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NullEXE

NullEXE

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NullEXE
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  • Clown, because I am not worrying about doing well. I know i'm playing the weakest killer, so I just have fun with with.

  • Obviously, a DC penalty is needed for this kind of game.

  • @ThisGuuy83 said:

    I don't think his speed is the issue. His harpoon is. Once a survivor is injured, the harpoon shot should down them, then you reel them in if you choose. I think that's all he really needs, and maybe slightly bigger hit boxes. I've seen some shots that damn sure should've connected, but didn't.

    The issue with that is that then he will just be the Huntress with one hatchet - no better than the current Clown. He needs to remain unique, so I don't think the movement speed buff would hurt.

  • Idk what you mean. Billy is one of the funnest killer's I face. It's like a beyblade match - but in dbd. Not to mention - i'm not actually very good at survivor. So it's a good feeling when I look good, because turning quickly dodges an instant down attack, and taking tight turns forces him to m1 me - like as if I meant for that to happen.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113951#Comment_1113951

    True, but you have no idea how many survivors are afraid of unhooking fast cause you have that perk, they just don't know about it, funny fact

    I'm guessing you don't really play in high ranks very often. When I know the killer has Make Your Choice. I try to get in to get the unhook BEFORE they get too far away. I primarily run BT (as do most do in higher ranks) anyways, so it's only beneficial in the long run.

    Btw MYC is not a very good perk in high ranks, for this reason.

    This is so far the third thread i've caught you having a poor knowledge on the aspects of the game.

  • Right now i've been trolling the PTB with an Alex's Toolbox and the Sabotage buffs. It's game breaking that one survivor has this much control over the entirity of the trial. Like no one can be hooked so long as i'm alive, and since i'm relatively good at looping it takes a long time to take me out during that time. So far have had many killer's dc, afk, and flame me in end game chat. It's hilarious that the dev's even got this buff to the PTB it's so broken.

    Otherwise I see myself not having any fun as killer anymore after this update. Survivors really never needed the items, toolbox, and sabotage buffs. I expected the dev's to know that after the ruin changes, but at the same time I guess it wasn't going to be a surprise that they simply can't balance this game to make the Killer the power role. That's one persons fun in the game VS 4 other people, and even though they say that "players play both" - it's very obvious the majority of the playerbase are primarily playing survivor. So even though I mained killer to this point, I think I am going to start to primarily play survivor, and with friends at this point. A lot less stressful, and a lot easier to play.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/132255/note-to-survivors

    Dude... Take the insult part off the thread, I've been in the forum's jail for less than that...

    And yes, that is not camping, wanna do something funny? Use MYC, they'll stop insta unhooking, hehehehe

    That's not how Make Your Choice works, if you are too close to the hook then it doesn't activate. It only activates when the killer is well out of the range of the hook. In OP's scenario the survivors are bum rushing the killer when he hooks someone. Mad Grit, or STBFL is better perk options for this scenario.

  • Lithe is. It is more readily available across all maps, rather than just the select few maps that has heights. When the first condidition of the exhaustion perks is to either extend a loop for another run around, or reach the next loop. Then Lithe is deffiently the superior perk.

  • You want to know why everyone calls him a bad huntress? Because he is, Huntress can do what he can do but better, and faster.

    https://www.youtube.com/watch?v=knr_mNEFz1s

    Though I wouldn't make his shot into a down like many suggested, because then that would just make him just like huntress and not be unique. I would change him to be a 115% MS killer, and that may be the buff that balances him greatly.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113467#Comment_1113467

    I think you missread my intentions, I got 5 games 4 men escaped doing this, I'm exorting the killers to learn when to drop a chase, that's my role and I love it, I am "the looper" and we always get away with a 4 men escaped, they need to learn to find the "easy loops" survivors, staying on the guy who purposely looks for you as a killer when he outsmarts you the whole game is just dumb

    I think I am misreading this thread then, because now it just sounds like you are just trying to wave your dick around like a flag? Okay so you abuse SWF to gain a ridiculous in game advantage, you abuse safe loops for a ridiculous in game advantage. These are not new aspects that people don't already know about. You're not teaching anyone anything if the killer has 0 ability to counterplay while you abuse broken aspects of the game.

    Should we just toss this up as a bait thread?

