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Soulpaw

Soulpaw

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Soulpaw
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  • vaults are his bane along with predropping pallets. it sucks having to predrop but thats how you avoid getting hit.

  • @DerpyPlayz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417809#Comment_2417809

    Sounds really cool, but this certainly would be too weak. If you tweaked the idea though this could work.

    I still don't want FNAF in DBD though...

    thats fine! i agree that it can use some work but its a fun concept.

  • @TwitchyMike said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417511#Comment_2417511

    . Devour, Ruin, Thrill, and undying. hmmm I will have to try this. Sounds kind of fun actually.

    dont forget the addons!

  • @Jivetalkin13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417871#Comment_2417871

    Sounds like that could work. Like an alternative to Legion in a way.

    i was thinking this would be like legion. I feel like it could use more than this due to the longer set up, legion is better than this by also gaining info on survivors.

  • i think it should work like so.

    Power-Fate Bound: Press to activate, your next basic attack will also apply Fate Bound.

    Fate Bound: After hitting a survivor that is already has fate bound, all other survivors that have Fate bound lose a heathstate. If any fatebound survivors were to go down, instead they gain the Deep Wound Status effect for 20 seconds and lose Fate Bound.


    The only issue i see with this is the set up will take awhile to apply but i can see it working like this.

    Hit a survivor, hit again with Fate Bound then hook. Find another, repeat. Find another, repeat, fate bound the last one then hit him with a basic attack to harm all the other survivors.

  • @0wl said:

    no kiddy ######### please we dont need an abundance of 12 yr olds in a 40 year old body on dbd playing a ridiculous springtrap, non scary killer

    i think i found the 12 year old.

  • For those who dont think he has a power, the game in which he is from, he has hallucinations to tramatize the player in the game, i can see that being his power.

    Heres an idea to play with Hallucinations that i would personally would like to see. Place a hallucination that interacts with survivors diiferently depending on where its place.

    Springtrap can place up to 4 Hallucinations at a time. After a Hallucination is triggered, it returns to use and becomes usable again after 60 seconds. Each Hallucination will have their own individual timer.

    All Hallucinations return after 1 minute in which it will immediately be available to place.

    After a hallucination is triggered, Springtrap gains Undetectable for 15 seconds.

    when placed, will stand watch and charge towards any survivor that runs within 16 meters, revealing causing them to scream for 4 seconds and gain exhausted for 10 seconds.

    when placed near a totem by 6 meters, will cause a survivor to scream for 4 seconds if they start cleansing, causing the hex tied to the totem to move, losing a token if it possesses one, the totem will be revealed to all players for 8 seconds.

    When placed near a gen by 6 meters, will cause the survivor to scream for 4 seconds and block the gen for 10 seconds.

    when placed right under a pallet, will hold the pallet for 3 seconds when a survivor passes through the hallucination. (does not cause screaming.)

    traps can be placed 6 meters away from Springtrap and take 5 seconds to become active.


    I think this would make for an interesting power set up. Only issue is the possibility of a strong 3 gen situation but survivors can work on the right gens to prevent this, especially with the lack of mobility with him.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417288#Comment_2417288

    I have not run the Hex build on her yet. I have bad experiences with hexes as when I run them I will get the worst map for them (ormond, macmillan, etc) then when I don't I get midwich, hawkins, swamp and wish I had them. Swamp has some bad spots but some good ones too. I think I will try it.

    its pretty fun with all of these. with undying, it makes the build more bearable.

    @TwitchyMike said:

    Interesting choices. I can see STBFL would be good. As it fits most M1 killers. And I just learned that STBFL actually goes well with the Pig because she can use her ambush attack to hit the obsession and not lose stacks. Corrupt seems like a solid choice to give pig time to set up and scout the map. Now BBQ Pop, and Monitor Sloppy, Enduring and brutal? BBQ seems great to help keep an eye on boxes to keep survivors off. But the last 4 seem interesting.

    https://forum.deadbydaylight.com/en/discussion/comment/2417288#Comment_2417288

    Those are some interesting choices as well. What's a side quest build?

    I personally love STBFL so I think I'll try that on her. Probably throw corrupt on their as well. Really changes up what survivors have to do. I think anything that helps know where survivors are going is a must because keeping survivors off of boxes is almost more important than keeping survivors off of gens. Cause if you have 1-2 survivors with an active trap and if you can keep them off boxes that's great suppression I wonder if speed boost perks would be good on Pig?

