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Sonzaishinai

Sonzaishinai

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Sonzaishinai
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  • I mean to be fair. Most of us aren't developers and do suggest some that just isn't feasible. Most people tend to forget that having a cool idea is only the first and easiest step to adding/changing something in the game

    To answer the question though. Having injured people have a reduced repairspeed and giving a repair bonus for every dead survivor. While i realise it would completly change the balance of the game I really like the concept and how it slows down the game while making tunneling not the best solution

  • Information perks in general. For both killer and survivor tbh.

    A lot of solo's would be way better of with windows of oppertunity instead of dead hard or d-strike. And Bond can be amazing to allow for solo's to coordinate bodyblocks for someone on deathhook

    Had a match against a spirit that tried to tunnel someone out of the game. With bond i saw the chase happen. Was able to bodyblock giving the tunneled survivor distance. After that i was able to quickly find another survivor. Let them heal me. Find the tunneled person quickly again. Bodyblock again. Then used bond to position me well for the flashlight save. And then later bodyblocked again. I saved that tunneled survivor 4 times. Allowing 3 people to escape while i died a hero. Without bond i would have just sat on a gen while someone died

    Bond turned what should have been a 3v1 at 4 gens into a 3 man escape with me getting camped at egc. I'm 100% sure the spirit thought we were swf. Bond really is amazing

  • Saying it would encourage tunneling is a pretty weak argument imo. I've had a ton of games where i faced lesser experienced survivors and tried to hold back just to accidentally tunnel someone cause they wore the same outfit.

    But even outside that. The information we are asking for is already there. We are the ones doing the hooking. If someone wants to tunnel he'll remember the hookstates. It's just a QoL thing to put a reminder.

    Survivors also are there for the hookstates so if killers should remind it by themself then survivors should too. And visa versa if survivors get it killers should too.

    I am the first that will call baloney on anyone who says the devs are biased. But I can't argue against this. This is straight bias. There is no reason why one side should just have to remember the information and the other just have it on display.

    As a killer I'm annoyed the same treatment isn't given and as survivor I'm peeved that they apperently think that survivors are that much dumber then killers to remember the hookstates.

    This isn't helping the us vs them mentality everyone has

  • 8% of a gen is about 6.4 charges it loses. and then it loses 1/4 charge a second

    Ruin takes that away in 6.4 seconds. And then keeps going doing 1 charge a second

    in the scenario of catching a survivor of guard on a gen and downing them ruin will probably have done what surge did before you wiped your weapon. And then kept going. If you didn't get the down Surge did nothing while ruin kept going.

    Ruin is WAY stronger then surge. It's not even close. If killer and survivor are equally skilled and ruin stays up. The killer probably wins unless the survivors went full genrush+key mode

    What you are trying to say is that Surge is more consistant then ruin. Cause you can't lose it. And even then. Every 6.5 seconds ruin is active on 1 gen you got a surge trigger. How many times do you activate surge in a match? Especially with the cooldown.

    Let's say you trigger it 5 times which is extremly generous seeing how it has a 40 second cooldown and requires a basic attack within the range of a generator. That means that if ruin has been active on 1 gen for 33 seconds you got more vallue out of it. 16.5 seconds if it's active on 2 gens. Even if ruin only stays up 3 minutes you probably got that vallue. If it stays up longer it just wins the game for you.

    Nothing is stopping you from running both though. Iirc they changed surge that it can damage regressing gens as wel now

  • He is a pretty boi. So why not.

    Also it's not to say that the mayority dislikes him. The forums here are a very small percentage.

    I like him. He mechanically needs some tweaking but he's very fun. Getting a survivor from a ricochet feels amazing

  • I usually don't bother unless the 4th survivor is right there. Half of the time i find the hatch before the other survivor and get them anyway.

    That said there is certainly nothing wrong with it. Just a bit boring for both sides

  • The downsides heavilly outweigh the upsides but it has it's uses.