  • Hangman's Trick, Barbecue & Chilli, Nemesis, and Blood Warden.

    Why bother with any perks other than ones to see the survivors? I don't care if you power the exit gates. I care if I kill you for teabagging me at the gates.

  • If you just looped him for 4-5 gen's there is nothing else the killer can do at that point, next time try to actually lose the Killer instead of just looping them. Looping a killer is easy, losing a killer takes actual skill - in most cases (ex if you run a build built entirely of immediatly dissapearing from the killer).

  • Yeah dude, idk how new you are to the game but every part of it is heavily survivor sided.

  • @Mastropiero said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113262#Comment_1113262

    Well, but it is very weak compared to other paid killers 🙃

    Cannibal, Clown, Legion, Plague, Demogorgon, and Oni. More than half the "paid killers" are weaker than her. On top of that she even has a stronger additional objective mechanic than Freddy.

    Literally the only thing I would buff about her is how quickly a key can be found, but there are times when you don't find a key for like 5 boxes and that's extremely detrimental to the entirity of the trial. However it would be hard to buff that mechanic since it relies entirely on the fact that it is RNG based.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1111189#Comment_1111189

    Not really sure why Killers feel so entitled to a 4k, there should always be a chance for a survivor to escape, even if its not that high. The hatch mechanics by themselves are still killer sided because all killers have faster movement speed so they can cover more ground searching for it

    So you're entitled to a free win mechanic? At least the Killer actually has to put effort into getting the 4k, you can still drag yourself while slugged, you can still recover and heal a dying survivor from dying state, and you can still take perks to get back up out of dying, or make it more manageable.

    The Killer literally has nothing to counter the hatch mechanic - other than slugging the third survivor, because if they put that survivor on the hook - most they are going to suicide to give the last player the hatch, especially if they had already found it, and even more likely if they are in a SWF.

    And don't give me that "you can look for the hatch first, then finish the game" or "You can just find the hatch first VS the last survivor". So you're telling me that when the Survivors fail to complete their objective, I have to play a dumb game of scavenger hunt for the victory I have already put the effort into achieving? Why? Because survivors were taking the game hostage by hiding?

    The entire premise of the mechanic is stupid, and the dev's made a terrible decision in giving a free win mechanic as a resolve to survivors taking the game hostage by hiding when things didn't go their way.

  • Agreed, fix slugging for the 4k. Remove the hatch. Make EGC start when the last survivor is left.

  • Careful, threads like these get you jailed, because if you call them out on why they are wrong in a sarcastic way that's making "bait threads".

  • She's not a bad killer

  • How dare the "KILLER SHACK" work in the KILLERS FAVOR.

    The entire idea blows my mind too~

  • With the amount of people i've reported for similar behaviour. I doubt it. If they do - do anything with reports, then maybe add a compensation feature for when action is taken against someone you reported like a thank-you message and a free 1000 bloodpoints.

  • Complain about it, I think it's really dumb to tell your players to abuse a broken free win mechanic as a "challenge". I feel like it's a pretty big slap to the face when the most frusterating thing in this game is when survivors are bringing key's into matches, or worse - finding them in chests. Ignoring the fact that the entire hatch mechanic was a mistake to put in the game in first place.

    Rewarding survivors for taking the game hostage, of all the dumb ideas.

  • Wait it's an issue? I thought it was just an anti-bot step? Also the updated forums looks clean and nice.

  • Survivors: Feng Min, and Steve

    Killers: Clown, Legion, Ghostface, and Freddy

  • It's because they put so much work into "punishing bad gameplay" into the emblem system, you're now getting punished for just overperforming.

    Running surveillance and no one is touching gen's, while you have 2 hooked? Well guess your getting a "Camping penalty" for staying near those 2 hooks.

    Eat a DS because it's still very early in the game, and they are playing recklessly? Well guess your getting a penalty for them "wiggling free"

    What's that? You're letting the survivors heal on the other side of the map, because you need to pressure gens? Well here's your penalty for "you letting them heal".

    It's ridiculously stupid. While Survivors get points in catagories for literally doing nothing.

  • @Frankie said:

    "Oh no! I can't abuse SWF comms to bully a killer with 99ing hooks anymore! What ever shall I do!"

