The_Daydreamer
The_Daydreamer
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@brokedownpalace said:
After roughly 50-60 matches I have made use of the perk ZERO times.
Cool concept. Waaayyy too situational. I guess it's better than Buckle Up or Flip Flop, though.
Imo it's a great perk especially against HEX: NOED. If the killer is really greedy then you get great use out of it. Besides that its a great counter against slugging.
I really like most of those new perls because you can work with them. Not like fixated that has dumb downs.
It's maybe not your sick meta perk but its really if its coming through. And I like that the devs are making more situational perks without being too weak or way too situational like autodidact.
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@NullSp3c said:
I'm a Legion main and I like to see most of the threads that appear on the forum about the killer.
But one thing about them is that when anyone asks "Why did Legion get his fatigue increased to 4 seconds from 3?" the answer from the devs is always "Because they are a 4.6 m/s killer and the power would be too oppressive in chase and the survivor gets almost no time to run away to a pallet or window."
I got intrigued if it is really that bad to have a 3 seconds cooldown, so I decided to test that with a friend of mine. These videos are purely to measure the distance that the survivor gets when Legion cancels frenzy right behind the survivor so no mindgames or anything else like that matters here (in the second one i used shadowborn oops). I also recorded them in a kinda realistic scenario.
For the people who might say "But they had the speed boost from the hit" - I only cancelled the frenzy when I was very very close to the survivor so they had no speed boost there.
https://www.youtube.com/watch?v=AcWjbyiy4-M
https://www.youtube.com/watch?v=fTBF2aUcnxs
https://www.youtube.com/watch?v=GTWwzkflGF4
https://www.youtube.com/watch?v=lgyBuVX2Z8w
I think that 3 seconds fatigue is more than enough for a survivor to run away to safety from the killer.
Tell me your opinion about this.
Thank you for your work. Glad someone actually took the time to do this. ♥
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So let's talk abou the pros and conts of Spine Chill.
+ Tells you that the killer is looking into your direction
+ Tells you that the killer is possibly coming to your gen, if he is looking into that direction for longer than 2 seconds
+ Increasing action speeds (the vaulting buff is pretty useful)
+ Increases the chance for a skillcheck
- Doesn't tell you from which direction the killer is coming
- Decreases the skillcheck field
- Can make you too stealthy = You're maybe wasting too much time (For example when someone is getting chases nearby and the killer is just looking bcs he is breaking a palett or whatever)
What can the killer to do counter it?
Moonwalk or come from a different direction so the survivor could possibly run into the killer. There are perks that provides you with the same information (= tells you where the survivor is) like Rancor, Infections Fright, Hex: Retribution, Spies From The Shadows and Whispers of course. Those are actually good or kinda okay'ish perks to run as a killer. And you don't even need those because Spine Chill is not that strong imo. It is useful but it doesn't completely counter killers/stealth killers like OoO did before or Kindred kinda does. You can play around that perks and it is one perkslot without maybe perks like Unbreakable, Adrenalin, DS etc. I think Spine Chill just counters a sniping huntress (just in range), JokeFace and Spirits Phase Walk. Spine Chill really just hurts Ghost Face but even then you can play around it (Depending on map).
I think that is why people don't see why you whish for nerfs instead of maybe asking for buffs for perks that could give killers the same information or a counter.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1354549#Comment_1354549
I've already gone over why moon/crabwalking already proves that the perk is too strong. But Snitz had a excellent point.
What if you're playing Myers of Ghostface and want to stalk people? Well too bad because the moment you spot them they've already seen you coming and are running out of stalk range.
That's 2 killers heavily countered by a single perk, that has yet more benefits! Spine Chill is undoubtedly too powerful.
So having a counter without using a perk or addon proves your point, that the perk is too strong?
I completely disagree and think that Spine Chill is in a good spot. It has counters and provides you with good information. I'm kinda shook that no one is making a thread of how Kindred is too strong. I run it with Open Handed and Holy. I love it.
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@Theetis said:
Ok but honestly, I genuinely think the toilet paper hair looks better. It makes it look as if her hair has much more volume, and I love it.
Thats an interesting point tho.
