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Volfawott

Volfawott

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  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663218#Comment_1663218

    Charms are definitely there for filler.

    My favourite example, first release: The purple arcade cabinet.

    The characters were Trapper and Claudette.

    • Why an arcade cabinet?
    • Why is it purple?
    • Why does it have absolutely no details?

    It would have been easy to make it not look super awful, for example by adding a separate texture for the screen. Or adding some stickers / graffiti on the side of it. Or giving the buttons a different color.

    But no. Big, purple blob. Done.

    I always figured the arcade cabinet related to Min.


    If I remember correctly there was even a purple technician perk charm in the Rift as well

  • @Golden_spider said:

    https://forum.deadbydaylight.com/en/discussion/comment/1662610#Comment_1662610

    "If you missed some rewards in The Rift, most of them will eventually be available in our in-game store after a minimum period of 6 months."

    a minimum of 6 months =/= added immediately after 6 months.

    I was more referring to a quote made during when somebody asked about the blight nurse to which they responded that it would come around next Halloween

  • They said outfits from the Rift I meant to be added 6 months after that specific Rift closes and event-based outfits will be added the next time the event comes around basically in the year.

    The problem is we are coming up to to a year since first Rift and we haven't seen the first Rift cosmetics come up. Especially when you consider with the Rift coming up in a couple of weeks there is four more rifts for them to catch up on.

    At this stage I'm thinking that we might not even get the Rift outfits in the store which is a shame and I say that as someone who has basically completed every Rift.

    Because I already have it I don't listen to we need it to come in the store but but I do think they should make it available to everybody especially considering it was a promise.

    They've made the promise to stray away away from exclusives and I do feel like they should honour that.

    Granted we still do have things like the death garden masks which might remain exclusive forever so who knows

  • Even though it has it's frustrating elements on both sides. Being hit when you shouldn't have been and dealing with overly safe loops

    It is at least to me anyway the best part of the game.

    As a survivor it's really exciting to get chased juke and lose the Killer or getting the Killer to miss which extends how much you can loop.

    As a killer out playing survivor just feels really rewarding predicting where they might go to cut them off or forcing them to go in a direction that benefits you more than them.


    Even perks play an amazing part into it. As killer you have things like I'm all ears, bamboozle or enduring Fury combo which can make safe loops easier to mind game or really dangerous.

    As survivor you have things like a quick and quiet, dance with me, head on lithe, which can all be used sneakily to help you get distance or lose the killer entirely.


    Honestly when I'm playing survivor generator simulator is legitimately the most boring thing you could do.

    When I'm playing killer I can't stand the final stages of the match where you have to find the two immersed survivors who aren't doing anything it's pretty much an extended game of hide and seek or better yet where's Claudetto and it's not fun.

  • @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1660241#Comment_1660241

    Is that like a green rank thing? I’ve never seen anyone, on any killer, bring lullaby, intentionally.

    not everything is a buff or a nerf. Sometimes, it’s just a change

    Is that like a green rank thing are you kidding me?

    Just because you have never seen something doesn't make it so.

    That probably has to be one of the most self-absorbed and entitled statement I've read.

    Sorry to be the bearer of bad news but unless you you watch the statistics for every single match in Dead by daylight at every single rank you do not know what people bring in and what they don't bring in.

    Surprisingly enough I have never seen somebody bring in I'm all ears at red rank but I'm not going to act like it's never used because that's going to make me sound like an idiot.


    Yes well some things are not intended to be buffs or nerfs however it is still a buff or a nerf if it actively impacts a perk.

    For example when they increased Amanda's terror radius from 28 to 32 this was simply a change to make her more in line with the other 115% movement speed Killers.

    However it was nerf in the grand scheme of things as it meant the pig was not able to do a lot of things that she was usually able to do people had to change their perk up to balance this.

    Yes some things are not intended to be a buff or a nerf but acting like the change cannot be categorised because it wasn't it's intention is incredibly ignorant.

    Also advice for the future if you're going to try to make a structured argument and your first point is to try to stroke your own ego. You probably don't have a valid enough point to make.

