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White_Owl

White_Owl

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White_Owl
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  • A very welcome one indeed.

  • Since map reworks are in the pipeline, any chances you can add more dinamic elements (like Gideon Meatplant's doors) to existing ones that don't have them? I think they add more flavour and it's funny how they make people change strategies on-the-go

    Also, I always wish for crows and the fog to be more impactful on the gameplay (just for example, imagine if denser fog allowed survivors to hide better but at the cost of reducing the visibility of the red stain).

  • The best way imo is to laugh at people's mistakes, especially yours.

  • There are some problems with this suggestion:

    First, the kind of speed boost suggested would help but not by much, the Wraith is a good example of that. Killers with good map pressure are those with more than 50% speed boosts.

    Second, it would allow to get into the "chase zone" faster, giving less time to survivors to react and giving an advantage (especially against inexperienced survivors who don't can't recognize and stick to safe zones).

    Essentially it would be more useful to get the first hit than to have map mobility/pressure.

  • Or... you could aim at getting better instead of going the easy and toxic way. Closing the chat also helps if you're sensitive.


    edit - often, toxic people feed off your bad reactions. If you camp them because reasons, you're just making them happy.

  • Yeah, I don't like them too. They are kinda like spoilers, a little one every once in a while can keep you interested, but too much just ruins the enjoyment/hype.

  • Honestly I think it's overrated. Good survivors (those you should worry about) can just power through it or destroy it in no time, while not-so-good ones are those most affected by it. Basically it makes easy matches easier, but harder matches harder since you have one less perk.

    I also think a lot of people would get better if they stopped relying on Ruin to put pressure and slow down gens.

  • Yeah, I miss when they made cheap variants of cosmetics.

  • If generators took 10x longer to be repaired I'd rather play Cookie Clicker.

  • You know what's more annoying? Survivor trying to get saves against Bubba, especially in the basement. Everyone knows he is used to camp (since basically that's the only thing he can properly do), stop feeding him.

    Also, nerfs would only make LF players camp even more. A rework would be better.

  • @rch614 said:

    The vault speed nerf never did make that much sense to me. So what if he can speed vault it? They can't down you with Frenzy...cool down addons? Stun is still too long and Survivor can go for another loop. Not like even getting hit with Frenzy is that threatening anyway

    I agree. With old Legion it would have made sense, but with the current one, not so much.

  • I'd say We'll Make It, but nowadays I find it almot useless: if the killer doesn't come back asap after the unhook (which is rather common) the other guy most of the times runs away, making you waste a ton of time.

    I wouldn't recommend it for solo survivors.

  • The Pig is stealthy, her dash attack has the surprise factor that makes it more effective than it seems.

    Legion's speed is mostly for map presence, gives away the position of survivors and allow to vault stuff.

    The Spirit's ability is mostly about mindgames during chases.

    Those are all different abilities, it's like comparing apples to oranges.

  • @Milo said:

    @White_Owl PS4

    Ah, didn't see that. Nevermind then.

  • I think he needs some managment skills to make sure to use FF at its best to slow down the game, which is easier said than done especially if survivors know not to group up.

  • From what you tell I think it's very likely your wife had the video in background and by mistake hit Alt+Shift or Alt+Esc.

  • PGTW is supposed to induce the killer to leave the hook, and 30 seconds are enough to cover 130+ meters (even for slower killers). Personally I think it is ok, maybe I would just increase the timer to 40 seconds, but that's it.

  • I think Boil Over should just get some number buff: the struggle effect should be more than 75% because it doesn't work on most of the maps, and the hook auras should be obscured in a way bigger range. Considering a carrying killer can travel up to 58.9 m (from the wiki), imo the range should be buffed to 32-48 meters. It wouldn't stop a killer from seeing the actual hooks (or remembering their position), but it could lead them to take a wrong path.

  • Oh man, here we go again. OP do some research, you'll quickly find out why it is a bad idea.

  • What would stop healthy survivors to repair gens so their mates can get instantly healed? That's a very common situation and you don't need swf for that, since I do that too and I'm 100% solo.

  • I think the point of having the cathegory cap so strict is to incentivize people to do different stuff.

    Personally I'm more in favour of improve the point gain of certain cathegories (more specifically Survival, but others could do)

  • For the Doctor I suggest you to focus on practicing the timing of shock attacks. They can be really useful in chases when timed right.

    Also don't waste too much time in Treatment Mode unless necessary since it makes you slower. While patrolling TM is mostly useful at the start of the match, but otherwise I prefer to use Punishment Mode to be a little bit faster (you won't get stealthy survivors anyway since madness buildup is slow without good addons). During loops don't chase in TM, but rather learn to quickly switch stances to get the right shock that lets you get a hit. It needs practice but it pays off.

  • When did they say that DLC content is immutable and is never gonna get changed?

  • Honestly I don't get why all this fuzz, they explained the reasoning and it made perfect sense. Enduring will be more powerful against pallets and other stuns will be balanced without having to account for it. This means that everyone will get something out of it, in the big picture it's a win-win.