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@DarkMagik said:
https://forum.deadbydaylight.com/en/discussion/comment/1334653#Comment_1334653
You didn't see the tbag
Oh no. I'm sure it hurts to see people press ctrl.
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Karma because he was running away.. or what? Nothing to see.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/159119/hq-hair
It's because your computer can't read HQ dbd, my spirit doesn't look like that 😂
Still not really good. Love the theme of the hair, but I know DbD can do it way better. Maybe we will see improvement after the Design Changes.
Could be that it looks like that because of the engine, who knows.
@hagling Oh yeah. Everyone is toxic because they have a different opinion than you. Glad that this is not about you, Hun Hun. ♥
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I feel like it should never go back to the exhausting thing. That would make it too strong. But if all status effect would get a small rework, then vigil can shine again.
For example if every status effect has a duration (Sloppy gives mangled for maybe 180 seconds or something) and vigil can effect status effects like oblivioused too, then it would be damn nice.
About Wake Up! I would say it's suppose to be a team-perk so I think it should show everyone the exit gate, show survivors in the exit gate (so u know they are safe or waiting for you) and increase the speed to open the exit gate to 25%. Maybe that could help.
Pharmacy is about taking care and heal, right? So maybe add the effect "Spawn with an emergecy med-kit." So you can have two in the trial. One for you and one for someone in need? Not sure if thats okay'ish enough.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1332286#Comment_1332286
I think it's how broken the gen rush is.
Genrush = Survivors doing the important objective.
You could say they "gen rushed you" if they all would use some strong toolboxes with sick add-ons etc. But crying about doing generators is dumb. Its like crying about killers trying to down you.
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It's basically the same with getting to rank 1. Ranking is meaningless or tbh kinda punishing. I get more tryharding and sweaty games.
It doesn't have to be something big. Maybe 500k BP would be great, u know? Im Devotion 8 and it feels kinda.. unrewarding to spend so much time if I would play for shards. (The Rift and Archive feels great, but ranking and leveling your deviotion feels awful imo)
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@dastru said:
im starting to think that players from germany are influencing this problem because every single time without exception i play against a killer and you can see on his profile that he's from germany the entire match is entirely infested by rubberbandin to the point where im about to delete this thing and get a controller adapter to use on my dbd mobile because this is unplayable, are the devs are planning to do something about it because i dont see how is it logical that the other europe players has to deal with germany not being able to provide a decent internet service to their citizens
It's the first time I've ever heard something like that. Maybe it's something about you and not about people living in germany.
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@SaltyBigBoi said:
Honestly Deathslinger is just the new version of Nurse at this point. Like he is a very unique killer and yes I think he fit in the game but the stats on him are literally unfair. First of all 24 meter radius on a ranged killer is already kinda bs. Huntress also has a small terror (20m) radius but she has a lullaby (I think its 40m) that you can hear making her more fair to play againts. Furthermore people in rank 1 literally abuse Deathslinger 24m terror radius and use Monitor and Abuse which makes his terror radius 16 meters. At that point the only way to actually avoid him is that you see him coming from the distance. If you hear the terror radius he is already next to you and gets a guranteed hit.
Just please increase his terror radious or add a banjo music like the huntress lulaby because at rank 1 90% of the games I play is againts are Monitor Abuse Deathslingers and its really unfun.
Sry if I sound salty but I am salty at this point.
"He is abusing his terror radius" has the same value as "They are abusing the crouching speed with Urban Evasion".
While I can understand that its unfun, u have perks to counter this.
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Oh, that is a normal dedicated server thing that sometimes happens. The Killer is seeing u running into a straight line and after the hit u get teleported to your real position for him.
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Uhm.. they are already punishing themselfs. They are wasting useful and important time.
It's the same with tbagging etc. It has 0 value and its basically spamming one button for fun I guess.
Never understood why people get so upset because of those little things. We have on both sides things that can maybe taunt, but its not the game itself. Its the 16 year old kid that is bored and want to show of their strength or something. Getting triggered by that shows that u maybe need a break or something. I've heard Civilization IV is good.
