Avatar

WolfPad06

WolfPad06

About

Username
WolfPad06
Joined
Visits
343
Last Active

Comments

  • @Huntedfailure said:

    https://forum.deadbydaylight.com/en/discussion/comment/794221#Comment_794221

    They deserve breaks they aren't your video game work horse and the game is far from broke

    You are viewing this in a "black and white" way.

    We do not know the exact details of what went wrong with this update, so giving them the benefit of the doubt seems completely agreeable for most people.

    However if you look at their track record you'll notice they have a tendency for poor execution and bad coding. We have tons of bugs and broken mechanics that have been dragging for months or years, every time they patch bugs they break even more things, they release or update content in a poorly thought out way, they focus on aspects of the game that are not priority for the player base, but rather the investors, very often, they have poor communication with their community, they rather push out content quickly for revenue than iron out all the details and deliver working and balanced products, etc.

    I know they are human, I know we all make mistakes or mess up, but we also have to deal with the consequences of those mistakes or poor decision making, especially if we keep doing them over and over.

    Nobody should be forced to "give them a break". If they decide to, then that is very kind of them, but I also feel like, as paying customers, demanding them to do a better job and deliver properly is acceptable (respectfully of course).

    And before you tell me they are a "small" development company. Many indie developers with less than a dozen people have made games that look great, work great, and have as much gameplay depth as DBD.

  • I'm just here for the memes.


    Carry on.

  • Spirit. As soon as you get in a chase your odds of surviving are close to null. The entire sequence is in her favor since you get little to no information to what she is doing and when.

    Even being stealthy and using Iron Will won't work if Spirit uses Stridor (and she should, since that nullifies her only weakness).

    At least she requires some skill, Hillbilly is just free.

  • Feel like this is a meme topic, so...

    Because you can boop the snoot and stunning her with a pallet melts your heart.

  • @JohnNorwich19623 said:

    https://forum.deadbydaylight.com/en/discussion/comment/789285#Comment_789285

    I got a question, STBFL does not lose token if I shred attack on my obsession. Thank you for the Amazing Tips :)

    That is correct. STBFL tokens are only gained and lost with basic attacks (M1), since Shred is not considered to be a basic attack you will not lose them if you hit your obsession with it (nor gain them if you hit a non-obsession).

    What makes this perk so amazing is that once you have 8 tokens, you can hit a non obsession with a basic attack, get the 40% reduction in cooldown and then be in range of a Shred attack in just a few seconds. You can down someone almost as fast as a huntress landing a point blank hatchet on a survivor and then running them down with an M1.

    Pair this with Demo's map mobility and undetectable status and you can easily catch survivors off guard for quick downs!

  • I would simply add a visual or sound effect to when she is using her power. Not channeling it (since that can be cancelled), but using it.

    Every other killer in the game has an indicator that the power is being used:

    Wraith - Bing bongs

    Hillbilly - Chainsaw rev

    Trapper - Bend down animation

    Nurse - Inhale and raising her fist

    Myers - Slow walk

    Hag - Bending down animation

    Doctor - Raising first and sound effect

    Huntress - Raising hatchet

    Bubba - Chainsaw rev

    Freddy - Raising fist

    Pig - Roar sound effect

    Clown - Raises bottle and grunts

    Legion - Run animation change

    Plague - Fills her mouth with vomit animation

    GF - Smoke effect and proximity sfx

    Demogorgon - Opens mouth

    Spirit is the only one without a tell that she is using her power while in a chase. She can wait at a loop and see what the survivor does. As survivor you are put into a lose-lose situation because you have no idea when/if the spirit is phasing, so dropping or vaulting is complete guesswork that the spirit has full control over.

    Just make it so the whoosh sound plays even inside the TR, or give her husk an animation showing it's a husk. It'll still be really hard to juke a good spirit even if you know she's phasing, but at least there will be some counter-play from both sides.

  • I do believe it counts as being put into the dying state, so I would assume so.

