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Volfawott

Volfawott

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  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/820664#Comment_820664

    I mean, the point was always that the Survivor will know that the Killer has Rancor and can adapt. But with Undetectable, this is not the case.

    (Also Kindred should not lose the Aura Read because of Undetectable, just as an addition)

    Then you have a very inconsistently format of what undetectable does.

    At which stage people will say if rancor and kindred allow you to see aura why can't x or y perk.

    This is why they changed all secondary attacks. Things like a pig's ambush were procing perks whilst other things like huntress hatchets weren't.

    You can't have consistency and then take consistency away whenever you so please.

  • Well that's because people don't use it to give advice.

    It's typically just a ego stroker.

    It doesn't matter what game someone tells you to get good at

    Dark Souls

    Warframe

    Smite

    Nine times out of ten that person's just showboating that they won or they're trying to discredit the fact that they lost by nitpicking anything in your performance. " I see nitpicking but that's too generous as they don't really give you any constructive criticism that you did wrong"

    In terms of dead by daylight killer typically throughout the words camping tunneling and so on because at this point they have just basically become buzzwords. Hence why if you ask them to explain explain how you tunneled or camped he will either give you vague nonsense about how you should know what you did or they'll describe something that's not tunneling or camping in the slightest

  • You should keep in mind that if you don't get the nurses blight cosmetic with this Rift it's probably not going to be available until next year.

    Devs stated their goal is to have the cosmetic outfits on the Rift appear in the store roughly six months after the Rift closes however any seasonal or event items will be locked until the next time the season or event rolls around

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/820495#Comment_820495

    Not if the Killer has a Stealth-ability. I vsed a Ghostface yesterday (no Healing-Build) who had Rancor, I did not know until the end that he had Rancor, so I was pretty surprised when I got morid by him.

    So not really sure if Undetectable should block the Aura Read of Rancor.

    If you do that the undetectable status kind of loses consistency.

    If some auras work then how come others can't. Then that is something that's going to be debated on by both sides.

  • Survivor:

    No mither - 100% Grant reduction and give it a blood type multiplier

    Déjà vu- give the survivor a bonus full working on or completing one of the highlighted gens

    Small games- give it a total counter just like thrill of the hunt.

    Stake out: increase or remove the token limit

    Technician: reduce the sounds of the generator itself as well as your repair sounds this effect will persist as long as you are touching the generator or until someone without technician touches it.

    Wake up: increase the value to 35% also you are cleansed of all status conditions what's the last generator pops. Any status condition that is globally affecting survivors or status conditions that are permanently locked will not be removed. For example no one escapes death or devour hope and the Pig's status condition add-ons as long as you have a bear trap still on.

    Solidarity: conversion rate increased to to 65% and Med kits Now work with solidarity

    Lithe: speed Boost now given when using a fast action to escape locker head on however will take priority.

    Resilience and this isn't happening: resilience and the effects of this isn't happening on our combined into one perk and will be under resilience

    This isn't happening: when injured and in The Killers terror radius you no longer leave blood stains

    Fixated: uninjured requirement removed



    Killer

    Furtive chase- remove the in chase requirement or the Obsession dying penalty in fact remove both it's pointless. Also if you're going to keep the in Chase requirement remove the token limit

    Monstrous shrine: upon being unhooked or unhooking themselves survivors hooked in the basement are inflicted with a severe action speed penalty for 90 seconds

    Thrill of the hunt- this is no longer a hex perk I have no clue why the perk designed to protect hex perks is a hex perks itself.

    Huntress lullaby- does not give a notification of it's presence also now affects every skill check this includes jigsaw boxes and any other power related to go checks.

    Surge: is applied when the survivor goes down basic attacks or not required.

    Thrilling tremors Cool down is now 40 seconds instead of a minute

    Mindbreaker: survivors now suffer with the oblivious status instead of exhaustion effect persists for for 10 seconds after the gen goes above 50% or the survivor stop touching it.


    Hunting grounds: the second totem will persist even after the first one is cleansed if the second one is cleansed it will apply the same effect.

    Iron Maiden: exposed effect increased to 30 seconds

    Discordance: just reverse the bloody tier numbers. 12/10/8 instead of 8/10/12

    Overcharge: applies extra regression overtime

    Play with your food: tokens are lost upon successful offensive actions simply using an offence to the action will not lose you a token unless it hits

  • The killer has to wait until the last generator pops to even use it.


