SnakeSound222
SnakeSound222
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- SnakeSound222
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Unfortunately. I don’t understand why though. We’re just trying to help you.
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Because it wasn’t a win. In order to win as a Killer, all four Survivors must have a lot of fun throughout the game and you must give them an insane amount of chances to escape.
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Because ######### the ######### ranking system.
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Snares are stronger as they can work anywhere but pallets are more fun to use. It’s really satisfying to see a Survivor run to a pallet and drop it only to realize it’s fake!
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Snare Freddy, Hag, and Doctor.
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They didn't nerf anything. Doctor, Plague, and Trapper got buffed.
- Plague will now start will one corrupted fountain
- Trapper can reset traps on the ground
- Doctor got a good amount of add-on buffs and his shocks are more consistent so he can see how close a Survivor is to tiering up. The add-on buffs are:
- All electrodes will lose their charge speed penalty.
- Interview Tape's (sniper Doctor) range is increased to 24 meters from 20 meters.
- Iridescent King will now apply all of its afflictions when the Survivor reaches any level of Madness.
- The Obedience - Class III add-on and Iridescent Obedience effect have been removed. The counterclockwise skill checks are now a part of his base kit. Scrapped Tape will return to replace the Obedience add-on.
- Calm's affliction numbers are the same across all rarities (intermittent/constant distant heartbeat).
- All Restraint add-ons increase the duration of illusions for the same amount of time. The ability to see the illusions' auras is also active when the Survivor reaches any level of Madness.
- Discipline now reduces the shock delay by 0.1/0.2/0.3 seconds. Its affliction numbers are the same across all rarities (fake red stain).
- Order now reduces the Static Blast cooldown by 2/4/6 seconds. Its affliction numbers are the same across all rarities (illusionary pallets).
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There are two answers to this:
- Do gens
- Sneak to the hook and save the Survivor while his shock is on cooldown.
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Did they mention anything about the Doctor buffs? I'm really excited for them (more excited for them than the new Chapter actually) and I'm worried that they're going to end up not going live for whatever reason.
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You can see them unless it's a Steve or Ashy Slashy. You have to look closely, but I've spotted most keys and been able to dodge.
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Kinda of a necro but ok I guess.
I use BBQ, Distressing, Unnerving Presence, and Overcharge with Iridescent King and Queen.
- I run BBQ on all of my Killers. Good aura reading plus double BP every game.
- Distressing increases your Terror Radius by 8 meters. Since your Static Blast is connected to your TR, it will be able to cover 40 meters instead of just 32. If you don't see anyone on BBQ, you can just use a Static Blast and chances are you'll find a Survivor hiding nearby.
- Unnerving Presence has synergy with Distressing because it affects skill checks in the TR and Overcharge because of how small the skill check it.
- Overcharge has synergy with Unnerving and Distressing because the skill check is affected by Unnerving and the bigger TR from Distressing means that it's easier for Survivors to trigger the Unnerving+Overcharge combo.
- Iridescent King allows you to apply all of the afflictions after using Shock Therapy or Static Blast five times. It's about to get buffed to where one shock apply all afflictions
- Iridescent Queen applies a Static Charge to the Survivor. When they run into another Survivor, that Survivor receives a shock that is identical to a Shock Therapy. Helps in spreading Madness and locating Survivors.
- The electrode add-ons are about to be buffed to where they don't decrease your shock charge speed, meaning you can have a long shock without having a slower charge speed. His base range is really short so if you want to use an electrode instead of the Iridescent add-ons, you can.
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People might like the default cosmetics or they don’t want to pay the insane prices for them. Who thought it was a good idea to have cosmetic prices higher (and in a lot of cases twice that) than that of a new character in a paid game? 500 Auric Cells or 9,000 Shards for a character versus 700-1188 Cells or 13,500-21,900 Shards for a cosmetic. It has to be a damn good cosmetic for me to justify paying those prices.
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I miss them too. It's cool if they're prioritizing bug fixing over new events, but I don't want the devs to keep exclusively tying events to the Rift. We should get more events in the style of Hallowed Blight and Moonrise. The Rift could be an additional way to earn extra event currency.
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Keys
The EGC challenges not counting properly (you gave me my Hatch closing points before the sacrifice ones, but it doesn’t count towards the challenges)
Survivors using Self Care when I’m right there waiting to heal them. Do they not know that SC is slower than a normal heal?
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1133268#Comment_1133268
Passive madness wasn't even the most annoying thing about Doc. The literally didn't address any of the REAL annoying stuff he does...
