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NMCKE

NMCKE

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NMCKE
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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1840301#Comment_1840301

    Yes, always. I like that they can't trash talk in chat.

    https://forum.deadbydaylight.com/en/discussion/comment/1840288#Comment_1840288

    Yeah I dunno, it's been weird. Getting some games now though but it's touch n' go.

    Just making sure, I had people who didn't have cross play enabled. ๐Ÿ˜…

    Hmm, I have no idea, maybe it's just a server issue? Have you tried stopping the queue and starting it back up? I mean, you said your queue lasted 30 minutes so it might be you're in a bad queue (like... it's bugged out)!

  • @[Deleted User] said:

    I dunno if servers are busted or what; but it's searching for survivor games for like 20 - 30 minutes and then cancelling telling us it timed out.

    Connections are fine, it does it to either of us if we queue, no net troubles or anything, steam is fine; it just....kicks us out of queue after an absurdly long time every time.

    Are the servers crashing or something?

    I'm getting matches just fine! ๐Ÿ˜…

    You do have cross-play enabled? Right? Just curious! ๐Ÿ˜Š

  • @Slashstreetboy said:

    I think they should stay, with a little tweak:

    Since survivors are 4, the Killers offering should have a bigger impact. The formula should look like this:

    4 Survivor offerings> Killer Offering

    Killer offering = 3 Survivor offerings (50/50)

    Killer offering> 1/2 Survivor offerings

    I agree with this since killers can't stack offerings like survivors can! ๐Ÿ˜…

  • Imagine being Spooky Myers on all maps instead of a few because they buffed the perks and add-ons to not be map dependent! ๐Ÿ˜

    Then, we can change how map offerings function, so that it's more interactive and fair for both sides! More on that below:

    @NMCKE said:

    The only problem I see with map offerings:

    • Survivor Map Offering = Killer Map Offering

    As you can see, survivors can stack map offerings and render the killer's map offering almost obsolete.

    Therefore, I prefer that survivors can only obtain the old common map offerings (yes, the ones from the beta days) and the killer can obtain the rare ones! This would make survivors have to stack common map offerings to have the same effect as a killer's map offering! ๐Ÿ˜…

    OR

    We instead make the rare map offerings remove a map from rotation (I like this idea more). If you're not in the mood to play Ormond's Realm, just slap an Ormond Map Offering on and you won't have to worry about getting one! ๐Ÿ˜…

  • Allow cloaked Wraith to phase through walls and objects, would help save time between travels because he doesn't have to waste time maneuvering!

    Of course, he wouldn't be able to go through walls and objects while uncloaking! ๐Ÿ˜…

  • Toxicity doesn't bother me for the most part, but I know some people will not like to hear little Jimmy! ๐Ÿ˜…

    Imagine there's cuss words and all kinds of ugly words mixed into my scenario! ๐Ÿ˜

    Killer: "Ah, you're so toxic, bringing a key!"

    Survivor: "Too easy, baby killer gets rekt!

    Killer: "You think you're so good because you have a key and t-bag! You're so bad!"


    Of course there's probably more scenarios I can see with NOED, DS, "Genrushing" and Slugging. All are no good! ๐Ÿ˜…

  • @JPLongstreet said:

    There are certain killer builds absolutely dependant on getting a map on purpose. Removing map offerings would crush those builds completely.

    Also I think wanting to alter map offerings is just a sign of imbalance on several of them, perceived or real.

    Quote Highlight:

    "There are certain killer builds absolutely dependant on getting a map on purpose."

    I would prefer they changed the build to be more powerful overall than to have it dependant on a specific map being played. ๐Ÿ˜…

  • You mean something like this:

    https://youtu.be/Becb2P2Fl90


    No thanks, I don't want to hear little Jimmy crying at me! ๐Ÿ˜…

  • @RaSavage42 said:

    Don't forget to bring a coin offering though

    :)

    That would help, but Appraisal only has 3 tokens! ๐Ÿ˜•

    But at least I'll have more unopened chests to search! ๐Ÿ˜›

  • I believe it's due to the fact crawling is very slow, comparable to the speed of a slug!

    Not only are survivors slow while crawling, but they do look like a slug when they crawl around! ๐Ÿ˜…

  • The only problem I see with map offerings:

    • Survivor Map Offering = Killer Map Offering

    As you can see, survivors can stack map offerings and render the killer's map offering almost obsolete.


