TheClownIsKing
TheClownIsKing
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@Aven_Fallen said:
Was removed because, once again, Hackers abused it to give Streamers long Matchmaking Bans. So "thanks" to those Hackers, I guess.
"People DC’ing at the loading screen for map offerings or Mori’s."<---this was never penalized by the DC-Penalty.
I hope these hackers get exposed, and face the brunt of the law
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Only when I run No Mither
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@Solomonkane said:
You mentioned about survivors all up in your face and also vaulting when you're afk. That's probably because they want the blood points they would miss out on otherwise because you were doing nothing.
Since they can still get blood points for being 'chased' and escaping it, distraction, as well as vaulting
Not when Insidious is active they can’t
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@GoodLookinCookin said:
Still kinda think Forever Freddy is a little too strong, just change the addons so they dont go so well with dying light thana which those two perks alone can get up to 25% penalty pretty quickly.
It’s funny how this is complained about when old Freddy would inflict a 50% debuff at base, and up to 75% with add ons. AND this affected gate opening times as well.
...and then throw on Thana and Dying Light. Things got VERY slow.
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@SentinelCaptain said:
https://forum.deadbydaylight.com/en/discussion/comment/1593350#Comment_1593350
Fair enough. You make a lot of valid points, and have done so in a manner more eloquent and polite than a lot of others, which I greatly appreciate. I see the point you're trying to make.
It sucks being the first one on that basement hook when this is done.
It sucks being that first survivor falling for it when going for the basement save.
After that though the remaining 2 survivors are just being idiotic if they don’t clue in to what’s happening and simply do not stay away from the basement.
You do what repairs you can, maybe get lucky, otherwise it’s just hoping for the hatch.
It’s wise to know where the basement is the moment it is known the killer is LF, and avoid repairing any gens remotely near it. (Same could be said for Trapper & Hag).
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@Heartbound said:
When one begins to understand the true power of Dwight, there is no stopping them.
Bond is still hands down one of the best perks in the game. It’s gives so much information, even when it’s NOT giving information.
It only loses its usefulness if the bond user is the last one alive.
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@NursesBootie said:
I like BK and We'll make it. Ridiculous fast healing boi.
Yep.
Have Leader in the picture with a coop heal, and BAM, pretty much insta heal
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@Nemmy_Wemmy said:
As much as i play solo and as much as i like bond in solo. I highly advise against bond in solo...all you will do is make yourself mad ahah.
In all seriousness I do like Bond a lot. Especially with Open Handed. Not just for the above mentioned reasons, but also because it can be a mini “Spine Chill” if I see a survivor running erratically within range. And it can still give me almost as much information as Empathy when I see a survivor icon change to injured, but I don’t see any survivors within range, or any of the ones within range are clearly not the injured ones. Gives me a rough idea where the killer is in the map.
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Nope.
Thats a perfectly okay strategy according to the game rules.
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@AhoyWolf said:
You mean that they camp and tunnel?
Not just that, but do nasty things too, such as standing over you and watching you bleed out for no good reason.
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@sad_killer_main said:
Maybe you are finding rank 20 wraiths.
Green/purple/red
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/188139/the-i-want-to-know-who-s-a-douchebag-build
Sadly, I've run such builds in SoloQ just for that purpose.
By the way, I rarely SoloQ anymore thanks to such a build, and since none of my friends or family play DbD during my play times, pretty much stick with Killer again most play sessions.
It can just leave me so despondent sometimes.
Sure, sometimes it’s the killer I’m frustrated at, but more often than not it’s 1 or 2 other survivors that make the big brown poo hit the fan.
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@Yamaoka said:
Anyone else feel the same?
I haven't lost a single kill since the Bubba rework so it's certainly not his power that bothers me.
Not even one single person has escaped so far - yet I don't feel happy about it. There's something I miss about old Bubba but I just can't figure out what it is.
Sorry if this seems like it makes no sense.
You excelled at a killer that was often laughed at.
This is how I feel about old Freddy. I miss him. I would regularly decimate at red ranks, but of course the usual response to that it “tHeY mUsT’vE bEeN pOtAtO’s!!!”
