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Pandamonium

Pandamonium

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Pandamonium
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  • I find it an okay skin but yeah, I would have expected at least two survivor cosmetics for hollowed blight. Now Meg is the only OG survivor without a cosmetic hinting towards affiliation with Vigo. I mean, I could totally see her with a belt with test tubes, acting like a runner to collect the vile, which makes sense as she is athletic.

  • Freddy basically does what clown is supposed to do but has more abilities. There's just little incentive to play clown when you have Freddy, who has dream snares which serve a similar purpose to clown's bottles, but can also teleport to generators and is not slowed down by using his ability since he doesn't get reduced movement when setting his snares, while clown only has four bottles I believe which he needs to refill, slowing him down quite drastically. The clown's gas stays for a limited time, Freddy's snares stay forever until tripped, after which he can set it back up with no penalty.

    So clown needs a huge buff. Imagine you're the actual clown and you have to compare your power with nurse and spirit and have another killer who does your job better. I would understand his constant sad face.

  • I think there's a video of Aaronplays where he demonstrates this combo quite nicely.

  • Plague is either an M1 killer (Quite weak, basically T3 Myers without his cool addons, extra lunge and faster vaults) or she becomes amazing when survivors cleanse and you can use omega puke. Basically huntress with extra arch and has a large projectile and ranged bubba if they're injured (As she can hit multiple people with it). Plague is player dependent, she can be amazing or weak.

    At low ranks, I think she can be quite top tier (I won't consider nurse top tier at low ranks because she generally is not very good at the lower green ranks (12) to rank 20. At higher ranks where players know not to cleanse, she is average or a bit above average tier.

  • Imagine you're playing as Amanda, looking over to see if there are survivors and get hit by a hotwired car lol.

  • Most: Nurse (Her normal breathing makes sense when you look at her base cosmetics and it sounds terrifying tbh. The shrieks and fatigue sound nice too), piggy (Quite obvious) abd hag (very scary when you listen it directly from the sound files).

    Least: I love Myers breathing but hate his stun.

  • @katoptris said:

    Survivor have we're gonna live forever and no one left behind as well as prove thyself

    Prove thyself increases BP gains during a trial. It does not multiply your total bps or bps of a certain category after the trial. You just fill up a category with BP faster when it's a cooperative task.

  • That would actually be amazing and spooky.

  • @8obot1c said:

    I just want to know what QOL means

    I think Quality Of Life.

    Myers at T3 should get a buff, but a slight one. 30% extra pallet destruction speed is a bit overkill to be honest. I can respect 5% faster breaking speed and perhaps 2% extra movement speed.

  • Most: Nurse (Without extra blinks) is fun to play against. Michael, billy and surprisingly legion.

    Least: Leatherface (Least dynamic gameplay against them, quite boring chases, likes to camp 7/10 times from my experience) and the PLAG but only if someone thinks it's a good idea to cleanse, even though the rest of the team is purposely not cleansing. It just ruins the game so much to be a 1 hit down from omegapuke.

  • Quite recently I just stopped caring for ruin and tried to do the gen even with ruin. While I was doing a generator, someone else would've found ruin. So we almost always have a generator done and a generator on its way while the killer lost its 4th perk.

    I still run ruin on my Michael, because I'm quite new to the game and don't know how to apply pressure early on in the match. Otherwise, I would not be running it.

    But I do agree that it's a bit boring to run against ruin and if the killer keeps hooking survivors near the totem, it just doesn't get broken in my games unless we bodyblock and it just looks so stupid and hilarious tbh.

    @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/707944#Comment_707944

    Dying Light alone will not slow down your game. What is 3% or 6% penalty on 80 seconds? Nothing.

    From what I read, DL gives a stackable bonus when hooking a survivor who is not the obsession and the obsession is still alive. So 5 hooks is 15%, which is basically passive thanatophobia, with the obsession gaining a boost to their healing and generators. What makes it a perk that I don't want to run is that boost to the obsession.

