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SnakeSound222

SnakeSound222

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SnakeSound222
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  • I'm shocked that it was only those add-ons.

  • Oh hell no this would be such a broken perk even with only one token. There's too many places where it can be abused. Time is extremely important as a Killer.

  • No, that would remove the synergy with stealth Killers. It needs something different. I think removing the basic attack requirement, having it affect the three closest gens, and removing the cooldown would make it a strong Killer perk.

  • According to the roadmap, we're supposed to see something by the next mid-chapter patch.

    I'm hoping it's something like reverting the horrible changes in 2.6.0 or an entire rework of the ranking and MM systems.

  • @sithian8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/905323#Comment_905323

    I didn't get that either. I used to main doctor, I've got him to lvl 40, and I also use the "calm" add-ons all the time. I rarely even run king because I think it's kind of boring, and like to see how well I can do by utilizing static field as WELL as the shocks.

    I think the illusory pallets are fine as they are, there's absolutely no need to add another chore the player has to do by manually adding pallets like Freddy. Also allowing survivors to drop them just adds even more utility to an already strong ability. Just the fact that they're there can give a survivor that sense of security making them comfortable to take a loop they don't know is unsafe. It'd be too similar to Freddy.

    I love using Iridescent King to overwhelm the Survivors with afflictions. It's really fun.

    I didn't and should have explained this, but my idea wasn't going to have Doctor set the pallets himself. They would function exactly like the Very Rare version of the Order add-on (spawn at an unlimited range every 20 seconds). If they happen to spawn standing up, then the Survivor could drop them. It would be similar to Freddy (I really, really like the idea of fake pallets), but not exactly the same thing. Plus base Doctor really needs some buffs. He doesn't have any good afflictions at base. All he's got is a really short shock, randomly placed skill checks (decent Survivors aren't affected by these that much) and illusions that he can't see.

  • Where are you getting that every Doctor uses Iridescent King and High Stimulus Electrode? You must not play a lot of Docs if that’s all you see. I know quite a bit of people (including myself) use Moldy Electrode for anti-loop purposes (even though the stun doesn’t always work, hopefully that’s addressed with his update). There’s also people running the impossible skill check or the Dr. Silent build.

    As for the removal of mode switching, it looks like that’s going to happen. Hopefully he can use the Static Blast while running at full speed. Slowing him down while using it would be an unnecessary weakness.

    His add-ons are fine. I’m not really a fan of Nurse’s BP and status effect add-ons. His pallets should definitely work like Freddy’s and they should become a part of his base kit. The Order series add-ons’ new effect should make the illusions perform various Killer actions like breaking pallets, opening lockers, and fake injuring the Survivor.

  • Unnerving Presence:

    Your presence alone instills great fear.

    Survivors within your Terror Radius have a 10% greater chance of triggering Skill Checks when repairing, healing or sabotaging. 

    Triggered Skill Checks' success zones are reduced by 40/50/60%. Great Skill Checks success zones are reduced by 100%.

    Skill Checks have a 70/60/50% chance to turn counter clockwise.

    Reasoning: Unnerving Presence currently does not affect great skill checks, meaning that the perk loses some of its strength if the Survivors can hit greats.

    The counterclockwise skill checks are there to catch the Survivors off guard and it makes sense thematically. You’re supposed to be terrified while in the Killer’s terror radius with this perk active. The decreasing percentage is to make it harder for Survivors to predict which direction the skill check will go. What I was thinking is that at tier 1, there’s only a 30% chance of getting a normal skill check, meaning that Survivors could expect a counterclockwise one. At tier 3, you have a 50/50 chance of getting a counterclockwise skill check, meaning that the Survivor can’t expect the pointer to go on a certain direction and will have to look at it closely to make sure they don’t miss the skill check.

  • @[Deleted User] said:

    sorry but no most maps are so bright it is like a circus let us have some dark maps

    Except they can get too dark. It’s very, very easy for Survivors to hide on Sanctum of Wrath. Sometimes they’ll just vanish right in front of you because of how dark that map is. No map should be anywhere near that dark.

  • He seems pretty strong but is going to take some time to learn. If you’re on console, then he’s a nightmare to play as.

  • Oh hell yeah! I love playing the Doctor! He's one of my favorite Killers!

