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PlantCollector

PlantCollector

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PlantCollector
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  • @Xzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218737#Comment_1218737

    So the kill 4 Survivors achievement is only possible with Myers or 5 Stack Devour Hope?

    That could be changed but in that case, yeah. Maybe it would be hard to get then but it would be possible i think.

    @Snowstruck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218737#Comment_1218737

    Imo, I like the moris as is, but I made this suggestion because I feel like others may like it. Also, when I bring moris myself, I think of it as a "this is gonna be a fun game" or if, as a survivor, I see a mori, I say, "Who's getting moried first?"

    It adds a more lethal aspect to the game and I love the plays. Unless they camp/tunnel, then it sucks..

    If my post sounded offending im sorry. People are different and have different opinions. You can like/play/choose whatever you want and just because you make a suggestion doesn't mean you actually like or dislike a offering/playstyle/whatever. I like that you share your thoughts and interests with others and your idea wasn't bad at all in my opinion.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219028#Comment_1219028

    That's dumb logic, I can tell you right now as someone who has made it to rank 1 solo numerous times there's absolutely nothing that would "encourage me to let people die on the hook" for no reason. If the killer is patrolling really closely then yeah, I'm encouraged to do a generator instead of going for an unsafe unhook or maybe wait until he catches someone else going for a save or hope someone is running BT or the survivor on the hook is running DS.

    But really, letting someone die just because you can't see their aura? That's gotta be one of the dumbest things I've ever heard considering the maps themselves aren't all that big anymore and a survivor is hooked for a total of some 120 seconds and that entire time you're thinking "well I might as well just sit on this gen". That's such a poor excuse I'd only expect that kind of talk from a new player who's rank 20, solo survivors may be the weakest out of all groups (The power scaling / balance goes SWF > Killers > Solo survivors) but that doesn't mean they're dumb, especially veterans who have played for a really long time. Or are just pretty good and have decent game sense or map knowledge

    This is such a poor excuse against a desperately needed change for a status effect that sees virtually little to no use whatsoever.

    @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219028#Comment_1219028

    That's dumb logic, I can tell you right now as someone who has made it to rank 1 solo numerous times there's absolutely nothing that would "encourage me to let people die on the hook" for no reason. If the killer is patrolling really closely then yeah, I'm encouraged to do a generator instead of going for an unsafe unhook or maybe wait until he catches someone else going for a save or hope someone is running BT or the survivor on the hook is running DS.

    But really, letting someone die just because you can't see their aura? That's gotta be one of the dumbest things I've ever heard considering the maps themselves aren't all that big anymore and a survivor is hooked for a total of some 120 seconds and that entire time you're thinking "well I might as well just sit on this gen". That's such a poor excuse I'd only expect that kind of talk from a new player who's rank 20, solo survivors may be the weakest out of all groups (The power scaling / balance goes SWF > Killers > Solo survivors) but that doesn't mean they're dumb, especially veterans who have played for a really long time. Or are just pretty good and have decent game sense or map knowledge

    This is such a poor excuse against a desperately needed change for a status effect that sees virtually little to no use whatsoever.

    Theres no need to be rude just because someone mentioned his/her opinion. Also she is right, if you don't look at the bubble the moment they are hooked (as blindness is right now) you can easily lose track of the hook and it can literally take ages on some maps to find someone, when you have no clue where they are. Your personal anecdotes and the way you play are also no arguments, people sometimes are clueless, even in red ranks. If you are that good thats fine, but not everybody is and not everybody follows your arguments or has the same view on things. You can point that out and may try to convince others but theres no need to be rude and say someone is rank 20 only because they dont follow your opinion.

  • I think your idea isn't bad, but i don't think a lot of players would like it. If you can only mori people on death hook, it's sometimes more efficient to just hook them because it takes less time than a mori animation. Im not a fan of mori's, but some people usually use them to get an advantage. The option to only mori people on death hook kinda makes it unnecessary to use them.

    I would change it this way:

    Ebony Mori = Grants the ability to kill one survivor who has been hooked by your hand.

