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PlantCollector

PlantCollector

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PlantCollector
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  • I think i will try: Discordance, Ruin, Surveillance and mabye Deathbound. I might switch Deathbound for something else.

    If it turns out im not using the cages that often i might go for: BBQ, Pop and whatever two other perks. Mabye surge if i still want to use the cages sometimes and can't get my pop.

  • Trail of Torment is fine if they just remove the yellow aura. Forced Penance is also fine if they increase the broken duration to at least 90 seconds on tier 3 so it's actually somewhat punishing for the survivor.

    The perks must not break the "meta" but at least should be somewhat usefull.

  • For Killers:

    P3 All Perks:

    • Trapper, Myers, Hag, Doc, Freddy, Pig, Clown, Spirit, Deathslinger

    All Perks:

    • Legion, GF, Plague, Demo
    • Currently working on billy

    Survivors:

    I don't use any itmes on survivors and don't really like the bloody cosmetics on them, so there was no real reason to get them to P3.

    All Perks:

    • Kate, Nea
  • Since the update regarding the loops, i think it's wretched shop for me. Doesn't matter if i play killer or survivor, it's the one i like the most.

  • Back then it was old Freddy. Now its Trapper or Deathslinger.

  • No hook/unhook related perks work when a survivor gets in/out of a cage. Also your exhaustion doesn't go away immediately and you can't attempt escapes in the cage.

  • I don't main feng but i really love the bunny feng cosmetic. If i have a cute bunny feng in my game and she doesn't try to annoy me, then she's getting the hatch more likely than others.

  • Im a big fan of board games. I would love to see a DBD boardgame even though i doubt it will be possible to transfer it to the table in the way we enjoy playing it.

    The ones i really enjoy playing with my friends:

    1. Descent: Journeys in the Dark (2nd Edition)
    2. Robinson Crusoe, Adventures on the Cursed Island
    3. Scythe
    4. Bang! (the card game)
    5. Mysterium
    6. Mansions of Madness
    7. Colt Express
    1. Xenomorph
    2. Pennywise
    3. Pyramid Head
    4. Candyman
    5. Jason

    1. and 2. could also be swapped.

  • It's the hidden crossbow that some killers with a bad ping have. You jump through the window, walk 5m and then all of a sudden get hit.

  • I think slugging is fine as long as it isn't taking ages because the killer wants his 4 k and keeps walking over the hole map for a third time or walking around me for 2 minutes to bait the last guy.

    Though, I'd love to see more perks getting introduced that work around slugging situations.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280278#Comment_1280278

    I don't think so. It's like vigil tbh. They are both weak but together might actually be strong lol

    Yeah okay i kinda thought so ^^ Thanks for the response!

  • @CashelP14 said:

    Really like the killer perk. I don't think it would become meta due to the fact survivors rush gens while injured. It can work well with tinkerer.

    The survivor perk is a bit weak tbh. Don't see any reason to run it.

    Would you consider using the survivor perk if the numbers were a bit better? Something like 15 seconds off for status effects and 10/15/20% overall cooldown reduction? Im curious ^^

  • @Icery said:

    Have you seen anyone to criticise Improving Actions? That could be a meta too. Exhaustion effects and many perks can be fastened with that. Why you do not look at that? That would make many survivors win the game.

    I agree, the perk can be very strong in certain scenarios. However it only reduces the 10 seconds if you cleanse a totem. You have to suffer from an active status effect during that time to get the benefit. Thats why i added the overall cooldown reduction for perks, which you gain for the entire match and not only if you destroy a totem, to make the perk a bit less situational.

    It defenitely can be very strong if you suffer from exhaustion, broken or the exposed from haunted ground for example, because the killer doesn't know that your exposed may have already expired while the perk shows him he got 5 seconds left of insta downs.

  • @toxik_survivor said:

    Make it 7 meters

    24m may be a bit too strong for the perk. However, if the survivors get the exposed effect from deadly fury while youre 24m away, you have to first catch up to them and then down them in 15 seconds. I don't think that's too easy because they can just run and create distance unless they are in a complete dead zone.