    My current build is BBQ, Unnerving, Distressing, and Overcharge with Iridescent King and Moldy Electrode. It's basically the 3-gen build plus BBQ because the auras are always helpful and because Doc can be a bloodpoint machine. With four stacks of BBQ at tier 3, you can easily get 50-60k BP a game. Iridescent King overloads the Survivors with afflictions and Moldy Electrode is the best way to anti-loop with his shock until the devs buff the base version of it. I used to use High Stimulus Electrode for the increased range so I could put Survivors into tier 3 easier, but I found myself struggling at bigger loops, so I switched to Moldy Electrode.

  • It's even worse on console where it's really ######### hard to control Oni. His three perks offer no slowdown potential at all. Hell, one of them is a ######### beginner perk. The Adept requirements really need to go back to simply killing all four Survivors. It'd at least make Adept Oni somewhat achievable at higher ranks.

  • @PyroGL said:

    Were the exhaustion addon effects replaced as well?

    Unfortunately, they are. They’re getting a much weaker effect in counter clockwise skill checks. Survivors will adapt to it very quickly.

  • Oni sucks to play on console, but Adept Oni takes it to a whole new level. ######### terrible is an understatement. His three perks suck on him. They provide no map pressure or slowdown whatsoever. With how ######### matchmaking is, I’m getting matched against merciless high rank Survivors each time. I just want to be done with this ######### trophy and go back to my usual Killer rotation.

  • I'm hoping that the Static Blast isn't just the Static Field put on a cooldown. If it is, then that'll make him worse in terms of viability. Hopefully it releases a lot of Madness or doesn't require you to switch stances or something good.

  • I’d like to give his shock a pretty big buff, make his fake pallets part of his base kit, give him a new Ultra Rare, and completely change the Order add-ons. I think that these buffs could bring Doc up to the top 3 and truly make him a force to be reckoned with against all Survivors.

    1. Increase shock therapy range by at least 25%. The current base range is ridiculously small to the point where you won't even want to use it because you'll be in M1 range. Adjust range add-ons to compensate for this buff if necessary.
    2. Increase movement while charging up the shock to at least 105% (yes, this is a different stat from movement speed while just walking in Treatment mode). He can lose a lot of distance from just trying to use his shocks. Currently he moves at 85% speed while charging up the shock, which is way too low. 
    3. Remove the shock delay. This is just dumb, I really don't understand why it exists in its current state. Is it to give Survivors a good chance to dodge the shock? You can just look at him or listen for the charging sound.
    4. Significantly shorten or remove (if it wouldn't make him too strong) the transition between switching modes.
    5. Add the illusionary pallets to his base kit. They would spawn within an unlimited range of the Doctor every 20 seconds (like the current version of the Very Rare Order add-on). If the pallet spawns standing up, then the Survivor can drop them (similar to Freddy's Dream Pallets).
    6. Have the Order series of add-ons make the illusions perform some kind of action to make up for illusionary pallets becoming part of his base kit. The common version should just have the illusion run towards the Survivor and swing at them. The uncommon version should have the illusion lunge at the Survivor and will switch to Treatment mode when near a pallet or vault location. A new rare version (Order - Class III) would allow the illusion to kick a gen or pallet or open a locker and then start looking for the Survivor. The very rare/Iridescent King version would allow the illusion to perform any interaction and then start hunting down a Survivor to initiate a fake chase. There is a chance to have a second illusion appear close by to catch you off guard. The Iridescent King version would also let the illusion's attacks pretend to hurt you (would most likely activate at Madness 3). This part might sound a bit confusing, but you would look and act like you're injured from your perspective and look completely normal from the Doctor's perspective. After the effect wears off, there would be an increased amount of electricity on the sides of the screen to tell you that everything was fake. If you happened to use something like Dead Hard and you got hit or the effect wore off right after, the image of Doctor's face would appear as you get pulled back to your previous position to tell you that it wasn't a hitbox or internet issue and that you were dealing with an illusion. You can have Survivors waste their DH on an illusion. They could also end up wasting a pallet or running for a "hook save" based on what your illusion was doing. 
    7. This one is just personal (I'm not even sure if it's true), but the illusions shouldn't spawn on a different floor than the Survivor they're tracking on multi-floored maps like The Game. It's really annoying to check one floor because of the illusion and then find nothing because the Survivor was actually on the other floor.
    8. New Ultra Rare add-on concept 1: Dr. Otto Stamper’s Files. The Static Blast’s range becomes map wide and shock therapy range is increased by 50% but the charge time is slightly increased (10%). This will not stack with any Madness gain increasing add-ons.
    9. Concept 2 is really similar to the first one except it would just give him back his Static Field instead of increasing his Static Blast’s range.