  • Will the moon change the lighting of each realm like how bouquets used to? If the werwolf can get a slight or moderate decrease in missed swings and blood wipe, then I'd like it. Tbf, this sounds quite similar to old legion without the vaulting quicker and being able to vault of pallets part and not getting a fatigue for hitting a survivor. Maybe I'm wrong in this judgement, so call me out on that.

  • @Kikki said:

    https://forum.deadbydaylight.com/en/discussion/comment/704757#Comment_704757

    Yeah but not everyone is running every match spinechill and you as survivor can't tell in the lobby which killer you are facing. And Insta dawn abyilities have a counterplay but if you haven't spinechill on your load out and you are facing a spirit with prayers breads then yeah... Gen tapping so she can't grab you?

    Infinitive tier 3 Myers with gravestone or a gravestone piece. However you can counter that.

    Okay maybe everything is too much but if someone want's something deleted than please for both sides.

    So items should be removed because they don't fit your perk choices? I run spine chill a lot of the time, which helps me greatly against spirits, pigs and gfs and tells me when the killer is going to my generator, so I know that I should hide or run away. So even if you have spinechill and it isn't a prayer beads spirit, it's still useful. If a killer does not bring ruin, does that mean toolboxes should be nerfed because simultaneously, they can pump out the generators very quickly? If spinechill was not a perk, then I would have agreed on prayer beads being at least nerfed or removed. However, your choice to run another perk does not mean it is out of your capability to run another, you don't need to be fixed around a certain perk build. I went from kindred, sb, resilience and self-care to lithe, bond, prove thyself and spinechill/adrenaline (Depending on which one I want to play). There are options to counter prayer beads, but you simply don't choose to do it.

    I main Michael and I already find Infinite tier 3 quite the task with J memorials on since survivors know not to feed me if they know to look around. I think you need to stalk everyone to full if you're running tombstone infinite tier 3 Myers without addons that help you increase your stalk rate. However once they do reach that, they have probably wasted so much time stalking instead of injuring and hooking (Mikeys could still do that, but not as much). You have to see it from the other side and imagine how painful that stalk bar can be. In that time, just do the generators.

  • So instead of suggesting balance fixes, you just advocate to remove certain items/addons without argumentation as to why. OP is a matter to perspective. You don't even address that all of what you have listed has counter-play. Keys? Bring in Franklin's or kill off the survivor with the key. Ebony? Stealth away from the killer or loop them. If it's a nurse, tough luck, it'll probably be a hatch game, which means that you still have opportunity to victory, even if it's a good nurse. Insta heals are one time usage. If you can't hit that survivor again, then they're skillful, you are subject to human error or both, which is a matter of person, not addon. Insta down addons have drawbacks to balance them (Iridescent head has decreased hatchets + dodge them how you would do normal hatchets). Prayer beads? I think spinechill works against that.

    How about perks with instadowns and instaheals? How about perks that allow you to mori or find the hatch? How about killers who have instadowns in their base kit?

  • Well, fog is a symbol for obscurity and uncertainty, meaning that it could represent how survivors do not know what awaits them during their trial, but that's a wild guess. What you said is probably the fog's importance though.

  • You can try to bl in the basement by killershack but that's quite risky if the killer can move quite quickly, is ranged or when you're injured. I don't see much of a connection between shelter woods and Macmillan (If there is, please tell me) so a mine or a tower to oversee a mine should be added IMO.

  • So is the survivor/killer tutorial against AI or just some added mechanics for the first few matches? Either way, I think it's good to support new players.

    As for loading screen tips, I think they should do random perks from both killer and survivor when playing either role with a brief description. An example would be like: Technician (Feng Min) allows the survivor to repair the generator more quietly and possibly prevent a failed skill check from notifying the killer! Bloodhound (Wraith) allows the killer to track injured survivors with brighter and longer lasting blood trails!

    That way, the survivors get notified on which perks they can use and which ones killers can use against them and vice versa.

