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MythMage

MythMage

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  • Crouch Changes

    -Decrease the time it takes to crouch, uncrouch, and the time it takes for you to completely lose your terror radius

    Reverse Bear Trap Changes

    This is just gonna be an overall revamp.

    6 Jigsaw Boxes start on the map

    Upon placing a RBT on a survivor, the trap starts in the inactive state. After being unhooked or a generator being completed, the RBT becomes active.

    Nerf: RBT death timer increased to 3 minutes

    The RBT will lose 45 seconds of time left every time a generator is completed after the trap has been activated.

    Jigsaw boxes take 1.5x as long to search, and keep their progress similar to generators

    Any survivor can search Jigsaw Boxes. Whenever a survivor begins searching a Jigsaw Box, they suffer from the Mangled status effect for a duration based on how long they interacted with it. Completing a Jigsaw Box will provide a Jigsaw Key, which they can interchange their currently held item with. If a Jigsaw Box is searched by a sole survivor, that survivor suffers from the Broken status effect for 60 seconds. After a box is searched, it's aura does not go away from trapped survivors, but it will not give another key.

    Jigsaw Keys can be used on yourself or another survivor. Using it on another survivor takes 8 seconds, with 2 DS sized skill checks. Using it on yourself takes 14 seconds, with 2 Overcharge sized skill checks. Missing a Jigsaw Key skill check will shatter the key, rendering it unusable.

    Jigsaw Keys left on the floor for a set duration will be placed into a random Jigsaw Box.


    Just a rough idea

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/214224/psa-all-bad-survivor-players

    I stopped running Bond and Empathy because I was losing my mind with how many teammates will not play the game. If they're injured, they just stand someplace they feel is safe and hope someone comes across them and heals them, I guess? Or all three teammates run Self Care and fully heal against Legions? Literally NO ONE will play injured except me. It ranking system is a joke. My worst teammates by far are red and purple ranks.

    oh, I rarely run Bond and Empathy. When I do, OOOOHHHHH my god is it infuriating.

  • @will_i_am_14_85 said:

    I've seen red ranked survivors play this way, its not exclusive to new players :/

    That's my point. No one understands this game except for a select few.

    @Demogordon_Ramsay said:

    "I get it. It's a complicated game. It's got more depth than the f-ing Pacific Ocean."

    https://us.v-cdn.net/6030815/uploads/8RASNMSR00VY/image.png

    I mean, compared to what the tutorial tells you, yes, it very much is

    @Xzan said:

    So what you are saying is, you are cursed by Hex: Solo Queue?

    It's not just as survivor. While I hate gens popping every 2 seconds, nothing feels worse than stomping on some potatoes that can't loop at all, don't do gens, and leave people to die on first hook.

    @The_Krapper said:

    It's as if you're expecting some of these people to have braincells

    True, true

  • @MrPeterPFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823071#Comment_1823071

    He asked a question, please learn the differences between complaining and asking a question

    Forgive me. I've come to read "why should X be allowed to do Y?" as complaining, cuz 9 times outta 10 that's how it is.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/214202/lobby-times-are-simply-illegal

    https://forum.deadbydaylight.com/en/discussion/comment/1824640#Comment_1824640

    Or... and i know this is very controversial and might even cause some people to faint.

    But stick with me here on this mindblowing idea: How about making killers an enjoyable experience, so people actually want to play killer?

    I know. It's almost like people forget about this. It's also as if people forget Killers can have 5 hour queue times as well, as OP stated. Weird

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/comment/1824463#Comment_1824463

    For me they drowned any semblance of fun, Immersed Blendettes were way too common for my liking and the amount of overgrowth makes vision harder to it should be

    Yep. Between that and me having a bad computer, it's why I hate Yamaoka Estate and Coldwind Farms (I will never play on Rotten Fields or Thompson House ever again).

  • I remember seeing this on OhTofu's latest video. I laughed so hard at it lmao.

    But yeah, this needs to be fixed.

    Speaking of infinites, I had a bug the first time I played on new Groaning Storehouse. There was a big rock on the corner to the right of the breakable wall, making the god window an infinite again. Ever since then, the rock has been far enough from the corner that it's not blocking the Killer's path, but if this is possible at all, that needs to be fixed

  • There are 100% ######### Killer mains, but they are usually just low rank players, and sometimes they don't even realize they are playing like an #########. Very few are just outright #########.