    Ivory Mori = Grants the ability to kill one survivor by your hand, after you have hooked a total of 4 survivors.

    Cypress Mori = stays the same.


    3 Survivors can still escape if they play well and still have at least a chance to survive. This may not be fun for the survivor who's getting mori'd, but at least the rest of the team can still perform well. Also it would make perks like devour more unique, because you can't mori more than one person with a mori offering. (Just my Thoughts/opinion)

  • Infectious is the strongest one of the four, but i don't really enjoy playing it. For me personally, lightborn is the best one out of these four. I love to equip it when there's 3+ flashlights in my lobby and i can instantly go into EW3 after the pallet break to down them, because they tried to blind me at the pallet :D

  • All Time Favourites (P3 All perks):

    • Trapper, Deathslinger, Freddy, Myers

    Favourites i play less (P3 All perks):

    • Clown, Doc, Hag, Spirit, Pig

    The ones i enjoy from time to time:

    • Billy, Demo, GF, Plague

    The ones i don't like that much:

    • Legion, Wraith

    The ones i hate:

    • Oni, Nurse, Huntress, Bubba
  • Yeah, it feels like hunting season when i play deathslinger xD

    Jokes aside, it really is a cute outfit ^^

  • Definitely Monstrous Shrine. No kobe's for you *muhahaha* :D

  • It looks cute, i like it. Especially the purple coloured one.

  • Springwood and Grave of Glenvale

  • I really like the ones you suggested for: Dance with me, Distortion, Hope, Lightweight and Resilience.

    I would love to see the distance for Buckle Up getting changed, however i think the extra healing speed may be a bit strong, especially combined with botany and a medkit.

    Overall really good suggestions.

  • Your idea has like 3 different effects/perks in one and i think less is more in that case. Also the unhook condition is something that im pretty sure many people won't enjoy too much. I really like camaraderie as it is and a good buff would be, as @Luigifan64 mentioned, to get the effect in both hook states. The perk was introduced, because the community wanted to have a perk with the struggle timer paused in the game and i really like that they implemented that. Just putting more effects into the perk isn't something i would enjoy for a perk to be buffed, but that's just my opinion. I like the perk as what it is and what it does and even though it might only work 1 out of 10 times i still enjoy playing it.

  • @CosmicRambo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1186063#Comment_1186063

    You are crazy. They have fixed this game for killers to 4K 98 percent of time. Because they keep crying when survivors escape

    It's pretty much what @SunaIIanu said, your opinion on certain aspects of the game may differ depending on your rank and the role you play, even the platform you play on could be a factor. The player base of the game has a huge variety of different opinions on this game, the devs can't follow each one, so they have to pick which way they want to go. They buffed and nerfed both sides in different ways. You may say they favour one side and whatever side you pick is fine, but if you say they only nerf/buff one side, then you actually ignore or over-/underestimate a lot of points.

  • @NorMak3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187745#Comment_1187745

    I'm responding to King Frost, but both you and Plant Collector have brought forward some points I would like to address.

    First, a general point: these changes were made with greater buffs to killers, game times, and bloodpoint gains in mind. Several of the complaints are, at least to an extent, a problem with the game's current mechanics, namely BBQ and the problem with bloodpoints. Additionally, these are meant to be a meta buster. With the rest of the changes in this series, a nerf to the strongest perks would allow for more variety for each game instead of just a beefed up version of what already is. That being said, I'll go into each of the other perks.

    NOED: I mentioned that the time limit would be more for less experienced players who would get frustrated simply dying at the end of every game since they aren't used to searching and destroying totems. Sure, its proxy is dependent on the survivors, but for anyone who hasn't sunk more than 200 hours in this game and doesn't know where every totem placement in every map is, it is far from satisfying to just be downed out of nowhere.

