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  • @ShyN3ko said:

    Normally Im not this person, but.........................................

    PS4 killers with controller and bad frame rate

    vs

    PC Survivor SWF team

    This will not end well...............

    Fortnite has a good solution to that, where friends who play together are placed against certain platforms depending on the composition of the players (a group with a PC player always plays against PC, a group with a console player but no PC plays against console, and a group of only mobile players play against mobile).

  • I think he should have the ability to teleport to completed gens, but that is just me. As a Pig main, I'm not keen on Killers being stripped of any powers during the Endgame.

  • @GrootDude said:

    @ShrekIsHot In the patch notes it says “The pigs dash is no longer a primary attack” I highly doubt it is a bug but more so the light in the dark of an intended nerf.

    I am more likely to believe that it is a bug/unintended interaction that came as a result of that change listed in the patch notes.

    in Pig Mains: Comment by TAG
  • Even as a PS4 prisoner, I cast my support for cross-play/cross-progression.

  • Here's the thing: I actually think STBFL is better on Pig than all those perks. Being able to attack and kill the Obsession without losing stacks is not irrelevant at all. So I think in spite of this negatively affecting more perks than positively affecting them, I think this overall help the Pig provided that you are okay with using STBFL, which IS a good perk.

    The PROBLEM is that I am not convinced that this is an intended interaction and have reason to believe that this is a bug that will be patched out. If so, that would take away that interaction and make this another straight nerf for Pig with no buff to compensate. Which is stupid.

    @OMagic_ManO said:

    @Sairek

    Just gonna correct you, the Devs said that the Pig's boxes are not RNG dependent so you can go to the same box and take off the trap, there are 'keys' in each box.

    Pretty sure you still lose STBFL stacks, since it's still a attack.

    Can't believe I wasted money on buying her a skin.


    They mean "with RNG" as in "it is RNG as to which box contains the key, so the amount of stall time the Pig gets is pretty much random."

  • @OMagic_ManO said:

    @TAG

    You know it's a bug, the Devs would not give us that, at all.

    This is why I am not treating this as a buff yet.

    in Pig Mains: Comment by TAG
  • I mean, for what it is worth, assuming that the STBFL thing is not a bug, it means she can take out the Obsession without losing stacks and then keep her stacks for the rest of the trial.

    in Pig Mains: Comment by TAG
  • My first instinct is to think this is a bug as opposed to an intended thing.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/592727#Comment_592727

    @TAG

    Like I said, you're free to do whatever you want within the rules. However, considering the other side can go a long way, and it could possibly cause them to consider the other side as well. Kindness can spread just as fast as toxicity can in my opinion, and if we all do small things at a time to improve the other player's experiences, we could make a huge difference in this community.

    I'm going to wrap this up because I think I made my point clear despite failing to explain it multiple times. Whenever you can afford to show mercy or kindness, do it because it can cause the player to carry on your love. :)

    I give the last person the hatch if someone ragequits/DCs really early. Beyond that, I play my best, regardless of whether I outclass the opposition or the opposition outclasses me. If one side roflstomps the other as a result, so be it. It's a game, not a handholding session.

  • @Mat_Sella said:

    Okay, if you guys get to know what totem is which, i want all gen auras revealed with their progress shown by the intensity of their aura? no agreement? no dice.

    Hey, you guys already have a way of knowing the progress of gens. :P

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/593325#Comment_593325

    If you know what totem is what and you know what to prioritize, you can protect it if you are willing to commit to that. Especially if you have TOTH. And especially especially if you have 3 tokens of Devour.

    Again, the whole point is that killer is not to know what totems are what. If you run more than 1 then you have to protect them all equally. It's a risk. You don't get the luxury to ignore or focus on particular totems because you know what it is ahead of time. If you want that luxury, run 1 totem. Simple.

    "If you know what totem is what and you know what to prioritize, you can protect it if you are willing to commit to that. Especially if you have TOTH. And especially especially if you have 3 tokens of Devour."

    I don't buy it. What do you do when you are busy defending a gen and TOTH alerts you to your Devour Hope being cleansed? Let them do the gens and try to go and protect Devour, or keep defending the gens and lose Devour Hope?

  • First Impressions: I prefer the Snares to the Pallets. I don't like that I can't really use my power in a chase proper. Kinda have to hope that I can guide them to fake pallets, and then hope that they fall for it (assuming they are already asleep).