    @Woodywool said:

    Tinkerer & Deadly Fury will be great combo or OP

    For the " Imrpoving Actions" it will be great if you get tokens (10-50% at level 3) for each broken totem by the owner this perk and this bonus works for you and allies within a 8 meter range (like Streetwise, Leader e.t.c.)

    That's an interesting idea. I personally didn't want to give the perk a huge cooldown reduction, because there may be added some perks later with a cooldown clause and therefore a huge reduction may be too strong combined with them. I definitely like your idea though.

  • Its already acknowledged in the bug section, so it's a bug. It hopefully gets fixed soon ^^

    https://forum.deadbydaylight.com/en/discussion/147479/fengs-hair-and-makeup-chinese-skin

  • Changed the thread, so that the perks appear like when you hover over them ingame. I also edited some pictures in, so you get a small overview what the perk icon could look like.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1254368#Comment_1254368

    There were deadzones, but not to the extent I am seeing them now. I just played a game on coal tower where an entire back corner was literally just trees, no brick walls at all, and the closest things nearby were a few very mediocre throw-and-go pallets and the now mediocre building.

    Without sprint burst you are absolutely screwed if the killer finds you there (and only blendette could try to use those trees to hide). It's probably why I am seeing like 3+ sprint burst a game now where I would normally see 3+ dead hards.

    I think a good billy would be super hard to deal with on some of these new maps if he wasn't so bugged right now.

    Though, to be fair, some maps are still pallet town. Springwood and blood lodge seemed just as bad as ever. But other maps are just sprint burst, urban evasion, blendette, or get out.

    That definitely sounds like bad rng. But tbh i don't really see any big differnce than before. I also had some matches before the patch, where one side of azarov's had only 2 pallets (one was shack) or the swamp with 0 pallets in the middle. That's why i personally haven't seen any big differnces to the rng before the patch. Some players also said they had 0 pallets in the middle on bloodlodge, while i had 5+ yesterday. That's why it's hard to say if some people are overreacting or if there really was a change.

    Yeah, i agree that dead zones may screw you over but that's the purpose of them. You always take a risk if you're working there. If there isn't more than one or mabye 2 small ones on a big map i personally think that's fine. I also don't mind if there aren't any dead zones.

  • There were always dead zones in certain maps. It was always a risk to repair a gen in that certain area. Also i don't feel like there are any big changes about the pallets tbh, sometimes some maps had 1 pallet in the middle while another time there were like 4 of them. It was always this way and i personally haven't really noticed any big differences in dead zones than before. I really start thinking that people only notice this now because they can't use the same window over and over again and actually have to look for alternative routes.

    As for op, i agree that dead zones are sometimes frustrating and annoying but if there aren't multipile dead zones in a map, then i personally think it's not a big problem.

  • 1151 hours at the moment. I guess there will be following some more. In June it's 2 years since i started playing.

  • @Fibijean said:

    @PlantCollector Code Geass was a great one! One of my favourites.

    Others I'd recommend off the top of my head are:

    Angel Beats

    Legend of the Legendary Heroes

    No Game No Life

    ... and I can't believe no one has mentioned Jojo yet!

    Yeah, i think it was my favourite by far ^^ I don't even remember the names of all the animes that i watched back then, but code geass is the one i definitely enjoyed very much.

    However i haven't watched some of the really popular ones like death note, so i may have not really good comparisons for that ^^ I only read the first manga of it later and thought it wasn't bad, but i never started watching it.

    Out of my head, i think one i also liked was gurren lagann, at least the first few episodes.

  • It's a long time ago since i watched any anime, but the one i really liked and that i'd recommend is "Code Geass".

  • On the EU servers it's a lot more enjoyable if you play in the afternoon in my opinion. The survivor queue time isn't high and the killers are usually not really annoying. Same goes for killer, it's a lot more enjoyable to play around that time even though you have to wait a bit from time to time.

    In the evening you have pretty high waiting times as survivor and the killers i faced in the last weeks were pretty much far beyond enjoyable (Moris in a zero item lobby/ Tunneling as soon as you touch the ground from nurses and freddys until you are dead/ facecamping). As killer you get a lobby immediately but the survivors are often using some map offerings or trying to annoy you, so i can really recommend you playing in the afternoon.

