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Volfawott

Volfawott

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Volfawott
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  • Honestly I've been reattempting the adept achievements I already got them but I like go back gor the fun.

    Even haf the requirement that I had to utilise each and every unique perk in the matchor I'd have to restart that specific character

    After about two games with Michael I just kind of got annoyed and just used a to tombstone piece. So when got my full stacks I would just Mori my obsession

  • I've made it my sole objective that if I ever see a survivor running MoM and dead hard that they will not escape the game. I don't care if I have to throw the entire game away if you're going to run that toxic combo then I'm going to be toxic myself.

  • @Tru3Lemon

    Can we please stop suggesting that no mither make you healthy.

    It works really well on an injured build as you could immediately start with the benefits instead of having to get injured on purpose.

    Honestly making you start healthy will give very little benefit as if you're going to try to use it for a anti slug perk, it's still going to give the information to the killer that you have it so you're not going to get slugged and even if you do get slugged you're going to be injured for the rest of the match and most people would just pick unbreakable over it anyway.

  • @Elegant said:

    https://forum.deadbydaylight.com/en/discussion/comment/490662#Comment_490662

    I hope the opposite. The battle pass would be a complete waste of time for me if it didn't have exclusives. A simple fix to this would be to allow you to just purchase it with auric cells. That way you don't have to spend more money than you already have. You would just have to play the game and earn the skin. I hope no one would actually complain about having to grind out levels for the pass tho.

    @Elegant

    If I can purchase it with auric cells I'm down for it it means my stockpile won't be completely useless.

    It also means I could grind out for what I wanted then leave it there.

    Honestly I do hope they purchase it directly or with auric cells idea

  • Dude if you get slug so the killer can see animation just go make a sandwich or something.


    It's what I always do. I know this The Killer is slugging me realise they're probably going to stroke their ego boner. I go and make myself some tea or a sandwich or just watched YouTube video

  • Honestly as long as they don't lock cosmetics into the battle pass that I won't be able to get anywhere else I'm good.

    Normally every now and then I buy a stockpile of auric cells so if any cosmetics come out I could get what I need but if this battle pass comes out and things are locked it's going to be really annoying to keep having the stockpile and invest in the battle pass as well

  • Just like Legion, Plague is one of the killers who can do the best with that perk simply because both of these Killers can ensure people are at least consistently injured.

    However as people have stated the perk in itself is not very good they were going to buff it but decided to go back I do wish they had looked for more of a middle ground then just increasing the point by 1.

    I kind of get why they didn't fully commit because legion and now plague are able to consistently keep people injured when before it was more of a challenge but it would be nice to see the perk get a lot more of a boost then it currently has because 16% is not cutting it. But until that day there are better perks to run

  • @starpilotsix said:

    Here's my idea: Remove/rename the broken key. Replace it with the Utility Key (or maybe come up with a better name), and, in the process, open up the option of what keys can do. Aura abilities remain unchanged (maybe swap the utility key and dull key's durations for those since the utility key is more useful now)

    So you'd have:

    1) Utility Key: This is a small key looking like it's designed mostly for mechanical purposes rather than opening doors. This key can NOT open the hatch. Instead, it can be completely expended to do assorted other effects, for instance:

    • remove a Pig's trap from yourself or another person (maybe a bit too powerful now that Pig's been a little nerfed, but you are completely expending an item)
    • instantly and soundlessly disable one Trapper trap (maybe something halfway between a sabotage and a disable, where it looks like it's still active, but will not trigger until the Trapper picks it up and sets it again.  
    • trigger one openable door around the map. The garage in Gas Heaven, one of the doors in the Game, the locked area in the Temple of Purgation, the extra door on the swamp map, etc. Maybe you want to give yourself another exit from a room with one of the last 3 gens, distract the killer with sound, etc. To minimize coding difficulty (the need to put activation-places near every door) you could require this to be used on the generator that powers that effect rather than the door itself. This tactic also gives the devs room to grow and make other utility-key based doors or windows that do NOT have a generator attached.
    • protect a single gen from regression effects (including Pop Goes the Weasel) for 60 seconds (making it useful if you've accidentally gotten yourself 3-genned).
    • Some kind of EGC benefit, like maybe opening a powered exit door instantly, or giving you a time buffer before the entity consumes you.