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/593252#Comment_593252

    "You can already do that as long as you have one totem. It would not suddenly become OP if you could do that while more than one Hex Totem was around."

    Yes it would, because you know which totem is the important one. If survivors have to focus on 1 totem, then can get the exact totem they want to get. If they have to split their resources across multiple totems, while you know which one to protect most, then it will be near impossible for them to get the important ones. All it takes is 3 hooks and now it will be WAY harder to get totems, especially Devour because you know which one it is.

    I'm not even going to address the rest. It's pretty obvious that you don't understand how valuable this information would be. If you run more than 1 totem that's a RISK you are taking. You don't deserve free information that basically negates that risk.

    Survivors can still do that with multiple totems. You are severely underestimating how difficult it would be to both protect the Totem you want and keep the gens from popping, especially when there are suddenly a ton of other Totems Survivors can do to strip your abilities away one by one. Oh no, Haunted Grounds popped? Congrats, you get maybe one Hook off that while the others just wait for Haunted Grounds to expire. If it is "near impossible" for them to get the important ones, it will be "very easy" for them to just do gens. And if you are busy stopping them from doing gens because you realize you may have put a little too much stock in trying to defend your one Totem, it will then be "very easy" for them to nab the one Totem you are trying to protect.

    I don't believe you understand how "Magical Christmas Land" your scenario is and how much it relies on bad Survivor gameplay to be even a little overpowered.

    Like, honest to god question: How do you save your Totems when you are in the middle of a chase or in the middle of bringing someone to a Hook or when more than one Totem is being done?

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/592876#Comment_592876

    Thanks? I think you have me mistaken for someone else though. Unless I missed where you said I had a survivor biased.

    https://forum.deadbydaylight.com/en/discussion/comment/592874#Comment_592874

    It doesn't matter if survivors can figure it out based on your actions or not, NO ONE, including the killer, should have access to that information. It's hidden from everyone for a reason, that reason being RNG. If you give the killer that information then all it does is ensure they can keep whatever totem they want as long as they have the ability to protect it. If you run more than 1 totem at a time, that is a risk you take as killer. You're not supposed to know which is which, forcing you to protect all totems equally. If you run HG with Ruin then you need to act like all 3 are Ruin. If you are lucky, survivors get HG first. If you are unlucky, Ruin first. Otherwise you make multi-totem builds way too strong.

    I can guarantee you that if this was a thing, you could run Devour, HG, TOTH and Ruin and consistently get survivors to destroy Devour last every time. That means that you will likely, consistently, get 3 tokens every time. Probably also all 5. Devour with 3 tokens is going to usually be a win if the survivors fail to destroy the totem, meaning you increase the chance a killer gets a 4k significantly just by telling them which totem is Devour. It's not supposed to work that way.

    "NO ONE, including the killer, should have access to that information."

    I do not agree, and your faulty comparison to chests and Skill Checks does not change that for me.

    "If you give the killer that information then all it does is ensure they can keep whatever totem they want as long as they have the ability to protect it."

    You can already do that as long as you have one totem. It would not suddenly become OP if you could do that while more than one Hex Totem was around.

    "You're not supposed to know which is which, forcing you to protect all totems equally. If you run HG with Ruin then you need to act like all 3 are Ruin. If you are lucky, survivors get HG first. If you are unlucky, Ruin first. Otherwise you make multi-totem builds way too strong."

    Not convinced at all that multi-totem builds would be too strong. I don't see why being able to protect the one you want up the most is an issue.

    "I can guarantee you that if this was a thing, you could run Devour, HG, TOTH and Ruin and consistently get survivors to destroy Devour last every time."

    I don't buy it. Or, to be more precise, I'm sure Hex: Devour Hope is the only thing you'll be able to defend if you focus on protecting it at all costs. Bye bye Ruin, bye bye gens.

  • That doesn't say that the blocks were kept that way to avoid stressing out Survivors.

  • @Ghostingmyteammates said:

    they made those addons that way so they are not stressfull against survivors. one of the devs themselves said this.

    Source.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/592764#Comment_592764

    This isn't about using 1 Hex perk, it's about using more than 1 and knowing which is which. Unless I missed something.

