastic if the Killers could hook each other. It would be WWE in DbD.

  • @Woodywool said:

    The "funny" thing is that you get dc penalty.

    Have been Disconnected 3 times so far with no penalty. Either it's not in the game, or people are lying about getting it to cover up their poor sportsmanship.

  • His game play is pretty damn fun, for me at least. Something new. It sucks that he has no voice now though. Those really made his character perfect imo.

  • Just got the Adept. Only killed 3 with Hatch Escape on Yamaoka Estate. Now I can actually use other Perks, although I'm liking Scourge and Plaything. I almost had it earlier on Gideon's, but had the Host Disconnect error. That map is FUN to play on though with Pinhead. Enjoyed it immensely, although I like that map from either side.

  • Make sure you are checking them for Sabo. They still light up bright white, so you have to check the angle on the beam + hook part to make sure it hasn't been sabotaged. Pretty sure they are still lighting up when they have been broken due to Sacrifice, but I might have been mistaken.

  • This seems pretty reasonable to me. If you're standing at the pallet, with your body in between it and the Killer, it should stun you instead of the Killer. I've gotten hit with this many times after a Survivor screwed up or I actually managed to mindgame them well.

    Maybe that's what we need. A Killer who can drop the pallets and stun the Survivors? The Carpenter? Maybe his power is to make pallets, but they injure Survivors when they run around them too many times before dropping them...

  • Got one with RPD and trying to teleport to someone with Pinhead. Just now got one on The Game when I tried to pick a survivor up. Right before that though, I was unable to break a pallet from one side, so not sure where the issue lies.

  • It was probably to put them in line with the Emblem System. Rather than a separate color code, they used something more familiar.

  • A lot of Lovecraftian horror is shapeless or unfathomable entities. That might be difficult to code, although The Blob as a Killer would be pretty awesome. His brand of horror always seemed more cerebral than physical. While scary, not particularly gruesome or slasher oriented like the rest of the iconic bunch we have now.

    Not saying I wouldn't love to see something come alive out of his stories, absolutely love them, but it might be difficult to bring that brand of horror into DbD.

  • The entire Hellraiser universe is based around pleasure and pain mixed together. You can't take the sexuality and innuendo out of it and have it still be the same.

    I'm really hoping this was just an actual technical issue, because even though I'll still main him, losing the voice lines takes a lot out of the enjoyment of playing Pinhead. Something I've been waiting for since I first started playing in 2016. He fits the Entity's Realm perfectly.

  • Rather than just an indoor or outdoor map, I'd like to see one that is half and half. Do something like a Mansion with a large garden. Lots of potential for vaults, windows or course, and hiding spots. Crotus comes pretty close, but the building in the middle isn't big enough imo. It would be interesting to have a full half the map indoors, then the other half outdoors.

    Would like to see the Lab reworked completely. I hate the map, but love the atmosphere. Especially the change from "normal" over to the room with the portal in it.

  • @DaBawb said:

    https://forum.deadbydaylight.com/en/discussion/comment/2474730#Comment_2474730

    It is kinda crazy that I almost never see maps. Considering the devs released the statistics that NOED / Ruin are the most run perks in the game you would think more people would run them. A map in my lobby has me immediately taking off any hex because they will be gone in the first 30 seconds of the game.

    I almost never use maps to actually map things out, I just use them to boost my Objective points. Especially when I'm burning a BP Offering. Placements are much better now than they were, but they are still static spawns. Once you've played the map(s) enough, you know where they are located. If I really want to hunt totems, like say for a challenge or just for something to do other than M1, I'll run Small Game or Detective's Hunch.

  • DS and DH on the Survivor side. I dislike both Perks because they are too situational. Wasting a Perk slot, when it could be used for something to complement my playstyle better, seems useless to me.

    Lethal Pursuer because it's worse than a Hex Perk. It's gone almost immediately after you start the match, and if you need that much help finding Survivors, you need to work on your basic game instead of using a Perk to crutch up.

    NOED because I don't build to the end game. I can understand people using it with stuff like Blood Warden, that one Trickster Perk that blocks exit gates, Remember Me, and similar Perks that are implemented for end game usage. Using it as a crutch because you had a bad match and couldn't kill people is much the same as Lethal Pursuer. Get better at the basics first, then use Perks to tweak your play.

  • I like the new toolboxes. They give you an edge, without being overpowered like they used to be. If you don't get found first, you can almost guarantee a gen by the time someone gets downed, depending on the skill level of your team (I play solo queue). It's only really when 3+ are in the match that they become problematic. Rare to see, but it does happen of course.