    2) Dull Key: This key can ONLY open the hatch (and do the normal aura reading stuff).  

    3) Skeleton Key: This key, as the name implies, is magic and can open any lock, so duplicating the effects of the tiny key and dull key. As a bonus, perhaps, although it is completely expended on the Hatch, a use of the tiny key abilities simply consumes half of its charges (if they haven't been used for something else). 

    @starpilotsix

    Amanda has already got a pretty annoying enough to her traps taking it out of end game.

    The traps themselves are very RNG heavy we did get a clear explanation on how exactly they work.

    However the main problem is other than the nerf and the RNG is that the traps are just way too easy to remove. Basically doing standard skill checks with no difficulty towards them and there's no way to add any extra difficulty with huntress lullaby or anything like that ( you can use an unnerving presence but as I've said before that perk tends to make it easier to do skill checks if you're competent the only time it's difficult is against the doctor and that's just because of Madness)

  • Dead hard is fine if anything it needs a bit of a buff.

    It's easy to bait out and most likely won't work more than once.

    However as much as I would like it to get a buff, I don't think it should be touched until MoM gets dealt with.

  • It's a fun idea but considering there are people who already main survivors it would be pretty annoying to find out your survivor that you main has a pretty crappy unique Buff whilst Claudette or Meg have very good ones

  • Yes it is against the rules one or two matches of being told isn't bad but if they repeatedly go after you throughout multiple matches it is against rules.

  • @drunky26 said:

    Everyone wants indoor maps now but once they come out people will just start hating on them like they do with The Game and Lery's.

    I'm not a huge fan of these two but I don't mind playing on them once in a while, and would honestly like another indoor map, an interesting one.

    @drunky26

    I love the game it's my favourite map.

    Lery's is hit or miss for me depending on what build or character I'm using at the time. I can love it or just not like it. However I've never hated the map

  • You do know that would make some loop areas a complete nightmare for Killers right. In fact some areas like the Asylum might actually just become Infinites

  • You are going up in a 1 v 1 against the power role what were you expecting of course it's going to be extremely difficult.

    Honestly the fact they have to continue repeating this is getting annoying.

    In all relatively respects you lost the match your team whether they were randoms or swf have failed to complete the generators required you were up against the Killer by yourself you have lost the advantage of numbers you are going to have a difficult time.

    The fact that you have hatch in the first place is a generous allowance on top of that once it's closed you still have an opportunity to escape through an exit gate.

    After losing the game you were given two extra opportunities to escape and salvage Victory if you think that should come easy then you clearly don't know anything about game balance.

    That would be like me getting completely stumped by survivors having all survivors survive with both gates open and then demanding that I should be put on the more equal footing during this time. no I lost the game and getting kills should be very difficult after that

  • Can you hit survivors or can you make a general judgement calls that most Killers would have to make well done you basically have all the skills you need to play Legion.

    Not hating on Legion their my second favourite killer(s)

    Is just that compared to some other Killers they don't really require that much skill just the ability to be able to hit your attacks.

    You don't need the aiming or the accuracy that you need with huntress or nurse.

    You don't need the mind game potentially you need with spirit.

    You don't need the timing that you need with Amanda or doctor to cancel out small and medium loops.

    Just hit your targets and you should be fine.

    As I said before I'm not hating on them, not every killer needs to be a high skill-based killer. They are a decent mid-tier killers that just requires average knowledge

  • The countless amount of times this has been stated is annoying.

    Slowing or halting the hook progression.

    It was abused by survivors who would just run around the hook evil forcing to lose a lot of pressure if they continued or abandoning a chase allowing for a very easy save.

    Point bonus for survivors once again

    Abused by abuse by survivors.


    Now for potential ideas that might get put out

    Bloodpoint degradation for Killers

    If you don't think this is going to be abused by survivors I don't think you've played this game for too long.