  • Well I think Save the Best for Last (SBFL for short) is especially good with Demo because you can use the Shred ability on your obsession and keep all your tokens, becoming extremely dangerous to the other 3 survivors during a chase once you have the 8 tokens.

    Pop Goes the Weasel is great for defending Gens if you put your portals in the right spots.

    Thrilling Tremors or Surveillance are great for keeping track of which gens you need to defend and use your PGTW on.

    Ruin is always a gamble but if you can defend the totem it's very good on Demo.

    BBQ is always great.

    Just play around with these ones and see if they fit your playstyle!

  • Ideas could be fun, but the designs are either unbelievably OP or mostly worthless. Would need massive tweaks or straight up reworks.

    Tough Runner: Survivor Perk

    After cleansing a totem, gain a 7% increase in movement speed for 70/80/90 seconds.

    -That is pretty ridiculous, especially because this would mean looping the killer easily for the duration of a gen. Coupled with BL or Lithe it is broken.

    Last Standing: Survivor Perk

    While injured, a window or pallet vault that connects with the killer will stun them. This causes the Exhaustion status for 80/70/60 seconds.

    -Pretty niche, since mostly you're vaulting away from the killers, not towards them. This seems like a Head On with extra steps.

    Artifact Hunter: Survivor Perk

    After looting a chest, you will be healed one health state in 30/25/20 seconds.

    -Could be too strong, but this one seems a lot more reasonable.

    Underperform: Killer Perk

    The perk takes 150 seconds to charge up. When fully charged, the Killer will be able to instantly put the survivor into the Dying State and be able to kill the survivors. The perk's charges are reset when a generator is complete.

    -Way too powerful. Like, ridiculusly powerful. Ending someone's game instantly because you could defend your gens with Ruin and good mobility (not hard with top tier killers) is a terrible balance idea.

    Hex: In The Dark: Killer Perk

    A trapped Hex totem. The survivor who breaks this totem will suffer from the Blindness effect for rest of the match. Anyone rescued or healed by this survivor will also suffer the Blindness status. (An old idea for Hex: The Third Seal, but cool enough for a perk I guess.)

    -I actually like this one a lot, I've always felt we should have hex totems that gave a permanent (yet not too dangerous) debuff when being cleansed. I'd change the second part to giving the healed survivor blindness for like 60 seconds or so only, instead of permanent.

    Overconfidence: Killer Perk

    Survivors doing generators will suffer from the Oblivious status effect.

    -Might not sound like it, but this is broken strong. The only killer that has passive oblivious on himself is Freddy in dream world, but he emits a lullaby to at least let you know he's nearby. This is just any killer being a T1 Myers at 115% with normal lunge and their own power, at the time when survivors are most vulnerable.

  • Mori dailies.

    Not because they are hard to do, but because 99% of survivors will DC when they are being moried and it will not count towards your daily unless the entire thing is completed.

    Other than that it probably could be the Ghostface Daily. That one can be super rough.

  • Nurse needed some counterplay to her, that's for sure.

    I just personally don't like the way BHVR went about it. Power bars and cooldown are just nor FUN to use, no matter how little they actually matter.

    Not being able to use your power whenever you want/need is frustrating as killer. I would've rather they do something that increases her difficulty of use or makes her tracking harder after blinking. Something like darker vision while fatigue or scratchmarks dissapearing when you get fatigue.

    All in all this rework isn't gonna make her have more counterplay if people use the blink recharge add-ons (which most will), and it will also not make her more lethal, difficult or more fun to play either for killer.

    The base kit changes were poorly executed and unoriginal as all heck, I hope they do not come through and maybe in the future they think of a better way to give nurse counterplay.

  • Agreed with the others, killers do not have the time right now for a second objective.

    However it is a nice idea to give depth to the game, although the effects, %s and effective range you're suggesting as examples are absolutely ludicrous lol

  • You're asking one of the most outspoken survivor main on this forum... Their answer would probably something like "killers don't need buffs they need nerfs" or something.


    That said, I think the biggest issue might be the maps and the gen rushing.