    The changes to sabo and how toolboxes work with it are pretty solid as well, imo at least. It's situational now and when you pull it off, it can change up the course of a game. It gives Survivors incentive to play more as a team, willing to sacrifice a hit maybe to get your fellow Survivor off a Killer's shoulder. It frustrates me pretty bad when I'm playing Killer, but the timer on it is fair and it's a good play if they can do it.

  • Who cares how it ranks other people? As it is right now in higher ranked play, you have a TON of boosted incompetents that made their way there by crutching up on SWF and the meta. MMR should help thin those ranks out a bit and make solo queue at higher ranks a bit more palatable.

    It will also give players like myself a better time of things, since I won't be getting ranked up and into matches where I am in over my head. That way I won't be screwing over my team mates, and I'll be able to enjoy games around my own skill level, with players who are also closer to my skill level.

    My only real concern is that they're just going to throw matchmaking out the door, "remove" everyone's ranks, and toss us all in one giant Bingo roller. Then whatever 4 Survivors and 1 Killer get randomly pulled and become a match they can just say "Oh. They must've had a good series of games prior to this one." as the Rank 1 Killer steamrolls 4 Rank 15s. Or the reverse of course. It leaves the matchmaking system completely closed off to the player base, and that's something I am not comfortable with. At least now I can get a reasonable read of how my match actually did go post-game. 4 reds? No wonder I was having a bad time of things. 4 browns? Yep. Felt like it. And the same on the Survivor side.

  • They have to adapt him to the game though. Do we really need another "rushing" type Killer? We have the Billy, Oni, Blight, Leatherface to an extent with his chainsaw run, Spirit, Wraith, Legion... I'm pretty sure that niche is pretty well filled.

    He might not be wholey accurate to Nemesis in the game(s), but he looks pretty good and he fits his character. He is an unstoppable, relentless, brute force of destruction. He might not be "perfect", but he's a reasonable adaptation of an iconic character.

  • Lery's and The Game are my favorite maps to play on both sides. They both have a great horror movie scene feeling, and I do prefer stealthier Killers, so they help those nicely. Midwich is starting to grow on me a bit, now that I've played there more, but I despise Hawkins from both sides. Honestly will not be unhappy to see it gone. The atmosphere is great, I just hate the hallways and the lack of mechanics like The Game where doors open when you complete gens. It feels too bland.

    The outdoor maps would be better if they were darker. Love the Swamp for its atmosphere, Macmillan's is pretty good, and I enjoy all of the Auto maps, but the reworked Corn maps are horrible. A dark, moonlit night in a cornfield would make them so much better. I still don't understand why they made them daytime bright, unless they couldn't get the lighting to work (surprise, surprise. Isn't that why they removed the light offerings?).

    Classic slasher flicks almost always take place during the evening -> early morning hours. The daytime is generally left for setup, informational dialogue, and tension building. The real action takes place once the sun goes down. Any setting that mimics this in some fashion is perfect for DbD.

  • Something out of non-Western mythology or lore.

    Middle Eastern with an Arabian style to it like a Djinn or Efreet.

    Hindu with one of those multi-armed/limbed creatures that are prevalent in that mythology.

    Voodoo style with all the trappings.

    Something out of Africa. There's a whole host of beings and such they could draw from there.

    Aztec/South American Indian myths have a lot to draw from as well.

    It needs to be something dark and deadly though. Not just something that has a coat of paint tossed on it to make it scarier than it is. Deathslinger, Trickster, and the Twins just don't feel like good horror. They have more of a Netflix style to them that isn't very scary. Fun to play of course, just too Walmart'ish.

  • Very nice post. Has some good information for new Hag players, and for Survivors looking to up their game. So many of them wet themselves as soon as they see it's a Hag because she is rarely played, and it turns into an absolute shitshow as they feed her.

    I'll have to try STBFL myself now. I usually run MYC, M/A, and then whatever 2 others I feel like at the time.

  • @CornHub said:

    https://forum.deadbydaylight.com/en/discussion/comment/2438898#Comment_2438898

    That's the one movie I skipped because I had to pay for it, in the other movies he's serious

    It's a decent movie, but they went full on action flick in the end of it, rather than keeping it more slow paced and tension building.

    That line is a classic though. The jokes will stop before the live release, then it'll be another week of people making them again because not everyone is on the PTB. After that, everyone can appreciate the masterpiece that is Hellraiser, even though we aren't getting Kirsty Cotton with our Cenobite.

