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  • The real question is who is actually upvoting these posts???

  • The problem with all hex totems is that they are just incredibly inconsistent. You could get it cleaned in the first 30 seconds or have it be cleansed after 5 minutes.

    Ruin is definitely a very strong perk. What you should be doing is judging wether or not you want to be chasing and pressuring survivors off of generators, this can very with different killers. High mobility killers or Nurse can easily push survivors off of generators. Lower tier killers such as Wraith has to go over to a generator and chase survivors off of a generator, but you must decide if you want the survivors to be pushed off, or chased and hooked. Chasing and hooking a survivor with ruin is a decision you have to make because the other survivors are most likely looking for ruin or doing gens somewhere else.

    It is a very strong perk and great for the early game to give you some stall and regression. It works best with blight, nurse, and billy. But you can definitely use it on someone like Legion.

  • 1 out of 200 games as killer will it actually help you.

  • @aEONoHM said:

    You hear one blink at the start of the match and then silence...

    ez counter just do bones

  • @Pilot said:

    That won't stop me from going down into the basement to check for cookies

    DAVID NO-

    image.png


  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2036865#Comment_2036865

    Yes, and then when you complain about noed after I 1-2k during the game and secure the other kills because of that I'll say, you had another objective.

    Totems are an objective, and whilst I don't think survivors should be punished for gen rushing, it should be made harder.

    Make it so that gens take a base 20s extra, that'll solve it. Maybe even 30s. That would make early game chases less punishing for the killer. Because 60% of gens popping after first hook is not fun. It takes 80s to complete a gen base. Let's say 25s to find first survivor. That means that a chase with a mediocre looper will put you back 40-50s. Then getting them to the hook 10s. And then walking off to another gen (15s). There is plenty of time to get 3 gens done in the time it takes to get first hook.

    That should not be the case

    The real problem with NOED is solo queue. Solo queue survivors have a hard time cleansing totems because no one ever does them 90% of the time, and no one can communicate how many totems are left. You can't really say they should have just done the objective because it is very hard for them to do that and know if they have gotten all the totems. And if the survivors are put against a killer who is pressuring them off of generators.

    I disagree with making gens take longer to repair. Repairing generators is one of the most boring things in the game and I already think that gen speeds are fine, the real problem is map design and balance in killers. Making generators take longer to repair is another lazy bandaid fix.

    The reason you can't catch the average survivor is because of the strong tiles that are on most maps such as the cold wind farm. The tiles are pretty close together which makes it pretty hard especially for certain killers.

  • It does conceal breathing already for some reason.

  • Punish survivors for doing their only objective too much?

  • Spirit

    • The spirit has given a small indicator when they are passively phasing and it now happens for .5 seconds at base every 3 seconds.

    Every 1 second while phasing at base, the Spirit will reveal a glimpse of herself to survivors for .5 seconds. During this glimpse, the spirit cannot see survivors. The original husk that is left behind the moment the spirit phases disintegrates after the first glimpse of the spirit is shown while phasing.

    Addons can be changed according to the new phasing.

    -Ideas from Otzdarva's community-made patch notes

  • It is pretty dumb honestly. I don't understand why the devs didn't just give trapper a fixed time for his bear traps when a survivor steps in it. That way, it is much more consistent.

  • @StibbityStabbity said:

    It just means wall hacks. ESP is psychic stuff, so they said you magically just knew where everyone was by reading their mind. In gaming terms, that normally means wall hacks or indicators of player positions.

    lol ok thanks, I guess being an aware killer is esping nowadays

  • @bm33 said:

    You get a bonus if you unhook a survivor safely, meaning they aren't downed right after because you either used BT or you waited for killer to leave the area. I think alot of survivors don't know this exists.

    lmao

  • If you are healing yourself with a medkit, you probably aren't being tunneled. The nerf was justified because this perk was way too strong and dumb honestly.

  • no, it is considered a special attack

  • "Yeah, you can never win against Freddy since he is stupid OP." - Toxic entitled survivor, probably

  • It is very good in some cases, but against any decent survivor who knows how to deal with Clown, you will likely never get to use it. It is definitely not bad at all though.

  • It does make it more realistic... but the real question is why did they prioritize bouncing breasts and booty over other things? Just curious.

  • Hell no. The current breakable walls are designed to waste the killer's already precious time instead of actually being useful. I do believe they can be reworked into something healthy though.

  • I played several matches as survivor and a few as killer today. The new MMR is very underwhelming and is very bad honestly. I was playing with players at rank 8-13 many times, and more than usual.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/235672/to-put-in-perspective-how-weak-the-clown-is

    🤣🤣🤣🤣🤣🤣

    BWAHAHAHA!!!

    Every time I see these “Freddy vs Clown” comparisons, it just highlights just how little is understood by players trying to use Clown.