    Also unless it's a stealth killer currently in stealth mode you get full aura reading each time and generator is popped to help you avoid going to the Killer.

    So you should technically know by the time the first two generators pop that the killer has rancor.

    Once the last generator pops use The Killers aura to determine where they are probably going to head then go stealth and wait until an exit Gate has been opened.


    If you're in mid chase when the last generator pops then that's just unlucky for you

  • The only time I've ever seen someone use the fun is subjective argument is when people state this certain way of playing isn't fun.

  • @hiC said:

    This comment is in every single thread right now. We all know that fun is subjective. Nobody is suggesting to balance the game around fun. It’s a useless comment that needs to go away.

    If the game is balanced, it will be fun. If the game can be more balanced, it will be more fun for more people. Fun is a result of balancing the game, not a metric to balance around.

    The only time I've ever seen someone use the fun is subjective argument is when people state this certain way of playing isn't fun

  • @brokedownpalace said:

    Most battlepasses gate challenges into every week or two. The difference is they also give you new daily challenges to work on the pass too.

    I beat the first tome in 2 days so now I get to sit for 12 until the next one unlocks. I bought the battlepass because I thought it would give me more reasons to play. It does, for 2 days at a time. Pretty disappointing.

    See I really don't know why they don't do that even if it's just one fragment per day that you can earn with the daily challenges it would keep engagement high and it would also make it a lot easier for casual players to complete the Rift without An insane amount of grinding

  • Flashlight clicking - I personally find it extremely annoying.

    Haddonfield - especially if they have balanced landing less because of a speed Boost more because of the stagger reduction.

    Unnecessary camping- I get there are situations where you need to for example endgame or if survivors are crowding around the hook. However if there are 5 gens left and I'm the first person you down and you decide to camp me that's kind of ######### moment especially if you have a build that's not tailored to take camping. BBQ and chilli, make your choice, devour hope.

    Hell if you're going to unnecessarily camp me the least put on a build that suited to camping


    Spirit- mainly a spirit with prayer beads or Strider outside of that I don't mind too much.

    Unnecessary nerf- if something gets nerf without another solution at least being tried is very irritating. Rip endgame piggy

    Overboard nerfs- if nerfing or reworking is the only solution I'm not too fond when it goes overboard looking Legion and to a lesser extent brand new parts.

    Useless add-ons- add-ons that are typically useless on not my favourite. Odd bulb, Franks mixtape, stab wounds study, Amanda's secret and many more but that go in its own separate post.

    Useless perks- basically the same thing for useless add-ons. Furtive chase, monstrous shrine, No One Left Behind

    Defensive strike- this anti tunneling perk or should I say this don't touch me for a minute perk can be very annoying if you're not tunneling.

    First hook moris- I personally find it a bit tackless also if you do this as a killer you're basically screwing over not only your blood points but your emblems it's much more efficient to just mori them on death hook.

    Keys- can end a match prematurely which is a real pain in the ass especially considering there's a possibility the killer could make a comeback.

    Toxic messages- technically not part of the game but still extremely annoying if you take the time out of your day to message me you can can't complain that you're not salty.

    People who farm you- I know you want your blood points but could you at least give me a chance to survive and let someone else save me because I don't blame the killer if they suddenly decide to switch to me.

    Looping around the hook- for the love of God leave the hook if the killer is on you. When you loop around it you make it very easy for the killer to prevent any saves or go after the somebody if they do get saved.


    Survivors blaming Killers- please stop blaming me because your teammates are potatoes. Also any survivor who claims me taking advantage of their teammates mistakes is unfun to them when they fully take advantage of that annoying af compactor in cold wind farms, you rightly deserve to get decked in the face.


    Disconnecting- I really don't like anybody who does this. It's not fair to your team it's not fair to the killer and it's not fair to the survivors if you do it as a killer. Hell even if someone intentionally takes me to haddonfield I know they have balance landing I'll simply just stay afk in the basement you guys could do whatever the heck you want.


    Extreme tunneling: I don't have a problem with tunneling in general. If someone farms me that's on that person I don't expect the killer to show me any mercy however as a killer if you go out of your way to try to just pick me out, meaning I get unhooked and you spend a good 5-minutes trying to look for me whilst you're getting gen rushed then I really can't justify that that's just stupidity.