  • You do know that could potentially increase the killers workload exponentially right.

    Especially when dealing with immersed survivors who just hide.

    In scenarios like that you'll usually before us to constantly keep chasing the same survivor who's not hiding and doing objectives over and over again.

    If even when you do get enough hooks to get them out of the game you still have to hook everybody else twice.

    This would also encourage people to make a really stupid plays without being punished especially when they know even if they've been hooked twice they have nothing to worry about out because there's still 3 or 4 universal hooks left

  • Always being informative and helpful huh Orion.

    This is why you always managed to be my one of favourite people on the forums.

  • @RocketPenguin said:

    Like it got a nerf and a buff, it no longer shows on every skillcheck even before 1 stack, but now it doesnt work with DS and Doctor.

    Like i get that its weak so it shouldnt get any nerf but this isnt just a nerf for no reason its clearly a change to keep consistency in dbd. Like when legions and everyone elses powers are no long able to get stbfl stacks and the gen regressing consistencies made this patch.

    Its was never used even with doc and it was never up long enough to affect DS so if anything they just slightly buffed it. So i dont get why people are mad about this.

    As for pop and thana i understand but thana is most likely going to get further changes after this and pop i doubt it, so understand peoples anger at that.

    For pyramid head i think the changes are great, every ph ive faced seemed to not notice much of a difference while most survivors enjoy the change since it allows you to fake things without the ph getting a free hit 100% of the time but its not like they removed the ability to fake your power its still a very affective strat.

    Well yes consistency is one thing.

    However when you have a hex perk that has been considered the worst for the longest time that was only really considered somewhat valuable on Doctor nerfing it seems counterintuitive.

    I've talked about this before but consistency should never override viability. You shouldn't make something that was already weak even more weak for the sake of consistency.

    As for the no notification until one token that doesn't really help as the perk doesn't really come online until 4 or 5 tokens. Until then it's still practically easy-peasy to hit the skill checks. Hell even making it no notifications until you mess up a skill check would have been better

  • I don't want to be this guy but if the Rift is causing you so much burnout why don't you just skip a couple of rifts and only play for fun during them.

    Personally as somebody who loves grinding games the Rift never usually was a problem for me normally I would be done before the third level comes out or if I'm slacking a couple days after the third level is hits

    Honestly I found grinding on things like dark souls or Warframe to be a lot more tedious

  • Break out

    For the people

    Mettle of man

    Empathy


    Bring a flashlight your job is to basically try to make sure not a single person get hooked under your watch.

    Caution: Build may result in the killer being extremely annoyed with you. If it results in you getting camped or tunnelled note that your sacrifice is still keeping people safe

  • Honestly I prefer David's default cosmetic to almost anything with the exception of the Day of the Dead. Also because I'm personally rarely ever a fan of beards

    Personally I can only think of like three good store David face cosmetics

    Slicked Hair & Beard

    Culture Shock

    Matinee Idol

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658652#Comment_1658652

    They got nerfed, so? What would that do?

    How is this not obvious that Moris are the most op thing in the game? Why do we need a survey for that? Isnt that extremly obvious?

    Did you actually read my post or are you just speaking out of hot-button anger.

    Never once did I state that you are wrong for wanting them to be nerfed. All I said was you come across as very disingenuous when you act like moris have never been touched.

  • I've said this before but honestly the only thing I feel like they need to do about it is to take away the aura reading from undying and just give it to thrill of the hunt.

    That way hex undying still keeps it's main benefit of becoming totem insurance just in case your insert x totem here gets broken which makes it good for things like ruin, haunted grounds and noed basically hex perks that don't require stacking


    Thrill of the hunt becomes the ultimate defensive totem hlas not only will you be able to see the auras but the extra slowdown will make it even more difficult to break totems. This also worst case allows you to increase the aura reading to slightly longer than 2 seconds. This makes it a perfect totem to bring when you're using perks that require you to stack like devour hope or huntress lullaby

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658640#Comment_1658640

    Yes, we know that they were like that, but just they were even more broken then they are right now, does not explain why they are still in the game.