    Giving the player information they shouldn't have access to is OP. It doesn't matter what sort of tactics evolve from it, the killer has too much information. Again it's like telling survivors what item is in a chest before they search it. It would obviously be OP because survivors would never search a chest (thus wasting time) unless it contained a key or something of comparable strength. If killer knows which totem is which then they only need to actively defend the ones they want to keep. That means they can ignore survivors doing HG, maybe even TOTH depending on the context, whereas currently they have to treat all their totems equally and protect them all.

    Basically you would make it so that a killer using HG, Ruin, Devour, and TOTH could ALWAYS make sure Devour is the last to be cleansed. ALWAYS. That shouldn't happen. If you run totem roulette then you don't get the luxury to rig the game.

    "This isn't about using 1 Hex perk, it's about using more than 1 and knowing which is which. Unless I missed something."

    But that is exactly why the comparison with the chests and the Skill Checks doesn't work. There is no way for Survivors to get that knowledge at all whereas Killers do get that knowledge by how they set up their perks. Because the Hex Perks, unlike the items in chests or the number of Skill Checks, is 100% decided by the Killers.

    "Giving the player information they shouldn't have access to is OP."

    The argument is that Killers should have access to that info. You saying that they shouldn't is just your argument, not fact.

    "Again it's like telling survivors what item is in a chest before they search it."

    No, it is not. Survivors never know what is in a chest before opening it. This is still a bad comparison.

    "If killer knows which totem is which then they only need to actively defend the ones they want to keep. That means they can ignore survivors doing HG, maybe even TOTH depending on the context, whereas currently they have to treat all their totems equally and protect them all."

    It's already been explained that a Survivor can deduce whether the Killer is baiting them into a trap, but you are just arbitrarily ignoring that argument.

    "Basically you would make it so that a killer using HG, Ruin, Devour, and TOTH could ALWAYS make sure Devour is the last to be cleansed. ALWAYS. That shouldn't happen. If you run totem roulette then you don't get the luxury to rig the game."

    If the first totem they go after is Devour, and I start chasing that person, the second person can cleanse the totem. If I choose to break chase and go after the second person, then the first person goes free. If I just spend all my time guarding that one totem, I am not accomplishing anything while the other Survivors can do gens. You saying "it shouldn't happen" is just a personal belief. One that IMO has not been properly demonstrated. Nothing about what you have been saying sounds OP.

  • @twistedmonkey said:

    It could be to synergies with this change

    • Updated the attack system to flag certain attacks as basic attacks. This will help with consistency of 'attack' conditions in perks, add-ons and powers.

    Maybe its the first so all killers using there power will change like Nurse and Spirit. I just Hope it's not a way to look at reverting the MoM change as it's heavily complained about as it is now.

    It may be a way to nerf STBFL on stronger killers like the Nurse and Spirit but I don't see why they wouldn't do them first if that's the case.

    I am speculating a bit too much here. Its a strange change and it would be nice for some reasoning to be given.

    The thing with Nurse and Spirit is that when they attack out of their power, the physical attack itself is still the same. Meanwhile, when Pig ambush attacks, she is doing a physically different attack.

  • "Not that I know of."

    Gross. I genuinely want to know the justification for those blocks, especially Z Block.

  • So I take it the blocks have remained unchanged?

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/592438#Comment_592438

    "No, telling Killers which totem is which is not at all like telling Survivors what is in a chest or telling them how many Skill Checks to expect. That is not remotely close to a good comparison."

    YES IT IS. Because you are removing RNG from the equation.

    "And why doesn't a Survivor note that the Killer is being unusually hands-off with the totem and suspect Haunted Ground?"

    This doesn't matter. What matters is that you are removing RNG for killers and giving them a HUGE piece of information that they shouldn't have.

    https://forum.deadbydaylight.com/en/discussion/comment/592442#Comment_592442

    My point here is that just because everyone wants it doesn't make it a good idea. If the government just gave everyone $1 million that sounds like a great thing, and of course people want money, but when you do this it will royally ######### up the economy. Inflation is a real thing and all you do with this is decrease the value of the dollar. It doesn't actually solve any problems, it just breaks the system.

    Think critically people. Don't just jump on something because it would OBVIOUSLY benefit the side you are playing.

    "My point here is that just because everyone wants it doesn't make it a good idea. If the government just gave everyone $1 million that sounds like a great thing, and of course people want money, but when you do this it will royally [BAD WORD] up the economy. Inflation is a real thing and all you do with this is decrease the value of the dollar. It doesn't actually solve any problems, it just breaks the system.

