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SnakeSound222

SnakeSound222

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SnakeSound222
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  • Legion is literally a 115% M1 Killer who could end up getting NERFED.

    @yoi said:

    doctor his power is useless literally

    Literally useless? You gotta be kidding me. As someone who's been playing the Doc for years, I can say without a shadow of a doubt, that his power is FAR from useless. Madness can be a very, very good friend.

  • Doctor: Iridescent King + an Electrode

    Freddy: Red Paint Brush + Paint Thinner

    Demogorgon: Mew’s Guts + Rat Liver

  • I hate it and would prefer if it stayed in the PTB. Learning a new Killer is going to be much harder and there won’t be any variety anymore at high ranks. You’ll just be going up against the same sweaty red rank players and builds 24/7. No more relaxing a bit before trying to climb back up the ranks. It’ll be like the rank reset never happened.

  • I'm on PS4, so I can't access it. I'm really interested in the perks and the Oni's power. It's a little surprising that nobody has made any posts about them though.

  • I'd like buffs to Demogorgon (I'll go in detail below) and an in-game stats page that would double as a trophy tracker (since Sony wants to take 30 years to implement one).

    1. I would add Shred charge time and range effects to some of his current add-ons. It feels weird to not have add-ons that affect his Shred's charge time or range when most Killers that have a damaging power (like Billy and Huntress) do.
    2. Successfully hitting a Shred should apply a slight Mangled or Hindered effect. You just had an 8-9 foot supernaturally-powered monster throw itself towards you at incredibly high speeds. You'd expect to be slowed down or dealing with a larger wound. This is not my idea. It came from someone else on the forums, but I don't remember who they were. I just happened to really like the idea.
    3. I think he takes a little too long to charge up a Shred at base. Right now, you have to get it 65% in order to activate a Shred. I think that should be lowered to 30% and you should have to get it to 70% for a full range Shred, but they wouldn't stack with certain add-ons.
    4. Some of his higher rarity add-ons are PATHETIC. 2.5-3 seconds for considerably or moderately on VERY RARE add-ons?! Violet Waxcap, one of his Rare add-ons, only increases the Undetectable effect duration by 0.5 seconds and Vermillion Webcap, the very rare version, moderately increases the duration by a whopping one second! When I see a rare or very rare rarity or a moderate or considerable effect increase on something, I think of a decent-sized boost, not something that will rarely impact a match's outcome. The rare add-ons should grant at least a three second bonus while the very rares should grant a 5-7 second bonus, depending on what they're affecting.
  • Depends on how many Americans play DbD. If enough DbD players live in the US, then BHVR will take Thanksgiving into consideration. Remember, we aren't the only country in the world.

  • I'd really like it if they could give us some kind of update on console optimization and why it's taking so long. How can my PS4 easily run big games like God of War, Spider-Man, and MK11 but struggles with an indie game like DbD?

  • ZERO chases? I have a feeling the Survivors gave up during those games.

  • @Peanits said:

    It's to remove hatch standoffs. At the same time, we added the ability for the killer to close the hatch. Now that the killer can close the hatch, whoever gets there first wins.

    What about keys then? Removing the grab also removed a major counter to keys.

  • I'm really confused by the add-on nerfs (minus Prayer Beads).

    The Amulet and Phase Activation add-ons seemed fine for their rarity. Hell, I don't think I ever saw anyone complain about them.

    I really haven't seen anything to show that reappearance add-ons were actually OP and deserved the nerf. The video Peanits showed had a David running out in the open. Unless he had Dead Hard, DS, or something to give him Endurance, he was #########. He couldn't have reached a pallet or vault before the Spirit would've been able to hit him. The add-ons didn't really do anything super special.

  • I'm really hoping the Doc buffs weren't delayed by this. Hopefully both Killers will get their changes in the next patch instead of having to wait until 3.5.0 or 3.6.0 to see Doc's changes.

  • I'm just going to use mine to get the trophy where you have to grab 25 Survivors off of gens.

  • At least make them available for console players somehow. That is one of their reasons for destroying the exclusivity of the Howling Grounds 2018 and Summer BBQ cosmetics, which were exclusive to their respective in-game events and couldn’t be earned after the event ended.

  • @GodDamn_Angela said:

    "Every one of the killer objectives can be done in a single match"

    Woah.