    The weakest killer all have a common issue; lack of map pressure and/or mobility.

    Two ways to address that across the board would be to either rework maps to allow killers to travel through them efficently, or add mandatory second objectives that will slow down gen progression so the killers don't require such map pressure to be good.

    It is a delicate thing though, because it would not take much to make killers way too strong and destroy the balance of the game, such as it is.

    Killers should feel like they always have a chance to get their kills, and survivors should feel like they always have a chance to escape. It is not easy to balance but adding depth and skill cap to this stale meta would be a step forward in my opinion.

  • Second thread I see from this person that looks to instigate discourse between the survivors and killers.

    I'm starting to believe it's just all about the bait... But I'll bite.

    Answer is: No.

    Is it kinda rude and toxic? Sure, but it shouldn't bother you unless you let it.

    It's not different from face camping or hitting people on the hooks for BM.

    Banning for any of these actions is petty and not worthwhile.

    Just take the L and next time you see them in lobby be sure to bring a shinny Mori along ;)

  • It's dissapointing, yes, but if they felt the need to push it back then you know it would've been completely unplayable in the current state. BHVR wouldn't have delayed it just to polish or detail it! *Insert black panther "we don't do that here" meme*

    I understand both sides of the argument:

    This event is an awesome content update that we're going to enjoy free of charge. They do not *have* to do this and even with the delay, we will have the same amount of time to play and get the cosmetics. I don't see the big deal here.

    On the other hand, BHVR isn't necessarily doing this out of the goodness of their hearts. They're doing this to remain competitive and relevant in the current gaming market; this is a business decision people, do not delude yourselves thinking they do this simply because they like you. This delay on the release, and especially the lack of follow up information show a poorly organized and not very transparent operation.


    TL;DR

    We can wait out the delay, it's not the end of the world and double BP won't really make us feel much better. But these type of things add to the extensive list of BHVRs poor decision making, resource management, and planning, and I'm sure people are more upset at the constant way they do things poorly than just this event delay as an isolated incident (I know I am).

    Hope everyone has a good day and also hope the event isn't delayed for too long.

  • Here's a question:

    Will Peanits update the answer post answering more questions or is that all the information that will be answered?

  • @Lost_in_the_Fog said:

    https://forum.deadbydaylight.com/en/discussion/comment/755017#Comment_755017

    I think they should put whatever they want in their game. If people don't like it and refuse to buy it they will take that feature away. I think your argument that they are being manipulative to their player base is weak. No one is being forced to buy anything they don't want to. And perks are reworked all the time to provide better balance. To suggest that they are purposely trying to trick people into buying DLC for OP perks and then pulling a bait and switch seems kind of paranoid. How do you explain why some perks get buffed?

    This makes sense, but I think something you're not touching on is how the reinvestment of revenue is being handled by the company.

    The Tomes are absolutely fantastic, and I am not opposed to a battle-pass that you can retroactively buy if you manage to complete it on the free side for all the rewards. Tomes add depth and content to what has become a very stale gaming experience in DBD, but I'm sure I speak for many people when I say I'd rather have gamebreaking bugs, proper balance, optimization and gameplay fixes before lore and new content.

    What worries me is that by supporting BHVR with buying the battlepass, you are not supporting the further development and optimization of the game, but rather more revenue generating content that is mostly geared towards, well, creating revenue, not improving the gameplay experience.


    TL;DR

    If BHVR showed that they put gameplay health on top of their priority list, rather than money-making content (DLC/Rift), then I would definitely buy the Rift as a show of support to them and their business practices. This is not the case with the DBD team currently; they are more concerned with making money than ensuring the gameplay is at a high standard, and the bugs are fixed at a reasonable timeframe. They have shown their priorities and what they will continue to do with our money, and that is something I cannot support anymore.

  • @Peanits That doesn't really change anything though. People can STILL do a generator before choosing to go remove their traps now, if they wish. They just have the option to go remove their traps first since auras are shown with inactive traps.

