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Onyx_Blue

Onyx_Blue

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Onyx_Blue
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  • Probably make a game based on it ;p soley because fiction tends to be more believable than someone's rantings about something completely wild and typically 'unbelievable'.

  • I mean you'd think something as simple as that (or even just slapping the platform icon on beside the respective players name) would be something you discuss and have done before the initial release.

  • @VicThor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1537326#Comment_1537326

    Thanks or checking it. Maybe I just had connectivity issues then.

    Or a frame issue too, we all know how bad PS4 is for frame drops after every little thing in-game...

  • Nah, i've found no issues with him. Only time I missed with a Basic Attack or Shred was my own mess ups or deliberately missing to gain ground on them.

  • @PrettyFaceKate said:

    They haven't made a decent album in ages. I'd rather BHVR and Slipknot each work on their own issues.

    You what!? Did you not hear All Hope Is Gone, Gray Chapter or We Are Not Your Kind or something?

    @Folklore said:

    https://forum.deadbydaylight.com/en/discussion/comment/1535459#Comment_1535459

    I know, but it's okay one day you'll see the light x

    Two words: Nero Forte ;)

  • Tbh, tips should be appropriated to your 'rank'. And the current ones should be relooked at. The tip going on about dropping a pallet to divert or distract the killer is the worst tip to give a learning player lol

  • Now that you've said it, a Clown (Slipknot) cosmetic for Clown (killer) would be awesome :D

    Seven for Trapper ;)

    Corey Taylor for Legion, especially with his latest mask, would work so well for Frank.

    @Folklore well, we can't all like great things, I guess ;P lol

  • I play Demo on PS4, so i'll let you know my experiences with him (most likely) tomorrow.

  • That's a lot of text to say "make it so he can carry one more trap at base-kit" and "make Logwood Dye slightly darker". Your Bloody Coil idea is actually worse. They scream, even though the disarm noise is a visual notification anyway, and they are only vulnerable for 30 seconds, whereas currently they are vulnerable until healed.

  • @IrishRedCap said:

    https://forum.deadbydaylight.com/en/discussion/comment/1534321#Comment_1534321

    Whispers range is larger. It is also easier to notice activation with the entity growl and the perk lighting up. A single, directionless audio cue wouldn't give any info except "check this area". Which could be helpful or detrimental. The survivor could heal, could run outside of terror radius, could position themselves to hide better or close in on the Demo and not allow the passive to activate again until Deml leaves the area.

    Its the reason I made sure to include the word "enters". That way demo can't just continuously hunt a single area and troll an injured survivor.

    If you're not injured then the passive skill wouldn't work. It gives incentive to heal and it also would give Demo a reason to drop a chase.

    That addon btw is trash. It lets you see injured survivors while only in the upside down. Where your camera is locked and your travel path is pre-determined. Its one of the reasons I never run it and don't understand why BHVR thought that it needed to be a pink addon.

    Whispers at Tier1&2 is larger, and those are both unreliable. Whispers 3 is average TR distance (what Demo has - 32m) yet, if you slap this new passive ability onto him, he now will know if people are within 24m of him if M&A is attached, and that is just something an extremely strong chase killer doesn't require. Not to mention, the audio cue would still be distinct and alert the killer to a nearby injured person, it's still unmissable and would make avoiding him harder if the killer knew what he was doing.

    So he'd constantly get a notofication every time he enters the range of an injured sod? And even if there was a cooldown slapped onto it, it is still insane to give that intel to a killer for free, just for having them in the injured state (considering, good killev players know how to juggle and rotate properly anyway.)

    Yeah, but they could easily tweak the properties of Traversing to make it possible to rotate the camera while being carried onward by the fixed routing.

    Look, here's a list of what they should tweak about Demo:

    - Rotten Green Tripe at basekit (slightly increased Traverse movement speed).

    - Sticky Lining at basekit (slightly increased Of The Abyss detection range).

    - Wax and Webcap buffed (Considerably and Tremendously).

    - Red Moss delays the audio cue of Traversing until reappeance is completed; Moderately increases Shred range (time taken to hit max is slightly extended too) - not my original idea, dunno their forum name to credit it- ;Slightly decreased Traverse movement speed.

    Those would be my changes to Demo. Otherwise he is an incredible killer that not many people appreciate

  • @IrishRedCap said:

    https://forum.deadbydaylight.com/en/discussion/comment/1534161#Comment_1534161

    I'm lost on how it would be hand holding. I'm not suggesting something grandiose like a failed skilled check notification or killer instinct notification. Just a auditory notification like his inherent clicking audio or a ping.

