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Raven014

Raven014

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Raven014
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  • @GennyFromTheBlock said:

    There's a lot of yelling at me with a bunch of contradicting stuff.

    You say it's not OP cuz it only last 4 seconds, then you say there are so many counters.

    If there are so many counters, why would limiting it to 4 be a problem?

    Y I K E S.

    Because you're limiting the amount of limited usefulness it already has... and building a straw man argument by exaggerating everyone's reaction is not going to help your case.

    BBQ's main point is to get people away from the hook so they don't camp. That's it. It gives more BPs the more people you hook, and it shows you where they are now... not where they will be when you get there.

  • @Tensor said:

    https://forum.deadbydaylight.com/en/discussion/97569/exit-gates-should-regress

    No, If the Survivors are at that stage, you have lost the match and failed at killing them. Suck it up and move on to the next match to try again.

    If its a major issue for you, go open the gate yourself. Smells a touch like "entitlement to get kills" to me. That might sound mean, but it really does sound that way.

    You know that some people if skilled enough can clutch at that moment? It depends on what build you have, as certain ones do better than others.

  • @Dwight_Fairfield said:

    Hell no. Nine times out of ten the exit gates are close enough together that the killer can keep an eye on both of them easily.

    That is called random chance. Half the time I'm getting gates across the map from each other (not including Lery's and the Game maps which have guaranteed gate spawns) and the other half they're close.

  • @DesiringEagle75 said:

    https://forum.deadbydaylight.com/en/discussion/comment/775617#Comment_775617

    Yeah, I would want to see that too. But the main problem is just it would be too complicated to new survivors or killers. It would be just a “what does it do again?” or “wait, how did I lose it?” With this change it’s pretty much trying to get rid of as many issues with one change. It’s not going to solve everything but at least it takes out as many as it can.

    I see those rules as simple, since it just means whenever you aren't in a direct chase by the killer.

    It'd make it a true anti-tunneling perk.

  • Well, if you're able to consistently keep people injured (which legion and Plague are good at) then yeah, Thanata can be good. You could trade ruin for Dying Light, because both perks are unreliable at the moment.

  • I'd rather see it deactivate if these conditions are met:

    1. a person is hooked before you.
    2. you work on a gen.
    3. you get in a locker.
    4. you heal to full health.

    Then it would be a straight anti-tunneling perk, not just a punish for letting them get unhooked perk.

  • It's a tie between Huntress' and Legion for me... although Clown's is good because of the ties to lore, and Bubba's is satisfying...

    Demo's is fun too. : )

  • I like this concept a lot. Makes totems less unreliable... even if not by much.

  • As of right now, I'd probably say Hag... but withering blight changes this. A lot of cosmetics just don't look good on console... and that's my main issue. Although, her common cosmetics can actually help her blend in to her environment on darker maps...

  • @Yung_Slug said:

    You had 10 slots and you chose to include Plague in a "best cosmetics" poll?

    Well, she has some variety but when the whole body (not just the head) is one cosmetic slot, it does limit it a bit.

  • My favorite cosmetics in the game currently are: Red kimono spirit, red kimono blade, and oni facepaint.

    When the day of the dead cosmetics come out, I think spooky Julie will take her place, but I'll have to wait and see for that.

  • @Volfawott said:

    Honestly the only problem I have with the new decisive strike is a lot of survivors use it as a free pass to do a lot of annoying things in your face.

    Completing generators

    Doing totems

    Very unsafe hook rescues

    Any time you try to punish it by grabbing them you're basically getting decisive striked even if you didn't tunnel in the slightest.

    It's not even much of an anti tunneling perk it's more of a hey you can't touch me for one minute whether you're tunneling or not.

    It's for this exact reason why I'd like for it to deactivate when doing those actions, be healed completely, or another person is hooked.

  • It forces survivors to guess if she's phasing, as there is no sound for them to hear. HOWEVER, there is a visual cue that's hard to notice. She will always reset her animation when phasing.

  • How would anyone be able to predict a No mither and use Thanata to counter that? It's not really unfair. It's only 4% slowdown with one No mither anyway, not as big a deal.

    Broken = the inability to heal from injured. I don't know why you'd be mad about Thanataphobia of all perks. It's kind of like Fire Up.

  • Plague is weak. If anything they'll go for Pig again because nerf Pig, amiright?

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/772936#Comment_772936

    Good but nowhere near strong. Especially not top tier.

    Well, it depends on the killer. It's good on Pig, Legion and Demo, since Legion can gain stacks easy, and Pig and Demo can't lose stacks if they use their charges on the obsession... it can be pretty good.