    • Anti tunnel perk: body block for people on deathhook. if the killer hit's you then the tunneled person can make 12 m of distance from the killer (bar from stbfl) and the killer either has to pick you up and let the deathhook survivor go or leave you and risk you doing it again shorthly after. Ofcourse this doesn't work if you are the one being targetted. It requires you to completly change your playstyle to a more sneak oriented one and you need to be in the right place at the right time which requires a lot of coordination. Not to mention that you can (AND SHOULD) do this already without no mither
    • Stealth builds: No mither is the only perk that reduces sound while in the dying state and combined with iron will makes you completly undetectable for a phasing spirit, even with stridor. With the downside ofcourse that if the spirit get's lucky you go down in one hit. Also the only way to remove bloodstains permanently
    • Devallueing one shots (kinda lol). against a bubba or hilbilly being injured with deadhard is a better position then being healthy without deadhard. If you are confident you can avoid the m1 attack that is
    • Soft countering slugging. slugging is a really powerfull pressure tool and to deny that is pretty powerfull. It does mean that you have to be able to run a killer while injured long enough to break even with the pressure you release from stopping slugging.

    In short, yes it's a bad perk. But if you're good enough at the base game you can make good use of the upsides while negating a little of the downside. for the avarage player though it's a handicap

  • Then don't. If you aren't having fun play something else.

    I know it's meme'd a lot but mathieu cote did make a solid point with his "play something else"

    I always play dbd as a side game and I have never lost my enjoyment of it. The game isn't that rage inducing if you don't allow all the little frustrations in it to build up.

  • I can kinda understand when you go against broken things like iri hatchet or when hope of surviving is lost like if Myers gets infinite tier 3 at 3 gens left cause others were feeding him.

    Problem is that most players idea of the game is so flawed that they concider everything that's even remotely challenging broken.

    That's the killers biggest strenght right now. The pretty much non existent morale of survivors

  • Horrible idea.

    Have one survivor hide all game and the killer can't win.

    Rewarding not tunneling will always be better then punishing tunneling.

    Something like for every death survivor other survivors get a 33% gen speed boost called despiration. And they recieve a 15% penalty to speed while injured.

    Reward killers who spread the damage and injure everyone and give survivors a fighting chance when teammates start going down

  • A 5 second stun that only happens when the killer picks someone up after 60 seconds is one of the most hated survivor perks ever.

    And you would give it on demand? The second that bat was in play the killer would just slug everybody.

    Also balance issues aside in the slasher movies this game is based of it rather ends well for those that try to fight the killer.

    If that is what you want to play i have good news cause there is a game simular to dbd where you can fight back.

    It's called Last Year: The Nightmare. You should check it out

  • I prefer thana to it.I find that by the time DL becomes good you probably are already close to winning.

    It is nice to have a slowdown that's guaranteed and doesn't require any extra input from you like kicking gens. And just like thana it makes all your other gen defence better because it takes the survivor longer to fix the damage you do.

    But that you buff a survivor and it's pretty slow untill it get's meaningfull makes it pretty lackluster.

  • @REL1_C said:

    https://forum.deadbydaylight.com/en/discussion/comment/2001074#Comment_2001074

    No way, gen speeds are quick even without perks. 80 seconds is a balanced number for a solo, I'm not changing the initial time. 47 seconds when two are on a gen needs a fix, just make it about 70 seconds.

    there already is a penalty for multiple survivors working on a gen. Also interupting those survivors while they are working on it means 2 survivors are not working on a gen cause you are near it. You should give discordance a try. It's stops survivors working on the same gen right in it's tracks

  • QoL + some buffs i would say.

    I would add more projectiles to her puke so you don't have the stream passing through a survivor problem as much and there should be a slightly harsher penalty for not cleansing.

    Maybe additional sickness levels beyond the first. Like you get broken when you get sick like now but the infection level increases more at a slower pase and more penalties get added when the infection level gets full again

  • @REL1_C said:

    https://forum.deadbydaylight.com/en/discussion/comment/2000902#Comment_2000902

    I'm not saying your entitled but I'll tell you something that you might not know. Did you know there is only 5 dull totems on a map. Bring just small game, go around the map and cleanse all totems. How is that not a "real counterplay" . I do agree though, the old "hex undying" was a bit OP but now it's nerfed.

