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Toybasher

Toybasher

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  • A Game Boy on Feng Min.


    A can of spray paint on Nea.

  • I think Nemesis's Mutation Tiers could be changed, personally.


    It takes a LOT of mutation to hit Tier 3, and your benefit is..........1 extra meter?


    In terms of everything else I think he is mostly fine, I just find tier 3 rather underwhelming. Maybe it should be like Myers where Mutation 3 gets heavy buffs but it only lasts a limited timespan before you drop back down to tier 2, etc.


    If Tier 3 is kept the same as is, maybe achieving it should be a little easier, like for each infected survivor, killing zombies gives more mutation than usual. (Making the "Gameplay Loop" being to try and infect all 4 survivors, then chasing down zombies to get mutation quickly, but survivors will vaccinate to prevent you from getting the extra mutation, so you switch back to trying to infect survivors, since infecting someone gives more mutation than killing a zombie or tentacling an already-infected survivor, and then you go back to targetting zombies again.)

  • Overwhelming Presence was actually decent if you hate flashlights. Pallet and Pickup blinds mean the survivor is almost always in the terror radius so their batteries drain twice as fast.

    But Lightborn is a better anti-flashlight perk though since it provides complete immunity to flashlights.

  • Sorry for derailing a little further on PWYF but I really hate the direction PWYF has been going on.


    Originally ONLY "Offensive Actions" counted. This was a bit goofy/silly at times because Plague's green vomit didn't count even though it causes broken and indirectly injures you, (Red vomit counts tho) and Deathslinger's gun didn't count either.


    After the Billy/Bubba rework PWYF got changed and almost everything counts now. Clown's Bottles, I THINK Doctor's Shocks (WHICH WAS ONLY A VERY RECENT CHANGE, BTW), Plague's Green Puke, Deathslinger's Gun (This one is sort of sensible, although I hate how shooting then stabbing consumes 2 stacks to inflict one health state of damage though.), etc.


    Basically PWYF got gutted. I'm pretty sure Myers literally doing a Mortal Kombat Fatality on you via Tombstone still doesn't count as an attack, which is rather hypocritical.

  • Slugging for the 4K isn't taking the game hostage by itself. Even if you bleed out from full HP.


    If the killer is constantly "Resetting" you via picking up and dropping though to artificially drag the game out though it can arguably be a hostage situation especially if he's doing it for no real benefit.

  • Yeah that cosmetic always had problems even BEFORE they updated doc's model. The weird electro-surgery head cosmetic that comes with the straightjacket outfit has a similar issue where the eyes were yellow yet appear more blueish in-game.


    This one always kind of annoyed me. I really wish we had terminator style red versions of the frosty eyes cosmetics, so Doc looks like he's absolutely full of rage.

  • Judith's Full Tombstone (The pink ultra rare one) should let you mori people on the ground and in lockers.


    To compensate, Myers should be unable to lunge when he has it equipped, and the stalk required to hit Tier 3 should be increased a little more so when ran with tuft of hair you need to stalk literally every bit of evil out of survivors to pop tier 3. (Currently, it's actually 3 and a half survivors.) Maybe have a tombstone kill use a PYWF stack too.


    Tombstone Piece should be heavily reworked (Maybe you can't pop tier 3 at all, but you can ONLY tombstone people who had every bit of evil drained out of them and it drains evil like 4 times slower?) or removed entirely.


    Currently Judith's Tombstone is underpowered with the movement speed penalty, effort required to hit Tier 3 and survivors being able to avoid it via lockers, and Tombstone Piece is frustrating when a Myers 99's EW3 off the first 2 survivors, and tombstones you upon first encounter.


    EDIT: Finally rework vanity mirror. Apparently originally it didn't have the movement speed penalty.


    Why the penalty is there is beyond me. It slows you down to ALMOST EW1 Myers speed while giving you less aura reading than scratched mirror. Basically it's a weaker version of Scratched Mirror that's supposed to compensate by letting you hit EW2, yet your movement speed is penalized to just about EW1 Myers speed anyway so what's the point!?

  • One solution I saw someone else mentioned that seemed ingenious was to scale the tier progress depending on how many survivors are infected.