    I get they're a frustrating element in the game I'm just saying when you act like not a single thing has been done about it from the beginning it makes your point seem a little bit disingenuous.

  • Mori did get nerf before they never required a hook it was legitimately right after you down someone they're pretty much dead.


    They got adjusted and they're probably going to get it just it again which is completely reasonable but it's a bit unfair to act like the problem has never been addressed not even once

  • I love how people act like it impossible that you can cleanse Undying first.

    I've used this and the Haunted grounds combo and I've had several matches where undying just happened to be the first perk cleansed.

    If that happens they're free to take out ruin and now you only have 2 perks left.


    Literally when anybody describes this combo they always talk about the worst case scenario where they had to cleanse ruin three or 4 times.


    Honestly if they do anything to it I'd be fine if they just get rid of the Aura Reading and add that to something like thrill of the hunt instead this would make I'm Undying serve the role as a totem switcher and leave thrill of the hunt as a pure Defender.


    So if you have Undying you don't have to focus on your totems as you have a chance of it being bounced around.


    But if you really want to keep totems alive for example token-based totems like devour hope or huntress lullaby thrill of the hunt would be better as you could see auras and slow people down from cleansing

  • Pretty much yes but can't go onto detail because you know

  • So if somebody does that to me and actually kobes in my face when I ran half way across map to save you before you hit struggle.

    You better hope there are other people ready to save you when you're on second hook. I will walk by the hook butt dance spam unhook for a bit and then leave. If the other survivors don't come and get you you're pretty much dead.


    Now I get it it you might want to wait until the killer leaves and someone just happens to come up by that point but honestly I don't mind even if you just do the camping signal to stop me from coming over there just don't make me waste my time.

  • @VolantConch1719 said:

    https://forum.deadbydaylight.com/en/discussion/195149/is-legion-underage

    "Frank Morrison was nineteen and had little to show for it." Word for word from their backstory.

    And we know the others are younger than him because everyone at Julie's parties was younger than him.

    If by underage, you mean under 21, then yes.

    Considering Frank and Julie's yellow cosmetics reference them as seniors and Susie's green cosmetics references her as a possible sophomore that is definite underage.


    Frank Morrison- 19

    Julie Kostenko- 17/18

    Susie- 15/16

    Joey has no reference to what age he might be in both cosmetics or backstory. A doubt he's younger than Susie and he can't be older than Frank.

    Unlike Julie he hasn't come from particularly well-off family and he has his own car and job so I'm assuming he's about 18 and probably the closest to Frank's age

    Asides from Julie's full name I'm taking everything from the Legion's archives with a massive pinch of salt considering that is that archives doesn't even match up with Legion's actual backstory. So I'm going to avoid using things from that to determine their ages

  • @RakimSockem said:

    Buff all character's jiggle physics. Add a little thiccness to Feng.

    Nerf Nea

    Couldn't agree more

  • @musefan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1652586#Comment_1652586

    I can only interpret what you actually say.

    If you meant the change was too little to make much difference, then that is what you should have said.

    Not my fault you wasn't clear to start with.

    It's less about the change being too little and more about it being to conditional and easy to make irrelevant.

  • @musefan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1652478#Comment_1652478

    "If you forget everything that changed, it hasnt changed at all"

    Right, ok... 🤨

    Let me put it to you this way.

    Whether the killer slugs or not yes the faster healing is still there however it's pretty pointless.

    It's all well and good if you have unbreakable it's completely useless if you don't get slugged.

    If you received an additional benefit that was more universal and not restricted to factors as you have no control over then it would be more useful.

    If you're going to try to misrepresent my argument could you at least not do it in such a narrow-minded way.

    It's not a matter of ignoring the only change it's a matter of whether the change itself is beneficial when The Killers playstyle could pretty much denied from ever seeing used

  • @TATAHARAMBE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1652478#Comment_1652478

    so isn't it still a change? 100% is 8 sec a heal if the killer decides to slug, that's crucial, imagine combining it with we'll make it.

    Like with most of the Slug based perks it's very reliant on the killer actually slugging.

