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WishIcouldmain

WishIcouldmain

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  • @Scrublo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1686707#Comment_1686707

    Classic killer main response haha. That's all this forum is, killer mains in denial about how easy the game is for them

    I'm not a killer main. I play both.

  • @Leachy_Jr said:

    I can already see people drawing conclusions from flawed statistics. Great.

    Cant wait to see this used in an argument/debate.

    No you're right there is a bunch of variables. So I wouldn't say this should be universally used. But it gives an overall broad idea although flawed.

  • @MrsGhostface said:

    Just wanted to hear some opinions on this new post from the Dead By Daylight Facebook page

    https://us.v-cdn.net/6030815/uploads/LLJYU7RGPJ8M/4c3cca9e-93c3-42d6-9dbf-6fbc7af8c35c.jpeg

    Honestly that makes sense solo que doesn't produce reliable teammates. And that other percent is likely SWF. One question though is this across all platforms?

  • Wraith OP? Never realized the forums had a comedy section.

  • I want Haddonfield and Crotus Pren mainly because I think they're ugly looking.

  • @Wesker said:

    Breathing and pain grunts are no longer affected by the perk. Now making running footsteps 50% louder and walking footsteps 25% louder. Crouching footsteps are unaffected. Now run Iron Will + Urban Evasion against Spirit, couple it with Sprint Burst and you get a 100% dedicated running build for her. I think it works even against other killers since Sprint Burst always buy momentum. What do you think?

    *Buff Michael Myers, it's like he's no more on the game*

    I feel like this would work much better as a buff to predator.

  • Yeah there should be more saw characters. But I'd actually like more maps.

  • Likely Azarovs or Coldwind, but personally I want them to make Crotus Pren look like an asylum and make Haddonfield look like an actual town street. I feel like those two can look so much better then they actually are and creepy.

  • @beached said:

    Okay, I know this will be controversial but I've never stepped too far from a hot cauldron. Trust me, I remember the days of COD online, and the ability to say not-so-nice things to people online but hear me out. What if this feature was completely optional. I know a lot of killers dislike the idea of SWFs and the ability of survivors to communicate but I believe proximity chat could be a happy medium between the two, allowing the killer to hear what the survivors are saying without being able to speak themselves. This could not only help survivors, but allow the killer to gain information of the survivor's next move if they are nearby. I understand if this idea is silly, but as somebody who has recently fell in love with the game I would love some QOL additions that would not only bring people back to the game, but keep those who feel burnt-out with same ole same ole a reason to keep playing. I'm open to any thoughts or suggestions you guys have or if the idea is silly in general.

    You know what that's a great idea, but what's the range of the voice chat?

  • @jerakal said:

    I really think the coolest classic Horror Movie Monster that is missing from the Roster right now is without a doubt, John Carpenter's, The Thing.

    https://picfiles.alphacoders.com/158/thumb-1920-158961.gif

    I've already seen a thread or two suggesting The Thing as this stealth killer that can transform to ambush survivors and I love this. The potential for this as a killer is so good. It would give players a reason to be suspicious of each other until the Killer is revealed to not be the Thing, and discourage players from grouping up afterwards.

    This would also be a lot of fun for SWFs too, because since they're on comms, they would have to ask each other, "IS THAT YOU?" when they run up to assist one another.

    There's also a lot of potential for the killer to show up under certain auras while disguised, leading to a lot of confusion for the players.

    But I digress. What would be some cool and thematic perks to go with the idea of this creature's alien physiology and shapeshifting abilities?

    My initial thoughts were something along the lines of:

    -Alien Endurance: Some kind of Stun Resistance/Duration Reduction

    -Sabotage: I think it'd be cool if The Thing could pretend to work on a generator in survivor form, but really be negating progress in some way.

    MacReady would also be a very fun addition to the Survivor list, with his grizzled and No BS personality. If only he had his flamethrower. I admit I don't have any good ideas for perks for him yet.

    What do you guys think?