    Faster generator progression if the killer is by the hook.

    You're guessing the pattern aren't you


    As it's been stated before if you want to fizzle out camping you need to add incentives to not camp, same thing for tunneling.

    For example adding something like an action speed the debuff to people who just got off the hook would mean that the killer has no reason to go after them as they going to be working slower.

    in N/A Comment by Volfawott
  • The difference is streetwise and vigil r constant effects whilst leader only takes place when doing an action

  • You literally have to play stealthily until a gate is opened.

    It's counter is pretty easy the amount of times I've just hidden by the exit door and waited for somebody to open it before I ran out is ridiculous also for the love of God if the killer has the Perk leave immediately.

    Don't hang around and then get surprised when you get down

  • @BarpleBapkins

    You're right it is an optional objective however nine times out of ten the people who really is start complaining about no one escapes death being overpowered are people who don't care enough to destroy the totems.

    I rarely see people who go for dull totems complain about the Perk because often or not they don't run into it because they cancel it out.

  • That would be a nice idea if there wasn't already an established Meta

    Meta perks like sprint burst, adrenaline, self care and MoM will become even more meta as most of these survivors already in high use Meg and Claudette.

    Whilst off meta perks like alert technician wake up and boil over will get even less use.

  • Plague honestly she's super annoying to go up against and when she has her corrupted puke.

    It is honestly like you're going up against a huntress who enable easy mode.

    Hell old Legion was annoying at times but they were nowhere near the plague hell I would rather go up against a god tier nurse

  • Honestly it's kind of hard to define who was fits the main character if you're only looking at the character archetype. As each character seems to fit within two archetypes.

    The base archetype of the character and the archetype they fit into when interacting in The Entity Realms.

    Take for example Min her base archetype is the focus competitor.

    "One day she woke up somewhere completely different… in a never-ending nightmare. Feng Min did not despair – as she learned more about the challenge she was up against, she realized this was what she had been training for her entire life. Now, she was going to win."

    However from Benedicts journal and how she interacts in lore her archetype in the entity's realm is the lone wolf.

    "A young woman surprised me the other day. She is another guest in this nightmare I can not seem to wake up from. She came running, passed by a wounded girl and didn’t stop. Just a glance behind her, and she was off again. With a determined look on her face, like she had something important to do. A lone wolf maybe? I am not sure what I should call this new person."

  • As stated before The Entity pretty much allows him to just set up shop where the hell he likes as long as it's within the Realms.

    So his reasoning for having conjoint a map is explainable however the fact they pulled the same stunt with the plague has no excuse

  • Dead by daylight Freddy: am I just a joke to you

  • Technician: am I just a joke to you

  • Xbox/Microsoft probably be down for it but as stated above Sony ain't really about that crossplay life

  • 1) Legion got nerfed but honestly I like them better now

    2) Remember me got nerfed

    3) Amanda that was about to be straight up gutted but they Backtrack a little and only give her a couple of stomach stabs.

    4) If you want to take a trip down memory lane do you remember the time where they implemented a feature that allows you to blind the killer at any stage during the pickup animation to get the save this was done intentionally.

    5) freddy enough said

    6) Myers perks got gutted anywhere only fixed last year

    7) It took them how long to actually deal with defensive strike

    These are of the top of my head if you really want me to be super anal about it I could go on I could draft you an essay.

    Survivors have been really strong and dominating for a long time if you want to balance that out you're going to have to make sure their are lot less dominating.

  • Honestly my main issue with it was that at least in my opinion anyway from both a survivor and a killer stand point endgame pig was the most entertaining thing to play against and do.

    The Trap actually felt threatening because you didn't have a large period of time where it just was inactive.

    Honestly inactive traps made going to the Jigsaw boxes seem more "yeah I'll get around to doing it when I'm ready rather than a holy crap I need to get this off"

    The amount of times I've seen panicked scenarios where people are practically clenching hoping that this box is that before for the timer finishes and the relief or the excitement that you get when they just take it off with seconds to spare

    Supposed to the pretty boring slug of trying to take off an inactive bear trap that doesn't really get activated and if it does you've already searched about two boxes so you have nothing to fear.

