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Volfawott

Volfawott

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  • @Kabu said:

    This is possible with add ons but it most likely will never be a part of their base kit again. Survivors hated it.

    The problem is that add-on sucks eggs.

    Waste more time hitting them a second time and then initiating The Chase where you have to hit them a third time than you would if you had just got as close as possible and then cancelled Frenzy

  • Survivor seems to have different volumes when it comes to breathing and engine sounds.

    Males

    Ace and Tapp probably have the most quiet injured sounds.

    Jake and Quentin end up whining like tortured whales


    Females

    Honestly I think probably Kate had the quietest injured sound out of the females.

    Jane and Min you have to go out of your way not to hear them

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/736767#Comment_736767

    Okay then Noed needs to only trigger if all 5 totems remain when the last gen pops.

    It's a punishment for genrushing, and it should be a strictly anti genrushing perk

    That's the biggest false equivalency I have ever seen.

    Decisive strike is meant to be in anti tunneling perk however in its current state most people abuse it and use it like a you can't touch me for 60 seconds perk.

    If another person gets downed and hooked that means you aren't being tunneled.


    However you could still very easily gen rush killer and have two or more totems destroyed you really overestimate how long it takes for you to destroy a totem

  • @deadpooltedhoo3 said:

    If you get to hatch first but it hasn't opened yet and the killer gets there, they still get to close hatch before you can jump in.

    If the hatch hasn't opened yet then it's fair game.

    That's on you if you think in any way shape or form that the killer is going to get to that hatch before it opens leave the hatch.

    When people say whoever gets to the Hatch first they are implying when it's opened

  • I mean it's fine if they do that then my ass is not leaving the hook until I can pick them up they just screwing their friend over

  • It would be slightly just give the attention to a random person.

    in a similar way to what happens if a killer brings in an add-on that specifically affects your obsession without any obsession perks being in play

  • For killers

    You're not going anywhere

    When nodding whilst carrying a survivor their wiggle is permanently paused and any other survivor you hit is immediately put into the dying state.

    For Survivor

    Pew pew pew

    When clicking a killer you gain infinite battery and every time the flashlight beam touches the killer they are stunned

  • Frank Julie Susie and Joey would just typically dare each other to do things taking full advantage of the fact they're in the entity's realm probably annoying The Entity more than they should

  • Holy crap I did forget from what last I can remember as long as you manage to frenzy hit the survivor you would 1 token to MoM instead of 2.

    So I would just basically rank them as to an extent as in a similar vein to ghostface constantly waiting for your frenzy to come back if you are unable to get the hit off is extremely detrimental.

    I'll add it to the post

  • @December_1863 said:

    the only survivor perks that were exactly like noed were the old DS and the old MoM. those perks are gone now. all other survivor perks are fair and nothing like noed.

    Old MoM is nothing like no one escapes death if you're talking about a perk with fundamentally no counters for half roster compared to a perk that could be taken out of the game before it even has a chance to activate

    Here's a list of all the killers who had and no relative counters I will explain the to an extent later

    1) Trapper

    2) Wraith

    3) Hag

    4) Doctor

    5) Myers ( to an extent)

    6) Freddy

    7) Pig (to an extent)

    8) Clown

    9) Legion (to an extent)

    10) Ghostface (to an extent)

    11) Demi Logorgon (to an extent)


    Now all those who are listed under the to an extent level can in fact use their power to counter MoM however most of the time in situations it's not exactly reliable or the smartest thing to do to rely on the power to avoid the perk in fact focusing on the power too much can actively be more detrimental.

    In the case of Piggy and Demi Logorgon it's not always the best idea to use their alternate attacks and in some cases forcing it out would just be more detrimental until your ability to down the survivor then it would be positive.

    In the case of Myers and ghostface their ability to instadown can negate MoM however Michael can only tear up so much and ghostface if taken out of stealth is going to lose a lot of momentum if he just wait for his nightshroud come back so he can get the insta and hitting the survivor will automatically remove the progress he got.

