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ZFennecFox

ZFennecFox

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ZFennecFox
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  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746391#Comment_2746391

    It was completely passive and something the killer had no input over. They either got skill checks or they didn’t.

    Not to mention it completely ######### over new survivors while having little affect on experienced ones

    By your first point every perk that doesn't require some input from the Killer need's to be changed? So Unnerving Presence, Shadowborn, Enduring, Tinkerer, A Nurse's Calling, Monitor And Abuse, Remember Me, Coulrophobia, Rancor, Corrupt Intervention. Just to name a few perks that don't really need the Killer to have input over to gain value from it.

    Your second point I though that the goal of playing over and over would make Survivors better? Isn't that the whole premise of SBMM?


  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2745916#Comment_2745916

    That wasn’t the only reason it was nerfed. It was unhealthy for the game in its old form

    How was it exactly bad for the game? It was a good 30% percent of matches that it actually stayed up past the first generator. But we the players will never know because we weren't privy to the GOD like statistics that BHVR has. Ruin was probably one of the best perks in the game it gave Killers (Hag, Huntress, Deathslinger, and Trapper) the ability to set up before it was broken. Now in games you'll be lucky to put down a third trap before 3 generators pop.

    Looking at the survivor side too It teaches players to go for the great skill check if they want their generators (If it was even still alive within the first few minutes." now players just have to sit on generators with no real challenge unless the Killer "Applies Pressure" which is kind of hard to do when their is 4 survivors and generators go faster than the past.

  • Hey there! Just popping into to throw some kindling on the fire and remind people that Ruin was nerfed for being used in 80% of Killer games.

  • @Mokdroh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2745782#Comment_2745782

    I think if the PTB was more of a playground for testing things with the community in a more direct manner so that the community would be in on the testing itself, seeing and experiencing them and offering feedback underway while also keeping the pre-release patch testing would improve the gap between the devs and the community, which could result in a far better Dead By Daylight which means everyone wins.

    Cheers, It's baffling that BHVR is sleeping on the best PR nugget ever.

  • But there is. Pallet Stuns, Missing attacks, The bar running out, Being blinded, and Head on, Their is still counter play

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2745587#Comment_2745587

    yeah because screw lil timmy who just wants to play with his friends

    Yeah because screw little John for wanting to play a good round of Killer.

  • I personally love his current concept before BHVR had the bright idea to change them. I would love to see it become a Token based system. Each time a survivor is struck while in Frenzy fills the bar for a second time after the bar is filled Feral Frenzy activates and each strike can damage for one health state. If a survivor enters the Dying state while Feral Frenzy is activated it goes on cooldown for however long the bar was when the survivor was downed.

    Basically you hit survivors in Frenzy to build up a charge when that charge is full you enter Feral Frenzy and have a certain time similarly to Oni to down survivors. If a survivor is downed in that time Feral Frenzy resets to Frenzy with the charge left over.

  • I honestly love the idea of removing I-Frames.

  • Don't look down on Killers too hard their just annoyed that they can't re-light their "Broken Hex's" like survivors "Fair Boon's".

  • @dugman said:

    I assume it a logistical thing where they have to push patches to the PTB and it take coordination to pull all the pieces together. It probably makes more sense from a time efficiency standpoint to push out a bunch of little changes in a single patch than to push out a couple of little changes every day or two.

    I just feel like their squandering a golden opportunity to actually see what changes could work in a faster way over this cautious slow roll they have.

  • If I am being camped then I'm cool with hanging around on the hook for a while. But if the killer is straight running through my team on the other end of the map while two people could have unhooked me then I just let go.

  • @Pulsar said:

    How do you even know they are a 4-man?

    Do you have a SWF-sense or something?

    How do you know that they weren't? Did you have access to their chat log after the game? But your right the same 4 people can be in the same lobby more than twice without them being a 4 stack. Yes the poster of this is venting about frustrating games without giving too much about what happened during the match I'll give you that but that doesn't warrant a snarky remark.

