Phasmamain
Phasmamain
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- Username
- Phasmamain
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Comments
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Just let the guy get hatch so what?
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@SilentHillOnDvD said:
He feels way too clunky to play, my man gets slowed down too much when he's using his sword and his addons are trash.
Remove the slowdown he gets when he's ABOUT to put his sword in the ground
Remove the slowdown WHEN he's lifting the sword out of the ground but keep him from being able to attack for 1 second
Make POTD come out a little faster
Give him actual useful addons, putting bloodpoints into him hurts my soul
That's all he needs
He’s fine right now. His cages could use some changes but potd is very balanced imo
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2225519#Comment_2225519
I mean would it? Don't survivors just hold w after the hit and get out of the range with just that? Hmm.
It would be kinda map dependent but I think it could have some use especially on killers like blight or clown who can follow up hits easily
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Yeah. Crowd control doesn’t get a cooldown yet this does it’s weird. It could be decent enough if it didn’t have a cooldown tbh
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2225114#Comment_2225114
Depending on which killer you play, going from 20 to 25 safe pallets can make a difference.
Stealth tactics and never a problem for Freddy players, especially Old Freddy, so there is that.
On that we agree, Billy and Oni could strong a little bit. But then again, there isn't a map which favours every single killer. At least the Old Game only made it a little complicated for those two.
The new game is actually much better for these killers since the open area on the first floor allows more free movement
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2223999#Comment_2223999
I disagree, to be honest. That map was a paradise for stealth killers, not to mention completely viable for most of the others. Also, it was possible, yet challenging, to survive there without major problems.
Now... you hold W and pre-drop every single safe pallet you come across, and the killer has to deal with that.
Also, there are the visuals. But you know I would return to the old style ASAP if I could, so there is that.
The map still had the same problem before. All pallets were safe and it had 3 windows. Sure there was less but going from 20 to 25 doesn’t make a difference tbh.
Also the map was too dark for its own good making blendette’s or other blends outfits too strong.
Not to mention how enclosed the first floor was causing issues with powers like Billy’s or oni.
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@GeneralV said:
Consequences of a failure we like to call "The Realm Beyond", which destroys what we love while failing to address actual issues.
Tbf the map wasn’t exactly good before
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I do as the archive guides
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@Blueberry said:
Toxic? No
Sweating? Sure
Ironically the devs called mori's toxic in the anniversary stream. Quite odd.
I think they were more referring to how they could be used which tbf they could be used in a toxic way
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Only old old brand new part was toxic imo
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But what happens if the sweats join up in casual to stomp?
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I go for huntress so long as connection is good and they don’t slug too much. Otherwise slinger
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Wait are they on the ptb? Would love to see some gameplay of that
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First memory was playing clown on mother’s dwelling. Will never forget that
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It needs to work on broken and a couple of new statuses like oblivious and incapacitated. Then it could be okay
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Problem is zombies can already camp gens on occasion with no real way for survivors to move them.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2222049#Comment_2222049
I’m thinking similarly. I can’t see them being passively active right from the start of the game the same way Hexes are.
If extra points, and the fear of NOED still isn’t encouraging interaction with totems, Boons (if powerful enough) will.
Yeah we’ll have to wait until they reveal more but I’m very excited about them. Adding more depth to survivor is very important since they all play the same
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My guess is that you’re going to activate a dull totem to make it a boon or potentially turn a hex totem into a boon.
The killer will probably be able to break them or have to hook the survivor who made it in order to break it. This could encourage splitting hooks which is nice!