    Definetly want a Thing chapter. Made a chapter idea a tad back would like it if you can check it out has the power and perks.

  • @jerakal said:

    I really think the coolest classic Horror Movie Monster that is missing from the Roster right now is without a doubt, John Carpenter's, The Thing.

    https://picfiles.alphacoders.com/158/thumb-1920-158961.gif

    I've already seen a thread or two suggesting The Thing as this stealth killer that can transform to ambush survivors and I love this. The potential for this as a killer is so good. It would give players a reason to be suspicious of each other until the Killer is revealed to not be the Thing, and discourage players from grouping up afterwards.

    This would also be a lot of fun for SWFs too, because since they're on comms, they would have to ask each other, "IS THAT YOU?" when they run up to assist one another.

    There's also a lot of potential for the killer to show up under certain auras while disguised, leading to a lot of confusion for the players.

    But I digress. What would be some cool and thematic perks to go with the idea of this creature's alien physiology and shapeshifting abilities?

    My initial thoughts were something along the lines of:

    -Alien Endurance: Some kind of Stun Resistance/Duration Reduction

    -Sabotage: I think it'd be cool if The Thing could pretend to work on a generator in survivor form, but really be negating progress in some way.

    MacReady would also be a very fun addition to the Survivor list, with his grizzled and No BS personality. If only he had his flamethrower. I admit I don't have any good ideas for perks for him yet.

    What do you guys think?

    I would definitely want a Thing chapter. I also made a chapter idea for The Thing a while back would like it if you could check it out. Power and perks.

  • @jerakal said:

    I really think the coolest classic Horror Movie Monster that is missing from the Roster right now is without a doubt, John Carpenter's, The Thing.

    https://picfiles.alphacoders.com/158/thumb-1920-158961.gif

    I've already seen a thread or two suggesting The Thing as this stealth killer that can transform to ambush survivors and I love this. The potential for this as a killer is so good. It would give players a reason to be suspicious of each other until the Killer is revealed to not be the Thing, and discourage players from grouping up afterwards.

    This would also be a lot of fun for SWFs too, because since they're on comms, they would have to ask each other, "IS THAT YOU?" when they run up to assist one another.

    There's also a lot of potential for the killer to show up under certain auras while disguised, leading to a lot of confusion for the players.

    But I digress. What would be some cool and thematic perks to go with the idea of this creature's alien physiology and shapeshifting abilities?

    My initial thoughts were something along the lines of:

    -Alien Endurance: Some kind of Stun Resistance/Duration Reduction

    -Sabotage: I think it'd be cool if The Thing could pretend to work on a generator in survivor form, but really be negating progress in some way.

    MacReady would also be a very fun addition to the Survivor list, with his grizzled and No BS personality. If only he had his flamethrower. I admit I don't have any good ideas for perks for him yet.

    What do you guys think?

    I want a Thing chapter very much. Also made a chapter idea for The Thing a tad back.

  • In my opinion just make his brown bag, brown gloves, and yellow add on that make traps darker his base kit. This is unrelated to trapper but I think doing this for wraith will help him also make some add-ons his base kit.

  • @Number_5 said:

    I just had a match playing Blight, and its really hard to get around the map with him if every "Obstacle" he can bounce off of makes him straight up slide off of it. I can slightly understand the snow piles, but there's this sign right outside of the main building that's completely flat and 100% reasonable to bounce on, but you instead slide along it, even when hitting it dead on. Not even from an angle, just straight on.

    Another thing is the invisible sky hitboxes for the main building. There are multiple spots up top where if you were any killer with mobility, your speed will be stopped by them. It shuts down a lot of cool plays you could do as Billy or Demo, and its a real damn shame too.