    Soul guard tenacity flip-flop and unbreakable.

    All of these perks usefulness is very determined on whether or not the killer chooses to leave somebody on the ground.

    If you encounter somebody who doesn't slug we're gonna live forever literally does nothing to do

  • @TATAHARAMBE said:

    I absolutely love the new WGLF change, 2k bp is nothing if you use this perk.

    I mean aside from faster healing on slugged survivors we're gonna live forever wasn't changed at all

  • @Science_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1652408#Comment_1652408

    Because how does that even begin to work?

    He injected one of them with serum and the other three went poof and were inside of the first member? He injected all of them, and then they went poof?

    Or, apparently, for some convoluted and not-the-least-bit plausible reason, they were all tied together, injected together , and then fused together?

    The logic only gets more and more ridiculous.

    Considering most of the killers were restrained when they were injected it's quite possible that all four members of the Legion were tied up together whilst they were injected.

    This would explain why they fuse together.

    Another way to explain it could be assimilation. For example Frank got injected and when Julie Susie and Joey try to help him they ended up getting absorbed into his body and fused into a grotesque form

  • @Volfawott said:

    As long as Feng Min and Legion get blight skins I'm happy

    Don't worry past me. Your prayers have been answered you're getting both.

  • @Science_Guy said:

    ...And now David too.. Why do you hate Meg, BHVR?

    Also, and I don't even need to see it to say this: the Legion one doesn't make the least bit of sense.

    How does the Legion one not make any sense

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651112#Comment_1651112

    They earned it by buying a dead game? By that logic it should be in the store since it's technically a purchase.

    With the promo code system they should be able to give it to console and other PC users at their own discretion if they wanted to be universal just give the code everybody like they did with the bloodpoint codes but if they want it to be more of a limited thing give it away occasionally on stream or occasional prizes on Instagram or Twitter.

    Even though I personally would prefer the Trapper mask because I detest Meg

  • Remove the 50% condition on mindbreaker then we can talk.

    As for the buff well the same goes for the buffs to Mindbreaker, Technician and Cruel Limits they all missed the point of why the perks were underused in the first place.

    But keeping the discussion to the mentioned perks .

    They lack control on the Killers part and are extremely limited in their potential.

    The 50% restriction of mind breaker meant that aside from early game most of the time you went to a gen it was most likely that it was over 50% so the perk wasn't even affecting the survivor even if it was you had absolutely no way of knowing this. If you remove that restriction it can make it a really nice for defence based or stealth Killers who tend to get screwed over by exhaustion perks the most.


    Now onto cruel limits the fact of the matter is you have next to no control over when a generator is going to be completed.

    If you have tinkerer and use a high mobility killer to get there you have way more advantage in just prevent it from being completed then allowing it to be just a trigger the perk.

    But one about non high-mobility killer you might ask they might not not make it there on time so can take advantage of it.

    Well you silly goober if the survivor has an area or a pallet they could loop they will just waste the time of the perk giving you no value.

    Worst case scenario they just take the hit then run to a safe location so they can loop your butt.

    Now if all this wasn't bad enough this perk can only activate five times a match with the last time it activates the survivors actually have have a lot more safety as they could potentially have people in areas to take hits and run them to a safe exit gate.


    If you want my opinions on the buff mindbreaker's buff makes it more useful it's still complete trash but it's slightly more useful however cruel limit is just trash.

  • @IshinSolarc said:

    Why I believe it's bad being a perk

    Making DLC perks for anti-tunneling isn't a good, it's bad for the incoming players who just want to have a good game experience, they will need to buy a DLC to get this "anti-tunneling" and be able to enjoy matches. Which is why it's scary to make changes to DS now, since it's from the most bought DLC on the store, and also DS is the main reason why people buy the Halloween DLC.

    But, acting oblivious of changing a perk to maintain a DLC's sales it's bad, I'm one of those who can't recommend this game to friends knowing thay they will buy a DLC to get an extremely OP perk that makes one of the biggest balacing issues of this game, all because it lacks a anti-tunnel mechanic.