  • SWF is something that shouldn't have been implemented into this game. Unpopular opinion is unpopular it also inflates other ranks with people who shouldn't be in them because their friends take the chases for them. These players don't experience all aspects of the game so they complain. I have played games with Red, Purple and Green ranks that can't run for crap but can pound out generators all game.

  • I'm still amazed that they haven't introduced a Horizontal and vertical slider for Gunslinger or Huntress. We're still stuck with one slider for both movements.

  • Eat that toxicity make it your bread and butter. On a serious note just ignore them. Your playing Killer not a cuddle teddy bear.

  • Are we talking mentally or physically?


  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2724355#Comment_2724355

    "But I was protecting my hex totem BHVR, I was just camping my hex totem sir" - every killer ever.

    People risk their accounts for a lot less, and also basing a perk on the charity of others to not do something is... laughable.

    "People risk their accounts for a lot less" That is very true. Once again I'll offer you the same point I made above. Make It a tier based system Tier 1: Any less than 4 lit totems then this perk is deactivated / Tier 2: Any less than 3 lit totems then this perk deactivates / Tier 3: Any less than 2 totems and this perk is deactivated.

    That way it can keep the Killer from boxing in one totem and holding the game hostage.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2724339#Comment_2724339

    Really don't care about noed so not really sure why you brought it up, and i too would think this perk if fine if i also (like you) pretended that totems are just going to be there between every gen and not in some increasingly more obnoxious places.

    Corrupt, No Way Out, BW, This Hex + Swamp

    GG EZ.

    Alternatively because i have a massive brain and have played this game for more than 2 hours, the killer could just stand in front of any totem and take the game hostage indefinitely.

    That would then be a bannable offense so risking your entire game just because your a little salty doesn't sound like something a thinking person would do. All the perks you mentioned have already been brought up and I created a post a little higher up explaining why I don't think that would be an issue.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2724337#Comment_2724337

    Right, I get the idea of it being a choice between cleansing and blessing. I’m just saying that for balance purposes you’d have to make sure the median time spent cleansing the totems to be able to open the doors doesn’t go beyond about 60 seconds probably.

    Why not longer than 60 seconds? If I am right and it extends game play then its a blessing for Killers and if Survivors take just a wee bit more time in match cleansing the totem they ran by to get to the generator than late game shouldn't be an issue.

  • @Deferlo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2724322#Comment_2724322

    1: You are right, i was only speculating a specific scenario that will probably not even happen in most case, it was only to simulate a potential combo that could cause problem.

    2: it's not a case of liking that perk ot not. you said that this perk would be great since it add a secondary objective and rightfully so since i agree that this game is in need of some change objective-wise. But if survivor NEED to cleanse them before escaping then totems become a primary objective, not secondary, which is supposed to be additionnal, not compulsory, or maybe i misunderstood and you meant a second primary obective, in that case, my bad.

    #1: Combo's seem to be a very big thing for Perk's in this game so I say if someone want's to weaken themselves Mid-Game by building for an End-Game build than I don't see too much of an issue.

    #2: It's only an objective if the perk is brought at all. Half of the totem's are placed very irresponsible close to generators anyway so finding them isn't an issue and I foresee Boon Totems being a staple a very ruff staple of future perks so people will be after them even more in the coming days. Give it one maybe two weeks of play and the perk won't be an issue for barely anybody.

  • @Seanzu said:

    Sounds like the perfect camping perk, 3 survivors now have to complete all gens AND all totems before the first person dies on hook, swell, lets do it.

    Why not? It shouldn't be too much trouble if you took the time to break any of the totems you run by while on your way to the next generator. After all the Killer could have NOED but I bet that's no problem for you.

  • @dugman said:

    Sounds interesting, whether it’s overpowered or not or too swingy depends largely on the median time it would take survivors to cleanse all the remaining totems after the match. If that time is upwards of 60 seconds or more than it’s probably too powerful.