    Let's also talk about the loops, and the general spacing of the loops. I've notice a trend in some maps that make them "Sided" or "Balanced". Dead Dawg Saloon is a pretty all rounded map because most of the pallets and building spawns are consistent. The killer shack, saloon, hanging station, buildings, and windmills are all in the same spot each time you load in, and there are consistent pallet spawns with each of the tiles. the hangman has the one pallet adjacent with it, and the same with the saloon. Ormand is consistently inconsistent with the tiles it throws out, and some loops that just don't show up anywhere but the Yamaoka maps are bountiful, and also incredibly safe. I can't describe it accurately but its the tile with the long wall with a window, junk in the middle, and the other side has a pallet that is the same direction. As much as I know, there isn't really a proper way to run it as killer. Now I'm not saying that those sort of tiles should be removed, far from it, survivors need amazing loops for their teams, but on Ormand, it shows up way too damn much, and there's often another loop next to it.

    Personally, I believe if you want to make the game truly "Fair" instead of balancing perks, focus on the maps, since they play a huge role with all of it. After all, you can't play a match if maps don't exist.

    Yeah Ormond is rough but I have hope they fix it when the graphics get updated for the map although that means it's gonna be a long time.

  • @KingWeeb said:

    You guys were wrong.

    I just bought him and I feel under a lot of preassure playing as him.

    Yeah he's the weakest but I've had some good 4ks with him and not against baby survivors.

  • @Xyvielia said:

    Undying’s biggest flaw could quite possibly be the Aura reading.

    Almost every “undying match” I’ve survived in the killers have been paying far too much attention to the totems, not finding me when I cleanse & hide, or if I multi-juke the cleanse, while in the meantime gens are being completed through the totem paranoia.

    The same strategy for ToTH applies effectively to Undying when the killer just won’t stop worrying about their totems.

    Yeah but then I feel it has people not use thrill of the hunt and retribution as much pushing them to the side.

  • @baseballfan4877 said:

    I see everyone saying that you can just run undying and ruin over pop in all cases. But it is still just ruin. If survivors stay on gens/you play a killer that cannot easily take people off gens then this combo is still underwhelming. I only see a few killers that can effectively use this combo.

    I'm just wondering why people think that it is op and should be nerfed.

    The only problem I see is the aura reading. Beyond that it's fine.

  • @Boss said:

    Holy #########, this game's bright!

    Yup but it's dark on MacMillan and they had to take yamaoka off because it was having problems and they're fixing it now.

  • @GhostyyBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1678312#Comment_1678312

    yup

    Haddonfield is unplayable now on mobile.

    But they're doing a hotfix soon, maybe that'll get changed.

    Yeah I bet they will hopefully though they don't make that mistake again.

  • @GhostyyBoi said:

    Seems fair to me.

    I thought so then I played killer and I couldn't get close to the survivor.

  • I want The Thing in the game. My favorite horror movie and I was always surprised not a lot of people consider it in the game.

  • @WalkedMoss92 said:

    Like seriously?? Why would would do that? How would you feel if all of your other teammates let you die on your first hook, especially if you were doing really good that match? It feels terrible.

    It's even worse if they let you get to your second phase on hook or death hook and NO ONE is working on gens during that time.

    Don't convince yourself that you're good at the game if you had let your other teammates die so early off in the game like that.

    I'm not gonna lie I've accidentally let that happen cause I'm on a center gen or I could've swore someone was going to get him. But if they reach second stage I get them. And those reasons are why I now usually run Kindred on everyone. Helps with getting me off the hook and getting others

  • @Leachy_Jr said:

    It's too strong. Be honest. It's actually too strong.

    • The effects it has overshadows every single other killer perk and perk combo.
    • It's carrying trash players through lobbies where the survivors simply just get unlucky with the totem spawns.
    • It's overboard on good players and especially on good killers like nurse where you do not have time to do totems.
    • It requires little skill to use (walking over to a gen is not skill).
    • It's extremely inconsistent to counter and too difficult to counter at times.
    • It's good on literally everyone.
    • It's quite annoying (not a reason why it's strong or needs a nerf, just a personal opinion of mine as slowdown builds are even stronger now with this combo).

