Volfawott
Volfawott
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- Volfawott
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The Lunar lantern and the rose from divergence.
However come talk to me when Feng Min gets a proper tome then that would definitely change I need a Feng Min doll
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Killers.
Frank's mixtape and Stab wounds study - These two share the same problem instead of repeating myself I'll tackle them at the same time. They're relics of the past they were disgustingly strong with old legion's kit but with new Legion's kit it's just counterintuitive trying to make these work is actively throwing the game.
Amanda's letter- honestly this add-on isn't terrible I just feel like you lose more than you gain either increase the Aura reading range or add more of a benefit to the ambush and that's pretty much it.
Amanda's secret- This pretty much doesn't help. it's main advantage is just basically going to be helping you go after the people who just got the trap off which is a waste of time. It's a tunnel me hard add on and nothing else.
Hellshire Iron - honestly what were you guys thinking with this. Deathslinger is naturally small terror radius doesn't help this also coupled with the fact that it looks your camera makes seeing of a survivor.
Pyramid head I'm not naming a specific ultra-rare because both of them are terrible. The torment mechanic is not consistent enough to make seal of metatron useful especially when triggering its effects also gives a potential of removing torment from two different people.
As for obsidian goblet you do not have the freedom with your torment trails to make this add-on worthwhile
I'm also including the status effect trail of torment add-ons it is not consistent enough for it to be very rare worthy ( either include the punishment wave into these effects or at least let the punishment wave apply torment)
Leprose lichen- stop adding aura reading effects to conditional add-ons that lock the camera. This addon not only requires you to have people injured but also requires you to hope to god that you just happen to be facing the direction because you can't change your camera.
Red moss demo is a killer with way too many loud sound cues and global notifications this makes it incredibly easy to know when you need to be on guard if you want to go stealthy there are better people to do it with. First of all reduce the volume of the sound cues and maybe remove the global notification and then get rid of the unnecessary penalty to your recovery speed.
Fuming mixtape - now entering killer instinct no longer removes your aura reading ability this addon has gotten a lot better but it is still under a time to effect unlike Wraith who has the same add-on but can use it endlessly
Survivors
There's only really one thing I need to complain about odd bulb why is this still an ultra rare add-on I legitimately getting more you set of shining my spooky flashlight at the wall and hoping a killer won't kill me because of my wacky personality
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@MonsterInMyMind said:
I think its a very common complaint no one really likes these animations they're really bad and make the survivor feel slower.
I like them in a sense.
It's like a a nice shirt that's all wrinkled and in serious need ironing. Looks nice but it's stiff
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@Shirokinukatsukami said:
BHVR hates stealth. And make questionable design choices.
I would be fine with more stealth options but the problem is survivor holding the game hostage and not progressing objectives is still a problem.
I've one had a game reach a stand still after 5 mins because the survivors were just hiding this lasted 40 mins.
Yeah until that problem is fixed they need to be careful with how many tracking tool they limit will perks but once that happens I'm all for a massive buff to survivor stealth and their stealth perks
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@Terro said:
For the challenge? It doesn't really matter for the difficulty difference IMO since if ppl want every achievement they have to get through the killer adepts too.
I went through a flawed system so do you is a super entitled argument.
Nobody is asking for a free achievement how the vast difference in how much skill and effort required is stupid especially at higher ranks.
This is made worse when you consider this is just the flawed emblem system, before it came the killer adept achievements had a required more akin to the survivor one.
Get a 4k (simple and straightforward but still required skill)
It wasn't locked behind a flawed system that punishes you for doing too well
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As somebody said above the blood points weren't really the meant to be the benefit for doing the special objectives.
Like with the barbecue event, Chinese New Year event and the first Halloween light event it was mainly done to get the collectible event currency for cosmetics the bonus bloodpoints were pretty much just a bonus which is why they were never more significant than bloody party streamers or a cake.