    Sandbagging- I'm not fond of sellout or sandbaggers if you actively try to do that I will will just go after you and camp you. the only time I ever let someone selling out somebody slide it's for the next category.


    Hatch campers- I use this is an umbrella term to refer to anybody who just doesn't do any work and wait for their teammate to die. Listen Meg there is only one gen left and the only person touching a gen let alone even looking at it was Feng Min. Yeah I hate these people as a survivor and I hate these people is a killer. If you're one of these types of people and your teammate sells you out for it gladly take it.


    Potato teammates: these guys might not be as bad as sandbaggers but oh are they annoying.


    Finally the last one chasing a survival who I've just recently unhooked even though it's pretty evident that the killer is on the other side of the map and I could just heal them by hook. Bonus points if I have we'll make it.

    Double bonus points if the time it took the survivor to run around the killer finished with whatever the hell they were doing and comes back and finds us and of course I'm to blame because I tried to heal their dumbasses.

    Ps: whilst not exactly related any survivor who takes it upon themselves to heal themselves whether it be with self-care or inner strength when I'm literally right there. Why take longer with self care or waste your medkit or inner strength when I could heal you

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/102509/furtive-chase-buff-idea-no-terror-radius-in-chase

    The problem with furtive chase is that it has a conditional requirement attached to a conditional effect with a conditional downside.

    Conditional requirement: hooking The Obsession multiple times for the best result.

    Condition effect: reduced terror radius in Chase.

    Conditional Downside: if the obsession dies you lose everything.

    One or two of these things would be alright but all of them at once makes the Perk downright worthless.

    A similar problem occurred with old surveillance.

    The perk had condition requirement: you kicking a generator to make it progress

    However it came packaged with two conditional restrictions:

    It was limited to 3 generators

    Also it was limited to 16 seconds

    This made the perk utterly worthless because they was just too many conditions wrapped around it.

    When it comes to furtive chase

    This makes the perk absolutely terrible as you have no control over who will become your obsession. So unless you go out of your way only hooking the obsession there's no way to guarantee that you might accidentally kill someone who becomes The Obsession.

    If you want furtive chase to become a better perk you would have to some of these conditional elements.

    Either remove the chase requirement or remove the downside with your obsession dying. Preferably both

    Ps. I completely forgot that the perk is only limited to getting 4 tokens. Meaning that the Perk is even more conditional than I initially talked about.

    Also worst case scenario unlike dying light which actually saves your tokens in the event of The Obsession dying, furtive chase does not meaning if you managed to get a new obsession with decisive strike you have to restart the entire process again

  • @Snapshot said:

    So just increase the terror radius reduction to 8 meters per token. That would give the Perk a new chance, don't you think?

    The problem with furtive chase is that it has a conditional requirement attached to a conditional effect with a conditional downside.

    Conditional requirement: hooking The Obsession multiple times for the best result.

    Condition effect: reduced terror radius in Chase.

    Conditional Downside: if the obsession dies you lose everything.

    One or two of these things would be alright but all of them at once makes the Perk downright worthless.

    A similar problem occurred with old surveillance.

    The perk had condition requirement: you kicking a generator to make it progress

    However it came packaged with two conditional restrictions:

    It was limited to 3 generators

    Also it was limited to 16 seconds

    This made the perk utterly worthless because they was just too many conditions wrapped around it.

    When it comes to furtive chase

    This makes the perk absolutely terrible as you have no control over who will become your obsession. So unless you go out of your way only hooking the obsession there's no way to guarantee that you might accidentally kill someone who becomes The Obsession.

    If you want furtive chase to become a better perk you would have to some of these conditional elements.

    Either remove the chase requirement or remove the downside with your obsession dying. Preferably both

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/819365#Comment_819365

    If you're talking about the Brazil Feng shorts, those were found in files but they were never released to anyone. Not even those at the con. I really do want golden Feng though.

    Fair I heard they were convention base that's my bad.

    But I would still like golden feng and if they do release the Brazilian shorts then I would love that too.

    Min and Amanda are currently the only characters that I have every cosmetic for (not counting the ones mentioned above) I would have added Legion to the list but I don't care enough about Frank or Julie to get their colour variations but I do have Frank and Julie's other cosmetics

  • The game is not really popular as intended so I doubt we're going to get it.

