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Raven014

Raven014

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Raven014
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  • I think it's the survivor hitboxes more than the killer's harpoon... and on that, the way the harpoon sometimes spawns in weird spots before firing.

  • @Rattman said:

    So, we know that coins got through rift from Terra Prime.

    In first tome we learned that all survivors in trials were selected by Entity from worlds, which

    failed to understand the metaphysical relationship between their thoughts and the world they live in.

    Basically, they don't know that there is no spoon. Or, you can create spoon with power of your mind, like Observer does with his wiskey.

    Maybe, coins came from Observer's homeland? I mean, you can assume from the name, that Terra prime is one of the oldest realms, and their residents definetly have knowledge, which mentioned by Observer.

    As of Arcus entry 7, tome 2, Terra Primus (the world the observer comes from) believes the Aurus (the device used to manipulate Auric cells) is based purely on intellect, but the Observer believes it is also based on emotion as well as intellect. He links it back to a theory called the Trinitarian of Creation: Two are needed to make another. Thought and Emotion can lead to creation, in other words.

    The coins seem to be a reflection of coins from his homeland, but twisted for him to be the face of it instead of anything else.

  • I think most people with half a brain cell agree with you. It's just there are fundamental flaws with their processes/focuses that need to be adressed. Some people just happen to be more passionate than most and aren't always the most eloquent of writers. Everybody here wants the game to do well, it's just frustrating when stuff goes ignored for a long time.

  • No. It didn't work like that on the PTB, it doesn't work like that now.

  • I mean, the Spirit exists... and Huntress has the brain of a six year old... : /

    And survivors are supposed to be helpless against killers, which is why Eleven wasn't chosen for that.

  • I'd rather get more iri shards from the rift than anything. They can then add Moris to the normal store, for shards.

  • Survivor: Lerys, Bedham, Swamp.

    Killer: Lerys, Haddonfield, Bedham, Swamp.

  • Ever since the ruin change everyone's been really fast. I never used ruin before, but that's because everyone wasn't trying to finish the game in 4 minutes.

  • Darn, I didn't see this until after the contest. Feels bad. : (

  • @Iron said:

    I already knew this as I play legion a decent bit, but dang they are hit or miss.

    They really are.

  • A lot of killers were bad on release... Ghostface literally just had be glanced at to not have a power, Legion was slower and more frustrating, Spirit was loud, Oni had turning problems on console... that then got shoved on to PC...

  • Because Deathslinger's gun doesn't give damage after being shot... only if the chain breaks and if you hit them.

  • @Almo said:

    This perk is meant to show you if someone is close to a hook for sabo purposes. The range does not need to be as big as it was to suit that purpose.

    I for one thought it was nice for a perk to be on par with BBQ + Thrilling... especially a Pig perk. : P

  • @Mandy said:

    It's not difficult to reach Rank 1 and no the reward of getting the achievement should be enough.

    These achievements hold no sway over console players... because they don't exist for us.

  • @Awkward_Fiend said:

    I think the maps are fine as is, except for Badham. Autohaven is the ideal for map diversity since almost all the maps there play differently. The main problem personally that I have is that the main building designs for the majority of the old maps are pretty boring, but simply mashing them together would create a laughably unbalanced map since quite a few old maps currently have infinites.

    Yeah, Gas Heaven needs it's floor fixed, and the Shop needs to have one more of it's windows closed. At least before I consider them balanced.

  • I would love some of the Bedham maps removed. There are so many of them that I get them so much... and I never really liked the original map to begin with.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147057#Comment_1147057

    I dont want to be rude but you dont need to explain me what Legion can do or how they work, I mained Legion before they got destroyed xD. I am totally aware what Legion's potential is. That still doesnt say that Legion is hard to play. The only single difficulty on Legion is to pray to autoaim to not let you hit a tree or corner but thats it. Everything else is pure basic M1 or with power M1. Every other Killer, even Leatherface, offers any mechanical skill or knowledge where to use your power. On Legion you dont have to think, you see a survivor healthy? Just use m2 and stab them, thats it.

    No, it was clear that you've never played Legion at high ranks and that all of their weaknesses are greatly exaggerated at them.

