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SpaghettiYOLO

SpaghettiYOLO

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SpaghettiYOLO
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  • @GoodBoyKaru said:

    So glad they let us know this on Twitter 20 days after they were released and in-game only on the final day of purchase. Thanks for your transparency guys.

    Did it really have to be stated when last year's limited time cosmetics came back this year? Wasn't hard to deduce at all.

  • @Akumakaji said:

    Best exit gates interaction I ever had a with Pyramidhead. I interrupted the cheeky heal at the gates and dove between the survivors gathered there, but caught none.

    Turning around a Feng stood directly in front of me and gave me a somewhat polite t-bag (2 quick ones, not the full machine-gun t-bag) and then tried to run past me.

    As she was wounded I downed her and she crawled past me. But, being chad Pyramidhead I noticed the "Final Judgement" prompt and pressed it. Feng crossed the barrier into safety, but I was already locked in animation and prolly executed her behind the finish line.

    Maybe it was bugged, maybe it was a strange once in a million interaction and animation lock? But we both had a good laugh in the post game chat about it.

    I did something similar last year with Demogorgon. Used Blight Serum to catch up to a duo running for the gate after an unhook. STBFL to down a Jill. Had a Mori, started the kill. By the time the animation started, she was so far out the gate that Demo leaped fully past the barrier before starting its feast.

  • @Crowman said:

    Half those effects require getting 3+ rekindled totems.

    Can pentimento be strong? sure, but actually keeping and maintaining more than 2 rekindled totems at a time is difficult and you're likely already in a winning situation if you can do so.

    I only ignite a totem if all totems haven't been cleansed yet if I'm down to one or two gens and the survivors are maintaining good pressure. Most of the time, I only get value out of the first two stacks.

    But some games, you can just tell all 5 are going to be cleansed. I will wait it out if it looks like all 5 will be cleansed. Gotten it quite a few times.

  • @Colton147147 said:

    Killers disconnect much more than survivors.

    lmao not even. I've been keeping track of killers and survivors I've faced that DCed since July. 39 killers have DCed. 201 survivors have DCed.

  • @Vampwire said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217720#Comment_3217720

    being able to counter a perk isn't an unfair advantage. thats literally how u play the game. the only unfair part is being prevented from doing anything for 30 seconds because u dont have the information to react to it.

    That's kind of a poor argument because the game is balanced around no comms, which means that info you get in voice chat is not as intended. That's why people complain about SWFs.

    Just saying. You're arguing that information being shared amongst teammates in a way that wasn't intended is more fair than a perk that is working as intended in its current state. They can't regulate voice chat though, which is why they continue to state that it will never be officially added to the game. It's a gen slowdown perk. It used to be 16 seconds and that was pointless most of the time. Personally, I think it's fine as is. There's plenty of perks that a soloQ player can use to see the auras of teammates. You can tell when they're hurt and in chase. It's not hard, just like letting go of the gen before someone gets hooked with Pain Res/DMS.

    If you're solo, use Bond or Aftercare. If you're SWF, SWF it up. Either way, there's counters no matter how you're playing, so utilize them instead of calling for something to get nerfed. It just got buffed from a pretty mediocre state.

  • @ProfoundEnding said:

    Wait so are the Jane and Dwight outfits NEVER coming back, or will they just be removed and then be avaliable in the store again next Halloween?

    They're part of the same collection as Mikaela's last year, something a lot of people are completely overlooking. I'd say it's safe to assume that holiday themed cosmetics will only be around for their specific holiday.

    Kate and Hag's event tome skins will probably be on the store next October, along with Mikaela, Dwight, Jane, and Doctor.

  • If it were up to me, Oni and Slinger would get the Blighted cosmetics they should have long ago. But my guess is we'll get Blighted Dredge and Wesker.

    We're getting one for Adam. But again, there are older characters that haven't gotten one yet. So while I'm happy Adam is getting one, the other survivor cosmetic should be Meg or Ace.

    Now if they want to surprise us and give us more, I'd welcome it. But I also like the Monster line they started last year with Doctor and Hillbilly. If they do two more of those, Trapper and Huntress would be good choices.

    And I'd like some licensed Halloween cosmetics for Laurie and Michael. I was surprised his Halloween Kills look never made it into the game.

  • @LapisInfernalis said:

    Some say the increased usage of Prove skyrocketed because it's the only survivor perk still giving BP faster.

