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RizeAki

RizeAki

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RizeAki
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  • Yeah it’s when you hold for a bit let it go hold for a bit let it go etc trying to close a gap or make it where you can camp but not swing the saw until a survivor gets in the way

  • The change literally just made it so you can’t spam back rev to either camp a hook or sit on a survivors butt for the free hit his sprint still lasts the same amount of time that part didn’t get nerfed

  • @Boss said:

    If the Killer is willing to give up a Perk slot, those Flashlights in the lobby WILL be useless.

    And there's probably many who say they don't want to give up space just for that, so let me already break that one-sided opinion...

    I have a nice lil spot for Lightborn in my main build in case i see too many Flashlights to my liking in the lobby.

    Tbh as long as people don’t use it at 1-2 lights and people don’t bring 3-4 it will besides maybe the first week stay to only situations involving too many lights

  • @PrinceAshitaka said:

    Billy in my opinion is one of the few killers in this game that I could point to and say he was perfectly balanced in terms of his power. Playing him to his fullest potential requires skill and game knowledge, he's not a killer that you could just hop on and destroy survivors with mindlessly. Being quite honest, the only time I would consider him overpowered is when it comes to his addon choices, namely insta-saw and tuning guide. Frankly I think I speak on behalf of most billy mains when I say that we would not mind such strong addon combinations getting nerfed.

    In the article given to us you guys said "we want to focus on the skill-based gameplay ", I am then confused as to why "insta-saw" is still a thing. Instead you brought us an extremely unattractive new feature, essentially another power gauge that does nothing more than limit our own gameplay. It is especially going to hurt us Billy's who like to mindgame with their chainsaws out revving and going for curves and flicks at certain loops - like before, mindgaming already took a good amount of time to make the survivor overextend to a certain position that he can be curved at, and if you missed/bumped into an object you would lose a lot of time and distance, now with this overheat mechanic Billy is punished even more for it. Like, you're just encouraging Billy players to play way more simple-minded and go for backrevs instead of the more skillful high-risk high-reward mindgames that a lot of us go for.

    And no offence, but I'm almost certain this overheat mechanic was introduced just for consistency-sake so that both Bubba and Billy have the same mechanic since they're of course both chainsaw users, I understand why you guys brought it for Bubba (to discourage facecamping with a 99'd chainsaw), however I don't think this feature this be copied and pasted onto Billy. I really hope that the developers see this and reconsider the Billy changes, as I said at the start I think he was in a perfectly fine spot and all that was needed was some addon-adjustments.

    All it does is mean you have to chainsaw sprint you can’t back rev until you are on the survivors butt for a free hit

  • @Dwinchester said:

    Save your breath. They have already tested this change with their rank 20 dev team and think it's all good. No amount of feedback is going to change their mind. Look at ruin, the killers, top survivors, and every popular streamer all hated it, but they still went through with it. Same thing is going to happen here.

    Don't even bother with the ptb either. It's not like they've ever launched a patch without breaking 50 things anyway, so they don't need our feedback.

    Cuz they don’t care about whiny entitled players with no skill sorry billy requires more skill now then just back revving till you close the gap enough

  • @SpyMature said:

    See for yourself, how many Nurses have you actually gone against after the did "an addon pass" on her.

    Probably not a whole lot, you probably even see Hag more often than her.

    They see that people play Hillbilly really often (because he's fun and not restricted with a boring cooldown) so they add one.

    Now people are going to play him much less, and we'll see a surge of Oni players, because at least his dash is not as restricting, and if you stop dashing after dashing across the map, you won't have to awkwardly wait and look at the survivovor for ~10 seconds before your cooldown wears off and you'll be able to insta down him.

    Bruh the change was to prevent over use of back revving which takes no skill and camping why are people really crying about this it hasn’t even hit ptb

  • @hahadrillgobrrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405351#Comment_1405351

    I enjoy the hotfixes and I'm sure many others enjoy too! People will be more vocal about negative things than positive. I know it because I also tend to be more vocal when something is bugging me...