    BBQ: There are exactly 69 killer perks in the game. I believe the expectation from the developers is that most if not all of them would be used in an almost equal distribution. Now I understand that BBQ is ran by almost everyone, but that shouldn't change the fact that it is a band-aid for a lot of other issues. In this series, my goal is to fix all of those issues, thus this would be the removing of the band-aid from the healed wound. Its seeing of downed survivors helps in the process of slugging. As for Plant Collector's issues, letting players know would cause more locker hiding (since most people just take the BBQ reveal when they don't know) and, thus, more slowdown. There wouldn't be as many revealings, but that would be a decent trade off.

    Rancor: First, every single Michael perk is about not tunneling the obsession. As for this perk, it's meant to be used when a killer is down on their luck and can't seem to get a kill. It's a comeback perk. It probably shouldn't be as strong when you've had a good round. If a survivor has just barely made it and the hatch gets closed, they don't deserve the amount of punishment they get from rancor normally.

    Bamboozle: You may be right, but the developers have been trying their hardest to keep only one set of changing numbers per perk and I thought a lower number might be nice. Perhaps a constant 15 seconds just to keep it a nice clean number?

    Monitor: I know this perk is really meta and I really don't understand why. I was just trying to find a way to nerf it that didn't make it useless so that it would fit all the meta perks in with the (hopefully) more balanced full list of perks.

    Nurse's: I mentioned this in another post, but I've done a lot of math for this series. The average distance from the center of the map for any one map is 48.85 meters from the center. Nurse's has a radius of 40 meters from the killer and a good killer is not only very mobile, but is also focused on central gens, since if a central gen is completed, it becomes much more easy for survivors to get outer generators done. Added with sloppy butcher and some of the smaller maps and it's almost an inevitability that the killer will see someone healing.

    Enduring: I may have made this list some time ago and haven't looked into all of the patches with a fine tooth comb. You're probably right on this one.

    Franklin's: I'm not sure what you mean by the only good perk against items. There are plenty of perks against the particular use of items, but not items as a whole, which seems like an unnecessary category. Regardless, I think that a buff to the damage of the item should be in order, now that items can't really be lost unless the survivor dies. I still think that they should only drop the item when they are downed because of making sense thematically, as well as them not being able to get it back until they are freed causing more slowdown, but what if when it is dropped, the item loses 10/15/20% of its charges instead of the normal 0/5/10%?

    Iron Grasp: I may have been mistaken on this one too. I thought it was really strong since it could drag you to the basement pretty easily with agitation, but very few people actually use it that way. Additionally, wiggling is a very minute part of the game, so this nerf was probably undeserved. Thank you for pointing it out.

    Save The Best For Last: Maximum STBFL is 40% recovery on successful attacks. While you have to work on it, that is ridiculous. 40% doesn't give survivors enough time to run away after being attacked and might as well be an instant down unless they've got an easily accessible pallet. Though, perhaps it is not the increase, but the maximum that is the problem. What if the bonus was still 5% for each attack, but the maximum came only up to six tokens. 30% maximum to match with its sister perk unrelenting and is more likely to reach maximum STBFL. What do all of you think?

    Infectious Fright: I think that Infectious Fright isn't meant for the purpose most of you are assuming it is. As I understand it, Infectious Fright is not meant to be a detection perk, but a caution for flashlight saves. Plague was added somewhat recently and was added in a time when team flashlight saves were at an all time high. Infectious Fright was meant to prevent that, not reveal everyone. It also encourages slugging by revealing a lot of area closeby. Factor in Distressing to increase terror radius and the previous math for Nurse's and that also gives a coverage of the entire map if the survivor was running a central jungle gym or pallet loop. Keeping it more centered will allow killers to know if anyone's closeby for a flashlight, body block, or head on save without being ridiculous in range.

    Pop Goes the Weasel: Pop is the strongest generator perk in the game. It is also the only good generator perk in the game besides Discordance (I also have nerfed that in the main document, but I'm not going to add it to this here. If you want to check it out and comment, you can go to the main doc, check it out, and come back here to comment. I'd appreciate it). In my earlier article "Dear Dead By Daylight: Killer Perk Changes: Buffs", I suggested ways to make and modify existing perks to be much better generator perks. This was an attempt at trying to fit this perk in with the new perk buffs, but if the other perks are strong, then I shouldn't need to nerf this one. You guys are totally right.

