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Yung_Slug

Yung_Slug

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Yung_Slug
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  • I'm guessing they still need to get the update approved on console and can't release it until then.

  • I would like:


    Map reworks. Some maps are too big.


    Mori and key reworks. Red/green Moris only activate if you hook each survivor once. Perhaps yellow Moris could only work on survivors who are dead on hook (preventing flashlight saves or sabos). Red/purple keys can only open for one survivor and immediately close afterwards. Purple keys can only open hatches that have been previously shut that game.


    More BP perks for variety. They can stack but the total won't go above 100%. Multiple BP perks will allow for a variety of playstyles without sacrificing extra BPs.

    Examples:

    WGLF: Same bonus, but unhooked survivor gets 7% Haste for 60 seconds.

    Small Game: 20% bonus for each totem cleansed.

    Up the Ante: 50% bonus for each survivor that escaped before you escape/die, up to 100%. Also change the base effect to be less useless.

    ToTH: Instead of Hunting bonus, 20% bonus for each remaining totem when the match ends.

    Monstrous Shrine: 25% bonus every time a survivor is unhooked from the basement, up to 100%. Change the effect to give you something when that happens, like Undetectable.

  • Nerfing SWF directly will just discourage people from playing the game altogether, which BVHR would never do.

    Also, you want to rework moris but not keys?

  • I think you need to have Left 4 Dead in your library.

    Unless that's the red one, in which case you need to join the DBD steam community for the other one.

  • Not exactly sure what you're asking, but I heard they're disabling splinters. Maybe they already disabled them?

  • @Mr_K said:

    Or keep trolling the same lobby over and over again.

    🤔

    Be in a SWF

    Want to have fun with friends

    notlikeotherswfs.jpeg

    Bring casual perks, we're just having fun

    Notice that one of your friends unequipped his medkit

    Notice something small in his hand

    A key

    ohgodohfrick

    Tell him to put it away

    It's too late

    It's already begun

    Killer dodges lobby

    New killer

    Dodge

    "It's fine, we'll get one eventually"

    Dodge

    "Just put the key away!"

    Dodge

    "I have an archive quest to teabag 20 billion times and open the hatch in front of the killer"

    Dodge

    "It's not worth it!"

    Dodge

    "But the Rift has a pizza costume for Dwight"

    Dodge

    "Make it stop!"

    Dodge

    World begins crumbling apart around you

    Dodge

    Orange light fills the room

    Dodge

    Your cries vanish in the darkness as you're impaled by the Entity and taken away


  • I recall a game where I was running BT and DS against a Trapper on the swap. He hooked me in the shack basement, which was right by an open exit gate. As he downed someone else and hooked them above ground, I was unhooked and healed with we'll make it. I ran straight back up the stairs, directly into the killer, and got the BT save. He downed me, but he had no choice but to pick me up or let me crawl out as everyone else escaped. Did he tunnel at all during that game? No, but DS still punished him because it's that good of a perk.


    As for map sizes, their reworks will definitely help a lot of the weaker killers and the game in general. However, it can be assumed that we're getting one rework per mid-chapter, so it'll probably be years before we get balanced maps.

  • Well at least we know they're taking an extra week to make the Serpent add-on work on breakable walls so we can have Kool-aid Wraith.

    ...right?

  • I used it with spine chill for a while but I switched to an information perk build so I usually only run in when I'm using no mither (also with spine chill)

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1136977#Comment_1136977

    Hag - low movement speed, traps must be placed and are dependent on survivors not crouching or intentionally setting them off AND you being in range of them. She is a slow M1 killer that has longer chases, making ruin weak on her as everyone else is on gens anyway and often will have enough time to finish before she hooks someone.

    Wraith - Mostly same as Hag except his movement speed is faster but still falls victim to loops and long chases. See above.

    Legion - Arguably one the worst killers. His “mobility” is hardly useful and he is easily looped as well. See Hag.

    Neither Wraith nor Hag should be committing to long chases. And Wraith has good mobility, especially with add-ons.

  • Put a third cooldown on her power 4head

  • @Laakeri said:

    I dont care what killers run as if noed gets more than 1 kills thats survivors fault for failing to act.

    On other hand when I see my team mate(s) running urban evasion / spine chill / self care Im ready to flip a table.