    Hypothetically though if it is too powerful you could weaken it by saying it blocks the exits until no more than 1 totem remains on the map. That would reduce the amount of work required plus reduce the swinginess when you have one totem on a given map that just happens to be really, really hard to find.

    That is an excellent Idea make it a tier bases system.

    Tier 1: No more than three / Tier 2: No more than Two / Tier 3: No more than one.

    Your first point I offer a rebuttal most survivors now a game run Boon totems so they actively seek out totem's there for giving the survivor knowledge of the location and it brings up an even better alternative "Should I bless this totem/ Cleanse this totem? He might have NOED/Trump Card." It makes the survivor choose in that moment wither they want to have the peace of mind to bag the killer at the end or risk it.

    I.E Its all a gamble.

  • @Deferlo said:

    Damn, gen speed is so fast these day that survivor are able to do 6 generator before escaping.

    Jokes aside, the concept is good but should be tweaked a bit.

    1: If paired with end game perk such as remember me, no way out or blood warden, such a perk could make the endgame a bit too overpowered in some case: 70s totem cleanse time+ potential 60s with no way out+ potential 36s gate time with remember me+60s if BW= so if we add some travel time to find totem, it could mean at least a 3 min or 4 min with BW without being able to exit after the survivor gain the knowledge that this perk is in play, this build on a infinite tier 3 myer or other one shot killer could destroy the balance of the game (even more that it already is.

    2: Being forced to cleanse totem to deactivate it mean that totem would become a primary objective which, in my opinion, shouldn't happen. I would prefer a base time that is reduced with each totem being broken that way survivor still have a chance even if they get one of the hidden totem spawn that are still present on some map.

    #1: All good points. A few good players will already have broken a majority of the totem's if not all by the time the perk is put in play and at that point the Hex becomes useless. As for the other end game collapse perks mentioned. Remember Me assuming its tier 3 that is 16 seconds and at that point if its still blocked the perk becomes apparent. No Way Out I can only assume because I haven't run into it allows the Survivor to interact with the door before it becomes blocked Trump Card will already have the exit gates blocked. Blood Warden can only activate if the door is open and a survivor is hooked at that point its pretty much the Survivors fault for not exiting the match.

    #2 Its all subjective really If you don't like the perk don't have to use it.

  • Unpopular opinion is unpopular. SWF is what's making this game tank hard. Think about it with MMR enabled Survivors who can't run the Killer for crap gets placed in higher ELO's and when their not playing with their friends they get smacked the first thing they do is rant and rave. It also wouldn't hurt BHVR to be a little more transparent on which perks are used, which Killer's are played more, How long Chases usually last for, What add on's are favored. Little stuff like that instead of just putting out a post saying "We Think"

  • @RYANGUNSLINGER said:

    Okay one maybe two problems first rpd is a map and even with small game good luck finding a totem and second with how often totems can bug out and be uncleanseable this would be a little too op. Otherwise it's a good perk

    I'm not saying it's perfect but at the same time it will make BHVR actually address those same issues. Besides totem's do make more noise when they are lit so I don't think finding them will be too much of an issue as long as your playing with headphones.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2388745#Comment_2388745

    Red.

    A lot of killers are gone, haven't played againts Red rank hag, pig, plague(was her archive so few came out, but in general she isn't played much), clown or doctor in months. Where are few, but it usually because of ######### matchmaking and killers being rank 13. No real red rank killer plays them.

    It's a sea of huntresses, spirits and nurses with occasional deathslinger, pyramid head and nemesis. And its not suprise what so ever, they all have one thing in common - abusive chases where you can't do much againts them.

    I play in red and purple and I have seen Ghostface/Wraith/Trapper/Huntress I haven't seen the Twins/Freddy/Plague at all I have encountered 1 Oni but that almost two weeks ago. I played Bunny Feng and he refused to hit me it was actually fun.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/268875/thoughts-on-trickster-so-far-from-survivor-pov

    No suprise, the only 110% ranged killer who doesn't camp is huntress because she can have a bit of a map pressure with hatchets and people who play her like to land sick shots.