    At least thats my personal experience in the last couple of weeks.

  • Each time i'm about to play huntress, I need to hire a good lawyer for all the property damage i'm about to cause.

  • I personally don't get the reason why it's so bad to lose your addons. Some items are good enough on their own without addons and you don't lose the item if you escape. You also don't need items in the first place. If you really want that addon, then you have to spent some bloddpoints for that character, same you have to do when you want a certain addon on a certain killer.

    I know survivors doesn't earn that much BP as the killer usually does, but you are always free to play killer if you want the BP so badly.

    There are enough survivors out there flaming their treammates when they bring self care but they always bring their medkits with gel dressings, etc., so they have many heals with actually ridiculous healing speed. So ... No thank you, if you want your addons so badly then pay for it, play ace in the hole, start using perks for your healing like others do or actually play without any self healing possibility.

    I don't want to face a strong killer with strong addons all the time as well as i don't want to face survivors that can almost immediately heal themselves back up when i hit them, so it's more than fair that you lose the addons (which you could still prevent by plyaing ace in the hole).

  • Someone made an interessting rework suggestion for the perk.

    It was something like: When the killer see's your aura (with a perk, addon, ...), you see their aura for 6/8/10 seconds. I really liked the idea.

    The perk should either let you see them as killer all the time too or straight up be different.

    Edit: It was this one: https://forum.deadbydaylight.com/en/discussion/141016/object-of-obsession-rework-idea

  • I kinda agree with @Milo and @DuckCast . The only thing i'd probably agree with is a small nerf for freddy, but not regarding the teleport. Also the pallet freddy is by far less strong than the snares freddy.

    These are things i would love to see getting changed:

    • DS: Insert deactivation clause for the person using DS when interacting with bones, gens, lockers, unhooks and DS can't be "abused" anymore.
    • Exit Gates: Make them spawn at least a certain amount of meters away from each other, so you can't look on both from one point as killer.
    • Buff/Rework some of the worst killers so they are more fun to play and against.
    • Improve some of the perks that almost see no usage on both sides.
    • Make camping less effective.
    • Adress some remaining map sizes and tiles.

    This is just my opinion.

  • That might explain why some people seem to always predict how im running around these rocks on shelter woods as killer, while i have a hard time as survivor to keep track of them when they hide their red stain :/

  • @angematias said:

    I think Overheating would have to be a hex for all the benefits it brings the killer (information plus some amount of delay to generators)

    I'm glad that you said that, thank you. The description of the perk may be a bit missleading.

    The red glow isn't meant to be an aura that you can see across the map live surveillance for example. It is a little visual effect that you can only see when you're near the generator. The purpose of this is to indicate the survivors that this gen has an applying repair speed penatly. The survivor then can either wait the last few seconds until the repair speed penalty goes back to zero or he can start working with the respective penalty being applied to him.

    That means the only information the killer gets is that someone in the last 20/25/30 seconds was working on that generator and that he at least worked 20 seconds on the generator.

  • Im pretty sure it doesn't. Im not 100% sure but small game seems to be coded that way, that it only works for traps (traps in form of fake pallets in this case) that are actively set by the killer. Doc's fake pallets appear by itself while freddy has to actively set them. That's why it doesn't indicate doc's fake pallets.

  • @AhoyWolf said:

    I think windows shouldn't show the fake pallets at all, does it show Doctor's fake pallets tho?

    @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1231894#Comment_1231894

    It does indeed... Or not. It's been quite some time when i used WoO, but pretty sure it does show them.

    Windows of Opportunity shows all fake pallets (doesn't matter if it's doc or freddy) as normal pallets. There's no separation, so you don't know they're fake when runnning windows.

    However small game does indicate if the pallet you're heading towards is a fake dream pallet or not. So small game counters freddys dream pallets (If this hasn't been changed lately).

  • DS:

    I think deactivating DS in some scenarios, as you said, is a good idea. However, in my opinion, it should only deactivate if the unhooked person touches a gen, bones, hooked person and locker.