    Therefore, I prefer that survivors can only obtain the old common map offerings (yes, the ones from the beta days) and the killer can obtain the rare ones! This would make survivors have to stack common map offerings to have the same effect as a killer's map offering! ๐Ÿ˜…

    OR

    We instead make the rare map offerings remove a map from rotation (I like this idea more). If you're not in the mood to play Ormond's Realm, just slap an Ormond Map Offering on and you won't have to worry about getting one! ๐Ÿ˜…

  • @Mazoobi said:

    I've found myself liking this exact combo too! I call it the "Loba build". Inspiration from Loba in Apex legends. (If you know, you know). I like to run Appraisal + Plunderer's + Ace in the hole + Streetwise and I'm pretty much supplying my team with goodies :)

    The build is a lot more fun in swf as I can tell my team to not search chests and tell them where the shop is. (The location where I keep all the items). As for other perk synergies, I found myself running solidarity and autodidact recently. It's an old one, but really fun to use when people keep getting hit left and right.

    Ooo, I seen a video where everyone placed their items in the basement!


    So many keys, it's a survivor's dream and a killer's nightmare! ๐Ÿ˜…

  • @SweetbutaPsycho said:

    https://forum.deadbydaylight.com/en/discussion/comment/1836864#Comment_1836864

    Yeah it taking time and warning the killer with a sound cue is a good idea but imagine for example theres a 3 man swf and 2 gens are left to be done. One of those has a key and just sits on hatch and starts unlocking it. So the killer gets the cue and runs there. Meanwhile the other 2 swf members push the remaining gens. When the killer gets to the hatch the dude ofc already left since he just wanted to create the sound cue. So now the killer has to run back and pressure gens again. Like what would survivors stop from just repeating this process over and over again? Thats like the one problem I see with this. Thats why I suggested that keys should break after a certain amount of attempts to prevent this from happening. Otherwise I think its a great way to make keys more balanced

    Using a key to open the hatch would consume charges and depending on the key and add-ons you're using, you may not get another chance to attempt another escape! ๐Ÿ˜…


    This is all experimental, but ideally it should take 10 charges to start the unlocking process and every second committed towards the hatch will consume a charge!

    Therefore, since I believe unlocking the hatch should take 20 seconds, it would take 30 charges to open the hatch and if you failed, you'll likely not have enough charges to unlock the hatch (unless you used add-ons)! ๐Ÿ˜…


    This would pretty much limit every survivor to one escape attempt, unless they all stacked add-ons, but at that point, it's unlikely because we're talking about a fraction of the playerbase who would do ANYTHING to win! ๐Ÿ˜…

  • I understand where OP is coming from, tunneling is pretty annoying and can be a huge turn-away when you get multiple games of it! ๐Ÿ˜Š

    I respect your attempt in making DBD more fun for everyone involved, but currently, DS can be used outside of preventing tunneling. That's the problem with having DS basekit and even then, by nerfing tunneling, all killers have one less thing they can use to win! Therefore, you would have to make NOT tunneling stronger to compensate! ๐Ÿ˜…

  • @SweetbutaPsycho said:

    https://forum.deadbydaylight.com/en/discussion/comment/1836819#Comment_1836819

    I think thats actually a very good idea. Like the only think I would change is that u can only use the purple key once to try and open the hatch and after that its just gone and the iridescent one maybe 2 times. Otherwise I can imagine a scenario where one survivor would just constantly use the key to create pressure at hatch while his teammates do the gens.

    Ideally, it should take the survivor awhile to open the hatch โ€” This is to give the killer time to reach the hatch and prevent the escape regardless where they are at! ๐Ÿ˜Š


    Just to answer some future comments... ๐Ÿ˜‹

    Q: What's the point in opening the hatch if the killer always have enough time to prevent the escape?

    This is where you need to be clever and use the key tactically! Use it to make the killer stop whatever they are doing and focus on you, this will allow your teammates to focus on generators or recover from the killer's momentum!


    As a side note: I would prefer if the HUD warns the killer about someone unlocking the hatch โ€” Just so we're sticking to the theme of "Whoever finds it first, wins".

