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PistolTimb

PistolTimb

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PistolTimb
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  • They will do a dev stream at some point where they go over the roadmap

  • It's just a game. Y'all wouldn't have survived back in the old modern warfare days. Literally had kids screaming and calling me the C or N words, among other obscenities often directed at my mother. T-bagging ain't so bad, trust me.

  • A French killer or survivor would be nice, as my family came from France over a century ago. I'm not in touch with a whole lot of folklore, though. Not even sure what a fitting French killer would be.

    Jack the Ripper would be an excellent fit, I think anyway. He's not French, but there's lot of interesting things they could do with a real life killer.

  • I use the portals to manage generators. The killer instinct makes it hard for them to do gens without me breathing down their neck.

  • @DepressedClownMain said:

    So about Clown, we have no dev feedback on him and there have been no changes leaked, so no.

    About Demo, he is top tier lol. He has insane chase potential and detection, as well as being able to get grabs and traverse the map. Honestly I can't imagine how you think he is the second weakest killer

    Agreed about demo. He's a very solid killer. Only thing that is trash are his perks.

  • Hopefully someday. He could do with a "rework" like Doctor, and I'd love to see them turn Father Campbell's Chapel into a full blown circus :)

  • I like the idea. Definitely better than current SM, but literally anything would be better.

    -Would it cause exhaustion? That might be crazy strong when used in conjunction with say dead hard (nvm I reread your post).-

    Definitely worth considering as an official change.

  • Uhhh, yeah I'm gonna have to say no to that. Iron Will is strong, but it does not guarantee an escape nor does it make stealth 100% full proof. It is up to the player to use iron will properly, and if they make a mistake then they're downed and hooked. Iron Will is a high risk, high reward perk that should remain the way it is. If anything, Yui's perk should be permanent, but they likely didn't do this so they wouldn't be forced to rework No Mither.

  • @inferjus said:

    https://forum.deadbydaylight.com/en/discussion/comment/967032#Comment_967032

    Not if we talk about Claudette with all prestige skins.

    And by the way, I like prestige skins. :(

    Yeah, good point. P3 Claudettes are more invisible than the frickin wraith haha.

  • Probably with the mid chapter patch, which should come sometime later this month or in February.

  • @inferjus said:

    https://forum.deadbydaylight.com/en/discussion/comment/967019#Comment_967019

    It's worth to mention prestiging characters gives you bloody piece of skin for character you prestiged, and you can prestige character up to 3 times. It usually goes shirt or weapon, then pants and after that face. So basiacally, you get free skins with prestiging characters.

    In bloodwebs of prestiged characters you can find more rare items, which does not have too big impact on the items you get, but is still worth it if you are going to spend a lot of bloodpoints on prestiged character.

    Yes, but it is overall pointless for a new player. The bloody skins are usually ugly anyway. It is much better to focus on getting perks than trying to prestige a character early.

  • Flashlights are used purely for blinding the killer, which can be done while they're breaking a pallet or when they're picking up a survivor. Survivors often spam the flashlight to taunt or irritate the killer, which can often backfire.

    Teachable perks are available at levels 30, 35 and 40 of their respective character. Once you unlock the teachable version of the perk (it will be orange instead of the normal colors), then it will appear in all survivor bloodwebs.

    You should level up a character you like; for example, I loved Ace when i first started playing, so i leveled him up first. When you get a character to level 50, you have the option to prestige them (lose all perks and items, and start at level 1 of a new bloodweb). This is usually pointless, especially for survivors. You should focus on getting teachable perks that you want, before you start prestiging survivors or killers.

  • Only if I've got Quick and Quiet and Head-on, or if I know for a fact the killer has bbq and chili. Otherwise they're wayyyy too risky to use.

  • @humanbeing1704 said:

    Killers shouldn't be entitled to 4ks as well

    They didn't say this. Their post is about how if the survivors compeltely failed to escape (gens aren't done, hatch wasn't found first), then they aren't entitled to yet another second chance to escape.