Now the event currency currency is no longer a thing and the only thing that's left is the bloodpoints you definitely end up feeling lack of bonus. Especially if you're somebody who has an excess amount of cakes and bloody party streamers
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@DebunkedMonsters said:
Oh yeah, this floats around the internet a lot, all over this forum in particular. To say it's popular is an understatement.
Also for those wanting to know the original post on reddit is here: Going off of some of you guys' and previous design suggestions, here's a quick mockup of what I think would look even better than the currently planned HUD change : deadbydaylight (reddit.com)
https://forum.deadbydaylight.com/en/discussion/comment/1936726#Comment_1936726
The picture you're seeing rips the image from the Adept Meg achievement. It's official art.
Still looks bad
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@Withered8 said:
Autohaven bus is awful now but tbh can u rlly hate a survivor for abusing it when the game is almost unplayable for survivor now?
When Legion was first released and they were absolutely terrible and weak I never once thought that anyone who used the moon walk exploit was justified.
Being in a difficulty situation should never give you the right to abuse a flaw in game design. Essentially one that gives an unfair advantage and makes the game unplayable for the other side.
That goes for both killer and survivor
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@Shirokinukatsukami said:
Poor Legion I thought he was already on a diet he still can't get through.
Just before prom too
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@Iosefka said:
https://forum.deadbydaylight.com/en/discussion/comment/1936733#Comment_1936733
Hold on, you are probably pig main cuz of your pic. I don't care about her purple slowdown and jigsaw addons. Every pig using them in every match. Do you know crouching even disable borrowed time because of no Terror Radius ? Tired of saying this but pig is not weak lmao. Of course all killer mains defend pig
Pig is barely average.
1) Be aware of your surroundings.(Pan your camera around periodically you're not playing in first person don't act like you are)
2) Listen for sound cues. Amanda has very loud reverberating breathing and a metallic unsheathing when she leaves crouch
3) Plot multiple escape routes. You should do this for every killer but especially stealth ones as you have less warning so immediately knowing where to go helps. Do this before you mindlessly commit to gens
4) You don't have to do all the boxes. if you have done one or two before the trap activates work on gens until it starts.
5) You're not immune to being chased. Just because you have a trap even if it's active be mindful of the timer but don't run around like a headless chicken.
Pig is not a killer you turn your brain off against use your head or lose it.
If you want a super easy peasy option.
Spine chill - helps you know if she is coming and if a box is safe.
Iron Will - Her stealth can help her get the drop on you especially when she knows you're general location. Also the metal clanging of the trap can give you away so adding injured noises doesn't help
This perks help universally so you can add it to your build and benefit no matter what
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I like the design in the picture with the exception of Meg she looks out of place and awful overall just unappealing to look at
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1936648#Comment_1936648
So, it means we all have to be near each other if someone is downed. I usually think it's better to split up, but if I'm near someone downed, I would totally crush Victor if I have a chance to.
If you don't crush him he can jump on you or even get a mass slug going if enough people are injured
Kicking him stops snowballs
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@gendoss said:
Abusing glitches like that is bannable. You should have reported them if you didn't already.
Haven't yet.
The Jeff and Nea spammed party invites afterwards
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@Kebek said:
Breakable walls on Game actually seem really well placed.
Survivors can open metal doors next to them by doing gens for more escape routes and loop options.
Killers can chose to break the walls eariler to make patroling easier or can keep them up to trap survivors in a bad spot should they enter a room with just 1 exit due to the walls blocking the other.
I actually think breakable walls on the Game are the best placed ones we got from all the recent reworks.
You are one of the only people I know who likes them.
Not say your opinion is wrong just interesting viewpoint.
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@Chocolate_Cosmos said:
I noticed that too. It's a bit annoying suddenly get stuck in a room instead of just normaly run to pass to the next room like in previous version.
It's a pain.