  • Just offering my opinion on keys! ๐Ÿ˜…

    They are definitely the most powerful survivor item in the game, it can be argued that it's singlehandedly the strongest item in the game! The ability to escape without needing to complete some of your objective is huge because the game is balanced around survivors needing to finish their objective, not some of it! ๐Ÿ˜Š

    Therefore, I would say absolutely not, keys are definitely OP and should be looked at (which they are from what I've heard)! However, I'd like the developers to buff the aura reading aspect of keys because well, it's very underused from experience and observations! ๐Ÿ˜…

    I'd suggest keys don't instantly open the hatch, but will instead take time! To add on, the killer gets some kind of warning when someone is attempting to open the hatch just to add some counterplay! Of course, I'd like to see the aura reading aspect of keys get a huge buff, such as more add-ons and built-in aura reading abilities! ๐Ÿ˜‹

  • I remember the developers saying an above average winrate is fine as long as the killers are fun to play against! With that said, if they aren't fun to play against or found problematic by the majority of the community, then it's likely the developers have that killer on their radar!

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1695239#Comment_1695239

    If you havent played since March? I assume you were here for Deathslinger, Zarina and Dead Dog Saloon?

    After that was Silent Hill and what is objectively one of the worst maps in the game for both sides.

    Then The Blight which didnt even have its own map...

    They've done a few graphical updates, made most older maps terrible with pointless breakable walls, adjusted a few minor numbers, but overall? It really isnt worth it. I'm not being overly critical or judgemental. I used ot be a huge fan of this game. Loved playing on new maps/loops and having fun with new killers. But theyre not even adding new maps really anymore. They slap fresh paint on old ones and give "new killers" which are just older killers with a modified playstyle. The originality seems to have drained from the game... If you are looking for something fun may I suggest Civ 5? Or phasmophobia...

    You convinced me, I'll just stick to playing something else!

    Might check back here in a few months, but I do appreciate you taking the time and telling me what's up! ๐Ÿ˜Š

  • @SleepyWillo said:

    Dont bother. The game has gotten very stale as of late and this non-event is the icing on the cake

    I understand, but is that all? Like, it seems you're only telling me one side of the story or holding back the truth!


    Are you really serious about what you're telling me? Is DBD really not worth the time? I'm saying this because I know the community can often exaggerate the decisions developers make and make them seem more worse than they actually are! ๐Ÿ˜…

  • @daggersnight said:

    Hex: Blood Favor is the perk that blocks any pallet within 16 meters of you for 15 seconds when you hit a survivor. It has a cool down of 40 seconds at Tier 3. This seems like a good perk but with it being a Hex it can be taken away without any chases being started. Anyone else feel this perk should not be a hex and instead be a regular perk? Maybe the cooldown can be increased to make it more fair?

    What does everyone else think?

    I feel like it should be a regular perk if the timer is going to stay because of multiple reasons:

    1. Can easily be countered by moving to another tile provided by the speed boost.
    2. Timer makes the perk less lethal since it won't activate as often.
    3. Hex makes this perk potentially useless if survivors can stumble upon it.

    If this perk didn't have much counterplay, I would be completely fine with it being a Hex, but obviously you can render the perk almost null by being smart with your pathing and speed boost usage.


    Ultimately, if the developers want to keep the Hex, the perk should be amplified to make it worth the risk.


    Hex: Blood Favor

    After attacking a survivor with your basic attack, all pallets with 16/20/24 meters will be blocked for 45 seconds.


    I know the developers are likely cautious since this perk can potentially take away the survivors main chase tool against killers. However, with the perk being a Hex, I can see it being okay to cripple the survivors chase potential as long as they have the option to remove the effect permanently (at anytime) and render the killer down a perk slot. ๐Ÿ˜Š

  • @DaKnight said:

    So i'm in a really good mood today. I decided I was going to play as fairly as possible.

    No camping / tunneling and keeping the slugging to a minimum. No slowdown perks. Just wraith and my skill attempting the 12 hooks in 4 minutes.

    First game: Someone DC's after the game loaded in cause they didn't like my Hawkins offering. You sure showed me dude, except for the whole screwing over the other 3 people part. Gave the the last guy the hatch.

    Second game: Literally get DS'd by some goon just running at the hook (full health cause he got healed) and doing gens in my face. Lose to the BT/DS combo.