  • @UberMorpth said:

    Honestly Iron Maiden affecting the locker being open speed animation would be useful but I feel it might be kind of "excessive" with huntress reload add ons, otherwise I like a lot of these ideas.

    Iron Maiden already does that for Huntress. It's why it's not an unusual perk for her to have.

  • A lot of imagination here! I like it! However, my thoughts on each one:

    1. Bitter Murmur: That would pair too much with Noed and survivor mains would complain.
    2. Couloraphobia: I really like this concept... but part of me wishes that it persisted until fully healed (if injured only). That way there'd be an alternative to Sloppy.
    3. Distressing: I like the concept of this rework. It diorients survivors in the TR, but it makes it so they know when to be cautious. Might be a bit jarring though with the music, but I like the concept.
    4. Furtive Chase: If it also limited your red stain in a chase, then I'd run this perk, but it's good in builds that are meant to punish the obsession...
    5. Hangman's Trick: part of the problem is that it's effectis so minor / only works for one killer. This perk needs more utility, such as, maybe, the unhooked survivor suffers from mangled effect until they're healed. Idk, just an idea.
    6. H:HG: It's purpose is to make cleansing a gamble for survivors. I'd say it needs no change.
    7. H: HL: This absolutely needs a buff. This buff could work perfectly... if it also didn't let you know HL is active until after 2nd hook, which you should recognize by that time.
    8. Insidious: Standing still is detrimental in any game of DBD. Giving the killer another reason to go away would make camping less viable. I like this change.
    9. Iron Maiden: I think of this as the counter to a BBQ counter. It's supposed to be a tracking perk, as well as a "Make the survivor afraid for a few seconds" perk. I don't think it needs much change, if any at all.
    10. Monstrous Shrine: I think this perk needs to be taken away and made base kit for all killers.
    11. Overcharge: That's a good change, since it's easy to hit one difficult skill check if you expect it, but not so easy to hit two in a row.
    12. Remember Me: I like the reversion, since that incentivises you to not tunnel. Now it just forces you to tunnel them if you want to guarantee it to work, since at 4 stacks, that's two to down initially, then down after for second hook, then down after for 3rd hook and you've got max stacks. I disagree that it shouldn't work if the hatch closes though, since the obsession can actually change.
    13. Shadowborn: I have no idea how to buff it. I'm not sure about your idea either. I just can't really say anything about this.
    14. Spies from the Shadows: This perk is in a much better spot than it used to be. It's a decent information perk if you don't have TT or BBQ, and it makes sense lore wise.
    15. Territorial Imperative: Otz has shown how it can be very useful... but it still remains very situational overall. If I were to give it a buff, I would just remove the cooldown since there is no reason for it... or make it not have a range limit.
    16. Thanata: I've seen disgusting builds with this perk, so buffing this might not be a good idea. If you're doing well as killer, they shouldn't be healing so much. Put thanata with Sloppy and it's a d*mned if they do, d*mned if they don't situation.
    17. Thrilling Tremors: This is purely an information perk. It's to let you know if a gen is being worked on or not. It does it's job well, and needs no change.
    18. Tinkerer: The only reason we have the version we have now is because the Devs didn't want to code everything to work with the previous one. I'd rather have the old Tinkerer than the one we have now.
    19. Unrelenting: I would rather have it allow you to break pallets with your main attack instead of not lose bloodlust.
    20. Bamboozle: This perk is designed to help force pallets down faster, since windows will be unavailable... as well as ending chases faster. I think it needs no change.
    21. Fire Up: No change is necessary except than maybe a buff to the numbers.
    22. Beast of Prey: On console, it's the poor man's BBQ (for BP gain) and helps with mindgames. I don't think it needs a buff, since people can make it work... that being said, I have no idea how to buff it.
    23. Deerstalker: That is a nice QOL change.
    24. Iron Grasp: I think it needs no change. I know Agitation is free too, but sometimes you need your actions to be more controlled instead of faster. This also helps if you don't have Mad Grit, since it allows you to hit 1 more survivor.
    25. Overwhelming Presence: I like this change. Most people aren't worried by OP just because of how little it affects them. Now they would worry.
    26. Surge: I think this is fine for the most part. It already synergizes with Survellance, and I assume it'll work with Overcharge (Have to test that though).
    27. Cruel Limits: Maybe just make it 32 meters of a gen instead, since that'll be ridiculous.
    28. Mindbreaker: That actually makes that perk justified in it's existence. I like that change.

    A lot of these are pretty good, but some just don't work for me. Idk. just my thoughts.