    Oh yeah no I get it 9/10 times something is only mentioned if it was bad rather then good I just meant it more as a joke mostly because the big complaint rn is they can’t tunnel for free wins as easy anymore

  • @Huff said:

    If it isn't known as a bug, and the devs don't come out saying it's unintended, then I see no reason to be afraid of using the perks. If it works like that, use it. It's the devs' fault for making a mistake like that anyway so if it stays in the game and they don't do anything about it, there's no reason to believe that it really is a bug.

    It's kind like how moris can work with PH's cages even though people constantly are saying that the cages don't count for Pop, BBQ, Decisive, so moris shouldn't count either. It seems like maybe it shouldn't work like that, but if it comes into the game like that when the devs should have tested this stuff, then it's not your fault for just using the tools you're given in the game.

    I’m not afraid of any ban I know I won’t be I’m just curious if this is a bug or intentional cuz surv and ruin was originally a bug but become an actual combo wondering if this the same also on your last part they removed Mori off cages a week ago now so that was a bug and got fixed

  • @room___237 said:

    Im not sure if this has been discussed in the past, but it probably has. I think it has alot of potential though and needs to be discussed .

    What would you think if comms were proximity based? This could be something where when talking near the killer the killer could get a notification. It would be a way to actually balance comms and talking too much could be detrimental. There could be comm based perks, but that wouldn't be essential. Still though, think of all of the possibilities...further range, closer proximity for the killer to get notification, etc.. Use your imagination. Like i said though the perk idea wouldn't be essential. Most of the blow back I've heard about why this would be a bad idea is based around it being an easy way to bully the killer or other players. The simple solution to that would be an option to turn it off as survivor and play as is now if those problems occur when playing survivor. When playing as killer there could be just a simple notification when people are on comms and within a pre-determined proximity to you. This is something I think the devs would be able to work out to find the best balance. Then there would be no need to worry about bullying killer, as killer can already be bullied in the same ways using notifications and other interactions that are already in the game and the comms idea would add no new interactions outside of the notifications and how they are already in game.

    Another knock against this idea is that "people would just play comms the same way they do now." which is a possibility I don't deny. If the game had no way of muting the mic when one was connected to the game system it would also solve this. So, if you are playing DBD and have your mic on, you would be subject to this, even if you were also using a third party comm software. People would essentially have to have a comm system not connected to the console or PC to get away with it and that would deter that type of thing. If using a 3rd party comm system, yes, they would have unlimited range, but the killer would still get a notification when near someone speaking into their mic. That wouldn't change, and there is a way to do that. It would be a little more powerful for survivors using current comms then the idea I'm posing, but that is already available and having a notification for killer WOULD add more balance anyway you look at it.

    I just ask you to think about this, and please behaviour, do the same. The idea may need some tweaks, Im not suggesting it is perfect. There is a ton of potential for growth with this though... including: ideas for perks, ideas for killer types (adds a whole new dimension on how new killers could be designed and I have some great ideas here for licensed killers using this), more balance, more fun.

    Thank you for taking the time to read this. I am sorry if it is long winded, but it is something I have been thinking about for a while and I wanted to hear what others thought about it. Please, I ask you, when playing as either killer or survivor, think of the possibilities of something like this and how it could add to the enjoyment of your game play while also thinking of possible applicable areas it could be used and post them to this thread. I would appreciate hearing all of your ideas. If you have problems that would occur with this, also post them. There are no bad discussions on this.

    I don’t even have to read your post to shut you down discord and party chats exist you wouldn’t be able to hear these unless you are in them yourself

  • @NeaMainNON_TOXIC3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405386#Comment_1405386

    It's most likely gonna be patched. And I was warning that you could get banned. Nothing more.

    And I’m telling you until it’s a confirmed bug or exploit I won’t this post is literally asking if it’s intended and again you can’t be banned for using perks even if there is a bug with them that’s like banning any spirit player who uses the duration add ons as they have an unintended bug that everyone uses

  • @NeaMainNON_TOXIC3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405343#Comment_1405343

    You actively know that these perks have an issue with them, yet you're using them. This is exploiting. You're taking advantage of something wrong and using it. That is banable. I am warning you that if someone catches you, you might get banned.