    Nobody is infected? Zombies give very little like currently. Infect people!


    Infected everyone? Zombies now give like quadruple the normal amount. Go hit some zombies!


    Basically if survivors don't use the cures in an attempt to deny Nemesis his power, Nemesis gets incentive to go after zombies to farm up to tier 3 off of them.

  • He had a nose in the remake.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2198327#Comment_2198327

    I've looked at it I just can't god damn stand the camera angles in each room, when I first saw it I thought it was so terrible. Why keep it in the 2016 remake

    The RE1 remake came out originally on the gamecube in 2001ish.


    Why it's like that? Because the RE1 remake is nearly a 1-to-1, shot-for-shot remake of the original RE1.

    It's not a "reimagining" like the RE2 and RE3 remake. (HOWEVER, quite a few things are changed, some of the changes designed to throw off people who played classic RE1 obsessively to the point they knew every zombies, every item location, etc. and had the game memorized. Don't think loading screens will keep you safe and that zombies can't open doors!)

    RE1, RE2, and RE3 (and some of the other games like Code Veronica, etc.) had fixed camera angles, tank controls, and pre-rendered backgrounds.


    I found RE1 Remake hard as heck, I only made it through on Easy as Jill, (Chris's playthrough is SLIIIGHTLY different from Jill's, but the main difference is stuff like inventory space, access to certain stuff earlier, etc. and I'd argue even at the same difficulty setting, the Chris play-through is harder because you don't have the lockpick, and a smaller inventory space, meaning more backtracking and potential for injury. You also can't grab the shotgun earlier than usual like you can with Jill.) although I'm not very good at survival horror.


    (Esp since in classic RE games, your ability to save the game is limited. I'm a saveaholic. Doesn't help in the remake, defeated zombies...well....I'd rather not spoil it, but there's an extremely nasty surprise that will result in an anxiety attack as each dead zombie only digs your own grave a little deeper. Better pray for an RNG head-shot as you aim high with the shotgun or get used to the fuel canteen and lighter!)


    Overall the RE1 remake IMHO is a perfect example of a remake done right.

  • I saw a funny one where you change your name to "Don't wake the beast" and insidious camp your thrill of the hunt totem with NOED, Blood Warden, etc. and just AFK until they cleanse the totem.


    Other options include "######### Doctor" where you play Doctor and just pick one survivor in particular and follow them around zapping them the entire game and doing nothing else. You can also combo it with Rancor, in which case zap the obsession all game, then insta-down them and fry them with Rancor after the final gen pops.


    Franklin's Football. Knock items out of peoples hands with Franklin's Demise and try to keep them from escaping with them.


    Piggyback builds. Agitaiton, Iron Grasp, Mad Grit, and StarStruck maybe, and just carry one survivor around swinging your weapon with 0 cooldown because of Mad Grit.


    Burger King Myers. Combo Vanity Mirror and Judith's Tombstone and you'll be insanely slow, and just chase people around all game.


    The Depipster. Play Trickster. Nuff said. I don't have him but I hear so many complaints about pipping being extremely hard with him. Dunno if it was ever fixed, but if it wasn't, he might be a good option.

  • IMHO 20 minutes since the last gen pop the killer should have the option to smack open an exit gate to start a "sudden death" version of endgame collapse where the other door remains unpowered and survivors are exposed.


    Harsh, but there should be a way for the killer to force the match to end if survivors are wasting their time. I'd argue if it takes over 20 minutes for the survivors to pop a gen, something is very wrong and the match might be entering hostage territory if survivors are refusing to touch generators in hopes the killer simply gives up and DC's.


    Other options at the 20 minute mark could include "AFK" crows that appear even if the survivor isn't AFK, survivors auras being revealed, EGC starting immediately similar to the hatch being kicked shut, or the match just flat out ending with an "Entity Bored" screen and the killer getting some emblem compensation. (So survivors can't just hide for 20 minutes at the start of the match to force the killer to depip)


    EDIT: Ideally the "Match is taking tong and nothing is happening." counter should reset every time a generator is completed or a survivor is hooked.