    Instead i'll just be able to do what took 2-3 coordinated SWF to do! AND BETTER!

    They better not release the current sabo changes, playing killer will only be more of a nightmare than it already is.

  • It's so stupid, you need to take Mad Grit, and HT to counter the saboteur changes, in every build because I know for a fact this survivor build is going to be meta.

  • He's fine, learn how to play

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1106050#Comment_1106050

    That’s not the experience I’ve had with it.

    Firstly you need a sabo toolbox, saboteur and breakout. Thats a purple item and 2 perks dedicated to it. Then you need an offering for hooks which are rare. On top of that the hooks are often so close that if the killer goes to the one you dont expect it fails.

    its not possible for solos to pull off sabo better but it requires a number of things stacked in order to do that and a survivor willing to spend time off gens to make it hapoen.

    Yes the build requires you to focus it entirely around the sabotage mechanic, but it's the fact of the matter of how much impact one survivor can have on the entirety of the whole trial. Most of the time I didn't even need Petrified Oak (because I ran out of them), and yes I havn't been in all maps yet, but I have yet to find one where I couldn't pull this build off. Lery's and the new Saloon map that follows the "Less, and farther apart hooks by default" guideline is just depressing seeing the killer try to have any advantage. 


    Other alterations to the build is smaller charge add-ons, and weaker sabotage add-ons. Regardless you keep the Alex's Toolbox after each match, and that alone is enough to create a game ending impact. Hook distance isn't an issue with upgraded Sabotuer perk. You hold sprint burst at 1-few seconds exhaustion cooldown and when a killer starts to get close to another hook you dash to it and instantly drop it. With breakout, if the killer tries to drop the survivor they most times simply break out. This is performed by one survivor, while 2 others work on gens, or do whatever they please - essentially taking the game hostage. It's far too much power for one survivor to have. Making one survivor the most horrifying prescence in a game the killer should be the power role.


    This results in the Killer either just dcing (understandable), or slugging. So it's encouraging to making the game unfun for killer in all aspects, and the main counter is to retort to making the game entirely unfun for the survivors. Again, all in the power of one survivor.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1106050#Comment_1106050

    That’s not the experience I’ve had with it.

    Firstly you need a sabo toolbox, saboteur and breakout. Thats a purple item and 2 perks dedicated to it. Then you need an offering for hooks which are rare. On top of that the hooks are often so close that if the killer goes to the one you dont expect it fails.

    its not possible for solos to pull off sabo better but it requires a number of things stacked in order to do that and a survivor willing to spend time off gens to make it hapoen.

    Yeah I focus the whole build entirely around sabotaging hooks, but when the Killer can't hook anyone - at all - at all times of the game while 2 other survivors are working on generators. It's impossible for him to win without slugging, and nobody wants to play a boring slug match (which has been the only thing that beat this build thus far).

    You say "On top of that the hooks are often so close that if the killer goes to the one you dont expect it fails", but even without Petrified Oak - I was doing fine on most other maps (havn't played them all yet, but have yet to have one that this build doesn't decimate). Lery's and the new Saloon map which is following the "fewer hooks" concept that the designers are following is honestly depressing seeing a killer try to even reach the first hook you sabotage.

    The fact of the matter is in less than a day I found a build that breaks the game entirely, and makes it not only infuriating for the supposid "power role" to the point of quitting matches, or resort to a boring gameplay method that ruins the fun for up to 4 other people (unless unbreakable is taken). Which also the build takes skill in keeping your exhaustion at near end cooldown to control when you get sprint burst to hooks, and keeping out of the killer's sights so he's not just chasing/tunneling me.

    I'm choosing to look at this from both sides, and not just "Survivors have fun bullying the killer and that's all that should matter" side.

  • I'm not okay with the changes, I have been playing in the PTB, and running this as survivor

    Spoiler Spoiler Warning ▲▼

    Alex's Toolbox w/ Hacksaw, Wire Spool (Petrified Oak)

    Saboteur, Breakout, Iron Will, Sprint Burst

    Then I add a Petrified Oak offering.

    Literally has been the worst experience the Killer's i've faced had - because they couldn't hook - anyone, by one person. I am achieving what took 3-4 coordinated swf in just a single build. For a Horror game, it so far has proven that I am the most horrifying thing in the entity's realm.