    DS should not deactivate if someone else is hooked. If someone is hooked in a dead zone and an injured person without BT comes to unhook you, the Killer will down the unhooker and then down you. The killer hooks the unhooker, your DS expires and then he hooks you. You had no chance to do anything and DS is there to prevent tunneling/farming. That's a reason why DS should not deactivate when someone else is hooked because the killer can easily play around that in some scenarios.

    DS should not deactivate when you get healed. In most cases people heal under the hook. If you get fully healed and the killer comes back he could also go for the person that healed/unhooked you. I honeslty would say this is still tunneling if the killer has the choice who to hit if both of you are almost next to each other. Also the killer can injure you and leave you in which case the time spent healing was pretty much for nothing. Another reason is that running around injured may be better instead of healing then, because you can still use DS if the killer goes after you and you did'nt waste any time healing. People should not be encouraged to run around like headless chickens after the unhook.

    NOED:

    I honestly don't see a big problem with noed. I think the best way to nerf it is to remove the last bit of speed boost it grants you when the totem is active.

    A random thought:

    Noed could get 5 tokens and for each person you hit you lose one token. You can only insta down survivors if the perk has any tokens left. That means you could only insta down 5 times and after that you only get the speed boost from noed. Just a random thought.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1231433#Comment_1231433

    The point isn't about teachables. But the perks that killer players like to complain when it comes to survivor are usually teachables that you get at level 35/40. Whereas one of the most complained about Killer perks is a base-game perk.

    Again, with those killers, my point is, that escaping can become near impossible since they can stack these abilities and etc. I dont mind the extra challenge but it can be very annoying having to run into it game after game.

    I'm not complaining, it's what i do, I only play killer for bloodpoints, I just think it's unfair how disproportionate the bloodpoint gain is between the roles - especially since bloodpoints in some cases are shared among the survivors.

    As for SWF - this is entirely the developer's fault. in-game voice communication should've been in the game from the beginning, you're playing in a team and should be able to communicate. Whilst having this information useful, it doesn't necessarily turn the tide for the survivors in my experience.

    I see, i can't really say something about that because i don't see big problem with noed in the first place.

    I think you just have to think a bit different if you verse the insta down killers. You have to avoid situations where they can get use out of their ability. I know this is easier said than done sometimes if they stack some charge addons like you said, but im sure you get a better understanding of how to play against that from time to time. If you just don't like these killers thats fine, everybody has a killer he/she doesn't enjoy playing against.

    I know thats something alot of players would like to see getting changed but as i said i personally don't see a problem with that.

    I don't want an ingame voice chat because i don't want some kids screaming in my ears or some people not talking english cause they think everybody knows their language (you know which nationality im talking about). I want to enjoy the game and not some guys screaming at me because they are frustrated, want to troll and play loud music or whatever.

  • Yeah, i agree. I had a game on lerry's against a nurse and the nurse got some problems catching people. In the end he chased me, i got hit by noed and he nodded round about 10 seconds after downing me. After he put me on the hook he nodded again, camping me and by doing that he also downed two other mates and came back to me to nodd again. I had to laugh the hole time because of his reaction with the nodding after downing me. It was so good that i coul'dnt stop laughing (not about him beeing bad, about his reaction after the down).

    I wrote in the end game chat that he made my day and i had to laugh because of his reaction after downing me. He said he is usually a good nurse and he can show it to us in a private match. I told him nobody thought that and that is honor is safed so that he can sleep well tonight. He just wrote "xD" and sent me an invite.

    You really meet the best people out there xD

  • I'd say both roles are easy to play but hard to master.

    You also have to level up other killers to get their teachables too, so i don't know where you see the big difference here between killer and survivor. In fact the "meta" survivor perks are almost all from free characters.

    Regarding some insta down killers, you just need to know how to play against them.

    I don't see the big advantage you have as killer when you can see the survivors in the lobby. If i want to equip a mori i don't have to look if they are swf or not because i can do it whenever i want. Also, in my opinion, there should be a chance for the killer to bring certain perks against survivors if they stack certain items, because there are addons for some items or items ittself that can change the outcome of a game very easily.