    Wait so you agree undying was op but still state that hex perks should never be nerfed?

    Everything that is deemed to powerfull deserves to be nerfed.

    Now hex perks should be powerfull enough so that if survivors don't cleanse them are at a huge disadvantage but nothing should be exempted from recieving change if needed

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2000721#Comment_2000721

    Here it is. I guess I just don’t appreciate losing an entire health state all game so I can have a worse version of other existing perks. Or having traps that don’t damage people so I can get a perk to damage people faster.

    Whoo boy, I can’t take the forums today. I’d get brain damage reading any more of this.

    Now the no mither argument i can understand a little. It is a massive downside being injured all game. Doesn't mean it doesn't have it uses though.

    Padded Jaws lack of damage is irrelivent 9 times out of 10 though as most of the times you catch people while chasing them anyway. And it does have the benifit of getting 2 pwyf stacks instead of one. you can't deny it. Not the absolute best thing you can do on trapper ofcourse but it's far from useless.

    If you get braindamage from reading people finding out neat interactions of perks/addons that seems useless on the surface then i would hate to be your art teacher. sounds like you have zero creativity

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2000615#Comment_2000615

    Ok? And you know how fast I could tunnel out a no mither user if I wanted? With no DS? This actually hurts my brain. I could probably do it in under 2 minutes.

    This is like someone coming onto the forums and arguing padded jaws trapper has some kind of secret advantage.

    There is no benefit, it’s a meme perk. Using no perk is better. Use lucky break if you don’t want pools of blood, iron will for no sounds.

    Disgusting, I instantly hate anyone on my team using no mither because it’s throwing the match before it’s even started.

    Padded jaws trapper actually has an secret advantage cause you can use it to gain stbfl stacks really fast.

    Sounds to me you need to drop the meta for a while and get out of your comfort zone. some perks are quite a bit better then people give them credit.

  • "New animations block my view of butt 0/10"

  • @gendoss said:

    Yeah... you're just letting 1 person not play the game and tunneling everyone else lol.

    The word tunneling officially lost all meaning

  • @Claudette_Baguette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1995335#Comment_1995335

    Only if you got addons, even then hitting multiple survivors 8 times is very unlikely. Especially hitting them 16 times if they are healthy... so no. that argument is really not valid.

    I didn't have many addons during the ptb and every time i was around when survivors were unhooked in the basement i did a lot of damage. I always got a down and a couple of injures.

    Way more then deathslinger could do in that situation.

    The trickster desperatly needs some buffs, but that doesn't mean we can't acknowledge the couple of strenghts he already has.

    If you are in the basement and you need to run past the trickster then the trickster will at the very least get 2 healthstates without addons

    With good addons you're not getting out at all.

  • The thing with dbd is that it's a very swingy game. It's a game of scales.

    It starts with all the advantage to the survivor. But every action tips the scale to the killer side. Pallets get broken. Players lose hookstates. Gens completed make the patrol area of the killer smaller. Etc...

    And once the scale starts tipping towards the killer it's very hard to pull it back.

    A 4 man escape 5 minute game could very easilly have been a 4k game if the killer was able to get a slug or 2 at the start.

    The game is almost solely based on how fast the killer can get the pressure ball rolling.

  • Basekit ricochet would be very nice and make him more unique to the other ranged killers.

    Other then that either the blades need to do more laceration or the laceration meter needs to decline WAY slower. It honestly shouldn't decline at all while you are running.

    It's a shame their are so many addons based on the decline of the laceration meter cause the ideal buff would probably be to not make it decline at all.

    That would make him a ranged hit and run killer that would tag survivors and be able to leave them to finish them of later. It would add so much more tactic to his power outside of chase survivor and throw untill you damage or waste your time

  • How would it be bannable?

    I'm really confused why you asked. What offence do you think they are doing by this that would merrit a ban?

  • @Mr_K said:

    No

    You walking Nurse.

    This is without a doubt the most soulcrushing insult i have heard in this game.

  • Lol i think i just talked about this today somewhere

  • Another advantage trickster has over deathslinger is aoe. A couple of survivors in the basement will get decimated by trickster.