    Ruleset #2 forces the survivor to either spend a lot longer looking for boxes (since they can't see the auras) before doing a gen, or as you say, doing a gen first to have the auras shown but now they run the risk of going to the wrong boxes and/or getting chased and not having enough time to take them off.

    I understand your argument, but the option to do what you claim R#2 base kit would cause is still there. R#2 base would simply make waiting for the trap to trigger to take it off a lot riskier, or forcing you to waste a lot of time to avoid that risk.

    In absolutely no way, shape or fun is that a nerf to Pig.

  • There is so much in this thread I cannot address all of it, but here's my general 2 cents:

    -Although individual units, survivors are a TEAM. If the team does poorly, you should only survive with a super clutch play or a huge blunder from the killer. Ergo, you'll die 99% of the time, as is proper.

    -All points or arguments based on using certain perks, items or add-ons are invalid, we need to talk balance on a vanilla level first.

    -OP, your proposed solution changes absolutely nothing. Let me explain:

    >If the killer cannot close the hatch but finds it first, they have to guard 3 exit points for 2 minutes with no room for error or the survivor has an easy escape. This is pre EGC all over again with the added benefit for survivor that no gen needed to be done for hatch to spawn and open.

    >Assuming the timer triggers when one survivor is left, killer cannot close hatch but can grab you off of it. What exactly is your plan as survivor to escape? The killer has to unnecessarily wait for 2 minutes while making sure to be close enough to you to grab from the hatch or gate without hitting you and letting you jump on the hatch. How is that more fun/engaging/fair?

    What you propose is the bastard child of pre-EGC and post-EGC were either we have standoffs again, the survivor gets an easy escape or the killer is forced to wait 2 minutes for his kill anyway for no other reason than petulance from a survivor.

    I'm sorry that even though most people are trying to explain to you why your argument is flawed, you refuse to be open minded and perhaps accept your initial thoughts were not correct. We understand what you are saying, we see how it can seem unfair to you, but we're also giving valid and solid counter-arguments that you just flat out ignore/dismiss.

  • I also varies who helps you.

    I've lost progress 3 times during my time playing this game. The first 2 were solved quickly and efficiently by the same tech support person, this last one though I was required to resubmit a lot of screenshots that were originally in the ticket, have unneeded emails back and forth while waiting 6 hours+ for a response each time, all that just for the tech support to say "See I cannot verified on my end you lost the progress with this particular characters (didn't mention the other one I did lose progress on too) therefore I will give you jack diddly squat. Good day sir, thanks for spending 12 bucks with us.

    BHVR isn't known for good standardization processes that work, you can see it updates, you can see it in balance, you can see it in support.


  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/695348#Comment_695348

    Oh wow. Sorry to hear that....

    Thats.....ridiculous lol.

    Well it was just a warning, and the mod was professional about it. A bit ridiculous yes (since I didn't use numbers or other characters to bypass the filter, simply censored it manually), but now I know to just use bad words to my hearts content and let the filter deal with them.


    Back to the topic though; my main problem with the game is that they either release content and perks to patch what is wrong with the game instead of tackling the mechanics themselves, or they release niche powers and perks that could be interesting but will never work with the current meta of the game.


    For example, exhaustion perks are so strong there is literally almost no reason not to run one. Same with second chance perks and quick healing perks.

    Why would you ever run premonition? Or small game? or anything else?

    Perhaps as a challenge, sure, but you'd be objectively at a disadvantage on 99.9% of the games as opposed to bringing meta perks.

    Tl;Dr

    The game is monotonous and one dimensional. There's slight variations in every game but the core gameplay is completely the same. It would be great if there was more than one or two ways to play each role and so many more perks were just as strong as the meta ones.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/694176#Comment_694176

    What was edited out of your comment?

    I love seeing when mods edit our comments for us instead of just removing it.

    Actually just got out of jail for noticing it was done to someone else and telling them I put my comment back lol.

    I censored myself (out of habit) with asterisk on what would've been a bad word. Apparently that is bypassing the filter so it got edited.


    Also got a warning for my troubles, but it's no biggie.