    Look if you aren’t gonna add anything helpful don’t reply it is not bannable cuz if that were the case Otzdarva would be banned as he runs this on PH and is where I found this out so I wanted to know if I should not get too attached to the extra effect if it’s gonna be patched

  • @Brightened said:

    I was honestly expecting just "we fixed the cakes :D" but they've released much more than I expected with this hotfix. So hats off to y'all. Good work :)

    Atleast I’m not the only one who enjoys the hotfix instead of whining about it lol

  • It’s not exploiting it at all if it’s just what happens with the two perks I’m not gonna stop running good perks if it is just a bug

  • @NeaMainNON_TOXIC3 said:

    Only the killer sees Surveillance auras, survivors don't see regressing gen auras. They would only see the yellow highlight of the gen you kicked.

    No how it works rn is they will not see a gen aura I’ve tested it it’s basically a bug but I’m wondering if since it’s not too harmful if it will stay

  • @Dominum_vestri said:

    Why you changed it in the middle of the event? That was the dumbest thing you could do. I spend 2 million BP before the 4.0.2 update and i got 5 event med-kits and 5 event fl. Today i spend, idk, 400k BP and got the same amount?

    WHY?

    It's like mine 1.6 million BP were just gone.

    Wait they did that? Even tho they are already rare to find besides the cakes cuz survivor has a million other items addons and offerings they can find lol

  • @andyollolloll said:

    For 3 games in a row the first person downed simply killed themselves on hook or tried to before eventually killing themselves by running to the killer.

    I've found myself starting to be that person who now just wants to do the same if the first person does it.

    This was predicted to happen and there needs to be penalties otherwise why play?

    Even as killer I absolutely hate this ruins the game for everyone if I get a win now I don’t even feel like I deserved it anymore and it just takes away from the main reason I play bloodpoints and it will be for the dumbest reasons the worst I heard was by three who said “we can tell you were gonna be a petty killer and let nobody escape anyways” this is first hook 60 seconds tops into the game

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405197#Comment_1405197

    That's also because TOTH has a few effects. (Each totem = 1 token, and the tokens increase cleansing time and hunting bloodpoint gain. It also notifies the killer when someone starts working on a lit totem.)

    If we get a totem counter for small game small game needs to have an extra effect. Maybe we could do the opposite where you start at 0 and each totem cleansed by you and your team gives you 1 token, with each token decreasing the cleansing time (or make Small Game's tracking recharge faster? Or slower, but increasing the range making finding that last totem a bit tricky?) and giving you extra boldness gain rate.

    Nah I get that I didn’t mean it was a definite just do that to the perk or even just make it a perk thing I just think hud wise would be maybe difficult to do as base kit

  • @bubbabrotha said:

    I kinda like it...

    My issue is they did it dirty like self care head on and other perks only good as a combo you need surveillance to really make it work but a perk should be really good on its own not just if you have another perk especially not a licensed perk

  • @RayrafLPP said:

    So People dont want to get tunneled? you know what you can have it XD

    REMOVE CAGES

    but:

    a survivor who has been tormented and downed can be "sent away" this means he will heal to the injured state and be teleported to the other side of the map (this counts as a hook stage) also torment effect wears off then.

    In return i want the ranged attack to apply torment.

    PH = fast gameplay

    Survivors = not a chance to be tunneled or camped :)

    I really dont know whats the benefit of cages now.

    People get insta saved and I get no information where they are.

    On hooks you can go away and if someone saves you know two people are there.

    why should i cage someone? The torment status effect is not easy to apply on survivors (decent ones)

    PH was decent. there are way stronger killers.

    If you take something away from a "good" killer then please give something in return.

    make his range attack a little bit longer or something.