  • I never got the hate for the slowdown addons. Even if you stacked Jump Rope and Swing Chains, with all survivors asleep, the slowdown is still less than level 1 thanatophobia.

  • IMHO there should be a killer-related obsession interaction, or more interaction around the obsession itself in general.


    Currently the obsession gets 1500 extra survival BP for escaping, or 1000 if they die.


    (There's also an unused score event according to the wiki for healing the obsession)


    Can we have more interactions like this? Such as aura reveals on the obsession lasting 1.5x longer, or bonus BP for chasing, hitting, hooking, and sacrificing the obsession? Or all survivors get a slight BP bonus if the obsession escapes?

  • I think it'll go live.


    I predict the meta will be shaken up in a weird way. Spies From The Shadows will see use again. (It used to be considered a META perk for crying out loud in the olden days)


    Aura reading addons (The ones people often consider crap like the Clown Middle FInger or the aura reading addon for Huntress, etc.) will see a bit of use.


    Influx of Doctors, Plague's, and Tombstone Myers.


    Then, at some point, it'll be nerfed.


    I'm somewhat optimistic and will wait to see what happens before I argue it's overpowered or not. I definitely think it might be a problem though in red ranks if all 4 survivors are running it and playing optimally. (Spread out across gens, toolboxes, etc.)


    I definitely think it went from being a "meh" perk to a meta perk but once again I want to see it in action first.

  • The "Myers has an open hand if he has tombstone" thing is true, but not for the reasons you think.


    Basically, Myers (and all killers?) have both a walking animation, and a running animation, and the animations blend together depending how fast Myers is moving.


    If you run Tombstone, Myers is slowed down to about 105% in EW2 and EW3, making him use the walking animation and giving him the open hand.


    He still has the closed fist with Tombstone Piece because his movement speed is unaffected. A Myers with Tombstone and enough Play With Your Food stacks will also have the closed fist despite being able to insta-mori you.


    A Myers with Vanity Mirror will appear to be running tombstone since he also has a heavy movement speed penalty in EW1 and EW2, making him use the walking animation in EW2. (and since you can't tier up above EW2 with Vanity Mirror, it often looks as if you might have tombstone and tuft and are just taking forever to reach EW3)


    EDIT: A Myers player on a controller and pushing lightly on the stick can also have the open fist, as if they have tombstone.


    It's unreliable. Technically a Myers with Judith's can have an open left hand, but not always, and a Tombstone Piece Myers doesn't have the open hand.


    IMHO the best "tell", besides movement speed, is the Myers player's behavior. A Judith's + Tuft Myers will likely stalk survivors dry and move on to the next survivor and will hardly pressure generators in an attempt to reach EW3 as fast as they can. They might not even bother trying to hit you and will just stalk everyone and move on until they pop EW3.


    Basically if the Myers player is hardly hitting anyone, not hooking anyone, and is seemingly taking a long time to reach EW3, assume they have a Tombstone.

  • @Angelicus23 said:

    uuuuuuh idk which kind of free trash are you throwing to SWF out of nowhere, when you load into a match and the map is revealed there's no way to cancel it, if someone DCs then the other 3 survivors have to play anyways

    I've had matches get cancelled mid-way through because "Someone disconnected during loading".


    Usually it happens right after the initial camera spin, or a few seconds into the match (Usually you see their icon change to a DC as the screen fades out), but the latest I've ever seen it happen was about a minute and a half into the match, while the guy who "Failed to load in" was in the match and not AFK. He DC'd right after I downed him.


    I'm not sure if they actually really do get DC'd during loading and it takes the game to start to kick everyone out or what but that one time I had someone clearly load in, and DC to cancel the match.

  • I remember the old days when Doctor had Punishment and Treatment Mode.


    Since there was no actual hit cooldown, a Doctor spamming M1 in Treatment Mode would get the grab, every time. I used to do this to win the hatch standoff when hatch grabs were a thing, or if I wanted to facecamp a toxic survivor for whatever reason. (It was WORSE than a facecamping bubba, even if you tapped M1 to try and fake the unhook, I'd still get the grab because I was mashing M1 like 10 times a second.)

  • I wonder if it's related to that bug (Was it ever fixed?) where all survivors are considered to have Tenacity equipped.