    The reasoning behind this is more Canon lore. Demo is attracted by blood so having a passive to know someone is injured nearby is reasonable.

    For the other replies. M&A is a entirely situational, it is also is the reason for the 15 second delay in sequential activation.

    The portal undetectable is one reason I feel he should have something like this added. The map wide alert sends people fleeing gens or hiding when Deml actively uses portals (not just feigning). Being undetectable with his loud footsteps and most commonly people hiding until it runs out gives me a nice reward of, you utilized your power, someone didn't want to burn time healing but just hid at audio cue. You now know they are somewhere nearby.

    It could definitely be tweaked to make it more synergistic was mainly just a rough idea.

    going to edit this in as I saw I never explained. the audio alert would not and should not be directional leading Demo directly to a survivor just a indication they are somewhere inside your radius.

    Because it's Whispers built into his power for injured survivors. It would be way to easy to locate vulnerable people without any effort or perks required. That's why it is a hand-hold idea.

    He has an add-on for tracking injured people if you want stuff to do with lore :)

  • No, this is would be hand-holding at its finest. All Demo needs is add-on alterations. And no, @AhoyWolf, Demo should never be given Rat Liver at base-kit. That add-on hard carries people as it is. People spam that add-on (with) STBFL and think they're great Demo players, nope, those people are just boosted and delusional.

  • @andrei_shugok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531066#Comment_1531066

    You know you're basically contradicitng yourself,right?If i am not able to traverse the map while having 50-60% heat it's a huge deal not a non-issue.His mobility is one of his most crucial tools which makes the difference between wining a game or losing it and if even 10% of that is taken away it's so bad for Billy players and even for the more experienced ones and using the chainsaw corectly in a chase rather than looping like an M1 killer is what makes the difference between a good billy and an average one. You have to start revving at the perfect time.If you wait even a second for the chainsaw to cool down a bit it's over,you're not getting the chainsaw in time and the survivor is gaining distance on you.It's clear that you're not so experienced at Billy and you don't know what you're saying( sorry,no offense but i haven't found a way to put it more politely).

    If you traverse at 50-60% and expect to be able to chain that into a back-rev or a curve, instantly, then clearly you're mismanaging/abusing the chainsaw and deserve to be overheated. You need to know when to settle for an M1 and when to commit to chainsaw chasing/traversing. So, i'm not experienced at Billy for pointing out that you're wrong for thinking that his overheat is too crippling now? Sure, love ;)

    I was trying to overheat my chainsaw with chaining chases and traverses and I didn't; so i'm gonna stick with my observations and experiences that his overheat is still fine.

  • @maderr said:

    When playing killer against survivors that know the game, even if they are noobs at juking/looping, they succeed to do all gens in 5 minutes.

    Played two times in a row against SWF high rank (they clearly knew the game), and i clearly couldn't do anything, even though i ended every chase in ~30 sec.

    Gens finished in 5 minutes exactly (i recorded the game and checked), door opened instantly after.

    Found the first survivor 10 seconds after spawning. Got 1 kill + 2 hooked.

    Survivors didn't have any chase skill, they did some loops but nothing awesome, never lost my track.

    There is a real problem with this.

    Ah and, to mention it, i play surv in a great SWF, each of us goes out 90% of the time when we play together. We struggle against high skilled spirit and the hag, that's all.

    So, you're admitting here that every chase you commited to took you the equivalent of 40-45% of a generator repair. Yeah, I don't think the gen speed is the issue here, love.

    You cannot commit to people for that long "that aren't good at looping or juking" and moan about gen speed if it's taking you that long to down them. Maybe rotate and juggle your pressure near gens as opposed to just following survivors to whatever tile they take you to.

  • I've gotta say, the chainsaw heat is still a non-issue. It only punishes Hillbilly's who spam the saw constantly. If you've reached 50-60% and still attempting to use it traverse the map, what are you doing?

    And if you're using it soley as a chase tool, let it cool down like 10% before revving it again. I was spamming my saw earlier and I never overheated it once.

  • 1597237874075.jpg

    @SquillDBD

    key:

    Green X = survivor

    Red X = killer

    Blue line = pallet

    Pink line = vault

    Grey arrow = unpredictable killer route that ALWAYS works!