  • Honestly not likely. It takes at least 15 ten minutes games to go up 1 tier. Unless you still have challenges you can do, I don't think you can finish it before it's over.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/966687#Comment_966687

    @thesuicidefox

    I understand no one really abuses non-god windows, that's why my main focus was on god windows. By allowing them to come back over time, it sort of defeats the purpose of what I suggested because you aren't completely getting rid of it.

    You're right though, the old maps are the ones suffering from the god windows "problem". Which is another reason I suggested this idea, so the devs aren't just creating maps with super unsafe loops (Hawkings), and actually feel like they can create strong loops without the fact that they can be used indefinitely being a hindering problem for the killer.

    I definitely think there is something interesting about your suggestion from an atmospheric standpoint. Because it makes the structures feel old and like they can crumble at any point...which is kind of scary. lol

    Make it so strong windows are obviously crumbling, right of the bat (large cracks that get bigger as the window is used). Then after its vaulted at least 3 times (by anyone), it crumbles apart after a 5 second period (so killers can't just hold forward at the window when it breaks, and instantly catch up). After 3 minutes, the window is automatically repaired, like sabotaged hooks and bear traps. Your idea is honestly great. @Peanits or somebody else should forward this to the dev team and see what they think.

  • @Colton147 said:

    Games aren't either survivor or killer sided.

    Certain maps are only a problem (Haddonfield and Yamaoka favor survivors, however indoor maps (Lery's, Game, and Hawkins) favor killers). Coldwind and larger maps (Asylum and Ormond) are not much of a problem, since certain killers can be played extremely well there (Billy, Nurse, Huntress, maybe Spirit).

    But if you're talking about "one-sided", killers usually earn way more bloodpoints than survivors...

    If you think Ormond and Asylum aren't an issue then I can't take you seriously.

  • It's only survivor sided because Yamoako's contrast is god awful. Claudettes with dark clothing are painful to see, like my eyes are strained just trying to discern where they are when looping. Idk what they did but old Yamoako was definitely made worse when the new one came in.

  • Honestly, increase the amount of gems needed to be completed, but decrease the time it takes to complete 1.

  • Nah, that's what iri stone is for. Just make stitched bag basekit, increase total traps on the map by 1 or 2, make it so he can reset traps without picking them up, and I think he would be in a good spot.

  • Just don't get downed in the first place. Easy fix

  • Meh, it fills them with a sense of power to taunt with absolutely no risk. It's pretty funny ngl, especially when people get mad about it :P

  • Yes? If anything i play more and then get burnt out.

  • Bubba's base kit is fine, he just needs less slowdown when revving his chainsaw, a better charge up period (charging up and then releasing is awful) and the ability to fake it like Billy so he can mindgame pallets.

  • PSA: Dying Light is an awful perk. Sorry, just had to say it.

  • Scott jund made a pretty good huntress guide. I'm a trash huntress but even i was able to pick up on some things.

  • They'll most likely have a ptb 2 weeks before release. My guess is the rework will come in the mid chapter patch, which may come late January to mid February.

  • Wow, that's... actually really interesting. Like how pallets are consumable, so are god windows. That would make it so strong loops can exist and the killer isn't punished just for it being present. Honestly I would love to see something like this in action, and it wouldn't require the devs to compeltely rework every single busted map.

  • @laurelstroodle said:

    Devs are just adding usseles perk to the game, I dont see how they want to "shake" both sides metas if they keep making trash perks.

    And if they touch meta perks they better buff the 200 bad one.

    They don't want to add strong solo perks right now. Their main goal -seems- to be making perks that synergize with other, older perks. Nemesis is a prime example. On it's own, basically useless unless you're an instadown killer. But with perks like Pwyf and dark devotion, Nemesis can truly shine.