    As for Legion in a similar vein to ghostface constantly waiting for your frenzy to come back if you are unable to get the hit off is extremely detrimental.


    Now this is a list of Killers who can on completely and reliably counter MoM

    1) Billy

    2) Bubba

    3) Huntress

    4) Plauge


    Now the two last Killers Are outliers whilst they can't counter MoM they typically in chases so quickly even with the MoM dead hard + wombo combo you won't put much of a dent in the momentum

    1) Nurse

    2) Spirit


    So out of the entire roster you have have 10 Killers who can either not counter it or the counter is very inconsistent

    4 Killers who can reliably counter it

    And 2 Killers who can't counter it but it's not really too much of an issue for them


    No MoM is not equivalent to no one escapes death do not have to play specific survivor to Noed and you don't need specific perks

  • @Usui said:

    Killers defending the baby perk but want to take away all of the good surivor perks like self care, adrenaline, decisive strike, MoM, etc, the list is neverending. I've even heard they want something done with iron will.. OMEGALUL.. ######### i love these threads so much

    MoM is a false equivalency it was fundamentally broken with absolutely no counter for the majority of the roster.

    Decisive strike even old decisive strike was annoying however you could at least juggle to counter it unlike MoM

    Honestly I've never had a problem with adrenaline in fact the only time I ever see people complain about it and ask for it to be nerfed is usually a response to people saying no one escapes death should be nerfed.


    Please can we stop acting MoM was in any way shape or form a fair perk it was more broken than old defensive strike and that's saying something say what you will about that perk at least it had a counter

  • @GuyNamedPubert said:

    https://forum.deadbydaylight.com/en/discussion/comment/739059#Comment_739059

    Survivors already get punished for doing gens as fast as possible. You don't get as many bloodpoints because you don't get points in other categories.

    The same could be said for camping but you still find people constantly demanding a punishment for camping.

    Before people get the pitchforks out I'm not saying camping for no reason is a good thing

  • If this happens people are just going to run and farm people off with no punishment and the likelihood is you going to be seeing a sharp increase of tunnelling.


    But this goes without saying if the killer is facecamping stop wasting your time trying to save the person on the hook do gen.

    If you want to throw yourself at the camping killer like suicidal lemmings that is your own prerogative

  • @Okapi said:

    https://forum.deadbydaylight.com/en/discussion/comment/738283#Comment_738283

    Just give Chucky is own unique hooks that are shorter. If the devs can manage to create unique objects and survivor animations for other killers (Pig trap boxes, Plague fountains, Demogorgon portals) they can create unique hooks.

    As for how he would carry downed survivors there's two options:

    1. He could use voodoo powers to levitate the survivors.
    2. Or he would grab a hold of their necks and press his knife against the neck and tell them to "keep walking."

    You forget that hooks are no longer attached to Killers they're attached to the map you would have to make several map variations of the hook just so Chucky can use them on each map


    1) You're really overestimating the voodoo powers that he actually has.

    2) how would other survivors impact this.


    Chucky would be a fun idea but he comes with many gameplay issues

    . Transporting the survivors when they're in the dying state

    . Hooking the survivors

    . How saves work against him for example flashlight saves and pallet saves.

    I am only bring this up because when people say they're tired of the discussion they tend to forget there's a reason that discussion constantly keeps popping up.

    Things like Amanda be able to lift David King and can easily be explained away by entity strength enhancement.

    A doll that was about half the size of little Andy can't be given the same allowance

  • I rather have someone killed themselves on first hook so I can at least get some points or I could at least get certain perk to be somewhat get tokens to them rather than them disconnecting because they got down first.