    After this, if you're still gonna insist jungle gyms are op and need nerfing, then I have no more words left in me for you, love.

  • @SquillDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1344425#Comment_1344425

    There is only so much a mind game can do especially when the survivor can literally see through the wall. I play a lot of survivor and always end up chaining loops and wasting a ton of time on these op jungle gyms. The killer needs some sense of control over the chase because right now a lot of it is up to the survivor.

    They can only see through part of the jungle gym walls now. Like, literally the tiniest gap in the corner of the locker-side wall.

    Lol jungle gyms are not 'op' XD i'm guessing you don't attempt to even do outside of the box plays at these tiles, as killer? You just follow and moonwalk occasionally?

  • @SquillDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1529584#Comment_1529584

    I don't think the game is in a state where any killer needs a nerf. The devs need to stop nerfing killers and actually think about how they can slow the game down so time is a bit more manageable for killers. Before you say I'm a killer main, I will have you know that I play both sides evenly and started playing the game in July of 2016. I've achieved around 3000 hours and I have a good idea of what needs to be changed. Freddy does not need a nerf PERIOD. The only things regarding killers that need nerfing are add ons such as Spirit movement speed add ons and Iri head. Otherwise, the devs just need to focus on slowing down the game and buffing specific killers such as Clown, Legion, Myers, and Pig. Also, some quality of life buffs to solo queue like an emoticon system would be great.

    So you like braindead killers that can get easy pressure and easy wins with no real effort required from the player?

    Add-ons are a seperate issue, they shouldn't stack as the first change; where it goes from there is something for a seperste post

  • That's all you'd change? His Snares are boring and unimaginative. He needs a power that actually has a fun interaction between the two roles.

    These should be his changes:

    - Slightly increased recharge rate of Gen Projection.

    - Once Freddy has began charging Gen Projection and it reaches 75% he is locked into commiting to it.

    - Give him his 'beam' back, and make it so survivors tagged by it experience an acceleration in their sleep timer. (Removing the effect of entering Dream World 'falling asleep' when he hits you).

    - Suffers a minor stagger/stutter effect when cancelling Gen Projection or the 'beam'.

    - Dream Pallets are his base power and it now takes 0.75 seconds to place a Dream Pallet with an additional stutter effect after using it.

    - His lullaby is his Terror Radius while awake; asleep is a new unique Terror Radius (also new chase music).

    - New add-ons affect sleep time and skill-check frequency.

    - All Survivors start the match in Dream World as default.

    - Red Paint Brush now "Causes The Nightmare to also appear intermittedly to asleep survivors from 16m to 32m, and is invisible beyond that."

  • @ich_häng_mal_rum said:

    @Onyx_Blue

    I don’t say the „new mmr“ works, I see the same problem to rating a player by his chases, safe unhooks and so on cause there were so many factors (perks, pallets, deadzones, killed by teammates...). But if you look only at playtime what is for example with a survivor main with 3k hours and he decides to play first time killer or just more killer than before??

    I prefer a matchmaking based on the ranking system with a few changes:

    • make piping for survivors harder, so all boosted player were on the rank they have to be, and we had more purple/green rank survivors for killers on this ranks
    • remove rankreset
    • you can only derank to the same „rank“ of the next lower rank color (for example rank 2 max -> rank 6)

    At least give us a trainingsmode where player can practice different things like blinking with nurse, using flashlights, discover new maps...

    That’s it!

    It wouldn't be as general as that, it would seperate play-time for both roles. If you main one with 3k hours and the other dwindles with 300 hours it would seperate the two when you click on the role to play as.

    Yeah they could make ranking up harder, but what's the point? Ranks don't matter anyway. If they did that then they'd have to reset everyone to 20 and make them rank up completely. Since people will still get hard carried by safety pips etc

    Training mode is still a seperate idea though. It should be implemented

  • @Nanglaur said:

    To be fair, that will be great, its simple enough for this game to actually work and not get ruined by spaghetti code. I will add some more brackets, but overall way better for a casual game like this one.

    Thanks for the positive feedback :)

  • @ich_häng_mal_rum said:

    Sorry, but I think a matchmaking based on playtime doesn’t work, because hours say nothing about skill. Sure you can expect some experience but that’s it. A player with 1k hours can often easy go against a 3+k hours player. I only agree to say newbies (-20 hours) have to be matched against the same.