  • @TwistrBlitz said:

    https://forum.deadbydaylight.com/en/discussion/comment/773300#Comment_773300

    I had a survivor running odd bulb flashlight in my killer match earlier, I can’t remember the last time someone flashlight saved against me but this person managed to do it twice, every time there was no wall nearby. Felt pretty instant.

    I’d say they’re in a good place, annoying. But I’d rather survivors bring flashlights than purple toolboxes with prove thyself.

    Well, they are still weaker on console due to controller being less accurate.

    My original statement was that every flashlight addon except Odd bulb was weak.

  • I mean, the only killer I don't like is Nurse, and yet she's free on console. So... I have no regrets really. I'm a jack of all killers instead of a main, per say, although I do have ones I like more than others (Legion, Demo, Trapper, and Huntress).

    So, No, really.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/773257#Comment_773257

    ?odd bulb is garbage the only thing it does is delete your flashlight

    But it's the only one that makes flashlights actually work since it takes so little time to blind a killer. Add a battery if you can't aim. And I'm talking from console, where they are Worse than on PC.

    But good killers will follow noise regardless.

  • Every addon for flashlights except for Odd Bulb is mediocre, since Odd bulb allows for near instablinds.

  • Billy, like Huntress, is fair. Both have abilities that are inherently powerful, but they can miss just as easily and it takes some level of skill to use.

    I don't see the problem here.

  • @UncannyLuck said:

    Is this a weird fetish question or something?

    The power role refers to who controls the flow of the game. 9/10 times, it's the survivors.

  • @FairP1ayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/771708#Comment_771708

    You’re right, there are 7 actually on The Game. Being serious though I guess you’re right, most of my hatred for Sheltered Woods comes from the near nonexistent use for BL the map has, and my awful experiences I have on it.

    Same for Rottenfields, most of my games end up with me or someone else getting camped in the basement because everyone gravitates to the middle there. I ironically had some great games on Sheltered Woods recently (although I got lagged out of one of them and the Killers were both pretty bad lol).

    https://m.youtube.com/watch?v=Mp1zwiB6EMs

    Well, that'll be the reasoning. They can always add a hill in the map, since that map and rottenfields were designed before BL was even in game.

  • @UlvenDagoth said:

    Survivor.

    You can tell easily if you play a lower tier Killer. Unless you are REALLY good with them, you are doomed. Have fun watching the gens pop.

    Wow, you got jailed. I thought you weren't a bad guy. : P

  • Current balance is survivor... I think it should be killer though, since survival shouldn't be guaranteed.

  • I'd say Head On is, because if you can get that to work, then that means you have skill. : P

  • I didn't like going for 4ks if I wasn't playing Trapper. Because I'd have to slug then people complain.

    The only reason I didn't have this issue with Trapper was because if the hatch spawned in certain spots, then I can just make it as difficult as possible to get to the hatch, and the survivor would be forced to do gens.

    But I prefer the EGC because it feels like a race to the last one. (I wish they kept Endgame Pig though).

  • @ColonGlock said:

    @madds I have completed the killer adepts except for Demo which I have not bought yet.

    I can tell you from experience you just have to keep playing and eventually you will get it done. It took me around 30 matches to get Adept Plague, but only 3 with Ghostface. It is not easy, but very satisfying when you pull it off.

    For every new killer I force myself to use their perks until the achievement is done. That way it feels like an upgrade when I can finally use BBQ and the other perks I want to use.

    You just need to get the right group of survivors and some luck. It is not impossible.

    I don't allow myself to Prestige unless I get their adepts...

    ...but yeah, this is the case. I never thought I'd get Nurse's adept, nevermind old Freddy's, but got both. It's possible, but just takes time.

  • @Lucama said:

    As it currently stands, with the killer emblems being as they are, no. Plus, why should they get a pity hatch when they couldn't even complete one gen, given how fast those things go.

    This is my main reasoning for why they should at least complete 1 gen before hatch can open.

  • That probably happened because huntress only has one iridescent addon.

  • @PGJSF said:

    https://forum.deadbydaylight.com/en/discussion/comment/771777#Comment_771777

    Sometimes a gen gives 12-15 skillchecks. You can’t repair that with ruin on if you don’t hit the white skillchecks.

    If you hit good skill checks only, that won't notify the killer, and you can still power through. My advice is to not repair while it's sparking, since no progress gets done, and it increases skill check chance.

  • Plague can absolutely break people in real life... I don't know why you're complaining about it doing it here. It's a punishment for not cleansing... although good survivors don't cleanse.