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@luka2211 said:
Tbf,Temple of Purgation needed to become smaller. It was way too big and gens were spread out way too far. Lerys wasn't included in the patch notes as someone noted already. Can't remember if macmillan maps got their size changed. Game wasn't changed either,and autohaven was always fine imo. Dead zones happen because of the cranked rng on the older maps as you said urself. Only map I hate from the autohaven realm is Gas Heaven. Not hate,but I just dislike how there's that huge wall of broken cars dividing the map more than it needs to be divided and therefore the time you spent going from gens is longer.
@RockoRango said:
Let's talk map size after the patch. Keep in mind I mostly play killer, and I main Nurse with no add-ons.
When I played Temple of Purge, the map was so teeny weeny that the survivors could do nothing to hide or work on gens. No matter what they did, I could blink to the gen they were working on in a matter of seconds.
When I played Lery's, it doesn't feel like the map has changed.
When I played MacMillan, the map was so teeny weeny that I can blink from one side of the map's gen to the other side's gen using maybe 3 blinks. The survivors couldn't do anything, since no matter what they did they would get 3 gen'd.
When I played The Game, it felt like the map hasn't changed.
When I played Autohaven, I felt the map size is balanced. The dead zones aren't.
Those are the ones I've played so far, I have yet to experience the other maps such as Haddonfield or Freddy's map.
Do these changes seem okay to survivors, ignoring the dead zones (since it's a bug in the older maps)? I feel like Billy, Nurse, and Spirit will dominate now because their map pressure has been increased by a LONG shot.
Here are the changes just in case someone wants to see them.
https://forum.deadbydaylight.com/en/discussion/146889/patch-notes-3-7-0-mid-chapter
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@MissKitty95 said:
What do you think about the cosmetics for this rift, I for one think they are quite poor :( sorry bhvr to be mean but some of them are just re coloured skins, I thought the whole point was supposed to be new cosmetics, don’t kno how I feel about parting with a tenner for this tome, what are all your thoughts ?
It is like the others. We get some new skins and some recolours, but I am happy with this rift again. But that is because my main got some juicy outfit.
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@Fiv55 said:
https://forum.deadbydaylight.com/en/discussion/comment/1242540#Comment_1242540
you dont even need to lunge^^ with tight pathing around the corner you can just jump on it
https://clips.twitch.tv/IronicSneakySpindleTebowing
Imo this is a bad change :( I liked the harvester as killer and survivor.
This is still possible? I thought they changed it! So it is like on the ptb a useless death trap for survivors... Oof.
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I actually think that this looks better than before. Atleast nothing transparent is there.
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@RockoRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1242533#Comment_1242533
Nice job being passive-aggressive, really brings a lot into the discussion.
Don't know where I was passive-aggressive, but tbh I don't care. You asked for opinions, I told you my opinion in a normal way, so I guess that is your problem.
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@RockoRango said:
Let's talk map size after the patch. Keep in mind I mostly play killer, and I main Nurse with no add-ons.
When I played Temple of Purge, the map was so teeny weeny that the survivors could do nothing to hide or work on gens. No matter what they did, I could blink to the gen they were working on in a matter of seconds.
When I played Lery's, it doesn't feel like the map has changed.
When I played MacMillan, the map was so teeny weeny that I can blink from one side of the map's gen to the other side's gen using maybe 3 blinks. The survivors couldn't do anything, since no matter what they did they would get 3 gen'd.
When I played The Game, it felt like the map hasn't changed.
When I played Autohaven, I felt the map size is balanced. The dead zones aren't.
Those are the ones I've played so far, I have yet to experience the other maps such as Haddonfield or Freddy's map.
Do these changes seem okay to survivors, ignoring the dead zones (since it's a bug in the older maps)? I feel like Billy, Nurse, and Spirit will dominate now because their map pressure has been increased by a LONG shot.
- Temple of Purgetion was way too big. It's good that it got changed.
- Lerys wasn't in the Patch Notes. They already told us which maps are gonna get changed.
- Same with Lerys. Read the damn Notes, honey.
- Agreed. They included way too many dead zones.
Overall I feel like those changes were totally awful and good at the same time.
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Have you ever thought about that many people want to test the new update? Of course it increases the chances of getting swf. Besides that, we have right now many bugs for both sides or maybe some more for killers idk. And as a survivor I just need to wait 2 seconds. As a killer I had do wait around 2-5 minutes. Think about that. Those maybe increased swf number, that don't know of, will soon decrease.