    Creating a anti-tunnel mechanic

    For me an anti-tunnel mechanic, it has to do both:

    A) Motivate the killer to after other survivors.

    B) Make the survivor harder to be tunneled.

    Example of A):

    • Show the killer that the survivor isn't a treat to game objective(reduced gen speed and cleasing totem speed until another survivor is hooked is a way,).

    Example of B):

    • The last unhooked survivor receives a haste effect of 10%, the effect lasts until another survivor is put on the hook(or killed), or until the unhooked survivor is healed.

    Other solutions

    I believe there is other ways of doing that, but I think it would need to rework the whole hook mechanic, which is not good, since the community showed they are against that idea.

    But what would be your solution for anti-tunneling?

    I would agree with this if there was a general consensus on what tunnelling was.

    However there's a large portion of the community will consider any little slight against them as tunneling.

    You recently got unhooked and immediately went on the closest gen that's literally right in front of you and start working only to be insert shocked Pikachu face here when the killer starts chasing you again.


    Survivors who have recently been unhooked but seemed incredibly super determined to take a borrowed time hit for their rescuer and then get surprised when the killer is automatically on them.

    There's a lot more but these are the two examples of the top of my head I don't feel like giving anti tunneling benefits to people like this is a smart idea. Simply because they're either simply making a stupid play that shouldn't be rewarded or actively feeding a tunnel.


    If you want to add an anti tunneling mechanic you're going to have to figure out a way to clearly define what is tunnelling and and make it so it is not abusable which sadly is never going to happen

  • @TheStabbiNAngeL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649252#Comment_1649252

    Do you have any images? I tried looking these people up but I'm not getting any results.

    It's not an image but this is the Prologue for the episode Charlotte appears in.

    https://youtu.be/seH-CqDZDyw The_Phantom_of_Crowley_High-1.png

    If you want extra information she starts killing people in the musical with a poison blow dart.

    She does come back in another episode.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649182#Comment_1649182

    I'd be perfectly happy with a slight increase to the range for Surveillance and Technician. Not only are they severely underappreciated parts of those perks, but they offer something outside of the norm of just stat increases or auras.

    Honestly I agree if this so much. The increased sound range is an aspect of surveillance that often gets slept on despite it being really helpful.

    Honestly my favourite aspect of technician has always been there are quiet repairs it's a very underrated aspect but it definitely allows you to pull off some plays and the increased sound from surveillance has helped me find survivors who think it's safe to work on a gen because I'm distracted in a chase close by

  • This is typically my go to answer anytime this question gets brought up because it's obscure but it would be really fun.


    Todd and the book of pure evil chapter.

    The killer: The Phantom-

    Real name- Charlotte

    Her weapon- could be her Dagger or Curved knife

    Her power- could focus around her blow dart or her singing capabilities.

    The Survivor- Hannah B Williams


    They would have a connection with their rivalry.

    If you watch the show with the effects of the book it wouldn't be too hard for both Charlotte and Hannah to just see the entity as an extension of it.

    Charlotte really doesn't have a problem with killing if it suits her goals so just imply that The Entity is allowing her to take revenge on Hannah as long as she plays the trials correctly.


    If they could suggest anything else it would probably be a solo chapter with Chanel oberlin from scream Queens

  • @RaSavage42 said:

    Replace RBT with Jigsaw Boxes seeing that the boxes are where you get the skillchecks on

    Newer players (should be) more concerned about hitting skillchecks not overall progress... so the increase missed skillcheck penalty shouldn't matter (as much)

    I do agree that the stealth aspect of the perk should've been the thing to be buffed but (whataboutism) then Surveillance should receive the same sort of change

    Also from my experience survivors (myself included) run away from a missed skillcheck about 75% of the time for fear of getting the killers attention and getting hooked in the early to mid game... So I feel like Technician would be viable

    And everyone misses some sort of skillcheck... so even more good thing the new Technician will do

    Thanks the Jigsaw boxes suggestion I made the change.

    Also while yes everyone makes mistakes you got to realise how many people how many people are willing to sacrifice a perk slot for something they only do on occasion. Especially with the add regression for those occasional mistakes.