  • Two killers are directly influenced by a single survivor perk (or can ignore them if they play it right by overriding the perk), and BT used to give Oni Blood Orbs.

  • @DonZwiebel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147081#Comment_1147081

    Wrong, the golden toolbox was found. It is only visible during EGC. But for everyone in different locations afaik. I saw it once in the portal room where a box opened. But not all my mates saw it there.

    I wonder much more where the golden toolbox in the reworked Lery's is.

    I was unaware that it was found.

  • @Seiko300 said:

    Pretty biased poll ngl, some people don't want Hawkins to be changed at all (especially if those changes are only benefitting survivors). However, the last option actually sounds like a pretty good idea, the upstairs is the most nonsecure area on the map and it's basically a death sentence if you go in there while being chased if you don't have a plan (You can make it if you've got a strategy in mind, like using Lithe through one of the windows or Balanced Landing on the drop).

    I wouldn't mind seeing the upstairs reworked.

    @ThisGuuy83 said:

    None. Every single change you listed does nothing but benefit survivor and screw the killer. Is that the new motto now???

    These right here are the reasons I'm going to say no.

    However, the ambient noise can be toned down a bit on the killer side of things. That stuff is loud.

  • Aftercare, Inner Strength, Head On, and We're Gonna Live Forever is my solo build.

    Aftercare: good for solo since you can keep tabs on those who help you and those you help. It's even better if you're good at not getting caught, since the effect can endure the entire game if you never get hooked. This perk is criminally underrated since most people don't like stealth and don't prioritize their own survival at pivotal points. You can help others later after you are out of danger.

    Inner Strength: With how many Sloppy Butchers out there, this perk can easily combat it... even though it's only 5 times a match.

    Head On: A perk to combo with Inner Strength. If you can't heal fully before the killer gets to you, you can use this to escape a locker grab. It can also open new loops on T+L wall loops, but just know it's not the best exhaustion perk in the game.

    WGLF: Just a BP perk. It can double your points if you play the game right. No immediate benefit, but it will help you in later games. It does encourage you to unhook and take protection hits for others, so they encourage coop play.

    These perks kind of don't completely synergize perfectly (aftercare and a pseudo locker build don't mix, and WGLF's coop play counters Aftercare's selfish play...), and they may not speed up gens or prevent teammates (or yourself) from dying, but the balance between selfishness and altruism works wonders for me. And it does require some stealth capability to pull off, just because Aftercare demands it, and skillful play, because WGLF and Head On demands it.

  • Temple is actually kind of balanced for killer, but it is not the best map for them. I'd much rather have the Abattoir gone and fixed first. That window should never be open.

  • Because maps can be designed with certain things in mind. Survivors are the biggest part of the playerbase, and potentially the biggest cash cow for them.

  • I've been playing more survivor recently, but even then I play killer 75% of the time, and survivor 25%.

  • The ability to pull survivors over pallets. I know it's possible 'cause in a clip of Tru3's, he shoots someone mid vault and can brought them back over...

  • I play observer wraith: Discordance, Bitter Murmur, Spies from the Shadows, and Territorial Imperative. No addons. I just go around the map and just watch survivors work so diligently.

  • I like Suspended Julie and Suzie, as well as Classic Ghostface.


    For survivors I like Nancy's red jacket outfit, Jeff's ugly sweater, and Laurie's P3 outfits.

  • @Slasherton20 said:

    I dread to think what the servers will be like on Xbox since they are already shocking as it is! It's a shame because the game is great but the servers are just dreadful especially on the console platforms! I'm looking forward to this new DLC but also slightly apprehensive since I know that there will be a whole host of issues and it may put people off playing the Gunslinger since the lag may make it impossible to get a clean shot irrespective of the quality of the aim. 👹

    There are no dedicated servers on Xbox at the moment, and I'm glad, since it means it's not as laggy for both sides. There are times when lag happens but it's not as often.

  • Here are some that I have in mind:

    Legion: Depending on the legion member, the mori changes.

    Frank's: Default.

    Julie's: She is more fluid with her movements as well as more elegant in execution... except for the very end where she has to force herself to kill.