    Nerfs on mediocre killers seem so unjustified. It looked like PH was OP.

    but whatever :)

    Btw you do still know where the survivor is caged at it’s always across the map from you so hypothetically speaking you can still tunnel of cages but with no exact x marks the spot to go to

  • @Jasuo said:

    This perk is so ######### weird to me. People claim it's insane at finding people and providing info, and popular streamers tend to gravitate towards it as well.

    However when I use it it feels like it doesn't really help me find people. I walk toward an area, it lights up, and then I patrol the ENTIRE ######### place without finding anybody, so I start walking to a different area and it stays lit up the entire time. It feels like I'm trying to find my way around in the dark.

    Do I just suck at utilizing this perk? Or is it overrated for what it is?

    Well it’s main purpose is after you have one survivor left close hatch and don’t know which gate they are at whichever it lights up on you sit there if it darkens start going to the next gate also helps on killers like spirit and oni to know which direction to speed off to

  • @BaldursGate2 said:

    Personally, i don't care about the perk. It's most likely the survivors own fault if they just focus only on the gens and are not cleansing the totems. But, because we got a indicator of the gens, why not have an indicator for totems as well? It's good for solo survivors and SWF know anyways how much totems are still up or not.

    If anything be attached to a perk like small game cuz that’s how thrill of the hunt works you get a totem counter as killer but only on a perk

  • @ShErMaDeRmA said:

    Not looking for arguements, just wanna know. On both sides, who do you main and why? I main Deathslinger and Quentin, Deathslinger because hes my 3rd favorite cowboah and hella fun, and Quentin because hes my first dlc and was my first game back in December of 2017

    Thought I'd say this, if I dont play quentin, I'm usually playing ash or steve

    I am a silent hill weeb so ever since the release Pyramid Head and Cheryl (Lisa version tho cuz she the cutest survivor)

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405119#Comment_1405119

    I think the cages don't give you a notification, unless that was a bug. You completely lose the information about that. Caging now only makes sense in late game, when you know that you can send the survivor into an area where gens are already done. Otherwise you simply have no clue where survivors are, even if you plan to go for the unhooker. And with 4 survivors alive you just allow quicker safes than with hooking.

    I still don't know what's the point to tunnel with cages. You waste so much time to cross the map

    No they do it was in the last update they even put it in the patch notes of last times and I think even this one if you want to check

  • @MongolPSR said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405119#Comment_1405119

    no no no no. You're presuming I tunnel which Is far away from how I play him. Im saying that if you want to change his power again what do I get in return? I'm thinking a new pair of boots, or making his ranged attack apply torment. your pick.

    Honestly only few things I see having an effect buff wise we should see torment on ranged insta down on torment survivors with range but also change torment duration if that were the case add on changes for sure need to be done really my post was just more of a means to stop tunneling with him but at the same time for non tunneling players it’s nice now for making it so if survivors are near you you know they are going across the map to get a save

  • @Peanits said:

    I'd actually be against that, as someone who doesn't want to tunnel people out of the cage. One of the neat things you can do is cage someone and send them across the map when you know survivors are close to you, that way they're forced to go across the map and waste a lot of time to save each other. If it sent them somewhere randomly, you take that bit of strategy away and make it entirely based on luck.

    Hmm I guess I never really thought of it that way you make a good point seeing how if I am caging them I usually have survivors near me is why so your right actually forcing them across map every time would probably be the best choice thank you for your comment and enlightening me on that 😊

  • @MongolPSR said:

    cool what does PH get in return? I'll give it to you but what do I get in return?

    The choice to go patrol gens and chase survivors rather then tunnel if you didn’t know when someone is saved it makes an explosion where it happened similar to a gen popping so you will always know where the cage was but after the fact so it’s not as easy to tunnel honestly as a PH main I can’t think of anything buff wise he really needs except to add ons

  • @RakimSockem said:

    A+ to BHVR for implementing that change to Pyramid Head's cages.

    And I came here honestly just to see how much whining people are doing because they can't use scummy tactics anymore.