Btw the hole update was such a killer buff. Dk about you.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1239424#Comment_1239424
Well, I also main Spirit but I will say though my experiences with standing still tends to be hit or miss. Sometimes you get Survivors who just panics and doesn't know what they are doing. Other times they got far enough to another loop/pallet and I've wasted my power to catch up to them.
I have to make sure where they are going first, I don't immediately start to phase the moment I see they are moving away from me. I want to make sure they get a good distance so I can predict where they are heading next.
There is no way to counter a smart spirit without the phasing sound. She just wins if she is using the standing still thing. Losing LoS isn't possible cause she can just watch you going and phase after you. And add stridor to the mix and it's done.
Even if you have a flashlight, she can just phase for a few seconds and bam, she is already on your ass. Even after those nerfs, spirit is a easy and strong killer. But what really needs to get adressed is the buggy sound and weird scratch marks sometimes. I can understand that this sucks as killer.
She is just WITH the phasing sound balanced imo because she can't do those "mindgames" that was basically playing a solo game.
I understand that killers love spirit and I don't want any other nerf for her, but giving her the phasing sound is the only way to keep her balanced. Without it it will just be a solo game for her again.
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@Desh said:
Bro stfu. Provide proper and constructive criticism with a possible solution than just bashing the teams that put work into this patch.
The solution is to fix these things. There is nothing to stfu lol. He is just saying on how he feels the update performs and that is okay- that is why we have forum. Imagine.
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Awful ping, awful offering loading screen, awful palett changes, some awful and great window changes, good gen speed changes, unwanted graphic changes aka AA, weird killer breathing and I had the feeling that my survivor was.. a bit smaller? I played dwight and thought that the camer was more down or I was a bit smaller. dk about that one.
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Its really awful. I find a lobby instantly but with a 150-200 ping. Guess It's time for a break- awesome update as expected.
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@mistar_z said:
Seeing survivors running around injured at 99% health only to heal instantly after they've gotten off a bear trap. Is this intended I always thought that the traps would reset your healing if you get caught in them while injured.
They never changed it as I know. So, yes, I guess it is intended and I do the same if I go against a trapper that has bloody choil or whatever it's called.
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@bubba_is_bubba said:
https://forum.deadbydaylight.com/en/discussion/comment/1238784#Comment_1238784
PS Interesting stats, we have every 2 matches 1 with some sort of SWF.
Here it is the explanation why they find most of the times my ruin, even in a good spawn, very quickly ^..^
"Because Solo-Q Survivors are dumb and would never find my totem. It has to be an SWF."
I have way too much hours in DbD and play mostly Solo Q, so either I am hacking or I am SWF with my multiple personalities, right?
Just a friendly reminder that the topic wasn't about swf.
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@MPUK said:
https://forum.deadbydaylight.com/en/discussion/146608/swf-needs-to-be-fixed
I've been accused of being in a SWF many times when I have been playing solo. I have been camped/tunnelled/mori and then in the post game chat the killer tells me to get AIDS and that's how you deal with SWF etc, but I'm playing solo. They always shut up when you point out you're solo and then if others chime in that they are solo too, they realise that SWF isn't as obvious as they like to think, nor tru3 but they still play like twats thinking they are up against SWF pro teams.
Stop fixating on who you're going up against and whether they are SWF or Solo. If you win, you win, if you lose, you lose. So what? At the end of the day it is a game, relax and you will enjoy it more. You haven't even played for very long and you play one half of the game. Don't expect to be a pro player just because you've watched someone play it on twitch and moan about the game. Majority of SWF aren't very good either they are just playing with their friends. I don't understand why people get upset by teabagging? It doesn't do anything. A lot will just use it to get the killer focus rather than the weak link of the team.
As for the game slowly dying, it isn't.
That is exactly what happens to me most of the time. And I am sick of it in red ranks, that killers are looking for excuses. Like I didn't said anything because I don't care about how they play, but as they always seem to know: I and my multiple personalities are swf I guess.