    So the side quest build revolves around stalling and overwhelming the survivors with side objectives. get rid of party hat to not die, remove undying so you can deal with ruin to work on gens and devour to not die. all while taking about 20 seconds to remove a hex due to thrill in which when i interupt the cleansing, will restart the progress. removing hats takes more time to search, especially when i scare you off of it along with a shortened time with an additional box, someone is bound to get unlucky all the while, devour is building which can lead to me just killing survivors. If survivors dont deal with all of this, they arent going to last in which will make a longer game to play which means

    MORE FUN!!!!

    Welcome to the Game.

  • my go-to is Whispers, Endearing, Ruin, then last one is depending on my mood. I'm All Ears, Devour Hope, or Franklins.

    Lately, ive been going with a Side Quest build. Devour, Ruin, Thrill, and undying. Run with tampered and the purple addon that addons an additional box.


    Both pretty decent.

  • @VioletCrimes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2408214#Comment_2408214

    Seems like it’d be better for balance to have any spot on the map a reasonable spawn rather than ramming all of the survivors to each other’s asses. I’m not disagreeing with you, I’m just saying it seems like poor foresight on the developer’s part.

    problem with this is it makes it difficult for killers more than ever. survivors want to be split up but they should do that on their own accord. i personally think survivors should always start together then they can spread out at their own choosing just because its more beneficial to do so. have the game tell you this for the new players so they at least get the opportunity to know what to do.

  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2407963#Comment_2407963

    Because BHVR doesn't want to listen into / be reliable for what is said over mic?

    For example threats, " ######### " , racism, bigotry, etc. All the way to . . . people taking game hostage and working with the killer / giving the killer information?

    better idea, quickchat. survivors have a limited way to chat by giving minor callouts. "killer is near me." "Im working on a gen." "Going for the unhook" ect. League has this feature with a TON of quick chat options and it works pretty well. smite was able to implement it on console, also works well. DBD can do the same so people wont say toxic af stuff over mics, solo que can be more bearable compared to SWF and people wont complain as much about SWF since solo q will be similar.

    "but then survivors will be broken!!!!" then we buff all killers to compensate, easy. as to what that buff would be.... im not sure. a warm up timer would be nice. As scott suggested years ago, gen repair speeds are lowered to a crawl until the first chase is initiated with a minimum timer to prevent hostage games. helps big maps, helps trapper and other trap based killers, "Gen rush" isnt that big of a deal, and survivors also would try to find killer to get the game started. everyone wins in my opinion.

  • @VioletCrimes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2408066#Comment_2408066

    I don’t know, I had two games in a row today where all four survivors spawned right next to each other, and no one used the “spawn near another survivor” offering. I think it might be borked.

    like i said, its always been like this. we've been noticing this more often because of lethal pursuer or you caught them yourself. Spawns in this game are never set in stone, anyone can spawn in anyway.

  • id give an audio que when pulling the trigger. instead of it being an instant fire, its a makeshift weapon that fires a whole harpoon, its probably not very well made so make it so you pull the trigger in 1-2 seconds with a loud clicking noise thats audible from a distance. This gives survivors an opportunity to know when to start dodging instead of constant and losing distance due to Deathslinger being able to fire very quickly without warning.

  • its always been like this, people are just noticing it more with lethal pursuer.

  • better idea, bring solo q up to power level with SWF then buff the killers to compensate. Problem solved without ruining playing with friends.

  • image.png

    Steam charts for if its dying as of recent incase anyone cares.

  • both, they'll remove the speed boost that survivors get and nerf his whip with a longer cooldown or something

  • key and map. i dont care for one key but with a map, its hands.

  • @FFirebrandd said:

    Gonna take a bit of a different stance here.

    Run Combat Straps, Shattered Syringe, Whispers, Monitor and Abuse, Enduring, and then the last perk is a bit of a wild card (Brutal, I'm All Ears, BBQ, whatever).

    Whispers + Monitor on Pig does a ton to enable her stealth, as when you're approaching a Gen, Whispers will turn on and you can crouch, keep going, and know that there's a Survivor there that you're going to ambush. Combat Straps and Syringe do a lot to make using your Dash mid chase actually work, and Enduring is just nice for allowing you to play more aggressively in chase.

    Yes this build is lacking slowdown, but that's what Pig's hats are. Also if you have to, the wild card slot could be Pop or Oppression or whatever.

    this one is more meta than anything for pig. id usually run ruin on last perk because if i chase someone off gen and put a hat, ruin will slow their progress while searching for a box when unhooked, also saves me time from kicking so i can immediately go for another chase. id change syringe for an extra hat, extra box, or the wall hacks iridescent when i feel like having fun with ambushes. other than that, syringe is still a solid pick.