    Sloppy Butcher: I hadn't thought about it that way. Generators would get done very fast that way. I do think some slight modifications still need to be done for the perk, but perhaps something less drastic. To start, I think that mangled should work like every other form of slowing down or speeding up of actions with items, where the consumption rate changes with the speed. If survivors are mangled, you want them to heal and if they don't have any healing perks or teammates nearby, but they have a medkit, they won't use it if they're going to lose it before finishing. Secondly, make the haemorrhage effect fade after 90 seconds. I know that won't do that much, but it would be nice to unclutter the screen a little more. I think that might make it a bit more tasteful, though that's more of a change to the mangled effect than the actual perk.

    I think that about covers it. Also as far as I know PlantCollector, Calm Spirit does not counter infectious fright. It does basically nothing except silence the birds.

    Thanks for all the feedback! This was all really helpful.

    Oh, i didn't know these changes were part of one of your projects. Im sorry, in that case i can't tell if my response was far off or not because im missing the context.

    As for franklins, i (that may be very personal) think the only good way to counter or get rid of items is franklins demise at the moment. Overwhelming and lightborn are very situational. If you think about that in a different way i would love to hear your thoughts.

    Calm Spirit perk discription: "Your calm spirit can overcome the urge to scream." It does counter any screams, i.e. if you raise up in madness by the doctors shocks/blast or the sreams from infectious fright.

    I have to say i really admire you for all the effort and time you seem to put into your project as well as your ability to include criticism.

  • That actually sounds really cool, i like the idea a lot. The duration should be at least 10 seconds on tier 3 though, in my opinion.

  • On the mobile version you can't read anything at all. The PC version is not a problem if that helps anyone.

  • I would love to see them adding more maps to already existing realms with the next chapters. It's more fun to have a variety of maps if someone burns a map offering.

  • Dance with me

    I like your change.

    Windows of Opportunity

    I wouldn't underestimate this perk, because you may know where the pallets are as veteran but you sometimes don't know if they are still up. The perk would be much better if it counters freddys dream pallets and the pallets created by the docs order in my opionion. I would love to see that getting changed.

    Boil Over

    I really, really like that perk and i would love to see the range getting buffed to a point, where the killer almost can't carry you to a hook, whose aura isn't blocked by the perk. I don't know what range that would be in meters, but that's what i would like to get changed for the perk.

  • Many of these perks aren't even that strong and i think that's why people are upset about your changes, here some examples:

    BBQ and Nurses:

    Both can easy be countered if you just asume the killer has it, i.e. don't heal inside the killers terror radius/ hide in lockers or behind gens when the killer picks someone up. No need for any changes here tbh. Both can be countered by distortion, at least in a certain way.

    Bamboozle:

    This perk isn't used at all if people know how to run tiles correctly. You only need it for strong windows and the 10 seconds are definitely not enough time for some windows. Theres no point in cutting it down to 10 from 16 seconds.

    Enduring

    Already got nerfed a few patches ago and isn't that strong anymore compared to before. Most palllets aren't "unsafe" in which case you have to kick the pallet after the stun if you don't want to bloodlust the survivor and you didn't get that much value out of enduring.

    Franklins:

    This perk is the only "good" perks for items and it most of the time isn't even that helpfull against them. It needs a buff more than anything else.

    Iron Grasp:

    Im sorry, but why? This perk isn't even used at all because it's just ... not good.

    Infectious Fright:

    You have enough time to hide (depending on how far you are) or just hold W and try to cover as much distance as possbile to waste the killers time and give your teammates time to pick the survivor up. Can also be countered by calm spirit.

    Pop goes the weasel:

    You have to go to the gen and kick it to have the effect which sometimes hinderes you more then it helps you. This perk also requires hooking and timing, because when they finish the gen before you reach it you got zero use out of it. 25% is in best case scenarios 20 seconds more the survivor have to work on the gen. If they pair up on it, it's not a lot of benefit you got from that compared to the time you may have wasted to get to that gen.