    But for those who are complaining, here's what you need to realize. The way the cage USED to be (so glad I can say that) had literally NO counters for a camping Pyramid Head, which if we're being honest was like pretty much 90% of Pyramid Head players. And yall knew it which is why yall played that way. If it's going to act as a hook state, especially in the case of Moris, then hook camping counters like DS and BT should have worked which they didn't.

    So the Devs had two options: Make BT and DS work from cages OR remove Pyramid Head's ability to cage and then immediately go over to said cage to camp. Now personally, I would've have been fine with option A but option B works just fine. If you're THAT upset about it, it's because your playstyle is boring and you have to camp cage to win and you probably just need to get better at the game. Same people probably play Pig and tunnel people with active traps on their heads...

    As a PH main this is so true I barely even payed any attention to where my cages were cuz I was busy patrolling gens or chasing another survivor at that moment to really care about tunneling a survivor for free so I feel this change is nice as if you played him the right way the change would not effect you

  • @CosmicParagon said:

    The "move the cage" mechanic is a good idea, but removing the aura reading is overkill. Either keep the aura reading on, or give an unhook bubble/2sec killer instinct on the rescuer

    Umm no just patrol gens stop tunneling simple as that

  • @HP150 said:

    • Removed the ability for The Executioner to see the aura of the Cage of Atonement and survivors inside them
    • Added a system that will despawn the Cage of Atonement if The Executioner near it for too long. The Cage of Atonement (and the survivor inside it) will respawn in a new location.

    Yes, this. I will preface by stating that I didn't follow the tactic complained about on these forums which entailed rushing to the cage from across the map to tunnel a caged survivor. Don't really care if you believe me or not, that's not the point as long as you acknowledge that that wasn't the MO of every Pyramid Head.

    Second, if you check my post history regarding PH you'll notice that I've engaged in arguments regarding "PH shouldn't be able to see his cages". The gist of my argument was that the cages were already a very situational ability; if you weren't zooming to the opposite side of the map to tunnel a caged survivor then it was a minor time saver at best and only practical if you see another survivor to engage on within your immediate vicinity at the time of the downing of a (soon to be) caged survivor. That is because 1) you first have to go through the effort of applying the debuff of Torment and 2) caging a survivor in most circumstances very likely sends the caged survivor much, much closer to a survivor who isn't being chased for an uncaging.

    Third, the developers have already acknowledged that guarding hooks (OBJECTIVES) is a core part of playing as killer. Pyramid Head is a killer which is commonly acknowledged as having little map pressure. This is because he doesn't have any real map mobility tools like, say, Hillbilly. Nurse. Hag. Even Demogorgon. At this point, it's not a simple matter of PH's cages putting the possibly hooked survivor on the opposite side of the map from him with no innate mobility options; he also doesn't see the cage. This means that in the majority of situations experienced survivors will recognize this as a 100% "free-save". In other words, you're taking away map-pressure from a killer that already lacks map-pressure.

    Fourth, the last change; "Added a system that will despawn the Cage of Atonement if The Executioner near it for too long. The Cage of Atonement (and the survivor inside it) will respawn in a new location." I've seen literally no one suggest this change so it at least is not a very popular suggestion. I've obviously not had much time to process this direct nerf, however, on the surface it looks like it will at the very least make Cages even MORE situational than they already are, even for the non hard-tunneling PHs.

    Finally, if you'd again take a look at my post history regarding PH you'll notice a very, very simple solution to tunneling PHs (because, as with most things in life, the simplest solution is usually the correct one); allow all hook-related perks to work on cages. The entire game was balanced with hook perks in mind from the start; Killers want their BBQ stacks, Pop-goes-the-weasel procs, and possibly quirky Make Your Choice/Devour Hope builds while Survivors cling to their comfy security blanket of DS, BT and possibly We'll Make It, etc.

    I get that BHVR may have wanted to shake up the meta, try something new, force-feed people into taking different perks? Solid attempt, but this isn't an appropriate manner to do it. My prediction is that far fewer people will use cages, the exact same staple perks will be taken on every killer and survivor, and PH will instead usually just save their "Torment" for the mini-mori.