  • Just think about it for a second.

    RBTs take 120-170 seconds, depending on add-ons, to go off.

    One generator takes 80 seconds without any slowdown perks.

    If you're following someone around until their trap goes off, then you're leaving yourself open to a massive gen rush. Decent Survivors will have at least two to three gens completed by then. You're hurting yourself by doing this.

  • The devs completely forgot about the Killer adepts and they have ignored most feedback on them whenever people bring them up.

    From the Victory Cube's implementation to patch 2.6.0, you only had to 4k to get the Adepts (even if you only got enough Emblems to get a Ruthless Killer, the game would bypass that and only look at how many kills you got). Instead of realizing that people liked the Adept requirements, the devs decided to not only change the Adept requirements, but decided to make getting a Merciless much harder in the same patch! They could've easily changed the descriptions to just "kill all four Survivors" or just left the Adepts alone. I haven't seen a single thread regarding the Killer Adepts where a dev actually replied and explained why they made them so much harder.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/890675#Comment_890675

    That's BS. They were banning people who abused wake up and the Legion infinite mend bug. They can figure this out just the same.

    They never banned people who abused the Wake Up bug.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/890052#Comment_890052

    I think pulling off a Kobe and then being chased mere seconds later to get downed again after about 45 seconds to then get moried is tunneling. It's made especially obvious if the killer nods at you thinking he's good.

    If you kobe when the Killer has barely had a chance to leave, then that's on you. You don't deserve to get saved by DS. The Killer has every right to start chasing you again. His nodding is most likely a taunt because of how dumb you acted.

  • Have DS deactivate when the Survivor interacts with something, the gates are powered, or when another Survivor is damaged.

  • Because the devs struggle to properly design maps.

  • @ABannedCat said:

    Killers now have a permament Carrying-music playing, making stealth for survivor even easier, because you can hear them even less.

    I thought something was off when I played yesterday.

  • No, for multiple reasons.

    1. There's Tome challenges that revolve around the basement.
    2. Sometimes the basement is your only option for a hook.
    3. Some Killers just don't know
    4. People have ran basement builds forever.
  • I’m shocked this got past QA. For now running Agitation seems to cancel out both this and the wiggle bug. I guess just pray that the Killer decided to bring Agitation until the bug is fixed.

  • Hey everyone, I think running Agitation temporarily fixes the bug. I just played Plague with Agitation 2 and hooked Survivors in the basement at least four times and they came out ok each time. No wiggle bug either. When I played Doc with no perks that affected carrying a Survivor, both bugs occurred.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/886896#Comment_886896

    [BAD WORD], those changes are awful. They made it sound like they wanted to improve him, not nerf him into uselessness. He's already not that great to begin with. Are they nerfing his Static Field because it's powerful on one map?

    I think we should wait until we have the full list of changes before making any judgments. It's obvious that this isn't all of the changes. For all we know, there could be some god tier add-ons that weren't leaked.

  • It's part of his update. It looks like Static Blast is going to replace the Static Field and his add-ons are being changed to reflect that. It's even going to be able to apply the afflictions from Iridescent King. They aren't done with his add-ons though. We'll most likely see the rest of the changes when the 3.5.0 PTB is released.

  • Yes, I should totally be banned because I am trying to complete my Tome challenge. It's obvious that I was trying to abuse an exploit. Why else would I take a Survivor to the basement?

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/885352#Comment_885352

    Killers had it rough then too. Stun saves with no timing required lol

    Didn't we only have that for like a couple of days or a week? I know it was fixed before the event ended.

  • Deep Wound is just here to make the game look cooler. The devs have completely ruined it. At least its 2.4.0 version was ok and usable in some situations.

    And wait they seriously ######### nerfed Oni?! Why am I not surprised?

    Also the Killer Adepts just got much harder. Have fun getting four Iridescents against decent to good Survivors.

  • Legion's been the worst Killer in the game since their rework. At least Leatherface had an instadown he could use to punish Survivors.

  • Deep Wound is just here to look and sound cool at this point. The first version of it back in 2.4.0 was at least ok. After 2.7.0 is when it became ######### useless.