    Let's take another Min perk for example Alert. Now this used to be just awful had a stupid cooldown and range limit. When it was buffed to remove both these negative aspects the fear of it being meta and overpowering was prevalent. However when it was changed even though it was a lot better in fact it was even really good no one really swapped out out any perks for it despite having no downstairs.


    This is just an example of something having a strong advantage with no downsides but just not being impactful enough for people to consider it worth a perk slot. Technician is even in a worst position even right now it's not even considered by some people worth a perk slot on a meme build. Buffing one of the least interesting and useful aspects of it whilst adding a negative is definitely not going to bring it up in usage

    As I said before technician has been a solid part of most of my builds for the longest time. Even now I consider it an underrated perk because of the stealth advantages however the direction is going in I don't see it rising in usage. Hell best case scenario it stagnates, worst case scenario it drops in usage even more which is sad because it's already probably considered pretty low on the survivor perk tier.

  • I would agree but torment as a status condition and inflicting it is already a pain in the ass as it is I don't think it needs s nerf. ( or sidegrade whatever you want to call it)

  • I like to call this build a target on my back.

    No Mither

    Object of obsession

    Diversion

    Red herring


    Do your best to keep the killers attention and annoyed the hell out of them.

    If you annoy the killer enough that they camp you. bonus pats

    If you manage to survive props to you that's triple points.


    Now if you managed to to annoy the killer enough that you get camped but still managed to survive you become my new god

  • @MrLimonka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647192#Comment_1647192

    If that's your idea of fun, then I'm very sorry. Really.

    Shipping has always been nothing in almost every community and it probably will almost be a thing in every community.


    Why does it happen well some reason can be because people want to see their two favourite characters get together or want to see the character they relate to most get with the character that they like the most.

    If you want me to explore the various other reasons as well that could take a hot minute.

    Now if you're going to try to call out someone's idea of fun you're ready doing a losing battle. Something being a fun is a subjective context in the same way you might look down on people who like ships and find it fun somebody out there might find the things that you like and consider fun to be something they look down on.


    Let people like what they like as long as it's not illegal or immoral you really have no right to judge them for it.

  • Personally I'm more of a fan of MinxKate

    20200624_183724.png


  • @Dwight_Fairfield said:

    Myers with Jake? First I've heard of this and I'm a Mikey main.

    a2f92929aebf957a4796115d8c95d747.jpg c928b558a0feb437afcc66192d40c02d.jpg 9d8d5ad18f8175ccad9e1e5863061137.jpg tumblr_p3k0vw262R1rtb79po1_250.png

    No clue why they're shipped but the comic is funny

  • Trapper: slow paced horror about a dad teaching his son how to kill with mining accidents.


    Wraith: horror drama about a man driven crazy hunting down the people who ruined his life


    Hillbilly: family buy a farmhouse in hopes of starting a new future but starts noticing the livestock being murdered it becomes a serious problem when the neighbours turn up dead too.

    Nurse: rowdy teenagers sneak into an abandoned asylum on a dare slowly one by one they get picked off as they realise the asylum is haunted by ghosts of its past


    Hag: honestly you can pretty much just go until dawn round with this but instead set in a swamp


    Doctor: a crazed man tricks families into believing he's a person helping out with their are sleep problems or addictions only for them to become part of his sick and twisted experiments


    Clown: teens go to an amusement park carnival but the fun house becomes a whole new kinda fun.


    Spirit: After the tragedy at the Yamaoka Estate. Rin's father tries to move on but him and his new family find Rin is still a Yamaoka

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643335#Comment_1643335

    When I first played, I had no idea about anything. I picked Feng after reading through many of the perks and thought "Technician, Lithe, and Alert look like the kinds of things I'd want". You're assuming most players check with the community before choosing, and I find that unlikely given we have millions of active players and maybe a few thousand on the forum.

    Well that is quite possible and console platforms. PC doesn't have immediate access to Min it would require you to make an investment.

    If it's an investment of shards by they time they accumulate enough to actually get her they are going to be experienced enough to the point where technician isn't really useful.