  • @Aven_Fallen

    Sorry to be a cynic but Amanda was out for over a year in that time not a single time did they ever mention that using a traps end game was ever something that was a problem.

    As I said before they have been tons of features that were not intended but what kept around because as the Dev said they like seeing interesting ways to play characters.

    Amanda being changed was to fit endgame collapse and they did a really terrible job at it.

    As I said in my original post I appreciate and do respect that they gave us the reasoning. Even explain why they didn't use another method even though I feel like this explanation was bs and it probably should have been tested but I digress.

    But the changes that Amanda received seemed like they never got much thought put into them.

    Hell to counter a toxic strategy (that was rarely ever used simply because it was practically throwing the game away) they implemented a terror radius restriction on a killer who can remove her terror radius.

    They went in thinking the same tweak that worked with Legion was going to work with her.

    On top of this there was on top of this there was no compensation to any other part of her kit to balance her.

  • 1.

    The issue between sole survivors is very hard to actually fix you can't the reason being is you can't really end up giving them too much information as it would ruin the balance of the game.

    Swf tents to be such a controversial thing because of just how much information they can pass between each other which tends to make it very difficult for Killers.


    Offering an information in the basic it would improve the standing of Solo survivors but it would also make communication between swf even easier.


    Totem counter: this is an idea that has been battered around for awhile. Some people saying it should be part of the base kit whilst others think it should be added to a perk like small games.

    Balance wise it would be more suitable to add it to a perk meaning too much free information isn't being passed around. It also means perks like Noed which is already situational doesn't become even easier to counter than it already is.

    However it does means that sole survivors would have to burn a perk like that a that a swf wouldn't as they could communicate it.


    That's just one example there are multiple of ones.

    Remember the lack of information was something that was always intended in the game, with perks being used to give you those information resources that you needed.

    Since the introduction of survive with friends a lot of the perks that would give you information were longer needed as you could communicate this.

    This allowed survivors to use a lot more effective builds and communicate a lot more effective information is effective information ruled out the possibility of sacrificing perk slots to help you out of a sticky situation.

    Why run kindred, wake up, or small games over sprint burst, self care or adrenaline when is your team

    1) I could simply just tell you if the killer is camping or if someone's coming to save me eliminating the use of kindred.

    2) why wake up when I could just tell you which exit games time opening and even have you come to me with a leader boost to help me open it quicker.


    3) why run small games when we could just tell each other whether totems are that we've seen so even if I don't have time to cleanse it someone else can.

    Adding these to the base kit will help solo survivors but it would also make it easier to communicate information for swf.

    Now we have a total counter we don't have to keep a mental note of the totems we destroyed but unlike solo survivor we still have the advantage of being able to communicate the specific locations.


    There are also tons of other different interactions did survive with friends can have there are almost impossible to try to communicate in the game without it seriously breaking the balance

    For example if I have Deliverance I could simply tell my team to ignore me and go work on gens as I can easily get myself off.

    With something as simple as that information more effective objective time can be achieved by survivors as they don't have to waste their time going for saves.

    However from a balancing stand point this wasted time is very efficient for killer as it means they have more time to do their work as less objectives are being focused. If you were to add an indicator that someone had Deliverance to everybody. The Killers role is a lot harder as less mistakes of being made because of the amount of free information

  • As stated above I assume this is to stop survivors bming on hatch considering they can't be pulled out anymore.

    I do agree that if a survivor reaches it first even if it's only by a fraction of a second they jump should take priority.

    If both killer and survivor are on the Hatch before it opens then I do believe the killer should have it.

  • @PuppetLivesMatter said:

    https://forum.deadbydaylight.com/en/discussion/comment/480475#Comment_480475

    Knock it off. They're killer mains, you can't have a good conversation with them bc they start insulting or making fun. This forum and Reddit it's their only place to vent their frustrations as killers in DBD. Just ignore them. It's pointless now to have a thread here since killer community are devs' favorite

    @PuppetLivesMatter

    The devs favourite are you joking.