- Snap Out before Mending. Yea I love going down from DW because I can't do anything about it. Totally fair.
- Can't heal slugs. Two survivors left = free 4k. Just slug one and shock the other. You win. Against any other killer survivors can recover, even if the chance is slim. You have 0 chance to do this against Doc, first because Madness blocks healing and second because you're never going to get away from him to Snap Out.
- He can stop you from vaulting, which is entirely connection dependent. Why he can't just make you slow vault is beyond me. Freddy and Clown do this and they are incredibly strong in a chase because of it.
- Constantly screaming to give away your position.
- Illusionary Doctors also constantly give away your position.
- Red Stain add-on makes you even MORE visible. Like does he need all this tracking BS? Just let him see auras 24/7 already.
- More annoying skill checks. "Let's take the LEAST FUN thing about survivor and make it worse."
None of this stuff was addressed at all. Some of it was (or is getting) buffed.
But yea, no passive madness anymore. He's so much more fun to play against now. /s
You can Snap Out of It before the Mend timer goes down. I’ve had multiple Survivors do it to me. It takes 12-14 seconds to Snap Out of It. BT (currently the only way Doc can apply DW himself) gives you 10/15/20 seconds to Mend. It’ll be close, but you won’t go down unless you stop running before you Snap Out of It.
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It’s easier than trying to fix the problems that make players DC. The players that it’s supposed to punish don’t even care about the penalty and it ends up only punishing players who crash or are getting bullied (and with how ######### the matchmaking is, this happens way more often than you think). I wouldn’t mind if the penalties were reduced to only players who use the leave match button or the devs found a way to distinguish players who crashed from ones who actually disconnected.
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It’s a really annoying bug. I’ve missed out on hits because I just slow down randomly for no reason.
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We definitely need something like a timer or crows to reveal the Survivors if they’re hiding for a long time (like 15-20 minutes) if the Killer’s not using Whispers or Doc with a Restraint add-on (after it gets buffed in the new patch).
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It is. I think it's because of the Ruin changes. I don't remember it being this bad before then.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/1135489#Comment_1135489
I mean... They're called "challenges" for a reason.
Challenges also need to be fun. Look at the first Tome for example. The Dark Sense, Six Feet Under, and EGC challenges were not easy but they also were not fun to attempt, so most players hated them. Do you honestly think players are going to have fun getting downed over and over just to complete Eye for an Eye or play a hundred Killer games just because they had bad Hatch RNG? Do you think they'll want to throw a game and possibly ruin one Survivor's fun completely just to complete Mind Games?
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Hell no to Access Denied and Mind Games. The first one relies way too much on RNG and the second one is only doable if you let all five gens go (you can't close the Hatch to start the EGC and open the gate). I hate challenges that heavily rely on RNG or require you to basically lose the game.
Eye for an Eye sounds like it'll be a huge pain in the ass to get, especially when perks like Mad Grit, Iron Grasp, and Agitation exist and the Killer can just decide not to chase after you.
Excessive Force is going to be annoying to get because Killers check to make sure no one's going for a save and the timing isn't the easiest to get down. Making it like 1 or 2 saves and not in a single game would be ok.
Risky Rescuer is also going to be annoying because Killers aren't always in range of the basement and getting unhooks can be really competitive. You might leave your gen and run to the basement only to realize that someone else got there first, meaning you just wasted your time. Finishing the normal unhook challenges is already bad enough. This is just going to be hell to finish.
Your other ideas are fine though.
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@Peasant said:
Guys, the focus here is that Furtive marks the hook rescuer with the Obsession marks and Make your choice exposes the rescuer. Would the Deathslinger actually benefit from being able to reliably know who was exposed, since he can reel in exposed survivors for a 1 down melee with his gun?
I would think so. He's probably the only Killer that can actually get this much use out of Furtive Chase. When he finds the Obsession all he needs is one successful reel-in and they're downed.
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I think he should keep his hammer for basic attacks and use his chainsaw when he activates Chilling Chainsaw. A 16 meter terror radius might end up being too small for a 115% Killer with an instadown. If you bring M&A, then that becomes only 8 meters. Raising it to 24 meters would probably be a better idea.
The rest of your idea is great!
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115% movement speed, an add-on that gives an extra shot, and the ability to pull Survivors over vaults.
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@not_Queen said:
@Chop We are reviewing the way we are scheduling updates. This time, we are testing a new schedule, allowing for more time between PTB and release. We hope this will allow enough time for the team to tackle more issues before the release.