I feel annoyed as a survivor and scummy as a killer when it happens in a chase
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@odra said:
https://forum.deadbydaylight.com/en/discussion/comment/1925790#Comment_1925790
no it's not healthier, people will do body blocking let say 2 survivor body blocking you indefinetly especially in endgame, you will lose your ds if someone heal you from dying to injured state I think this will fair and decrease tunneling a lot
They slug them.
They can see body with that insane time boost.
If you slug they're not in chase so timer goes down
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@odra said:
60s in chase already good, but what i want is actually if killer caught you beyond 60s and try to slug you, the timer will stop on slug, either killer eat ds / other survivor heals you and you lose your DS
You don't lose it someone else heals you.
Making it pause in chase is just healthier
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Dark souls 1, 2 and 3
I used be massively into thr pvp
Bow cleric being favourite build throughout the franchise except in dark souls 3 because you couldn't infuse bows
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@Iosefka said:
https://forum.deadbydaylight.com/en/discussion/comment/1925766#Comment_1925766
If you are in chase it doesn't matter. Honestly if you are able to do gens when killer doesn't chase you, you don't need DS anymore. However 60 second is really less.
Just make it pause in chase
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1925198#Comment_1925198
Its always "nice" to see something like that. Survivors have gotten far more Nerfs than Killers. Not saying that they were not justified, but when comparing the raw Numbers, Survivors were nerfed a lot more.
It doesn't matter who's got any more nerfs.
What's the important thing is this game is heading into a more balanced state in it was in the past.
If that means you have to nerf one side 100 times and another side 20 times then so be it. I'm not denying who has had the most nerfs but the changes overall for both sides have been far more healthier for the game.
Once they tackle keys and Freddy and some of the other unhealthy killer addons we can actually get a game that's far more enjoyable
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1925114#Comment_1925114
I've gotten nothing to do so I'll bite. Why wouldn't they?
Ya got spun.
Nah I love ya
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@Kolossoni said:
https://forum.deadbydaylight.com/en/discussion/comment/1924133#Comment_1924133
REALLY?!
Dayum. Dwight looks bloody young then.
I always thought Tapp was in his mid to late 40's.
Dwight was out of school in between jobs for a few years before being taken by the Entity.
Also Tapp is in his early to mid 50s
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@Kolossoni said:
https://forum.deadbydaylight.com/en/discussion/comment/1924112#Comment_1924112
I thought of putting Tapp in Average, but his older age kind of prevented me...
I'm pretty sure Dwight is older than David if age is a factor
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@KateDunson said:
The game will be a tunneling fest, so yeah, the salt will be increased and tons of players especially casual will drop the game. Me personally I don't care, i play survivor only for challenges and dailys
The change will not affect people who are actually being tunnel it will work just how it always works however if you are working on a generator and progressing the objectives you cannot justifiably expect the killer to ignore you.
I legitimately don't get how people can see something that stop survivors from choosing the perk as it's gonna leads to more tunnelling.
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@Aven_Fallen said:
It is not an actual anti-tunneling Perk, since you can still get tunneled and just slugged or the timer runs out during the Chase. But it is not useless.
I'd be fine if they made not go down in a chase and let it activate twice (if you hit or miss it you can use it again the next time you're unhooked)
They removed it's biggest problematic trait which was the abuse of the 60 immunity to being picked up to cheese objectives and saves now that's gone make it full anti tunnel
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Haunted grounds and MYC are 60 seconds
Devour hope and Noed are up until they get cleansed in some case that's less than 15 seconds
DG is 45 seconds
Iron Maiden is 10 seconds (soon to be 30 I think)
Ghostface and Myers depends on add-ons
The twins add-on only give 12 sec ( I remember correctly) and it's conditional
Deathslinger's add-on sucks and is super conditional
Perk wise the only indefinite on you can do anything about it rancor and it's it needs the last gen to be complete you can't just go immersed until gates are open
Huntress and Clown are the only problematic ones
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1922605#Comment_1922605
I'd pause it on down only. The only problem with pausing it in chase is survivors can use it to run around the killer with flash lights, keys, wait for pallet saves, use Sabo, SWF monitoring, etc.