  • Console Killer is definitely plagued with issues. It's very poorly optimized. FPS drops can be pretty common (especially when attacking a Survivor), which leads to Survivors getting away with things that they really shouldn't be. I'm hoping that one day, we'll start getting patches that actually fix the issues instead of making them worse.

    Normally I reach red ranks as Killer by the end of the season. I think it's just that matchmaking has gone to #########. I haven't played that much this season, so I'm only at rank 9. Most of my Killer matches have been against multiple purple rank Survivors. Last night, I got matched against two red ranks and two purple ranks. It doesn't really bother me because I'm able to reach red ranks, but imagine being an actual rank 9 Killer getting matched with players like this. They'd hate it.

  • I think Unnerving needs more than that.

    It should have a 50-70% chance to make skill checks go counterclockwise and reduce the great skill check zone (maybe even remove it completely). The reason I’m not asking for Unnerving to always change the skill check direction is because Survivors would expect to have messed up skill checks the moment they figure out that the Killer has Unnerving. By giving it just a percentage, Survivors will have to always be looking at the pointer’s direction to make sure they won’t miss a skill check.

  • It's not that bad. Like PGTW, it requires you to get some hooks in the early game to serve its purpose in the mid and late game. However, you are correct in saying that it buffs the Obsession too much. Their buff should reduced by a good amount, they should be affected by the slowdown, and you get an extra stack from hooking them once.

  • You've made Lord Herman proud.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/880876#Comment_880876

    Uhhh no he definitely doesn't. I consistently get at least 1 rubber band through a vault whenever I face a Doctor. I'm on Xbox, we have no dedi's yet. I've heard/seen the things that happen on dedi's and I don't expect it to be fixed.

    The fact remains it can still happen enough to be a problem.

    Furthermore the latency can screw over the killer too. The Doc may see you get shocked and not vault, but due to latency you rubber band across the vault on their screen. The problems exist on both sides. There is 0 reason for him to be allowed to do this.

    I’m on PS4 and I’ve gotten maybe one rubber band incident when the Killer is Doctor. There might be some other problem like the connection or the Xbox just has a harder time with DbD than PS4.

  • Watch Survivors get around this by just giving up on first hook. You thought the amount of bullshit nerf threads we have now is bad, they could easily multiply by a lot after the DC punishments are implemented. If the devs release stats after the next patch and they show Freddy with a 90% kill rate because of everyone giving up, the Survivors will lose their #########.

  • @doitagain_ said:

    Yeah wasn’t the official release supposed to be shortly after switch version? It looks super ugly anyway, we’re not missing out.

    I thought it was supposed to be around the time of Chapter 14. I wonder what they’re going to do for the people that signed up for the beta in countries that haven’t gotten access yet. Are we just going to be completely forgotten once the full game launches?

  • @Glory said:

    OP wasn't having Doc problems, he was getting "Dead-icated server'd"

    I’m playing on PS4, so I’m not on dedicated servers (unless BHVR enabled them on consoles and I just didn’t know). I’ve heard that it’s worse with them active though.

    @thesuicidefox said:

    1) Shocks stopping you from vaulting is dumb. It is entirely based on connection and causes a lot of rubber banding. It shouldn't be in the game for that reason alone.

    2) Doc is getting an update soon, so I doubt they will do anything about this until that happens. Probably mid-chapter.

    I thought the rubber banding thing for Doc’s shock was mostly gone. I’ve had it happen to me maybe once and I haven’t seen any complaints on the internet in months.

    @[Deleted User] said:

    The stun isn’t Shock Therapy’s primary purpose and is not supposed to be a skill that is meant to be relied upon. The stun is just a nice bonus if fortuitous enough to have the time to take advantage of it.

    Clowns bottle stuns are hugely more reliable.

    So what you’re saying is that the devs just threw on the shock stun and didn’t care if it worked properly? Am I reading your post correctly? If so, then that doesn’t sound right. Why would BHVR just throw something on as a bonus without caring if it worked or not?

    @Andreyu44 said:

    no

    That’s all? Interesting argument then.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/877048#Comment_877048

    There is nothing to adapt to slowing down gens. He teleports to gens instantly with PGTW and maintains normal speed for unlimited snares. He milks on PGTW. I've never seen a freddy that didn't play the same, it is so boring. It's almost as bad as the old Legion that moonwalked.