    How do you sacrifice 13 Survivors in one match????

    https://www.youtube.com/watch?v=MP4oddhLJsU

    Do this somehow.

    @Dreamnomad said:

    The pallet one I got done in 2 matches. I ran object of obsession and then used the offering to go to the map "The Game". I dropped 12 pallets in one match. I haven't done the medkit one yet, but if you show up with a brown med kit and use the perk Pharmacy then you should reliably get at least 2 med kits depleted per game. Hell, bring Plunderer and offerings for extra chests and you might get even more.

    But yeah, some of these challenges are going to take a number of games to complete. 20 gold or better emblems is a 5 game minimum challenge. 200,000 bloodpoints could take a few game too. I'm not sure if that factors in things like BBQ or Survivor Puddings. Hopefully it does.

    Unfortunately, I don't remember BBQ or Puddings counting when I did the 50k BP challenge. I had a Doc game where I got 60k+ BP with BBQ (no Pudding or Streamers) and the challenge only went up to 31k.

  • I think it’s like what happened with the sound. Each patch messed it up even more, so a bunch of new errors popped up to replace the old ones.

  • They really are. Map size plays a huge role in the outcomes of a lot of matches.

  • It could also mean that Yamaoka Estate is going to be reworked.

  • Why wouldn't it count sacrifices? The challenge says "by any means".

  • It's one of three things:

    1. Rin's father is the next Killer.
    2. Spirit's about to get gutted in 3.4.0.
    3. Yamaoka Estate is the next map rework.
  • I think the way he plays is mostly fine, but he could do with some buffs. His shock has some pretty stupid drawbacks and his illusions could do some more things other than just stand around. I've had a list of changes for some time now that would bring Doc out of mid tier and up to the top 5.

    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 really 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?
    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. You would 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: Dr. Otto Stamper’s Files. The static field becomes map wide and shock therapy range is increased by 50% but the charge time is slightly increased (10%). This will not stack with the Order add-ons (they increase madness gained from the static field).
    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?
    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. You would 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: Dr. Otto Stamper’s Files. The static field becomes map wide and shock therapy range is increased by 50% but the charge time is slightly increased (10%). This will not stack with the Order add-ons (they increase madness gained from the static field).

    I think Doctor would be able to reach the top 5 with my changes. He’d definitely be a force to be reckoned with at all ranks.

  • Sucks to see people sleeping on good ol' zappy boi. He's easily a B or C Killer once you get his shock timing down.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/824010#Comment_824010

    For the keys aura reading, how's this?

    Broken Key:

    • 10 Seconds > 20 Seconds.
    • Reveals all allies within 16 meters when used.

    Dull Key:

    • 5 Seconds > 30 Seconds
    • Reveals all allies within 24 meters when used.

    Skeleton Key:

    • 30 Seconds > 40 Seconds
    • Reveals all allies within 32 meters when used.

    Blood Amber:

    • Decreases item efficiency by 50%.

    Opening the hatch:

    • HUD blinks the hatch icon, and the killer gets a audible noise notification. The killer DOES NOT see where you're opening the hatch at — they must memorize the hatch's location to stop you.
    • Takes the survivor 20 seconds to open the Hatch.

    Is this better? :)

    I really like that you gave the Dull Key a longer aura reading duration and gave the Broken Key an actual use without add-ons. The rest of your changes are cool too.

  • They’re mostly fine but need a couple of changes.

    They need to activate after the Survivor has been hooked twice and the Cypress Mori needs to become baseline (mainly to reduce the amount of offerings in the Bloodweb and to make the Mori ritual easier). At either of these points, you’re pretty much screwed, so why not go out with a fancy animation instead of just being thrown on the hook?

  • Pray. Try to down them quickly so you don't have to worry about longer chases where you'll end up losing them.

  • They’re most likely getting nerfed soon, but until then you can tunnel the key user. Franklin’s only works if the Survivor doesn’t have Plunderer’s.

  • It’s because this is what Survivors think is fun. Changing it would cause a huge uproar. The devs have to come up with something that’ll actually fix the game without upsetting the Survivors.

  • Honestly the detection is just annoying. You can’t predict the perk at all. I’ve had multiple instances where I obviously opened the locker first or was out of stun range and I would still get stunned. I think I’d like the old Head On back. At least it was predictable and you didn’t have to worry about being robbed of a grab.