    I said it for months - deathslinger players are the biggest losers of this game, I haven't played against deathslinger who doesn't proxy camp. Even if he "leaves" the moment unhook happens he teleports back to the hook, doesn't matter that's happening in the game. Probably same people who play deathslinger now gonna play trickster too, probably because he is easier even than deathslinger to proxy camp. Bleh, just complete bore fests. And of course they never gonna change their gameplay because they win most of their games and think they are amazing at the game.

    What rank are you where you encounter Deathslinger? All I play against are Wraith, Spirit, and Trapper. I haven't seen a Pig in months.

  • I've said it in the past the Hatch should only spawn when one survivor is present on the map.

  • I like the map, I just have no idea where the stairs are.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2388669#Comment_2388669

    If you think a killer is strong because they can camp then god help this game if you are the common player.

    What I am pointing out is that they managed to cut through three health states with little to almost no time at all.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2388669#Comment_2388669

    If you think a killer is strong because they can camp then god help this game if you are the common player.

    I never said he was strong because he can camp.

  • What I have seen in my 5 games against him today. The mostly floated around the hooked survivor and when ever a survivor went for an unhook he just spammed both of them. He went right through a full health survivor downed him and still had enough blades to re-down the hooked guy.

  • Change the Laceration meter decay and make it so survivors have to mend to remove it.

  • 4 out of the 5 games I played against him today had him just saw through full health survivors downed them and still had enough blades to re-down the hooked survivor. If he stays like this I imagine Borrowed Time will become a staple of everyone's build.

  • I feel like something needs to be fixed. I played 4 games against Trickster today and I can tell he is a bit too strong at the moment. 3 of my 4 games he re-downed the hooked player and the one who unhooked him a good 3 times during the match.

    I feel like his recoil needs to be stronger if they lower the amount of blades he needs to hit to injure/down a survivor. Either that or lower the amount of knives he carries from 44 to 30. he shouldn't be able to saw through a full health survivor and have enough to re-down the hooked survivor especially with most Hooks being way out of the way of actual cover in most maps.

  • I wonder if the people who say that realize that the supposed "skill checks" on generators require no skill to hit.

    In reality its just annoyed little kids who are mad they got caught, outplayed, or out mind gamed.

  • I think he should be able to stalk healthy survivors indefinitely while unable to stalk injured Survivors.

  • @Haddix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014294#Comment_2014294

    I agree with a bar filling the more stabs you get. I've always thought that's a good idea.

    I don't know about the power you're suggesting though. It probably wouldn't be too busted depending on the amount of stabs, but it also just sounds really frustrating to have your team feed him stabs and then he just downs me with a braindead power just like old Legion.

    I get what you're proposing there though. It's along the lines of a good idea, but I would definitely give it some type of different effect, or have some type of skill required for it, cause getting stabs isn't hard.

    Let's phrase it like this.

    Frenzy: The Legion's base movement speed increases and can vault pallets and windows. When a Survivor is within a certain radius they are revealed by Killer Instinct. The first hit on a survivor inflicts the deep wound timer.

    Feral Frenzy: After inflicting the Deep Wound timer on survivors 8 times The Legion will enter Feral Frenzy. While inside of Feral Frenzy scratch marks and Killer Instinct are disabled. Each hit on a survivor in this state constitutes 1 health state but each hits grants the Survivor a burst of speed for 3 seconds. Picking up a survivor while in Feral Frenzy will drain the meter and return stacks of equal percentage to the Killers bar. if you are stunned by pallet or Head On you are pulled out of Feral Frenzy and returned stacks based on the percentage of the power bar.

    Example if you pick up a survivor with your power bar at half you will be returned 4 stacks half the stacks needed to enter the state.

    I feel like inflicting the status ailment is better than just smacking the survivor twice and running after someone else. I think the power time should also remain the same just because its not too fast but also not gone in a flash.