    Think critically people. Don't just jump on something because it would OBVIOUSLY benefit the side you are playing."

    You haven't actually really demonstrated that OP's idea is not a good idea. You have just been adamant that it is not without actually demonstrating what breaks as a result.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/592438#Comment_592438

    "No, telling Killers which totem is which is not at all like telling Survivors what is in a chest or telling them how many Skill Checks to expect. That is not remotely close to a good comparison."

    YES IT IS. Because you are removing RNG from the equation.

    "And why doesn't a Survivor note that the Killer is being unusually hands-off with the totem and suspect Haunted Ground?"

    This doesn't matter. What matters is that you are removing RNG for killers and giving them a HUGE piece of information that they shouldn't have.

    https://forum.deadbydaylight.com/en/discussion/comment/592442#Comment_592442

    My point here is that just because everyone wants it doesn't make it a good idea. If the government just gave everyone $1 million that sounds like a great thing, and of course people want money, but when you do this it will royally ######### up the economy. Inflation is a real thing and all you do with this is decrease the value of the dollar. It doesn't actually solve any problems, it just breaks the system.

    Think critically people. Don't just jump on something because it would OBVIOUSLY benefit the side you are playing.

    "YES IT IS. Because you are removing RNG from the equation."

    No, it is not. Survivors never know which chests contains which item. Survivors never know when all the Skill Checks will happen. A Killer does know which Totem contains their Hex perk if they only use one Hex perk.

    "This doesn't matter. What matters is that you are removing RNG for killers and giving them a HUGE piece of information that they shouldn't have."

    It does matter because it is a relevant question to ask in the topic of whether this change would be OP.

  • Were there any changes to the blocks from the PTB?

  • @Peanits

    Clarification, please?

  • @Boosted_Dwight said:

    He was delayed on Ps4 due to a bug :/

    Do we know for sure that it is a bug? The patch notes mentioned "Unforseen circumstances," and I can't help but notice that the Power Rangers game is having issues with getting their recent DLC characters available to players on the PS4 as well, which makes me wonder if Sony itself is somehow responsible for this.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/592479#Comment_592479

    https://forum.deadbydaylight.com/en/discussion/comment/592500#Comment_592500

    @TAG @Rydog

    "You also can't expect strangers playing with each other online to exhibit boundless kindness in an adversarial game."

    That's what I do, and if more people were to take small steps towards becoming more kind to each other, that would cause toxicity to drop. I'm not saying you need to completely stop trying your best, or stop tryharding, you're free to do whatever you want within the rules. However, I'm saying if you try your best to give players what you would want, people would love this game a whole lot more. Sometimes you have to tryhard, but other times, it's really unnecessary, and it can drive people away from the game.

    Overall, whenever you can and if you want to, give other players chances. It can really make the difference for them to carry on your kindness, and reduce toxicity.

    I want to push myself as best as I can and be given a challenge, so that is what I do when I play.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/592443#Comment_592443

    @TAG

    That's still not the point, forget about the add-ons altogether because it's not helping me tell you what my point is.

    Players don't care about each other's fun.

    If I was clearly dominating the survivor team, I wouldn't keep dominating because what's the fun in that, and it completely ruins the survivors' fun. I'll likely let one of them go, or pretend that I didn't see a obvious Claudette in a corner. I'm treating everyone how I'd like to be treated because it prevents players from being toxic.

    I mean, that's you, though. You are subscribing to the mentality that your goal is to make sure everyone has fun. If that is how you want to approach things, nothing wrong with that. But that doesn't mean the Spikes whose goal is to win are a detriment to the game. People should be allowed to tryhard because the goal of a game is to win without breaking the rules. It is not fair to those people to be demonized because they want to try their hardest to do their best.

  • @LordGlint said:

    @NMCKE Devils advocate, but the killer doesnt HAVE to see the survivor cleansing the haunted grounds DIRECTLY. If I see someone cleansing it with a BBQ aura, I can get a good idea of when its gonna get activated and also KNOW its not my ruin getting broken right now.

    I mean, at that point, unless you are playing a Killer that can woosh their way over to the totem, there is a real chance that totem is breaking anyways regardless of whether it is Haunted Grounds or Ruin.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/592412#Comment_592412

    @TAG

    I feel like if I use an example, it would be easier for you to understand what I'm really trying to say.