    But I think it's because Gen times were increased and chase (as well as camping) was made easier for killer.

    The only thing hyper focus really needs is that it doesn't work with toolboxes and it isn't additive with Stake Out. Like Autodidact and medkits.

    I've been watching PT become more and more used over the last year, even a little more. I was pointing out how disgusting it could be when Trickster came out. I was surprised when 40 perks to be reworked turned into 39 perks to be reworked and PT was nowhere to be seen. I've been of the opinion that it should be the equal of Thana, but with how Thana works now, that would essentially kill PT if the same kind of numbers were applied. I'm not for killing it off. But 15% PER every survivor that joins the PT user is just overkill. At least with Hyperfocus, the huge benefits to get from it require either skill or dedicated builds. PT is like Self Care, just slap it on and away you go. Plus I feel like those that cheat also use PT in the same way they use Self Care, as in they equip it to try and cover their tracks.

    There's enough gen repair boost perks and enough gen regression perks. Please... no more. Stop before Boon: Gen Go BRRRRRRRR or Scourge Hook: Poppression comes to be. Literally do not need anymore of those two categories for a long, long time.

  • Personally, I think the Mori rework is a bit lackluster. All this talk of 'they're toxic' and using a mori to single out a survivor doesn't really make much sense considering there are killers that consider clicking, repetitive teabags, standing in the exit gate the entire timer, etc. as toxic. None of that affects me, not anymore anyways. I realized a long time ago it's a game.

    Do I still have moments of frustration? Sure. I don't agree with every playstyle I come across. But I'm not going to complain just because if I do it enough, something will be made basekit.

    I'm not a fan of making perks basekit. Not for survivor, not for killer (although they haven't gotten an actual perk as basekit). A lot of people play this game recklessly as a survivor. Making perks basekit only encourages people to keep using the same perks over and over and I thought we were trying to get away from that.

    Slugging at 5 gens? I've been on the receiving end of that many times. It's definitely ridiculous. But I can always pinpoint the poor play that my team usually exhibited somewhere or a teammate that just gave up to start or keep the snowball going. Or a teammate DCed, putting the killer in a spot where more than likely, they're going to try to just wrap the game up fast to move on. And then of course all the bad apples that go out of their way to try and assert their dominance. I see it on both sides.

    It's still very early in this and it's more than likely going to see a change or two before hitting live servers. I do think that while most slugging would be eliminated, this is only going to worsen tunneling and camping. That's really the response I can see coming from the killers that slug at 5 gens.

    As for the Mori change... for starters, I hope they have a skip button so the mori won't have to be sat through every time. And I'd rather they just take all the Mori offerings and reimburse with bloodpoints. That would just be a lot easier and would get more value than running an offering and having to meet criteria to get a possible BP bonus. Because if that goes live, people are going to tunnel and camp more to ensure they get that bonus and then what? We make some other perk basekit to combat the tunneling and camping? 2500 per yellow, 5000 per green, 10k per ebony mori. Just take them, retire the offerings, and throw on a spend all and a spend half button on bloodwebs.

    And I feel like Devour and Rancor shouldn't lose their ability to mori, but that's just me. That's pretty much a big reason why I choose those when I do. Taking that out makes me a disinterested in them.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206695#Comment_3206695

    How fast unbreakable is currently though? Is it that bad? 45s is pretry long but well if it's too short they can make it longer I think it's good change overall.

    Current UB is 24 seconds. Using it as on the PTB makes it 22.5 seconds, but unlimited pick ups.

  • The main issue is the rampant cheating. Snipers are one thing and can be combated or dealt with. But sniping cheaters is a whole different beast that can't be overcome with a simple stream delay.


    Hopefully this means the anticheat system gets looked at more and gets more optimized to DbD as that same system is used in Apex, Fortnite, and many other shooter games, all of which have their share of cheaters (cheating in an online game cannot be completely stopped, only dealt with), but those games don't have the same volume of cheaters when considering percentage vs. amount of players. The system works well on those games, which could mean it wasn't optimized for the nuances of DbD.


    With the amount of data now and the knowledge of what kinds of cheats are being used, I believe the system can work just as well on DbD as it does on those games. It's going to be time and work, yes, but it can definitely be turned around.