  • @JustAFeeling said:

    https://forum.deadbydaylight.com/en/discussion/comment/738279#Comment_738279

    I know and if they actually pull it off, it's going to look great and be fun, and scary. I don't care what people say if you see a knife wielding doll coming at you, you're probably going to wet your self.

    https://forum.deadbydaylight.com/en/discussion/comment/738283#Comment_738283

    I'm not going to argue game mechanics it's been done so many time's it's old,if you haven't caught the latest it's ok

    Of course it's getting old it's been brought up so many times because it's such a massive issue.

    That's like saying "Jesus why do you guys keep telling me to stop sticking my hand in a blender whilst it's on, you guys said so much it's getting old".

    As I said I'm not knocking the idea but if the discussion keeps getting brought up maybe it's because there's a fundamental issue with the concept

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/738758#Comment_738758

    Do you like situation like now when the only difference between survivors is size, voice, skin?

    If you give survivors advantages over other survivors you don't start to create a survivor meta.

    To the point where people only use specific survivors and not really go for other survivors because other survivors advantages might not be that useful.

    It would also mean if you put a lot of time and effort into a survivor let's see for example you currently main Kate but then you find out the advantage they give to Kate doesn't link in with your playstyle instead the advantage with Jane links better.

    Do you completely abandon all your progress with Kate and then switch to Jane someone you need to then do all the grind again with or do you stick with Kate and play a playstyle that she's not suited for.


    Survivor uniqueness works best when it's established from the beginning that means you could put your effort into the survivor that best align with your playstyle however since it's been so long everybody has already adjusted to the survivors are skins mindset and just play the survivor they like the most and only leveling up the others just for perks.

  • By that logic you should change and remove.

    Remember me

    Rancor

    Fire up

    Bitter murmur

    Blood warden

    Or any end game Killer perk for that matter considering it rewards failure.


    People have already given a list of survivor perks that reward failure might as well remove those too

  • @MegsAreEvil said:

    Mending isnt supposed to be a thread, its just to give killers more time, cause survivors waste their time mending in safe places.

    They don't, the timer pauses when mending and in the terror radius

    And because nine times out of ten Legion immediately try to find someone else I've had situations when I'm playing the Legion that survivors have literally just started mending right after I hit them and turn my back.

  • @GuyNamedPubert said:

    https://forum.deadbydaylight.com/en/discussion/comment/737889#Comment_737889

    What if someone doesn’t care about points? And as you said, it’s a SECONDARY objective. You should worry about the primary objective.

    If you don't care about totems and don't want to do totems then don't complain about no one escapes death.

    I have a way to counter a perk I know how to counter to a perk but I don't want to do this thing I will counter the perk. Devs nerf it so I don't have to do it.


    Also again I am calling major BS on the whole it's impossible to cleanse totems as a solo survivor typically just run small games or I start going on a totem Hunt if I noticed there's no ruin.

    I have been able to very easily take out 3 to 4 totems and that's without using things like small games.


    Lastly I'm going to drop this piece of information out and whether I can hate about it it's whatever stop saying that no one escapes death is only used by people who can't get kills.

    I've seen a lot of skilled Killers just use it because they hey guess what like endgame builds a killer not playing to your specific standards or your specific desires is not someone who's just bad.

  • I main Amanda I love her to Pieces but I'm not going to be able to take this small woman in a pig head mask launching at pallet with enough force to break it seriously

  • @PolarBear said:

    Deep wound is supposed to waste time (to my understanding) and it does it very poorly.

    Having the timer go down if the survivor is doing something might fix that since that way survivors can't just keep working on a generator while in TR.

    Yeah you're pretty right due to the way the time pauses if you're in the terror radius or in the process of mending there's not much pressure to actually start mending

    Hello see people actually just doing stuff like generators if they're in a terror radius or typically doing stuff until the last possible second and then mending

  • I mean this basically happens with almost every killer who is not top tier they will get played for the hype week of their release and then eventually they'll get petered out and the only people you'll see typically who will play them are typically people going for dailies or people who have made them their mains.

  • I love the films too and I would really like to see Tiffany but the major thing then confuses me is how the hell are they going to get the survivors on the hook.