    This highlights the main problem I had when it was first announced as an exclusive despite the fact they promise no more exclusives. It was reliant on whether or not a game was successful for a potential chance of console players getting it.

    I don't play Meg or Trapper so it's really no loss to me but for console players who do main those characters I can see why it's a major annoyance. Especially considering I already know how it feels to have a cosmetic locked behind a platform and an event that you had no chance of being part of.

    *Cries in golden Feng and BrazilCon Feng*


    There might be a chance they might bring back some of these exclusives but it's very unlikely.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/817724#Comment_817724

    I can explain why i think that billy is not perfectly balanced. When survivors play perfectly and billy plays perfectly, the suvivors win.

    Not saying billy is weak, he can be really strong under the right circumstances, but he needs something. An example for a billy buff would be a second momentum, where he could curve with his chainsaw one second after releasing it. Extremely difficult to learn and use, but a buff to the strongest billy players.

    I specifically talked about old BASE nurse. Her addons where broken and had no counterplay. Her BASE had good counterplay.

    What i'm trying to say is: You can extend the skill ceiling of a character without making them feel oppressive against all ranks.

    If you want to to expand a skill ceiling of a character you would have to fundamentally change a lot of the characters based kit.

    Wraith

    Legion

    Clown

    Have very low skill ceilings you would have to completely rework their power to give them a higher one.

  • Legion literally have the most detailed face design out of all the masked killers. It would be a massive insult to all that design work to not give them a maskless cosmetic.

    I'd also love one for Amanda so Devs and Saw licence holders get on that.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/817945#Comment_817945

    How do you tell them not to wiggle? I'm asking cause a friend of mine moves his head saying no as a "you're not gonna live" threat

    I'm on xbone so I can just message them directly

  • This is why I usually don't show mercy.

    if I do for example wanting to give hatch I'll typically down a survivor tell them not to wiggle and that secondly try to wiggle they're going on a hook

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/817100#Comment_817100

    Old base nurse is a perfect example of a perfectly balanced killer. Extremely high skill cap, but extremely difficult to learn and optimize. Able to face an optimal survivor in a FAIR matchup, if played optimal. Every killer should be like old base nurse in my opinion. You are basically saying killers shouldn't be buffed, because they would become too oppressive. Imagine killers being scary. Scary huh?

    Look at the one killer that was given these similar design philosophy thickness of countering survivor's defences. They became extremely impressive and had to be nerfing into the ground. This killer was even balanced out by giving them a power where you had to hit more than twice so they weren't completely steamrolling. That was old Legion.

    I love Legion they're literally my secondary main but even I can admit that upon release they were ridiculous and had no counterplay.

    Old nurse especially the specific add-ons was ridiculous and had very little counterplay.

    Spirit as she is now hence very little interactive elements of us can use so playing against feel unfun and oppressive.


    Get off your high horse stop immediately trying to assume what I'm saying or making straw man arguments.

    Break this down for you I never said killer cannot be buffed what I said was if you try to balance Killers around countering the most optimal tier of play it makes casually playing very oppressive.

    New nurse is still the most powerful killer in the game however she's a lot more balance and she can't create an oppressive environment for the survivors.

    However if you want to know what I consider something that most Killers trying to achieve when it comes to skill ceiling is Billy.

    A good Billy can be extremely dangerous but has more than enough counterplay that the survivors are playing optimally they still have a very good chance of living. This way it requires both parties to play their best to see which one gets out on top.

    But considering you're most likely not going to read this and instead jump to a wild conclusion and boil down what I said to a straw man.

    Let me at least leave you with this, stop whining that you not getting a discussion when you actually don't want to discuss with somebody but you just want your opinion to be heard over others

  • Normally I don't bite the bait but I'm bored so.

    1. If you needed an insane amount of pallets to win then you were a bad Survivor

    2. If you needed the pallet vacuum to avoid getting hit as a survivor you were a bad Survivor.

    3. Some parts were fundamentally broken had very little counterplay old ds, MoM, Old borrowed time, old sprint burst, and many more but let's not clog up this list but if you needed any of these perks to win you were a bad Survivor

    4) Brand new parts one not fun to go up against having 3 to 4 gens in 20 seconds was not fun. It kind of like the old Moris where the immediately once you got downed you were screwed and your fellow teammates what put in the practical loss situation very early. If you needed to rely on all the brand new parts to win that I think you could see the pattern.