    I don't know if anyone here has seen my other comments, but seriously - I told you so.

  • It's happening to everyone. I am surprised they havn't removed the map until it is fixed.

  • @MiniPixels said:

    https://forum.deadbydaylight.com/en/discussion/comment/1105316#Comment_1105316

    I 100% agree after playing the PTB that sabo speeds need to be looked into, they should be a little less then double the speed it takes currently.

    I believe them when they said they weren't even swf, it's crazy. I been testing it as Survivor and I made 2 killer's straight up DC because they couldn't hook anyone, while at the same time running Breakout and a flashlight. I couldn't be anymore right, and all of these people tried giving me a hard time like my prediction was wrong.

    I don't think I could have been more right. Survivors never needed more buffs.

  • @Kongtwenty12 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102344#Comment_1102344

    Except you have to remember that toolbox charges are getting super nerfed and sabotage is getting a cool down so it's not like everyone can sabo for free. If you use your box to sabo then you aren't doing it on gens and vice versa. I still think you are over reacting. Ptb drops Tuesday so just wait and try everything before you hate on it.

    Yeah. I hate the changes, toolboxes are more broken than ever now. Already faced 3 teams that just bullied me with just breaking hooks. Then got mad when I slugged them out.

    New killer is dope though.

    EDIT: It's really stupid that I am keep commedius toolboxes for nothing, the loss of add-ons was never a big deal to begin with.

  • The only perk I care about if you run is Object of Obsession. Otherwise I don't care what build you run. If you abuse the strength of survive with friends, and/or bm me in end game chat, that's the most hated survivor in dead by daylight in my books

  • Great: Freddy Pill Bottle

    Terrible: "Z" Block

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101979#Comment_1101979

    Two points to correct, as they said the overall bonus from toolboxes will be less than before. So, if you need 60 seconds with any given toolbox now, you will need 65 seconds after the change for example. But the 15 seconds buff will be finished within 5 seconds for example (that would be like the BNP effect, so bad example, but you get it).

    So first: Franklins will actually have less impact. It is less charges, so less loss after a hit. As the overall progress will be less you get from a toolbox, so the increased speed bonus overall, that you beat out of a toolbox, will be less as well.

    Second: Also to your calculation with the half charges sample: that won't be the case, the overall bonus in seconds per gen will be less than before, so "which is already way more then a normal toolbox speeds up" will not be happening

    I'm also pretty sure that new toolboxes are stronger against low map pressure killers. You will still have 1-2 gens pop if you don't run into at least 3 survivors in the beginning. So the first gen pops until the first hook anyway, without toolboxes. Normally then the second gen pops after the second hook. And after that, when the killer normally starts to put some pressure and having constantly one on the hook and one in a chase or unhooking, then you can use the toolboxes and the next gens pop fast too. At least that is my fear. Let's see how it works out, but I'm starting to think about playing nurse with Surveillance/Ruin...

    And genrush isn't dead, pretty sure.

    @Dead_by_David17 at least your comment is not benefitial at all...

    @Pythonheir did you notice that the difference of keeping the items is now like half a charge that you can spend more than before? you could stop using the item before it is empty. that's really not that horrific. Especially since you gonna lose all your addons now... And regarding the hook sabotage: we STILL don't know anything about numbers. You might be standing at the right hook by chance, if the killer doesn't walk to your hook, you won't be able to run with the killer and tap-destroy the hook, pretty sure. So let's test this first and see how ez it will be to bully the killer.

    One petrified oak, and then suddenly it's impossible to hook survivors against a 2 or more swf. Have you faced people sabotaging hooks on Lery's yet? It's rage inducing. Sabotage didn't even need to be touched, it's just a buff that pushes to bully the killer more - like as if they didn't already have enough on their plate to deal with. Honeslty I would remove sabotaging all together, the survivors are not supposed to be working together to that extent

  • @kcwolf1975 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102411#Comment_1102411

    Why did you spend the cells on tiers? You would have reached 70 before you even finished level 3.

    I wanted them sooner. The rift gives 1000 free AC (basically pays for itself), but I like to contribute to the game, so I just used the AC to get the cosmetics faster.

  • I finished the rift. Bought the premium, got to level 60, and then used the 1000 AC you get from the premium rift to pay off the last 10 levels.