    Even in the movies it's been shown in movies it takes Chucky a considerable amount of effort just drag an average body.

    Hell honestly I still can't get over the fact that Amanda that can lift up David King like it's nothing especially considering it's a plot point of the movie that she couldn't lift up someone who would probably around kate/Meg body type if even I don't think you can write entity strength to counter that.


    Not knocking your confidence but interesting as it would be I wouldn't hold my breath to get Chucky or Tiffany

  • I'm fine with kindred becoming bassline and the perk itself getting reworked I have my own personal issues with that (basically reduces the times when multiple survivors will get off gens to save the person on hook and survivors who work more efficiently and do gen faster) but if it's going to help bridge the gap I'll be fine about it


    However bonds and empathy should not become baseline if you make perks like that Bassline then you're just going to have survivors who bring even more annoying perks for the Killer.

    Why run bonds and empathy when I could run perks exclusively for generating or running the killer around because I have bonds and empathy in basekit it anyway

  • @Mister_xD said:

    i personally think the timer should start ticking down as soon as the survivor enters an animation.

    that way they will really have to run and mend somewhere (mending does also start the timer, so dont mend if its not safe!) instead of being able to do silly things like hook rescues or tapping on regressing gens without a real penality.

    and yes, with that change the timer will also tick down while in the killers TR and in a chase. so again: dont do something stupid and only mend when its safe.

    PS: if the survivor didnt start an animation, but the timer started ticking down, as they left the TR, the timer will pause again when re-entering the TR.

    i think that way it would be a lot better than currently, where deep wound literally means nothing.

    I would say give the Legion the ability to grab whilst in the same way they could search lockers kick gens or close the Hatch whilst in frenzy

    This means if you frenzy hit a survivor running to hook the survivor is left with two options leave the hook or wait until frenzy runs out before they can get the save

  • @Todgeweiht said:

    My idea to change it is to make it so that it only works when survivors are affected by the exposed status effect

    That sounds like the worst idea for an add-on possible

    That is running an ultra rare that requires you to run something that will proc exposed for it to even work.

  • If you're playing a killer like Michael who takes a while to get things going I suggest corrupt intervention.

    Thrilling tremors is more of a reward for constant pressure which would be beneficial for legion and piggy

  • @TheMadDoctor said:

    https://forum.deadbydaylight.com/en/discussion/comment/735014#Comment_735014

    Yeah. I am a killer main trying to get back into dbd after a long way from home. Still pretty rusty even after some good matches, but I would like to say my two cents.

    I find behavior’s perk design...really frustrating. They always have these cool ideas on paper but the perks, (usually on killers.) are really weak or badly designed. Examples being Ghostface’s Furtive Chases.....how hard was it to have it also affect your terror radius outside of chases along with not losing all your tokens? Seriously, it’s insulting dumb. Another example is honestly every one of the demogorgan’s perks. Surge doesn’t really synergize well with him at all since you can only activate it with a base attack. I just find that kinda dumb since it’s already limited by the range. I’m not saying they don’t ever make good perks for killer...but there’s a reason why killer meta kinda sucks.

    Yeah there has been a massive problem they have proven in the past that they can change the perks to be a lot better in the best example would be surveillance.

    The concept and the idea behind the perk were amazing the execution of it was absolutely terrible that's 16 second time was pretty much making surveillance one of the worst perks in the game.

    They did eventually get around to removing it and whilst they didn't become meta breaking it became a really good perk.

    Another example would be alert concept was great but the cooldown and the Range terrible to use once again once they removed both those elements the perk became really good once again not meta breaking.


    I think one of the issues is with making perk is that they can't necessarily be too strong because then you get perks like MoM.