  • I think he should have two seperate abilities Frenzy being his base where he chases survivors and vaults pallets but have a second bar that rises with each stab he gets.

    Once the bar is filled he enters Feral Frenzy where each stab counts as a hit with no stun but a short speed penalty after each swing.

  • I just think the boxes shouldn't be highlighted for survivors.

  • I never really feel entitled to escape because I just play to run the killer. I hate sitting on gens every game.

  • I just laugh. Sometimes I fall out of my chair is its used with an insta-down Killer. Should have done bones or you know escaped through the door.

  • I actually just thought about it why not change Legions ability to Frenzy basically the same ability as now but add a second red bar that charges at 3% a second with a 5% percent boost for each survivor with the deep wound.

    Once the bar is full Legion enters Feral Frenzy but instead of inflicting Deep wound it counts as a basic attack.

    Two hits on the same survivor will down them but end your Feral Frenzy as well as if you miss a hit.

  • I think for Feral Frenzy should gain charges based off of how many time you inflict Deep Wounds once you reach 6 tokens the next time you enter Feral Frenzy each hit acts as a normal Attack for the duration of Frenzy.

  • Enough Killer nerfs. The only thing that needs to be fixed is map tiles.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1776390#Comment_1776390

    I don't agree with that, because if you have to step away, or stop for any reason you only get locked out for like 3 or 4 minutes, it would be over by the time you even got back.

    If you had to disrupt everyone's game again like literally 15 minutes later the lock would only be like 9 - 14 minutes.

    At that point you have to decide if you should be playing, or go deal with whatever issue that is, be it your internet, or real life, or something else.

    As for survivors kicked from the match, it only really punishes you for when it's your connection dropping. You see a lot of BS complaints otherwise; and I am sure there ARE some small slip ups, but even in the rare chance it slips up the time bans take a while to actually escalate.

    My connection is not the best after 12 I find, I've had it drop on me in game before. I've left games in frustration before. I've been kicked, disconnected, I've had it all or done it all- and I've never had any unreasonable wait times ever, not once, since the system was implemented.

    Looking at it problems occur in real life most of the time. I had a buddy that I played Siege with who had to back out of ranked games because he had a kid to look after. My point is that Dead By Daylight lacks a casual mode where people can play while still being able to attend to real life occurrences. When I first started streaming the game Killers use to bring me to a corner of the map and leave me and do it again and again. I think it was two weeks ago I was caught by a Clown who just threw bottles at me while I was down. Anytime a survivor would pick me up he would smack me back down. On PC it might be easier to just tab out and do other stuff until the match is over but on console that is a whole other basket.

  • Being honest the D/C penalty shouldn't have even been implemented as I know now it hurts Survivors that are kicked from the match and those that actually have to step away for personal reasons. Sure I get what they were trying to fix but the negatives are outweighing the positives.

  • @MythMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1776340#Comment_1776340

    No, but with good gamesense you are unmindgameable outside of looking away while approaching a gen. But in a loop, you are 100% unmindgameable. It's the best counter to Spirit, helps give Myers a really hard time, completely counters stealth killers, gives you info on specific perks they might be running (Discordance, Surveillance, Nurse's, etc.), AND it allows you to know when a Killer is actually coming for you/has stopped chasing you. Spine Chill is so ######### good it's hard to see why people prefer things like Dead Hard or Kindred. The only Survivor perk that gives even a fraction of the info Spine Chill gives is Bond, but it's not even close.

    Also, gamesense. Gamesense is key to using Spine Chill. You can pretty easily tell where the Killer will come from by just Spine Chill.

    Uh I will agree that its good but once Killers know you have it it almost becomes a determent. I had a couple of games as Ghost Face where I used it against a survivor just to get them off a Gen they were about to complete.

    Against Spine Chill on loops I would say it is mindgameable because most survivors will shift their attention towards their perks when it lights up giving you a small window to get your shot.

  • I will probably buy them only because I did it for each Killer even Blight and I don't even like playing as him.

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