    That's it. Goodwill wrecked within 15 minutes. I almost have to laugh about it before I go back to my normal playstyle.

    Sadly, that's what games came to be, there will be sore winners and losers!

    Don't let that discourage you, people will find ways to get into your head! ๐Ÿ˜Š

  • @onemind said:

    I will not be changeing any numbers of ds. I will be adding 3 effects to the perk 1 Dr will not actavate if the last gen is completed 2 doing any action that is not related to pallets or windows will make the timer go down twice as quick. And 3 when ds is activated recovery speed when downed is decreased by 50% makeing ds a true anti tunnle perk and still giveing the killer map pressures if you do nothing and he downs you.

    Thoughts?

    How about this instead...? ๐Ÿ˜…


    Decisive Strike:

    Upon all current effects...

    • Timer immediately expires when another survivor is hooked while NOT dying.
  • Killer's Defense (KILLER):

    You prepared for the worst despite your best efforts.

    Receive a token for each survivor hooked before the Exit Gates were opened, up to a maximum of 4/5/6 tokens.

    When the Exit Gates are opened, each token will cause the Entity to block the Exit Gates for 5 seconds.


    Determination (SURVIVOR):

    Completing actions gives you strength.

    Gain a 15% haste effect for 6/8/10 seconds after completing any action (I.E. Repair, healing, sabotage).

    Perk deactivates while cursed.

  • @28_stabs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1544198#Comment_1544198

    Cant you see Left Behind is becoming overused? Survivors are pulling disgusting escapes every single game.

    Nah, Legion is nerfed to oblivion. Do not worry about them. >:^)

    Personally, Left Behind promotes poor behavior with the hatch.


    I'd say make the perk like a budget premonition for finding the hatch and give a 15%/20%/25% boost for opening the Exit Gates during the EGC. ๐Ÿ˜…

  • I feel like Left Behind should be 50% finding the hatch and 50% opening the exit gates during EGC. ๐Ÿ˜…

  • @LSerpentine said:

    https://forum.deadbydaylight.com/en/discussion/comment/1533413#Comment_1533413

    I will definitely look into the discord server!

    And yeah, I noticed when I first joined. They do have a lot of insight though, so I dont mind.

    Server is still growing, but just keep an eye out on announcements!

    You might be surprised ๐Ÿ˜ฎ

  • @LSerpentine said:

    https://forum.deadbydaylight.com/en/discussion/comment/1533396#Comment_1533396

    Yeah, I wouldn't purposfully download any 3rd party apps since I know its a bannable offsense๐Ÿ˜…

    I did hook up the controller 1 time to see if the emotes would work, but it was too much hassle and my curiosity was satisfied, so I haven't done it again, and won't do it.

    I just really want emotes๐Ÿ˜ซ

    You should join the official DBDM Discord Server and stay in touch with announcements.

    I believe for the most part, the forums is for core DBD platforms. ๐Ÿ˜…

  • @LSerpentine said:

    https://forum.deadbydaylight.com/en/discussion/comment/1533364#Comment_1533364

    Hopefully the emotes come soon.

    Ps. You dont even need to have a 3rd party app to use the emotes. You just use bluetooth. The 3rd party app is for mapping out the buttons for full controller support.

    Regardless, I won't be using tge emotes until they add them officially then๐Ÿ˜ญ

    It's a common question we get asked in DBDM Discord, I just heard "Third Party" and was like, "Don't risk the biscuit". ๐Ÿ˜…

    I don't know exactly the rules, but I do know using a third party application will get you banned. Personally, I wouldn't even attempt using emotes until they are officially announced as a feature. โค

  • @LSerpentine said:

    First of off, this is in regards to mobile, and I know this is not really the place for DBD mobile, but I don't know where else to go.

    So, theres no controller support for mobile, imo, its been stated. However, you can use a controller at the loss of camera, and skill checks.

    My question, is that I know using a 3rd party app for controller is bannable. But could I use a controller simply for doing emotes? I cant use it for anything else, really. Cant move camera, you cant fully run, and you have to be holding a button for crouch rather than just doing a one tap.

    I just wanna use emotes, but not if its gonna get me banned. Any help on this is appreciated.