    Like I'm curious if maybe the game is treating all survivors as having Plunderer's Instinct equipped.

  • @Harold_Shipman said:

    you can break 4 totems, miss the last one because its hidden in space somewhere and still fall victim to a terrible killer with noed. Thats not gen rushing, that's terrible luck. If noeds power were based on the remaining number of dull totems at end games, the "it punishes bad survivors" argument would be valid. But it doesn't, so it isn't.

    Small Game, or better yet Detective's Hunch.


    IMHO NOED is fine but it's definitely frustrating to play against. My biggest complaint about it is killers who facecamp with it at 5 gens remaining. It's fine when used as a bit of a comeback mechanic on a normal build provided the killer is playing normally. (In some circumstances killers camp and tunnel less when they have NOED because they know the last gen being popped isn't as much the point of no return as it normally is)


    No Way Out/Rancor, Remember Me, Blood Warden, NOED is seen pretty rarely and one of the more entertaining builds to see.

  • IMHO they're all pretty good.


    My "meh" list is Trapper and interestingly, Billy.


    Wraith's is alright given his lore/backstory. (I feel he's hesitating a little bit.) Also, from the survivor's perspective, the camera angle actually has the survivor's death off-screen which I thought was unique. The leg drag at the start is also pretty intense and it gives the impression Phillip just snapped and suddenly is full of rage for an otherwise very "stoic" killer.


    I dislike Trapper's because it's too similar to Wraith's. (Yes I know Trapper came first. I just think Wraith did "hit them a bunch of times" better, and Trapper doesn't even use his power. Neither does Wraith, but Trapper ought to actually use his bear trap for it.)


    I dislike Billy's. It might have been "Enhanced" a little bit in a more recent update, (Some of the old moris have gotten slight changes like Demo spitting out blood, Doctor giggling, etc.) but as I remember it, it's just bleh. The survivor doesn't struggle on the ground, and IIRC the saw isn't even animated as it's cutting through the survivor, giving the impression Billy is just jamming the saw while it's off through their body with sheer muscle strength and not actually sawing through them. (Although the leg on the back is cool)

  • @NoOneKnowsNova said:

    I wonder if that could count as holding the game hostage...

    IIRC it depends.


    I think it's only a hostage situation when there's no way to end the game.


    I know devs have said 3-genning doc is allowed provided it's done with intent to win.


    If he's ONLY zapping people into madness 3 and not even hooking people, even when they've given up, it's a hostage situation.

  • Can someone record throwing knives without moving the mouse? I don't have Trickster and keep reading about this mysterious recoil but I can't see it in video footage. The knives DO seem to have inaccuracy (and they land on different spots for each side the knife is thrown from) but I don't see any actual recoil going on.


    Like, play Trickster, and just clip yourself throwing knives like a maniac at a fixed point.

  • It's been a while. Does Chaser count winning a chase as hitting with an M1 hit or actually inflicting a health state of damage? Or was that Maliciousness?


    I remember Plague has MASSIVE trouble pipping since giving people Broken doesn't count as hitting them, (but them recovering 1 health state from cleansing counts as them healing, so they're constantly draining your emblem) and Tombstone Myers doesn't count for anything since they just go from live to DEAD with no in-between, the game even considers it as you losing the chase since they technically "Escape" the chase during the being stabbed animation.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2024052#Comment_2024052

    it's the other way around. he's new, so the survivors didn't know what to do against him yet.

    also, you not watching matches doesn't mean they didn't happen

    https://www.youtube.com/watch?v=bK5TNappBgU

    also would like to call attention to 20:35. such a powerful killer

    I wonder if knife hits interrupting "channeled" actions either base-kit or as an addon would be OP. It'd make him very good at camping hooks if a knife hit cancelled unhooking, so maybe only some actions and not others.


    I haven't tested it, but does it interrupt gen repairs already?

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2059575#Comment_2059575

    The discussion whether or not tapping a gen is stupid or not is a moot point. Not only gen-tapping though, if you feel you are in the clear and start healing, but the killer comes back, you're screwed again. It requires that you literally do nothing.

