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Sandt21

Sandt21

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Sandt21
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  • It'll likely be licensed. My money is on either Alien, Friday the 13th, or FNAF

  • I'm starting to think that survivors think they are entitled to 3 hooks each game

  • If DBD can survive multiple years of Dead Hard getting no changes, it can survive Eruption. Easily.

  • Lets look at the core issue, and to be honest, i'm not even sure you can even call it an issue: Survivor fun and killer fun are at to completely different sides of the scenario.

    For killers, using your power effectively to end a chase very quickly is fun. But for survivors, a quick chase isn't fun because it feels like they never stood a chance to last longer in the chase. For them, an extended chase where they can make it to multiple loops and just barely make it to the pallet or window, thus preventing the killer from getting a hit, is fun and thrilling. But for killers, that's is sheer torture.

    Sadly, this really is something that can never be addressed because our goals in the game are so vastly different

  • We appreciate all the work you put into testing all of these, my dude

  • @Terion said:

    https://us.v-cdn.net/6030815/uploads/LVEYN1SUS2JC/waer-png.png

    the first 2 quit the moment they got downed by ghostface, like early on on the start. i had like 0 reason to play further on 5 gens 2v1. So i decided to run at him and sacrifice myself, well we then got into farming some pallets and after we had maxed out he searchd mikaela.. surprise surprise, she quit too. At least she didnt quit from the start. He then gave me hatch.

    I could still not complete my challenge, its so annoying like.. WAY to many quitters even pre release. (last weekend saturday evening litteraly 7 games where at least 1 person quit.) Now the penaltys are gone right?

    how to enjoy the new update without penaltys? hell, at this point i even want an increase!

    When I was playing on playstation 5 last night, the penalty was disabled. I think it was because of the mouse curser issue that exclusively effecting ps5 users. It keeps players from even moving their characters at all, and the only option is to DC

  • @squbax said:

    About the bug you are right, that needs to be fixed ASAP, about the power...LMAO, his guarda are easier to loop than sadako, and thats in of itself an achievement.

    I'm actually starting to think walking through pallets and windows is an intended feature of the guards, giving how easy it is to loop them

  • @Adaez said:

    From my experience playing killer and survivor,most survivors I go againts and have as teammates find it annoying to go againts most killers in the game.

    Trapper - Slightly annoying

    Wraith - Annoying

    Hillbilly - Ok

    Nurse - DC

    Myers - Ok

    Hag - Annoying

    Doctor - Annoying

    Huntress - Ok

    Bubba - DC

    Freddy - Ok

    Pig - Ok

    Clown - Ok

    Spirit - Annoying

    Legion - Annoying

    Plague - Annoying

    Ghostface - Annoying,DC

    Demogorgon - Very Ok

    Oni - Ok,DC(depends if they get slugged and rage after they all get downed)

    Deathslinger - Ok

    PH - Ok,DC(if they get outplayed)

    Blight - Ok,DC(if they get outplayed)

    Twins - Very Annoying,DC

    Trickster - Annoying

    Nemesis - Annoying,DC

    Pinhead - Annoying

    Artist - Very Annoying,DC

    Sadako - Ok

    Dredge - Ok

    Wesker - Annoying

    Overall I feel like most survivors dont really enjoy the game or playing againts most killers unless they're really bad,and dc most of the times againts most killers.

    Translation: Survivors really don't like going against a killer who isn't loopable

  • @Marc_123 said:

    I thought Nea is more popular.

    Yui´s rift outfit right now is pretty good too. And the Adam outfit has some of the Vigo sparkles on it.

    A lot of survs got new outfits lately.

    I thought Kate blew both Nea and Feng out of the water with popularity

  • @Audiophile said:

    Just played Gideons vs Cenobite and not only did he find the cube instantly at game start, he found it every time within 30 seconds… when he wasn’t downing people that were suiciding. Whether this is an exploit or just, as some enabling killers like to call it “just smart play knowing how to find the cube”… it’s clearly broken.

    Finding the box at the start of the game isn't hard if you understand where the box can spawn. Lethal pursuer helps to.

    All you have to do is head to an area thats at least 40 meters from you thats also at least 40 meters from where any every survivor starts. (0% chance that the box is there

  • Evil Incarnate. If the survivor doesn't want you to get that achievement, then you aren't getting that achievement

  • In this day in age, tunneling is whenever you chase a survivor and they don't want you to chase them. They feel they deserve three hooks no matter what, and when unhooked, they feel they should be guaranteed enough time to heal up and do a reasonable amount of work on the objective, and there should be zero chance of the killer interacting with them until you've chased a different survivor for an amount of time that they feel is acceptable

    I'm joking, of course, but not by much

  • Either buff it to 150% of make it lose the "deactivates when someone dies."