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@JediWithASniper said:
Who else would like to have the option to make daily rituals like this? ( Also maybe rare item rewards sometimes instead of BP)
Select one
Survivor Rituals
Killer Rituals
Both
That's interesting. Giving players flexibility would feel nice. Choosing between killers or survivors dailys and choosing between BP or Item/offering rewards would help really.
Sometimes I don't feel like playing survivors. And for an example I am farming Items on my main, so getting more items would be awesome.
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Instead of banning perks what about giving weekly buffs for perks or character? With Buffs I mean, giving people more BP for playing an certain character or perk.
This way you could say perks like small game, kindred and open handed give people 0.5 more bps or playing quentin, kate and david give 0.3 more bp. It doesn't have to be a big reward. Just something that helps to get through the grinding.
Maybe with a little reward system. Playing with Kindred 5 times end the buff but reward you with 200k BP. It would really help new players to get some nice juicy bloodpoints.
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@bubba_is_bubba said:
A friendly answer about camping. There is already a solution.
1) Campers are already been punished and they depip instantly after the match. In fact campers (most of them are Bad Players with low amount of hours) :
- don't chase
- don't apply pressure to gen (gen are not defended)
- don't hit anybody instead they sit on desk watching the surv on hook
2) If there is a camper survs can do in the meantime 2 even 3 gen = ez life for survivors. And if another Surv loop correctly, the "Evil Camper" finish the match with 1 kill, sometimes even without kills.
3) Surv Team has all meta perks they need to address the camper and to defeat the Evil Camper (if you dont know how to do that it means you dont have many hours of gameplay, that's another story).
4) Sometimes you can have on red ranks a match like this one (https://youtu.be/BO-3W4hj4vc?t=25), a very very fast chase and an insta Gen. I had this too many times. It's not a problem for me, for many people, that's how game works. It's just to confirm that to camp is useless and if you are camping you can have in those matches 1 Kill max... if you are lucky....
While I agree that camping isn't always just a evil thing, Its sometimes a strategic matter, I still think that allowing killers a tool to get faster back to business, wouldn't hurt anyone.
Yes, survivors have BT (counterable) and yes they can rush through gens (if the camped person doesn't kill themself). But the thing is, if you just want to be the evil camper, the trial is soon over and no one gains BP. It is not fun for anyone imo. Encouraging an anti-camper playstyle is way better.
At the end: Is a solution against camping actually needed? Arguable. I think It's not a hot matter. But having a good solution in case doesn't hurt anyone.
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@alphralphralphr said:
https://forum.deadbydaylight.com/en/discussion/comment/1238630#Comment_1238630
This is actually a really good point. Or even just a speed boost that curves up the further you are from a hooked survivor (when not in chase). This would heavily incentiveize distant patrol and also help fight against gen rushing after first hook.
I'm really glad to hear that. Thank you!
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tbh I think we should all take a look at how we can have more fun.
Sure camping is not fun as a survivor, but if we want it to be changed then we need to give killers a valuable objective. Something that let them leave the hook and give them a reward for it. We don't need to always punish something.
Maybe something like gain 25% movement speed for 5 seconds outside of a chase, that tremendously reduces to 3%, while beeing 32 meters away from the hooked person and gain 300 Bloodpoints? BP + better mobility to get to a gen could be nice.
I think this way survivors get what they want and the killer is not getting punished for playing fair.
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@Respectfulnancymain said:
No one cares
Literally this.
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@SurviveByDaylight said:
People want to bring in ebony Mori’s, face camp, tunnel. And there you complain about a gen being popped 30 seconds into the match when you could have brought in discordance and prevented it.
Sweetie a little newsflash for you: Not every killer plays like that. Some killers want just fun. With your logic we could say, you could prevent moris by not getting hooked. :wesmart:
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@TheBatJesus said:
I just try to keep them off the gens nearest the temple and force them to do the ones further away from the temple.
That is what smart people do. They plan what gen have to be done and which are good to defend. That's called strategy. Most of killers doesn't know things like that.
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It is just 1 gen with 4 people. Imagine running around for around 60 seconds and then popping 3 gens. That would be much worse, but still doable. Just chill.
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You forgot Expose-Addons. They are fun too I guess.