  • @FFirebrandd said:

    Gonna take a bit of a different stance here.

    Run Combat Straps, Shattered Syringe, Whispers, Monitor and Abuse, Enduring, and then the last perk is a bit of a wild card (Brutal, I'm All Ears, BBQ, whatever).

    Whispers + Monitor on Pig does a ton to enable her stealth, as when you're approaching a Gen, Whispers will turn on and you can crouch, keep going, and know that there's a Survivor there that you're going to ambush. Combat Straps and Syringe do a lot to make using your Dash mid chase actually work, and Enduring is just nice for allowing you to play more aggressively in chase.

    Yes this build is lacking slowdown, but that's what Pig's hats are. Also if you have to, the wild card slot could be Pop or Oppression or whatever.

    this one is more meta than anything for pig. id usually run ruin on last perk because if i chase someone off gen and put a hat, ruin will slow their progress while searching for a box when unhooked, also saves me time from kicking so i can immediately go for another chase. id change syringe for an extra hat, extra box, or the wall hacks iridescent when i feel like having fun with ambushes. other than that, syringe is still a solid pick.

  • Tampered timer and that one purple addon that adds an additional jigsaw box.

    Run Ruin, Devour, undying, and thrill.

    The idea is to slow down the game by overwhelming the team with objectives, do gens but get hats off while dealing with undying so you can stop devour and ruin. all while cleansing speed is really slow. If you intterupt the cleansing, they have to start from the beginning again, same with searching. Because of all of this, heads might pop, or devour will start killing. very fun and gets the survivors running for days.

  • as much as i wish for this, i doubt it. They'll probably nerf her again tbh.

  • @Lord_Mallard said:

    Thanks for all the responses thus far, I see the point that Franklin's is just not good for a hit and run, I think I'll replace it with corrupt intervention to prevent early game gen's popping off.

    I'm a little surprised at Pop being recommended, I've tried it on Wraith but I keep finding I can't find the generator in time to actually pop it

    its more of after hanging, you can quickly get to a gen to pop when needed. you got mad speed with the wraith.

  • it will be The Candyman from the hit Board game, Candyland! (tm)

  • everyone would be infected by plague, thats for sure.

  • @Inscrutiable said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363381#Comment_2363381

    I don't disagree with this, just that there are perks that could be potentially improved without negative game impact to the balance of the killer v survivor dynamic. I think that a numerical perk (like x% chance to wiggle out) is generally less fun than say a perk like decisive strike - my design suggestion is "maybe we should make more perks like Decisive Strike"

    i agree 100% here. Theres a ton of perks that are absolutely worthless on both sides, survivors especially. Id like more unique niche perks that isnt just stat ups.

  • id say that survivor perks SHOULD be weaker than killer perks and heres why. theres 4 survivors and 1 killer. The killer can only bring 4 perks to the game while having to deal with 16 survivor perks. if survivor perks were more impactful and stronger compared to killer, killer would have no chance juggling 16 strong perks with his 4 measly perks without some sort of compensation.

  • lmao, he completed the flop quest, the madman.

    i actually bought legion recently, alot of newer players dont understand the deep wound concept apparently. Ive gotten 4 downs so far across my 3 games from the bleedout timer. i should see this much anymore after i start climbing rank with him but still pretty funny.

  • @TheMadCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363208#Comment_2363208

    I'm All Ears? But Survivors don't vault that often against Huntress, right? I always fake the window vault when I play Survivor against her. Most of the time, she expects the vault and throw the hatchet.

    SB is awesome, I really like it, especially when I'm doing a generator in a dead zone. I can run to a safe tile quickly. But It stresses me out! I start running at the start of the trial, I feel I waste it. In the same time, I don't want to walk to save it, because I waste time then.

    https://forum.deadbydaylight.com/en/discussion/comment/2363219#Comment_2363219

    Oh, I started to watch Coconut on Twitch, I didn't even realize he has a YT. I'm going to watch these videos.

    And thanks for the aiming tip. When you say the "tip of the hatchet", you mean the bottom one? I didn't know that! I think it'll help me a lot.

    Thanks again for all the tips. Really helpful! I guess now all I have to do is practicing!

    honestly with SB, its fine to use it out of a chase, especially at the start of a game, it saves time if you need to cover some distance so i wouldnt feel bad at using it out of chase. I'd use im all ears because of the free value if they hop a pallet or window especially at shack. another useful one which im shocked i didnt say is nurses calling. probably even better.