    Compare this to the Pop Corrupt meta we just had which IMO is a healthy meta combo:

    • Does not overshadow every perk and perk combo.
    • Took skill to capitalise on so trash players weren't carried by it.
    • A bit overboard on strong killers, but never felt as oppressive as Ruin.
    • Has a consistent counter depending on teammates skill.
    • Good on all killers, but some did not benefit from it well enough in order for it to be used over other perks.
    • A bit annoying depending on your preferences.

    I know this post is going to be flamed, I just wanted to put this out there as I truly hate Ruin Undying with an absolute passion and its killing my want to play survivor. To see it constantly pushed as a healthy perk combo disappoints me as it has many glaring issues on both sides that for some reason people don't seem to acknowledge.

    More importantly, if the game actually starts getting balanced at it's core (maps are fixed, gens are balanced, etc) then if ruin undying is still here then it will dominate every lobby and I have no doubts about that.

    (Also yes, DS is an issue, it's just that you see 100x more Ruin Undying killers than you do 4 man DS UB squads, so don't think I don't want that nerfed too. K thanks).

    The only thing I think should be taken out is the aura ability.

  • @KayTwoAyy said:

    Hag needs a nerf. Whether its the detection range of her traps, or the time it takes her to teleport, something needs to be changed.

    As is, top tier Hag killers spam their teleport button all match, waiting to instantly M1 someone they dont even see. The counterplay to this is to crouch around the map. Given the scale of the map, this is a dull and tedious style of play.

    The fact is, without Dead Hard, you cannot dodge a Hag who is spamming their teleport button and pressing M1 the moment they teleport. It is not viable to crouch mid-chase, and it is not viable to crouch around the entire map.

    It seems the community collectively understands how boring Hag is to play as and against, and therefore she is not picked often enough to cause large outrage from the community. As a result, it is unwise for survivors to constantly bring Urban Evasion in the off-chance that they run into a Hag.

    Personally, I think allowing survivors to walk past traps without setting them off is a reasonable enough change. You could even throw in a caveat there that walking deliberately on a trap, even if you are crouching, would set it off.

    I disagree yes camping hags are the worse that can change. But I actually enjoy playing a good hag. One trick I've done is run to the trap trigger it then last moment turn around and I've had success getting a hag to miss. And there's a good chance they place a trap where no one walks and they forget it's there. And playing good hags keeps you on your feet and it's enjoyable. And I play solo. And if you make sure there's no three gen it's gonna be hard for a hag.

  • @KayTwoAyy said:

    Hag needs a nerf. Whether its the detection range of her traps, or the time it takes her to teleport, something needs to be changed.

    As is, top tier Hag killers spam their teleport button all match, waiting to instantly M1 someone they dont even see. The counterplay to this is to crouch around the map. Given the scale of the map, this is a dull and tedious style of play.

    The fact is, without Dead Hard, you cannot dodge a Hag who is spamming their teleport button and pressing M1 the moment they teleport. It is not viable to crouch mid-chase, and it is not viable to crouch around the entire map.

    It seems the community collectively understands how boring Hag is to play as and against, and therefore she is not picked often enough to cause large outrage from the community. As a result, it is unwise for survivors to constantly bring Urban Evasion in the off-chance that they run into a Hag.

    Personally, I think allowing survivors to walk past traps without setting them off is a reasonable enough change. You could even throw in a caveat there that walking deliberately on a trap, even if you are crouching, would set it off.

    I have to disagree. If they spam Traps around the hook yes it's unfortunate and change that. But I always have fun playing an actual hag. Especially mindgameing a triggered trap. And what if a hag puts a trap where no one walks? And run in the traps when someone's picked up. Also gets you faster reactions. And I play in solo.

  • @azame said:

    The perk bamboozle is outdated. It used to be a bandaid fix to infinites. It's only counter is to chain tiles with multiple windows. Except with reworked maps they barely have any tiles.