    Hello, I can reassure you that emotes will be a feature in the future of DBDM, a lot of people suggested it and mainly, it comes down to the patient game.

    However, for the time being, I'd reframe from using third party applications because they are bannable and I'd hate to see your account getting action taken on it. ๐Ÿ˜•

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1524613#Comment_1524613

    https://forum.deadbydaylight.com/en/discussion/comment/1524151#Comment_1524151

    YES. PLEASE. A Xenomorph could be the scariest sneaky killer in the game potentially. Imagine THIS kind of Xenomorph playstyle:

    https://youtu.be/lOedyccpBuw

    The jumpscare factor would easily be a 10/10

    The idea would be simple, The Xenomorph would need to be fast and lethal to fit in DBD.


    Rampage would be its primary ability. It would allow the Xenomorph to draw a path to point B from point A. After finishing the path, the Xenomorph would traverse the path starting at 115% and ending at 230%. The movement speed bonus would quickly dissipate back to 115%, like how the Spirit comes out of Phasing. Coming into contact with the survivor will put them into the dying state.

    Predator would be the secondary ability. It would allow the Xenomorph to find clues survivors leave behind whenever they do ANY action. If the survivor walks or runs while the Xenomorph is near the survivor's clue, their aura will be visible. Of course, clues do expire after a while and add-ons can makes clues better.

  • PLEASE LET IT BE XENOMOPH ๐Ÿฅบ

  • @DrDeepwound said:

    He is also going to stop giving hatch because letting them go makes your MMR worse.

    I don't think "worse" is the correct terminology because although you'd get a higher MMR for getting a 4K, a 3K is also good by the developer's standards. ๐Ÿ™‚

  • @ShadowStalker377 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1483847#Comment_1483847

    Ah, but thatโ€™s the beauty of the Xenomorph. Itโ€™s fast, stealthy and can climb on any surface. The climbing would probably be difficult to program. As far as fitting it into the universe, Demo is an unstoppable force and only Eleven killed it with her powers. I donโ€™t think fitting a Xeno in the DBD universe would be difficult. The mechanics of it would be a challenge.

    Oh, I totally understand where you're coming from and I agree, just because it difficult doesn't mean it's impossible! ๐Ÿ™‚

    I just had an idea on how we can make the Xenomorph fast and deadly without breaking the balance of the game! ๐Ÿ˜…


    Xenomorph would be able to preconstruct a path (during preconstruction, survivors cannot be seen), then after you finish, the Xenomorph takes the exact route starting at 115% and ending at 230% at the end of the mapped route you made (of course the Xenomorph wouldn't keep the 230% movement speed bonus and would go back to 115%). If the Xenomorph collides with a survivor, they are automatically put into the dying state.

  • @ShadowStalker377 said:

    For those of you who donโ€™t know, the Xenomorph is an iconic character in sci-fi horror from the Alien Franchise. Lately the Xenomorph has not been getting attention lately, instead we have the game โ€œPredator Hunting Groundsโ€ which is obviously focused on The Predator.

    https://us.v-cdn.net/6030815/uploads/CR36D21FNANG/e261a7a2-ad3b-4a89-a06d-46c0c4e8a631.jpeg

    There has only been a handful of games that you are able to play as the Xenomorph. These games include Alien vs Predator 1 and 2, Alien vs Predator (2010), Mortal Kombat X and mobile games. With DBD having Demo and improving in cosmetics and graphics what is the possibility of seeing the Xenomorph in the game? Devs feel free to answer as well if you would like XD

    It would be difficult to make the Xenomorph fit the DBD universe because you're making something that's extremely fast and lethal... Loopable. ๐Ÿ˜…

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1467977#Comment_1467977

    Except they have completely different uses. Spine Chill is as an early warning. Alert let's you track the killers location and which pallets have been broken.

    Want to add that Spine Chill is just a "Yes" or "No" statement and Alert gives aura reading, which is many times more useful than Spine Chill.

    Both are equivalents to each other, it just depends on your playstyle! ๐Ÿ™‚

  • @Fran1994 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457017#Comment_1457017

    I don't even know what discord actually is ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚ you found him/her?