    Basic rule of thumb for perks is "if no one ever uses it, it desperately needs a buff". Bad perks have no right to exist in this game

  • @GentlemanFridge said:

    I...

    I don't get it.

    Weekday, weeknight.

  • @uncledave said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228603#Comment_3228603

    Human form required, bcs the doll cant take and move survivor on the hook.

    This is such an easy problem to fix. Just use the lore from the film.

    Once Chucky down a survivor, he does his human possession spell on the survivor and takes over their bodies. The survivor would stand up, and pick up the doll, with the killer now controlling a survivors body as they walk to a hook. The doll they would be holding would still be holding a knife, so the killer-controlled survivor could swing the doll at other survivors who are trying to body block the hook. Once at the hook, the survivor would hook themselves, and the killer would return to the doll.

    Charles Lee Ray, as a human, is not needed for a Child's Play chapter, nor should his human form be included

  • @Sandt21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245354#Comment_3245354

    Thats a net nerf, no matter how you look at it, and it doesn't address facecamping at all.

    Lets say this nerf goes through and Bubba facecamps. Someone comes up to the hook for a save. Bubba charges his chainsaw, gets the first chainsaw hit on the unhooker while the unhooker is stuck in animation from the unhook, and gets the second hit from the chainsaw just as that same animation finishes, while also hitting the person who was unhooked, and since you gave Bubba iri flesh basekit, Bubba could then stillchase the unhooked person with the chainsaw and easily catch up, getting that second hit and downing them again moments after being unhooked.

    This idea would actually make facecamping worse

  • @danielmaster87 said:

    My rework of him is making Speed Limiter/Iridescent Flesh basically how he plays. A non-instadown chainsaw killer.

    There's a lot of his add-ons that I think support this playstyle. But you never see anyone use them because he just instadowns, hooks, end of story.

    Thats a net nerf, no matter how you look at it, and it doesn't address facecamping at all.

  • @Jaguar1012 said:

    Seriously sick and tired of nurse and blight

    the solution is to have this game have more strong killers. Even if Nurse and Blight are nerfed, they'll still be stronger then all other killers. More strong killers equals more killer diversity at high ranks

  • He needs an add on pass, since 95% of his add ons are complete butt. And getting hit by Punishment of the Damned should apply torment to the survivor

  • @TheArbiter said:

    Lerys has almost no god pallets while the game has god pallets and non mindgame able loops

    Lery's god pallet is at the warden's office, which is as close to a killer shack as an indoor map can get

  • @hlambda said:

    Killers still get too much value from camping. Allies are forced to trade being hooked which is basically 2 free hits for the killer. Please give survivors some way to counter this.

    If I can be blunt, it sounds like you want this game to make camping 100% beyond-a-shadow-of-a-doubt, impossible. To not only make camping harder, but to remove the ability to do so completely. Obviously, I'm not a dev, but I'd still bet my life that this is simply NEVER going to happen.

    Killers lose points if they camp, and there are several perks designed from the ground up to help with camping, such as DS, BT, Off The Record, Reassurance, and others still. And I'll bet there will be more anti camping perks and base kit changes in the future.

    With all that said, if a killer wants to camp, they'll camp, While it sucks when it happens to a survivor, it will always be a viable strategy in DBD, and its never going away

  • I'd settle for being able to choose between old freddy and new freddy, add ons and all

  • There in is the biggest problem with solo que. Everything in DBD that is meant to give an advantage to killers hurts solo que by default, because solo que will never be as strong as SWF inherently is, because playing with others instantly gives advantages that solo que can never have.

    Now the most common answer to this is "make solo que as good as SWF by default", but that in and of itself will be problematic because if solo que is raised to SWF levels, then every game a killer will play will automatically be against a SWF level group of opponents. And as a killer player, I dread that, because going against a competent level SWF friends group will most likely be (if i may use a work survivor mains use a great deal on this forum) "unfun".

  • @Seraphor said:

    I like the idea of reigniting broken totems. But I don't like what Pentimento does. It's just badly designed. It disproportionately hurts solo survivors than it does SWF. This makes it yet another factor hurting solo queue, and is what contributes to the inconsistent value as a killer, those games where you get 4 stacks of Penti versus those games where you just can't seem to keep the totem up long enough to get any value out of it.