    5) Insta heals weren't fun to go up against if you want a survivor equivalent imagine you getting a gen 99 only for the killer to kick it once so it immediately regressed back to zero. Why do you think Pop Goes the Weasel has a requirement because having a large amount of progression that you did taken away is an extremely unfun thing to do insta heals reset The Killers progression. Now say it with me class if you had to rely on insta heals to win you probably were a bad Survivor.


    On some level you have to ask yourself if a party keeps getting repeatedly nerfed maybe there are reasons behind it maybe it's because elements of that party were fundamentally broken. Despite what people like to think people crying because they lost is something that was and is very rarely the reason why stuff gets completely sledgehammer the only example I can actually think of is Freddy and sorry to burst your bubble with that example but that was us Killers who received it not you guys.

    Now before I leave off let's play a fun little game.

    I'm going to list off four nerfs that went overboard and could have had potentially different solution applied to them.

    1) Spies from The Shadows

    2) Legion

    3) Endgame Amanda

    4) Remember me

  • I don't think this is an unpopular opinion.

    For the most part if someone realises they're about to slip into another hook stage they wouldn't mind being farmed just to give them some extra time.

    What people have a massive problem with is if they've recently been hooked and they still got a good 30 seconds left and a random Meg comes sprint bursting in and yank them off hook before the killer can even walk 10 Steps Away.

    Honestly being formed as a last Resort to save you from slipping into a stage is a lot more preferable but being farmed for absolutely no reason other than meh bloodpoints is not

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/816939#Comment_816939

    So...you are thinking, that survivors should be the power role then? Because if that's the case we don't need to discuss further.

    You're not one that is used to having discussions are you.

    When did I ever say survivors should be the power role.


    The point I was trying to bring up if you'd bothered to actually read for 5 seconds rather than just typing. Is that you cannot effectively balance for communication and lack of mistakes because it's how the survivors play optimally.


    Because if you try to balance the killer around that they would have to ignore it for the most part and if you do that you're going to make the killer very oppressive to face against.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/816872#Comment_816872

    It would be an easy solution to bring solos near to swf, so the devs can balance for swf.

    Did you not hear what I said you cannot effectively balance a killer towards communication and lack of mistakes.

    If you do that you're out right punishing the survivors for playing optimally

  • @FriendlyGuy said:

    Kindred and Bond should be basekit really. It would be a huge QoL buff to solos.

    I'm fine with kindred but hell to bonds.

    A lot of people tend to forget why survive with friends is so powerful and it's simply because the communication reduces the amount of mistakes they make mistakes of vital for Killers to take advantage of to help them.

    Accidentally running pass a generator that has people working on it so they kill us which is targets or running pass the healing survival which allows the Killers to get easy down.

    Another example is multiple survivors going for a save and not currently working on a gen or survivors going for a save when the person on the hook has Deliverance.


    On paper this may not seem like much but in the grand scheme of things minor mistakes like this opens up time gaps to The Killers could use effectively.

    Effective communication or a reduction in mistakes is not something you could not just llsimple buff Killers to compensate for.

  • @PistolTimb said:

    No mither should let you heal up when the last gen is popped. That way you're rewarded for playing well despite being at a disadvantage. Would pair really well with adrenaline.

    I would agree however solo survivor has made me realise that there are a select group of people who will literally just do nothing and let their team do the work I don't feel like rewarding those people.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/816842#Comment_816842

    How do they do that? Two tiers for me is 10 to 12 hours.

    That is genuinely surprising it takes me about 6 hours to get two tiers if even then.

    Granted I've mostly play Killer so I'm normally in the match for The Long Haul.

    So roughly about two matches per fragment not counting overdraft which does significantly lower the number.

    From what I hear from my survivor main friends it's a little bit harder because if you get killed early it's more work you have to do.

  • @PigMainClaudette said:

    The biggest thing for me about No Mither is that it's meant to be an anti-slugging perk but it has only a downside, in reality. If you see that someone had No Mither as killer, you down them and immediately go to hook them. I don't think that there's any simple buff that they could give to make the perk at all viable.