    Just double team the gens. Freddy won't have as much time to down a Survivor. The no slowdown on ability casting is fine. Other Killers should have a minimal or no slowdown at all. Freddy's power synergizes well with PGTW, of course people are going to use it a lot. If you don't like PGTW in general (even when it's not a slowdown build), then that's more of a you problem than a Freddy or PGTW problem. Unlike old Legion, Freddy has counterplay, but it seems like you just don't want to use it and keep whining BHVR nerfs him.

  • A different department handles the cosmetics and they're already in the files when a new chapter or mid-chapter is released. All the devs have to do is just unlock them.

  • While the new rank reset will make it easier on newer players and shorten the time it takes to get back to rank 1, it has some problems.

    1. More people are going to be in red and purple ranks, meaning that brown, yellow, and maybe even green rank players might struggle to find games.
    2. You could be more chill knowing that you could go up against lower skilled players.
    3. Learning a new Killer or playstyle won't be fun. You could argue that it's more beneficial to learn against red ranks to counter their strategies, but it's not really fun getting destroyed game after game just because you're trying out a new Killer.
    4. The Killer Adepts are going to be hell. They already suck enough today, but imagine having to get four Iridescents with a Killer that just came out at red ranks. If you aren't able to play when it first comes out, then you'll have to get the Adept against Survivors that have already learned the counterplay to that Killer. You'd have to hope that you depip enough to where you stay in purple or pray that you get it before you enter red ranks.
  • I think the devs are just scared of creating strong new Killer perks (look at Demogorgon's perks, they're all either meh even in specific builds or horrible). There's a lot of Survivors that do just fine without Exhaustion perks. If that's your excuse for the perk having a cooldown, then it sounds like you might be relying on your Exhaustion perk a little too much.

    With Thrilling Tremors, the Survivor will wiggle out if you drop them enough times, so all of that information loses a lot of its value. You can't really abuse it.

  • You gotta be kidding me. Freddy is a strong and balanced Killer with multiple counters. He doesn't need the nerfs (or "adaptations", as you call them) you're suggesting. They would kill him. Get out of rank 20 and get good.

    @Sluzzy said:

    He desperately needs a short cooldown on setting flares and pallets and perhaps a longer cooldown to teleport to gens. Why does Clown have a cooldown but Freddy does not? A forever freddy with PGTW is way too powerful, requires absolutely zero skill, and its why his killrate is unnecessarily high. You should need practice and skill to be good with a killer and Freddy doesn't require that.

    Or maybe, instead of nerfing Freddy to be like other Killers, we could GASP buff the other Killers!

    About Forever Freddy, he relies on altruism. If you focus on gens and leave people on the hook as long as possible, he's easier to beat. We shouldn't nerf this aspect of him based on Survivors not wanting to adapt to it.

  • I'm not surprised at the three safest maps. Thompson's House and Rancid Abattoir are probably right behind Rotten Fields.

  • MoM, Surveillance, Dying Light, and PGTW's duration buff.

  • There’s no way that this isn’t bait.

  • You’re right, he definitely needs some buffs, mainly to his Shred.

    1. Add Shred charge time and range increase modifiers to its add-ons. I find it puzzling that Demo doesn’t have anything to mess with Shred’s charge time and range when the rest of the Killers do. 
    2. Lower the footstep sounds. This makes using the Undetectable effect nearly impossible. 
    3. Make hitting a successful Shred apply a slight Mangled or Hindered effect. You’re having an 8-9 foot tall supernaturally powered monster throw itself into you at incredibly high speeds. Having to deal with slower movement speed or a larger wound wouldn’t be that surprising.
    4. Lower the base Shred charge time to 50% from 65%. I think having to charge up to 65% takes a little too long. 50% sounds like it would be just right.
    5. Fix the add-on numbers. For being Rare or Very Rare add-ons, their numbers are PATHETIC. Most of the Very Rare and the Rare Undetectable add-ons seem like they should be Common or Uncommon.
  • Ghostface and Myers.

    A lot of people think Ghostface is godly because of the anti-heal build when that’s something any Killer can do.

    For Myers, everyone just goes “OMG INSTADOWNS!!!!!!!!!” and thinks he’s godly but that’s all he has. If you can loop him for long enough, then he doesn’t get to use it. His instakill and perma tier 3 add-ons take a while to use and require a specific play style to work. They also aren’t super strong against Survivors who gen rush and constantly break LOS so they aren’t feeding Myers.

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