    You might in the DBDM Discord server since that Nurse plays DBDM, I'll tag a staff member if you want the invite: @MandyTalk ๐Ÿ™‚

  • @ich_hรคng_mal_rum said:

    I think the biggest problem in dead by daylight is that a lot of killer donโ€™t understand or canโ€™t accept that the game is/ will be balanced around 50/50, that means that a killer played well if he gets 2 or more kills. But why so many killer expect to get 4k every match? A lot of them think โ€žit donโ€™t feels like a win if a survivor escapeโ€œ. I can understand those killer cause itโ€™s the goal of killer to kill survivors and if they donโ€™t kill all four survivors think they miss their goal. So itโ€™s a psychological problem of the game: itโ€™s hard to understand that 3k are still a โ€žwinโ€œ. But those killer who canโ€™t accept this 50/50 are the players who are crying for all the survivor perk nerfs and say the game is unbalanced or survivor sided. These are the player with a tryhard playstyles (tunneling, camping, insta mori, slug for 4k) what makes the game really unfun. You have to take a look on the other side, the survivor: if a killer could easy 4k every single game there are four players who couldnโ€™t โ€žwinโ€œ, escape. Itโ€™s needed that every killer have different results: 0-1k, 2k or 3-4k, so the survivor gave the chance of 50/50 too. Sometimes you have some โ€žbad gamesโ€œ in a row, but in total you will get your 50/50, and thatโ€™s needed on both sides.

    Itโ€™s a bit sad that the devs donโ€™t show us the actual stats but here you can see the last one from november 2019:

    https://us.v-cdn.net/6030815/uploads/ZXJWYCSPGSIV/105f3345-bf87-4f87-bfc4-86fcad0798c5.jpeg

    You can see that the killrates were over 50% (2 kills) so itโ€™s nearly balanced for both sides or more killersided (70%). When I play killer Iโ€™m still fine with 2k and around 25.000 bloodpoints, thatโ€™s mostly a โ€žggโ€œ for both sides. So please stop crying and try to find a way to count 3k as your personal win and know that 2k are still fine. Play the game in a fair way and accept that you donโ€™t need 4k every game and have fun. Nobody can โ€žwinโ€œ always ;)

    The only real issue is the actual matchmaking which makes it very difficult and unfair for lower rank killer who faces highrank survivors, but I hope the new matchmaking will coming soon and makes the matches for these player more fun.

    Iโ€˜m very interested in what you are think about that, so feel free to leave a comment.

    I'm going to say a few things about your points and statements! ๐Ÿ™‚


    Outdated Statistics

    The statistics you used were from November 2019, which as we all know, there's a lot that changed between then and now.

    In other words, it's doesn't really do any good to use statistics from when the game have changed a lot from then.


    Survivor Skill Curve

    Survivors naturally have a higher skill ceiling than the killers and that means it will be very difficult to master them. Therefore, along the way, players will make a lot of mistakes and those mistakes can cost other survivors as well. If one person doesn't know what they are doing, the whole team pays and can potentially lose.

    To compensate for Solo Queue and the harsh skill ceil survivors have, I believe it should be balanced around a 60/40 since newer players will skew results.


    That's just my two cents on balance, and so far, I'll say this is the closest we ever been to a balanced game! ๐Ÿ™‚

  • @DrBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457022#Comment_1457022

    >Just guess Myers is using that add on bro! Jump that locker and take a grab bro!

    Stop

    If it takes him forever to get EW3, minus well assume he has it and besides, you should be able to spare a hook state if he's been a M1 killer for a few generators. ๐Ÿ˜Š

    Sorry that my feedback isn't what you wanted to hear, but it a good counter against EW3 Tomstone โ€” you even hear achievement hunters complaining about it! ๐Ÿ™‚

  • @DrBrain said:

    Just ran into two Myers using this add-on and they instantly 4k'd our group because of it.

    A fist-sized granite piece taken from a broken tombstone.

    • Kill healthy or injured Survivorsย withย Evil Within IIIย 
    • .
    • Disablesย the ability to Stalk withย Evil Within III.
    • Considerably drainsย the Power Gauge after killing a Survivor.
    • Considerably increasesย the amount of Evil required to reachย Evil Within IIIย for the first time.

    https://gamepedia.cursecdn.com/deadbydaylight_gamepedia_en/thumb/9/9d/IconPowers_stalker3.png/32px-IconPowers_stalker3.png?version=b02dcd35e9209eabc62274b0438192d0

    What in world are the Devs thinking giving a Killer the ability to instantly KILL a healthy survivor. This wasn't even like the Myers was slugging or even trying to hit people. He just got close enough to start the Kill animation and Killed full health players immediately.