    I mean it is the best anti slugging perk if you're running it you'll never going to get slugged.

    If the Killer does slug you for whatever reason they get punished

  • I have friends who are currently on level 45.

    They basically just set themselves a goal of two tiers per day

  • @Auron471 said:

    please press a button with "enter" printed on it.

    Example:

    Trapper: blah blah blah

    Pig: bluh bluh bluh

    Nurse bloh bloh bloh

    I really don't want to be rude but I gave up trying to read it after Amanda it was actively hurting my eyes.

  • @StarMoral said:

    https://forum.deadbydaylight.com/en/discussion/comment/816790#Comment_816790

    Honestly, the new hair may look a little homely, but the old hair used to bug out by flying all over the place, alerting the killer of your location because your split ends decided to take a trip to China and back.

    This killed me as much as I would love to have the old hair physics back because when I'm Min I do love her hair flopping around the same way I was upset when they took away her cardigan physics.

    But I can't tell you how many times have been able to pin down a Kate because I've seen her hair wildly going into several severe seizures like nobody's business

  • Even as a killer main I'll agree a lot of The Killers have very basic kits.

    Killers like Wraith, Legion and Clown have a very low skill ceiling.

    This is typically why they often do very badly in high ranks. Whilst the survivors improve and can become even more effective there's not much you could really do with these types of Killers.

  • @Rex_Huin said:

    https://forum.deadbydaylight.com/en/discussion/101559/rift-means-no-more-survivor-for-me

    I get what your saying OP. I was doing the open 5 chests one last night and I knew I was letting down the team as I was doing it. Was basically wondering around with plunders instinct when I could have done a gen or two. It can be the difference between winning and losing...

    The problem with the chest challenge is that people's competitive nature get in the way of completing the main objectives.

    I have to open all these chest before someone else does rather than let me just open some chests between objectives

  • @Whomst said:

    Ebony Memento Mori

    https://us.v-cdn.net/6030815/uploads/373/TBJ09KE4ICO0.png

    Grants the ability to kill a Survivor by your hand once all Survivors have been hooked at least once during the next trial.

    Ivory Memento Mori

    https://us.v-cdn.net/6030815/uploads/903/3KUEQOCCXI2X.png

    Grants the ability to kill one Survivor by your hand once they and another Survivor have been hooked during the next trial.

    If they're that prevalent you why don't you just lock the ebony mori to death Hook.

    Ivory mori and Cypress Mori kind of fine the way they are

  • @Nos37 said:

    @PolarBear

    My teammate's crouched in a corner near the hatch.

    Being stuck in a match where I know I've already lost, for several minutes more than is necessary, is the KILLER's problem? Good one.

    If the killer is wasting so much time on you and your teammate is still crouched by the Hatch doing nothing that's their own fault.

    As stated before they should be doing doing generators or something productive with their time.

  • The concept of the region was to show that anybody can be a killer and you wouldn't even know it.


    You have your preppy and popular Julie


    Shy and naive nerdy girl Susie


    Your impulsive and reckless Joey ( a lot of people's headcanon is that he fits into the jock stereotype)


    And then you have the generic dysfunctional bad boy in Frank

  • Honestly I have no problem this skin I went in expecting bright glowing body paint and masks and I got bright glowing body paint in masks.

    Also Legion is exactly what I call a stealth killer so Meg seeing me from across map doesn't really phase me

  • My top three and my mains

    1) Amanda

    2) Legion ( I don't play specific one I play them all interchangeably especially now that I got a Julie skin I actually like)

    3) Demi Logorgon


    Alternative killers

    4) Wraith

    5) Ghostface

    6) Hag

    7) Doctor

    8) Myers


    Others Killers

    9) Billy

    10) Huntress

    11) Freddy

    12) Trapper

    13) nurse ( would be higher but I'm a baby nurse)

    14) Clown


    Most hated Killers

    15) Bubba (sorry Groot)

    16) Plauge

    17) Spirit

  • @harry14141414 said:

    https://forum.deadbydaylight.com/en/discussion/comment/808928#Comment_808928

    did you know that when a survivor equips a key a killer can tell ??

    so he can either dodge the lobby or use franklin or whatever ..