    But don't make the mistake of thinking that I'm quitting strictly for Pyramid Head (a single killer in a large roster); I first started this game because I heard that Michael Myers was becoming a playable killer in a modern video game. Since then, BHVR has knocked it out of the park as far as choices in which licensed content they incorporate. However, this is a an extremely blatant case of "survivor favoritism". I use that term very lightly; I doubt there are very many members of BHVR that wake up every day and think "how can we make 1/4th our playerbase miserable" for the hell of it. Instead, it probably comes from a place of inexperience. That's understandable, sure, but after nearly 4 years of supporting the game it's still unacceptable and quite frankly, unfun.

    TLDR; A simple and appropriate solution to tunneling off of cages would have been to allow all hook-perks to work on cages, which would probably have satisfied both survivors and killers. Instead BHVR further engaged in an on-going trend of catering only to survivor complaints regarded the new Killer.

    How about this don’t camp or tunnel cages and this doesn’t effect you sound simple enough for your pea brain?

  • @DragonMasterDarren said:

    now I haven't played PH (just waiting for rank reset before I play killer again) with this change but why did they feel the need to change it?

    what were too many people clogging the discussions with "Ph is a camping POS" cryposts so you do this to shut them up? i'm all for discouraging scum tactics but PH was completely fine before this and the whole cage camping thing was down to player choice, what was the point?

    It negates all anti camp and tunnel perks so being able to see where to camp and tunnel was overkill

  • @OmegaXII said:

    A hotfix patch note just came out, and it removes the ability of the PH to see the cage.

    So what does it mean? It means free uncaging, where PH can do nothing about it. NOTHING.

    So in EGC, there is no way to defend your cage, and if you hook them normally, you get DS and BT.

    I personally don't like the idea of this because uncaging shouldn't be totally risk-free since it still counts as a hook state.

    Your thoughts?

    Cages spawn across map from you so you still know the area just not the exact location is all and you shouldn’t need to worry about ds and by like unless you are the type of person who made these changes happen by abusing the free tunnel

  • @woundcowboy said:

    Pyramid used to have decent counters to the stale DS and BT meta. Now his power is essentially a worse version of Pig because survivors get more information than the killer, and could even have the cage pop up next to them. So my question is, what is the point? You save maybe 5 seconds by not hooking and that's about it. PH now pretty much has nothing except an overly difficult antiloop power.

    RIP PH, you were fun while it lasted. I guess I have to go back to Nurse full time lol.

    That’s on the players not the devs tho people abused the tunnel mechanic with him so a change had to be done now you can’t see to tunnel the target but you know it’s always across map from you still so to fix you still going and camping them if you stay too long it will move them again where you won’t possibly know sounds all fair to me

  • @batax90 said:

    I learn something with that patch and its if you whine enough i mean like 80% of the player base you can get change done in your favor so survivor can you ask for ds to be change plz i feel like the dev like you more

    What was whined about beside the cakes crowns and Konami code being fixed?

  • @MelodramaticWraith said:

    One, same crown for every character's default head and reskined items. What a thrilling event. Oh, I forgot about the offering, which you don't know how to fix for a fricking week.

    But I understand, gotta work on those archives and new skins, so people can buy their battle passes.

    I mean they didn’t have to give us anything but they did so stop whining

  • @HittingOnHook said:

    After this patch I just verified that indeed, you still cannot smack a hooked surv... I hope this is a bug

    but was this really really really intended?? @Peanits I feel so depressed ;,,,,(

    plz answer

    I hope it’s intended means I won’t be BM while playing survivor cuz randoms popped three gens in chase and as killer I won’t be forced to hit the hooked survivor when I most obviously hit the unhooker

  • @luka2211 said:

    @RizeAki It says you tagged me here,even though i didn't even comment here. Weird lmao

    How the heck is that even possible lol cuz as far as I know I didn’t unless some weird auto correct

    in Yayyyyy Comment by RizeAki
  • @ItzNobody said:

    'Trails of Torment' is a new killer perk belonging to the Executioner. After kicking a Generator, you become Undetectable for 16 seconds. During this time, the Generator's Aura is revealed in yellow to all Survivors. Trail of Torment can only be triggered once every 80/70/60 seconds.