    > You can see your teammates running spine chill

    > Running spine chill means you're doing nothing for the team

    084.png


  • Check the 3.6.0 patch notes in the player test build section of the patch notes section.

  • @Micheal_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128261#Comment_1128261

    EDIT:

    It is confirmed to be no. They did tweak his Madness levels to be more consistent however.

    Static Blast will do 1 FULL Madness Level.

    Shock Therapy will do Half a Madness Level.

    https://us.v-cdn.net/6030815/uploads/812/QH4Y1YPVFH0Z.jpg

    So to answer your question, addons will probably not change for Shock Therapy, but will probably change for Static Blast. (Maybe to reduce the charge time)

    But Addons are still uncertain and weren't talked about.

    They specifically stated in the PTB patch notes that add-ons that increase static blast and shock therapy madness were changed to do other things.

  • I think it only works with increased lunges like Tier 3 Myers, but I could be wrong. Tier 3 Myers has been able to do some crazy stuff though (on Sanctum of Wrath I tried to hit a survivor while they were vaulting that window halfway down the stairs on the side of the central area, but I ended up landing on top of the window).

    I think techs like that are usually allowed unless they change it (like the tractor). Heck, the Disturbed Ward thing has been around for a while now.

  • Sprint Burst can basically be used as Lithe if you 99% the exhaustion since you recover exhaustion during your vault animation.

    It also helps you get flashlight saves or bait a hit from the killer.

    It's just better than Lithe in pretty much every way.


    Balanced landing is too map-dependent. Whenever I try to run it I get the flattest maps.

  • A Key is a lot more versatile than Blood Warden.

    Blood Warden activates if you hook a survivor after someone opens an exit gate, and most people 99 the exit gates.

    1 survivor died and there's 1 gen left? The killer can say goodbye to their 3-gen strat because 3 survivors can get out for free now.

    Killed 3 survivors and closed hatch? The last survivor gets out for free now, even if they were just crouching around the edge of the map the entire game.

    Every gen completed? You already lost because it doesn't matter how well you watch the exit gates if they find the hatch. Even outside of SWF, a solo survivor can get your attention only to lead you to the hatch and escape while the others open the gates.


    Keys and Moris need reworks. They give you an early win after only partially doing your objective.

  • I would say... Spine Chill, Iron Will, Resilience, and Sprint Burst.


    Spine Chill is a must.

    Iron Will is great for losing the killer.

    Resilience will increase your vault speed (including slow vaults) and after you lose the killer with Iron Will you'll have a repair speed boost when you get back on gens.

    Sprint Burst lets you commit to stealth more (normally where the killer gets pretty close and you don't know if they see you, you might have to start running early so you don't risk taking a hit, revealing your location when the killer otherwise might not have seen you. with sprint burst you can wait a lot longer without risking a hit). Also, the killer is more likely to ignore you if you Sprint Burst away without taking a hit.

  • @BigTimeGamer said:

    Man why cant people just NOT want to play

    You add DC bans, ok fine

    now you want to ban/remove suiciding

    ...Yall must be a blast at parties

    Just don't click "Ready" if you don't want to play. No penalty for that.

  • @Micheal_Myers said:

    IMO Doctor is kinda Overpowered on small maps like Lery's, The Game, or Hawkins. (Maybe not hawkins... but the other 2 for sure.)

    Static Blast is what helps him tank survivors.

    So put on the addons that increase your static blast madness, and boom you got the game to be about 75% in your favor.

    So I can understand why people think Doctor is Overpowered. But at the same time he is easy as heck to go against if you are a good survivor.

    For example I just played Doctor on Lery's using this build:

    -Overcharged (Tier 1)

    -NOED (Tier 1)

    -Monitor & Abuse (Tier 1)

    -Nurses Calling (Tier 1)

    Addon #1: "Order" - Class II (Moderately Increases Static Blast Madness)

    Addon #2: "Discipline" - Class II (Slightly Increases Shock Therapy Madness)

    Offering: Lery's Map.

    I faced 2 Red ranks and 2 green ranks (green is my killer rank) They only did 4 Gens cause 2 had a commodious toolbox and one had a ranger medkit, also NOED was never activated. I was also only going for the Shock 4 Survivors [In Level 2 in Tome II] Challenge. And even though they did 4 gens I still got a 4K and Merciless.

