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Sonzaishinai

Sonzaishinai

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Sonzaishinai
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  • @Kurri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2604445#Comment_2604445

    Not seeing your point, even if you hide the names I can photoshop the black line away, photoshop any name in, and then photoshop anything I want said in chat. That's all unrelated.

    That doesn't affect anyone's point that BHVR is protecting people that are toxic.

    They are protecting everyone. Not just the people who are toxic.

    How is it unrelated that any picture somebody shows you of someone saying bad stuff could be straight up false. That's why if you would photoshop the black lines away and put another name in it will be ignored under the naming and shaming rule.

    Report them then you know 100% you got the right person. Naming and shaming does nobody good

  • @Karltastisk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2604507#Comment_2604507

    If there's blood and scream from the survivor, there's 100% a weapon hit animation/slowdown. If you can show me clip where there's not, then i would gladly swallow my words.

    https://www.youtube.com/watch?v=Mij3gL804pI

    Legion didn't wipe his weapon on their sleeve. It's just the missed attack animation playing. That's how all my validated hits have been.

    Not that i would be surprised if there was a bug that played the weapon wipe animation but i haven't seen it

  • I'm pretty sure you don't go through the weapon swipe animation.

    Unless it's a bug i haven't seen before.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2604388#Comment_2604388

    Why is name shaming a bad thing? If someone tells someone else to end their life why should they get the benefit of anonymity?

    image.png

    This is why. It really isn't hard to edit pictures like this. This was done in paint in 5 minutes.

    Someone with even the slightest bit of knowledge can make anyone say horrible things in no matter what kind of picture. You report them cause then they know which person it was and exactly what they said.

    Never trust pictures on the internet.

  • While i agree that deadlock is good do note that only in the best case scenario will it give you 120 seconds of block time.

    Other gens can still be done while one is blocked

  • Then they'll teabag in front of the gate.

    What will you do? Disable crouching all around when Egc happens? Thrn they'll just point.

    You can't stop people from being toxic. It's in human nature to hurt others.

    The only thing you can do is learn to shield yourself against it. If it doesn't trigger you anymore then wether they do it or not is irrelivant

  • No, it desperatly needs a requirement or some restriction (no being injured doesn't count. It isn't a restriction if your opponent wants to do it)

    Even just making so you can only use it once everytime you hit the injured state would be huge. Either that or lower the speed boost you get from it so it doesn't make as much distance. 8.4m extra distance in a second is huge

  • It isn't a side that is toxic but players.

    For example just because you are clearly a toxic person doesn't mean all players who play the survivor role are.

    Shoutout to all the wholesome survivors out there who play hard but respectfully.

  • Let's hope humanity quickly moves on from racisme.

    Both the actual racism and these rediculous notions to make everything that you don't like racist.

    People should actually be ashamed they are willing to use such a terrible thing as a weapon to remove what they don't like

  • He's not that bad actually. If you don't spam knives, make each of them count and have good aim he can chew through healthstates.

    Nothing A tier worthy ofcourse but a solid B tier. You can win if you make good plays and use his strengts well

    Again if you can aim. Which means console is screwed. Console trickster is indeed awefull

  • We heard your complaints and made the following changes to hexes.

    They aren't active anymore at the start of the match.

    The killer can spend 14 seconds to curse a totem

    Survivors can spend 2 seconds to snuff them

    all your hex perks in a single totem

    They affect only a 24m radius around them

    If you want to compare perks compare them fully

  • Dead hard one wouldn't really work. You could just wait to swing untill the survivor is on the pallet and they'll dead hard right past it. with no chance of making it back in time before the killer bodyblocks the pallet drop. Same with windows, swing at the last moment and even if they dead hard they'll be stuck with a slow vault animation and are getting grabbed for sure. For how much i hate dead hard i don't want to see it become useless either. And this change would be against smart killers.

    It just needs to have a requirement. It's the only exhaustion perk that doesn't have one (No being injured is not a requirement, that is bound to happen and if it doesn't you're winning hard anyway)

    This is how i would change it.

    Dead hard

    Activate-able Perk.

    You can take a beating. Once you enter the injured state Dead Hard activates

    When active and injured, tap into your adrenaline bank and dash forward quickly to avoid damage.

    • Press the Active Ability button while running to dash forward.
    • Avoid any damage during the Dash.
    • Dead hard deactivates

    Dead Hard causes the Exhausted Status Effect for several seconds.

    Dead Hard cannot be used when Exhausted.