    It was never abusable. DS is a second-chance perk, that just happens to require you to be tunneled or otherwise. It's not, it will never be (with its current setup), and it should never be an anti-tunnel perk. Not only can you completely play around it by slugging, but if you're in chase the timer still goes down. It still is completely vulnerable to slugging, wearing out while in chase, and now has the added middle finger of you can't do anything and have to wait for the killer to come and slug you. It's not just bad, it's absolutely worthless. The killer can just ignore you (or pretend to), and you have to make the choice between 1) doing absolutely nothing for 60 seconds just to get slugged or 2) working on a gen, losing the entire perk, and opening yourself up to being tunneled down again.

    I feel SELF-healing (Not healing others, but like using a medkit or self-care) should let you keep DS up.

  • Dead Hard for distance is annoying mainly on long loops like Ironworks window, the silo thing on one of the farm maps, etc.


    My biggest complaint though is how you can dead hard through trapper's traps. If you trapped a "narrow" loop (I.E a narrow hallway, by a vault, killer shack doorway, etc.) a survivor dead harding over the trap means you have to pick up and replace the trap, or get your leg caught. Either way a ton of time is wasted and your power got used against you.

  • Was the recoil as severe as it was in the PTB? Or was it increased from PTB to live? Haven't played him yet.


    Can someone explain what the recoil is? Is it just spread and inaccuracy or is there actual physical "muzzle climb" that drags your camera up and has to be compensated with by pulling down while throwing knives?

  • Even "MegHead" is censored.

  • I want this but IMHO the Obsession should have some kind of base-kit effect if it's made every game.


    Like currently, the survivor obsession already gets a BP bonus for escaping and even dying.


    Killer should get double BP score event value for all interactions with the obsession. Like when chasing the obsession the hunter category fills up twice as fast, hitting the obsession is 600 brutality BP instead of 300 BP, etc.

  • A Mori kill should award way more BP than it currently does.


    Right now a Mori is pretty much a Fatality from Mortal Kombat. A more entertaining kill animation when the opponent is already out of the game. (Although I used to always do Johnny Cage's nut punch instead. Or just uppercut them.)


    Just feel it should give more BP considering Mori's are semi-expensive on the bloodweb (Not that expensive, but they cost the same as any other yellow/green/pink item, with pink items being the most expensive) and you're paying BP for a chance (Survivors might die on hook, or you might not down anyone 3 times) at seeing an animation. You save a hook and prevent pallet/flashlight/sabo saves/DS but in the end it's mostly just an animation.

  • Dead Hard for distance is annoying especially when used on long-loops like Ironworks Window, the silo thing on one of the farm maps, etc.


    But something that especially annoys me is how it can be used to dead-hard THROUGH trapper's traps. Absolutely infuriating when you trap a long-loop and the survivor dead hard's over it, meaning as Trapper you're getting your leg caught if you want to pass without picking up and replacing the trap. So either way a ton of time is wasted.


    I'm curious if it would be any better if it simply gave you endurance for the duration (Slightly longer than currently by like a second and a half, or 2 seconds) with no "Dash". (Being hit would inflict deep wound) AFAIK currently Dead Hard works by both giving you a short burst of speed and also completely deactivating your hitbox for the duration.

  • I saw an idea somewhere where a hatch escape counts as a sacrifice for the killer, but an escape for the survivor.


    Would mean less encouragement to slug for a 4K (people might still do it anyway) and killers could give hatch without worrying about pips/emblems. Key escapes would also be less punishing for the killer.


    For the survivor, hatch still counts as an escape like it normally does. It's just the killer isn't dinged for it.

  • Not a bug. Intended behavior.


    EDIT: Maybe it is a bug. It's been like that for as long as I remember. I thought it was brought up in a patch note at one point (As in, it was changed to be like this.) but I'm not certain.


    It does make the perk a little weaker though. Since if letting go mid-overcharge-skill-check blew up the generator, it would be a good way to punish gen-tappers.

  • My only complaint about Sabo is survivors can sabo hooks with just saboteur faster than the hit cooldown.


    Like you can hit them mid-sabo, and during the animation, they can sabo and break the hook. Basically if they make it to the hook before you do, that hook is going down.