    Why is this in the game? What kind of Mori bs is this? Wew mfw I just got insta killed at full health, no hooks, while mid sprint.

    https://us.v-cdn.net/6030815/uploads/P4FR929Y99YL/1593279029517.gif

    To be fair, he needs to stalk you for a while to active EW3 and even then, you can loop him or jump into a locker to force a grab instead of a kill. ๐Ÿ˜Š

  • @Fran1994 said:

    I just played a super duper match as Survivor against a nurse, on Mobile. So i cannot send private message, but i really Hope i can talk with this nurse and congrats with her. I had LOTS of fun and i hope i can learn something. I'm posting a screenshot so, if any of you meet this killer, you know this is a pro nurse

    https://us.v-cdn.net/6030815/uploads/7988BLI8PF1H/screenshot-20200719-025722-com-bhvr-deadbydaylight.jpg

    Tried to tag him/her, unluckily not on the forum ;(

    If you're here, respond!

    Biggggggg props! Never had so much fun in a game as a Survivor. Also pulled a cool trick at the end, slugging me then running away, letting other survivor come heal me, then down me again, run away again and this time blink on top of us to down both of us and end the game. Super GG

    PS; i know the rule of no naming and no shaming, but i'm no shaming anyone. Only congratulations are in order

    (S)he might be on the DBDM Discord Server if you're intrested! ๐Ÿ™‚

  • @Awakey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450159#Comment_1450159

    The amount of untapped potential in that playerbase is ridiculous.

    Also, this one is big but wouldn't really fit.

    A Quiet Place

    Killer: (I'm not creative with names) The Otherworldly

    Survivor: Probably an older Regan Abbott.

    Map: The Quiet Farm. To add to the atmosphere, there would be no ambient noise AT ALL.

    Also, hi NMCKE!

    Hello, I've watched A Quiet Place and I enjoyed every part about it!

    Through the killer would be awkward because as we seen, it's fast whenever enough noise is made and seeing it being pallet looped would be questionable! ๐Ÿ˜‹

  • @Dr_Loomis said:

    What's some of the lesser known, or less 'viable' horror licenses, you would like to see in DBD...but know deep down it's not going to happen.

    I'll start:

    The Green Inferno (2013)

    Survivor: Justine

    Killer: Bald Headhunter

    Map: Peruvian Jungle

    I'm ready for all the incoming hate love! ๐Ÿ˜‹


    Five Nights at Freddy's (2014)

    Paragraph Chapter

    Killer: The Animatronic (Springtrap)

    Map: The Attraction


    Personally a great horror game that gave me, and many others, plenty of scares! If made right, could introduce a lot of players into our playerbase and could be very terrifying! ๐Ÿ™‚

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450068#Comment_1450068

    It does have gore and disturbing content though. Spingtrap, the one people ask for is a serial killers rotting body trapped inside an animatronic site. You can see his entrails and other bodily fluids oozing out of the suit.

    That's basically it (besides other minor things), but disturbing content doesn't make a game good or bad โ€” it's dependent on how it's executed! ๐Ÿ™‚

  • Judge me all you want, but I seriously think FNAF can be huge hit to the game!


    Common Compliants / Objections

    [FNAF is directed towards younger audiences, which means it wouldn't be a great addition to DBD]

    [Answer]: That's because FNAF doesn't have disturbing content (I.E. Extreme Romance, Extreme Violence, Extreme Gore, Severe Cuss Bombs, and so on) to give it a higher mature rating. Moreover, having a lot disturbing content doesn't automatically make something scary โ€” it's all about the execution! The fact that FNAF didn't need to use a lot of disturbing content and still give players a great scare is very exceptional!


    [The FNAF community is very cringey and would be a bad influence on our community]

    [Answer]: It's easy to see the bad side of a community and slap a negative label! However, if you actually gave the FNAF community a chance, you'll see that it's not as bad as you may think! That's why our community is labeled as the most toxic community in gaming because people seen our bad side and slapped a negative label to us (kinda ironic that people think FNAF will be a bad influence on us)! In reality, I'd say our community is pretty relaxed and supportive to each other! We have our ups and downs, but that's because we want DBD to be enjoyable for everyone, even if it gets a little heated sometimes!