  • I think the main reason people complain about MoM is not for the perk itself, but because it can be stacked with things such as sprint perks, Adrenaline and sometimes even DS (I've seen people willingly getting downed again just to use it), but unlike those things MoM's doesn't require the survivor to do something to earn it, so stacking it is very easy and straightforward.

  • Well, it's not that they forced you to play him. I played him with splinters, didn't like him and I didn't buy him and used the shrine to get his and Quentin's perks, it's really that simple.

    If you played him it's natural to think that you kinda liked it, so why should you be rewarded for something you enjoyed?

  • Nah, if you use cover to approach survivors it doesn't matter if the invisibility is "imperfect", they won't see you coming, and that means basically no counterplay considering how fast he is (talking about grabs).

    @LCGaster said:

    As a Wraith quasi-main I'll say that he is very strong at this point, the only slight buff he needs is to his stealth.

    Being a 115% movement speed killer he has very good chase potential, and if you know how to use his power you can end chases super quickly.

    One buff I'd love to see is to make him completely invisible when far away, so that at least he can't be spotted from the other side of the map.

    I love Wraith, his power can change so much with all the different add-ons :3

    I don't know if it's because of low settings and I'm not completely sure since there aren't many Wraiths out there, but for me he completely disappears beyond a certain distance. Shadowbuff?

  • Lol it's ironic I got a downvote and I don't even know why.

    edit - to whoever downvotes me without saying anything: do you realize you're basically agreeing with me? XD

  • Finding the hatch is not hard at all for the killer, rewarding him with a free kill is just a bad idea. Also, if the last survivor is alive doesn't he deserve some merit? And why he shouldn't have a chance, even if small?

  • Imo the Nurse's mechanics give a lot of safety nets to correct mistakes and that makes me cringe a little when people say she requires immense skill. Very often I see Nurses doing ######### blinks but still able to hit the survivor because they were trying to juke her (hypotetically good) blink, and missing a hit is not punishing as with the other killers. And I say this as someone that mained Nurse for a period and stopped partially because of bugs, but mainly because she was boring and unchallenging.

    Now unleash the downvotes, I know you will.


    ps despite this, I find her fun to vs when it's a good Nurse (and the team isn't braindead) since I love juking.

  • Yes it is, in the sense that used well it wastes a ton of time which is the most valuable thing in this game.

    The fact that not mending downs the survivor doesn't mean DW is supposed to down them. It's just an incentive for survivors to waste those 10 seconds mending, a bit like Reverse Bear Traps, but with the additional strong map presence from FF.

  • Some perks are balanced by the fact they work well (or extremely well) in rare or specific situations, if you could equip them when said situation happens balance would go out of the window.

  • The EGC is fine, the only thing is needed, as other said, is to improve the gates spawning rules. In maps where the gates are spread out it feels balanced, in addition to being thrilling and exciting.

  • I love the concept of the perk but currently it's unusable and gets me killed more than anything else.

  • @blue4zion said:

    They're not top tier now, but they're more mid tier. Better at slowing down the game a little because it's more likely you can chain hits due to the duration. However,

    The frenzy ending after missing one time was a mistake of a nerf. It should at most make you lose a portion of power.

    Feral Frenzy can no longer down without Frank's mixtape so why weaken the power? Let feral frenzy be fast and not instantly end the power with a single miss so we can use the power to stall the game better. They will almost always need to use M1 to get the down.

    I like the Legion rework but I agree with this. That nerf was necessary when Feral Frenzy could be used to down survivors, now it feels excessive as a punishment.

  • I agree, it doesn't incentivize contructive discussion since most of the times people don't stop to say why they downvoted you.

  • Yes, I want a perk with that effect since forever and Calm Spirit is the perfect candidate.

  • So I can hear some kids insulting eachother or playing low quality music? No Thanks.

    And btw hatch standoff was #########. I don't know what killers you play with, but you can't "outloop" someone who won't chase you and rather bodyblock the hatch. It had some kind of counterplay, but it was very easily countered by NOED and was just a massive waste of time most of the times.

  • What every happened to good sportsmanship? Are survivors really that salty when they die?

    Why it must always be a us vs them thing here? Personally I see a lot of killers that don't say gg unless they get a 3-4k.


    In any case I usually say gg when I have fun and I judge it an actual good game, doesn't matter if I died. On the contrary, I don't leave a gg if I got bored/annoyed even though I escaped.

  • It's honesly an unbalanced mess. There is absolutely no counter aside from getting hooked (lol) and Freddy would be absolutely OP.

  • Even if the eventuality of it being useful is rare, I don't see a reason to not have it. It could spice things up just a little bit.

  • Diversion si probably the funniest survivor perk.

  • @Peanits said:

    A Xenomorph is actually a humanoid (at least for the purposes of animations). They've got big ol' heads, but they walk upright on two legs and have two arms sticking out to the side. They might be a bit slouched, but so is the hag. Animations wouldn't really be a limiting factor for a Xenomorph.