    I'd much rather if it was something like a 5% speed penalty to all actions including; repairs, healing vaults, cleansing, etc. for each reignited totem.

    There in is the biggest problem with solo que. Everything in DBD that is meant to give an advantage to killers hurts solo que by default, because solo que will never be as strong as SWF inherently is, because playing with others instantly gives advantages that solo que can never have.

    Now the most common answer to this is "make solo que as good as SWF by default", but that in and of itself can be problematic because is solo que is raised to SWF levels, then every game a killer will play will automatically be against a SWF level group of opponents. And as a killer player, I dread that, because going against a competent level SWF friends group will most likely be (if i may use a work survivor mains use a great deal on this forum) "unfun".

  • @FrodoTbaggins said:

    If I haven't griefed you during the match, please for the love of god don't grief me at the end of it.

    I once came up with a perk idea to combat this...

    Salvation Becomes Damnation

    Killer Perk.

    Even the safest places can become their tomb. If a healthy survivor or an injured survivor stays in the exit gate area for longer then 4 seconds, the exit gate for that exit gate area will become blocked by the Entity. It will remain blocked until no survivors are in that exit gate area for 20/15/10 seconds.

  • So BT became basekit. AND Unbreakable is becoming basekit. SO lets say DS also becomes basekit.

    Here's my question: does these three survivor perks becoming basekit across 4 survivors each equal the amount of power Killers got though recent base kit buffs (10% faster recovery to hits, 10% faster pallet breaks, 2.5% regression when kicking a gen), or do these three survivor perks becoming basekit across 4 survivors each far outweigh those killer buffs?

    (They far outweigh)

  • FNAF

    The people who want it in the game far outnumber those who don't, pure and simple. And I can't possibly see a FNAF chapter not becoming the most purchased chapter in DBD history. Only F13 would stand a chance of matching it

  • Survivors won't stop complaining about Nurse until she's loopable, plain and simple. Any killer that breaks away from running-in-circles simulator is "too strong" and "unfun"

  • Nurse will get nerfed the same patch SWF gets nerfed, and not one nanosecond before

  • @Chocolate_Cosmos said:

    Perks that motivate killers to hook everyone is good and healthy. However they should have some good benefit since hooking everyone once is very time consuming (usualy and for most killers) and difficult (you might not even see the 4th Survivor in that trial). The reward now is 10 seconds of all gens blocked per hooked Survivor for total of 40 when you collect all tokens. It's not worth it at all. It should be at least 60 seconds or something more than just blocking gens.

    What do you think about this perk?

    My suggestion is to keep it at 40 seconds, but also have it give all survivors hindered for that duration. That way it encourages killers to start a chase

  • What you are describing is a phenomena mostly seen in MOBA games called "Power Creep". TO put it as simply as possible, Power Creep is when a character in a video game either strengthens or weakens not because of any change made to the character itself, but instead by changes made to the game around the character instead.

    For example, a few years ago in Overwatch, the effectiveness of shields was heavily increased. Shields reduced the incoming damage of each projectile that hit the shielded character. Now, is a single rocket from Pharah hit the shield, the damage decrease would be so minimal it might as well not exist because the damage was done by a single projectile. But Reaper used duel shotguns that shot ten projectiles per gun per shot. Each individual pellet from the shotgun was a seperate projectile, so each pellet got its damage reduced. This was a net nerf to Reaper not because of a change to him, but because of a change to the game around him.

    That's the best example I can think of to explain Power Creep. Now lets apply that to the Nurse. While the Nurse has seen some changes that made her weaker, she has mostly gotten buffs not to herself, but buffs though the introduction of powerful perks that synergize with her power quite well. Power Creep in a nutshell

    I hope this explanation has been helpful

  • @jamally093 said:

    If I play killer I barely bring it because of the fact once people realize you constantly go after Scourge hooks they'll just Sabo it and will keep Saboing it even if you drop the survivor to wait for the hook to respawn. Why rely on Scourge hooks when you can use other hooks.