    How would you feel if you got completely destroyed by an Iridescent Huntress? Like she didn't even give you a chance to play survivor because she had a terrible day. The problem is that, players don't consider each others fun in the slightest bit which leads down a never ending path.

    I can't really explain this any better, but it's not the items, it's the players not considering the other side as actual people. If I was using Omegablink Nurse for example, I'll still give survivors a chance to have fun, but I wouldn't go all out tryhard because I wouldn't want that if I was them, ya know?

    Are you seeing where I'm coming from?

    I would feel annoyed that the devs don't do anything to rectify the imbalance. Why would I blame the Huntress for using two add-ons they spent bloodpoints on as they were intended?

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/592407#Comment_592407

    Since they were put into the game???

    Like they have been RNG since the beginning. Giving killers that kind of information is like tell survivors what's in a chest before they search it or how many skill checks they will get when working on a gen.

    RNG is RNG. What you guys are asking for is basically a seeded deck.

    https://forum.deadbydaylight.com/en/discussion/comment/592414#Comment_592414

    Ok, just imagine if you knew which totems were which. Even just HG from the others. Now you know when you see a survivor on that totem you can play dumb and let them finish it. Or continue a chase on someone knowing you are about to get a one shot. There are a lot of ways that can be broken.

    Point is, everyone here is jumping on this saying "yes" because they want killers to have control over something they really shouldn't. Like of course they would. If I said "the govment should give erbody a million dollars" who would say no to that?? The only ones that would say no would be the reasonable people that would see it would actually ruin the economy.

    "Giving killers that kind of information is like tell survivors what's in a chest before they search it or how many skill checks they will get when working on a gen."


    No, telling Killers which totem is which is not at all like telling Survivors what is in a chest or telling them how many Skill Checks to expect. That is not remotely close to a good comparison.

    "Ok, just imagine if you knew which totems were which. Even just HG from the others. Now you know when you see a survivor on that totem you can play dumb and let them finish it."

    And why doesn't a Survivor note that the Killer is being unusually hands-off with the totem and suspect Haunted Ground?

    "Point is, everyone here is jumping on this saying "yes" because they want killers to have control over something they really shouldn't. Like of course they would. If I said "the govment should give erbody a million dollars" who would say no to that?? The only ones that would say no would be the reasonable people that would see it would actually ruin the economy."

    ?????????

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/592034#Comment_592034

    @Rydog

    It's not about the items; it's about how players are "treating each other", and so they use items/offerings/perks to pass on more negative experiences since they are fed up with other players.

    This is really hard to explain, but I'm definitely not blaming players for using items, it's their actions that makes this game terrible. This is exactly like how toxicity ruins your experience of the game.

    I mean, you said it yourself: "so they use items/offerings/perks to pass on more negative experiences"

    Note how in your long example above, you didn't mention postgame harassment, sandbagging, hostage taking, exploits, DCing. You only talked about the mechanics the players are using as they are supposed to be used.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/592395#Comment_592395

    That's not a comparable circumstance. One has to do with game play balance, the other is not even something in the developers control (this besides the fact you can completely avoid this issue by using a wired controller).

    And yea, of course you and many others want this. Because it seriously benefits killers. No killer main would say no to that, unless they have the integrity to admit that giving killer that information is broken.

    It doesn't matter what tactics evolve from such a change, at the end of the day it will benefit killers way too much and destroy the entire purpose of totems. If you run HG with another totem(s) you have to accept the fact that you don't know which is which and therefore you will need to protect them all equally. It's a calculated risk on your part, something that may sometimes be a benefit and may sometimes not.

    "at the end of the day it will benefit killers way too much and destroy the entire purpose of totems"

    I legit do not understand your position at all. Since when was the purpose of totems to be random? One hex perk is not random. It's simply not.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/592380#Comment_592380

    Because that's what Hex totems are, a gamble.

    Look I get why you guys all want something like this, because it makes things better for killer, but you are literally missing the point of totems. It's not meant to be something you can know.

    And knowing the totem's locations is not the same as knowing what the totem is. You should know the totem's location so you know where to go if you need to protect it, same as you should know where gens are or a hooked survivor. But you shouldn't know which totem it is because then you can make it so you disproportionately don't lose the important totem.