  • I remember the old days when if a killer facecamped (as in literal "pressed up against the hook in yo' face" facecamping) it would block the unhook prompt, meaning the survivor was 100% doomed to die. Like, you could hook the survivor, facecamp, AFK and make a sandwich, (survivors physically couldn't unhook the survivor, since you could only unhook from the front back then) come back just in time for the survivor to die, go down and hook someone else, facecamp, AFK while you enjoy your sandwich, come back in time for the survivor to die, etc.


    IMHO facecamping (outside of certain circumstances like after all 5 generators are complete) is poor sportsmanship when done from the beginning of the match, but it shouldn't be bannable. Usually if the killer is facecamping from the beginning he's going to get bad emblem score (I once facecamped 3 people to death and depipped) if they care about their ranking, and very little bloodpoints since they're not getting in many chases and hitting survivors to down them only once.

  • I'm ok with Lightburn but I do think they should either A: Bring back/rework/upgrade an addon by having it provide lightburn resistance/immunity, or B: buff Lightborn by adding lightburn immunity to it.


    Lightburn can be annoying on Wraith since it can cause weird syncing issues. I haven't tested it recently but I remember Wraith used to not uncloak when lightburnt when dedicated servers came out, which can cause you to be lightburned again when trying to uncloak, trapping you in an endless cycle of being lightburned over and over again.


    Maybe it should just be changed to be a heavy slowdown when being lightburned. Not a stun but you just slow down and you can still uncloak manually during it.

  • It used to actually. Then it was removed because Pig can't have nice things. It doesn't affect snapping out of it either anymore.

  • IMHO BBQ + Pop is only borderline overpowered on Freddy since he can hook, see what gens are being worked on with BBQ, teleport to the gen to scare the survivor off, and kick it with Pop.


    BBQ and Pop is still strong on other killers, especially Hillbilly on open maps allowing him to rapidly close the distance to gens via chainsaw.

  • @Moundshroud said:

    So, I've read the changes and all the replies here. I'm afraid I have TWO unpopular opinions, so I won't make the DEV happy or most of you. It goes as follows:

    1. I'm not enthusiastic about the Trickster. I think he is boring, one-dimensional and encourages one type of play.
    2. I don't think he is near as weak as the rest of you do. I played him and didn't have that experience.

    A lot of it depends on mindset, i.e. how you approached playing with him. Most people threw a lot of knives, and I mean a LOT of knives and only used the baseball bat as a second choice. I found this application underwhelming too. However, when I swapped the order, i.e. making my first attack with the baseball bat and then ran down the now injured Survivor with knives, the Trickster became a lot more potent.

    By in large his knives do one thing well; they make looping him impossible. He is perfectly happy to follow you around any terrain (which might normally be safe) and bleed the Survivor out. In fact, most classic loops end in one third the time (often half) if you do a basic melee attack and then switch over to the blades. Play him like a classic M1 Killer and land that first hit. The Survivor takes off with the speed boost granted by the injury and then you launch after them and immediately start chucking blades. This totally overcomes the distance between you and the target, and starts wearing them down. It only takes eight hits.

    I know this is kind of boring way to approach it but the Trickster is, by in large, boring. That doesn't mean he isn't effective, nor is he going to be anywhere NEAR the bottom of the barrel. People will quickly unlock all his Perks and start playing him with their own favorite other Perks, like say Play With Your Food (which I found devastating on him). I don't like being negative, nor in this case a double negative, but I suspect some of the concern about his ability to down Survivors has more to do with "how" people were playing him rather than who they COULD have been playing him. I can only speak for my own experiences, but I did not find him to be weak in the slightest.

    How does Play With Your Food work with Trickster? Does every knife thrown consume a token?

  • Pretty sure they work.

    On a side note, I want MORE "Collectible" survivor faces. Imagine bubba running around with Ace's face, including the sunglasses, or Nea's face.


    It's a fun little side-mission of sorts.

  • @Trashmaster said:

    While literally everyone claims thst the doctor rework was a noticeable buff, I would say it was a nerf.

    Play with your food used to be great on doc, but now using shock therapy takes a token even though it isn't even an attack.