    It's impossible to matchmake based on skill in dbd - since there is no logical way to determine someones skill based on in-game criteria:

    "Oh, you seem to get safe unhooks and not go down quickly in every game."...not realising that the reason for that data is that the player uses BT all the time and is a W-key gamer that drops early and runs to the next loop without ever looping; not exactly skillful as the data would have you believe.

    At least with matchmaking based on play-time, the people you go against have grinded as much hours as you have, does that mean everyone you go against will be really skilled at the game? No. But it does mean you will be more liekely to vs people at your level for the majority of matches in the bracket criterias. Noobs will vs noobs, veterans will vs veterans. The people in the middle brackets will get varied matches but the more you play the sooner you'll be paired with a new bracket of players.

  • @Owlzey said:

    I can see this being easily abused by smurf accounts tho.

    Every game in the world has matchmaking that can be abused by smurfs though.

  • It actually isn't a weakness that survivors can destroy the portals. Because the way you're supposed to use them is to place them for quick navigation and free rotational pressure - placed nearby but not too close to objectives to allow the initial hit and then a intimidating chase to get pallets dropped/broken and/or a down out of it. You also want them to seal certain ones so you get them back into your arsenal to place down in a new area you want to defend/rotate towards later on.

    I never understand where this whole "Demo is weak" mentality stems from. He is a devastating chase killer and has a potentially mindgamey navigation function combined with a potential distraction/slowdown aspect to it as well.

  • Man, i'm right there with you. For the first time in 3 years of playing dbd, i'm struggling to find the nergy to play it. I mainly only play Killer now but even then I vs potato teams and dominate with no effore then get cussed out because I didn't farm with them. Thing is, vs these players, I actually am very chill and am lazy in my chases, but it just doesn't matter. I am struggling to keep playing dbd due to this new system

  • Yep, same. Only time I go against good teams as killer is when I vs swf. Otherwise I get lumbered with literal noobs.

    And as survivor the killer and my teammates have pretty much just picked the game up the day before at most.

    I hate this new system, if it's supposed to take ages to "determine our skill rating" then that's ridiculous. You can't expect players to drag it out for weeks (maybe months) vsing noobs that grant you minimal points unless you hit them and afk to literally farm them (which is stupid and I never do because I don't play the game to be bored!)

  • @Kumakx said:

    Do you check your ping to the server in lobby? you can see it around chat box. Avoid anything >150ms.

    My ping goes as high as 85 and as low as 52 (from when i've checked it in game). No idea why it lags me so much. Literally only as survivor

  • @Nun_So_Vile said:

    I'm on ps4, and even when I play on Ethernet I definitely feel the lag playing as survivor. I can honestly say its more noticeable than before dedicated servers went live, but that isn't saying much in comparison to the p2p days.

    Same, it only started post 4.1.0

    I play on ethernet and every other game, and the killer role experience no lag at all. But the moment I play survivor it lags to all hell

  • @ClancyTheHuman said:

    Honestly no clue mate, I myself play killer mostly and my experience with lag is pretty bad, junkiness and other issues. I just assume you are experiencing some bad lag spikes for...some reason, if this is an issue that is daily or just something that happened after a few games, that kind of changes things.

    It's daily, and frequent. Not all the time; but very frequent and only in survivor matches. I'll be laggy and then play killer or a different game and have no issues. Very baffling. It could just be massive coincidences where I lag spike and then i'm fine in other matches and games, and then when I go back to survivor it spikes again; but really, what the hell kind of odds are those? XD

  • @Milo said:

    I don't want to hear the word ping because I don't have a ping.

    Alright. Latency.

    Hahaha XD

    In response to the OP, latency is ridiculous in this game. But don't hold your breath about a fix coming lol

  • @Speshul_Kitten said:

    I checked with Legion. I performed a Mori animation on a survivor and we got a glimpse of what was inside the bathroom stall.

    Unfortunately, the stall was empty. There wasn’t anyone/anything inside.

    This

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515301#Comment_1515301

    in all my years of playing i NEVER saw anyone camping with Devour Hope..

    Also how is it camping when you are 25m away ?

    Do you even know what camping is. I guess you are one of this kids who trashtalk to others and calling them campers while they were on the other side of the map chasing someone else.

    It's in the bracket of it. Since the hook in is in your presence (TR), and you are close enough to spot approaching survivors as well as get back quickly before they heal/peel far enough away from the area. To pidgeon hole camping as literally being next to the hook is an horrific oversimplification. The killer has zero intention of doing anything but get tokens the easy way, ergo, they hover near the hook but in range of the token gain...clearly camping.

