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OtakuFreak

OtakuFreak

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OtakuFreak
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  • The only thing I would change is the amount of portals he could put down., or allow him to delete ones which haven't been opened (I.E used to travel and therefore destroy able by the survivors)

  • @PrincessPoop said:

    Why do killers always agree on survivor nerfs but never on survivor buffs?

    Lol obviously people who main one side aren’t going to like when someone suggests buffing the opposing side.

    Because the game is already favoured inherently for survivors? For some mechanics or situations, I agree Killers should be changed, but survivors generally hold the advantage in every situation if they play optimally.

  • @MegaWaffle said:

    BHVR - The aura reading of BBQ rewarded killers without much effort and survivors found this frustrating. To remedy this we have removed the aura reading ability from BBQ.

    After all "its just for BP" as we hear oh so often.

    Let me help you.

    BHVR: BBQ & Chilli is a perk used in over 80% of the games in red ranks and rewarded killers for minimal effort, resulting in frustration for the survivors. To remedy this issue, we decided to alter the aura reading ability, to reveal the killer to the survivors after they hook someone.

  • I assume it is because there is more money to be made from survivors, since it is essentially a 4:1 ratio.

  • Nope, father's chapel with Nemesis/PWUF/POP/BBQ

    I was even nice and allowed the Dwight who had a bad game (was on death hook) go 203 times when I could've killed him.

    Guess I got to let them all go?

  • @Mringasa said:

    Don't run Ruin with Devour Hope. It works MUCH better.

    As soon as Survivors see Ruin, they go totem hunting. If it isn't used though, they tend to avoid breaking any lit totems on the off chance it might be Haunted Ground, or it's just TotH. I get great results up to Purple Ranks running Devour Hope as my only Hex, on multiple different Killers.

    No totems should be lit though. They should all appear as dull totems to the Survivors because that is a personal bond between the Killer and the Entity. Would make them much more viable.

    Agreed. Survivors would need to break every totem they see.

    OR only have it become lit at the second hook, where the perk actually takes an effect etc

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/957760#Comment_957760

    Yeah and shreds pretty easy to dodge tbh but maybe thats the point?

    His Shred's power comes from the mindplay/unpredictability.

    Just by holding the button, something thinks twice about walking to a pallet/window, leading to a easy M1. Plus, it's good for breaking pallets.

    There's a lot of loops which have narrow straight junctions and some survivors do not expect the shred lunge to catch them when it does.

    Use it to mindgame or punish walking in a straight line. I'd avoid trying to hit it if someone's actively dodging, just mindgame them into getting a confirmed M1 hit.

  • @Nhekii said:

    You can still get close to them and get a hit, just can't get a grab lmao.

    Honestly Demogorgon is such a good and fun killer, you should p3 him regardless.

    I P3 Demogorgon as my first killer. Biggest issue i find playing him is how everything he does, makes so much sound and tells the survivors way in advance.

    Teleporting? REEEEEEEEEEEEEEEEE im coming

    Attacking somebody? REEEEEEEEEEEEE i missed, or hit.

    Just came out of a portal? THUMP THUMP THUMP undetectable makes me stealthy.

    He's a good killer right now, but they need to AT LEAST muffle his steps when he has undetectable.

  • Agreed. Muffle the steps when he's undetectable.

  • Half the survivor mains on this post


    "jUsT dOnT tUnNeL 4hEaD!!!"

  • Exhaustion perks are already powerful enough, as they extend the chase for multiple loops, or downright fix mistakes of the survivor (looking at you DH).

    As for Sprint Burst, it doesn't need to be buffed - In fact, I use it all the time and it's a good perk to get a head start, not to outright lose the killer.

  • @ALostPuppy said:

    A flat % increase in gen times for every dull totem on the map was an idea I had (and also a totem counter for both survivor and killer would be nice to go with it.) Maybe 10% per dull totem? So the match will usually start with 50% gen speeds and will gradually get faster as more people break totems and killers won't have to book it to their ruin totem if it was on the other side of the map which happens way too much.

    So survivors can do gens at around the same speed without it being the most tedious experience in the game and killers won't need to babysit their hex at the beginning of the game

    That's a good idea!

    It gives survivors an actual secondary objective to do, otherwise the main objective (gens) becomes hindered.

    The only issue I have with this is that it would kill NOED, since survivors would ensure to break all the totems for max gen speed.

  • Perhaps it is not the gen speed's that need to be altered, but the actual chase-time itself?

    By the time it takes for you to down a good survivor, 1-3 generators are completed. Maybe, they should remove more pallets from the map, or add a mechanic where Killers get more powerful as they chase someone for longer. Ideally, I'd add spirit fury as an innate power, where once the killer has been stunned twice, or broken two pallets, the entity becomes enraged and aids the killer by breaking that pallet.

    A secondary objective + fixing chase times need to be done.

  • It's badly designed, simple as.

    - It grants 60 seconds of invulnerability to the survivor. Sure, you can down them, but you can't pick them up even if you didn't effectively tunnel them. Why does this perk reward mistakes? If you get hooked and your team fail to save you and I coincidentally find you off the hook within a minute because of your mistakes, why am I punished?

    "Oh that's your fault, just stop tunnelling"

    Right because the survivor with the 60 seconds of invulnerability doing a generator right in front of me should be ignored right?

    It needs to go, or be changed. In fact, if it waa deactivated upon meeting certain conditions (like touching a gen, saving a team mate, teammate being hooked) then it could be much fairer.

    I'd bring back the wiggle to 35% before you can even use it so killers have a chance.

  • To be honest, Decisive Strike rewards mistakes, just like how DH, UB and the hatch/key mechanic does.. strange that they're top tier right?

  • I use it to punish gen-rushing, since it would secure me a kill, when otherwise it wouldn't against survivors who would cleanse all the totems.

  • Demogorgon.

    People see Myers as the superior killer, but to be honest, it should be the other way around.

    Demogorgon has more mobility and map pressure with his portals, whereas Myers has none in his base power.

    Demogorgon has a tool to help him with chases, whereas Myers does, but it is tied to his EW3, which is more situational and restricted (e.g time based).

    Demogorgon is absolutely less stealthy, considering everything he does gives the survivors a obvious signal, whereas Myers can be more stealthy, especially with a EW1 based build.

    If you prefer stealthy, go for Myers. For fun & a stronger killer, although not by much, go for demogorgon!

  • Killers should have the power to only mori 1/2 survivors at most.

    The green mori is the most balanced one.

  • I see! Thanks, would've preferred for all of them to drop at once though ;_;

  • Billy. His mobility is insane, combined with an insta-down chainsaw, absolutely despise him.

  • I'd argue Myers should be between Huntress & Freddy

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