    I like the concept of the perk do a requirement which enables you to take a free hit however in practice it became would I like to call a seesaw perk ( in a similar vein to how Legion was a seesaw killer)

  • Also side note this might help you in life when you're trying to convince somebody to listen to you or at least get your point across insulting said person or group of people is the last thing you want to do. Typically it's the fastest way to get whatever you're saying ignored why mainly due to the fact most people don't like being insulted and don't want to listen to a person who's insulting them

  • @CruiseControl said:

    stop requesting every perk gets nerfed because you are bad at killer and lose. I would like to play outside the "meta build" and use other perks to play this game and have more variety but you salty killer mains refuse to improve on your mistakes and poor gameplay choices which ultimately corners people in to playing meta.

    Borrowed Time counters facecamping. if you actually left the hook for once they wouldn't get the extra hit protection, but instead you see someone going for a save and immediately start drooling like a dog with a boner growing thinking about how you're going to get an easy farm kill on the "entitled survivors", when instead you could've just stopped that meg from popping her gen or breaking your ruin and let the survivors waste time healing.

    Decisive Strike counters tunneling. since you don't understand what "snowballing" means and think the only strategy as killer is to just tunnel one person for three hooks. This stops you from being an asshat and letting someone enjoy the game for another 60 seconds. (I know, "suuuuper" long time. fun fact: killer mains apparently can't even count that high since they get hit by it so often.)

    Dead hard counters bloodlust. killers who just hold W and want to blood lust instead of breaking pallets. Once upon a time in DBD there used to infinite loops in this game, an example would be double window killer shack. this no longer exists and most infinites were fixed/changed, not including the haddonfield house with balanced landing. Those old infinites were fixed but bloodlust still remains. Dead hard allows me to make sure you're actually paying attention and not being a mongo W+M1 killer swinging aimlessly. Imagine having 5-10%+ movement speed on survivors and still not being able to catch them.

    and then Adrenaline. Oh man, let's talk about Adrenaline. This counters atrocious default healing speeds. It takes 16 seconds to heal ONE health state. That's not including thanatiphobia, sloppy butcher, jump rope, swing chains, and the many other perks that stack and further slow down the healing speed as Killer. Once upon a time in DBD the healing speed didn't used to be so awful, but salty killers cried and cried about how survivors were healing too fast and demanded a nerf. so BHVR changed healing speeds to what they are now and it feels terrible. Then along came adrenaline, a perk that heals you once the last generator is done. Now remember how you salty killers coined the term "genrush" and how you're always salty and turn in to a cry baby when you don't apply pressure to gens and instead you want to chase Kate or Nea around for 4 generators? or how you rage quit once survivors find ruin because you're too dumb to figure out how to play without it? well Survivors figured out that since killers whined and cried about healing speeds that slowed the game down already until it got nerfed, it's much more efficient and less time consuming to just pop the last generator as fast as possible instead of waiting for an urban evasion Bushette to come crawling out and heal you. So when you cry about "genrushers" just know that you're insistent bitching and crybaby tears caused it.

    I'm bored so you know what I'll take the bait.

    1) Honestly upon realising a survivor has borrowed time it never really becomes a problem again because you just down the person who's going for the save. The only time I really here borrowed time getting massive hatred was when it was in its initial stage where both the Savior and the the person who got saved off hook had the effect.

    2) This perk is a don't touch me for 60 seconds perk even if the killer is not tunneling and going off the different survivors.

    As I said before in a different post if survivor A has the perk active after being unhooked and I find both survivor B and C down them and hook them. Then I happened to run into survivor A again if those 60 seconds are not up and I pick that person up I'm going to get defensive striked even though I didn't tunnel in any way shape or form.

    This tends to lead to survivors getting really cocky and doing stupid things within those 60 seconds because they know that even if they get punished for it they could always get out of the situation with decisive

    ( no I'm not calling for a Nerf as annoying as it can be I'm fine with the perk the way it is doesn't mean I'm going to pretend like it doesn't have abusable qualities to it


    3) honestly the healing change came as a massive what the F to everybody most people were asking for generator speeds to not be be so oppressive or a secondary objective no one really had any problem with the healing speeds.