    But survivors... oh god. I can't tell you how many times I've had to defend the Killer because they are just being assaulted for no reason. I actually had a game once where I played against a pretty good Legion (unfortunately, those are very few) on Lery's. They played very (massive air quotes here) "fair" and still demolished us. He always went out of his way to not tunnel, never camped, and brought a mori for a daily, but only mori'd on death hook (and to be even more nice, he would walk to a hook with the survivor before dropping to mori.)

    The other survivors had no reason whatsoever to be toxic to this guy. By all standards he followed the Survivor Rulebook™ perfectly, and he still got called a "camping tunneling PoS baby killer needs mori to win ######### uninstall you're trash no one loves you".

    It's why I only bring BPS if I'm in a 4 man SWF. Survivors are just horrible.

  • @Pepsidot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823075#Comment_1823075

    Now once you realize the survivor has deception, you won't be tricked again. In a chase you simply know 100% that they did not quickly enter the locker because... they literally can't.

    'Deception' now seems absolutely pointless against knowledgeable killers.

    Yeah, and I recognize that. It's a fun perk, but it's like Dead Hard: you're only going to be fooled by it once, twice if you're a dumbass.

    @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823971#Comment_1823971

    Maybe you should reply to MythMage, he's the one who brought up the Whataboutism'd, not me.

    I didn't bring in the whataboutism. I make a comparison to illustrate my point. EXTREMELY different situation.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823061#Comment_1823061

    Well... actually I think what we're seeing here is a playstyle clash.

    If I had to guess, you're using Frenzy as a replacement for BBQ or Thrilling or some other long range tracking perk, which you'd be able to do with a huge 56m KI range (more with M&A). So you pop Frenzy when you see someone, stab them, run towards your next target for ~2-5s, cancel, walk the rest of the way, repeat until you start going for downs. I can definitely see wanting Detection Range and Cool Down for that kind of playstyle. That play style also wouldn't care about Duration or Recharge because you would almost never come even remotely close to burning your entire power bar.

    I on the other hand try very hard (maybe too hard) to bounce from Survivor to Survivor and usually only cancel Frenzy if I've got no one else to go after. That sort of play style gets much better by adding duration and recharge because I frequently end up using most, if not all of my Frenzy bar.

    Honestly I might try out your play style. I'm low on addons that support what I do and Legion's still bugged Frenzy hurts what I do more than what I'm guessing you do.

    Holy ######### that would explain alot. I mean, my playstyle PREFERS that I'm able to get all 4 in 1 Frenzy, but that's exactly what I do (stab everyone in an area, run off, find someone, cancel, walk, frenzy, repeat). That would seriously explain the differences in our opinions on addons.

  • I love double reload on Clown. 90% of the time it's the only addons I use. It just feels nice.

  • @tt_ivi_99 said:

    I feel you, I also feel like the term "toxic" is VERY misunderstood in this community.

    Just because you like to run DS or NOED doesnt make you toxic.

    Just because you like to tunnel or camp doesnt make you toxic.

    Just because you like to stun the killer and flashlight save your teammates doesnt mean you are toxic.

    Being toxic doesnt have anything to do with the perk you bring, your add-ons, the killer you play or a particular playstyle. People shouldnt call you toxic just because you are ussing legit strategies in a game.

    A toxic player is someone who likes to bash players in game.

    If you insult people after the game, if you leave a game because it's not going your way, if you try to sandbag your teammates constantly, if you hold the game hostage, if you abuse glitches or bugs in the game because they make you gain advantage over the other players, that's toxic.

    So stop It with the "oh you're such a toxic player because you stun me 5 billion times, you are such a toxic player because you killed all 4 of us thanks to NOED".

    Same. If you use DS, you're not a toxic PoS, but if you DS me when I didn't even tunnel you, there is a special place in hell for you.

    Likewise, if you camp me, you're not inherently toxic. But if you full on facecamp and tunnel after I managed to get saved, then you're a sorry PoS who needs to uninstall and get a life.