    Thompson house for example is a bad map if the killer has bamboozle. They essentially removed most of the tiles and couldnt even have a guarenteed filler to replace them. The perk also like deadhard does not make you better at mindgame it allows you to vault and instantly shut down a loop.

    My proposal is make the window block 4/6/8 so that you can still take a couple loops and get back to window.

    Bamboozle you actually think it's overpowered it's not that hard to counter first time It might get you. But second time you know they'll likely vault so run to the next tile.

  • @Lambda said:

    Hey. I only play solo survivor because I have no friends that play DBD. What are some solid solo builds? And if you could explain why the build is good then that would be very nice.

    Botany, Borrowed, Kindred, and Sprint.

  • @pwncxkes said:

    I feel like Freddy will get nerfed next, even though he is fine. But with BHVR you know never know, I just have that gut feeling.

    Either clown, pig, Myers will get buff. They just struggle sometimes at the high level of play.

    Will they be big reworks say a doctor or freddy. Or minor changes like wraith or clown.

  • @CashelP14 said:

    Survivors running that build is kinda sad.

    Though I did face 3 Iridescent Head Huntress's tonight within 4 games (I swear that's no joke!). 1 even brought an Ebony Mori and 1 brought us to Hawkins Lab. So both sides can be pretty scummy at times.

    At least the Devs said they'd get around to reworking her add-ons if I'd guess maybe when they do the graphics update for red forest they'll do her add-ons also.

  • @Zagrid said:

    https://youtu.be/Pci0ngf8ys0

    If your games look like this. I'm gonna be 99 and round up with you. You should probably uninstall. Most issues that killers have with survivors can be pointed out in these three survivors.

    Also I think it goes without saying but if you do see survivors play like this in your games. Show them that they reap what they sow.

    But don't send hate to these specific ones, im sure they are definitely wonderful people at parties.

    Well if you play survivors who run second chances. Then that's the best way to play it slug early.

  • @Zagrid said:

    https://forum.deadbydaylight.com/en/discussion/197281/could-this-help-vs-ds

    It used to effect it. Thats why they made the stun 5 seconds was so that people using enduring would still have to chase someone if they got stunned with DS after the change to it being an anti tunnel perk.

    Then they changed enduring to not effect it and only effect pallet stuns... then left the timer at 5 seconds.

    That was over a year ago.

    Yeah I forgot about that whoops.

  • @ringwinning said:

    I'm always thinking about healing perks because I'm an Iron Will diehard but obviously I want to survive as long as possible. So I have a couple of options. Rely on self-care, which nobody wants to do, rely on the bloodweb to give me medkits, which it never seems to want to do, use Inner Strength, which means I have to spend time looking for totems (or use up another perk slot for detective's hunch), or use Bond, which is a great perk by itself but sometimes you just want to use something other than an aura reading perk. PLUS, sometimes you just can't rely on your team to heal you which is a shame.

    So I'm wondering, for those of you who use it, is Pharmacy reliable? I know it can be used to farm medkits, but is that worth the perk slot to you?

    From my experience run Self-care and botany knowledge. It's much faster and doesn't waste much time. And you get the bonus of healing teammates 33 percent faster which overpowers sloppy.

  • I think the crows are fine gets you moving. On a personal choice I'd prefer on indoor maps and inside buildings the crows are replaced with rats just makes more sense to me.

  • @Mew said:

    hopefully they add extra ways to get wglf stacks, because as it stands its legit the exact same (you already got stacks from fl saves and pallet saves.)

    and honestly? all of the perks still need buffing, they’re still pretty crap perks

    Yeah I agree overall the perks still aren't that good hopefully they learned from the PTB they still needed buffs and the perks will be good.

  • Should've added this up above personally I would like Thanatophobia to have more slowdown and slippery meat have you wiggle out faster.

  • Not much at the endgame though if they don't have a kill and need one the they will but it's fine. So overall it's rare but it's super obnoxious when it does happen which creates complaints. And I see tunnels more then camps.