    As for adrenaline itself it's fine it's annoying when it pops on multiple people but it's fine I can't really complain about it as survivors do deserve a reward for completing all the gens


    Good now that is done let me throw my cards into the hat


    1) Stop complaining about no one escapes death and just do bones. No it's not impossible to do even if you are a solo survivor literally I spent a couple of games just running small games and it becomes the easiest thing possible hell even without small games a good patrol around the map should make you find a decent amount of totems.

    2) Hey if you run into the killer after you get unhooked or your fellow survivors decide to hang around the hook like potatoes or loop around the hook. Can you please for the love of God stop calling those situations camping and tunneling this community those two words like they're Oprah.

    Help some people have the mentality that if they have a reverse bear trap on and if a Piggy q1so much is even looks in their direction for more than 2 seconds that's tunneling and you shouldn't go after people traps. (Which has always been a stupid statement which I won't explain why now because this post is already long enough as it is)


    3) Slow down builds exist for a reason yes very annoying to go up against but when generators get done so fast you can't really blame Killers for running dying light + thanatophobia builds

  • Decisive strike is already in the realm where it basically gets turned into way you can't touch me for a minute perk if you're a killer who normally doesn't tunnel.



    Meaning even if you're able to down other survivors and hook them that survivor could still get decisive strike off on you despite you not tunneling making it more than once is a massive no no


    Also survivors tend to already get cocky and start doing things that they normally wouldn't because they no decisive strike can fail them out cleansing hex totems in front of your face, doing generators or going for saves all in front of your face because they know if you tried to grab them you're getting a stabbing

  • Not counting withering blight cosmetics

    Only cosmetics we're getting there are going to be available with shards are Feng Min and Doctor.

    Steve Nancy and Demi Logorgon are all licensed so that bundle wasn't coming with shards

    As you could see Dwight and Wraith are also not with shards

    The withering blight cosmetics are going to have their own currency but outside of that it's going to be auric cells

    After the event we're getting Feng Min and doctor which are going to be the only cosmetics this chapter which come with shards

    Maybe we might see some for the mid chapter cosmetic coverage but sadly that's all we got

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/731384#Comment_731384

    Once per trial, if we want to eliminate slugging it needs to be every time someone wants to leave you there more than 20 sec you can get up.

    The end game is so pathetic that killers wants to slug one surv and get the last man standing, if you leave that surv he needs to get up, you hook and take your chances to get that surv before they reach the hatch, or you will have to chase 2 guys.

    What you're stating makes no sense.

    Sabotaging being way too strong lead to a lot of slugging now and someone suggested buff sabotaging again someone brought up the correct point that it would just lead to more slugging

    The idea of eliminating slugging doesn't help the problem you leave Sabotage becoming too strong and killers with no way to go about it.


    I play both parties I get it it's not fun to spend 90% of their match eating dirt however it's also not fun to constantly have nowhere to hook a survivor and have them repeatedly get off your shoulder.

    I don't feel like running iron grasp and agitation every single match I play.

    But you know what's going to happen if slugging is not available people are going to start doing that to drag people to basement and likelihood is they're not going to be too happy about the constant hook sabotage so whatever poor sod gets dragged into the basement is going to get camped

  • @Mrjuice said:

    Well... the Reverse Bear traps(masks) are supposed to slow the game down by preventing the survivors from working on gens. About the jigsaw boxes(stations), they can contain more than 1 key and the correct key for each survivor can appear in more than 1 box. It is just mostly luck.

    This is false there is always only one key for each specific trap.

    Only one box will actually take off the rtb every other box is a waste of time.

    Well multiple survivors can find their keys in the same box you should never use them as a rule of thumb to determine which box is yours.

    Each trap has a random box assigned to it at the beginning of the match even before you have placed it on a survivor. Once the Trap is applied and the survivor completes the interaction with the box it will basically initiate check which will see if that box is assigned to the specific trap on their head if not Billy laughs and you have to search more and if it is you remove the trap

  • The purpose of oblivious was always just to hide to hide terror radius it's not exactly meant to be a stealth ability

    Basically meaning the survivor is oblivious to affect the killer is around because they are either preoccupied in the case of cleansing demo portals or asleep in the case of Freddy.