    I believe a lot of players will agree when I say that removing the Generator's Aura reveal would be all that is required to do, or at the very least is the minimal buff that can be applied to this perk. There is no reason to tell the Survivors where your proximity location is before being Undetectable, it removes the surprise effect. Dark Devotion, Insidious, Tinkerer, and Ghostface's Night Shroud do not announce themselves upon activation, so why does Trail of Torment?

    Although the effect is short-lived and the cooldown rather large for my taste, I can agree with that. I would prefer the effect be longer, however that would elevate the use of Trail of Torment over Dark Devotion, which I feel is the strongest perk for going Undetectable at this current time. Thrilling Tremors also carries the long cooldown, and again though I would appreciate the cooldown to be reduced I can agree with why it is set for that long.

    Do you agree or disagree with my proposed buff for Trail of Torment? Support your thoughts and if you have other changes in mind, feel free to share your thoughts and share this idea in case the developers were to notice.

    Run surveillance it removes the yellow aura to survivors 😉

  • @supersonic853 said:

    Leveling my freddy and thinking of trying this combo but dont wanna bring nemesis if it doesnt put the survivor to sleep when your stunned. Anyone can confirm or deny it?

    If black box is the iri add on then yes it’s confirmed to work like that

  • @WalkedMoss92 said:

    Every now and then I go against Freddy in a trial and I'm already like "this isn't going to be bad trial"

    I see a lot of people making their own tier list of the best killers and they are always putting Freddy at the top around S or high A and I don't understand. I've always been able to quickly get out of the dream phase he does and because I'm not running around the middle of the map, I go unnoticed the whole game.

    I feel like he's not as impressive as the other killers cause he's easy to spot with that annoying strut he does that makes him look like he's about to T-pose. Plus, like the huntress, he has the music that follows him around making him easy to invade.

    Are people just ranking him that high because of the generator control he has? because other than that he's not a hard killer to go against.

    I think what annoys people is what annoys them with Noed it adds another objective so they can’t play gen simulator but thing with his clocks is they always spawn across map from you so if you are doing gens they are in spots you need to do gens at so you don’t three gen so pop gen go to clock wake up do gen there and rinse and repeat

  • @NinjaDette1 said:

    It could also be one of those start trial together offerings🤷‍♂️.

    Nah it happens 99% of the time without one I’ve seen it from both sides myself where 4 man spawns together

  • @xXCAM3R0NXx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402286#Comment_1402286

    If I'm working with an end game build, having those two are essential.

    It's not like it's unfair either because it encourages totem cleansing. I've played so many games so far where not one single dull/hex totem has been cleansed.

    I’m just saying if you want to get better at the game end game builds aren’t it they are pretty easily counterable if players are smart so not like it’s something too op to deal with but nurse is a decent enough killer for looping and map pressure so you could do much better for more points if you play around other things but if end game is what you like go ahead don’t let anyone stop you I’m just giving my opinion and I respect yours :)

  • @RayrafLPP said:

    If youre a killer main then give me your build on your favorite killer :)

    So if this perks were banned what would you run on survivor and killer?

    Survivor:

    Adrenaline, Borrowed time, Iron Will, Sprint burst, Lithe, Head on, Balanced landing, Dead hard, Decisive Strike, Self care, Inner strength, we will make it, Unbreakable, Prove thyself, urban evasion, object of obsession, deliverance and spine chill.

    Killer:

    Noed, BBQ, Corrupt intervention, Safe the best for last, Devour hope, Ruin, Nurses calling, Thanatophobia, monitor and abuse, Pop goes the weasel, Rancor, Infectous fright, and of course the best perk of them all: monstrous shrine ;)

    I know not all of this perks are meta, but I see all of them quite often and its my thread ;)

    So these perks are banned. What would you run?