  • @lukeydrew said:

    I would give each survivor an unique power like killers have.

    I would say more like base stats like Meg is faster while Claudette heals faster.

  • @GoodLookinCookin said:

    I would want them to overhaul the core game mechanics like hooks and gens in some way, and maybe make the maps a little bigger with proximity voice chat. It would be amazing to talk to other survivors nearby and also hear other survivors as the killer.

    Also buff piggy

    I agree with voice proximity for solo que but it should be a limited range to plan out things like a unhook or which gen to do, but not relay information across the map.

  • I think all lower tier killers should be buffed so it's a challenge not matter which killer you face. So survivors can look at a good Clown the same way a good nurse. And say this is a challenge.

  • @Kind_Lemon said:

    I've always wanted Haemorrhaged to apply the ruin effect to healing skill checks.

    That's a cool idea

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/195952/buffing-blindness-and-hemmorhage

    I feel like the hemorrhage effect shouldn't have the the down part and should be reduced to 1 minute before the survivor is affected by hindered.

    The blindness buff seems good, but will definitely need to be fine tuned to not be overwhelmingly powerful.

    These buffs do look pretty good though.

    Thank you.

  • I also just think it would add some more realism since this stuff would probably happen losing to much blood.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659225#Comment_1659225

    We also already have a little status effect called Hindered. No reason to merge it with Hemorrhage.

    As to blindness, you'd be surprised how powerful it already is. I was running Third Seal a few days ago and was told in post-game chat one of the survivors died because the others didn't even know where I hooked them. The time is already so brief that they see that notification bubble. Blindness is powerful.

    But I figure merging would put hindered into perk form since there's only add ons to cause hindered.

  • @Sonzaishinai said:

    Personally don't really like those changes.

    The blindness change will make it so that you can die from one hook simply because people couldn't find you unless you're in a swf. Just makes the gap between swf and solo even bigger

    A better way to buff blindness would be to make more powerfull aura perks tbh. And that's already happening.

    Between countering maps to protect your undying totems and trail of torment blindness is already more usefull. Not to mention blinding a OoO is hilarious

    Your hemmorage change just sounds like a more powerfull version of old Legions mending. There was a reason that was changed. What would a survivor with your hemmorage do when chased? You'll notice hindered often only last a very short time. There is a reason for that

    I do agree hemmorage should be changed. Giving it the Bloodhound effect on top of more bleeding would be pretty nice. Then you can change Bloodhound to say it gives Hemmorage on attacks

    But I'm not sure that's enough. I believe it needs that effect beyond tracking.

  • @KnightFall28901 said:

    I think blindness is fine as it is but hemorrhage could use a small buff. Maybe making blood more visible while under the effect? Especially with the new graphics update, where blood is harder to see.

    There's bloodhound.

  • @KingFrost said:

    Blindness is a pretty good status effect as it is.

    Hemorrhage needs a buff, but that kind of just turns it into Deep Wound.

    It does sound similar I know but I tried to make it fit the fact that you'll collapse if you're losing extra blood.

  • @Exerlin said:

    "Effect timer stops in chase" - Oh god not this again

    Your idea for Hemmorhage sounds good, but I think that it should apply a small hindered status effect after 90 or 120 seconds. Hindered is a very powerful negative effect and handing it out after the survivor barely got a chance to heal would be too powerful, and downing the survivor automatically after 90 seconds would just be awful.

    But I believe that's enough time for them to heal up. Even in solo I don't see people stay injured that long. And this could help with people who try and just push through gens while injured.

  • Slightly I see people bring med kits most of the time. And one anti heal perk like sloppy will get trumped by it. But if you bring another anti heal from my experience they go by quick.

  • @gatsby said:

    The Detective's Hunch+Inner Strength combo is now part of my standard Survivor build.

    Hope you guys are proud of yourself. Ruin+Undying can eat my Ash (Williams).

    I wouldn't say that it's over it'll just take time to get used to it and RuIn-Undying isn't good on all killers.

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