  • Pressing M1 for 6 generators is not the most exciting thing to do. I'd rather have 5 generators and second objective to have some dynamic gameplay than having a boring 6 generators game. Gen rushing is IMO quite player dependent. If you get that early game pressure by downing someone fast (Which I know can be very difficult if you have sweaty rank 1 survivors). I remember playing against a huntress who did not have slowdown perks and does not have inherent slowing down abilities. However, she was able to stop genrushing through snowballing the team. You don't need ruin to slow down players as good survivors or good gen jockeys will just push through. However, you may still get a team that will hesitate to do generators when confronted with ruin, so that's where the RNG comes in, your player pool.

  • Are you planning on building a survivor for this or is this a perk that all survivors will have (Non-teachable like deja vu or we'll make it)? So if you run this perk and you get hit, will the other survivor receive the hit and vice versa or only when they take a hit and you absorb it? Because if it is the first one, it could really screw up the either one of you without asking for that effect. How long will this last? For the rest of the match until that perk kicks in, 60 seconds or 120 seconds? How about status effects like exposed and mangled? Will those get transferred over too? What will the changes be over all the tiers of the perks?

  • Bond is more versatile. If you're doing generators and hear the heartbeat but don't see anyone around with bond, then you know that the killer is probably going to your generator. Seeing other survivors running, vaulting and dropping pallets because of bond and being in the killer's TR gives you the awareness that allows you to know whether or not you should continue with your generator or run away.

  • I can already see a gen revolved build for this. Poised, your perk (I will call denouement, which basically means the final act of a show and is a synonym to finish), bond/better together and prove thyself while bringing a repair toolbox and objective bp increase offering. Find a generator or teammate using bond/better together. Finish it quicker with prove thyself and toolbox. When finished and the killer is not chasing someone, they could go to your gen. By the time he gets there, you are far away using denouement and not as trackable using poised. But that's if we are talking about your original idea.

    Same build but if you use the second suggestion (Decreased exhaustion cooldown or reset), the poised can make it so the killer can't track you and when he does, then you can use an exhaustion perk that substitutes prove thyself (As you already have a toolbox to help with repair speed).

    I'd like to see this with the next survivor in the following DLC.

  • T-bagging is really unnecessary I agree (Unless the killer played very scummy like face camping and hard tunnelling, I don't do it) but to cost an escape is absurd, especially if they are reciprocating to the killer's playstyle and that just because you are upset about taunting. And t-bagging has no effect on the game, other than stalling the survivors except at the exit gates while face-camping and tunnelling can remove a player from the game (Given that the teammates are dumb and don't do generators, this can have a huge effect).

    Spinning around the killer is just a strategy to evade a swing from the killer if you are referring to 360s. Now I'm a very low rank killer and have little experience with killers, but from what I have seen when somehow versing rank 10s then is that to spin your camera with the survivor when they attempt it. I just don't get it when killers are complaining about a last resort that you can counter (Because why would you try to 360 when you are near a pallet or window where you can evade a hit).

    As for bodyblocking, one hit on the survivor just for trying to save their teammate is a trade that will see less altruism. Imagine if the killer got stunned for if they tried to tunnel. Yeah, it's basically that. It also completely destroys sabo builds (From what I see from streamers and on YT, you sabo when the killer has someone on their shoulder).

    So, I don't think punishing survivors for helping their teammates, evading hits and t-bagging (Which again, literally stalls survivors in all situations except for at the exit gates) is a good idea.

  • From a survivor standpoint, pig does not feel like a threat, even when I have an RT on my head, simply because there is a large amount of time to get it off your head without addons. If I'm correct, it's only 150 secs (2:30 mins), which is almost the equivalent of 2 whole generators, given they were done individually and also not simultaneously. Then the RNG kicks in and a lot of the time, I'm able to get it off on my first box, but may just be my luck.

    Tbh, I think it's a solid idea to have the first jigsaw box you search will not contain your key and after you search that box, RNG kicks in for the other boxes, unless you are using Amanda's Letter where there is normal RNG. I don't know whether or not the devs could code it like that but that would stall the game much more, fulfilling the purpose of her Jigsaw's Baptism, which is to stall.

    Other than that, I agree with the changes that her TR should return to 28m and that her traps should activate during the powered exit gates phase before EGC.

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