    Suzie's: More erratic, she carves up a survivor like a work of art.

    Joey's: Much more brutal than Frank's, and makes use of the karambit a bit more.


    Pig: Only if a RBT is on:

    She gets down closer to the survivor, then slowly moves the dial on the timer to 0. The survivor struggles + panics more and more until their head pops. She then retrieves trap, ready for another use (can't be reused in this match but for use in another).

    Oni: He would stab his sword into one of their legs, then walks forward, then crushing the survivor's head under his foot.

    Freddy: He places what looks like a snare below a survivor's legs which pull them into the ground slowly as they fight back. Unable to resist for long, they then become nothing but a geyser of blood.

    Spirit: She phases around them, they ''see'' glimpses of the Spirit silhouette. She then appears before them in a ''jumpscare'', impaling them at the same time. They both fall to the ground, with the Spirit on top of the survivor, then she gets back up with the survivor dead... with a scream forever etched on their corpses.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147123#Comment_1147123

    I simply don't believe in Killers being neutered by perks/items/offeringe specifically designed to be strong against them. Granted, this wouldn't be as egrigious, but I'm not in favor of Adrenaline waking up Survivors either, for example.

    Hey, BTs existence does that with two killers already (through being tied to the DW status), and it use to be a good double edged sword with Oni (until they removed that, thanks for the removal of interesting perk interactions devs).

  • @Deathslinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147081#Comment_1147081

    Oh cool. So we do have stuff. I need to search around more, thanks 4 the info~

    No worries, I love things like that, like how Onis mask is on Yamaoka estate... and was a hint he was coming...

  • @RakimSockem said:

    I love that people's argument for being against No Mither stopping blood orbs is "A whole team can run No Mither and counter his power"

    LOL okay??? So a whole team can run around being one shot and constantly having to hear the injured music.

    Oni still gets his power from hitting people.

    There's no way to predict that you'll be against an Oni so you would have to run a 4 man no mither squad against a lot of other killers just to wait for a match where you get an Oni.

    And you would have the most trash perk in the game taking up an entire slot in your loadout.

    Meanwhile, survivors can already run a full team of Calm Spirit and hard counter Doctor, without using a trash perk that makes you a liability to the team

    Technically, he doesn't get blood from a hit that would put a survivor in the dying state. But... I agree with you completely. I want to buff No Mither so it has some use besides meme builds...

  • I like this too. Adding story possibilities due to the way people interact with others... that could add some kind of Tales of the Fog possibilities. Like say, A certain killer recognizes/hates a particular survivor, so they will act differently.


    I suggested something like this with mori animations: Having different ones for each survivor would be nice...

  • @Nurgling7 said:

    Base nurse was fine and fun to play against. An actual challenge that required a change in playstyle and broke up the usual Nascar.

    Of course, that second sentence is why the cryhards got her nerfed.

    This is literally the paragraph I was going to write down to a couple sentences. I found her fun to play against, since it was always a gamble and required some stealth to be able to win. Now though... she is bad to play as.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147109#Comment_1147109

    Even thenthat isn’t that bad. Survivors can’t access it from anywhere in the map, and they can’t try to juke by re-vaulting back the way they came.

    True, but if they have BL and good RNG, then it can be a god loop. : P

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1145530#Comment_1145530

    It also doesn’t have any easily exploitable “god” structures either.

    The only one I can think of is the two story drop.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1146905#Comment_1146905

    https://us.v-cdn.net/6030815/uploads/364/7IN2YJH000LV.png

    https://us.v-cdn.net/6030815/uploads/176/8N0WKHYUTZQK.png

    https://us.v-cdn.net/6030815/uploads/224/YPPJ4PHPPE5W.png

    https://us.v-cdn.net/6030815/uploads/922/VKJ7XJ9ERNDT.png

    just gonna leave these here.

    most of the killers are viable choises, the only time they actually arent is with coordinated SWF groups.

    its far from impossible to play those killers in high ranks.

    at least i win more than i lose with them.

    You somehow got more than the blood point cap. What is your secret? : D

  • No. I'd rather that be a part of the free track if at all (bonus shards for random tiers).