    So basicly after using dead hard you can't use it again untill you leave the injured state and re-enter it later. So you either atleast have to spend time healing at some point or go down. No more having the benifits of not wasting time healing and having dead hard active all the time at once

  • Deadslinger might not be dead but he ain't slinging that much either

  • @Tr1nity said:

    Hippopotomonstrosesquippedaliophobia (Fear of long words, no im not kidding)

    The person who named that had a great sense of humor

    @AnObserver said:

    Survivor - Fractured Fate

    While running, pressing the Active Ability Button to tap into suppressed experience, creating a Rift and causing you to become Exhausted for 60/50/40s.

    Pressing the Active Ability Button again within 5s will reset your position to the Rift.

    The Killer can interact with the Rift to destroy it.

    Killer - Fractured Fury

    When a Survivor is Unhooked, a Rift is formed at your location.

    While looking at a Rift, you may choose to channel to shift to its location.

    Survivors can interact with the Rift to destroy it, triggering Killer instinct for 6s.

    Ow i like these. Mind games for days

  • @dugman said:

    I’m surprised there isn’t a perk that’s just a straight movement speed bonus, like +2/+4/+6% movement speed. There are some perks that give limited speed boosts periodically (e.g. Play With Your Food, Devour Hope, NOED) but nothing that is just a persistent small speed increase. Obviously the persistent increase has to be small or it could be overpowered, maybe something like 3-6% at rank 3 perk? But it seems like it’s a missing niche in the killer perks.

    —

    Also a revamp of Monstrous Shrine would be nice. Most of what that perk does currently is pretty useless (i.e. raising the difficulty of pulling yourself off the hook isn’t worth much since hardly anybody actually tries except as a last ditch Hail Mary.) I think I’d like something more along the lines of Monstrous Shrine giving you

    • You can always see the basement hook auras even when you’re not carrying people (this would help with strategic planning before you carry someone)
    • Anyone rescued from the basement has Mangled applied to them until they are fully healed
    • Anyone rescuing someone from the basement suffers Mangled
    • Anyone within the basement suffers from Oblivious
    • Rescuing survivors from hooks in the basement takes a few seconds longer than normal

    Something like that could make it more attractive to do a “basement hook” build. The basement itself is already slightly attractive because it only has the one exit, but if would be nice to have a perk that actually makes it worth a perk slot to really focus on dragging people down there. (I also tried to pick benefits above that can stack with other related perks like Make Your Choice and Territorial Imperative and Hangman’s Trick so you could get some synergy with them.)

    The biggest reason there isn't just a flat movement speed perk is cause movement speed bonusses are quite a big deal.

    If survivors run at 100% and standert killers at 115% then the killer moves 15% faster then a survivor. Add 5% to that and they move 20% faster. That's a third faster

    So yeah a perk that said add 5% movement speed would be meta on all killers.

    Liking the monstrous shrine ideas. That perk desperatly needs to be changed

  • @zombitehdeath said:

    First one would've been 13 out of ten but is a 10 out of 10 since it only have 11 affect which one doesn't give 13 (haste) which is why it doesn't count. Until it has 13 effect that is 13 then it will be perfect. Also it should've been the 13th perk suggested.

    Second one is might be annoying but i wouldn't know till it was tested but i would think it would be a fine perk that i wouldn't even complained about it if i was still playing dbd if it does gef into it.


    Triskaidekaphobia changed to be a 13/10 perk.

    1)regressing gens

    2)13% progression penalty

    3) gens 13 seconds blocked

    4) oblivious for 13 seconds

    5) blinded for 13 seconds

    6) exhausted for 13 seconds

    7) aura's revealed for 13 seconds

    8) 13% haste for 13 seconds

    9) succesfull attack cooldown reduced by 13% for 13 seconds

    10) missed attack cooldown reduced by 13% for 13 seconds

    11) vault speed increased by 13% for 13 seconds

    12) break speed increased by 13% for 13 seconds

    13) 13% more bloodpoints for 13 seconds

  • What Noed really needs is some indication it's in play. Even if it's in the killer's favour.

    For example making it when a survivor cleanses a dull totem they scream and reveal their location. While technically a buff it will remove the surprise factor from the survivors.

    That and something to prevent hard campers to get use out of it. Maybe making the expose effect not trigger on survivors who cleansed a dull totem or getting atleast 3 hooks or something

  • Trickster can use quite a few perks but also has some traps.

    Most of the standerd slowdown works well on him being pop and ruin (yes ruin, don't believe the myth that he can't utilize it cause of his speed. There is little to no difference between 110 and 115 killers in terms of map traversel, he doesn't use it worse then any other killer without a mobility power.)