    I dont understand how you find keys as OP and frustrating as a pink mori

    gg

    Yes but if I killer dodges a lobby the survivors complain about how it's annoying that they have to wait so long only to get dodged.

    If a killer breaks in Franklin's demise survivors will complain about hell it's spoiling the fun.


    We're damned if we do and damned if we don't

  • Until the day where thanatophobia effects include sacrificed or killed survivors. I'll consider it very weak unless you're running a killer who can consistently keep people injured like plague or Legion.

  • Either this is the juiciest bait in existence or you are just that woefully naive.


    Either way this thread is going to be pure entertainment to follow

  • The problem isn't with the number of hits you need to take the problem is with protection hits in general until they fix that it will always be a perk not worth running

  • @HatCreature said:

    I put this in bug reports and filed a ticket but no response. I am sure this is an error caused by the engine update earlier but if it's going to stay like this then I wasted my AC. The store clearly has him wearing greenish white skeleton body paint, and this is a Ghoul who drank Nuka-Cola Quantum.

    To be honest promotional art did show them glowing bright bluish white.

    Also most glow in the dark especially ones that all white or blue tend to come out as green when applied.

  • Honestly I started to phase it out completely.

    With how common it became most match especially at high ranks tend to fall into three categories


    1) Survivors realise they could just power through it and be more efficient than spending time searching for it. They'll just use it as great practice.

    2) They have memorized of where totem spawn meaning that they could essentially find it very quickly without the need for small games. When I play survivor especially on the game I could practically guarantee I can find most hex totems very quickly.

    3) Your totems gets spawned in a really terrible position to the point where the survivors actively have to try not to see it. Looking at you Asylum Totem

    Actually started using things like thrilling tremors, corrupt intervention, pop goes the weasel or surge.


    Their effects are a lot more guaranteed and all can't just be taken away within the first 15 seconds of a match.

  • Vanya Hargreeves as The White Violin

    But on a serious note

    I would like to see Jason his own game kind of crashed and burnt so hopefully we had to save him from the wreckage also we need the last member of slashstreet boys ( even though we have discount ghostface but we'll let it slide)

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/806366#Comment_806366

    To each their own, then. I personally see it as a buff.

    I got agree with @Luigifan64 here

    Well faster healing can be beneficial in a chase if you have a build a stacked for it.

    The ability to heal multiple times without having to waste a slot on self-care was far more valuable.

    The Old emergency medkit could get you to heals or about 4 with add-ons you could also use botany knowledge to boost the speed of that.

    The new emergency medication can get you about one or two heals really quickly which is fine if you want to do it when you're in a chase but outside of chases it's not all too valuable

  • @THEghostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/806274#Comment_806274

    I mean like you have the perk activated, not gaining charges for Mom to activate.

    Fair

    That could possibly be because deep wounds is considered its own health state

    I'm guessing MoM only applies if you're injured so considering deep wounds is a health state below injured it won't actually help you the same way MoM doesn't protect you against instadown healthy but it will if you're injured.

  • That's because that's because is kind of a mess when it comes to what it applies and what it doesn't.

    Works like a normal basic attack

    However doesn't work with exposed or MoM. I haven't tried to see if it would work with surge and I don't intend on trying

    Even before the nerf to MoM feral frenzy would never contribute to it. Hell for that reason any time I encountered an Ash I'd always make sure I hit them first with frenzy then attack them.

  • 20191103_072419.png 20191103_072451.png 20191103_072512.png 20191103_072541.png 20191103_072605.png 20191103_072622.png 20191103_072641.png 20191103_072700.png

    I'm a Xbone player so sorry for the crappy quality

  • Someone got their whole team killed in the basement and is a little salty about it.

  • @TAG said:

    Jigsaw's Annotated Plan:

    A disturbing, yet brilliant, Trap design laid down on paper and annotated by Jigsaw.

    • Increases available Jigsaw Boxes by 1.
    • Moderately increases the Reverse Bear Trap death timer.

    Tampred Timer:

    A timer that has been fiddled with. A spring in the mechanism forces the gears to turn faster.

    • Moderately reduces the Reverse Bear Trap death timer.

    Annotated Plan increases the death timer by 15 seconds. Tampered Timer reduces the death timer by 30 seconds.

    This is dumb. No good reason not to show the actual number changes instead of letting people think they change the timer by the same absolute value.

    20 seconds not 15

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