    Monitor and Abuse:

    It's a great perk for some killers to may get a certain advantage which may not be that helpfull at all, especially on maps where the survivors almost always have line of sight. I don't see a reason why this should get changed at all.

    Rancor:

    I never understood why people want rancor to be nerfed, because the obsession knows after the first gen popping that the killer runs it. Just hide and try to evade the killer when the last gen is almost completed. The killer aura gets shown to the survivors which can be a huge downside for you. The silhouettes the killer sees are only for 3 seconds and if you are in a chase they won't help you at all/ it just shows where they were and not where they are going. Some may say the perk isn't even that good.

    Noed and Sloppy Butcher:

    Could be changed in the way you suggested, i personally wouldn't care.


    These were some quick thoughts from me why i hink there's no need to change these perks, but that's just my opinion.

  • @Oicimau said:

    It makes no sense that it only works up to 50% of the gen... i think the change you are suggesting is it to have effect up to 100%, right?

    Yup, sorry i could have written in the op.

  • DS should not deactivate when another person is hooked in my opinion, because if someone unhooks you with the killer in your face and that person doesn't has BT, you go down and the rescuer goes down, then the killer hooks your unhooker and your DS expires. You literally can't do anything/ it wasn't your fault. That's not the way DS should work (just my opinion).

    The DS timer should go to zero under the conditions you mentioned (except healing in my opinion) and should stay at 60 seconds. You could reduce the timer by 10-20 seconds per hook, but it shouldn't go to zero as explained above.

  • They are doing their own things and they listen from time to time but they implement/change things the way they want. Also why is it impossible to win games? Sounds like you had a bad day with maybe bad teammates, in which case it may be the best to play the other role or just stop playing the game for the rest of the day. Fun fact: There are many people that would love to have a training mode with bots.

  • I would love to see a new status effect introduced and terrified sounds cool in my opinion. I think missing all the skill checks sounds a bit too strong, because almost all of your actions get interrupted in that time and with the missed skillcheck penalty on top of that it would be pretty annoying. Also skillchecks are rng based, so it may cause big frustration when you get a lot of them in that time.

    It could have the same effect as unnerving presence or a similiar effect of docs madness effects for skillchecks. If it gets the unnerving presence effect, then the perk could be changed in that way, that while you are in the terror radius, you suffer from the terrified status effect.

  • I have problems with the huntress lullaby/terror radius from time to time but the terror radius from the deathslinger works well for me.

  • If DS gets changed in a way that the remaining timer goes to zero under certain conditions as some players suggested already, i think getting rid of the skill check then is perfectly fine in my opinion.

  • Why can't you guys just discuss around the topic op made? I don't get it, he opens a thread about a thing that many players bothers at the moment. If he didn't link a video, some of you would'nt have taken him for real a 100% and it's not his fault, that there are not that many videos of players getting stomped to the ground on youtube. There are some few discussions where people actually discuss and share their oppinions on and it's such a bless to read.

    So many of you say for yourself you play both sides, but when it comes to understanding of the other side and the possibility of balance issues you seem like there is none. You could change peoples mind about that possible issue by just discussing the topic or giving your point of view. Instead you choose to write someone with thousands of hours got a 4k in the end. I really don't get it.

    As for OP: I like the idea of scotts warmup trial. Would love to see that tested in a ptb.

  • Looks great! I like the outfits you created for her.


    @HexBananaBread said:

    Bikini Kate when?

    Yeah, can't wait for that one xD

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157117#Comment_1157117

    Well, I think it's fair that it's relatively strong because the perk has a lot of conditions and weaknesses.

    Weakness

    • Can be cleaned before any generator is completed (perk does nothing).
    • Survivors affected by this Hex Perk can do generators and prevent other survivors from getting affected.
    • Survivors who repair alone will make this perk very ineffective because this perk is affecting one survivor per generator.

    Conditions:

    • Survivor(s) must complete a generator.
    • Totem cannot be cleansed.