It’s hard to tell atm but I’m glad survivors will have some sort of secondary objective
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Autodidact, Solidarity, Empathy and second wind is always fun
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Just like blocking the basement of the new farm maps this needs to be removed
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I can’t bring myself to run it on slinger honestly it feels too cheap
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I had a match recently where me and the other three survivors helped a plague get her challenge done! That challenge is a complete nuisance to get done
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The text looks fine but I’m not sure why they changed the tally mark. It looked fine before
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The Claudette and wraith outfits never came back so unfortunately these will probably be the same
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Nah soul guard is a counter to hexes not a boon
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@deckyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2219465#Comment_2219465
ultimately this is the right answer, albeit a bit meanly delivered.
if you're playing trapper, play for fun. seriously, just don't worry about it.
i hate keys too when i'm playing killer, and i play trapper too! but the first step is just putting these concerns out of your mind and concentrating on the fun aspect.
Exactly! I main clown which has lead to me not taking the game seriously
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When you play a low tier killer don’t expect to win a match against 4 good survivors
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Ranks are about as meaningless as the all kill chapter to me so yes
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I play clown so using the antidote effectively makes holding W fairly redundant but certain killers can’t really deal with it
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@bowo said:
https://forum.deadbydaylight.com/en/discussion/comment/2219255#Comment_2219255
I like it! The perks seem strong, but not unbeatable. The only issue I have is with the nature of the speed boost. The game is generally pretty good at telling when you are actually chasing a survivor, but it can be abused. Looking down and briefly stopping is generally enough to break chase, and you can still follow the Survivor based on scratch marks and sound. The speed boost would definitely make up for the distance lost by breaking chase. Maybe the speed increase should be based on proximity? The concept is quite good, but I don't think that aspect could be implemented well as is.
Yeah I was struggling to think of ways to make the speed boost work. I couldn’t have it be all the time because then she’d be op. I want to encourage splitting pressure and sneaking up on survivors with her so that was my best idea at the time.
Basing it on distance isn’t a bad idea maybe like 10m could be good. It would help her catch up to people holding m1 but not make her amazing in chase
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@Mailly92 said:
https://forum.deadbydaylight.com/en/discussion/comment/2219243#Comment_2219243
PC :) I listed my specs by the end of the post.
You can use a controller on console so just making sure :)
I haven’t noticed anything to be honest so you be better off seeing if it’s an issue with your keyboard
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I have a concept for a banshee killer I’m working on. It’s still pretty rough around the edges but I though it could be an interesting power
Power
Basic stats
Move speed:4.6 Ms(115%)
Terror radius:24M
Height: Tall
A mourning spirit. The banshee can charge her power”Celtic fury” by placing runes. When activated ”Celtic fury” will cause the banshee to become undetectable and increase her mobility. These runes are also a great source of information
The banshee starts the trial with 5 runes. She can place these runes any interactable object such as generators, totems or windows when within 32M and having line of sight on the object. If the rune is placed on an object a survivor who begins to use it will scream and reveal their location. Runes take 2 seconds to place and reduce the banshee’s movement speed to 105% when setting them down. These will charge up the banshee’s main power “Celtic fury”
The banshee’s power has a cooldown of 180 seconds which begins as the trial starts. This cool downs goes down by 30 seconds every time a survivor interacts with an object cursed by a rune. When activated she will scream. This causes all survivors to scream out revealing their location. This also empowers the banshee. During this time the banshee moves 30% faster outside of chase, gets an action speed increase of 25%(vaulting, breaking pallets, picking up survivors) and becomes undetectable. In addition the banshee can also teleport to any runes she has placed. This takes 2 seconds to activate and will take her 5 seconds to be able to teleport again. Celtic fury last for 45 seconds
Edit: Forgot perks!
Hex afterlife:While your body crumbles your soul lives on. Gain a token up to 4 for every time you get pallet stunned or blinded. Each token grants a 10% increased lunge range and 5% pallet stun time reduction.