Then that survivor is not working on generators. They would have to initiate the chase to pause the timer anyway so what's there following me around there being absolutely useless.
Then all you would have to do with slug them congratulations they basically wasted their own time I'm and lost decisive strike whilst making no progression towards generators
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@Marigoria said:
Yea, as a solo survivor I'm also worried about them being useless for a full minute and them not wanting to heal me.
Seems like we'll be seeing a lot more self care in games, just what we really needed....
It's sad but that's the problem with solo survivor
You can never control just how bad your teammates are going to be. This is why I've always considered actually buffing solo survivor to be next to impossible even with something like base kindred there no guarantee that people are actually going to come and save you.
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My problem isn't necessarily the grabs my problem is that you shouldn't be able to progress the objective and still have decisive strike as an option.
If you are comfortable enough to be progressing the objective you are not being tunneled if you change it for grabs any smart survivor it's just going to let go of the gen and let you down them at that point it could use unbreakable or just wait for the pickup.
Honestly I think what was showed on stream is the healthiest way to change it as I said in previous posts add some extra cushioning for actual tunnel situations (causing the timer when in chase and allowing it to activate twice whether you hit it or missed once per unhook) after that it should be all good
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Honestly let decisive strike activate twice so even if you use it or miss it if you get tunnel again after being hooked you could use it and pause it in chases.
This should basically make it fair for killers and survivors.
It becomes fully anti tunnel however you can't progress the objectives and still keep it at the same time.
It also means if a survivor is being hardcore tunneled if they can outrun the killer for longer than a minute they don't have to worry about losing the decisive.
I'd say keep slugging the same as you could still use it as a pressure tool but with the two other things mentioned above the perk should be overall more healthy for both sides
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@TMCalypso said:
The changes to DS don't really affect the combo all that much. You still get that minute of invincibility on the ground, meaning either the killer can't touch you that entire time or just eats the DS.
Question though, if you pick yourself up with Unbreakable or Soul Guard does it count as healing and deactivate DS?
They said healing with a perk doesn't count for removing decisive so since you could use inner strength and still keep it it's safe to assume you could use unbreakable or soul guard
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@Sluzzy said:
You lose it for being useful in the game. Only in DBD is that called a perk.
Blame the people who abused it
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If the killer was on you and chasing you immediately the second you got off hook nothing has changed.
Decisive strike will work the same way it always has.
However if you're one of those people who abused decisive strike to pop generators in the killer's face or go for really stupid save that you should have been punished it's not going to work anymore.
If you're so desperate to keep your decisive strike that you will legitimately plan on not doing anything for an entire minute then you make the Claudettes who self-care in a corner when there's a sloppy butcher look valuable
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@HuDawg said:
https://forum.deadbydaylight.com/en/discussion/comment/1922434#Comment_1922434
Seems to me they are promoting tunneling rather than make it a true anti tunneling perk again i haven't used it many times because i only have it on laurie and david king
How does it promote tunnelling if you're immediately being chased off Hook and being tunneled decisive strike will still be there to protect you however if you're actively progressing the objective you're not being a tunneled that stage so you don't need tunnel protection.
Honestly I'm fine with them allowing you to use it twice hell I'm fine with them doing both that and pausing the time in a chase as long as you can't cheese the perk by working on a gen in my face I'm good
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Lorewise none but if you want to talk whose hypothetically the most likely
Honestly I'm surprised plague is showing up as much as she is. Considering she's completely devoted and considers The Entity her god there is no reason she has to be merciful to anybody and defy what The Entity wants.
Doctor, Freddy, Ghostface, Clown are are way too sadistic to even think about letting you go hell be glad they work for The Entity so they don't drag your death out.