    On the other hand a lot of people choose to get acquainted with the game before they make payments to it meaning it's unlikely that someone who just got into the game with little to no experience is going to randomly by Min's chapter.


    However you also forget that the forums aren't the only place to gain access to the community. Facebook groups, Reddit, twitch, YouTube even groups on the respective platforms.

    Acting like the forums is the only place to get information from the community is a little bit foolish.

  • As much as I'm a biased Min and Legion player. Honestly if the relaxed bun was Min default hair I would have picked her. I really dislike her coconut hair bob I hope when they do the character model updates it gets improved

    I'm also taking licensed characters out of the equation. (Sorry Amanda it would have been you otherwise)


    Survivor: Yui- Interesting bike aesthetic absolutely loves her jacket. Honestly I really like the goggles that she wears and I love her long hair.


    Killer: Deathslinger- The Western aesthetic is just so good. They also managed to give him this dried up look without making it look completely is zombified or inhuman which I like as well. I do really like how crude the default Redeemer looks you could tell it's a improvised weapon that was made back then because it doesn't look too clean or efficient

  • @BigTimeGamer said:

    The only people who use it are newer players, they are going to get matched with new killers. New killers tend to go to the explosion when they don't know how to properly find people or where they hide, its just good as a change

    But the problem a newer players usually won't immediately jump on head unless they pick Feng Min right away.

    A general consensus of the community is usually to go for things like iron will, adrenaline, sprint burst and we're gonna live forever before tackling anything else. So by the time these people have pretty much leveled up for different characters they're pretty adept at dealing with skill checks so they're not going to really be using technician anyway.

    The only time this is in the case is if the new player in question usually just starts out as Min because they like her aesthetically.

    That's the problem with having perks for new players be teachables by the timer player gets the perks it's usually recommended for them they are experienced enough at the game that they don't need to even worry about things like Windows of Opportunity or technician.

  • Pyramid head

    I feel like I need to wait to see the values before I can make a decision on that.

    Not really going to voice my full opinion until I see how it works in execution (hahaha pun intended)


    Trails of torment

    Thank you it actually has a reason to be highlighted now honestly I think this would work great in combination with something like dragon's grip. Oh no guys totally don't touch that generator to stop my undetectable oh looks now you're exposed now. gg ez.


    Forced penance

    meh I mean it's not anything to call home about.


    Blood Pact

    Welp still nowhere near as annoying as when it was first shown in the PTB however if somebody could make things toxic I don't exactly put it past this community let's see how it works in execution and not judge it based on on paper.

    Any Means Necessary

    Honestly I think this is a great change good job guys.

    Cruel Limits

    Trust me I'm going to be making this point later on but I think you guys missed the point of why this perk was so underused. It wasn't the Range I'm sorry but this ain't it chief.


    For The People

    Thanks I guess

    Mind Breaker

    Remember how I said I'll be making this point again. The duration of the exhaustion just wasn't it chief.

    Slippery Meat

    Yay for Kobe builds I guess and yay for trapper I guess.


    Thanataphobia

    I'm going to keep my mouth shut until I see the numbers. Either it's going to be really good or it's going to be a let down let's see if it's worth removing the healing penalty

    WGLF

    Personally would have picked a better benefit but at least it's more in line with its killer counterpart now.


    Technician

    You guys have struck out three times now on this. You've completely missed the point of why this was underused. The percentage of the failed skill check notification and noise prevention ain't it chief. ( especially when you add a penalty for something nobody asked for)

    Guys come on the community has been handing you free suggestions for for ages this is what you go with

    PGTW

    I'm fine with this 60 seconds was not really necessary and it's a little bit of an indirect buff to people who use repressed Alliance to stop Pop Goes the Weasel.

    The Perk changes were ok. Honestly the only two that are really stand out that I can see as good trails of torment and any means necessary.

    Everything else is either Meh, something I need to see in game to know if it's going to be effective or or you completely missed the mark on the perk needed.

    The Macmillan Estate

    I'm going to miss the stupid blue hue of Macmillan but I can't wait to see the concepts in game.