  • OP is not wrong. I do believe I - and many others - have suggested exactly what you did:

    Slow down on new content and fix the [BAD WORD] that is your game.

    Yes it will mean less revenue for a few months, but the overall lifespan and health of the game will be improved and in the long run that is more valuable that quick cash.

    They won't do it though, investors wouldn't like that and in the end that is who they ultimately cater to.

    If you follow/play DeathGarden Bloodharvest you'll see what a skilled, committed and efficient development team can do in just a short few months.

  • Why is does surge not have any direct synergy with perks such as overcharge, surveillance, etc.? Makes the perk significantly less useful.

  • Not giving up on this one. Would like a reply from a dev. @Peanits @not_Queen @Patricia

  • They will probably remove all extra blinks on add-ons (except an ultra rare?) and increase her stun time after missed blinks to legion levels.

    As for what changes to her add-ons besides that I can only guess useless status effects and hopefully a silent blink add-on.

  • I've said it before, I'll say it again.

    Posts like these perfectly illustrate how the community mindset is not on a 4v1 asymmetrical horror game, but a 1v1+1+1+1.

    Survivors believe they should be able to contest, deal with and overcome the killer on an individual basis, no teamwork necessary.

    @DeadByMoonlight if your team got sacrificed before the exit gates were opened, you lose.

    Getting to the hatch first is your one last hope to survive, if you fail at this, you will most likely die; as you should.

    Get over it and move on to the next game.

  • Only time I can see this being a net positive is when NOED is active and the survivors need a little bit more time to find the totem before attempting the rescue.

    The time is not a lot though, so while it can certainly be useful in very niche situations I doubt it'll ever be worth bringing instead of another perk.

  • @kakakaka

    "i am not talking again i feel like i am repeating my self way too often and if anyone reads this please take a moment to read every single reply before replying to me"


    Would be a lot easier if you didn't type in a huge wall of text devoid of capital letters, punctuation, basic grammar structure and acceptably composed sentences...


    That being said, we understand what you're getting to, and we don't agree. Why is it that if people disagree with your point of view you get all worked up? Game is balanced (and I use the word "balanced" lightly) on a 4v1. If it ends in a 3v1 because of any reason, it is going to tip on the killers favor.

    Besides, what is "too early"? How do you measure or decide on those metrics? Is it 1 minute? Is it 2? What if I get a very early kill as killer, should the survivors get a gen repair buff because I played too well?

    While we're at it, make Hex totems completely immune to cleansing for the first 2 minutes of the game. Then I might consider your suggestion.

  • @kakakaka

    Which is why we need a much harsher punishmentfor DCs (which will come soon with Dedicated Servers). Griefing, sandbagging and throwing the game is also bannable.

    If it is a legit DC where the player lost the connection accidentally, yeah it sucks but just move on to another game. It's like getting a bad map as killer, sometimes you just have to hold the L and move on.

    And about 25% progression on gens, that is ludicrously big. I wouldn't even mess with gen times at all.

    Your "comeback" pitty mechanic comes in the form of the hatch. Now it will spawn no matter how many gens have been completed.

  • I will probably slug the unhooked person and then chase and down the farmer. Proceed to facecamp and hit them on the hook until they die.

    At that point I don't care if the rest escape, it's about sending a message on how trashy it is to farm other players and ruin their experience.

    Fun anecdote, I did that once to a Kate who was farming WGLF with no BT (before the change) and the entire rest of the team stayed next to me teabagging the hooked Kate while I nodded at her till she was sacrificed, then the game resumed as normal.

    That ought to teach her.

  • This is the perfect example on how Survivor players think on an individual basis, and not as a team (as intended).

    If you play survivor, you have to understand you are playing as part of a TEAM. If someone on the team does poorly, or DCs, they will screw up everyone else. This is why most people prefer SWF, because you eliminate the possibility of random people trolling or throwing the game on purpose.

    This is also where all the problems with balance stem from. The survivors are being balanced with the killers on a ONE ON ONE basis, which means if all 4 survivors are competent the killer will get destroyed.