  • If it's one station then it becomes very easy to take off. Let's be honest doing this box skill checks if not hard if you mess up several skill checks on that that's your own fault


    And the pig only has a limited amount of traps it's not like Freddy or plague where she can constantly put you in the state where you need to go and take it off she has 4 or 5 tries at the most and that's it.


    What you're suggesting would be a major enough to her stall potential and let's be honest piggy doesn't really have that much.

  • @MegsAreEvil said:

    https://forum.deadbydaylight.com/en/discussion/comment/730517#Comment_730517

    DS by itself isnt S-Tier. Its more about B-Tier, cause its just useful if the killers tunnels, which is sadly common playstyle. If BHVR would do something against this horendous designfailure DS wouldnt be played much at all.

    The entire point of DS is to counter tunneling, what the perk isnt able to do like it is, cause killers dont let you get just because the get stunned, they just restart their tunneling. So the survivor itself doesnt gain anything, cuase its situation didnt change a bit.

    the perk would be with this change just far too easy counterable. Also such a perk shouldnt be counterable, cause its already a counter to cheap playstyles, whose just make the game unfair to play.

    In its current stage it's less of a don't tunnel perk and more of a you can't hook me for a minute perk.

    Especially annoying when survivor A has the perk active and I go down survivor B and hook them and find survivor A again only to get decisive strike even though I didn't tunnel

  • Scratch marks can often be unreliable however the bloodstains don't lie about which direction you went

  • @Faceless said:

    survivors sholdn't be penalized when killer camp

    A survivor disconnecting punishes everybody it makes the rest of the survivors job a lot more difficult.

    It denies both points and emblems to both the other survivors and killer.

    As for camping I agree survivor should be penalized if it's actual facecamping but a lot of the time what people tend to refer to as camping or tunneling isn't

  • @PrincessPoop said:

    https://forum.deadbydaylight.com/en/discussion/comment/733262#Comment_733262

    That’s not robbing a victory from the killer, and it’s not a “free” escape for the survivor.

    If I played well enough to make it to the end of the game without gettin first hooked and managed to activate my deliverance and I am close enough to the gate then I should escape, because I played better than the killer and my entire build is made for this situation.

    If you as the killer want to avoid this situation then don’t let a survivor not get hooked the entire match.

    As a survivor you know you could achieve the same as always by Simply playing immersed it is no donation of skill.

    You know what sure I'm all for it as long as decisive strike is not active if you're the last survivor and you unhook yourself.

    That way sure you can use your Deliverance but if you want to make it out you'll have to do that on juking and your dead hard no decisive strike.

    This way even if by an exit Gate a killer can still bait out your dead hard and get the down.

    You don't think that's fair

    The same way you said that you should make sure the survivor was hooked before the same way I can say you should make sure you didn't get downed in the first place

  • @PrincessPoop said:

    Agreed. I’ve been hooked next to an open exit gate with deliverance, DS, Dead hard all ready to go but because I was the last survivor I died instantly.

    Yeah no that's one of the specific reasons why it would be a bad idea.

    That is literally robbing a victory away from a killer and that is extremely aggravating.


    It's like very bad killer getting two or three kills because they had no one escapes death however it's even worse as the game is still in play once the exit gates are powered.


    The situation you described gives you a free escape and then they could do absolutely nothing to cancel that.

    You dead hard them you could just run to the gate.

    Even if they manage to predict the dead hard you have the decisive strike.


    As I've said in my previous comment a situation like this would be akin to a killer grabbing you out of the exit animation and dragging you back through the exit Gates If You're injured or downed it's rare and it's not fun because it robs you of your Victory

  • I'm going to see no because of three simple reasons


    1) the game is pretty much over and I don't feel like waiting for you to have the small possibility of you escaping and there are some people out there who won't attempt but just drag out the time out of spite.