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@stoudbaker said:
https://forum.deadbydaylight.com/en/discussion/188139/the-i-want-to-know-who-s-a-douchebag-build
Ibdony get dejavu but yep 100%
Ibdony?
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1593118#Comment_1593118
Well keep in mind that Blood Favour only procs on a basic attack hit and Cruel Limits only procs when a gen is completed, so the only way both would happen at the same time is if the killer actually ran both perks and happened to hit someone right about the time a gen completed. And even then, in that worst case scenario, the hit survivor will still get a free sprint burst to run away after that hit which gives them up to a 12 meter head start on the killer which, for 115% killers, takes 24 seconds to catch up to them in a dead run.
I’m talking about in combination with my proposed changes to Cruel Limits as a hex
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@TreSen said:
https://forum.deadbydaylight.com/en/discussion/comment/1590073#Comment_1590073
...No. The timer for the cage respawn is 1 second. But PH has to be very close for it to count down. He could have stayed there indefinitely.
Yeah thanks for being the 3rd billionth person to say that to me in this thread.
I love spam.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1593060#Comment_1593060
It might be, in which case you can simply adjust the range between where the perks are now and having them be map wide. But honestly with a 15 second duration on Favour and 30 second duration on Cruel Limits I'm not even sure having map wide would make them overpowered. Basically with that short a time frame it would give you enough time to get into a chase and then -maybe- keep the survivor from using a single nearby pallet or window. Or maybe not if it takes you more than 10 seconds to get into a new chase for instance. Especially as a Hex, I kind of doubt they're more potentially powerful than getting Exposed downs from Haunted Grounds, NOED or Devour Hope - at best you're getting a non-Exposed hit sometimes.
But it would increase the probability of successfully ending a chase.
Imagine Blood Favour and Cruel Limits proc’ing on first hit of healthy survivor at the same time, and then that survivor is defenceless for 15 to 30 seconds, unless they manage to successfully get out of the blocked ranges.
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@dugman said:
Yeah, looks good to me. :) Kind of like a Make Your Choice type thing but for the Obsession and with three slightly less powerful conditions than Exposed.
P.S. Not sure why I got called out on this thread but thanks for asking! 🙂
Because you took the time to leave thoughts on my other suggestions
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@sad_killer_main said:
The totem thing could work, not the gen one.
The moment you start repairing a gen, you know what's the real one.
It’s still a little bit of extra wasted time running to a gen only to find you move through it instead.
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@dugman said:
Interesting idea. I think you could just call them "Illusionary Pallets/Totems/Gens" since that's what they're called on the Doctor's add-on that includes the fake pallets.
Yeah that makes sense
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@dugman said:
Why have two Hex perks that block pallets or vaults on a basic attack? How about just removing the range limits like this:
Hex: Blood Favour - When a Survivor is hit with a Basic Attack, all Pallets are held in place by The Entity for 15 seconds and cannot be pulled down by Survivors. Hex: Blood Favour has a cool-down of 60/50/40 seconds. (Removes the range limit)
Cruel Limits - Each time a Generator is repaired, all Windows and vault locations are blocked for all Survivors for the next 20/25/30 seconds. (Removes the range limit)
I think the range limit is the problem with both of these perks. Removing or at least greatly increasing the range could make them more popular.
Couldn’t map wide potentially be too overpowered?
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@dugman thoughts?
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I love it.
Sure there are frustrating moments. And I do mean HUGELY frustrating.
But the love remains.
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@Carlosylu said:
Creative team on a circular table... "Ok, what ideas for the new killer do you have?"
Guy 1: Werewolf, they've been asking a lot for it
Guy 2: No! Dr Jeckyl and Mr Hyde! The alchemist could have his transforming power and it would add a lot to the lore!
Guy 3: Hold my beer... Ok... Have you guys ever played pinball?
My suspicion for the inspiration was for a “nurse” with more charges, and less fatigue/cooldown, but can’t traverse through geometry like she can.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1591499#Comment_1591499
Dude, you're the second person who sais this here! Is this really that common? I get 1 or maybe 2 bad teammates when I solo queue, but like, a full bad team?!