    Survivors should be granted boons for keeping each other alive and helping one another, not the opposite.

    If you don't want others impacting the outcome of your game, play killer. Or another game, I heard Civ 5 is pretty good.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/581584#Comment_581584

    This wouldn't change anything though; the other survivor would still be there ready to pallet stun you one way or the other. The only thing that changes is whether or not they time the pallet perfectly. This is something that can happen on live right now.

    It would change EVERYTHING! If they get the save how it is on Live, good on them! That was a good and skillful play, or as BHVR likes to call them, a "meaningful interaction".


    Saving another survivor shouldn't be guaranteed JUST because you happen to be close (and on high ranks, most downs happen at pallets if the survivor knows they will be going down).


    And before you say "the killer can then just commit to the chase for the survivor close by", sure they can, but they need HOOKS to progress in the trial and while they waste another minute on a new chase, the other 2 survivors are doing gens and/or picking up the other survivor up. Killers will NEVER win this type of war of attrition.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/581494#Comment_581494

    I don't recall pallets actually being an issue. If you were in a pallet, you would have gotten stunned anyway, whether the stun is queued or not. The only difference is that one required absolutely perfect timing which I would argue shouldn't be the case, though this is personal preference. I'm of the belief that if you messed up and carelessly picked them up in a pallet without knowing that the area is clear first, that was your mistake.

    The bigger issue when that was tested was flashlights. This was back when instablinds were still a think. Someone could sprint over, just barely get the blind angle and save them almost every time. Without instablinds, that's much harder to do. You need nearly perfect timing and you have to be in position for longer. Sprinting in at the last second and timing the blind correctly takes a huge amount of skill these days.

    @Peanits

    The killer already went through the entire chase sequence to get that down, you bet it should require absolute precise timing to complete UNDO all the progress the killer has made.

    And if they start recovering on the pallet and a survivor is nearby with a strong loop what are you supposed to do? Eat the brain-dead stun and lose the momentum? Chase the survivor away just so they come back when you go pick the downed survivor up over and over? All this while the other 2 survivors are working on gens unopposed and the downed survivor recovers to 95% for a quick drive by.

    I don't mean to be rude, but this type of biased thinking is why the community complains on the balance decisions. Saving a survivor from a killer's grasp should be a super clutch moment for the survivor, needing skill, timing and a bit of luck. Not some guaranteed button press that if the killer attempts to counter they end up loosing the exchange anyway on the situation.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/516692#Comment_516692

    hold it! You're complaining about other people complaining about other people complaining! That makes you even lower than them!

    Aha!

    Now you're complaining about other people complaining about other people complaining about other people complaining!...

    Wait. That means I'm complaining about other people complaining about other people complaining about other people complaining about other people complaining.

    Guys, I there's a glitch in the matix.


    On a serious note, I actually feel DBD being "the best of it's genre" is not a good thing. Having little to no competition makes the devs complacent and their products non-competitive. We see this almost on every single patch were they underdeliver the chapter with (sometimes) questionable balance fixes and a whole trojan-horse load of bugs; some game-breaking.

    The DBD team has the resources to optimize, fix and maintain an almost AAA game. They have the means to deliver on much needed changes the game needs in a timely manner (a few months at most), but if there is absolutely no pressure from a competitor there is also no incentive to do it.

    Best example was PUBG; they were making obscene amount of money but refused to really put the time and resources to fix their game and deliver a proper product. Fortnite comes along and pretty much murders PUBG in the span of a year because (even if you don't like the game) it was a much better quality product (and free to play to boot).

    All it takes is a powerhouse company (like Epic) to tap into the asymmetrical horror genre and the same will happen to DBD. You can only get away with delivering mediocre stuff before it bites you in the butt.


    TL;DR

    There no strong competitors of DBD, that's why the game is in a relatively poor state (for turning 3 years old) even if it still is fun to play. Game would be orders of magnitude better if we had one good competitor of DBD

  • What advantage could cancelling your power possibly have if the power goes on complete cooldown anyway and no "Freddy Husk" appears at the targeted gen?