    No way out also is pretty good

    Information perks work really well with him. He is extremly lethal if he catches a survivor offguard so you want to enable that.

    Infectious Fright even with the smaller terror radius can bring devestating snowball. Downing a survivor at a low loop and then hear a survivor scream close to it allow you to do serious damage.

    I'm all ears is nice on him as it allows easier predicting of blades

    Chase perks are also pretty good as he does suffer at some high wall loops.

    Bamboozle is good for the couple of loops he really suffers at. I don't like it but i know it's good.

    His complete lack of cooldown makes blood favor really good... while it last atleast

    A mini trap are undetectable perks cause he has a lullaby that isn't affected by it. That said most survivors don't seem to notice so it works way more often then it should.

    A bigger trap are any perks that work on m1. STBFL is straight up bad. So is Surge/Jolt. You can bring these while you learn but eventually most of your hits should come from knives

    The only times you should m1 is when you're out of knives or when you down a survivor with it. You should almost never m1 a healthy survivor cause of the weapon hit cooldown which you don't have with knives.

  • I like corrupt. But not for the early game stall. That's not what makes corrupt good.

    I like corrupt cause it ensures (most of the time, sometimes the spawns suck) that there is a cluster of gens untouched for 3 minutes. It means that you ensure to have atleast somewhat of a 3 gen.

    I like lethal and corrupt cause lethal gives me a strong start and corrupt gives me a decent defence for the end game.

    A lot of people dismis this combo cause they believe that once the timer is up these perks and everything they did cease to excist but the effects these perks had are still in the game.

    You don't lose the snowball you had with lethal and the gens blocked by corrupt are usually close together and very often stay as last for a good 3 gen.

    The value of these perks stays for the entire match if you play well

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596896#Comment_2596896

    The game and all non-licensed content up to Legion should be free.

    Change my mind.

    I would hate that cause i learned from tf2 that making something free to play is a good way to invite toxic players who won't care about their free account getting banned.

    But objectively speaking yeah it should at this point

  • Rather have the optional cosmetics be expensive and the actual gameplay content cheap then the other way around.

    Would you be happy if they made skins max 5 bucks but the chapters increase to 20 bucks?

  • Trail of torments is pretty fun on Legion.

    One of the few undetectable perks that doesn't screw with their power and survivors being injured all the time means catching one off guard can be a huge swing

  • Haven't played with them yet outside of the ptb but from a killer point of view it's obvious nobody would use them if they were only one use.

  • I think that would be a good buff to Bloodwarden.

    Right now to counterplay bloodwarden you 99% the gates untill you're sure everybody left will make it out. Which is what survivors would do even if Bloodwarden didn't excist.

    If the counterplay to a perk is just doing what you would do anyway then something isn't right. It requires a bit too manny hoops to jump through now.

    I would also add a token system though. Like 4 tokens that each add 15 seconds of gate blocking that you get from doing a certain action. Kinda like no way out.

    Just to prevent campers to get full value out of the perk everytime

  • Restricting people what to play rarely is a good option.

    Especially with the tomes. Imagine having to do a challenge with a certain perk and having to wait 20 minutes before you can try again if you didn't get it all the way

  • As a legion player i'm offended.

    But yes you are correct

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2594281#Comment_2594281

    Good counterplay?

    Like what, I have to leave gens, or lose chase to remove totem, that survivors can just bless again in 16s. It's waste of time for a killer, not "good" counterplay.

    I know most totem spawns, only map I don't know is Raccoon City, but noone does. It doesn't matter I know where it is, there is just no real benefit for me to leave gens to remove it.

    I am fine with Shadowstep, it's super annoying, but not really broken. CoH is my bigger issue. It just destroys weak killers, they don't have time for it and it removes option of snowball with hit&run tactic. It's basically 2 free perks for each other survivor.

    If a boon is far enough away from the gens you are controlling it's to far away to be a problem.

    Shadow step does nothing if you don't want to be in that area

    And if survivors have to spend more then 8 seconds to go to a CoH then they are bassically self caring. There is reason why people some people say self care is the best killer perk.

    CoH was disabled for the most part. So I'm assuming that you are judging it based on theories. In practise it just isn't that game breaking.

    I play mostly Legion and Trickster and played a lot of Trapper during the ptb and I never had much issue with it

  • Yeah people are heavilly underestimating just how much of a time investment it is for survivors.

    And while yes i have lost a couple of matches cause of boons. Most of my experience against them is that the survivors waste so much time setting them up that gens just aren't getting done.