    Deathslinger will get one shot or 1 basic attack.

    Ofcourse huntress beats trickster in that scenario.

    That said don't forget trickster is still in ptb. Killers in ptb are almost always on the weak side which makes sense.

    Our community would not be able to handle a strong killer getting nerfed from the ptb. Making them safer and weaker in the ptb and bumping them up in the life version is the best way to handle it.

  • To many variables to do this without having to accept that it will be chaos for over a year.

    If they wanted too they could add like 4,5 perk slots were some of the weaker perks count as halfperks and can be taken as a 5th.

    That would be a way to implent it and (slightly) reduce the chaos that would follow

  • @[Deleted User] said:

    No killer with a ranged attack should be 4.6... it's not even as large of a speed difference as it feels from killer perspective if you actually compare them side by side.

    The difference between 4.4 and 4.6 killers is mostly in chase.

    With survivors running at 4 m/s you close the distance 0.4 m/s and 0.6m/s

    That 50% slower for the 4.4 killers and it's even worse in tight loops.

    For example to close 10 meters of distance 4.6 killer need 16.66 seconds while 4.4 killers need 25 seconds

    For traversing the map it barely matters but for chasing it's a big deal

  • This is my favorite challenge of this tome. Everytime someone complains about slugging from now on i can just point to this challenge and make all their points moot.

    Doesn't seem that big of a problem is picking yourself or other survivors 2 times in a match takes 10 tries

  • 5% seems like a small number but if you look at it in terms of catching up to survivors you are actually chasing 33% slower then a 115 killer. Even against mediocre survivors it will take more then a few seconds

  • Legion main and honestly i don't have a single build for them. A lot of perks work well with them.

    Legion is a killer that provides easy injures some slowdown and lots of information at the cost of having to down the survivors as a basic m1 killer so you might want to emphasize chase perks but if you're good at the m1 game you can throw just about anything on them and do well

    Thana and blood echoes obviously synergize really well with their ability to injure.

    Perks that grant undetectable like trail of torment and dark devotion can work reasonable well cause once injured one sneak attack is all you need. Just remember that killer instinct won't work then unless you have the addons that increase it beyond your terror radiys. So you want to have some control over when you get undetectable which makes tinkerer is kinda awkward

    Gen delay perks work well on every killer. Ruin double with Legion as a survivor mending is a survivor not working on gens to stop ruin.

    As far as tracking perks go you only really need one if any at all seeing how killer instinct gives you a ton of information. Having one is nice cause you still need to find at least one survivor to activate it. Discordance and Deathbound are nice cause they alert you to places where multiple survivors are. Good old BBQ is never a bad choice either

    Everyone being injured makes infectious fright very snowball heavy. It's probably one of the stronger perks on legion if you are confident in your chase.

    Enduring is also really good cause if you swing through a pallet and hit them while in frenzy you negate the long stun and are right back on their tail. If that happens on a unsafe pallet they are very likely to go down.

    Legion gets a lot of flack but honestly a ton of perks work really well with them. All you need is to be pretty good at m1 chasing and you're set

  • Hardware issues most of the time.

    When i used to play on my potato pc that ran this game at 20 fps max i got spun constantly. It really isn't the killers fault most of the time

  • I would suggest finding another relaxing game you can play when dbd becomes to frustrating.

    Preferably a chillax game that can help you unwind. Doesn't even need to be long too. 15 minutes playing a relaxing game before jumping back to dbd can do wonders.

    Onefingerdeathpunch is a pretty good game to unwind and is like a dollar on steam right now

  • It's funny how this exact thread comes up every single ptb.

    Now i agree his mechanics could use some tweaking.

    But still every single ptb

  • Mechanically he could use some tweaking but design wise they completly nailed it.

    He looks like a complete psycho and the sound of dagger hitting all around you is sure to give you some sort of adrenaline rush.

  • Don't really understand how he isn't horror enough for some people.

    The dude looks like an absolute psycho.

    I would turn tail and run if i saw this guy in a dark alley

  • aesthetically and concept wise he is certainly amazing.