  • Nemesis is cool but I rarely even use it now. I didn't even buy Yui because I didn't like her perks.

  • He is very strong which isn't a bad thing. Sadly some survivors aren't happy unless they're going against a trapper that can't use traps properly. Strong killers intimidate them and they blame their failures on the killers strengths and not their personal weaknesses. DC penalties can't come soon enough.

  • They nerfed it so DS and Head-on weren't made completely useless by it. Wish they would have buffed it a bit more as a trade off. That's 66% of its usage gone.

  • Thana is an awful perk by itself and forever Freddy is dead. Those other three perks plus save the best for last are his best build, then slap on pill bottle and literally anything else.

  • Sweating is bad except when I'm sweating! Darn tryhards! 😒

  • EGC was made to remove the possibility to hold the game hostage. You aren't supposed to be guaranteed to escape. Best strategy is to get a gate to 20%, so that the first light doesn't come on. Then you wait as long as possible. Eventually the killer will get frustrated, and their patrol might get worse. Then you go for it toward the end of the timer. Like I said, you aren't meant to get a free escape. I admit that sometimes it sucks when the gates are close to each other, but sometimes the hatch will spawn so far away from them that you can get one open before they can even reach it.

  • I don't bring Franklin's unless I see a key or if everyone has items. Otherwise it's a bit of a waste.

  • @Rizzo90 can one of you explain why this guy was banned? He seemed friendly and nice.

  • Fair enough. If you can heal up to full/someone else is hooked, then you're not being tunneled. They should be fair game just like anybody else. DS in its current form gives God mode with no caveats. It should be reigned in, but I'm sure there will be people coming in here to call us killer mains for daring to even suggest touching such a beloved survivor perk.

    Slugging should pause the timer, even if someone else is hooked. Because at that point you were tunneled, and the killer shouldn't be able to deactivate it in anyway if they did.

  • I'd like it if the perk blocked all windows within 16 meters of the killer. You could only get the proc 5 times in total so I don't think it would be too op. Would synergize well with tinkerer, and the devs are big on synergizing new perks with old.

  • 20 yrs, 21 in Feb. I'd imagine most players are 15 to 30.

  • I play solo because I'm not very talkative and don't make friends too good.

  • That would split up the playerbase for no good reason. Eventually everyone would stop playing competitive anyway. I think the ranking system in general is crap. Really should be revamped entirely.

  • I agree. His power has only gotten better since he was released. All the pc players were spoiled by that crazy flick, and now that it's gone everybody calls him trash.

  • @SnakeSound222 said:

    I’m loving the removal of stance switching because it sucked going at 110% just to shock people. I’m hoping that this helps make the shock stun more consistent because you have to pray that the DbD gods will let the stun work when shocking a Survivor. New chase music and add-ons sounds pretty cool.

    I am not 100% on board with the Static Blast. I need more information to say if it was a buff or nerf. Yes, a guaranteed tier up is great, but not with a 60 second cooldown at base. That’s a long time in DbD. You can finish a good portion of a gen in that time. I’m hoping that the devs didn’t nerf Doctor in the name of Survivor fun and that there’s some secret effect that’ll make the 60 second cooldown necessary or he’ll have the cooldown reduced to 20 or 30 seconds.

    I'm pretty sure the static blast is going to work like a normal shock, just within the entirety of his terror radius. You use it when you think people are near, which reveals them. It will make locker usage much sstronger against him, and the calm addons will shrink his terror radius while it is on cooldown. Not too bad a change, assuming the cooldown isn't too ridiculous.

  • Space Coconut

  • I'm pretty sure they're going to be going all out with this rework. New animations, new chase music, new addons, potentially new perks. I've got high hopes for this, but I'll tone them down so I won't be disappointed if I'm wrong.

  • Prayer beads are gone, so yes, she's balanced. That was the only real issue I had with her. Going ahainst that was brutally unfair and unfun (even though it was very fun to use).

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