  • I disagree. You know how people hate Spirit because she's mostly guesswork (she's really not, but for the sake of argument)? That was deception. It was literally a 50/50 on whether or not they actually entered the locker or if it was Deception, and not having any context clues to help Killers form a rational choice could waste a ton of the Killer's time, which we all know is too limited rn.

  • @aarongai said:

    I know lockers only block auras, but why don't they also block Killer Instinct?

    Like why should Legion be able to tell exactly which locker you're hiding in just because he stabbed a guy?

    Why should survivors pick up a pallet just because they have a perk? I have really never heard someone complain about Killer Instinct on Legion. I can't even begin to create an argument for it because it's something so... not annoying.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1822696#Comment_1822696

    Its 16m worth of distance that you can't do anything with. Yeah you know there's somebody there, but you can't get there before Frenzy runs out.

    Your math is slightly wrong. It'd be 142.5%. You can't run 2 of the same add on so by stacking those, you'd have a max of 5.7 m/s. Also... yes. Yes I would. Frenzy isn't lethal anyway so more speed would be fun and helpful but probably not broken and I've purposely ran PWYF to have a stupid fast Frenzy. It's a really good time. If you haven't, you should try it.

    Yes I would and do run Duration. It lets you get more chain hits in and makes it much more likely that if KI sees someone, you can get there and stab them.

    Recovery time I'll admit aren't amazing... but I'd say they're better than the distance add ons. They're nice for minimizing the whole "Lose 10s of charge for M1ing".

    Likewise, Mend Times aren't brilliant, but if you run both and survivors have to mend 10 times over the course of the game... well your add ons gave you the same amount of time as a Pop. Its not game winning, but its nice.

    Look, let's just agree to disagree. I can tell this isn't gonna go anywhere and I'm honestly not in the mood rn. All I'm saying is 16 meters extra info isn't worthless

  • @youngjun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1822531#Comment_1822531

    As I said, their skill is not fit on the name "Legion". It looks like Entity didn't give any skill to them. Maybe from now on, they may have to change their name to "Runner"

    Yeah, and the Hillbilly doesn't have a f-ing banjo and the Doctor doesn't heal people. The Clown is just a hobo with makeup and the Cannibal doesn't eat people. There's so many killers who's powers don't fit their name.

    Besides, I think Blight took "The Runner"

    This whole point is rather redundant, and provides no good points to change an already really good and fun Killer

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1822536#Comment_1822536

    I mean... the detection range add ons are a bit better than the pins, but they are still not great. I'd rather have Duration, Recharge, Cool Down, or Mend Time over those every time. So in my opinion, they could use a small buff. Like... I've seen a suggestion here and there that makes them also make Frenzy 0.1/0.2/0.3 M/S faster.

    IDK, have you seen Susie's Mixtape? an extra 16 meters (for a total of 56 meters) range on Killer Instinct detection is insane.

    Also, do you REALLY want a 145% move speed Legion? Furthermore, why would you ever run duration?

    Also, recovery time addons are garbage for most good Legion players, and the mend time ones only do .5 and 1.5 extra seconds. Not alot.

  • @FFirebrandd said:

    Well, as far as I know, Legion is still running 5% slower than they should be in Frenzy, so that needs fixed. Besides that, yes Legion needs some buffs. For instance...

    1. M1 shouldn't eat half your power bar.
    2. Picking someone up while in Frenzy shouldn't eat your entire power bar.
    3. Legion's power takes 20s to come back fully. That is ridiculously long for how strong Frenzy is. For context, base Spirit takes 15s to get her entire power bar back.
    4. Several of their add ons need buffs or reworks desperately. Basically all of the pins are useless unless you chain hit 3+ people. The Frenzy detection add ons are just... why? Frank's Mixtape and Stab Wound Study need reworks because downing with Deep Wound simply doesn't work.

    Pins are mediocre addons, and Frank's Mixtape and SWS are garbage and borderline useless, but the detection addons are actually REALLY good. Not as good as duration of course, but still pretty good. A big part of Legion's power is the information you gain from stabbing someone.

  • Minor buffs, but personally The Legion is a mid-B tier Killer in all honesty. Having constant slowdown, info, and lethality that is all relatively easy to achieve but requires critical thinking to make use of? Why should they be overly reworked?