Michael or PH yeah not going to happen.
Hag, Huntress and blight are probably too far gone
Legion most likely won't let you go (that goes for all four yes even Susie)
Deathslinger, Billy and Spirit are to wrapped up in misdirected hatred so no.
Bubba is too afraid of the Entity.
Charlotte won't especially if you hurt or threatened Victor
So that leaves Trapper, Wraith, Nurse.
Trapper might let you live however not out of any humanity but more out of a sense of defiance against The Entity.
Nurse especially looking at her mori is probably the only killer that still clings to a shred of humanity if anybody felt the too bad to kill you it would most likely be her.
Wraith to me as unknown I feel like a lot of people tend to see him as more innocent and merciful than he actually is however I don't really see any reason for him to be completely stuck in the entity's ways so it's on the fence for me
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@unluckycombo said:
https://forum.deadbydaylight.com/en/discussion/comment/1917738#Comment_1917738
It was weird. Sometimes it would cut through undetectable (Like with Freddy in Dream State for constant wallhacks) but most of the time it wouldn't from my experience. It would just show T1 Myers, Stealth GF, Wraith, and Pig your location and tell you, as the Survivor, that it was a stealth killer as you didn't see an aura.
With that being said though, not quite sure why Demo is on this list, as he has really loud everything.
Freddy's dream world gives you oblivious not undetectable
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@[Deleted User] said:
I like OoO.
I also like DS, but am unsure what they mean by "Healing". Will it deactivate if your teammate begins to heal you? Or only if you heal another person? Or if you get Healed?
Hopefully it means if the person with decisive strike start healing other people it deactivates not the other way round
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https://youtu.be/qIMAMi1Uo9Umoral of the story: Run spine chill or better yet leave instead of being toxic
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1913388#Comment_1913388
You are right in that chasing someone with a Trap on does not necessarily constitute tunneling and that a Trapped Survivor should not be free to do whatever they want without worry, but OP's idea still does actively promote tunneling someone with a Trap on.
My point was less agreeing with OP more saying doing the exact opposite is equally as bad especially when you use the chase people with traps equal tunneling arguement.
In all honesty I don't have a issue with Amanda's RBTs if Amanda gets any tweaks it should be more focused on her ambush making it feel as smooth as possible.
Other than that she is just in desperate need of an add-on pass
Things like interlocking razors, rule set no 2 and Amanda's secret need a change/rework.
Amanda's letter could be buffed so the pros of the ultra rare aren't completely outweighed by the cons
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@CakeDuty said:
- "Each time a survivor is hooked with an active trap, they will have to search an extra jigsaw box."
Traps shouldn't encourage tunneling. I'd rather do it opposite, if a survivor with an active helmet gets hooked, then they have to search a box less. Discourages tunneling and gives the survivor a chance, if they get tunneled.
- "If a survivor has a trap placed on them after all generators have been finished, they will have to search 3 boxes to get their trap off and they can't leave the trail through the exit gates with an active or inactive trap, if they do they will automatically be sacrificed"
Also feels a tad too strong, I'd reduce it to 1 box. Traps are meant to delay the midgame and not grant kills during endgame.
Going after someone with a trap doesn't mean tunneling.
I've always hated that line of thinking. You having a trap on doesn't make you immune to being chased nor does it automatically mean you're being tunneling.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1913363#Comment_1913363
I thought of that as an option but none would run it because bt would be better because the unhooker stays healthy so they can take a hit allowing 2 health states instead of 1
It would help against people who can hide their terror radius, have a super low one or map mobility Killers like Billy and blight who can are get to the hook immediately when terror radius range.
Also huntress snipes and Freddy
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It wouldn't but I'd prefer damage transfer.
If person who was unhooked gets hit within 20 seconds damage is transferred to the rescuer instead.