    There isn’t a chance in hell that Freddy can end a chase as fast as Clown!

    (Former Freddy main here. Since his RELEASE!!!)

    Maybe you're right. I mean "Clown is underrated".

  • Any perks that let you find survivors faster with one slowdown perk will do nicely.

    So BBQ, bitter murmur, pop, and discordance

  • @KlapzCheeks said:

    Thats funny you say clown is weak, I had a swf tell me how OP he was. HAHA

    they lied

  • I don't think it would be a good idea to put springtrap into DBD because he wouldn't fit in with the other killers. Because of how most people see FNAF, he just doesn't seem that scary considering his horror is based on jumpscares. The game is in a bad state rn or probably will be after the trickster comes because of the sheer amount of bugs that come with every new chapter.

    If a FNAF chapter came out for DBD, it would also bring out all of the FNAF fans to buy him and play this game. The problem with bringing that many people to dead by daylight is simple, things are unbalanced and don't get fixed for extremely long periods of time. Like the stranger things chapter, lots of newbies will come in and make the games you have very lame for both sides. (It's not their fault though, not dissing on those players or anything, they just want to play the game because of their favorite character being in it.) I mean just look at this MMR we have rn, this is just a test for a "SKILL based mmr system", it already doesn't work (as expected from MONTHS before). So what would happen once players who only came for FNAF find out how unbalanced and infuriating this game can be? They will just quit. Sure, BHVR would definitely profit off of this, but it would bring even more shame and a negative reputation to the game.

    I myself am also already happy with the number of licensed killers we have already, except for Jason. Another licensed killer is not what would be healthy for the game. Licensing, I'm sure, is very difficult to manage and expensive. Look at the Friday the 13th game, it is pretty much dead and suffering from a lawsuit.

    I would be all for a huge overhaul of healthy changes to the game, but "like that's ever gonna happen".

  • @AssassinZodiac said:

    Personally, I am perfectly fine helping them test new additions to the game in the live server as long as it betters the games health over time.

    The thing is, they aren't "bettering" the game with the feedback we provide.

  • Yeah, it is pretty lame especially since survivors can switch their characters last second to something like a 4-man SWF squad with medkits.

  • @Karao_Ke said:

    While I love the personality the devs have put into The Trickster (winks at the player, laughs mid-chase, cool mori & locker animations, etc), I think I'm safe to say he's considerably weak and is in need of some type of buff/and or change.

    With that being said, while he might be a bit fun to play at first, it's going to eventually get frustrating playing him with how counterable he is, therefore I'm not that excited.

    Same, his buffs were pretty underwhelming.

  • Despite the problem of holding W, I sitll think the cooldown for hitting a survivor is fine. STBFL can help m1 killers quite a bit.

    The problem is map design.

  • @Sunbreaker7 said:

    I have said this once and I say it again. The easiest way to punish Killers for camping hooks is to set an invisible timer that makes the hook survivor timer pause any time a killer spends more than X amount of time near the hook. Once the pause timer activates, it will remain active for X amount of time even if the killer steps out of the hook radius. Pretty much a free "Camaraderie". Also, if you want to make it even more punishing, grant the survivor a free Borrowed time and/or Adrenaline/sprint burst after X amount of time if the Killer still remains near the hook. Want even more punishment? Heck, give the survivor who goes for the unhook invincibility, meaning he can not be interrupted when unhooking.

    seems pretty abusable to me

  • @Gcarrara said:

    Mind reading / Telepathy powers. Not limited to humans only of course. 😁

    Bruh what would an animal like a goat even be thinking?

  • @ZtarShot said:

    I would like 20/20 vision. Is that a good enough superpower???

    I can't remember what it was like having normal vision :/

  • This doesn't fix anything, but it breaks a lot of other things.

  • @CyperX said:

    Clown has the worsssssst music stupid drums like he's in the army wtffff

    Heavily disagree, it sounds like circus drumming and is very fitting.

  • BBQ because of the Bloodpoints. The amount of time it will save you in real life is astounding. Thrilling tremors is just as good though.

  • @REL1_C said:

    Unbreakable should be base, that would fix everything.

    It would break far more things than it would fix.

  • Anything with discordance

  • Nothing like watching that one jake self care in a match i had earlier just to step in a bear trap about 20 seconds later.

    I do feel like self care is only bad because many newer players don't know how to use it though.

  • @Regulus47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2025856#Comment_2025856

    Yes, I did say the combo of BBQ and Pop is overpowered. Because it is; that's the whole point of this post. I don't see your point?

    BBQ on it's own isn't overpowered. Pop on it's own is incredibly, incredibly strong (bordering on overpowered) but falls just shy. Combining them makes Pop much, much stronger. Therefore, the combo is overpowered.