    First of somebody telling you that your opinion is wrong is not insulting you. you have the freedom to speak and people have the freedom to disagree with you.

    It took us almost 3 years to get any change on decisive strike to make it less of a momentum killer

    Piggy got to half the potential of her kit neutered and instead of listening to suggestions to just make the reverse bear traps act the same way that being hooked or downstairs they chose not to go that route. (Their reasoning was really stupid especially considering neutering have power was considered more logical)

    Did you forget the time they intentionally implemented a feature where you could blind the killer at any stage during the pickup animation to get the save and they reverted it simply because of the amount of backlash got.

    But no please speak volumes to me about how the killer community is the favourite.

  • First of all, i play both side (rank1 every season). When ds got changed i was thinking to dont play anymore survivor, especially alone, was a nightmare.

    Oh no my two free escape the perks that I have to put no work in work and was very difficult to counter play are getting nerf

    Coming from someone who also plays both sides if you constantly have to rely on perks like old decisive strike and MoM you were just a bad Survivor.

    You don't need ds or MoM to survive hell I normally run a no mither gen jockey build and I still escape most my matches

  • I don't know why devs think the only way to get the game balance is nerfing survivors over and over.

    I am fine with you getting your second chance as long as you earn it.

    Getting hit during a chase aka the killer being good at their job is not you earning it.

    Literally put no work into getting that perk to activate the killer does all of it and I would be fine if it was only just a mild boost like fire up but it's not.

    It's something that destroys the momentum of a killer and you like the old decisive strike you did nothing to earn it other than lose.

    And the worst part is it has no counterplay other than play specific killer or you're screwed if you play an M1 killer

  • Honestly it would be nice to have some more uniqueness between the Legion members.

    Especially considering for the most part you can actually see the Legion is the Killer it doesn't really feel different playing the female members of the Legion or the male members of the legion simply because other than the brief glimpse of the hand you get there's no difference

  • @NuclearBurrito

    Of course it a poor strategy it literally only works if survivors let it work.

    But you would be surprised how many people actually do let it work.

    Which is weighed 10 still continue to be prevalent

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/478619#Comment_478619

    I think 100% injured noise reduction would be the best buff.

    Honestly it is one of my favourite survivor perks as I do like running an injured build and being a gen jockey

    As I said before you can add any of the buffs I suggested or hell add them all at once for all I care I'd still use it regardless buffed or not.

  • Honestly I am not against buffing the perk but everytime someone suggests that thing is it's normally something stupid like make you start the match healthy + don't show the killer the broken symbol.

    If you want increase the injured sound reduction to 100% I'm totally down for that

    Adding blood point bonus to the perk also completely down for

    Hell even adding an extra benefit to it like 3% extra action speed or wiggle speed I'm completely down for.

    However I personally can't stand any time someone says they make you start the match healthy.

    Nine times out of ten those people just want to use it to prevent slugging and if those changes to get implemented they're going to use the Perk about once before they realise unbreakable still vastly out performs in that aspect then drop it.

    Leaving it as a less convenient perk for people who genuinely use it on an injured build as they have to go out of their way to get themselves injured for the perks to work, rather than the convenience of it being active from the beginning of the match plus the other benefits no mither gives you.

  • @Axelson said:

    you can always miss a totem if you don't run small game, please, stop saying the cleansing totems thing. hiding near an exit won't help so much, it is like the old hatch stand off but a lo more dificult, because when the killer closes the hatch its obvious that he will camp the both exit gates 'till i appear in one of them trying to open it, doing a generator is an instant death if the killer has bitter murmur or rancor, he can close the hatch and just came for me fast with the NOED

    @Axelson

    Run wake up or small games then. Sacrifice some of your meta perks.

    Anytime a killer complaints about something they're told to run the perk that counters it but apparently that doesn't apply to survivors.

  • @baron

    Before the hatch standoff was a free win for survivors.

    Now you actually have to work after you've lost it apparently now equals free kill for Killers

  • @OMagic_ManO said:

    I got nothing against Joe, but can I make the outfit for Frank? Like take the outfit and put on the mask of Frank's? I don't know, Frank is my go to.