    So they can beat Doctor but he can get annoying (is my point sorry I made it long... lol)

    Aren't they removing (or I should say, reworking) add-ons that increase madness from static blast?

  • I don't even get mad at this game anymore.

    I just die inside a little more when a survivor crouches up to me and I die on first hook two seconds before they get there.

  • Survivors will always have a way of not playing the game. They can literally just do that, even. They can just go watch a movie or something if the game isn't going their way.

  • Taking a hit while dropping a pallet.

    Waiting at a pallet when they can easily get another loop with little/no risk (especially if the killer can see them waiting).

    Dropping a god pallet on the first loop. Unless you're injured, or there's one gen left and you don't have adrenaline, it's more worth to take a hit so you can get more loops from it.

    Literally dropping every pallet you run past without checking if the killer is close to you (way too many players in red ranks who do this).

  • I'd like to point out that corpses will be quite a long-lasting food source for the vultures already, considering the frequency of death in the Fog. As they are new, we should wait and see if the corpses prove the be unhealthy for them before making major decisions.


    I do think that Calm Spirit should be mandatory, however, so as to keep the disturbance of wildlife at a minimum.

  • @ZoneDymo said:

    You mean like a public test build? nah, wont happen

    If you're being sarcastic, I'd like to point out that OP plays console, which the PTB is not available on.

  • I got 5 people in my house and not enough PCs/Consoles for everyone. Dbd mobile is perfect for KYF.

  • @RakimSockem said:

    Devs: *release stats*

    Community: "These stats suck and I don't believe them and even if they're like 90% accurate, I'm going to take the 10% flaw and say they're totally invalid."

    Devs: *don't release stats*

    Community: "Why don't you all release stats more? Yall are just biased and trying to hide things"

    The devs are the ones who said they were invalid.

  • Hmm, or perhaps they should invert the recovery speed bonus, make it -35/30/25% or something so the killer would have much more time to pick them up after their DS runs out.

  • @Peanits said:

    I'm not a fan of this whole us vs. them mindset, but in all fairness, this is the exact same thing that happened to Exhaustion perks. When they were combined together, they were far too powerful, so they were changed such that only one could effectively be used at a time.

    I think the "us vs. them" mindset is completely justified in this case, since it's concerning game balance. OP didn't say anything to indicate any harsh feelings towards the people who play survivor.

  • Winning isn't the most important thing for me

    But I don't enjoy DBD either

    help

  • Failed to load comment.

  • OP actually put Legion, Clown, and Bubba in the top 10 most broken killers

  • DS should cause Exhaustion.

    Unbreakable is fine, idk how they'd nerf synergy with it anyway.

  • We're Gonna Live Forever - obvious

    Prove Thyself - Double BP for ALL coop actions, including heals.

    Deliverance - Survival points

    DS - More Survival points, plus the Killer might want to tunnel the Deliverance guy for some reason.


    Do totems until someone gets downed and go for the unhook to secure your Deliverance (try to avoid BBQ though). Do gens with other survivors until you max Objective points, then focus on heals. Once you max Objective and Altruism, work on gens again. Boldness should get maxed without you having to try. Survival is the toughest one, but that's why we have Deliverance and DS which both grant Survival points on activation, and if you escape as the obsession (from DS) you'll most likely max your Survival.

  • So assuming SoloQ we got... Kate, Ace, Quentin, Ash, Steve, David, and Laurie

    Kate gets Dance With Me, so a small plus.

    Ace's Open Handed is normally godlike but he doesn't come with any aura perks so it doesn't help him unless his teammates have Kindred. Ace in the Hole can help you find good items. I'd say about the same as Kate, maybe less.

    Quentin gets guaranteed self heal with pharmacy. In SoloQ that's pretty nice, so decent plus.

    Ash... sucks. You need to play suicidally to get MoM to work. Possible negative.

    Steve puts a target on his back when he unhooks, which doesn't help him get that second wind to activate. Camaraderie might be good because randoms often wait 2 seconds too late to save you. Small plus overall.

    David's No Mither is a big negative, but he also has Dead Hard which is a free hit, kinda cancelling it out. Slight negative.