    I never said BBQ was overpowered, just the combo of BBQ and Pop

    It's just a bit weird how you said you didn't say it was op but then turned it around.

    If the combo was overpowered, killers using those perks would be winning every single game left and right. I use this frequently, but I don't 4k every single game with it.

    And the perks do have counterplay and are balanced. The perks together are not OP, but they reward the killer for doing their job.

    Pop rewards the killer for killing survivors and so does BBQ. Thing is, that if a killer chases survivors off a generator and uses pop on it, they give up distance on the survivors who were just there.

    Some counterplay for BBQ would be getting inside the 40-meter range of the hooked survivor, hiding behind the a generator's aura, and getting in a locker.

    Some counterplay for pop would be to not let a killer pop the same generator twice by letting it regress more (more beneficial than you would think) and splitting up on generators. Splitting up on generators is definitely the best way to counter or reduce the effects of pop. The perk will only work once in a time limit of 45 seconds after each hook the killer gets as well.

    Also, thrilling tremors does the same thing. So would thrilling + pop also be OP? What about surveillance + pop?

    Pop and BBQ are definitely balanced.

  • @Regulus47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2025832#Comment_2025832

    I never said BBQ was overpowered, just the combo of BBQ and Pop. Hex: Ruin isn't overpowered. Hex: Undying also wasn't overpowered, it wasn't even that strong with any other hex perk.; but when the two are combined, it becomes far too strong. It's the same with BBQ and Pop (except Pop is a bit less healthy than no -Ruin Undying)

    You literally said the BBQ + pop combo was overpowered in your last sentence.

    Killers are hypocrites for complaining about good survivor perk combos when they use an overpowered and uncounterable perk combo every game. It's the small PP build for killer.

  • Well, it's not like killers have very many perks to choose from other than these. If you want to have a good chance at winning at the high ranks, it is practically necessary to run these perks.

    But I wouldn't exactly say that this makes the killers who run it "braindead".

    And the difference between this perk combo and DS + unbreakable is that the killer's combo has counterplay. DS + unb atm is literally unfair.

    At least a killer has to hook a survivor after chasing them and using their power in order to get BBQ to work. Survivors don't have to do anything for bond to work, or dead hard other than being injured, or SB, or iron will. The difference is that killers have to work harder to get value out of BBQ. Survivors on the other hand don't really have to do much and just instantly have their perks ready to be used.

    BBQ and pop reward the killer for doing their job which is rewarding their skill. But most survivor perks are immediately available or are there when they don't even do something. If anything, survivor perks reward them for losing (BT - A precaution in case the killer slugs the hooked survivor, DS in case the survivor is hooked again when their teammate performed a dumb unsafe rescue, unbreakable if they get slugged meaning they got caught).

    PS: You said there was no counterplay for BBQ but literally mentioned counterplay for it in the same sentence. There is also more counterplay for BBQ too, and there is counterplay for pop.

  • Stream sniping is not bannable, but it is unfair and really lame.

  • Haddonfield, the game, springfield

  • @AGM said:

    At that point why not just run Kindred instead?

    Because this would be another alternative choice for when you want information when survivors are not on the hook. Kindred only works when you are on the hook, but aftercare doesn't. Right now, I feel aftercare is a little too weak and I wanted to give it more use without overshadowing kindred. The way it works for my idea is that it rewards you for being altruistic and gives your teammates valuable information when you lose it, like going out with a bang.

  • @Boss said:

    It used to be like that, cause the Killer Victory Cube changed earning Merciless Killer from getting max. BP to killing all 4.

    Then they changed it again from killing all 4 to getting Iridescent Emblems, changing the adept requirements once again.

    The reason why these have not been changed yet is cause PlayStation doesn't allow trophy changes if they are still technically achievable.

    And they are still technically achievable.

    And the devs do not want a difference between platforms on how to earn these, so they have been staying the same for a few years now.

    Well that stinks, I still have yet to get my Oni adept :(

  • @OniWantsUrLocation said:

    https://forum.deadbydaylight.com/en/discussion/234937/why-cant-the-killer-adepts-be-to-just-get-a-4k-with-your-perks

    Sometimes it is better not to use your power. That is how I got my adept with Billy and Plague. Also can't wait to get my adept with Trickster. Might be the most difficult one yet, but at least rank reset gives me hope. 

    I used my power, but not a whole lot though. Like I used it only for mobility really, only got 2 downs using blood fury.

  • P head, Oni, and deathslinger

  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/234886/read-hackers-is-giving-penanlty

    You he just crashed you game or you whole wifi? If he DDos you, you can go to the police.

    Pretty sure most of these hackers only crash the game. I have run into the same problem several times before, but I have only seen one hacker (who I can avoid when I join a killer lobby) in the past 2 weeks. It is nice because I used to see a cheater every day.

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