  • i dont think it should lose the tokens, especially since the perk is only active WHILE BEING IN A CHASE, a case where it is mostly useless to have a small terror radius.

  • for huntress (i dont play her but im pretty decent with builds, id run an all seeing build. BBQ, im all ears, Whispers, and last one would be ruin for slowdown, Devour for fun, or corrupt for a better early game.

    for solo survivor, id run spine chill and sprint burst. DH is nice but SB is more effective at prolonging a chase, especially when 99'ing it and using it mid chase. spine chill is a safer bet against most killers while adrenaline is better when communicated with a SWF group but when info is very little as a solo survivor, spine chill is very handy.

  • i think the only problem was for stealth killers being given away but thats a simple fix honestly.

  • bad survivors urban evade around the map, good survivors activate meddle of man

  • @milwaukee354 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2360464#Comment_2360464

    Lollollollol yeah you're right, I never thought of it that way, but it was three gens left, two injured survivors, so I thought the game was over it was just a matter of time, so I don't know what this legion was mad about

    you must of out played him THAT hard then or he did it to himself and got mad. Either way, dont take it too personally, mad cause bad, ya know?

  • so you know how for killers, they want to get a person out of the game as soon as possible due to the game being much easier to manage when theres 3 survivors? he's probably tunneling because he sees you as a high skill survivor and whats better than getting the strongest out of the game if able? thats probably why, plus they are probably salty cause they are bad.

    be flattered i guess that they think your THAT good.

  • i'd personally make it so when you are in the dream world, he can read your aura when you are outside his terror radius and scrap the traps. make it so getting into the dream world works the same but give the clocks a aura for the survivors so they know where to go but also keep it revealed for freddy so he can tell where your going. make it so he knows where you are at all times while in the dream so he has absolute knowledge and can teleport to gens but no anti looping power so he is a high info M1 killer.

  • was this specified for console? or all plateforms?

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2358461#Comment_2358461

    IIRC, Tamper Timer takes away 30 seconds and the green addon that increases the timer on RBT for an extra box is only 20 seconds. So the RBT timer should still be slightly shorter.

    oh, my B. though it adds 30 seconds.

  • for the pig, 4 jigsaw boxes but only 2 RBTs timer doesnt change on RBT's but survivors cant see auras until its active and it takes a SIGNIFICANTLY longer time to search the boxes along with a big penalty to miss skill checks, not to mention its harder to hit and more skill checks while searching plus i can see survivor auras when they are searching boxes. seems pretty decent.

  • can i get a link to the survey?

  • if you want a tip against him, predrop pallets. It sucks but its how you survive.

  • If we are talking statistics (which im not even sure where your getting your data from, please provide a source.)

    Statistically speaking, Coup is probably better because of the sample size being much larger as Pursuer is still a new perk.

    Your comment of Coup being more powerful because it helps you with mind games, yes it does but pursuer allows you to gain information, the perk isn't gonna give you much if you dont act on the information given. Lethal tells you where all survivors are which allows you to juggle the survivors at the start of the game by corralling your target towards the other survivors or know when to drop chase to deal with a gen you know is being worked on.

    If you do enact on the info, it allows you to prevent gens flying in the early game and stall. In my opinion, a perk that allows you to stall in the early game is far more powerful than a perk that may give you a hit after losing a gen.

    Yes, lethal is better on high mobility killers while coup is better on M1 killers but even then, M1 killers can still make good use out of lethal if they enact on the info in most cases. So in the end, this comparison depends on what killer your using these perks on.

  • so we are afraid of how an auto ban system will function. how does an AI know when its right to ban? from mass flagging? thats abusable.

    from key words? something can be taken out of context from the AI. it can turn into a horrible situation if not implemented properly.

  • a funny thing to do is pallet stun the killer, drop the grenade immediately, pick up the pallet with that one perk that allows you to do that, then stun the killer again.

    Plenty of fun.

  • I'd say the two perks are not comparable. Lethal Pursuer is a info perk while Coup is a antil loop perk. They complete a very different objective and are both useful in their own right.

  • id buff it.

    After hitting a survivor with a basic attack, gain undetectable for 25 seconds.

    This can only activate one every 60/50/40seconds.

  • happens rarely for me but when it does, id prefer to give the escape. Personally, i want to earn my kills just because thats just a mentality that i am stuck with.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2329839#Comment_2329839

    So again I ask what the hells the point? If you cant even track it how do we even know where we are? Its so pointless.

    they can track it

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