    Laurie has OoO which puts a target on you, but she also has DS. Getting Adept Laurie really sucked for me but since DS got buffed it might be better. Slight plus overall.


    So the worst one depends. If you try to get MoM to work, it's Ash. Otherwise, it's David.

  • Every game I camp and tunnel all 4 survivors at once by being on the map.

  • I pretty much main every stealth killer but Myers is definitely my favorite among them.

  • Are you going for max emblems or max BPs? I've gotten each at least once before but I think it's impossible to get both without self care and an hour long game.

  • @Broccoli_Jaeger said:

    This can only be done when there are 2 or more killers in the game.

    Well that's pretty obvious. You can't pick up another killer power if there isn't another killer. :P

  • Nah it's just that once killer hits green ranks they get pretty much nothing but red rank survivors. The fact that there was a rank 13 was probably a blessing to them.

  • @Tactless_Ninja said:

    Yeah the little actions we have, have too many meanings. Like swinging your arms on the hook. Apparently it doesn't mean "Danger killer nearby" anymore and the sheeple go running straight into them and I go into second hook phase.

    Camping is a lot more rare, especially stealth camping so survivors can usually tell on their own. I hold it to 90% repeatedly to let survivors know that literally no one is coming for the save because otherwise I'm dying on first/second hook.

  • Of course I have Empathy, I run it every time I do a medic build.


    Anyway, the people who do that are fully aware it's a multiplayer game, I'm sure. It's why they do it.

  • Give his hair a cooldown

  • @Chordyceps said:

    https://forum.deadbydaylight.com/en/discussion/comment/1120194#Comment_1120194

    I gotta admit, I was really hoping someone wouldn't try to break down that math. The escape charges were by far the hardest part of fleshing out this killer, and in the end I still wasn't totally satisfied with the time to escape. Had to just say "yep, that seems ok" at some point or I would have been working on it forever.

    As for if the survivors are aware they're being tracked, I'd say yes they are, they can hear the jingle they're emitting.

    You do have a point with Keepsake, those times could stand to be lowered. I figured making it an obsession perk would help balance out the perk, and I kinda also find the idea of perks that work while someone is on a hook fascinating.

    This was a bit of a difficult killer to design, as I was working off a prompt someone gave me. They suggested some kinda crazy ex-gf killer, so I wanted to create some sort of stalker/clingy type character, but I wanted to avoid a myers-type ability at all costs.

    Yeah, it's hard to make a character that fits that archetype without focusing too much on the 1v1 rather than the 1v4.

    The way the power is currently designed, I think it'll always just feel like a weaker version of Deathslinger's power, which also suffers from similar issues, though not as pronounced.

    There's a lot to consider when designing a killer. How fun is it to play as in the 1v1? Against the 1v1? What about the 1v4? With 110% killers, does the power justify the speed decrease? It can be difficult to remember all of these things.

  • Don't feel like playing the game lol

  • The first perk should be called "Don't Fear Me" because... you know.

    For the Hex, 80 seconds of blindness is a bit much for a passive effect but I like it when Hex perks have a secondary effect that persists when the totem is destroyed.


    Not a huge fan of a cooldown power, but let's see what we got here...

    It's kind of a weaker Night Shroud which is saying a lot really. And what happens if a survivor breaks LOS, then goes back into LOS so they can break it again? Do you just instantly lose 100% of your meter?

    And what's stopping you from just following the Husk around until they escape the maze? Even if they're invulnerable for 3 seconds you're still faster than them. You can just position yourself so they can't reach any good tiles in time.

    The power also completely depends on the survivor's skill to down them. You're not able to influence their ability to beat the maze. All interaction is on the survivor side. So not only is the power on a cooldown but when you get it to actually work there is still no interaction on your part. Doesn't sound fun to use to me.

    Also, what's the point in cancelling the power exactly?

  • Intriguing. I'd like to know more about the power.

  • Well, it's a concept. You could probably use a little more detail though :P


    A fleshed-out description of the power is probably the most important part.

    Perks and lore would also be nice to have.

    Also, how exactly would she read minds, and which objects would she be able to move?

    Is she a little girl? How is she gonna carry/hook the survivors? What about vaulting windows?

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