  • This only because it happens when with a toxic SWF group. Nobody else is able to time these right.

    The worst experience I've ever had in game was when everyone left via hatch and I couldn't find it, denying everyone the hatch achievement against a baby nurse. I felt so bad for my teammates...

  • Maybe if they had the perk icon above the totem's aura, that would be a nice change.

    @PGJSF said:

    This would literally destroy any game for survivors in low ranks against multi-hex killers. You would just camp ruin and that’s it.

    While it may seem like a significant change at lower ranks, keep in mind that survivors don't have to go and destroy totems. It just makes completing the survivor objective harder. They're not insurmountable. With Ruin, just working through it is key. With Huntress Lullaby, just work through it. Devour Hope? He doesn't get stacks by guarding the totem.

    Ultimately, it makes killers more able to make desicions, but they still rely on survivor mistakes to catch them. So it's a relatively minor, QOL change. Nothing more.

  • @FairP1ayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/769978#Comment_769978

    I most certainly have, and I can say that besides 2 of the maps up here (obviously Haddonfield and Sheltered Woods), the rest just need a few tweaks. Lery’s needs the flickering lights like The Game and Hawkins to help find gens easier, The Game needs more vault locations as there are literally just pallets and like 6 vaults in the entire map, and the swamp needs better RNG, as you can get set ups with 8 pallets maximum on the entire map with vaults only on the set pieces and logs on the corners of the map.

    Sheltered doesn't need a lot of tweaks. I think it's a balanced map. If survivors play smart, they won't get downed... and I admit this map is killer sided, but with all the survivor sided maps, I think having one or two be the opposite is a nice change.

    I think the problem with the Game is that the vaults are all on the bottom floor, making them seem like there are only a few, when there are many.

  • Haddonfield and any Swamp map. These need to be changed, as they are not fun for either role (Except BL abusers).

    I don't mind corn maps as much, since I've overcome my corn blindness.

    The Game and Lery's don't need changes, I think they're good... as long as people play smart, they'll win. Doesn't matter what side. If people seperate the gens, then the killer will lose, and if they don't, the survivors lose. It's that simple.

  • @darktrix said:

    Killers don't want solos to be brought up to swf levels, they want swf to be brought down to solo levels.

    I'd rather all survivors be on an equal footing and not be toxic, thank you very much.

  • Maps don't feel scummy to use.

  • @marvelmovie said:

    https://forum.deadbydaylight.com/en/discussion/comment/765766#Comment_765766

    Those are great choices, I keep wrestling with the chucky issue even though he's a killer, but goddamn everytime I see the movie I realize how small he is. And I don't want another Legion situation but they should definitely add Candyman and Carrie at least they don't have any height factors

    They have no problems with adding tall killers, but I think that having anything shorter than Hag is going to be a problem.

  • @Hellz_Minion666 said:

    How do u get different icons/pics?

    Click the gear icon at the top right of the page.

    Click Edit Profile

    On the right side of the there will be several buttons (in this order):

    1. Edit Profile
    2. Change My Password
    3. Notification Presets
    4. Change My Picture

    Click Change My Picture.

    There you go.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/762858#Comment_762858

    *AhhhhHHhhhhHhhhhhHh...This hook hurts my shoulder so mu-hey wait?! Is that a little doll of ME on this hook?!

    Awwww how sweet <3

    I like how the Blendette charm is also of her being hooked. : P

  • @StarMoral said:

    I thought they'd provide little bonuses... But I guess not?

    So... Tbh they're kinda pointless?

    If they had bonuses, that'd be pay to win.

  • Read this:

    https://deadbydaylight.gamepedia.com/Emblems


    You need 3 iri emblems and one gold at least to get merciless. The wiki article linked will tell you exactly what you need.

  • Well... I'm biased because Huntress was my first Prestiged killer ever, I'd have to go with huntress... but objectively I'll say Pig. Pig's P3 cosmetics are actually really good for hiding yourself on certain maps, making her a little bit better... although the black leather cosmetic does that too...

  • I'd rather have Slender or a Medieval Knight first... and it's not just because I have concepts for them, no sir-ee...

  • To be honest, I don't want this in game. The movie was weak on it's own, and I feel that it'd be weak in game as well. The Devs even mention that there will be no disguise killers in any update.

    I'd rather have Slender or a FNaF killer first, tbh.

    Your ability to see potential killer options is a great thing though.

  • This has worked for other games... but what if the person keeps getting disconnected for reasons other than quitting on their own will? What if it was constant crashes, or other issues? Until dedicated servers go live, they can't actually tell, which would make this solution... bad for those unjustly punished.

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