    The bigger issue would be how they fit thematically. So far all of the killers have been human. Regular people that were taken by the Entity. It's not too terribly out of place to see any of the current killers running around in the existing maps. Having an actual alien running around a hospital, a preschool, or the streets of Haddonfield is a different story. They might not look out of place on a spaceship, but it would be a little weird seeing them down here.

    On the flip side, it would also look pretty weird to have the Trapper or the Nurse running around the USCSS Nostromo.

    Basically it's possible to make it work, it's more a matter of fitting with the theme of the game.

    To be fair an ancient babylonian priestess roaming around a modern pre-school or a mad doctor in a corn field are quite out of place, I don't think anyone would complain about that.

  • @Orion said:

    A long time ago, they said they just didn't want to have to create a ######### ton of new animations and other stuff for every body type in existence. Humanoid-only allows for some shortcuts.

    It changed a lot in the mean time, so there might be hope.

    Honestly I would freak out if they put a xenomorph into the game.

  • It's been a while since you made significant changes to perks, and usually the change you make are tiny. Since there are still many perks that are outdated or just don't work too well outside of exceptional cases, are there any chances we will see a balance pass on perks in the future?


    ps Please dont' answer Soon™

  • @Peanits said:

    If you are outside the refund window on the platform you purchased the DLC on, there's unfortunately nothing that can be done. As stated in the game's End User License Agreement (EULA), anything is subject to change at any time if it is deemed necessary.

    IMPORTANT: BHVR MAY FIND IT NECESSARY TO MAKE UPDATES, OR RESET CERTAIN PARAMETERS TO BALANCE GAME PLAY AND USAGE OF THE GAME AND BHVR SERVICES. THESE UPDATES OR “RESETS” MAY CAUSE YOU SETBACKS WITHIN THE GAME AND MAY AFFECT CHARACTERS, GAMES, GROUPS OR OTHER ENTITLEMENTS UNDER YOUR CONTROL. BHVR RESERVES THE RIGHT TO MAKE THESE UPDATES AND IS NOT LIABLE TO YOU FOR THESE CHANGES.

    That EULA appears when you first launch the game. If you missed it, you can also find it posted here: https://store.steampowered.com/eula/381210_eula_0

    You're implying people actually read these...

  • @Condorloco_26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/463061#Comment_463061

    @White_Owl

    If you remember, looping was an unintended new mechanic that came along with survivors' hitboxes becoming smaller, a long time ago.

    The original vision of the game had survivors hiding, running away and juking, using pallets and windows in order to break LOS.

    The way the game "works" now is completely an unintended result of that 'smaller hitbox' change.

    Why is it fair for the killer to have a larger hitbox and get mindlessly and almost endlessly looped, but when that larger hitbox represents an inconvenience to survivors it gets a quick one-sided fix?

    Now, about bodyblocking: while it's silly to have a Feng Min block a Trapper or Clown carrying someone, I'm all in for survivors using that resource in order to try to save a teammate, or at least make hooking more difficult to accomplish.

    The question is why on Earth is it fair to bodyblock as a survivor and not as a killer? I'm not talking about holding a game hostage (a problem allegedly fixed with EGC's introduction), but waiting out cooldown/recharge/BT timers?

    I would like to know when this hitbox change happened, because I play since 2.5 years and as I remember looping has always been a thing. I remember though that the original version of the game had survivors abusing infinites to not get caught.

    Why is it fair for the killer to have a larger hitbox 

    Because most are twice as big as survivors. It's also being shown that the hitbox difference is very slight, what makes the biggest difference is the difference between first and third camera and how it affects movement, and this with a bit of practice can be worked around. Looping has many other counters, knowing how to use them is what among the other things makes a killer good.

    When that larger hitbox represents an inconvenience to survivors it gets a quick one-sided fix?

    Bodyblocking the basement has always been a thing. Almost 3 years to change it is a quick fix for you? This is just playing the victim.

    The question is why on Earth is it fair to bodyblock as a survivor and not as a killer?

    Because they killer can hit survivors to make them gtfa, while a survivor is just powerless.


    Bodyblocking the basement with the EGC active, going eat a sandwich and returning just to see the Entity get kills for you is not playing, is not healthy for the game and it's just toxic. The EGC was aimed to remove endgame toxicity, even from the killer's side. While it sucks you can't wait for BT anymore, the fault is of the toxic people that only think how to abuse a mechanic to get easy kills.


    The main point is that looping is a counterable mechanic that's part of the game, with some killers and perks specifically designed to deny it. Bodyblocking the basement is an uncounterable mechanic that serves almost no purpose than to grief and get easy kills with the new EGC

  • There are some things that I would change, like reverting the vaulting speed and recharge time changes, but overall I like how they turned out. I just love zooming accross the map injuring and disrupting everyone.

  • @Orion said:

    The gates are powered and open. Are killers not allowed to protect any kills whatsoever?

    That's not protecting a kill, it's abusing a mechanic

  • It was a rethoric question.

    One was a toxic and unintended mechanic, the other is how the game works.

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