    Yeah, you have some good points. I agree, it's overall a hex perk. But as i said before i really liked your idea anyways, so whatever you decide im pretty sure it'll be a good one ^^

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156554#Comment_1156554

    I decided my first iteration was a bit too strong for a Hex Perk. Typically, I design Hex Perks to be OP because they are extremely risky to use, but I feel like I went a bit too far with this one. 😁

    Here's my new iteration of the perk!

    Hex: Black Light

    You have a Hex that punishes progression.

    When a survivor completes a generator, that survivors will be engulfed by darkness. Survivors engulfed in darkness cannot see further than 24 meters (was 16 meters) around them.

    When a survivor affected by Black Light repairs a generator, they suffer from the Oblivious status effect. Once they stop repairing the generator, the effect persists for 3/4/5 seconds.

    The Hex effects will persist as long as the related Hex totem is standing.

    Im sorry, i think i did not express myself well, i really liked your idea. I just thought having the limited view range for the hole time might be a bit strong (but thats just my opinion). I think a timer like 60-90 seconds would have been fine and a bit less for the oblivious, lets say 45 seconds like hex:retribution, would have been fine. Im sorry, i should have been writing it this way in the first place.

    Even though i have to say the one you changed it into now also sounds pretty cool and interesting ^^

  • Ghostface, because they accidentally leaked him and it was a single paragraph, not a chapter. Guess i will go with him.

  • @BabyBubbaMain said:

    Here’s a 100% legitimate fix to DS to not make it an immunity perk.

    1. Each time the killer hooks a different survivor, timer is reduced by 15 seconds
    2. If a survivor does any action during the decisive timer (healing,cleansing,repairing,mending etc) the timer regresses double the rate.
    3. Getting into a locker will immediately deactivate Decisive strike.

    Boom. Fixed.

    One more thing I would fix personally is:

    • If the survivor were to pick themselves up off the ground with the perk unbreakable during the decisive timer, the timer gets reduced by 30 seconds.

    I like your idea, but if the guy from the hook goes straight back to the gen and works for like 4 seconds on it before you down him again he will lose so little time. You still have to slug him for almost the same time as you would have to at this current state of the game and there's no punishment for this behavior. I still like the deactivating clause more but that's just me.

  • @BigBubs said:

    @SenzuDuck

    If they would make a breakable wall on this map then it would be way more to the left. This placement would make the window completely useless. Kinda like the breakable wall in the shack on the new map on ptb. Thy moved it on live because keeping it the way ti was made shack useless.

    I don't think so, Iron Works has a ton of pallets that you can use. Also the first time the killer has to break the wall you can use that time he takes to gain distance. If the window is implemented as @SenzuDuck showed, the window may be stronger if you run it the opposite way around as you would do it now (run through the door next to the stairs around to the side that will always give you a medium vault). I think this would still cost the killer a lot of chase time for only one window. Just a thought.

    I really like the breakable walls and i think they'll be a good concept. The only thing that i don't like is the amount they added in the new map. There are at least 4 in the saloon and 2 would have been enough in my opinion. If they add more pallets to strong windows as shown above, i think many people may start to enjoy maps they haven't before.

  • I see a lot of players using almost all of his addons and i think the majority sees michael as one of the best/balanced designed killers. Mabye he doesn't fit your playstyle or you have to play more rounds as him. I hardly enjoyed a killer as much as i do now in the first few rounds. If he doesn't fit your playstyle you may enjoy other characters more.

    At the moment i would say he's perfectly fine and there are other killers the devs should put their ressources into.

  • I really like the idea. I have a question: Is the view limitation active as long as the hex persists? Because if it is i think it would be a bit too strong ^^

    @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154650#Comment_1154650

    The Oblivious effect will last for 40/50/60 seconds and the range across all tiers is 24 meters. 😁

    I think 60 seconds sounds a bit long in my opinion but thats just me. Overall it's a great idea :)

  • I thought about a perk like this too. I like the idea but i don't know if it would overall fit in this game. If someone comes up with a good idea, i would definitely be interested in seeing that.