    It's the same reason that anything that reveals the progress of gens are usually very rare/ultra rare add-ons. That is insanely powerful information for the killer. Granted those add-ons aren't really that good, but that's only because the killers with said add-ons have way WAY better add-on choices.

    "Because that's what Hex totems are, a gamble."

    That doesn't make sense. If you only have one Hex Perk, there is no gamble. There is one totem, and you try to defend it as long as you can within reason (unless it is Hex: Haunted Grounds).

    What you are saying does not apply at all if there is only one Hex; why should it apply when if there are two?

  • @thesuicidefox said:

    Question for everyone here...

    If Plunderer's told you the item that was in the chest before you searched it, would you want that?

    Because that's basically the same thing as this but for survivors.

    It's not really the same, though. Survivors don't choose what items are put into treasure chests. If there is only one treasure chest on the map, Survivors won't instantly know if it is a toolbox or a key.

    The Killer knows exactly which perk it is if there is only one lit totem because they chose that hex perk. If they choose two hex perks, they know how many lit totems are on the map, but not which ones are which.

    Not comparable IMO.

  • Personally, I think a better solution would be to have the hex perk icon hover above the lit totem that only the Killer can see and that would be visible when the Killer is within a certain distance (not a tiny distance, so the Killer doesn't have to basically walk all the way up to the totem itself to see what it is and basically give away its location to anyone who's watching).

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/592013#Comment_592013

    @Rydog

    It's slightly the playerbase in my opinion because one person made another person upset - They didn't consider the other player's fun just a little bit. This cause an avalanche of unfun games since players don't take each other in consideration.

    Example

    Nea got camped and got upset because the killer didn't give them a fair chance to escape.

    Next game: Insta-heal with Tryhard perks.

    The killer gets upset with her OP items because they didn't have a fair chance to win.

    Next game: Iridescent Hatchets with some NOED.

    The survivors get upset with her Iridescent hatchets because they got completely dominated.

    Next game: They all use Insta-heals with Object of Obsession.

    Etc... You get the point.

    If the playerbase would come together, this game would be a lot better. However, I'm not saying it's solely the playerbase's fault, but we are partly to blame.

    I personally think blaming the players for using the options they have access to doesn't really solve the problem. It's basically telling them "Sure, the game has a lot of problems, but as long as everyone ignores them, you'll be fiiiiine!"

  • The problem is that rushing gens will still be the correct answer because not doing gens means the Pig can cheese the RBT timer until the Survivor dies, which gets the Survivors nowhere. Not a fan of the idea.

  • @Eninya said:

    https://forum.deadbydaylight.com/en/discussion/comment/589151#Comment_589151

    I dunno. I could do a LOT of good with an extra perk on the killer.

    Most good players also don't use Self Care, so the best thing they can run on Claudette is Empathy, which again, is not particularly amazing for good players.

    Interesting idea, but some perks would have to be reworked in some way, since survivors like Quentin have crappy perks (and he also looks fugly). I'd actually, probably, play Jake Park more often.

    Then they wouldn't run Claudette; they'd probably run Meg for the free Adrenaline.

  • Everything here is a lowly rando's opinion and nothing more.


    Combat Straps - Fine

    Shattered Syringe - Fine

    Workshop Grease - Assuming I am understanding it correctly, still not good IMO.

    Video Tape - Fine

    Razor Blades - Not a fan, though a part of that has to do with Sloppy Butcher still invalidating every single add-on that inflicts Hemorrhage and/or Mangled. Another part has to do with Hemorrhage being trash.

    Razor Wire - Same as Workshop Grease.

    Face Mask - Interesting idea...I actually like it.

    Slow-Release Toxin - Hindered is a good idea on paper, but in practice is a dangerous line to tread when it comes to the Reverse Bear Traps. The way I had personally designed a Hindered add-on for Pig gave it a larger Hindered penalty that did not apply while in a chase and also was at a higher rarity. This isn't me saying your idea is the wrong way to go about it (mine could easily be the wrong way to do it), but I'd say an idea such as this could easily end up being either too weak if played safe or too OP if trying to make it viable.

    Rusty Attachments - This has the same problem as most of the current "RBT penalty" add-ons, which is that it does not play into the strength of the RBT (stalling for time). It promotes tunneling pretty badly, especially if combined with your Slow-Release Toxin idea or your Amanda's Secret idea.