    Some changes need to happen tho:

    -Post-Frenzy fatigue duration reduced from 4 seconds to 3 seconds

    -Missing an attack in Feral Frenzy no longer cancels your power if you are at 25% or more duration left. Instead, it will cut your remaining duration in half and let you continue using your power

    -Hitting a survivor with a basic attack no longer depletes 50% of your power gauge

    -Hitting a survivor in Feral Frenzy while they are already suffering from the Deep Wounds status effect will deplete your entire power, end it, and reduce the Deep Wounds timer by 10% for that survivor

    -Deep Wounds inflicted by Feral Frenzy has a timer of 15 seconds (down from 30)

    -Addons slightly adjusted

    -Mending doesn't completely stop the Deep Wounds timer, but instead slows it by 50% (if your bar empties while mending, you do not go into the dying state until you stop)

    This is all Legion needs to become a really great Killer. Hell, you can 100% ignore the Deep Wounds things and it would still be perfect

  • I just played 3 games back to back where I got at least 2 basement hooks (I'm at 6/8 for the archive) and I get 0 progression on the archive. I've stayed miles away from the hook, facecamped, killed in basement, hook in basement then let go, everything. Nothing works. I'm going to continue playing and trying to get this thing to work, but so far it has granted 0 progression.

  • same. I want the Christmas SWF, where everyone Appraisals a bunch of items and places them under 1 tree

  • Totally thought this was gonna be a post on how bad the hooking mechanic is in the game, but nope.

  • @EvanSnowWolf said:

    Hoo boy. This post is food for those "Freddy is OP and any moron can play him GG" types.

    I hate people like that. Like, understandable for Freddy, but then they come after Spirit and Legion. #########

  • The thing is, currently the game is Killer sided only because survivors are potatoes. The few who do understand the game and are a threat to Killers will demolish Killers. If matchmaking was actually a thing, then survivors would be OP once they hit probably high-green ranks. Gens are too easy to do, too easy to split pressure on, and too short for Killers to do anything against competent survivors. THAT'S why survivors are getting nerf after nerf after nerf: because we aren't balancing around the people who still think it's 2016 where the game was hide and seek. We are balancing around the people who actually know how to play the video game.

    Survivors have SWF and Keys, yes, but they also have the meta perks. Funny how you said "all survivors have is SWF and keys that's it" but then earlier you said this:

    6.Killers become stronger with every patch + new good perks like the new meta Tinkerer, Undying, Ruin while survivors get useless perks.

    7.except the meta perks DS, UB, BT, IW, Adre etc you're screwed and rely on your teammates (have fun relying on the urbaning and self caring megs) also as soon you dont use that perks you get either hard camped or tunneled.

    You just named 5 meta perks while there are more on top of not comparing the strength of Tinkerer/Ruin/Undying to DS/Unbreakable/Sprint Burst/Iron Will.

    Furthermore, let's take a look at the last 4 chapters shall we?

    Chains of Hate: 1 useless survivor perk, 1 decent but insanely fun perk, 1 super strong in SWF perk | 3 absolute trash tier Killer perks

    Silent Hill: 2 moderately strong but hella fun survivor perks, 1 almost meta (probably meta now) survivor perk | 2 fun killer perks, 1 absolutely useless perk

    Descend Beyond: 1 super power powerful perk (power crept version of another), 1 useless perk, 1 strong perk | 1 meta-changing Killer perk, 1 really bad perk, 1 perk that makes people question the devs more than "pretty good job so far"

    A Binding of Kin: 1 really good perk, 1 fun-ish perk, 1 incredibly fun and decently strong perk | 1 OK-ish Killer perk, 2 absolute meme perks

    So, yeah, I'd say your stance on how good the perks for both sides are is pretty inaccurate.