  • @[Deleted User] said:

    them being comfortable with survivors escaping only 39% of the time on average is big yikes tbh

    at what point are killers just being carried by oppressive gen slowdown perks like jolt, eruption, pain res and overcharge? rather than actual map pressure and playing skillfully

    inb4 "but dead hard" i dont use dead hard and never have :)

    Three of those perks require the killer to go through the map, chase people off gens, and kick the gen. Yeah, just as skillful as repairing a gen, but then Pain Res requires downing and hooking on a Scourge hook. So... I don't know, your build example is only good IF the killer is actually pressuring and downing people as well as kicking gens.

  • @sizzlingmario4 said:

    I think iri heads are pretty fair as is honestly. You get 1 chance to instadown and if you miss you’re an m1 killer. The problem was being able to have 3 instadowns.

    My only real problem with them now is sitting in front of the hook with it because then there’s actually nothing to be done

    No, the problem was being able to instadown while basically riding the survivor. That problem is still very much there. Changing it to only instadowning if hit from 24 or more meters away is what should have happened, that way belt addons could still be used.


    The nerf didn't fix the issue at all. Nobody ever complained about amount carried. It was always distance at which the instadown should start.

  • So you're saying you've played survivor that had 100% incentive to play, finished match and the incentive was no longer on the survivor role?


    In 8 days, I've only seen the incentive on killer very briefly. I was playing with 100% incentive on survivor last night where we'd wait probably about 2 mins at most. At fastest, queue time was 30 seconds or less. Not once did it move. Haven't seen killer incentive since last Wednesday and that was for two matches. So I'd say that judging by queue times, it's working as intended. But I agree that if you enter into a match with the incentive on the role you're playing, you should be awarded that incentive when match is finished.

  • I got his adept very first game by playing normally and not just trying to use his power to take both health states. Either injure with M1 and down with power or injure with power and down with M1. Adept achieved easily.

  • Perk is already a mini version of itself now. Haven't used it since they changed it. See no need to since first down deactivates it.

  • There's literally perks to already help you with gen speeds. Stop crying for changes that will hold your hand more so you can have other perks as basekit. Same goes for any killers asking for nerfs to newer perks and their synergy. Synergy is what makes the game interesting and with the amount of perks in the game, there's a ton of possibilities synergy wise. The times that they have nerfed something for synergy, it always ended up absolutely terrible. DMS and Pain Res, great synergy. Nerfed it, making both perks basically useless as Pain Res's instant regression could be put right back on and survivors didn't have to worry about killer getting there before they do that or even at all. They then revert most of that nerf and both perks are great when used together.

    Huntress Iri Hatchet synergy nerf with her belt addons was and still is HORRID. Why? Because the issue was never that she was able to carry up to 3 instadown hatchets. The issue was that she was able to instadown while being right next to you, which is an issue that is still there today. Slinger's Iri Coin only instadowns if the survivor is reeled in from 12 meters or more and absolute luck that there's no object around to collide and eat up all the charges of the chain in 2 seconds. Clown's Pinky Finger has a small hit box and requires a direct hit with an exposed status that only last seconds. Iri Hatchets should only down from 24+ meters. Then there'd be no need for taking synergy away from them.

    Sorry, got away from the topic. Gens can already fly by with just one or two people running gen speed perks despite a killer running heavy regression. BT is already basekit, if killer runs NOED, survivors will have basekit always on map so they can see the totem. More perks or items do not need to become basekit for either side. And while I have experienced games lately where I just get tunneled and camped out of the game, OH WELL. Most of the time I'm running the killer enough to allow my team 2-3 gens. If someone else gets first chase, I'm on gens and gens continue popping. Play different perks than what you are if you want faster gens.

  • There's enough repair speed perks. Like seriously, we don't need anymore. Same with gen regression perks. Just enough of both of those. Game is already turning into 4 gen regression vs. multiple repair speed perks and those types of games are never fun.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144067#Comment_3144067

    A lot of map reworkes killed stealth on a big scale. Too few line-of-sight-blockers, and even if you get out of sight, there is exactly one point where you could have gone.

    So stealth no consist in crouching away whenever you hear a heartbeat, or at least thats how i see others play.

    If you break line of sight, there is always more than one way. You can even hide behind the wall, double back when she blinks, then go back when she blinks again. It's not hard. If it is for you, then that's a you problem. I've had Nurses drop chase simply because too much time is being wasted.

  • It's a 4k. I've had dead survivors message me that they won when only one survivor escaped and I'm like no, that person won. You most certainly died and lost. Working as a team is the best way to escape, but running through the exit gates or jumping in hatch is very much an individual thing no matter the situation. I count DCs as Kills as well since the same thing happens if they died on hook or were Mori'd.