Stops tunneling but actually punishes stupid and reckless saves as if you're injured and farm you get downed instead if the killer hit the farm victim
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/1909465#Comment_1909465
You misunderstood me. Slugging is fine, what I said the problem is when people sweat their butt off to have 4k and slug the end game for ages just to have all the 4 survivor, when they have obviously won already.
If the killer is desperate for a 4K I can't really blame them especially when the game actively encourages them to get it things like the emblem system and adept achievements especially at red ranks practically demand that you get a 4K.
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Well in my opinion the twins have a major problem They mean strength comes from how easily they can camp and tunnel that is the most optimal way to play them sadly.
If you don't play them like that they're pretty bad I hesitate in saying weak exactly I say that because you can still get results from them but that has nothing to do with The twins themselves anybody who's good at killer can get results with anybody.
You can actually play them in a very interesting and unique way using them to body block certain areas as they both have collision But even though that way is fun it is far from optimal and you'll most likely just end up losing more often than not.
Lastly The twins kind of came out in a very touchy period.
1) People were still irritated at the Halloween "event" ( From gameplay To lack of anything to earn and the controversial streamer codes)
Then we had the advent calendar "Event" Which to be honest the Christmas events have never been Much more than just aesthetic but still People were annoyed that they didn't get special items or Christmas themed Environments. ( Once again Streamer codes however it was handled for better this time even though at this stage they should probably just try to get twitch drops enabled as it's less hassle for both streamers and viewers)
3) The twins chapter was probably one of the most buggiest chapters to be released in a long time.
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/1906774#Comment_1906774
You can't be scared of death if you're already dead. ;)
But see people die around them should increase everyone else fear of dying.
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As Yamaoka said you're dealing with like 8 other platforms all having a big player base themselves but combined yeah it's very easy for them to completely overshadow the steam players base.
As an xbone player I rarely ever run into other xbone players.
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/1904923#Comment_1904923
You clearly haven't gone against any good blights if you think he's weak at killer shack. He completely shuts down the whole building with zero effort; watch scott jund's blight guide if you want to see how. I don't see the issue with open maps, he should do very well on those because of his high mobility? FOV is being changed too.
So can Nurse.
Or
A good pyramid head or Deathslinger
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It hasn't changed because it's a bad perk that at most probably get you only one kill if you're up against a competent team of survivors.
1. It's useless for about 95% of the game potentially 100-percent of the game if you handle everything before the gates are powered.
2) it can be destroyed after it comes into play hell it can be deactivated before I'd even comes into play if you close all the dull totems.
3) it's biggest counter besides doing bone is just leaving
When it comes to Noed I honestly don't really care about it. I haven't used it almost at all since endgame pig stop being a thing.
The reason it probably hasn't been changed because the spite the fact that people complain about it it's not really problematic. ( also a lot of the complaints come from people who don't want to do bones yet still want to complain about the Perk)
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Can you put an automatic kindred after a few secs. (I don't want to waste a perk slot because of hook camping)
- If you don't want to run a perk that helps counter camping you're clearly not as annoyed camping as you say you are.
- If I consider something problematic and it has a counter which I refuse to use it clearly isn't as problematic as it could be.
More blood point loss because they always break even or pip up
- They should break even or pip up unless you or your teammates feed the camping
Stop the bleeding out while they face camp.
- You're not the first to suggest this trust me you won't be the last. It's been tried already survivors abused it.
Trapper traps cant put all of his traps in one area.( around the hook )
- Yeah nerf Trapper isn't a good idea ever
If I do get hook camped I don't loose progression or blood points.
- First you don't lose bloodpoints unless you disconnect if you did that's on you
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@noctis129 said:
Stridor is not fun to play against. It also rewards weak players. Killers need to play based on skill, not based on perks or add ons.
If ur using spirit w stridor, it's basically a free win. Even new killers can get a 4k.
Stridor is so OP, it needs to be nerfed.
Kek so is Iron Will get nerfed too