I think it’s great that you guys are pushing the updates back so you can catch more issues before the release. It’s better to wait a week but have a stable patch than rush it out the door and have a bunch of gamebreaking bugs plague it.
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Well, would you rather want a broken DLC today or wait a week to let BHVR fix whatever they need to.
Also they made Doctor better than ever. He’s probably the main reason I haven’t quit yet. Amazing to play as and against. They also fixed the biggest problem Survivors had with him, which was that he could passively find Survivors with ease and now he has to guess where they are first.
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I guess I’m doing fine. The new Doctor has been performing better than I expected. I’ve pulled off some big comebacks because of him.
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Playing as Doctor. Holy ######### he is fun. I thought he was fun before, but his rework took it to another level. The devs really hit it out of the park with him.
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They normally release the patch notes on the day of the patch. I don't remember seeing them officially released before then.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1132278#Comment_1132278
Survivors didn't complain about "good sound" at all lmao, why do killers always have it out for survivors and try and blame them for every issue the game has? It's so embarrassing.
The sound was actually good for Killers back then. Killers could hear the Survivor trying to hide next to them and reacted accordingly. You must've forgotten about the complaints or you're just ignoring them.
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- Nurse's basekit nerfs
- Snap Out of It progress saving
- Gatekeeper and Devout changes (2.6.0)
- Adept changes (2.6.0)
- DS's stun still being five seconds even though Enduring doesn't affect it
- Spirit reappearance add-on nerfs
- All of Pig's nerfs
- Splitting Badham into five separate maps but keeping it Survivor-sided
- Ruin change
- Medkits only giving one use no matter how rare
- Buffing toolboxes
- Being able to stun a Killer before the pickup animation had finished
- Doctor losing his Exhaustion add-on (edited)
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I remember in 3.0.0, the sound was actually kinda decent. Survivors began to complain that they struggled to pull off their sick jukes. Two hotfixes later, the sound was garbage again. Hell, there was actually a couple of Survivor sound bugs. They were gone by 3.0.2.
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Sorry to burst your bubble, but toolboxes actually got BUFFED.
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They seem pretty good. Making Shred take three seconds to charge with Red Moss might be too much though because of how slow Demo moves while charging it up. I'd also add lowering the footstep volume to normal and removing the mapwide notification whenever Demo attacks.
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Not really a Plague main (I just think she’s a cool Killer), but I use BBQ, PGTW, Dying Light and Thanatophobia with Black Incense and Vile Emetic.
I run BBQ on all my Killers. Good tracking and double BP is a great combo.
PGTW is a good perk in general and makes the Thana + DL combo stronger.
Dying Light works on Plague because of her power giving Survivors the Broken effect. The obsession cannot take advantage of the healing boost unless everyone cleanses.
Thanatophobia forces Survivors to make a choice. Cleanse and deal with a Huntress that moves at 115% or stay sick but have to fight through at least a 16% action speed penalty. It’s even worse with Dying Light. Just three DL stacks means that the Survivors repair and heal 25% slower. Most of my Survivors seem to rush for the cleanse, even if they’re only a little bit infected.
Black Incense gives you amazing tracking. You can find a fully sick Survivor from halfway across the map. If they’re not vomiting, then I’ll just see them with BBQ. Hiding from Plague already isn’t easy, but this makes it nearly impossible.
Vile Emetic is so I can get them down faster. I think her base Vile Purge effectiveness is too low, so I just bring the add-on to help with that. If you fully charge it, then the Survivor will become fully sick after a single stream. Ending chases quickly is always a good thing to do.
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As Killer, the EGC sacrifice ones and Six Feet Under. It's not that the EGC challenges are hard, but they really mess with my playstyle. I really don't like having to let the Survivors finish the gens and let them open the gates (even then I'm only guaranteed a kill if the Survivor gives up or the others don't hook bomb) and I normally have the last Survivor on death hook or they don't struggle, so I don't have time to find the Hatch. It's frustrating having to rely on the Survivors or throw games just to complete a challenge. I've gotten Six Feet Under on two occasions but I didn't have the challenge active and it really pissed me off. It's such a rare occasion to sacrifice all four Survivors in the basement and most of the time you have to have to hope the Survivors suck.
As Survivor, the unhook ones (mainly the ones where you have to save multiple people in a single game or save a decent amount of people) because of how competitive getting an unhook can be. Whenever someone gets downed, I have to rush over to them, pausing any gen progress I was making. If the Killer hard camps, the other Survivors are nearby, or they're just not doing gens, then I've just wasted my time and possibly lost the game for us all over a challenge. I've started to bring BT to help out with camping Killers, but there's nothing I can do about my teammates except pray they also aren't doing the challenge.