    @ShrekIsHot

    The body cosmetic of the Legion determines who you're playing even if you were to put Franks mask on you'd still be playing Joey.

    Granted the voice for the male members of the Legion are exactly the same so it's not like you're going to notice a huge difference between playing Frank and Joey

  • @Broosmeister

    You could just as easily say only bad survivors run MoM.

    Honestly I don't think either statement is true

    In fact the more douchebag way to phrase it could be only bad survivors will let themselves get killed with no one escapes death.

  • @Victory said:

    https://forum.deadbydaylight.com/en/discussion/comment/473281#Comment_473281

    You should probably try out survive so you get a 50 50 perspective of the game instead of this killer bias, you're also forgetting survivors are actual human players, not AI. Devs want DbD to be about 3 die and 1 lives to tell the tale, like in any other horror movie or asymmetrical game. Welcome to the gaming world, Orion.

    @Victory

    As somebody who does played both while I agree the survivors should have a chance they should be at a disadvantage considering they have failed.

    Once you have generally lost the main advantage of being the role of the many trying to claim back victory should be a very difficult task.

    I feel like the fact that the survivors who are the last ones left have two separate chances to pullback victory first one being the hatch and the second being an exit gate is more than generous enough remember unlike before hatch will spawn no matter what.

    Before if survivors were unable to complete two generators before they were the last person it was essentially nearly impossible to escape and you really had to work for it.

    With the new endgame collapse you have a much easier time trying to escape as hatch spawns no matter what and even if it gets close you could still go for exit gates.

  • @Patricia

    Can't you just lock the head and the torso together.

    It doesn't seem like changing the legs would be too much of an impact however if you're worried about the hood connecting with things.

    Locking the two cosmetics together would basically mean if you're wearing the Bunny torso you'll be unable to change the equipped head.

    This way the entire bunny outfit would consist of two separate clothing items the torso head combo and the bottoms with the bottom is being interchangeable.

  • @RepliCant said:

    https://forum.deadbydaylight.com/en/discussion/comment/476631#Comment_476631

    This is not a team game, go read the Surivor tutorial manual.

    You have the option to work as a team, or to look out for yourself. Do you even read anything ingame?

    @Brady

    Whether you work as a team or alone, the main advantage of survivors is the numbers they have.

    It means then there's always at least going to be one person to pull up the slack if the others aren't doing it.

    For example one Survivor is getting chased and can't work on generators the other survivors are working on gens.

    When you get to the situation where it's a 1 v 1 you've lost that key advantage of numbers that you've had which is why it's a lot more difficult as it should be

  • I will not go out of my way to tunnel somebody unless I have remember me or dying light.

    However that does not mean if I run across you after you've been unhooked I am going to try to down you.

    I have had this problem many times as an Amanda main you have a reverse bear trap I'm not going to go out of my way to go and find you however if you run into me when you're running around like a headless chicken

    Stop expecting me to just ignore you no you just getting off the hook or you having reverse bear trap on does not make you immune to being chased again

  • @SlinkyJinky

    Sorry to be the bearer of bad news but it's not a free win.

    As a killer you beat the the group of survivors and prevented them from completing enough gen.

    It's only natural you should have an advantage.

    however even after practically losing the game the survivors still have opportunities to make it out in Escape and these opportunities are accessible no matter how badly they've messed up.

    Previously if you didn't complete two generators you were screwed that's not the case anymore.

    however for some reason survivors are still advocating to be put a completely equal pedestal after they've failed.

    That would be the same way as a killer failing to stop four survivors from completing gens and opening the exit. Then demanding that the survivors advantage that they worked for gets removed

  • @Johnny_XMan

    What are you on about there are no counters are you wilfully ignoring the fact that perks like a wake up exist.

    Hell with wake up if you just forget about going for hatch and immediately just wait by an exit for the killer to close it you practically get an escape.

    But then actually requires you to swap out some of your perks if you don't want to do that then don't complain

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