    Mechanicly he could use some tweeking but I'm loving him so far.

    Really hope the ricochet thing becomes basekit. It really makes him more unique. No other ranged killer can hit a survivor who's behind cover

  • They weren't kidding when they said they would add anime chapters.

    Have you seen his mori.

  • You're forgetting about the people who play swf without comms.

    Some people realise comms are bs but don't want to be stuck with unreliable solo teammates

  • Another way to look at it is if all 4 survivors run it.

    For every survivor hooked 9% of a generator gets done if they can make their skillchecks. If the killer doesn't tunnel at all that's 72% for the first 8 hooks. Or about 57.5 seconds saved. That's pretty nuts.

    In short lackluster in solo. Really good in swf were everyone gets it.

    It is kinda weird how it encourages tunneling to avoid above situation though

  • Personally i love the way he looks. Mostly because he is different from what we have. He reminds me of Ichi the killer. I'm sold

  • Lightborn or enduring can prevent it. But best way is to learn to deal with it. Learn to chase by sound and pay attention to the layout so you can chase blind for a while

  • @Dizzy1096 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1986123#Comment_1986123

    If I was as bad as you say then what I did wouldn’t be possible because you need your first hook fast to camp and it’s incredibly easy to loop a Bubba for 5 gens since he is hindered by pallets.

    I love how the survivors are getting so tilted by this. Y’all wanna click click, tbag and show me your aura all game for attention but once you get that attention you don’t like it.

    "Someone disagreed with me so it's clearly a toxic survivor"

    I play mostly killer with a dash of survivor now and then. I don't even care about the facecamp. If you facecamp with bubba and the survivors are dumb enough to fall for it good for you.

    I just find it funny how you are crying how there haven't been good killers releases while saying you're not that bad cause you had a single down with bubba.

  • Crows are a big one. Once you learn to pay attention to them your tracking will improve a lot.

    Second tip is get good headphones. Even healthy survivors make breathing noises and grass they move through makes sound too.

    Lastly playing survivor yourself. By hiding from the killer yourself you learn the good spots and can use that knowledge while playing killer

  • Lol this explains the "no viable killer in the last 2,5 years" comment from the other post.

    Maybe if you actually played the game and got a bit better you wouldn't be bullied so easilly.

    Unless you're facing a 10k hours combined tourney swf squad you always have a chance of winning.

  • Hoping for an interresting chase perk.

    We haven't had a good one in a while

  • I feel like increasing the bottles velocity would help so much. It sometimes feels like you're throwing balloons (which kinda fits)

    Also i would add that when the antidote and tonic are mixed instead of just cancelling out that they have a chemical explosion. Dealing damage to survivors and stunning clown if he's in it.

    More because it sounds cool then that it sounds good

  • Going to hard disagree here. Imo aura reading is perfect. A good reward for a killer doing a good job

    Survivors get punished for their team mistakes the entire time. That's the downside of the number side in these types of games

    Between the target going down and the hook you have 7-22 seconds. (Weapon swipe, pickup animation, carrying to hook) you really should have time to either find a safe place to hide your aura or get close enough for the aura reading and if you don't it still takes the killer time to get to your location so that's another 5+ seconds to find a good loop.

    And true you won't be able to always prevent it but if you could always prevent it it would simply be a horrible perk. It is suppose to benifit the killer.

    Sorry but imo bbq is the best example of a strong but balanced perk. Still to this day the best designed perk in the game

  • The thing with clown is that he doesn't nececarelly suck but people suck with him.

    He kinda reminds me of blight where you really need to look at every single loop and how to best get a hit with it.

    I would place him up there with other strong chase no mobility killers. He can be very hard to deal with. One misplaced bottle of him is enough to take away a lot of his pressure though.

    As far as addons go the new aura reading addons are way stronger then exhaustion addons. With cigar box you can leave all but the safest pallets up and 100% mind game them everytime.

    That's something I'm finding out slowly. Don't break as many pallets especially if they throw early. Chase straight after them. Force them to stay at the loop.

    So yeah in short still very susceptible to split up and do gens but things can quickly spiral out of control if you don't respect a good one

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