    2.Dedicated servers, most killers have such a high latency that they will get undeserved hits on you 90% of the time.

    yeah, and grabs are impossible and you can get stuck for the rest of the game attempting a grab. Also, not a ton of Killers have insanely high latency. Every Killer I face has 90ms or less of ping

    3.Maps, reworked or new maps are full with unsafe pallets, dead ends and as if that isnt enough there is a game mechanic named "Bloodlust"

    Bloodlust needs to go for the most part. I don't think anyone except potato Killers agree on this (personally, I'd say keep BL 1, but that's just me)

    and here comes the next issue, devs havent done anything about camping and tunneling meanwhile they rework maps with deadends, keep bloodlust in the game, make the ranking completely a clown fiesta, 90% pallets, dedi servers, hitboxes etc

    8.Ressources are limited (pallets, windows) while there are no good tilesets spawning anymore, reworked main buildings and IF you just need to break a wall.

    you also need to deal with 90% of unsafe pallets, aka bloodlust pallets + everything i mentioned like servers, hitboxes, dead ends etc

    Reworking the maps with dead zones is a flaw in the system. I'm pretty sure this was not intentional, and will be addressed in 9 years.

    Resources are limited, and that's a bad thing? Imagine if pallets respawned like hooks after a sabo. That would be stupid OP. Good tiles still spawn. They aren't one after another after another like they used to, which is good because that was also stupid OP.

    Furthermore, I don't think you realize that holding W is almost as strong as looping, since the killer runs a measly 15% faster than you, which isn't much.

    Hitboxes are fine-ish. They could be shrunk, but just as soon as survivors don't turn at Mach speed.

    Reworking main buildings so they aren't borderline infinites? Oh the humanity! Oh, adding breakable walls that wastes the Killer's time because the devs aren't good at map design? Oh, what are we going to do?

    Most pallets are pretty safe once thrown if you can loop well, so I have no idea wut ur on about with "90% unsafe pallets"

    but i know what people will say "SWF exists" thats all what they will say. and my respond to you stop acting like everyone plays SWF. stop blaming your bad decisions on SWF all the time.

    How insulting. You're not even opening up to the possibility that people might have thought out arguments to yours, which is not only rude, but ignorant as well. Also, it makes you look like an #########.

    but honestly let me hear what you have to say. maybe you can change my mind.

    I hope so, because you have one flawed mentality my friend.

  • Legion. People think all his power is is keeping people injured, and that's a good part of it, but I don't think people quite realize the rest of his power or just how good having everyone 1 shot actually is

  • Don't loop him. Hold W, when you get to a pallet (assuming he gasses it), predrop the pallet instantly, rinse, repeat. The Clown has no power outside shutting down loops, and you CAN loop for a little bit, but just hold W. It will take ages for him to catch up, even with bottles. And if he uses bottles outside a loop, he has to reload in the loop, or vise versa.

  • In solo queue, yes, Killer is extremely easy at most ranks, cuz survivors are potatoes. At red ranks, Killer is either impossible or hardly a challenge against solo queue survivors. But a really good killer against good survivors who all know how to play the game and actually belong at red ranks? Killers just don't win, plain and simple.

  • I've felt the opposite when it comes to Victor's pounces: it's too easily juked by just zig-zagging. And if you miss, you lose all pressure you had. It's quite annoying.

    But as for the core problems with The Twins, yeah, this Killer is probably the worst Killer they have ever released, even worse than launch Legion, cuz at least you got SOME sort of chase interaction.

  • Either completely dead or in a state 500x better than now, no in between

  • @Artick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1818614#Comment_1818614

    Just wanted to say the Play with your food cooldown was added to prevent people from cheesing the perk and getting all the stacks in a single chase.

    I mean, it wasn't even an insane perk when it was bugged to think downing a survivor was ending a chase, so this cooldown thing of PWYF is kind of unnecessary

  • @Almo said:

    It's up to Survivors to punish camping. When I camp, if nobody comes for the rescue, I stop because I'm losing ground. But when they come running, even if they don't rush the hook and just hang around and they're not repairing while the one on the hook is dying, I'm still profiting.

    It is true that the Emblem system does not look favorably upon camping... but the best way to stop it to not to reward it.

    I know all the arguments and counter arguments about it; I've heard them over and over. :)

    One of DbD's core values is "player agency". We want players to have as much input on what happens in matches as possible. Eliminating camping as a strategy removes choice from both the Killer and the Survivors; it limits gameplay possibilities. Deciding to do gens instead of rescuing the one being camped is a moral decision: choosing the good of the many over the good of the one. Sometimes, the Survivors choose the good of the one over the good of the many; when they do, they often suffer dire consequences. But all of that arises from player choice.