    I do enjoy the petty salt thrown my way most of the time though. The hoops some people jump through to justify why they did something or what they think is downright hilarious at times.

  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091780#Comment_3091780

    Nope if survivors are immediately hopping on gens and the person being chased just plays safe dropping every pallet you'll enjoy that hook after 3 gens pop. If you're camping them after that they can double save unless you're an instadown killer.

    This is very true. The other side of that coin is more than likely, the survivors will then put themselves in a 3 gen situation if they aren't paying attention, which 85% of the time, they do. Hell, it happens against me all the time and I rarely tunnel unless the situation calls for it or it's the only option as there are some completely healthy and unhooked survivors that will hide after hooking somebody instead of drawing attention away from the person just unhooked. If the unhooked survivor is the only one I see, even after a quick lookaround for the person that I know is there somewhere, I'm not going to waste too much time searching lockers or watching for somebody Urban Evading away. But I'll slug the unhooked to draw someone out or allow myself time to continue searching.

  • @Sonzaishinai said:

    I don't think that making perks to hardcounter tunneling is the way to go. That just means you have to have those perks at all times.

    I would rather go for the reason tunneling is happening. Turning the game into a 3v1 assap is just way to benificial.

    Give survivors a desperation bonus to repair speed for every survivor killed will make killers think twice before killing a survivor without even hooking the others once.

    It will still be a option but atleast the remaining survivors will still have a fighting chance

    Last thing the game needs is more repair speed boosts. Honestly, people need to run and loop better. Hook bombing also needs to stop. Unhooking in front of the killer means your teammate basically tunneled you out of the game if it happens.

  • Want to have some big laughs with Legion?

    Run Thana, Coulrophobia, Unnerving Presence, and Sloppy. I played on Mother's Dwelling and 10 minutes went by before they finally finished a gen. And yes, this was minutes after I just started walking around casually.

    I understand feeling overwhelmed and all, but with the amount of repair speed perks, toolboxes, etc., Thana can get shut down even if a team is injured if they work together and are smart. Split up when that bass starts up from a distance if working on a gen together. But there's no reason to not do gens if the killer just basically stops applying pressure.

    And it's not just Legion survivors give up against. Only killer I regularly play that survivors don't give up against is Trapper, the most basic killer in terms of mobility and power.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087938#Comment_3087938

    Seriously make a petition to let BHVR do something for the rift lol

    The change is too big to have time limited content like that tbh.

    70 days... even in matches you're dying, you're gaining XP. The rift is already too easy to complete as it is now and I'm only able to play twice a week.

  • Self Care has always had to be built around to be efficient. Healing 50% slower was never a good option. Not with medkits, Inner Strength, TEAMMATES (ones that never heak you were always very rare for me to run into even in solo queue), eventually CoH to enhance team healing.

    It's 2022. Unless you're brand new to the game, you should have moved on to one of the other superior options a while ago. Just my opinion though.

  • The amount of hours I had to put in to get past getting bullied every single match was ridiculous. Anybody that actually says this either doesn't know what they're talking about or are severely downplaying that.

    I didn't use the Plaid addon either. I learned her without using that addon and didn't use range addons until I had a very good idea of her base blink range. And even now, I usually use Jenner's and a recharge addon over range.

  • For the record, I think that Huntress change was absolute BS. Not saying that something didn't need to be changed. Quite the contrary. I know it's not fun going up against Iri Hatchet Huntress, but making addons incompatible is not the answer, just like all the suggestions of making Nurse incompatible with certain perks is NOT the answer.

    Iri Hatchets, and I really hope the devs revisit this down the line and implement this, should have been changed to only being instadown connecting from 24 or more meters away. This way, skill is involved. Slinger's instadown is based on how far they were when initially grappled. Same concept. This way, iri hatchets can still be used with the belts and the main problem of iri hatchets is eliminated, which is a Huntress two feet away from you and downing you in one hatchet.

    Clown having Pinky Finger nerfed like that was just dumb in my opinion. But so was taking his exhaustive bottles away when all these other killers still have addons that implement exhaustion. Didn't make sense. You have to be precise with the bottles for a direct hit and then you have to hit them within a short window. I never heard people complain of Pinky Finger before that and actually be a legitimate gripe and not just complaining of someone that didn't know how to move left or right while running. It's like complaining about Iri Tombstone. Shape has to throw the whole game basically to get use out of it unless they're being smart with their stalking AND build.