Common enough to be a nuisance.
Some days every team is great. Some days everyone is awful.
Just today I had a Laurie unhook me in a Doc’s face. He proceeded to ignore her, so I went down and back on the hook. The rude cow did it again, and so did Doc. Made me furious. I didn’t have DS because I was running a “medic” build.
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My Nemesis? The other survivors 🤣
It’s why I’ll periodically run Self Care and Buckle Up. So I can take care of myself, and know which slugs to NOT waste my time on.
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The cap isn’t the problem. It’s the volume earned per game that needs to change.
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@Gravewalker200 said:
https://forum.deadbydaylight.com/en/discussion/comment/1590860#Comment_1590860
As a surv main I agree that tiles are too safe. I don’t get the adrenaline rush that I did when I first started. This is because I know that 9/10 I won’t be hit. The game should have risk for surv, not just reward. This is in terms of loops
This varies from killer to killer though. Some players simply lack the knowledge to run tiles properly, and then it has to be factored what killer they’re actually playing as.
Some are easy to run against. Some make loops very dangerous for survivors.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1590980#Comment_1590980
Once again you want to destroy 99% of the survivor play base just to combat 1%. Just sounds like killer entitlement to me.
You don't need to play Spirit and Freddy to always beat these teams they can be beaten by every other killer if you play well. People seem to forgot only 1/10 swf teams are actually good. Even with meta perks they still can be beaten if you play correctly.
For instance with the old Bubba who was considered by many to be low tier, I was able to get 3/4 every single game at red ranks. Before his change I only lost 2/40 games as Bubba. I faced all the 4 man swfs, with keys, with meta builds, on haddonfield and ormond but I played well enough and beat them. If your a good enough killer you will put up a pretty good fight against them.
If you get a bad map then you just have to accept that if you lose then you couldn't do much anyway. I got destroyed as Billy the other day against a swf because they got Hawkins and wouldn't allow me to use my chainsaw. I just accepted that I got unlucky with the map and they played well. I wasn't upset or annoyed since it just wasn't a good map for me.
Once they add the early game slowdown mechanic then there should be no more complaining from anyone about gen speeds.
This ^
For every post that claims “insert killer name here” is weak, and/or...
- can’t pressure
- no mobility
- not viable at high ranks
- not viable without meta perks
- gets gen rushed
...is a player doing well with that killer at red ranks, against tough teams, and some are doing it with meta killer perks, and some are doing it without meta killer perks.
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1590960#Comment_1590960
What does it matter, if 8/10 swf teams don't use meme builds, but the meta perks and make the games sweaty? Not everyone wants to play spirit / freddy to have at least a mediocre chance against these people.
I play Clown at red ranks fine using Coulrophobia, Distressing, Deerstalker, and Sloppy.
Gen speeds are not a problem. And playing as Freddy or Spirit isn’t mandatory.
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@Pior_Morte said:
https://forum.deadbydaylight.com/en/discussion/comment/1590908#Comment_1590908
It does counter, just look at the wiki.
Quick & Quiet trumps I'm All Ears as it suppresses the creation of Loud Noise Events on rushed actions.
Well there you go. I learned something new.
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@BeHasU said:
you gotta stay in the locker for at least 4 seconds and enter the locker before the guy gets hooked. Probably you entered the locker late and he was able to see where you hid
This is what I’m suspecting. It’s always wise to get into a locker immediately when a down occurs (if BBQ is suspected).
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@Pior_Morte said:
https://forum.deadbydaylight.com/en/discussion/comment/1590871#Comment_1590871
https://forum.deadbydaylight.com/en/discussion/comment/1590875#Comment_1590875
No, Im All Ears is countered by Quick And Quiet, if you jump a window it won't show your aura unless Q&Q is on cooldown.
I’m pretty certain that is incorrect. Q&Q just mutes the sound, and prevents the loud noise indicator from showing. It doesn’t block auras, and Q&Q only activates on rushed actions, exactly what procs I’m All Ears.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1590807#Comment_1590807
120 seconds?