  • @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156359#Comment_1156359

    The killer breaking that wall wouldn't give you any distance because the survivor would have to turn and run towards where the killer is breaking the wall once they get out of the window to get around the boxes. That breakable wall would be far too close to the window and as pointed out earlier make the window completely useless.

    Good point, you might be right you wouldn't gain that much distance when he breaks the wall. I overall agree with you guys that the window should be more to the left but it would definitely be interesting to test this kind of stuff out in a ptb.

  • @BigBubs said:

    @SenzuDuck

    If they would make a breakable wall on this map then it would be way more to the left. This placement would make the window completely useless. Kinda like the breakable wall in the shack on the new map on ptb. Thy moved it on live because keeping it the way ti was made shack useless.

    I don't think so, Iron Works has a ton of pallets that you can use. Also the first time the killer has to break the wall you can use that time he takes to gain distance. If the window is implemented as @SenzuDuck showed, the window may be stronger if you run it the opposite way around as you would do it now (run through the door next to the stairs around to the side that will always give you a medium vault). I think this would still cost the killer a lot of chase time for only one window. Just a thought.

    I really like the breakable walls and i think they'll be a good concept. The only thing that i don't like is the amount they added in the new map. There are at least 4 in the saloon and 2 would have been enough in my opinion. If they add more pallets to strong windows as shown above, i think many people may start to enjoy maps they haven't before.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153688#Comment_1153688

    That won’t happen.

    He needs some teeny tiny buffs.

    But he’s not weak. Far from it. He’s quite oppressive in skilled hands.

    I don't know if you mean he's good in a 1v1, but a 1v1 won't win you a game in the long term. Also it's good to see that you have so much confidence in playing clown but i don't think you know what to think about him in the first place. I saw many of your posts or threads about him and you changed your mind very often. Don't get me wrong that's not bad or me trying to be offensive, but i think you agree with us that he needs more than small changes. Also having him getting some buffs/ a rework will benefit us all, doesn't matter if you mastered him or not.

  • I really enjoy the chapter. I love the deathslinger and the new map. Sure, some changes are a bit questionable but it has always been this way. Bug fixes and balance changes are definitely something they need to improve on though.

  • For Killer: BBQ and Pop; These two are good enough to throw in any 2 other perks i wanna fool around with.

    For Survivor: Hard choice, because there are so many i enjoy. I guess i will go with: Better together + Prove Thyself.

  • I'd say interupt means you have to grab or hit them while they are trying to cleanse your totem. If they stopped cleansing a milli-second before you hit them it won't count. You have to hit them while they are interacting.

    Edit: It may be inconsistant for some players because of the latency. It's basically the same thing with grabs not working for some players because the survivor can run away even though you already started the grab animation.

  • I don't care if he is strong or not, i love him. He is so much fun to play and to verse. His appearance is so cool and i love the chase music as well as the main menu music. Even though my mouse isn't working as intended sometimes because it's broken, which will lead to some missed shots, i still enjoy playing him so much. The nice laugh from him just makes it all around perfect for me.

    Overall 12 out of 10.

  • All we have to do now is hope that they fix it soon™. Since it's already reported for months, i wouldn't be surprised if it takes some more :/

  • Don't worry, some of us already reported this in the bug section some months ago

  • Delete the healing condition, add interact with lockers and hooks (for sabo) and you can count me in.

  • https://youtu.be/jGh3kJVa6Bc

    Don't know if you would consider this as a music video, but this was the first thing that came into my mind because it fits so perfectly for some players xD

  • Even though i haven't seen the stranger things series, i really love the menu theme of the chapter. It may be one reason why i like to play demo because i have his background theme playing while waiting ^^

  • This is a hard one. Clown and deathslinger are definitely up there but i will go with freddy. I really like the laughter of freddy when you enter the dream world (especially with old freddy).

  • I want both. I really love new content and perks to play around with but i think some bug fixes are definitly needed. As it is right now, i will stick with the content side because i love new perks and killers. If the QoL update inlcudes perk and killer balance/changes like they do in the mid chapter patch, i think i would go with them first and skip a chapter.

    Don't know, it's hard to choose ^^

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