    I will not say "camping is good gameplay in DbD" as many construe my comments to mean. But the possibility, the choice leading to it, and the choices it requires Survivors to make are all part of what makes the game great: player agency. Removing those choices only reduces the range of decisions to make, which isn't good in the long run.

    We have experimented extensively with anti-camping measures. In the end, the result was always that the camper just camped harder, or we had to break fundamental systems to accomodate the anti-camping measure.

    I honestly think the anti-camp measures on new killers kind of need to stop. For example, I can't tell you how many times I've hooked a survivor with Charlotte, see Discordance proc in the distance, and want to run over with Victor with double speed addons but I can't because I'm too close to a hook. There are loopholes to anti-camp measures. If someone wants to camp so badly, nothing will stop them.

    Another example is Cages of Atonement. During PTB, sending a survivor to a cage and seeing the cage was valuable information. It let you know where you should be heading next to spread pressure or to make a plan, but the new anti-cage camp measures kind of ruins that.

    I appreciate looking into it, but I think it's futile at this point

  • Any Means Necessary: You barely get to use it anyway, so any cooldown is redundant

    Diversion: You are very rarely in the Killer's TR and NOT in a chase, so 45 seconds for each pebble is dumb

    For The People: Should honestly be 60 seconds of Broken instead of 90

    Premonition: Should honestly be 15 seconds

    Red Herring: Why does this have a cooldown again?

    Repressed Alliance: 60 seconds is way too long. The match is already over at that point

    Stake Out: Should be 10 seconds

    Visionary: This is so useless that a cooldown is just redundant

    Blood Echo: Why does this have a cooldown? At the very least half it

    Dragon's Grip: The thing with this cooldown is it isn't 80 seconds after you kick the gen, it's 80 seconds after the gen loses Dragon's Grip, so the cooldown is either 80 seconds after someone gets exposed from it, or assuming no one touches the gen, the cooldown is 110 seconds. That's stupid. Make the cooldown start as soon as you kick the generator

    Hex Blood Favor: Why is this a hex and why does this have a cooldown? Hell, if it triggered every time a survivor got hit (not just by basic attacks), it was no longer a Hex, and no longer had a cooldown, this perk would still be #########, so cooldown too long lmao

    I'm All Ears: Could be 30 seconds

    Oppression: Should be 60 seconds

    Play With Your Food: The little cooldown before you can gain another stack should honestly be removed

    Spies From The Shadows: Just remove the cooldown

    Surge: Remove the cooldown or reduce it to 30 seconds and it isn't limited to basic attacks

    Thrilling Tremors: Should be 45 seconds

    Trail Of Torment: Should be 45 seconds

  • yeah, DC penalties only hurt killers

  • I'd say I'm typically very nice. If I enjoyed myself, I'll 100% give hatch unless the last survivor was a douche bag. However, if 2 people DC at 5 gens, I'm just gonna end the game quickly so we can move on to the next. I don't want to waste people's time farming when it's ultimately not worth the time spent to farm.

  • I love this. At least let us play older versions of Killers in custom games

  • Deranking to not deal with red ranks (normally low purple killer). You can get The Game, which has (not exaggerating) like 20 safe pallets, and they will only throw ONE all game.

  • @FreakPrince said:

    Spine Chill is a very underrated perk. I’ve stopped counting how many times it saved my life.

    Agreed. Spine Chill is also the best counter to Spirit with a little gamesense, so it also helps there

  • @Zaytex said:

    There's a simple fix to Irisdecent Head to be honest.

    Just add a requirement for the one-shot. If a hatchet hits a survivor further than, for example, 25 metres, the hatchet becomes a one-shot.

    It rewards good aim then and has counter-play.

    Noooooooo. Just make it like the Scarred Hand and have it trump all other addons so that it can only have 1 hatchet at all times. Maybe make her 4.5 while using the addon as well, but that's my take

  • They're not crazy good

    We are talking about the same Spine Chill, no?

  • @DarKaron said:

    Streamers usually aren't #########.

    It's almost like they have a community and audience they're trying to build, and being a douchenozzle is a really bad way to make friends.

    Tell that to the streamers Space Coconut gets. He gets all the #########

  • And good survivors who use DS, Unbreakable, OoO, Dead Hard, and BT to bully the Killer clearly don't need it and it gets boring.