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I'm just hoping it turns out better for both sides. The update felt awful on the ptb, because of the RNG. It felt more like you have basically 0 paletts and a ######### window or you have palett-city and still a strong window.
Hope they fixed it and survivors have still some paletts left. (And let me ask, why didn't they fix atleast the asylum. One of the strongest and unfun map as survivor. I am so annoyed by this map, because you have 0 paletts on that map on the ptb but still the abusable window setup.)
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1234037#Comment_1234037
They were very good choices. I liked the Clown one alot. I always smile when I see a Mr Puddles in a game. As long as they don't have an emote contest or something I'm happy lol
https://forum.deadbydaylight.com/en/discussion/comment/1234049#Comment_1234049
This is dbd everyone gets upset by everything lol this wouldn't be dbd without people being upset.
https://forum.deadbydaylight.com/en/discussion/comment/1234050#Comment_1234050
Not yet. I believe it's at the beginning of May that the contest ends then a few weeks later they announce the winners.
Good that you like it but I simply hate it, because it has nothing to do with DbD. Nor with the lore or anything. It just ruins the atmosphere for me. I know that DbD is not that kind of horror game, but I think something is wrong if a skin just makes you laugh. Maybe my opinion would be different, if the skin was more horror themed.
But at the end, these are just opinions and not facts. Good thing is that you like it, bad thing is that I hate it. But I need to admit, if we get more skins like these I would considere quitting Dead by Daylight. Its DbD not Fortnite- somewhere should be a line for skins imo.
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I think the same. We have way too many pretty and awesome ideas out there.
And I am really scared that those awesome Ideas that I saw, doesn't get the chance. I don't want skins like the clown one. It completely misses imo DbD and ruins the game for me.
For example, I really love this two skins:
https://forum.deadbydaylight.com/en/discussion/142292/jake-park-woodpecker-skinconcept-2020#latest
https://forum.deadbydaylight.com/en/discussion/141976/legion-frank-never-stop-slashing-amacky#latest
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It's pretty easy to understand. Like, I find it way too boring to play against a hag. Not because she is good/bad/unloopable or what ever. Just because of crouching 24/7 and the traps under a hook etc. It is just boring for me.
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@keonxxmanners said:
https://forum.deadbydaylight.com/en/discussion/comment/1193575#Comment_1193575
Spine chill is infinitely better than unbreakable. Killers usually don't slug unless they are running a slugging build. And even if they are running a slugging build then they will most likely have all survivors down in a short period of time. And unbreakable would only help by not letting the game finish too early. And since you can only use it once the killer would easily find you and get you downed before you can do anything useful. This meaning that unbreakable is only good for prolonging games. Spine chill on the other hand lets you know when the killer is possibly coming towards you so you can have a headstart and maybe make it to a loop. It also helps if you are healing a teammate because if he starts coming for you you'll be able to heal another survivor and be able to get to a loop. Say if you didn't have spine chill in a situation like that, you would then not be able to heal that survivor and the killer would easily be able to just down them. This means that spine chill greatly increases your chance of survival in a high or low tier game. Therefore, spinechill is much better than unbreakable.
I don't know on which rank you play, but unbreakle has an game changing effect. Most good killers on high rank like to slug a bit to gain momentum. It is important to apply as much pressure as you can. And this is why unbreabkle is an meta perk and why it should be s. I mean, you explained S rank as meta so go.
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@BloodMoneyMerc said:
https://us.v-cdn.net/6030815/uploads/641/8NREKM99MGMM.png
Previously made one on killer perks, so here is the survivor perk installment. Again, best to worst is in order from left to right within tiers. Here are how the tiers can be seen in my perspective:
S - The "meta" perks, best of the best
A - Great perks, helpful in most cases or have potential to shake up the momentum in the match
B - Good perks, serve their purpose but are often overlooked for better perks
C - Mediocre perks, have a purpose but aren't preferred or are too situational
D - Bad perks, very minimal potential, in need of some QoL changes
F - Perks that need a rework/overhaul
New Player Perks - not being ranked as I feel these are perks are essential in acquainting new players with DBD. (Should not be teachables in my opinion)
Leave your thoughts below. Keep it peaceful & constructive. If you want to make your own, the link to my tierlist is:
https://tiermaker.com/create/dead-by-daylight-survivor-perks-patch-360-312922
It hurts me to see Better Together, Distortion, Aftercare, Bond and Windows Of Opportunity so low rated.