    Probably the same reason survivors rely on circle of healing as much as they do: because its powerful

  • @Odawg241 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221404#Comment_3221404

    I can only speak for myself, but my interest tends to dwindle and stop entirely when they go on long stretches of original chapters, only for it to be reignited gloriously when something licensed is added

    I still keep up with the original chapters to know who the new survivor/killer is, but the licenses add a Christmas morning-like excitement to the game

    I think a good ratio would be two original chapters, and two licensed. Whenever it veers from that, its starts to get stale. Remember when we got Pyramid Head and then we had to go through three original killers (blight, trickster, and twins) before we got to Nemesis? That sucked and my interest in the game, like yours, stated to wane heavily. At the same time, we also shouldn't want too many licenses in a row. Yeah, its exciting, but that means we're overdue for a long original chapter stretch, which I dread heavily. So like I said, two and two works

  • @My_Aespa said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221364#Comment_3221364

    Honestly, same. Also the looks in Jason X and Part 7 are awesome too. They should make this chapter happen honestly, but people are tired of licensed characters.

    I respectfully disagree that people are tired of Licensed Chapters. If we went on a, lets say, two year stretch with no new licenses, even just six straight original chapters, that would suck. As much as I love original chapters, they just don't bring "excitement". When done properly, licenses are absolute showstoppers

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221028#Comment_3221028

    you can play with it, you can play with it on the PS4 platform on the PS5

    You do acknowledge that you're saying "you can still use it, but only on an inferior system with significant performance issues that will likely never be dealt with", right? Honestly, Mandy, I know you're just the messenger, but this is not a good look

  • @My_Aespa said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221191#Comment_3221191

    The burlap sack mask Jason from Friday the 13th 2 would be an awesome and terrifying legendary skin.

    I LOVED Jason's look in Freddy vs Jason. I'd pay double for that skin!

  • Like a lot of people on the forums, I'm a hardcore fan of the F13 franchise. That being said, I can only speak for my self. And personally, if the Jason we get in DBD isn't the slow-moving unstoppable undead superhuman colossus, then words won't even begin to describe my disappointment

  • @Dustin said:

    This should be a thing but it should give a new base power and use up both addon slots.

    Also regarding question

    Nemesis - Give addon that gives him a rocket launcher in some capacity with limited ammo that replaces zombies. To use it he has to walk to the weapon crate holding it on the map and equip it.

    I’ll refer you to me earlier post on this thread 😄

  • Nemesis: Rocket Launcher

    -No Zombies will spawn in the trial

    -T-Virus can not progress past tier two

    -When the fifth generator is completed, a rocket launcher case spawns in the middle of the map. The rocket launcher only has one rocket and can't be reloaded.

    -When the rocket launcher is equipped, press the power button to aim, and the special action button to fire. (Rocket will fly as fast as a fully charged huntress hatchet.)

    -Any survivor within two meters of the blast radius of the rocket is placed into the dying state. Any survivor directly hit by the rocket is immediately killed

  • Can I assume that a survivor also wouldn't be able to change items in the lobby as well?

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211468#Comment_3211468

    Gideon. I still run into that damn dead end with the pallet and breakable wall.

    But apparently, people above think that situation is so niche and rare that we shouldn't have a way around it.

    Weren't survivors hating on breakable walls once upon a way because there was no way for them to interreact with them? Because i distinctly remember that

  • Calling it a mid-chapter is a bit of a stretch. It's more of a hotfix then anything else

  • I say use STBFL. You should only whip when an M1 hit wouldnt land. If you can get a hit, then get the hit

  • Wow, this PTB is even less then disappointing. It’s basically nothing. No real changes that will come to the love game in a few weeks.

    Honestly, I wouldn’t be surprised in the least if next to no one jumped on the PTB this time.

  • Oh! I got One!

    *cough cough*

    ................

    The amount of people who want a FNAF chapter in DBD far outnumber the amount of people who don't. Like, to the point of the pro-FNAF side being hilariously bigger then the anti-FNAF side.

  • This is exactly how stealth killers feel on open outdoor maps

  • Sometimes, its really easy to identify a problem almost instantly before it ever hitting the game, live PTB. this is when we need to scream loudest.

    Remember original Mettle of Man? Killers screamed at the top of their lungs what would happen if that ever hit the live game. The Devs didn't listen to the feedback in the slightest. And when Mettle of Man hit the live servers with no changes whatsoever.........turns out Killers were 100% right. Something like that can NEVER be allowed to happen again. I'm blown away that it something like that even happened once

  • There’s nothing fishy about it. The box has to start about 40 meters from all survivors while also starting about 40 meters from Pinhead. With lethal pursuer, that gives Pinhead a a rough idea of where to start looking.

    pinhead has to legit find it, while survivors always know where it is, unless an iri add on is used.

    Get to it before he does. Problem solved

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