  • On Hawkins, there's a secret room if the basements by the stairs. If you're playing nurse, go to the glass room basement location and blink in there. There is a dead scientist with a whiteboard with the chemical formula for gold surrounded by empty beer bottles.

    Interesting to note is that the golden toolbox on hawkins has not been found yet.


    I really like the one where the Legion mural is on Ormond. It's a nice nod to Jeff's first commission (his first logo design was for the Legion).

  • @TraitorousLeopard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147028#Comment_1147028

    Just because it puts the Oni in a good position doesn't mean it's going to be a fun or interesting game for them. Plague is the same way- the survivors staying weak and sick doesn't make the plague feel strong or powerful, it just denies the killer any chance to have fun with their power. Oni being denied blood against a team of No Mithers might be balanced, but it's boring for everyone involved.

    Plague is getting an apple as base kit. Staying broken will hurt them in the long run now.

    It seems we'll continue to disagree on this.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1145493#Comment_1145493

    What legion is hard? Dafuq? Idk what you are telling yourself there but that is not true xD Its not opinion wise, Legion's power is very easy to understand and use, there is nothing that require any mechanical skill or muscle memory, you just run and m1 everyone that glows red, nothing hard there.

    Have you played Legion at high ranks? Legion's playstyle is vastly different to most killers. Sure, they can vault pallets and get an easy hit, but their power is the only nonlethal power in the game. Every other killer's power can down (or heavily assist them in downing) a survivor. Legion physically has no way of using their power to down people without Frank's Mixtape. Their stun is longer than nurses fatigue, they don't have an ability to down people quickly, their power is set back for every basic attack... Their power is limited so very much making it hard to use.

    There is nuance with it too, since the question to frenzy or not to frenzy is a question that depends on the situation. Knowing that downing the unhooked survivor gives you nothing but DS, just frenzy hit them instead. It pressures them to stay away for a few seconds and gives you a chance to find people who will not potentially dead hard away from you.

    Not only that, but a lot of maps do not help Legion at all. Not even Ormond.


    You are thinking of Nurse. Nurse has muscle memory (at least on PC, I was talking Xbox specifically, even then Legion is not muscle memory on PC either). Legion is very reactionary and very much play by play. They are great at getting information. They are terrible at acting on it. That is why I label Legion as Hard. That, and they are bad at pressuring gens, similar in a way to Old Freddy.

  • @Yung_Slug said:

    4 people could run no mither and turn Oni into an M1 killer with no power.

    Run that with Resilience, Dead Hard, and Spine Chill/DS, and Oni's not catching anyone anytime soon.

    They're all 1 hit. And the rework to No Mither allows the Oni to get their power twice a match anyway... but then again, they will leave orbs anyway when hooked.

    And besides, that is a very specific loadout to counter 1 killer when that loadout is weak to every other killer.

  • @Deathslinger said:

    I don’t play much DbD any more (right now) but I played a lil bit of Oni for the first time a few days ago. Can survivors pick up blood orbs? I feel like I heard something on a video or something and now I’m second guessing everything I know about blood orbs.

    Only if the Oni is running the Red Glove addon. They pick up orbs but give away their position as an aura for 4 seconds.

  • @White_Owl said:

    I agree on the survivors perks (since they are already niche and need some love), but not for the killer ones. Those changes would make those extremely meta for the Oni (kinda like Nurse's Calling was for the Doctor), who already has addons for that and could be problematic if they stack with the perks.

    Sloppy doesn't always stop survivors from healing and out playing the Oni. So I don't see it as that big an issue. I mean, Infectious Fright is pretty much Meta for him anyway... and just because something is Meta doesn't mean it helps win the game anyway. I cant tell you how many times I've stomped a SWF with the Meta Survivor Build. They're using those perks instead of ones that could slow down gen speed or help find survivors after your chase. Or know where you need to go.

    I never understood why people used Nurses with Doc just because he has illusionary docs to locate survivors anyway... There is no reason to really use it except on Ninja Doc... but that is just my opinion on that.