Better Together is such a useful perk for me, because it tells people in high rank that I am doing this gen. 1. They can come for me for a quick heal. 2. They can do another gen. 3. They know they shouldn't loop around here. 4. They can come to me, so I can tank a hit for them and 5. I know who is doing a gen and who is near for a safe. It is so strong and nice. It is for actually B Tier. Maybe C.
Distortion is not just a perk that disables aura reading ability. It exactly tells you which perk the killer has. Besides BBQ and Chili - Knowing the killer has Nurses Calling or even Blood Warden is so strong. It is for an B Tier Perk.
As many people already told you, and I feel the same, Bond is better than Empethy.
Aftercare has kinda the same use like Better Together. I just love perks that gives me information and I like playing around/with my teammates. Maybe perks like these are useless for SWF Players, but I like to play solo so...
And Windows of Opportunity: Yes the ability itself is maybe not great, but I personally enjoy it in combination of my build that I like to run on steve. WoO, Alert, Lithe and AMN. It is pretty useful in that build. And it is fun to safe paletts.
Besides perks that I think were to low, there are still perks that are too high. Like Deliverance. It is good, but situational. I would put it on C. Maybe B.
And Lightweight.. who uses it? it is so bad. Why is it over distortion? It is a clear F for me.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1163788#Comment_1163788
Peanits, I have to agree with everyone else here — hear me out! 😁
The community knows the perk was OP during the PTB and knows a nerf is coming. However, instead of being creative with the nerf by sacrificing aura reading to increase the time it takes to sabotage a hook (just one of many things you could've done), you flat out dropped the aura reading by a solid 10 meters.
This is why the community is kinda upset because y'all could've handled the situation a lot better. In my opinion, I feel like y'all just decreased the numbers and called it a day without putting any thought into alternatives. 😕
tbh I would still have enjoyed the new Hangman's because maybe we would've seen something else than BBQ. It would be finally a new meta perk, but no. Just Perk 53 that is useless in this game. In love, BHVR. :v
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The only thing that I hate about the new doctor is that he doesn't get punished for spamming his shock. You can't do anything against it and now he has a huge range because of the add-on buff.
I don't want killers to get punished for using their ability, but what is the counter here? Normally you would just run around the pallet if he wants to shock you. And after the first buff he felt fine for me. But after second buff it just felt like too much.
Besides that I feel like he is a good balanced killer. (If we ignore the fps drops)
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I know that survivors need to repair some generators, but we all know that is like nothing. Especially on big maps as a 4.4 m/s killer.
It is like doing dogshit compared to the killer, just saying. And yes, moris are nearly the same bs with the keys. But atleast you need to get hooked, u know. And yes, just because I don't use moris doesn't mean the problem is not their. So I guess you can go both ways:
Fact is: Moris and Keys need atleast some changes. But I wouldn't recommend deleting them.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/1119328#Comment_1119328
I guess I am mistaken. When I first started playing, sometimes it felt like everyone just left through the hatch mid-game. My error.
Oh, It's fine. The Hatch always spawns for everyone after all gens are done. -1 Gen for every dead survivor. The only thing they changed over time, was that the hatch now spawns for the last person without doing a gen because of the EGC etc.
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@KerJuice said:
What happened to you, happened to me TWICE last night- back to back. The first match I didn't notice two survivors brought in a key, and the second match one of the survivors found a key probably because of the purple coin sacrifice. I was about to get 4k in both matches as well, when the last two survivors found the hatch- both times. It is what it is.
I think the key mechanic is fine as is. From what I hear, it use to be worse in previous builds- bring key, find hatch, leave. When I started in Nov 2018, you just need 2 gens done and the whole squad could leave. Now you need all gens done for the hatch to show itself, in order for a full squad. 1 gen less remaining for every survivor alive. I think it is balanced now. Mori is the killer's version of keys. I say leave as is.
Can you show me on video that all 4 survivors left with just 2 gens completed?
I play since 2016 and have never heard of that.