  • @bingbongboi90 said:

    You litterly said that totems Spawn sucks. So why should it be nerfed?

    Maybe dont gen rush and instead go cleanse the lit totem.

    If devourer hope goes off it is the survivors fault for not cleansing it. That's why Hex perks should have devastating effects unlike Hex the third seal. It should be high Risk high reward.

    Because not every map has bad spawns. Also, who goes looking for bones when they're vsing a killer that actually knows what they're doing and applies proper rotational pressure? Vs those killers you wanna get your gen done before doing something like bones in case they have PGTW ('in case' lol they definitely do). And by that time they've got the criteria active for it to start ending peoples games.

  • @Demonl3y said:

    Imagine complaining about Devour hope, a perk that promotes you to NOT camp and requires work to let it work.

    Lol like hovering 25m away isn't camping. Love, that's 1m further than Spirit, Hag, Deathslinger's base terror radius. Be honest, what Devour Hope gamers do you ever see playing their typical style of gameplay when the perk is active? The hard majority realise totem spawn locations on most maps suck so they aim to get as many tokens as possible before it goes. It hardly promotes not camping, since it doesn't take more than 3 seconds to make up a distance of 25m

  • @[Deleted User] said:

    I expected NOED or DS/UB, even expected a good cry about Pop or BBQ, really didn't expect Devour Niche to get complained about.

    Just because it's niche, doesn't mean it's function and activation criteria are far too horribly easy to gain for what the insane reward.

  • @Yung_Slug said:

    Tbh I just clicked to see what sunmiest meant.

    It means i've become an internet tit that doesn't spellcheck XD

  • Make sure you aren't setting up with people watching you.

    As Trapper, you should also try only setting up once you have started to pressure survivors. So, go patrol gens in common spawn areas first, then have a couple chases, then set up traps while in those chases or in areas of frequent use when the group is beginning to split up.

    As Hag, if people are triggering your traps shortly after being placed, while walking around keep mashing the button assigned to Teleport, that way you are instantly on the cheeky sod lol

  • Yeah, lobbies have been very slow today

  • Some nostalgia for ya, d'you remember when the Devs used to patch game breaking bugs a week, at max, after they were reported? Now we have no audio at all for certain killers, no audio for downed or injured survivors, no footstep audio (even outside of chase), button prompt issues, hook issues, hitbox issues yada yada yada. If dbd was a person they'd be the most unhealthy sod in the world. We'd be forced to put him out of his misery.

  • @Danky_Bong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1505618#Comment_1505618

    Well, I am indeed not on PS4 so this is irrelevant to me my man. They changed the pc description and the wiki was even updated to match it (https://deadbydaylight.gamepedia.com/LoPro_Chains), but it still functions as it used to.

    Hardly irrelelvant, two different platforms have drastically different descriptions of the same add-on. On console, that add-on is functioning exactly as it says it should be. So, who's to say PC release gone messed up on their end for the description. My point raises questions as to what exactly is going on with that add-on.

  • @28_stabs that's an horrific oversimplification of outplaying a Huntress. Also, if they're just running you through a gauntlet of pallets and you aren't clipping them with prediction throws, why are you even playing Huntress? XD

  • @theArashi Then bend over and pull some extra saucy shots out from under that Sarafan XD

    But I mean good survivors as in those that actually try to outplay you in evety tile they are chased to. Wiggle and juke your predictions, duck at every low obstacle in anticipation. Anticipate you winding up or making you wind up at a pallet or vault before continuing the loop. Those are what I mean by the good survivors that Huntress has the most fun vs.

  • Huntress is at her most fun vs good survivors. Who wants to chase people who never look behind them and don't attempt to outplay and predict your throws?

  • BBQ, Whisper, Discordance, PWYF

    This build combined with an expose/grab heavy style of play is insanely strong.

  • The PS4 description says:

    - Continue a Chainsaw Sprint after breaking a pallet.

    - Survivors hit with the Chainsaw are damaged for a single health state.

  • I've had this happen on PS4 too

  • Am I missing a joke/meme seeing 'st' after each number?

  • Those perks are incredibely braindead XD

    Easy tracking

    Easy gen protection

    Easy chase potential

    Easy stealth

    I mean, it would be awesome if Slender came to dbd, but not in this format.

  • @JustAnotherAnon I don't pay attention to gamepedia or stuff like that. Can never trust the source completely

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