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I wouldn't be surprised if they do. At least Doctor's getting some pretty good add-on buffs in addition to having just got a great rework.
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@B1rdman said:
That's the alternative or options? Hide and possibly give away your location from cabinet noise or run and give away your location with scratch Mark's.
The fact that the Doctor can radius shock me from what seems like 30 yards away is way to much. And a 60 second cooldown time between is nothing for such an over powered attack. It shouldnt be as big as the killers terror radius. It should definitely be downgraded to like 20ft/7yds.
You don't have to rush in. Just slowly enter it or bring Quick and Quiet.
Scratch marks take around 10 seconds to disappear, so the Killer won't actually know that they're on your path unless they get lucky or you made a mistake and gave yourself away.
Just keep playing the game and you'll eventually get better. Stealth ends up not being as important as you'd think as you climb the ranks and get better.
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How soon did the Survivors start going for saves? The Killer might not have had time to leave.
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@nerdguy5 said:
https://forum.deadbydaylight.com/en/discussion/comment/1127619#Comment_1127619
Exactly! All of these people lately coming on here upset because the game isn’t “equally fair” or “I didn’t get a fair chance to win as much as they did”.. nobody wants to get better or more aggressive, they want the game to be bogged down with handicaps so that everything is fair and everybody gets a participation award
Both of you missed the point. Imagine an actual gray or green rank Killer going up against four red rank Survivors. All they’d learn is that matchmaking is ######### up and they might even leave because they don’t want a game with a horrible excuse for a matchmaking system.
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Because it's still possible to have some fun in this broken mess of a game.
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Just hop in a locker or run if you think you can get out of the radius. It also has a SIXTY second cooldown.
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When all the Survivors die.
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It’s a coverup. BHVR didn’t expect most of the Killers who said they were going to leave after the Ruin change to actually go through with it. This is what led to the shortage of Killers and extremely ######### up matchmaking of today. Now the devs are either panicking and trying to cover up their mistakes or don’t realize that all those Killers leaving is the cause of the ######### matchmaking.
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@CrescentGent said:
https://forum.deadbydaylight.com/en/discussion/comment/1125353#Comment_1125353
Well .. yeah?
98% of people who play Oni run the addon that lets him see survivors auras if they walk into their blood orbs. It's considered a very rare addon, I've come across one on every 2 or 3 bloodwebs until the level I have him at now (43).
Some guy above proved my point, he doesn't efficiently do it in 1-2 minutes, more like 10 seconds. Why heal against a killer that can 1. see you healing / walking around and 2. can down you instantly?
smh 🤡🤡
But the Survivors are absorbing the blood orbs when they do that, making it harder for him to get his power. He must be getting in a LOT of M1 hits then.
Also there's no way 98% of Onis have that add-on. I'd say the percentage is pretty low because of its downside.
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I used to be one of those people who thought she was garbage because you could deny her power by not cleansing, but after I started playing her more often, I realized that she was much stronger than I thought (although I do think that she could use an effectiveness buff on her base Vile Purge, but that's it). She's now my fourth favorite Killer in the game.
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I have literally never seen an Oni. Guess he must be one OP #########!
Also by not healing you are giving him his power for free.
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######### no, especially if they're buyable with Auric Cells. Loot boxes (especially paid ones) are a huge problem in video games. They're basically gambling. They can stay in games like COD, Overwatch, and NBA 2K. DbD doesn't need them.
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As Killer:
- Any map with too many strong/god loops (Badham, The Game, Haddonfield, Rancid Abattoir, Thompson House, Fractured Cowshed, Torment Creek, Ironworks, and Groaning Storehouse)
- Any map that is huge (Thompson House, Fractured Cowshed, Torment Creek, Rotten Fields, Disturbed Ward, both Red Forest maps, and Ormond)
- Any map that is extremely difficult to see things on (Ormond, all Coldwind, and all Yamaoka)
- Grim Pantry just because of the building in the middle
I don't really have that many problems with the maps as Survivor.
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I'm hoping we get a couple of breakable walls in that building. Maybe that's why the devs kept ignoring the feedback on it? They could've been planning this for a while and are only just now finalizing it.
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Bragging rights.
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The new Lery’s, Haddonfield, The Game, and Hawkins. I have no clue where most Killers are coming from on indoor maps, meaning I could easily run into them and Haddonfield looks like it could’ve been ripped out of one of the Halloween films.