    Overall

    I really can't say much. Most of the things on here are pretty much just a taste of wait and see because we don't have any concrete values.

    I still feel like you need to take technician, mindbreaker and cruel limits back to the drawing board and come up with something else.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643019#Comment_1643019

    I'm not sure you understand what I'm getting at. Technician's upcoming change will keep everyone from alerting the killer 100% of the time they fail a skillcheck... That's a HUGE buff as it literally takes away HALF of the risk of doing gens. Anything that makes the game easier for survivors is something they can and will abuse/flaunt, and you know it! Taking away that risk, for new and veteran players, would be heavily abused if they didn't make the penalty for failing skillchecks bigger. Ask yourself how many times have you been on a gen, and either you or a teammate has failed a skillcheck, which summoned the killer right to you? Now ask yourself if that scenario could be completely avoided with the addition of a single perk, would you equip it/want others to? We both know that even semi competent players occasionally still miss skillchecks, but with this new change to Technician, they will have a safety net that ensures the killer won't immediately come after them for their mistakes, and to me, that's the definition of making the game easier.

    With a change this strong, the devs had to increase the time it takes to repair a gen if someone fails a skillcheck, otherwise it'd be broken as hell.

    Just like the change you completely forget the main reason why people don't use technician to begin with.

    I've explained this more in a post I made but I'll give you the explanation.

    A new player is usually advised to go for specific perks that would help them out further and the game.

    Iron Will - to help with stealth if you can't heal - lvl 30 - Jake

    We're gonna live forever- to help with the Grind- Lvl 30 David

    Self care- just to get a grasp of healing - lvl 40 Claudette

    Sprint burst and adrenaline - survivability and chases - lvl 35 and 40 - Meg

    Now the problem is is by the time new player is ready to tackle technician because of all the grinding they did they probably already know how to hit skill checks so they don't need technician.

    As for more experienced players they also already know how to hit skill checks so they don't need it and even if they were planning on using it for the 100% fail progression the extra regression they get from the perk makes it not worth using.


    If you wanted to make technician a better perk impacting the way it affects sound is the way to go not failed skill checks.

    Even if they didn't focus on sound there has been so many better suggestions for technician.

    *Adding bonus progression or action speed upon hitting a great.

    * Completely silencing the gen as long as people with technician are working on it. ( once technician uses stop working on the gen or someone without technician start working on it the sounds come back)

    * you don't trigger any generator affected perks whilst using it ( for example overcharge or surveillance)

    That the fact they went with skill checks which was something nobody was really asking for a baffles me

  • Btw the technician change completely missed the point of why technician was under used in the first place

  • Dull totems if you constantly do dull totems the hex can't switch

  • @Dzeikor said:

    He already seemed pretty strong.His mobility on the map is really good and even though he's not the easiest killer to master,once you do it,it becomes as deadly if not better than a pro nurse.

    Now not only he moves fast on a pretty low cooldown power,insta destroying pallets and breakable walls seems a bit overwhelming while so many old killers are still waiting for their tweaks and buffs.Trapper,Pig,Clown still waiting for their big buffs or rework.

    Calling him better than a pro nurse is a little extreme

  • When I first got the game I literally couldn't hit a skillcheck to save my life but my friends took me in a game to play with them, the killer we got apparently was in a complete potato according to my noob ranking.

    I proceeded to repeatedly keep messing up skill checks after a while pissed off Myers came to my generator thinking I was trying to BM only to see me repeatedly just mess up skill checks. ( I had no idea about his power so I continued working on the gen as he completely stalked me still watching me mess up then slugged me on the floor and then just left).

    After he finished killing my friends he dropped me on hatch. Messaged me asking what the hell was going on then probably had a good chuckle when I told him I hadn't even been playing for a full hour yet.


    If you want my first experiences killer after a couple matches of survivor my friends decided to teach me how to play killer on kill your friends because throwing me in the deep end of public matches on survivor didn't work as well as they intended(No ######### sherlock) which I proceeded to camp two of them with iridescent head. (My first two kills)


    Good Times good times

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