    Moreover, you cannot determine how good or bad a FNAF DLC will be in DBD based of its community!


    [FNAF isn't scary, the mascots are a hilarious]

    [Answer]: Just look at the entire FNAF series instead of picking the one that fits your narrative. There's a few FNAF titles that have pretty well modeled Animatronics that are made to look terrifying!

    Perhaps you should give them a look, and that's also the main reason why people want Springtrap as well!

  • I believe the best way to make Mettle of Man decent, but not overpowered while keeping it's core effects is by making small changes.


    [Step #1]

    • Remove the aura reading penalty after a successful activation


    After enough evaluation and time, we can follow up with step #2.


    [Step #2]

    • Change the condition to take 2 protection hits whilst the killer is carrying a survivor.


    This should be enough to make the perk borderline fine, but more small changes may be necessary.

  • I'll only consider Adrenaline a true Endgame perk because it actually rewards you for going without a perk for the majority of the game. The others are very lacking for the sacrifice you make just to become more powerful.


    Hope and Wake Up! should be merged together. Just make the speed boost 5% and permanent to compensate.

    No One Left Behind should be once the Exit Gates are powered, not when they are open.

  • My Opinion

    My only gripe against NOED is that it leeches from solo queue and makes the experience even worse.

    You'll have the entire team looking for totems that's already cleansed due to poor communication and that gives the killer plenty of time to snowball against decent teams.


    However, it wouldn't be fair to nerf NOED because it's not the perk's fault โ€” it's the poor communication solo queue has. Therefore, I'd like either a totem counter or a cool indicator of when a totem is destroyed. ๐Ÿ˜…

  • Amanda Changes

    Reverse Bear Traps

    • Once the Exit Gates are powered, Reverse Bear Traps will automatically become active without the need of generator completion.


    Ambush

    • Ambushing an occupied survivor will automatically grab them.
    • Completely remove the audible "ROAR" warning during the Ambush charge up โ€” survivors will only hear Amanda after she commits to the Ambush.
    • Movement speed increased to 100% during crouch.


    Endgame Collapse

    • Timer will pause when a survivor is wearing a RBT.
  • @Peanits said:

    I don't really care most of the time. A lot of the time they're not doing it to be a dick, they're doing it to give you points (free hits) or buy their teammates who are still in the match some extra time.

    That said, though, I find that the people who do actually sit there teabagging are usually the ones who went down in a chase in a matter of seconds, so you go out of your way to not kill them super early, and then they abandoned their teammates and sat at the gate letting them die. I usually just laugh those guys off. Proud of you champ, you did it.

    My favorite part and a Exit Gate BM'ers worst nightmare: Blood Warden. ๐Ÿ˜‹

  • @chase131119 said:

    Seriously? Both of his iridescent addons are absolutely useless and some of then don't ever have anything to do with his power. The addon's that have things to do with flashlights? Seriously? Not only that they don't have nothing to do with his chainsaw, they are entirely useless too!

    Don't even get me started on his iridescent addons. He literally gets a speed limiter just so he can continue chainsawing through pallets? That hurts him more than helping him!

    Undetectable after chainsawing for 5 seconds. Do you know how long 5 seconds is for chainsawing? That's forever! Even if you get it, most survivors are going to see you anyway. You're making a universal sound.

    All of his best addons are his brown and yellow ones, while his green and higher tiers entirely suck.

    Here's how add-ons should function

    Make basekit tolerable against decent survivors


    If you want a stronger basekit, you have add-ons to mix things up. Add-ons should serve a purpose and do it very well.


    Add-ons should be a solution to a problem (I.E. If someone doesn't like Nurse's Fatigue, they have some choices). Add-ons should not, REPEAT, not be used to balance the game โ€” they should be purely there to give a convenient and convincing boost to the player.

    Mother's Helpings does not do this since you made its condition ridiculous, and even when you meet the condition, it's usually because you're in an animation. Another thing, don't make add-ons that can be any killer's add-on โ€” make add-ons unique to that killer's power.

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