  • Like 5-30 seconds for US East Coast PS4 at all ranks.

  • @MouseBoii said:

    https://forum.deadbydaylight.com/en/discussion/comment/819500#Comment_819500

    Which is exactly what I've been thinking. Adding some type of effect that is so small that won't really effect gameplay too much may inadvertently be a nerf in some sense of the word if it means more demo's will miss more hits that would normally be m1's. Why anyone would argue against it is so bizarre to me... Especially considering his power is not really something to be afraid of like a huntress hatchet or a billy saw.

    I wonder if the people who are arguing against it also think Billy's saw is OP. Demo's Shred doesn't do anything aside from injure the Survivor.

  • I think it takes a little too long to be able to use a Shred and to fully charge one. I was thinking we could start at the minimum charge to use a Shred at around 35% and have it take 0.75 seconds to fully charge one and then add a charge time reduction and Shred range increase to some of his existing add-ons. It feels weird not having any Shred charge time or range increase add-ons like other Killers with damaging powers do. Numbers can be adjusted if needed.

    A Hindered or Mangled effect would make sense because it’s an 8 or 9 foot tall monster leaping towards you at very high speeds. You would expect to have a bigger wound or reduced movement speed after an attack like that. Maybe we could put an Exposed effect for Shred into the Leprose Lichen add-on? The current effect doesn’t seem that good for an Ultra Rare (I’ve never used the add-on though).

    One more thing, his Undetectable and power cooldown add-ons need some fixing. The rare cooldown add-on reduces it by 2 seconds while the very rare one reduces it by only 2.5 seconds. I was thinking it’d be at least a four second reduction. A .5 second increase doesn’t really seem worth it for a very rare add-on. The rare Undetectable add-on only increases the effect by a second and the very rare one increases it by two seconds. They seem like common and uncommon add-ons instead of rare and very rare.

  • It's ok to get upset, but threatening someone like that is way too far. He crossed the line when he said he wanted to smash your heads in real life. On PS4 and XB1, he'd most likely get a communications ban at the least. Hopefully Steam does something about him.

  • That’s why I don’t show mercy. Most Survivors will betray you in the end.

  • Survivors find it fun. Remember, the devs’ current design philosophy has Survivor fun as the top priority.

  • What? Lol sounds like someone isn’t too good at the game. Every Killer should be allowed to use any perk.

  • The only thing that’s keeping Coldwind from being as bad as Haddonfield is that you can get lucky with RNG. Rancid Abattoir is small so it makes it easier to lock down the gens, but it still has that godawful loop in the middle. Everything else about the Coldwind maps suck.

  • @WINTERS said:

    https://forum.deadbydaylight.com/en/discussion/comment/817669#Comment_817669

    This is why I hate the remake because of them changing Freddy's background story. I will never acknowledge such a stupid change. Freddy is my favorite movie killer and in the game.

    Wasn't he originally going to be a child molester but they changed it to child killer for the 80s films?

    1. Some Survivors like to be stealthy, which is something Doc's power counters.
    2. Some Survivors are just bad at the game and want everything to be nerfed into the ground because learning is too hard for them.
    3. Some players think he's underpowered.
    4. Some players are genuinely struggling to beat him and are still trying or haven't started to learn counters to him.

    Doctor is also one of my favorite Killers in the game. I've mained him since September 2017. He's definitely a mid tier Killer once you get his shock timing down (the electrodes are super fun to use because you can use the Moldy Electrode to anti loop or the High Stimulus Electrode to make everyone go mad). I'm hoping his upcoming changes will make him even stronger. He just needs some shock and add-on buffs.

  • It's because of the Legion, Nurse, and future Spirit changes. More Survivors are starting to think that if they DC against something they don't like, then the devs will nerf it. Survivors don't like that Freddy is strong, so they're just going to keep DCing until the devs nerf him again and they won't stop until every Killer is garbage tier and can easily be bullied.

  • @PatBrutal said:

    Hello, is it possible to have a video that show the performance issue and also which platform (I guess PC and PS4 from what I see and what about Xbox ?)

    We are going to bring that up to our morning live sync.

    Thanks!