Killers would need to be nerfed into the ground if you wanted 120 second gens
That would equal another 2 and a half gens survivors would have to complete lmao, I would decimate literally every match I went into.
I have to agree. 2 minutes per gen is excessive, and totally unnecessary. The current gen times are fine. It’s the killer’s approach to matches that need to change.
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@Pipefish said:
I feel like unless I am on a map I excel at or the survivors 3 gen themselves the gates open to quick. I find myself having to camp more and tunnel as a result which is really unfun. What you all think and if your a killer who thinks gen speeds are fine, what you do to keep them all from popping so I can improve ? 🤔
Honestly, as backwards as it sounds, against really good survivors you actually LOSE pressure hooking downed survivors early game.
The moment I switched to slugging being a high, and regular priority, my matches improved IMMENSELY, not just in a good match result, but lots of stall too.
I play mostly Clown and I almost never take off Deerstalker, and keep my build centred around anti heal (Coulrophobia being a HUGE part of that build). I don’t hook anyone till I’ve got at least 2 or 3 survivors downed (hey if I down all 4, great). Let me emphasise here that I use no gen slow down perks whatsoever (or very rarely). But I get HUGE stall from slugging.
The point is that every second is precious in this game, and at the rate experienced survivors do repairs, picking up every survivor and carrying them to hook (after being sure no one with a flashlight is nearby) takes WAY too long. Regular slugging (for me anyway) is something that is ALWAYS going to keep the other survivors occupied, making staying on gens very difficult.
It really doesn’t matter if whoever is downed is successfully revived. That was still wasted time for that survivor and whoever revived them, and they’re either going to waste further time healing, or leave the recently revived survivor in a one hit state for a much shorter chase next time I see them.
Just try it. Slug more, and often, especially early game. The repairs slow down to a “crawl” (pun intended).
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I think it’s a disgusting combo.
It’s very disingenuous of the devs to work towards reducing gen slow down synergy, yet allow survivors perk synergies that put killers in a “damned if you do, damned if you don’t” circumstance.
Times four...
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@LaggimuPrime said:
So I played a match on Midwich with Pallet Freddy and I couldn't find a single spawn point for them in the beginning. Went into a Kill Your Friends and my friend couldn't find any either. If that's the case then if you don't throw any pallets on Midwich then Freddy only has gen teleports.
Yeah it’s frustrating. Part of what makes fake pallets successful is the early game set up.
But midwich, lery’s, hawkins are very frustrating as pallet Freddy.
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1590420#Comment_1590420
https://forum.deadbydaylight.com/en/discussion/comment/1590429#Comment_1590429
I agree with @TheClownIsKing. A core of DbD's game design is perk builds. The grind is boring as all hell, especially in a PvP game. I want to experiment with builds, discover different perk synergies besides just the same old meta builds. It was actually a selling point with Paladins back when I played. All the cards were unlocked for every character out of the gate. They started at Level 1 and went to Level 5, and you had 15 points to spend between the 5 cards in the loadout.
Out of the gate, I could start playing around and experimenting with builds and tryout different playstyles with each character. The lack of a grind didn't cause me to stop playing Paladins. It was the constant onslaught of bugs and server issues (sound familiar?) as well as the Battlepass Challenges that ended up ruining the quality of too many matches (hmm, that also sounds familiar).
Having a grind for the cards would not have kept me. Matter of fact, when they tried that in beta with OB64, it drove me away until it was changed to what it went "Live" with.
The grind in DbD is completely asinine, and actually one of the turn-offs for me. If it wasn't for the fact that I can play Michael Myers, I doubt I would have stayed with the game past the first week because of the grind.
If I wanted to grind to build my character, I could go back to playing any MMO.
Exactly.
When Felix gets released and I want to start experimenting with his perks in particular loadouts on my preferred survivors, I’ve got to go through a minimum of 40 bloodwebs on Felix, then god knows how many on my preferred survivors before they show up in their bloodwebs.