    Regarding the bloodpoint gaining for each role, i also don't see a problem. You have access to both roles, if you think one gives you more bloodpoints than you can play that role if you want the bloodpoints so badly.

    Also if you talk about big advantages for killers, there is also swf, which i personally dont mind because i play a lot of 2man swf, but the fact that swf gives you a lot of information and you can coordinate your plays is also a big advantage for the survivor side.

  • Corrupt can stall you some time early on in the match. Discordance is a great way to find 2 people or to know which gen they are working on throughout the match.

    Discordance:

    (+) Info throughout the match.

    (-) They can work alone and prevent your perk.

    Corrupt:

    (+) Stall time in the early game.

    (-) Useless if they hide from you.


    I personally would say it comes down to the killer you play, for example:

    • Trapper and Hag: Corrupt seems a good choice because you can use the time they are wasting to setup your traps.
    • Myers and Ghostface: They both stalk survivors. With discordance you know where two suvivors are and you can therefore stalk two people at the same time. (You could also run corrupt, i personally think discordance is better on these two).
    • Clown for example: This comes down to your choice, if you run corrupt they may hear your heartbeat and hide from you until the duration is off, but it can also stall you valuable time. If you run discordance then you know where two people are and even if they start hiding after they hear your heartbeat you know they can't be far away.


    It's more a preference thing, you should test both and get your own feeling for these two perks. They are both very usefull and you do nothing wrong if you get both and test out both. If you like the info on where survivors are then go with discordance. If you like the early game stall then go with corrupt.

  • Q&A in a nutshell:

    Q: Are you guys going to buff the clown anytime soon?

    A:

    https://www.youtube.com/watch?v=_pBCDFDi7D0

    Q: okay ...

  • I think the questions about the weaopon or the deathslinger are fine, if some people are interested in this cool looking dude i can totally understand that.

    What im personally not happy about is the way they answer. No direct answers (which is fine in some cases if they want to make surprises or don't hype the community about something that is tested and may not work) and almost all of the time "we want to look at that". If there are so many balance things they want to look at then why aren't they investing more ressources into that specific part. I always have the picture of 10 people in a little studio programming dbd in my head, because it takes soo long to implement and look at things. They are'nt a small company at all but if you compare them to others, they're not capable of doing even the smallest things others handle in about 1 day.

    If i'd put that amount of effort in my work as an employee in a large succesful company, i would be fired almost immediately. They even make bad jokes about some really annoying bugs in their game as programmers, which is the most insulting thing for me. If you are aware of issues then adress them and don't be like "haha yeah, haha, imagine cant leaving the basement because of a bug, haha".

    Im aware that there are some things i can't look into as an outstanding person, but there are also some things that should have been fixed like months ago and the way they handle their ressource management is something i really can not undertsand. There are so many people out there that love this game by heart and they really hope that some things will be getting adressed in the future.

  • It's probably the new update that's creating some issues :/

  • I love the little light beam, makes me happy all the time :)

  • @Kakateve said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223283#Comment_1223283

    Why whould you punish the killer than for an other survivor’s stupid mistake? If they killing you that’s on them. The killer has nothing to do with that so it’s the same unfair for both of you. In that case, the unhooker know excatly what is going to happen, but done it anyway. That’s basically the same as sandbaging someone.

    But where is the big difference then if someone healthy instantly unhooks you when the killer was just turning around. The killer will down you, hit the unhooker and if he picks you up he gets the DS and in that case it was also the fault of a teammate. I dont really see the big difference there. DS should prevent actions that aren't in your hands, i.e. the killer tunneling you right off the back or a teammate that only wants his points. Thats what DS should do in my opinion. DS is so frustrating because people go back to the gen because they know you can't hook them again in 60s.

    I understand your point and i agree that it's a team game and therefore the killer shouldn't be punished for misstakes others make, but if i equip DS because i don't want others to ruin my fun only because they tend to do things out of my controll than i should be able to protect me with something i have to waste a perk slot for.