  • I hope one of the Ultra Rare Add-on is converting the Snares into Blood Pallets that hurt the survivor if the throw it down.

  • If Freddy's power goes on cooldown (45 seconds) when he cancels, is there really EVER an incentive to cancel that power (besides a survivor popping right in your face at that moment)? @Peanits @Janick

    Originally, it was mentioned that even if you cancelled the power a husk of freddy would still appear at the targeted generator, since this doesn't seem to be the case a survivor with SB can just wait to see if a husk appear or not and then make the decision to stay or run.

    I feel the power bar should take be consumed for those 5 seconds while charging the power, and if you cancel it any time before it goes through you keep whatever part of the power bar that was not consumed (similar to Spirit). This would mean that the more you commit the the power before canceling (and potentially scaring survivors off gens), the longer cooldown you'll have and vice versa, you can cancel early to save most of the bar but the survivors will notice the cancel much quicker and jump right back on the gen.

  • @Zanely89 said:

    I don't even know what is the purpose of this PTB. Player supposed to test and give feedback on the new characters and changes so that they can have a vague idea what to change and balance things. What is the point if the character on PTB is a broken version and player won't be able to accurately test and give appropriate opinion on the subject?

    Everyone are trashing GF due to him getting cuck by simply spinning the camera around and the wooshing sound telegraphing his arrival, how can we tell if without these bugs, GF will be good or not?

    This.

    Everything that needed to be said of GF was said less than 24 hours after PTB dropped.

    Devs should has squashed the bugs (assuming they were bugs) in the first few days and put out a hotfix so we could spend the rest of the PTB testing something closer to what Live release will be.

    As it stands now, either we get the same garbage that was left on the PTB with a few "fixes" and slight buffs, or we (hopefully) get a completely different killer. Either way this PTB, beyond the first few days, was pretty close to useless in my opinion.

    I'll wait to see how GF looks on release, watch a few content creators play and judge for myself. If there isn't some really drastic changes, fixes and buffs to this killer I will not buy him, no matter how much I like the character itself.

  • Buff Brutal Strength to increase the regression % of a kicked gen.

    Would have excellent synergy with PGTW and might finally remove the "M1 killers must run Ruin" meta.

    Yes, yes. I know it's 2 perk slots dedicated to gen regression but BS also helps during chase. It just needs like 10% more speed on pallet breaks and it'd be a really good perk.

  • Feels bad when I successfully mindgame the killer on a L-T Wall structure and next time I THINK they will learn and mix it up, so I don't go for the obvious mindgame but they are potatoes and just kept going and I ended up mindgaming myself when I could've just ran the loop 4 more times lol

  • @NuclearBurrito said:

    @Peanits wait a sec. Does the blood pallet (that's what I'm calling the pallets freddy leaves btw) stun freddy if it hits him kinda like spirit furry? Since presumably it explodes after they are done throwing the pallet.

    Did... did you seriously not read his post? He literally says it does not stun the killer at all.

    My question was if the pallet blood'splotion hurt the survivor, but from what @Peanits said it does not seem that way. To be honest I'm not quite sure using an add-on slot to change from Snares to Dream Pallets is going to be worth it (depending how many you can actually place of each).

    The Dream Pallets don't particularly sound strong if all they do is trick the survivors into thinking they're there, assuming they weren't paying attention while awake and don't know it's fake, which is a real possibility.

    Dropping a fake pallet should have another effect besides the blood VFX. If injured is too strong, then perhaps hindered or blurred vision or something.

  • When will we be getting the missing Ultra Rare add-ons for some killers (Nurse, Billy, LF, Doctor's 2nd one, etc.)?

  • @VexTheHex said:

    https://forum.deadbydaylight.com/en/discussion/comment/501017#Comment_501017

    So free aura reads all over the map at all times with most actions? Sounds... blatantly over powered. Re-read and saw if it gave a noise notification. Good lord at first I read it as if you even open a chest you get the aura read. Never mind about blatantly overpowered. But i still stand by my earlier comments.