  • I don't find BNPs to be that bad honestly. The item rework they did was a decent job at balancing things. If you have 4 Survivors communicating on the level of all bringing BNPs, you're going to have issues anyways. You probably won't see that outside a sweaty 4-man, and those games are already rough for most Killers. 1 or 2 in a match isn't going to sway it too much, and I've rarely seen more than 1 personally since they did the rework.

    There are a lot of ways to counter a BNP, Ruin, Pop and any other gen regression perk can make it a complete waste to bring into the match. Keeping pressure on the gens, something you should do anyways, can also lead to a BNP being wasted if the gen starts regressing and the Survivors can't get back to give it a touch.

    As far as the aura reads and insta-downs, eh. There are limitations to those items, and while I don't use them myself, I can see the desire to have a less stressful match every now and again. It is pretty fun to break out the OP stuff and go at it after a sweaty match or two. They do have to justify the cost of the item in the Bloodweb though, and 7k BP is a pretty hefty price for a single add-on.

    The syringe... I avoid these as much as I can. Wasting a medkit + UR add-on for a single heal is ridiculous, and you might not even get that heal if you get hit. Personally, I think the time on it is a bit high. 12 seconds seems more reasonable considering the price of the add-on and the fact you lose the medkit as well. I would rather bring in a green medkit with some charge add-ons and stay healed, and help heal faster, the whole match than waste a medkit and an add-on that you will lose anyways even if you don't use it.

  • This is my favorite horror franchise ever, and they did justice to Pinhead. His animations, effects, and all the extras in there are superbly done. I've only watched some gameplay so far, I'll wait to play him when he goes live, but he is fantastic as far as the looks and animations go. 100% very good job so far BHVR.

    His power, give it a couple months of live play. I think he can be oppressive if he can put some pressure on the Survivors and keep them moving. There's a lot of potential for reducing chase time in his kit. It will most likely be tweaked before it goes live, but the only thing I could see that hurts him is how easy it is to break the chains. Everything else looked solid, and quite appropriate to his character.

    Overall... though it pains me to admit it... nice one BHVR. Already sold on it, just fix those bugs even if they're pretty amusing.

  • That is the entire concept of the Hellraiser universe. The pleasure of pain, or beauty in some instances.

    Leviathin's Labyrinth is not a Judeo-Christian style Hell. It is a place where you experience pleasures and pain so intense it will obliterate your soul. They adapted this from the book for the movies of course, there's a good bit of content in the book that would be unsuitable for a movie format, but his design is absolutely perfect and a proper homage to his character.

    I am just really glad they went with the Doug Bradley version. So iconic, and his leathers and accessories look perfect. They did real justice to this Chapter, and I cannot wait to see what else we get as far as skins go.

  • Chatterer would be great if they add some sound effects for events where you can hear him chattering. Not all the time, that would be worse than the Huntress after playing her for a whole day.

    Would much rather see the High Priestess or Angelique as a skin on launch though. Preferably both.

    I would definitely buy every skin if they just did each of the original 3 Cenobites, Dr. Chanard, and Angelique in either of her forms.

  • @Aven_Fallen said:

    "almost a year"... Moris got nerfed in December. It is just a little bit more than half a year.

    Moris and Keys used to balance each other quite nicely. Much the same way old BNP and Mori balanced each other out back in the day. They should have never nerfed Moris so badly and left keys exactly the same. There should have been a rework done on them both at the same time. Now, Moris are almost useless. The only thing they prevent is a potential DS at endgame, a stun save, or similar to stop a Killer from getting that last hook.

    If there wasn't an achievement linked to using a key, they would probably have been nerfed long ago. I'd imagine it's difficult changing out achievements on console though. This is probably why they haven't done anything with them even though they have promised multiple times to balance them better. At this point, it's a waste of time trying to get them to do anything though, obviously they have better things to do than fix a broken mechanic.

    in Keys Comment by Mringasa
  • Rank Rewards. Those were on the Roadmap back when BHVR bought back the rights to the game from whoever was their publisher a few years back. They were promised back then. There was also a promise to work on reducing the toxicity of the playerbase on both sides.

    Pretty good job so far...

    Would be nice to have, but I'd rather get a boost in per match possible BP than Rank Rewards. Up both sides by 3k per category. Considering the number of Perks we have now, an extra 12k possible per match, with increased BP rewards for scoring events, would be quite nice imo and go a long way towards reducing the godawful grind to max out a character.