    I'm on PS4. My FPS on the menu, loadout, and lobby screens take a significant hit after I finish a single Killer game. It carries over to any additional Killer matches that I play. Just getting in a chase, activating Bloodlust, or swinging at a Survivor can cause major FPS drops. It's been doing this since the release of 3.2.0.

  • He's strong. He can use his portals to surprise Survivors and start chases. Shred can be used for catching up and ending chases quickly. I would like to see something for Shred's charge speed though. I don't mind if it's through add-ons or a base kit change. I just feel like it takes a little too long to charge up a Shred and most Killers with a damaging power have something to decrease their charge time, so why can’t Demo have anything like that? His footsteps are also way too loud from the Killer's perspective. All I hear when playing as him is BOOM BOOM BOOM BOOM and it gets in the way of other sounds that I might need to hear.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/809697#Comment_809697

    If you remember, last year's hooks had a bit of a visual feedback animation on them - they were bright with serum to start with, and then when you hooked someone the plants withered. This year's hooks appear to be just the post-hook "withered" models from last year. I suppose it's meant to be a part of the "Withered Blight" lore or something, but in the context of everything that's been going on recently it just comes across as very lazy and poorly thought-out.

    You’re 100% right in saying that it comes across as very lazy and poorly thought-out. If the devs were going for a withering effect, then they shouldn’t have stopped at the hooks The pumpkins on the gens and menu screen could be falling apart with nectar oozing from them. Maybe add a couple of smaller Pustula Plants that are dead or dying. After you repair that gen or use the hook, the plants start trying to come back but they fail. The event gens should also have nectar oozing from them after being completed. Make it look like things are starting to not work properly or die off.

  • Been playing since September 2017 and I'm about 70% sure I'm still kinda potato.

  • Hell yeah I do! I love the fact that we have a secondary objective to complete. It did a good job at slowing the game down. There should've been something in place to prevent Survivors from suiciding on hook once they got their nectar from the plants though.

  • Pray that the hitbox gods favor you. Hitboxes in this game have been ######### on both sides forever.

  • Just make them usable on death hook only. You’re dead either way at that point. At least you get to see a cool animation instead of just betting stabbed by the Entity.

    Cypress Moris should become baseline for basically the same reason. You’re the last Survivor. Your chances of escape are very, very low. It’d also make the Mori ritual much easier. If you have that big of a problem with Moris to where having them activate only when you’re on death hook is still too much, then that’s less of a balancing problem and more of a you problem.

  • I’m on a regular PS4, and I rarely had any problems until patch 3.2.0 came out. Now there’s a 70% chance of my FPS will start tanking after I play a single game. It gets worse with each patch. I played a couple of games last night where I could feel how bad the FPS was while I was just moving as Killer. I honestly think the devs are trying to fix it, but they can’t figure out how to stop each patch from creating new errors. I’m shocked that my game lasted this long, especially because I main Doc and Freddy (two of the most graphically demanding Killers) on a weaker console.

  • I am. This "event" was very rushed. It's basically Moonrise 0.5. They should've brought back the Pustula Plants from last year and just made some changes to prevent Survivors from getting their nectar and then killing themselves instead of just giving us event gens.

    1. The hooks last year seemed brighter and had more nectar on them. They took off some of the nectar for this year's hooks.
    2. The gens just have a couple of pumpkins thrown on them. That's all. They should start spitting out nectar as the gen nears completion.
    3. The Serums being exclusive to the Rift is a horrible idea. You should be able to get them from the event gens/hooks, with the Rift being a secondary option if you just want to blow your money on it.
    4. The Pustula Plants aren't very appealing because you don't get the Serum from it. It seems like you need at least three for them to look decent. I shouldn't want to run a Cake, Pudding, or BPS over an event exclusive offering.
  • FPS and hitboxes being complete #########. Every update seems to ######### this up even more.

    Gen speeds. When are we getting some kind of second objective or something to help slow them down? The Pustula Plants from the Hallowed Blight worked out okay.

    The Withering Blight being Moonrise 0.5. Last year’s hooks had more Blight stuff on them. There’s barely anything on this year’s hooks. The gens only have a couple of pumpkins placed on them. Why not have the Blight stuff slowly cover the gen as it nears completion and have a complete gen start spitting it out? The Petals don’t really do that much. The Serums are tied to the ######### Rift for some reason. The Serum should primarily come from the event hooks/gens. Getting them from The Rift should be secondary.

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