    That's why I said keep the cooldown. And probably reduce the aura read time so that it is only critically useful if you're close. If you're far away even with the aura read it won't matter much because it will dissapear before you get to them.


    Perhaps my version is a bit too powerful, but I still think it should include loud noise notifications in general and not just quick actions. Nobody outside a chase or at least the terror radius does fast vaults anyway lol, so this perks is close to useless as is.

  • @BadMrFrosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/501255#Comment_501255

    Thing is, most standard killers are already running the BBQ/Ruin/Enduring/Spirit Fury setup. Which of Ghostface's perks is better than any of those? It's not a better tracker than BBQ, that's for sure.

    As for the final perk, the fact that the TR reduction is only in a chase makes it beyond useless. If it was always active, that perk would be high risk, high reward since you'd have to find and down the obsession consistently, hope they don't have DS, and then capitalize on it once their dead. Like most perks, it would work best on mobile killers if it worked that way.

    Wait it only works on Chase?


    Nevermind then.

  • @BadMrFrosty said:

    Ghostface Perks:

    • I'm All Ears: If a survivor decides to randomly fast vault out of your terror radius, here's an aura for a bit.
    • Thrilling Tremors: Whenever you pick up a downed survivor or yoink them off a generator, all generators not being worked on.. uhhh.. are.. not being worked on.
    • Furtive Chase: Hooking your obsession gives you a token (up to 4) that causes your terror radius to be reduced by 2/3/4 meters. You've been pranked if you run this.

    If they sound underwhelming, stupid, and impractical, well.. you win! They're all garbage.

    First perk is trash, true.

    Second perk you are really underestimating the information gain you get from it. You can immediately tell where survivors are working on gens and even if they aren't yet, it gives you 16 seconds to look for a survivor and start a chase before ANY progress can be made by them. Depending on the cooldown this would be incredibly useful for high mobility killers like Nurse, Billy or (Woohoo!) the new Freddy.

    I do believe you have the values backwards. The token always grant a 4 meter reduction, but depending on the tier you can only gain 2, 3 or 4 tokens.

  • @BBQnDemogorgon said:

    @nunadventures Wait. That hooking perk.

    Is there a limit to how far down your TR goes? How much is lost per hook?

    That could be pretty crazy

    Well at tier 3, your 4 tokens would translate to 16m less TR.

    They did not mention it on the stream, but in the leaked version I believe the perk would de-activate if the obsession died.

  • Ugh... the only thing they did was a QOL change to make lobbies for SWF much smoother and faster. How can you complain about that?


    SWF is not the problem, it is the difference between SWF and Solo Survivors, and how you cannot balance the game in one way with both of those in mind. They need to create in-game coms and buff/change killers accordingly.

    SWF will not go away or be nerfed in any way, shape or form. What kind of game would PUNISH people for playing with their friends?! That's non-sense.

  • PERKS

    Im all ears:

    -If a survivor performs rushed actions outside of you terror radius, their auras will be shown for 6s and (has a cooldown)

    Thrilling Tremors:

    -While picking up a downed survivor or grabbing them off a gen, it will block all gens not being worked on for 16s and highlighted them in white (also has a cooldown)

    Furtive Chase:

    -Hooking your obsession gives you a token (up to 2/3/4). For every token your terror radius is decreased by 4 meters. When your obsession is unhooked, whoever preformed the unhooked action becomes the obsession.


    @nunadventures Not trying to be rude but seemed kinda pointless to answer their question without having the right values, conditions or even names for the perks.

  • I don't think we need to test it to understand the basic use of it.

    That claim was obliterated after MoM.

    I think this perk could be useful if instead of just rushed actions, it was anything that triggered a sound notification (blowing up gens, slamming chests, saboing hooks, even synergizing with Spies From the Shadows).

    Add that, change the "outside TR" requirement and keep the cooldown (or lower it by 25%).

    Now you have a nifty perk that can help you pinpoint survivors who aren't being stealthy around you.

1 2 3