    For PH who I am currently messing around with something like Zanshin Tactics I’m All Ears Trail Of Torment and Surveillance let’s me zone them easier see my shots through walls and the last combo makes me go undetectable but will no longer turn the gen yellow cuz of surv

  • @ClawsOfHell said:

    Before some toxic killer mains come here and say "Oh you just a baby survivor" dude i'm main huntress and i play survivor to i can be a good killer and survivor and tell the design error of this game have.

    Why people tunnel so much? i literraly hate go through a match without being chased any time because the killer is tunneling a guy the whole game even after eating a DS and literraly loosing the whole game just to tunnel, why people do that? it's way better to down a survivor and go after the survivor who unhooked the other one, and after gettim him down go back to the survivor who you already hooked, you can get 12 hooks easily and make the game for everyone.

    I get 9-12 hooks on everth match on my huntress and people sometimes say i'm tunneling even i'm not but those people are just bad and salty survivors in this case i'm saying are those killers that are playing just to ruin the fun for everyone and this keep happening to many times in a row to be considered just a desnecessary complaning this is literraly ruining the whole game.

    Yesterday i almost give up on dbd even having +1000h because i got almost 20 match where i got tunneled for 5 gens and i not saying that i looped the killer for 5 whole gens, i looped for 30-1m got down hooked and he walked away from a little hurted some people and when i got save even if he was chasing someone he just give up to tunnel me even using the DS he kept doing that in 20 match i think it's to consistent to not think that's a problem. Most people say that "Killer just tunnel you if you do something toxic" i'm a survivor and killer so chil that sometimes i just let the killer kill me if they got bullied and a lot of the times i give the hatch or farm if someone disconnect on early game so ain't doing anything wrong i just worried about the games future if this kept happening to many times at some point people are gonna quite the game.

    So what you guys think about it?.

    Honestly I hate tunneling but sometimes you have to do it this game is an objective and numbers game if the other side has too many numbers aka gens done you have to get your numbers back quickly before they get anymore aka hook states so if you have to be rehooked to even the playing field it’s something that has to be done

  • @xXCAM3R0NXx said:

    - Nurses calling

    - NOED

    - Thanatophobia

    - Blood warden

    Perks I have available:

    - Doctor, Huntress, Trapper, Wraith, Nurse, Hag, Deathslinger, Hillbilly and the normal perks you get with any killer

    Reasons:

    - Use NOED to down and hook survivor when gates are open. Blood warden activates, down the rest who camp at exit.

    Any changes I should make would be more than welcome :)

    IMO getting better without Noed and blood warden to give free kills would be a good step

  • @genosyo said:

    hello,

    i've been a survivor main for as long as i got into this game. i never even unlocked a single killer teachable, or played over 50 killer games, despite playing the game from morning till night

    but recently i've gotten into playing killer, i've even got some auric cells to buy some skins for the ones i wanna main! :)

    so i mainly wanna main legion, and my ideal perk build for him is: corrupt intervention, bbq & chili, NOED, and pop goes the weasel

    and i wanna also main freddy but i'm not sure if he's good or not so i'm gonna set him aside, i'm going to prioritize maining legion and getting the perks for him after i finish leveling up my desired survivors

    -- if you have any ideal good perk builds, please comment them! :D

    Thana is definitely a must perk as you will be keep people injured easily and if they heal it wastes a lot of time so my current build is thana bbq pop enduring but the other three mostly enduring are up to you

  • @Mat_Sella said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402144#Comment_1402144

    Scooby standing up straight would be both hilarious and cathartic

    Or better idea! Make a legendary outfit of scooby for the demogorgon

  • @Kaitlin814 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402142#Comment_1402142

    I don't. It's just extremely frustrating on small maps, and playing with teammates who are overly altruistic.

    So you admit right there it isn’t the perk it’s the players around it

  • @joshuashep22 said:

    I personally want shaggy but I wouldn't be surprised if they chose fred as the base survivor and made the rest of the gang legendary skins

    Scooby of course lol

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