    Madness used to be stronger though it was also harder to get it up. Static blast always puts too many survivors to madness 3, allowing them to just drop down to madness 1 in a few seconds.

    Well at least extending the shock range doesn't kill the charge speed, so that's cool I guess

    WHAT!? PWYF NOW USES STACKS ON DOCTOR SHOCKS?!


    ARE YOU FREAKING KIDDING ME!?!?!?


    FFS. I remember complaining about it when they changed it so plague's green vomit and clown's gas use stacks. Now Doctor's zaps too!?

  • @dspaceman20 said:

    I liked it better with multiple colors instead of one color. With only purple it's just bland and uninteresting.

    It's also more confusing to find my specific perks when there is only purple icons. when there was green I could find them more easily and I built up the memory to know that certain perks were green and therefore I wouldn't have to search through all the pages to find the perk I would head straight to the green section.

    I like them all one color. I know it's less visually appealing but it makes it MUCH easier to find perks I want since the perks are sorted alphabetically, and then by rarity. With the old system it was a pain to find a perk I wanted because I didn't know what rarity color it was.

  • @Kebek said:

    Both tombstones can be hard countered by lockers besides all the other things you can do againt them. Knowing how they actually work helps a lot to counter them.

    IMHO Judith's should be buffed to allow locker and ground mori's at the cost of even higher stalk requirements and removing his ability to lunge. Judith's and Tuft requires draining 3 and a half survivors completely and a heavy movement speed reduction. Seems stupid to have it countered so easily for 2 ultra rares and 70% of the match spent stalking survivors.


    I do think Tombstone Piece needs to be looked at though. Judith's Tombstone and Tuft is underpowered in my opinion.Tombstone Piece is better in every way considering you can reach EW3 pretty fast, especially if combo'd with J Myers Memorial and it has no speed reduction. This is a bit overpowered and frustrating if Myers drains the first survivor completely, 99's EW3 on the second, and pops it and insta-tombstones the third.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2016192#Comment_2016192

    Yeah, but it's really nice with madness T3.

    Even against really good players.

    The skill checks move places, become back to front, and are even harder to hit with unnerving. It also makes gens a pain.

    Again, you can swap thanat with huntress' lullaby, to ensure the skillchecks are the worst.

    Sadly Snap Out Of It no longer works with Unnerving and Huntress Lullaby after Elmo ran into a Doctor running this build on Gideon's Meat Plant.

  • I do find it annoying when I'm running a normal hex perk and Haunted Grounds to protect it. I have no idea which totem is my actual hex and often I end up protecting what turns out to be my Haunted Grounds.


    At the very least, I think Haunted Grounds should have a different aura color. Or maybe standing next to a hex totem and looking at it makes the respective perk icon blink as a notification of what totem I am next to.

  • I think BT is mostly fine as it is. It can be annoying though when it's triggered during endgame next to an open gate, but usually once the last generator is popped I tend to camp survivors and try to get the unhooker.


    Outside of EGC inflicting a borrowed time hit still makes the survivor have to spend time mending. It ONLY procs if the survivor is unhooked within the terror radius so you can still bypass it with Freddy, make your TR smaller via monitor and abuse, or camping with insidious if you really hate it that much.

  • On the discussion with Billy, I'd like to note for some weird, inexplicable reason, your controller sensitivity affects Billy's "Super-Steering" at the very start of a chainsaw dash. Even if you're on a mouse and keyboard and don't have a controller plugged in.


    I have no idea if it was ever patched, (have not tested it) but with it cranked to max you'd have normal sensitivity when playing normally, yet able to do practical greater than 180-degree turns during that "Super-Steer" window which allowed some insane curves and physics-defying maneuvers.


    I think the sensitivity thing is in fact unintended since controller sensitivity when using a mouse and keyboard should affect nothing. Now I'm curious if controller sensitivity affects anything else like Oni or Blight.

  • My suggestion is, as a bit of an ascended meme, the basement chest is indeed the "Killer's Chest" and the killer can open and search it for some kind of reward provided survivors don't beat the killer to it. Maybe a random addon rewarded post-trial, or a BP multiplier, etc.

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