    On a side note, the purple Tombstone piece should only grant one mori kill. It's a piece of the Tombstone, not the whole thing. But I digress.

  • I don't know. I feel like this has very little success against me lately because the survivors healing are looking to move as soon as they're hit, so any type of sudden movement on my part can potentially stop them for a second and with me already mashing pick up, I get that downed person and potentially more because the others are still full health and thus try to body block.


    STBFL also comes in clutch for this situation, as does Unrelenting if you're being a cheeky bastard and running a lowered cooldown build.

  • @MrMori said:

    Nurse, most of her addons are bad, the only good ones are range addons. I think we should buff all her other addons to that level since her killrate is so low.

    Range, Recharge, and Jenner's. Really the only good ones she has that aren't mini versions of her personal perks.

  • @DBD78 said:

    Still more people complaining about SWF, and as long as Nurse is the only killer that have a chance against really good teams they can't nerf her.

    Where? Because every time I come here, the majority of topics are of survivor mains calling for some massive nerf to a killer they hate or complaining about perk changes and calling the update killer sided while every rational, logical person sees all this complaining and crying and then sees the absolute madness that is the PTB right now. Some of the killer perk buffs need to be toned down, but while those can be pinpointed to a particular area, survivors are literally building circus tents and selling tickets.

    Don't get me wrong, the endurance stacking is hilarious to watch, but it's also absurd. Just give honest feedback of changes, stop embellishing facts, stop using a lack of skill or situational knowledge as a justification for nerfing a killer you probably couldn't even get one hook with.

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030616#Comment_3030616

    DbD did not invent the game genre. Evolve predated DbD, for example.

    Loved Evolve. It got unbelievably trashed by people in favor of the ridiculously barebones Overwatch. Seriously, if that game didn't have the Blizzard logo on it, it wouldn't have survived. Evolve was definitely ahead of its time.

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3009194#Comment_3009194

    Your power isn’t robbed. You don’t risk the chance of losing it after a match ends. And if anything, survivors are the ones being robbed whenever you bring in lightborn or franklins but you can’t see through your entitlement so. 🤷

    Your whole post is entitlement lmao Iron Will completely negated Stridor since last summer, but survivors celebrated and said that's how it should be, despite the fact that IW wasn't supposed to silence regular breathing as well and Stridor enhances regular breathing. Then they changed Stridor's effect instead of just fixing the breathing on IW. But I'm sure you'll see no correlation there.

    You think that in a 4v1, the team is entitled to tools that have no counter. That's laughable. Not every place where someone gets downed has a wall to stare at, just like not every part of the map has jungle gyms, pallets, and t walls. But survivors have perks that can help them get out of those dead zones, right? But sure, let's take away perks that help the killer out and counter to the equivalent of dead zones. Poor guy, can't get his chain blinds off and may even have to lose his pwecious fwashwight even though he brought in a white ward. You poor thing.

  • @Devil_hit11 said:

    I like nobody talking about Circle of healing nerf. 30 seconds to self-heal with circle of healing. everyone talking about how self-care is slower, but self-care aspect applies to circle of healing as it unlocks ability to self-care in its radius.

    I didn't wanna say anything because once i saw self-care on list of perk changes. I knew it was coming.

    No, CoH will still have a cap of 50%. The Self Care nerf is limited to Self Care. CoH being active gives one the ability to heal themselves. It doesn't grant Self Care. They're two different perks that can do the same thing, although CoH is being wasted if you're not being healed by teammates most of the time. 300% healing > 50% Self healing.


    Medkits allow a survivor to heal themselves too, but they're not getting dropped to 35% max. It's just Self Care that is getting nerfed.

  • @Babadook83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015234#Comment_3015234

    if that's the case like nobody will ever run self care again. can you imagine 45 seconds borefest to heal yourself? even with botany knowledge it will still feel super slow. horrible nerf

    It's super slow now. There's way better healing perks available. Hell, a medkit is better than Self Care NOW.


    What I'm noticing with some of these changes on the survivor side is the devs really seem to be pushing survivors to work together as a team more. There's a couple changes that basically give them 2 extra perks momentarily depending on how the killer plays or if the killer brings a certain perk, but overall, team play is going to be more of a must rather than an option. With how the killer regression perks now work, survivors working together should actually be able to progress the game as the regression perks don't sound like they're going to be amazing in late game. The Pop nerf alone is pretty huge. But Overcharge should see some more play. Should be interesting to see how this plays out.

