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Stinde

Stinde

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Stinde
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  • Throwing Clown bottles at Claudette continuously is one of the best things in this game while memeing. It sounds so comedic. I also love Dwight's sounds. But Jake and David have the most convincing cries of pain, very good voice acting.

  • On top of that the map is very big. I'd rather play on farm or Macmillan map with god window than in Disturbed ward. It's playable only with the trapper.

  • The new Hex: Ruin changes will affect killers with low map pressure the most, making big maps even more challenging. In your current roadmap there is only two map reworks in a year. Is there a possibility to get minor changes to problematic maps faster than that so that low map pressure killers would not be so much at disadvantage without Ruin?

    For example shrinking the map size and removing some tiles in maps like Ormond, both Red forest maps and Thompson House or reworking the main buildings on maps like Disturbed Ward, Rancid Abattoir and Ironworks of Misery would be relatively small changes while making them more manageable without Ruin.

  • Favourite: Good Trapper and Nurse that inflict real anxiety and fear as it should be

    Least favourite: Freddy/Oni

  • Chainsaw brothers rework with Coldwind farm realm rework (god loops) or Clown rework with Crotus Prenn Asylum realm rework (ESPECIALLY Disturbed ward a.k.a survivor safe haven).

  • @Xerge said:

    https://forum.deadbydaylight.com/en/discussion/comment/984616#Comment_984616

    When you miss a skillcheck the gen already loses 10% of its progress when it explodes, you mean increasing the loss by 3/4/5%?

    Is it so much? I always thought the base regression for missing skill check was 5 %. But yes, that is what I meant, a bonus penalty for missing the skill check. Like Huntress' lullaby gives 6 % bonus regression at tier 3 if missed.

  • Middle ground for ruin, in my opinion, would be:

    -Great skill checks grants no bonus progression

    -Good skill checks cause 1 % regression in all tiers

    -Missing a skill check completely causes 3/4/5 % regression

    -Increase the chances to get skill checks slightly/moderately/considerably

    That would be a REASONABLE nerf to ruin and not as much punishing for new players than old ruin. I also like your idea for the toolboxes.

  • Not to mention that the "snap out of it" returns survivors to tier 1 instead of tier 2. Also in the dev stream before christmas they told that static blast would increase madness by one tier and in these new dev notes it was changed to "an amount". I wonder what low tier killer gets nerfed next.

  • The changes sound interesting and might make him more viable up to a certain degree. What I will miss most is the obedience addon that makes survivors exhausted at tier 3 since it is now replaced with counter-clockwise skillchecks. Obedience helped a lot in purple and red ranks since he is quite weak. So I'm gonna use my 30 obediences during holidays, survivors enjoy!

    I really hope they also fix the shocking before vaulting/dropping a pallet. So many times when you clearly zap the survivor they still get the vault or drop and it feels that an earned hit was stolen from you.

  • I would love to see some changes to weak or underused perks. It would be nice to have more of viable non-meta perk builds. Some of my thoughts:

    Killer perk changes:

    Monstrous shrine: added debuff to unhooking speed, unhooking takes 1/1.5/2 seconds longer

    Blood warden: blocks the hatch in addition to gates

    Thrill of the hunt: gain notification when survivor starts cleansing dull or hex totem

    Mindbreaker: 5 seconds of exhaustion after gen repair, cleansing, healing, unhooking, opening exits

    Surge: 8 % regression to all gens

    Thanatophobia: if the sacrificed survivor was hooked 3 times, the 3/3.5/4 % penalty is permanent

    Unnerving presence: great skill check success zones are also reduced 40/50/60 % in addition to the whole skill check size


    Survivor perk changes:

    Aftercare: aura reading does not reset

    Dance with me: no scratch marks after falling in addition to vaulting and locker exits

    Deja wu: show all gens instead of only three

    Resilience: affect also the recovery speed from dying state

    Windows of opportunity: show locker auras in addition to pallets and vaults

  • This video explains all Freddy's addons:

    https://youtu.be/IiG9MFjKJBY

    This youtuber has a same kind of tutorial for every killer and their addons. These have helped me a lot.

  • I haven't yet tried her myself but I played against her yesterday as a survivor a few times. Doubling back was way easier and more often than before the spirit appeared a few meters in a wrong spot or facing wrong direction which of course is more punishing for the her. And that means she is even more sound reliant than before.

    One of the spirits I faced used the new prayer beads. You actually have more time to hide if she is coming from the other side of the map, so I would prefer not using this over normal addons. Of course it makes survivors leave gens for a 10 or so seconds so I guess that's something. Only time it confused me was when I was last survivor and injured I heard the phasing sound and thought she was after me, so I panicked and fast vaulted a window so she found me.

    I did some calculations to the amulet and charge time addons. Amulet is only decent if you're planning on using the phasing to travel the map since you get to travel 54 meters in 8.5 seconds but your chase potential is worse because of the speed penalty. You need green speed addon to to get back to base speed and then you can travel a total distance of 60 meters in 8.5 seconds. That would only be useful in temple, suffocation pit, Azarow's resting place and Yamaoka estate. So using 11 000 bp worth of addons that are useful in four maps, no thank you. For comparison, green speed+duration addons lets you travel total of 50 meters 2 seconds faster and you have better chase potential. RIP amulet.

    As for the activation charge time addons I think they changed them because of their recent obsession with consistency. Activation charge time with brooch (green addon) was 1 second and is now 1.15 seconds. With ribbon (yellow) it was 1.2 seconds and is now 1.25 seconds. The brown is 1.35 seconds. Even though the changes were pointless in my opinion I still think the brooch will be one of my favorive addons.

    Sorry for the wall of text.

  • It's not just you. Both Yamaoka maps are now very dark and it is nearly impossible to see survivors hiding, especially in dark clothing. Another survivor sided map, what a surprise.

  • Animal lover Billy:

    Bloodhound

    Territorial imperative

    Beast of prey

    Sloppy butcher

    Cosmetics: rabbit pants, squirrel hat and cow leg.

    I wish that you could change your name in ps4 like you can in PC version. Would do this build right away.

  • I haven't yet tried this but cruel limits and tinkerer with Bubba in Lery's map might be fun. Maybe take bitter murmur in case you don't make it in time to the generator so you know where everybody went. This can also work well with Billy, demon mode Oni or t3 Myers. If you get lucky timing with haunted grounds this could work with other killers too.

    These are two Doctor builds that I love:

    Tiny terror radius doctor:

    M&M, STBFL and double calm addons (purple and yellow). Two other perks can be BBQ, ruin, nurses, sloppy, dying light, enduring, spirit fury etc. Up to your play style. Don't use your shock except at the end to find last survivors and just smack everyone with fast cooldown. I love this build and it's more effective that people give it credit for.

    Anti-healing doctor:

    Distressing, coulrophobia and again double calm addons are the core of this build. Two other perks can be sloppy, thana or dying light. Maybe also other terror radius perks like unnerving or even overwhelming presence if there's many items in the lobby. Try to get everybody injured and be in treatment mode as much as possible. This build works well also for Myers if you use dead rabbit and infinite t3 addons.

  • I agree. I'm afraid it's going to be quite worthless addon if they nerf it this bad. There are much better solutions to tone it down too. Either remove only the recovery effect or make it a combination of three brown addons as you suggested. Or if they add the speed penalty make it -5 % or max -8 % or something since -15 % speed penalty seems way too harsh. I'm also sad about the activation charge time addon changes. Other changes seem reasonable though.

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