  • @Kongtwenty12 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101862#Comment_1101862

    You are making a lot of assumptions considering no numbers were given. They specifically made it sound like a single toolbox couldn't even do a whole gen. I would wait till after the testing things in the ptb before hating on it this hard. Plus that's the whole point of the ptb. If it's not enough they will make more changes.

    It's the fact they are buffing any part of the survivor that blows my mind. Gen speeds are already strong enough, decreasing the amount of uses toolboxes have, sure go ahead, but don't increase their speeds - at all, because they are already too fast. As far as sabotaging goes, it's already balanced. It takes around 2 minutes to 99 all of the hooks on most maps, and their plan is to give that for free. It's broken, and will only provide solo survivors with more oppurtunity to bully the killer. Don't even get me started on the SWF's - straight up you can't even face SWF's with this kind of sabotage buff. I don't need numbers to predict that. It's a stupid move, and I don't mind being blunt calling them on it.

    They tip toe when they balance survivors, they tip toe when giving killers buffs, but will give killers nerfs without a second thought. It's become very obvious what they favor in the game.

  • At this point I just think they get kicks out of making the game a bully simulator. 4 People gang up and pick on the one person they put on the other side. Even if the other side does well, they will just flame him in end game chat.

    Change the game name to bully simulator 2020 and you'll be golden.

  • Can you please give Freddy his Sunglasses

  • Toolboxes are being made faster, nerfing the uses doesn't matter when increase uses add-ons exist (It literally just makes no difference). Also you KEEP the item at the end of the trial regardless of using all of it's uses!? You might as well just GIVEN THE SURVIVORS ANOTHER PERK SLOT. They are buffing Sabotaging - game breaking SWF (You know the only ones who use it in the first place to bully killers). It's pretty obvious that they don't intend to nerf survivors out of the power role, and unless I see a big change in the near future after this update hits the PTB, then my idea that they were going to balance the game to make Killer power role again after nerfing ruin - obviously I was wrong. Like i'm still going to test on the PTB to see if my predictions are correct, but the fact that they buffed survivors in this update in anyway put a dirty taste in my mouth for giving credit that they were going to balance the game in favor of the Killer again.

    The Wall thing is going to be nice to balance god loops, which fix a lot of problems, but that is going to take a lot of time to even get across all the maps that needs them - in addition to coding every killer to have a wall crash animation, and fix all the bugs that will come from it (because that's ALOT OF CODING).

    I'm impressed with the buffs to fixing ridiculous loops, but i'm not impressed that they directly decided to buff bullying the killer.

  • And they are buffing toolboxes to be EVEN FASTER - at this point I think balance of the game is a joke, and they only want to make it more of a bully simulator than it already is. They are even buffing Sabotaging -_-

  • I have no idea what the dev's were thinking. Sabotaging was fine, and now they gone and made survivors more broken than ever. Like don't even get me started on making Toolboxes EVEN FASTER, they were fast enough. I was saying that I had my hopes that the Dev's did care about the Killers having fun in the game too, and that they were going to - in time - balance killers to be the power role again after nerfing ruin, but clearly I was wrong. They only want to make the game more of a bully simulator than it already is.

  • @Peanits said:

    Conveniently enough, we did an entire stream on this last week.

    The short version is; there's a disagreement between what you see and what the other guys sees. One of you sees the pallet down in spite of being hit. One of you sees a hit before the pallet is dropped.

    To be honest the fact that the pallet drops, survivors get points for pallet stunning the killer, and you get your deserved hook is a good trade to me. If survivors got away with just abusing their bad connections on top of everything else - would blow my mind.

  • It got an insane buff when it never needed to be touched at all, but again we are making changes to create more of an imbalance gap between survivors and killers - honestly what is the point of playing Killer at all at this point?

    Oh right they have a few challenges so you HAVE to play killer to unlock lore - forgot about that.

  • @Heartbound said:

    I would legit be surprised if Ash never got anymore cosmetics.

    Give it time. They will come.

    What could they do though? They did all of his outfits from the series.

  • I hate to say it, but I play with a lot of people that can speak Spanish very late into the night, play against Canadians in the afternoon, and then European/US players during the day.

  • I have all the Killers so I keep forgetting those exist.

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