  • @lauraa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356233#Comment_2356233

    As much as I would LOVE that...i think that would be crazy for the survivors. I think cleansing having a slight delay before rejuvenating you would be an option though, like 10seconds.

    Something like this, functioning like a Syringe, would be good. Then her add-ons could increase/decrease that timer depending on what other effect it had. I'd say 10-16 seconds would be comfortable. Too quick, and it's just as wrong as it is now where they can heal in your face. Too slow and it would be worthless to cleanse at all since she'd have plenty of time to hit you.

  • @Torsti56 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356104#Comment_2356104

    I know but this person said that fountains should not reset and fully infected survivors cant repair gens. Problem is that there would be games where every fountain would be red and every survivor fully infected which gives her chance to take game hostage and keep survivors there to make them quit.

    Oh wow. Hell no. I didn't read that part.

    @[Deleted User] said:

    Plague needs QoL tweaks, but not wholesale buffs like this. She's plenty strong enough right now.

    Yeah. This is really what she needs. Not a rework or straight up boosting, just some tweaks or adjustments to her kit. She isn't oppressive or overwhelming, but she does quite well if you work with her powers.

  • I always play solo. I find it more interesting and tense to not know what my team mates are thinking and doing. Half the time I really don't want to know what they're thinking but that's a whole nother topic. I do find that the more I help them, the more inclined to help me they are. Usually. Some people just don't care and will sandbag you for as many BP as possible. I really do wish we had the "No you can't save me in the Killer's face button" to kick people off unhooks, but... eh. It's part of the game.

  • @Torsti56 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355819#Comment_2355819

    4 is worst change I've ever seen. If survivors cleanse and she refuses to use corrupt purge while infecting them again would make her taking game hostage when survivors cant do gens and there's no fountains left.

    And there is players who would do this because they juat want to ruin game and be douchebags.

    Fountains automatically give her Corrupt Purge when there's none left because they've all been used. Then they reset. Not sure how many reset, but there are never 0 useable fountains at any time.

  • I finished all my Survivors to 40, maxed Feng and Dwight again, and have Elodie almost maxed as well.

    Working up the Blight and finally finishing off Oni on Killer side. Then I'll need to max the Killers I enjoy playing, which is going to take FFE as I have a few.

    Overall though, other than the lack of people playing Cakes (damn hoarders), the Event has been pretty fun. 5 cakes seem to bring out the worst in people, both Survivors and Killers, but the 3-4 cake games have been enormously profitable. Had some salt from both sides, but overall a lot of fun matches and very little toxicity. Best games so far have been 182k on Dwight, and 197k on Trickster, but it's usually in the 80k-120k range depending on cakes and sweat.

  • No. I play her a decent amount, and she's reasonably comfortable now. I think her power could use a tweak to make it a bit stronger, but any OHKO ability utilizing her vomit would be OP. As said before, she gets multiple potential hits with it and 0 reload for 60 seconds. As it is, it's in a nice spot. Not too powerful, but still a threat.

    Maybe tweaking her add-ons to also give other status effects with Vile Purge would be a nice addition, but not too much. imo at least.

  • People actually use this Perk for something other than meme builds?

    It's kind of useless now isn't it? Too many aura reads, too many experienced survivors, and voice comms. Should be completely reworked somehow, but keep it in the same vein. Activation after a hook, gen kick or similar could be interesting. Right now it's just a waste of a Perk slot unless you're going against completely new players or really stupid Survivors.

  • @WickPJ said:

    https://forum.deadbydaylight.com/en/discussion/265529/rpd-map

    Quick question, do you know the version of the game we get on PTB is more like the Alpha verions of changes while Devs are allready in that time working with Beta version of those changes, right? In most of the games we had like League of Legends or Overwatch, yes we do have test servers to break the game so developers can see how much bugs there are but for Dead By Daylight PTB works more as an tool for making Hype and see the reaction of community on changes they are working on

    It wouldn't surprise me. Testing costs a good bit of money, and requires a mindset of "Let's break #########!" that a lot of people just don't have. Gamers make better testers from all the Alphas and Betas (not to mention Early Access) I've taken part in. It's just rushed development and the Marketing Department having more of a say in a release than the actual coders.