  • @Mat_Sella said:

    I mean, if there is no problem with Calm Spirit against The Doctor, I dont see the issue with Lucky Break against The Oni. The Oni gains power passively and on-hit so its not like the blood orbs are that important to warrant not having any interaction.

    Would make No Mither slightly viable at the very least

    I mean, its a perk to stop bleeding for a set amount of time. When it's gone, it's gone. And I don't see No Mither as a problem because everyone is already injured. And As it is right now, No Mither is a liability no matter the killer. With this rework, it is a good QOL change and it gives it a niche instead of just being bad...

  • @ZoneDymo said:

    I get the confusion but Behavior has just made it a rule that no perks influence blood orbs or how they work.

    This is also true for a lot of other interaction that does not work like snapping out of crazyness with the doctor and the perk: Huntress Lullaby.

    I guess its just for balance reasons and also so it isnt too forced to run certain perks on certain killers.

    If you suggestions were real, would anyone ever not run sloppy butcher on Oni? probably not and ot add a function to bloodhound regarding blood orb absorbtion range JUST for Oni is a bit weird, like if the blood orbs would just be visible more clearly sure, as that is what the perk does..

    But yeah overall its just a no, on the survivor side I see less of an issue but its a bit about a perk sorta denying the killer their power, however random it may be to run into a specific killer while running that specific perk.

    All Im saying is that Hemorrhage as a status effect would cause more bleeding to occur, which should make more orbs. Its consistency, and it doesn't make sense that it does not do that. If they made a rule then thats it, I guess (look at what they said about striking back at the killer and DS and Head On).

  • Yeah. Since there is such a small group of people you go against in Oceana on Xbox, you get to know who does it. There are 2 people I know who only play games where they can work with the killer. As a killer player, I just kill them quickly and let the others farm because its just mean.

    When I was doing my flashlight challenges though, I worked with the killer to get them done, and then let them get their challenge done because that's a real deal that is fair. Its just between two people, and it doesn't affect others as much, especially negatively...

  • What I would change the descriptions to (For console):

    Trapper: Hard (Knowing where and when to trap for every map is one of the most difficult things in the game)

    Wraith: Intermediate (He can be seen from across the map if people know what they are looking for, and he only has his stealth. He's one note and he suffers from it.)

    Hillbilly: Easy (its easy to land the saw on top of a survivor, but using it creatively has a high skill ceiling)

    Nurse: Hard (Perhaps Intermediate on PC)

    Shape: Intermediate (His limited amount of T3s with his )

    Hag: Hard

    Doctor: Intermediate (His static blast can be very braindead to use.)

    Huntress: Hard (Hitbox shenanigans and imprecise controls really hurt her on console.)

    Cannibal: Intermediate/Hard (Not quite sure which)

    Nightmare: Intermediate (He used to be hard to play, but now he isn't. If you place traps, one person will fall for it.)

    Pig: Hard (RBTs aren't a threat and most loops do not cater to Pig at all.)

    Clown: Hard (To use his slowdown, he has to slow down. He's basically a default M1 killer with no power... without an instadown. It makes me wish that Redheads pinky finger to be basekit to reward proper aim...)

    Spirit: Hard (Thats if you don't have a good set of headphones. If you do then they're more intermediate.)

    Legion: Hard (Their playstyle is hard to master and difficult to learn without a person to teach you.)

    Plague: Intermediate (Very onenote, but in the next patch they should be good. They aren't affected as much by controller usages as the Huntress or Nurse is.)

    Ghostface: Intermediate (Despite his inconsistencies, he can be quite easy to get into. Mastering him is hard though.)

    Demogorgon: Intermediate/Hard (Portal maintenance and clunky mechanics make this one hard to use for not a very high gain.)

    Oni: Intermediate (Not hard to understand, but has a big learning curve. Also punishes survivors for not healing too.)

  • I could believe that they did that for console. They didnt even consult them about a killer that was already hard to play due to physical limitations.

  • Its good, it just gives camping a bit of a buff from what I understand. Because of the 5th hook giving an increase to gen speed, killers might want to just camp them to confirm the kill and not lose the longer gen speed. I know you mention a pop effect of 25% when hooking an expired survivor, just I don't think certain people will really care...

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