  • @Nathan13 said:

    I think Nurse’s basekit is fine but her add ons do need addressing.

    What do you mean by that? Because if you're saying nerf her addons, that's just a big bowl of LOL. Most of her addons are for meme builds. I'm sure not what the devs intended, but that's how they played out. Even her iri third blink isn't that great. The recharge is so slow even with the 20% faster recharge.


    Her best addons are the recharges, range, and my own personal fav, Jenner's Last Breath, which allows her to blink back to her original position, which is great against people that double back. Other than that, the rest are a good luck with that type of mood.

  • The Stridor nerf was unnecessary. Plus it doesn't make up for the fact that Iron Will silences breathing in general, which it shouldn't do.

  • That's absurd. 'Don't let them stack'. Sure. As soon as survivor tool boxes don't stack with each other or perks. It makes zero sense to have addons not stack just because it's difficult to go against. Like Iri Head no longer working with belts. Why make that the change when the main problem is still there? Killers just able to wind up, hold, and release from 2 feet away for instant down. Should've been changed to 24+ meters to achieve the instant down. That way, could still use it with the belts and actual skill is involved.

    Honestly, I have no issues with Blight or his addons and going against them. I find Blights fun to go against for the most part. But this constant outcry to nerf his addons is humorous. Makes me wonder how many have actually played as him and used those addons and ALWAYS just dominated the match. You have to know what you're doing and sometimes it just might not be your game.

    I don't know. This just reeks of the complaining about Spirit despite the fact that you could tell if she was faking at a pallet before or not if you just paid attention to her hair.

  • Personally, I run it in end game builds. If you're telling me that full stacks of No Way Out and Remember Me with the cherry on top of Blood Warden is bad play, that's fine. I will continue playing horribly while the survivors I face play flawlessly by rushing through gens and not cleansing a single totem. Clearly I'm the one that's playing the game wrong.

  • @Vampirox said:

    Stranger things is not getting a Part 2

    They lost their contract with Netflix because they were going to make a Stranger things game

    Does it makes sense to you that a company that has been bleeding subscribers pulls a license because they're going to 'make a ST game' (as if for some reason they can't be in DbD either), then announces that they are focusing primarily on mobile only games, THEN licenses ST out to many other games, albeit for a short time frame?

    Netflix isn't that stupid. For starters, it'd be free promotion basically for any new season of ST. My guess is they raised their price on the license, especially since the new season had an astronomical budget per episode. While they've shown themselves to be petty when perceiving another company as competition (see reaction to Disney+ announcement and Disney's shock to the sudden cancelations despite wanting to continue working with Netflix on the Marvel shows). But game industry is different from movies and television. Working with other devs and publishers only benefits everyone in gaming.

    I really wish and hope that ST does find its way back to DbD some day. They were open to cosmetics and everything was fine until the sudden pull, which indicates negotiations on license renewal fell through. I really do think it was a price issue for DbD, which is a shame, but at least DbD didn't throw money at them and are focusing on bettering their product at the moment.

    Plus, Netflix is going to learn that their planned spin offs will fail because the Duffers aren't working on it, none of the main cast will be in it. I think Netflix is in a lot of trouble once Season 5 drops. ST is keeping them alive at the moment. If they were smart, they'd start releasing their best stuff on blu ray and 4K again to recoup money, lower their asking price on the ST license, and just do what they can to ensure guaranteed income.

  • @ThatOneDemoPlayer said:

    Just don't run it on Demogorgon

    Only one to really run on it on lmao

  • @Klavatoo said:

    I can count on one hand how many cheaters i've encountered. lol.

    Lucky you. I definitely don't experience it every match as OP described, but always once per session, especially when the VPNs start funneling in during the wee hours of the morning.

  • @CLB198 said:

    It's not Self Care it's CoH. It is more likely in my opinion that BHVR reused code from Self Care to make CoH and the data is catching that than high MMR players running Self Care in numbers compatible with DH.

    Lol no. The amount of Self Care I see on every team is mind boggling considering there's better perks and medkits that are way better. Plus as someone pointed out, script kids (not hackers; spending money to use cheats isn't hacking) equip Self Care to try and conceal their cheating ways.

  • @Marc_123 said:

    I have almost all chars on level 50.

    So when the update comes, i can prestige, don´t lose my stuff and can immediately have all the perks on all other chars.