    2) if you do get off the hook I don't feel like being decisive striked when I wasn't tunneling you in any way shape or form you are the only person left on the map




    3) it's a denial of an already achieved Victory it would be like if I suggested that a killer could pull you out of the pull you out of the leaving animation at the exit gates you would be really annoyed because you already one only to be dragged back into the game.


    Yes I know it's annoying when you have your Deliverance this I save dead hard combo when you want to get off but it's also just as much of a pain in the ass for the killer if they had to deal with that

  • The terror radius based only perk that's really worth using is the Clown's perk on Freddy anyway

    Overwhelming presence: is incredibly situational to the point where it's not even funny as survivors could simply just not use items whilst in your terror radius and if they don't have items it even more pointless.


    Unnerving presence: by itself without the assistance of something like Madness huntress lullaby or overcharge it actually makes getting great skill checks a lot easier as you have to focus on a much smaller position you end up accidentally hitting greats

    Clown's perk: is alright but I would gladly get rid of it if it means I could prevent borrowed time from coming into play

  • I'm not really proud of any gaming community because they're just as toxic as each other.

    Dead by daylight at least from my experience is definitely up there in a list of toxicity only probably being beaten out by smite and League of Legends

  • @Mookywolf said:

    Legion is so weird from a marketing standpoint. im no expert and obviously this is opinion, but Legion is both the best and worst marketing DLC that BeHaviour has made.

    best because as I said, its 4 characters in one. thats 4 different characters a player could get invested in and want to get skins for, 2 of which you HAVE to pay extra money to even play.

    but worst because of the misleading advertising (the image making people think its a multi personality person, the trailer making people think its a blend in killer, neither of which became true). and, as I said, they havent capitalized on Legion's ability to sell skins at all. its 4 characters, each with unique styles, able to sell to people with different tastes while not making it seem out of place for that character.

    obviously this is... gameplay stuff aside. but i just find it weird.

    Well I have no excuse for the trailer because that was just false advertising right there are teaser image yeah the community kind of jump the gun on that and it was their own fault the day came with the wrong conclusion.

    The Dead by daylight community has a massive tendency of doing that remember the spirit release where everyone spell a crap ton of time speculating a random picture in Springwood thinking it was the split mouth woman.

    Not going and saying the community was stupid but the teaser image was pretty generic also similar imagery has been used to refer to multiple people or a group before but everyone just kind of started speculating and hyped themselves up for their own conclusions

  • Feng Min.

    She is a gamer I also relate to a lot of the issue said she's had in her life disapproving family an attempt to try to to satisfy everybody even at your own destruction

  • @MissGamer456 said:

    Iron Will needs to be buff. Stridor completely makes iron Will useless. I’ve seen quite a few killers run stridor lately Typically spirits occasionally wraiths nurses and surprisedly ghostface been running stridor to comeback people with Iron Will. Iron Wills buff should be To removes 150% grunts and pains and unable to hear survivors even in the dying state. I main iron will simply because I spend 90% of my matches injured I don’t run like running self care sometimes I’ll run no mither just to comeback stridor for the 100% grunts Remove. I have no problem with running no mither I actually like the perk.

    See I don't agree it's already been stated then the reason why I am well doesn't work is because they just want you to be somewhat detectable whilst on the ground.


    The reason why no mither muffles your sounds on the ground it's because staying hidden when using that perk is more vital as you could pick yourself up

  • I don't know if they're going to depart too much from the theme of the similarly dressed couple with Frank and Julie

    The only people you know who definitely had different styles in their Legion attire were Susie and Joey.

    So I doubt we'll ever get an outfit for Julie that will make her too distinct from Frank but you never know I would like to be gladly proven wrong.


    Honestly I was kind of hoping that we would get a deformed blight Frank or Julie it would have given people some more reason to pick them over Joey and Susie but sadly they got skipped

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