Hex decay: While this totem is active all survivors suffer from the exhaustion status effect. Once cleansed this effect persists for 40 seconds
Imprisonment: Kicking a generator will cause that generator to be blocked for the next 20/30/40 seconds. The generator does not regress during this time
Once activated this effect will go on cooldown for 80 seconds
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Do you play on controller? Could be an issue with the joystick
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@PabloLovesMC said:
https://forum.deadbydaylight.com/en/discussion/comment/2219144#Comment_2219144
Theyre a strong killer but nobody plays them. Thats the thing. Now even less people are going to play them. The twins are heavily perk reliant. Slowdown perks are a must. Sloppy butcher is a must. And they are easily countered by staying in groups of two and constantly healing and kicking the ######### outta victor. The twins are so easy to counter its not even funny and theyre still nerfing him.
Sloppy isn’t a must it’s just a great perk and it’s up to the twins player to try to snake the survivors split up.
I’ll agree that the nerf was unnecessary but it’s not like they are that bad right now
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@PabloLovesMC said:
https://forum.deadbydaylight.com/en/discussion/comment/2218889#Comment_2218889
Re work for the better like the twins that saw no play and still got Nerfed to hell
Just because they aren’t played doesn’t mean they are bad. Twins are still quite a strong killer tbh
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2219075#Comment_2219075
Very true. The aim on it was wonky for me.
He seems very solid right now from what I’ve seen. His zombies can be a tracking tool or a zoning tool and his chase potential seems pretty decent
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It’ll take some time for people to get used to hitting his tentacle strike like with slinger or ph
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2218889#Comment_2218889
Honestly, I respect you for pointing it out but I don't expect much to come of it.
It's so wierd how people fixate on what happens to one side and ignores the other. Undying and DS got massively nerfed in the span of 2 months, both are still good perks, and people still fixate on one or the other.
People always love acting like their main side is the victim despite the fact that both sides have been getting good changes
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Survivors don’t get more pull. The devs balance the game as they see fit which is why killer has got many buffs and multiple killers have been reworked to be better
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That one oni perk
Don’t care
Firecracker man
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@SpookyPumpkinPiez said:
For some reason people don't like healing against legion, I'm assuming because they think they'll just get hit with frenzy again. As a legion main though, it's perfect for me because I just down them. Legion gets a lot of hate but I double pip with them more than any other killer. Susie is awesome too
People don’t heal because then they don’t have a power and get looped easily
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It’s definitely interesting but the concept is in its early stages so we really have no clue how they will work
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This is more a problem with nurse than starstruck
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@Lord_Tony said:
we need a chapter totally dedicated to game balance.
why keep adding new characters when the characters we have now have MAJOR ISSUES?
So people don’t get bored?
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I have Quentin and Jane P3 50 all perks and am working on Jeff. I play these three almost equally but I’ve played Jane the most total
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Best moment would probably be silent hill.
Clown’s bottle change was the main attraction of that update for me
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Killer: Twins
Survivor: Adam
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2213979#Comment_2213979
Well, I don't. I would return to the old maps without hesitation if I could.
Fair enough though I still have ptsd from the ironworks window
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2213954#Comment_2213954
If you would like to, check out this thread:
https://forum.deadbydaylight.com/en/discussion/comment/2205158#Comment_2205158
In the very end we talked a little bit about maps and I think it explains better what I am trying to say.
As for Iri Perks, they sure look good!
I actually did forget to mention that I think disturbed ward is the only map that actually looks worse. The style is weird compared to the old one and it’s way to cluttered.
I still prefer the rest though especially Thompson house
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2213913#Comment_2213913
Yes, I mean every word. Haddonfield is currently bugged, if I am not mistaken, but if you take its original version:
https://us.v-cdn.net/6030815/uploads/HDK6LGT7DZPO/image.png
It looks gorgeous, it looks good. Same goes for Disturbed Ward, the Chapel, MacMillan, Autohaven, Badham, the Game... Well, all of them.
As for the characters, they shouldn't even receive changes to begin with. Just because you can change something, doesn't mean you should.
I will agree the lighting in that image is great but the textures look pretty bad. The walls of the house look terrible and the pumpkin looks plastic
Also I miss iri perks they looked so much cooler :(