    The power is there but they are straight up detrimental to the team if the person running them is using them wrong.

    Compared to what the meta was before boons are the healthiest strong perk survivors ever had. Powerfull but with a cost and good counterplay if the killer player bothered to learn totem spawns

  • @ShinobuSK said:

    Yes, already seen it in my first game. And since mods are ignoring my questions about fixing it so we wont see blood, hit and hear survivor scream if hits get validated, its safe to assume this will stay like this and they cannot fix it

    Does the survivor get the on hit speed boost?

    And do you do the weapon swipe animation or the miss animation?

  • @SavouryRain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592007#Comment_2592007

    Yeah, maybe if it was restricted to like only work while injured or give it a cooldown that doesn't count down while the survivor is running.

    Being injured is not really a restriction. The killer wants to injure you. It isn't a restriction if your opposition wants to do it.

    All the other exhaustion perks have things you need to work around. Lithe needs vaults, BL needs drop spots, Sprint burst is not a choice and gives you the choice of walking slowly everywhere or using it and risk not having it when you need it, etc...

    Being injured is not something you need to work towards. It is bound to happen. And if it doesn't you're in a pretty good spot anyway and who cares you can't use it then.

  • Deep wounds is there for wasting time. If you ever drop a chase with a survivor after applying deep wound you are getting value from it

    It is faaar from the worst status effect. Hemorage excist remember. And deep wounds is straight up better then mangled.

    It's honestly one of the stronger ones. Mostly cause status effects just aren't that impactfull outside of exposed, hindered and maybe oblivious

  • There was a time where you could blind a killer in less then half a second.

    Also the blind screen was a fullscreen bright white canvas so it blinded the killer as well as the killer player.

    Let's not go back to those days

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592403#Comment_2592403

    That's a lot of complicated coding.

    No TR while in FF it is.

    Is it?

    You can have this effect with Trail of Torment. Undetectable untill you get a hit

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592113#Comment_2592113

    Which will probably end up being something like "While in Feral Frenzy, the Legion is Undetectable"

    Honestly being undetectable untill the first hit wouldn't be so bad.

    Like when you press m2 you are undetectable and when you hit you regain your terror radius and killer instinct.

    I would play that

  • Like how you never hear from this for how long the patch is out.

    Otz uploads a video and then people talk about it.

    That said i do want those addons reworked. Even if it isn't a "shoot yourself in the foot" addon combination anymore. It's still bad.

    Both effectiveness and gameplay wise

  • As much as i hate dead hard. Exhausted on the ground is stupid.

    This is a good fix. now add some kind of restriction to it and it's golden

  • I forgot how cool those soul faces looked with his old power

  • I mean that's just a case of bad teammates. Even nurse can bloodlust you if your team isn't doing gens.

    Just increase your mmr so you get decent teammates.

    Easilly done by escaping through the gates. Which requires teammates to do gens to open.

    Hmmmmmmm, you might have a problem

  • A cool idea for a common addon could be to remove the sound of entering fatigue.

    Quite a few survivors will mend on the spot if you run away and the idea of running behind a corner, cancelling FF and then emerge and smack them down with them being none the wiser just seems funny to me

  • Something like Oni or Plague. Where his flight is earned in someway and has a set duration but is really impactfull

  • I used to when i saw keys but now i'm not even in the lobby any more.

    Alt tab doing stuff checking once in a while so i can ready up just to alt tab instantly and wait for the sound of the game starting.

  • Strawberry cake.

    With actual strawberries.

    And candles on the strawberries

  • Happy anniversary!!!

    There is no cake

  • Most exhaustion perks are fine.

    Only dead hard and maybe sprint burst is a bit on the too strong side.

    No need to nerf weak perks

  • Scary is subjective.

    I find the concept of Legion and Trickster terrifying as humans scare me more then clearly fictional deformed monsters.

    For most people these 2 would probably be on the very bottom of the scare list.

    DbD being a multiplayer game you put 100 to 1000ths of hours in also makes creating something scary hard.

    See something often enough and it just won't be scary anymore

  • Jolt will damage a blocked generator and put it in regressing state. It won't regress while it's blocked but will once unblocked

  • I would argue that trying to tell other people how to play is selfish.

    Some people don't play this game for hours on end and can only play a couple of matches. So it's really not hard to see why they would want the void match to be over with asap so they might be able to get a real match in time.

    Personally I hold back the gaspedal a bit but you really shouldn't be demanding it.

    Like someone else said. Focus your anger and frustration on the person that actually left you instead of the person who has to deal with the aftermath

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