    Whataboutism aside, I've never had an issue with Ruin/Undying. It's honestly super overrated.

  • How do we celebrate when he moves slower than No0b3's upload schedule in Feral Frenzy?

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/213217/i-just-lost-an-entire-game-because-of-dss-bullcrap

    Don't believe the crybabies. DS is the biggest crutch perk in DBD. You will eat it if you are tunneling or not. You will see it on 3/4 survivors at high ranks. I call it crutch strike.

    It stops the trash survivors from dying too fast so they keep playing. That's all it is. Just tunnel and take them out through it.

    "Decisive Crutch" is my nickname for it.

  • Billy. ######### awful to play as, and also INCREDIBLY boring.

    Honorable mention goes to Hag. I like territorial playstyles, but the whole trapping thing, namely her Phantasm Traps, is just too frustrating and becomes my sole focus. Otherwise, I'd love her

  • PTB Hex: Blood Favor was garbage, but fun, since it was the only perk outside Infectious Fright that didn't have a basic attack restriction.

    Now it's just garbage, worse than Dead Man's Switch or Gearhead. A hex perk that also has a cooldown that also has a garbage effect that also is more likely to help the survivors than hurt them...

    Who thought this perk was fine?

  • The thing is, Gearhead is not only conditional as all hell, but also RNG based, because it relies on skillchecks. Not JUST skillchecks, but also hitting specifically good skill checks. Furthermore, it's hard know what exactly it's telling you, which makes the info itself very inconsistent.

    It's not underrated. Just really, really, bad

  • The thing is BBQ has counters, BBQ has a minimum range, BBQ is inconsistent. Thrilling Tremors is more consistent, more accurate, every gen on the map. If it booted survivors off the gen, I think it would be way too strong, and would make Dead Man's Switch even more useless

  • @Lyonic said:

    I just had a game where a toxic OoO spent the whole game just disarming my traps. Just made me an m1 killer which defeats the purpose. Trapper is hard enough to try and set up.

    Trapper needs addons which block aura reading abilities when placing traps or the devs need to stop listening to Otz. AKA the clipper killer.

    first off, that's an issue with OoO, not Trapper, though he does need buffs.

    It's not Otz's fault for anything. If they actually listened to the man, Trapper would be in a much better state, and would probably be a very balanced Killer atm. And if they listened to him, they would know that the map reworks are garbage for Trapper, thus making a weak Killer weaker, cuz he can't hide traps at all. You can't blame Otz for using little tricks for Trapper. So what you can't clip a trap into the ground where it is virtually invisible? That's just bad design if it stayed.

    TL;DR, OoO is the problem, not Trapper, but he needs buffs, and it's not fair to blame Otz

  • Never. The community has too many issues:

    1. The devs are frustrating in multiple ways, such as balance choices, lack of effective communication, unsatisfactory answers, slow update schedule, etc, which leads to anger and frustration, thus leading to being salty and toxic in game
    2. Shaming Killer players has become the norm, so much so that "killer main" is a borderline insult (so is "survivor main", but it's less common to see people hating on survivors, in my experience)
    3. The game is made in a way that either you meme/play casually and get rolled or you play like an ######### and win.
    4. This game is asymmetrical, meaning that Killer mains and Survivor mains are always going to be at war with each other, as is human nature
    5. People in general are complete douche bags
    6. It's very easy to be an ######### in DBD
    7. Being "toxic" is a standard set by alot of content creators, namely No0b3, Monto, and Ochido (mostly Ochido), but also many many others, which perpetuates more toxicity in the game
    8. Getting hit by something "toxic" or unfun makes people want revenge, so they run "toxic" things in retaliation against a innocent player, thus creating an endless loop of toxicity where people are running toxic things
    9. Very little is done about abusive behaviour in game.
    10. The community is VERY entitled, and never stop to realize that they are at fault for a loss, or that they are playing against other human beings
  • First one that HAS to happen is totem count indicator. Maybe not exactly, but maybe just a global sound when every totem on the map has been cleansed.

    Also, MORE EMOTES. That is a must. Either that, or proximity based chat. I would love the latter, but either one works.

    Kindred as base kit (without the Killer aura) would be great, and then they could make Kindred do something else related to being hooked.

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