    Jigsaw's Annotated Plan - Fine

    Interlocking Razors - This seems like it would be not very useful on higher-ranked Survivors and back-breaking on lower-ranked Survivors, especially when combined with Razor Wire and Unnerving Presence.

    Bag of Gears - I've always felt weird about this one because it never seemed terribly useful without Crate of Gears, but I'm not sure if buffing it is the right way to go about it (especially when combining it with Crate of Gears). I'll say that I am unsure of this one.

    Tampered Timer - Also an interesting idea. Tampered Timer is an add-on that does absolutely nothing unless it kills, but figuring out if it needs to be buffed or not (and if so, how) is a tricky issue for me personally. My concern with this idea specifically that I really feel like RSN2 should be base kit. I might be okay with this if something else was done at the base kit level to improve the RBT's consistency in stalling. Of course, considering you are also planning on buffing Crate of Gears (even if it is a small buff), maybe this change could be a little more problematic than initially thought? Idk. This one is hard to say for me.

    Crate of Gears - I'm not sure this one needs to be buffed.

    Amanda's Secret - I would make it only reveal the location of Survivors not searching through a Jigsaw Box. Revealing the location of the Survivor doing the boxes means you can eventually figure out which box you need to camp to ensure the kill, which is not something that should be encouraged. Not to mention the aforementioned synergy with your Rusty Attachments idea. Not a bad idea otherwise.

    Rules Set No. 2 - I think this idea has the same problem as the current Tampered Timer, which is that it does nothing at all unless it secures a kill. Given that Survivors can already be put into a situation where they can't start searching boxes until their timer starts, which is not really much of an issue for them, I don't believe this will make for a very good add-on as is. That being said, I admittedly would still use it if it were an add-on.

    Amanda's Letter - Fine, I think?

  • Even if this were an option BHVR were giving us (which we currently are not aware of atm), Sony is known for being super against this sort of thing and has only allowed it in very rare circumstances (Fortnite and Rocket League, for example).

  • 1) Not a huge fan of this idea. If this is just an excuse to not play badly-designed maps, then those maps should just be improved.

    2) I'm a little confused by what you are asking for. Are you saying lobbies should not allow you to change Killers/Survivors once you are in the lobbies?

    3) Resetting every day seems like it would eliminate any disincentive there may have been with DCing. On top of this, being locked out for a few minutes with each DC punishes people who could DC for a legit reason (game being held hostage or an emergency came up IRL) while not punishing enough people who ragequit DC a decent amount of time but not enough to make this punishment more than a nuisance.

  • @GrootDude said:

    You have no choice with this bug. We’re all forced to be exploiters till it is fixed.

    It's really frustrating having this bug, tbh. Like, I really don't want to use/abuse it, but it's hard to avoid being influenced by it when there is nothing you can do at all to avoid making it happen. Just turn the wrong way once and boom, I am getting information I am not supposed to get.

  • I'd rather console versions just get access to KB+M as a controller option.

  • @AntiJelly said:

    @Birthday_Boy

    So you're telling me

    As a Freddy main

    You don't want anything after he gets turned into a completely different killer. You're complacent. You're against the cause.

    Does he have to want anything as a Freddy main?

  • @michaelrandom27 said:

    https://forum.deadbydaylight.com/en/discussion/comment/581219#Comment_581219

    They don't have to find it first. The killer can still win by getting there before it opens and using their unfair advantage to close it anyway.

    https://youtu.be/r-xgO_sodRI

    Even a slow Myers can do this, which is sad. Skip to 14:52.

    What about games where they don't get there before it opens?

  • @go1gotha said:

    https://forum.deadbydaylight.com/en/discussion/comment/589168#Comment_589168

    I already wrote about this in the last sentence of the post.

    I think the balance changes that would have to be made to accommodate such a change would not be worth it. But that is just how I see it.

  • @go1gotha said:

    https://forum.deadbydaylight.com/en/discussion/comment/589151#Comment_589151

    This is already an asymmetric game. The killer can not take 16 perks. Such a game.

    I am aware of this. I just think the balance risks being thrown off (or thrown off more, depending on how you look at it) with such a change.

  • It's sad that the amount of trouble that goes into getting the Evil Incarnate achievement is not reflected in the results.

  • I am still not a fan of giving the Survivor side an additional four perk slots while giving the Killer side only one.

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