    I just don't think they should have it in the rotation at all since it's this bad. I've played 4 matches there. 2 of them went quite nicely. The other 2 were pretty bad. I don't mind a hitch or slight bit of latency every now and again, hiccups happen and BHVR's dedicated servers have been pretty poor since they implemented them, but 2-3 seconds of freeze, completely missing skillchecks because they're on the screen and gone before I even have a chance to register one happened, the whole dropping everyone thing. It's hot garbage right now and should be taken back out. Leave the Offerings oc, people can use them once it's actually functional, but that map needs to be pulled.

    fwiw, I wish every game developer fired their entire Marketing Department and put the money into hiring more coders and modelers. Who really needs someone doing market research or target group studies when you have social media and its viral nature? Not to mention the rabid nature of your fanbase who will spread the word all over the place when it's good.

  • @shinymon said:

    Can I just say, kudos to everyone calling the map RPD instead of RCPD. I realize people who are less familiar with the resident evil series are more likely to call it RCPD but even then, we have the RPD initials plastered at the very front of the building.

    I actually wondered about that. Isn't Raccoon City Police Department more accurate? I've never played any of the games, so don't know all the lore.

  • I'm seeing it from both sides, although most of the Survivor games I played today were pretty chill. I don't think I faced more than one or two sweaty Killers. Understandable if they sweat though, I'm up in the Reds again (ffs i need to derank).

    Survivors have been pretty okay also. Only had one match where post-game was stupid entitlement upon "I didn't screw up. You XYZ'd so I died." type of garbage. It was pretty funny though. I went after the unhooker, left the hook to allow saves, and worked on learning the Killer (Trickster in this instance) but apparently that's not enough. Will have to reconsider my reasonable behavior and maybe work on becoming a "proper" Killer instead.

    Side note. Main Event is absolutely great when you down someone and there's another Survivor standing right next to you begging to be slapped around. It's amazing how fast they get downed when you activate it.

  • Kindred basekit is too strong. That is an enormous amount of information to be given out for free. The fact that SWF on comms has this without a Perk slot is pretty unbalancing to start.

    I'd rather see SWF = 3 Perk slots, Solo = 4. Since comms give numerous aura reading Perks as a basekit, then SWF should lose a slot. If that's not okay, then give Solos a 5th slot. The only problem with this is Killer's will suffer pretty badly so they would need something to compensate. Maybe a Hex slot, or an actual 5th slot as well.

    Without a decent matchmaking system though, solo queue is the bastard child here and they get shafted everytime a Survivor tweak goes into effect. SWF generally isn't affected very much, even the DS change didn't do much for them since they can just BT and move on along where a solo queue'er doesn't have that knowledge of knowing just what their team is running nor do they have the coordination.

    If you could buff solos to compare with SWF, then you would also have to buff Killers for the same reason. RIght now they are in between the two. Much more powerful than a solo, but weaker in comparison to an SWF. You can't do one without the other.

    The only other way would be to assign point values to each Perk based on the meta and their usefulness. Then an SWF would have X points to spend as a whole, and a solo or Killer would also have Y points.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2353487#Comment_2353487

    I only use Lethal Pursuer on Nemmy kun because I have no perks, but I really want it for Ghostface to more consistently get the one shot early when they don't realize I am a baby Ghostface Killah. Other than that, I have been learning the hard way. I am REALLY bad at Ghostface though. I made it to rank 9, and once I started playing him, it has been depip after depip. Rofl.

    Lol. Yeah. I know that feeling. Currently leveling the Twins and trying to learn them at the same time. It is not pleasant!

    Ghostie with Pursuer though sounds great for early game. Getting someone downed in the first part of a match like that would be great.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2353446#Comment_2353446

    That is my biggest struggle as a new player. Very hard to know where to go at the beginning of the game.

    That's pretty standard though. Knowing where Survivors spawn and then what to do with that just takes time. If it's a real struggle, you might try playing as Survivor for a time just to get to know that side of things better.

    DbD has a pretty steep learning curve, but it plateaus in places. So you'll struggle a bit, then find things easier, then struggle with some more complex mechanics and find those easier as well. It's well worth taking the time to learn it though rather than immediately crutching up on Perks.

  • Ugh. Bait, and more bait. Killers have plenty in their kit to counter Survivors. They need nothing else but some tweaks.

  • Phantasm or Pumpkinhead. Leprechaun probably wouldn't work, but either of those two would be superb.

    Hellraiser is still my dream Chapter for DbD though. Playing as The Engineer would be awesome. I think it'd draw a lot of new people since Hellraiser has a pretty massive fanbase, even though they've done Pinhead dirty the past couple movies. Damn well better be Doug Bradley for the model though!

  • @HaunterofShadows said:

    also can you mind telling me the title this tall man is from

    Phantasm. CLASSIC 80s horror. He would fit right in as well, especially if they used the metal balls as projectiles with various attributes.

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