It’s ludicrous with the abysmal amount of points survivors earn.
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@[Deleted User] said:
To play devil's advocate, do you think you'd be having more or less fun if you had all characters at P3 50 with all perks unlocked? I don't know about you, but I think I would be having less fun.
There's definitely room to reduce the grind, but it doesn't bother me a ton as is.
No, because I want to have more freedom to experiment with builds. Won’t get boring because the perk combinations become almost endless.
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/187832/the-grind-as-survivor-needs-a-massive-overhaul
I completely agree with you. It's to the point that I just play Survivor to play Survivor and get whatever pitiful BP I can out of it, but run my BP farming Killers like Doc with BBQ + Survivor Pudding or Anniversary Cake to get real BP to dump into my Survivors.
And it shouldn't be like that.
This is what is absurd with this game.
Pretty much the way I unlock teachables as survivor is to play Clown with BBQ & Distressing, not worry about whether I win or lose.
Players should be able to adequately progress as survivor by playing, duh, survivor!
It shouldn’t be more optimal to just grind as killer.
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@sad_killer_main said:
Honestly, I'll never understand this type of behaviour.
Why would I pay around 20€ just to do that? There are already games where you can do that, and you don't even have to pay.
Cookie clicker...you know, that type of stuff.
They want their ego trip despite how flawed the chase time vs repair time ratio is.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1589792#Comment_1589792
Information does not equal survival. You know where your objectives are not anything that helps being chased or being tunneled or slugged.
???
If information isn’t king, then why is voice chat amongst SWF so popular? And why does that increase their survivability?
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Currently, no.
Not without doing a whole specific build around it of Cruel Limits, Bitter Murmur, and Tinkerer, so that you can know exactly which gen to travel to to make use of the actual vault blocking.
When it works, it’s devastating.
Blocking such a large area of vaults sounds tremendous in theory, but it’s implementation in its current iteration is barely usable.
Perhaps if they changed it to a hex (with a cooldown) just like Blood Favour? Hitting a survivor blocks all vaults within a 24m range for 20/25/30 seconds?
Strong, but can be cleansed, and a cool down will stop it from being overly oppressive.
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@MadLordJack said:
Deja Vu is a strong perk. Don't underestimate the ability to completely break a 3-gen and basically rob the killer of any late-game pressure. Honestly, I wouldn't complain if they deleted it.
These are (mostly) my feelings about Déjà Vu too.
It’s not a beginner perk. It can help you avoid having other survivors screw the team.
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@NekoGamerX said:
sorry but in end game camping is the right thing to do no matter what killer it is.
Not a cage though. As I said, if they had just been patient, the cage would’ve respawned elsewhere on the map due to PH being too close.
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You could have just waited long enough for the cage to respawn elsewhere on the map. If PH remains to close to a cage for too long, the cage respawns.
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I don’t think Calm Spirit needs a buff.
It does what it does very well.
It may not be seen as a powerful perk, but in a stealth build it can be a life saver.
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Personally I like Solidarity in a medic build with Autodidact, Leader, Solidarity, and either Empathy or Kindred.
It leads to super fast, always useful heals, and quite often doesn’t require you to be healed by teammates, but even if they do, they won’t need to heal you long because of Leader and already having loads of healing progress.
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@Nobsyde said:
Does this include all the bought DLCs (franchised chapters as well)?
Which console.
I know that PSN is tied to your PS+ account. Just ensure you have cloud save switched on in your account settings.
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@BabyCameron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1589794#Comment_1589794
Well yeah you can do that but it’s pointless. Looking for another injured teammate while injured yourself? I don’t think so.
The point is not to intentionally run around injured looking for people to heal. Simply if you’re in a situation where you can help a team mate out, then you should heal them first, and then time is saved when they heal you back.
That said though, if there are times there are 3 survivors co-op healing, the solidarity user should be helping heal the other 2 first, as it’s likely the solidarity user won’t need healing at all after that.
Its also great when helping more than one slugged survivor up off the ground too. Get one up, run to the next, get another up, continue healing them to full and you are most likely fully healed during that process.