  • @Kakateve said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223191#Comment_1223191

    Nonsense. How could the killer possibly play around that? There is nothing you can call tunneling after someone else is hooked. Rightfully, you should lose DS instantly because it lost it’s chance to serve it’s purpose.

    Its what @PrettyFaceKate said.

    If you are in a dead zone and an injured teammate without BT unhooks you with the killer right behind him, the killer will down your unhooker, down you and hook your unhooker. Your DS then deactivates and the killer hooks you. You had zero chance to do anything, it wasn't your fault and thats a scenario that DS 100% should prevent if you equip the perk, in my opinion.

  • I want to cuddle these cute little bunnies but they tend to run away from me :c

    Thats why i have to play deathslinger so i can drag them towards me :3

  • @PrettyFaceKate said:

    Your thread title is objectively wrong. DS IS an anti-tunneling perk, but it's not STRICTLY an anti-tunneling perk. It's one of the few answers that survivors have to hardcore tunneling/camping. More deactivation conditions could be considered, but simple deactivation upon hooking someone else would be easily exploitable and make the perk essentially useless.

    To be honest a deactivation clause would'nt change anything at the current state, because if you are beeing tunneled or tried to hide after the unhook you don't interact with totems/lockers/gens. I definitely agree, that deactivating DS after someone else is hooked isn't a good idea and can easiely be played around by the killer in some scenarios.

  • @Wiliam_Bill_Overbeck said:

    Here's what it needs to be personally, If we wanna fix this problem once and for all.

    Revert the stun time to 4/4.5/5 Seconds. But have this be the perk's effect

    https://us.v-cdn.net/6030815/uploads/371/LV49US1X3CMC.png

    If you're on a hook in a dead zone and an injured teammate comes and farms you in front of the killers face without BT, the killer will down the unhooker and after that down you. He just has to hook your unhooker and your DS deactivates, then he hooks you after that and you had no chance to do anything. I personally don't think thats fair at all and the reason why i personally don't like a change that only requires to hook someone else to deactivate your DS.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222248#Comment_1222248

    You get saved, you have a gen next to you that's been started, you get on it, killer starts coming back to hook and goes after you because you're dead on hook after just being saved.... Sounds like tunneling to me.

    But why don't you just start running? If you are unhooked, on death hook and you know the killer comes back, why don't you try to get distance to lose LoS or try to loop the killer a bit longer so your team could get to that gen? It's like @CheersTC said, if you have time to touch/go back to that gen, you are not beeing tunneled. Also if the killer see's someone with BBQ, doesn't find him, goes back because he don't want to lose time and protect that gen and you are sitting right next to it what do you think is he going to do? He tries to down you so you can't keep on working. I don't think thats tunneling because you want to get the objective rather than saving your life. Also thats the reason why people don't like the current DS because they sit in front of your face doing objectives instead of running away. If you are clearly beeing tunneled, then you aren't even affected the slightest by a DS change that deactivates when you interact with a gen/locker/totem, because you won't have any time for that or if you try to hide to not get tunneled and the killer finds you then you also aren't affected by a change.

  • I don't really like the burgers you can buy out there. I make them by myself, i.e. buy the meat, season it and grill it together with the bacon (which also tastes a lot better if you season it a bit). Get the salad you like and burger buns. Caramelize red onions on the grill and put a piece of cheese on the nearly finished patty so that the cheese starts melting. Roast the burger buns for a short amount of time one the grill. Finally round it off with a burger sauce you like and i bet with you, you will love it more than the ones you get out there from fastfood restaurants.

  • Sea of Thieves (if a friend has time), League of Legends (from time to time).

    Otherwise i mainly play Dbd.

  • I forgot the option "Equip a mori" :/ At least there's the "other" option.

  • I would love to play her more but when i want to hit someone with the puke (corrupt or vile purge), i have to charge the bar at least to half. If i don't charge that much she just swallows it and nothing happens. Everytime i want to hit someone quickly with it, i get the slowdown for charging and can't land the hit (especially with corrupt purge), because they use the distance to run around corners. That makes it far beyond enjoyable for me at the moment with dedicated servers.

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