    I see no reason to prestige anyone now.

    If you have their tier 3 perks unlocked, they'll automatically be put to P3. Any characters at P3 before the change will receive some sort of reward that signifies that.

  • @Chocolate_Cosmos said:

    Wait, are you talking about the most ezi maps to 3 gen camp forever?

    Lmao stop doing all gens on one side first then. '3 gen camp'. How dare the killer take advantage of survivors' lack of strategy while the survivors scurry off to a far corner to heal.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2938845#Comment_2938845

    Yeah let's kill another perk lol. Survivors should not have anything good.

    Asking for a perk to work as intended isn't killing a perk. I've been saying this about Iron Will and Stridor ever since that ridiculous change. The entire game operates on additive logic, but for some reason, IW operates on multiplicative logic. It's fine that it removes grunts of pain. Survivors aren't holding their breath the entire trial though. That change killed Stridor. Why equip a perk that more than likely is only going to apply to 1-2 survivors per match? And that's if you're lucky.


    Stop defending broken designs just because the only side you play massively benefits from it.

  • No, but I did have a game last night where we were getting harpooned despite no indication of it in us, survivors standing normally, but unable to move. Then Slinger suddenly hitting us. There was one where I clearly vaulted a window, got behind the wall, yet still somehow got shot and hit despite no way for the Slinger to even see me. I chalked it up to latency or a bug because I also played a game as Nemesis last night where I could only shuffle along slower than anything else and couldn't use my power. Very next game was normal.

  • @Valik said:

    IMO Thanataphobia needs to be reworked for this exact reason.

    I hate how it gives a sizeable debuff for injured teamamtes (ok) but then it's completely useless when they die? Isn't this supposed to be the perk about being afraid of DYING? And yet the closer survivors come to death, the less actually afraid of it they are.

    It should probably be a perk that slows down survivors action speeds depending on the severity of teammate's conditions. Like - Injured teammates confer a 3% debuff, Dying confers a 6% debuff, Hooked confers a 9% debuff, Dead confers a permanent 12% debuff.

    At that rate, instead of gaining maximum value for 4 injured teammates, the greatest value is when survivors are at their worst. 1 dead survivor and another on the hook as the other 2 are injured? Fear of Death. 27% speed debuff.

    But this also means that getting everyone injured with the Legion or Plague isn't an automatic 1/5 speed slowdown. Instead of 20% for everyone injured, it's only 12% - 15% when you 5th hit and put someone into the Dying state and 18% while they're hanging and everyone else is spread out.

    Legion isn't the problem, it's that Thantaphobia is a little wonky.

    5% slowdown per injury is nice, but not super strong. Punishing a killer for getting kills is a bit strange and kinda goes against the theme. Might as well get two birds with one stone.

    In no way would they ever make it stronger than Prove Thyself, which itself is a pretty disgusting perk if people pile on a gen. I know people say that piling up is inefficient, but a coordinated team with BNPs and PT... pretty gross. Plus if 3 people manage do 3 gens with PT, that's 3 gens done in 87 seconds versus 240 seconds all split up. But yeah, much more 'efficient' to do gens solo when there's a PT in play.

  • There is no 'rotation' lol killers pick who they pick and are locked into that pick before loading into the lobby. Survivors are free to switch around to whoever no matter the difference in perks and items (hot swapping shouldn't be a thing). So what I'm saying is the game doesn't take into account what killer you just faced nor should it. Queue times would become like they were just a year or two ago if that were the case.

  • 'Nobody cared about sexual orientation.'

    Tell me you never paid attention to forum posts, Twitter posts, and fan art without telling me you never paid attention to forum posts, Twitter posts, and fan art.


    Personally, I don't care. It doesn't bother me, it makes a portion of the player base happy, and it's a step toward being all inclusive, which if you don't know, will eventually lead to things like that being the norm, which means it won't always be a big deal. But that's down a pretty long road.

  • The rift already goes by too fast as it is. I say this because I play both sides. It throws rift fragments at you. If you're someone who saves completed challenges to redeem later, that's your problem. Every single challenge gives a certain amount of rift fragments. As long as you claim the challenge while the rift is still open, you'll see your tier level skyrocket. That's if you're in the habit of saving them.


    But if you're only playing one side, that's your main problem. You're playing half the game. So no, I disagree with making the rift even more ridiculously easier. My rift is always done well before level 4 drops. Before it would be completed within a week of level 4 releasing.

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