Zenro
Zenro
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- Zenro
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They could even make it a mash "x" (ps4) like struggling on hook. Joysticks are fragile every controller that has ever had issues is always with the stick.
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Yeah i like the old one better. Especially being able to go by the news tab cuz it says 178 posts...when it says 179 i know theres some kind of update.
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Yeah i had it happen...was strange...
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I like deathslinger because he isnt a traditional outlaw with a gun. Its unique and not bland.
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@Rivyn said:
The upcoming changes don't allow survivors to keep their addons, though. The item, yes, not the addons.
It does let you keep your survivor add ons if you run Ace in The Hole.
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@Ohlookahook2 said:
If killers can break whatever wall they want I'm done. No more dbd for me.
Did you read the post at all? Its only specific walls and it will be known what walls can and cant be broken. So it wont be whatever wall.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1096143#Comment_1096143
If I'm within 12m of a totem, I can find it on my own. Don't need a noise notification.
The issue is when a totem is well hidden in a dead zone with no gen nearby on the map, so I would never come across it in normal gameplay
Thats the point. You shouldnt come across it in "normal gameplay" all totems shouldnt be right next to an objective or in the middle of the open. They should be hidden. And you looking for it wastes time on gens. Thus gives slowdown as intended. Dont care for totems and wanna gen rush? Then NOED might be a problem for you. Would reccomend Detectives Hunch.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1093944#Comment_1093944
Aww, you beat me to it! 😭
My B! I think it'll be something a little more specific than "Beast" but I just dont have much to go off of other than chained animal!
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@djsponge10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1092627#Comment_1092627
Overrated as hell like amnesia and the furthest thing from “scary” it’s alright if you like to not die and just run away. Unless you’re playing on nightmare which is one life the game is easy as heck and like I said before, overall not scary one bit just like amnesia, alien isolation, etc.
So what would be an example of a scary game to you? Of course not much is scary if you aren't immersed or in general don't find games scary.
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The Beast
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I'm thinking an original killer. Some kind of an imprisoned beast. The blood on the beginning of the chain is a little weird. I could see that saying the chain is the weapon? Also though what if the chain is attached to the killer on the bloody side and something is pulling on the other side to awaken it? Not sure but Im sensing some kind of beast. I think the whole destroyable wall thing is going to be a new killerwide thing. Guess we will see Tuesday!
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Why the blood on that end tho? Unless this is the weapon for the killer? And can be used to destroy walls as well.
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On the flip side of what you think my buddy thinks the puddles skin is terrifying and creepy.
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@johnmwarner said:
You say “no possible way to be abused,” how about with @ScottJund main killer Oni? He could literally choose to never down anyone and just injure them letting giant pools of blood build up. When he decides to start the real game he’ll have enough blood all over the map to be permanently in his rage.
Did you watch the video? The Trial ends when a chase begins/survivor loses a health state/killer is within 4m of a survivor so your arguement doesn't hold up.
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I dont mind DS when it is used as it is intended and when I play survivor and the killer gets hit with DS it is 100% usually tunneling. So it needs to exist. I do think it needs modified so if you do a gen/totem/unhook teammate it deactivates. My main issue is when it is abused by players who arent being tunneled and it is used as immunity.
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@geishroy said:
https://forum.deadbydaylight.com/en/discussion/comment/1080711#Comment_1080711
ok but we are not talking about the old doctor, but thank you for your useless comment
Ok guy im clearly stating it has been like this. It is nothing new and it is intended stated by the devs.
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@Liisjak said:
Scotts idea would backfire. Survivors would just wait till the chase starts and then just gang bang gens as usual...there would be no improvement, just a prolonged tediousnes.
The improvement is no gens being done before a chase can start. Normal game maybe 2-3 gens pop by the time you find someone and down them if they're somewhat competent. Gives the killer a little more time at the beginning which is what is needed.
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@geishroy said:
https://forum.deadbydaylight.com/en/discussion/comment/1080308#Comment_1080308
will you guys fix the inability to mend during tier 3 madness? or is that intended game mechanics because you guys can't play test your game?
It is intended and was even present on the old doctor.
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@ClickyClicky said:
I hate survivors like this. They just troll and throw the game. Or they expect everyone else to hold M1 for them which is boring.
Also look at all those instadowns. Truly Hillbilly is “tHe mOsT bAlAnCeD kIlLeR”
All of those instadowns except one could have been achieved by Leatherface. I guess he iS oP tOo.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/128032/shadowborn-base
I would agree, but this would be a stealth nerf for survivors. Stealth is very difficult to pull off and having Shadowborn base would be too much for stealthy plays.
Before Shadowborn is base, we need to give survivors more opportunities to hide.
- Dense Grassy Patches (like the Yamoaka maps, but far less)
- More Clustered Lockers
- Base walk and crouch movement speed buffed.
I could see that. Maybe it could be something like old enduring where they added part of it to base and adjusted the numbers accordingly? But you could still stealth you would just have to be more mindful of the FOV. I could def see an increase in crouch speed maybe to go along with it. But yeah just overall killer felt so much less restrictive and more smooth.
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Matchmaking times/map design. 1st one for overall game health and the long times turns away new players to help the game grow and map design for more fair matches.
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Nurse or Plague.
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@fcc2014 said:
It is EXTREMELY inconsistent regardless of add ons.
I never have an issue revealing. The spot to reveal is not center of the screen for survivor. Its more to the center right, like over the shoulder. That's why it seems more inconsistent is the look spot is off center.
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@mike4156 said:
https://forum.deadbydaylight.com/en/discussion/comment/1061926#Comment_1061926
do you even read? im talking about how op it is that bad killers get one over on new survivors all the time. I might escape but it pains me to see lack of skill getting a reward on a poor guy that doesn't really understand the game or where the hell the totems are for that matter.
If you outclassed the killer that much maybe do some totems instead of bullying. Shouldn't be too hard. Then you avoid NOED all together. The team I play with one person runs Detectives Hunch and we get all 5 totems every game. NOED is def used by lesser skilled killers as a back up plan but it only works if you let it.
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Nice builds but the lack of solo information is what needs filled. I usually run some kind of survivor aura reading to keep tabs on teammates. Bond is really good but short range so i usually spec for Empathy to see a fellow survivor running the killer across the map also see them drop pallets/etc. Borrowed time in case of a camping situation. Dead Hard to drag on chases and do risky things. Finally I bring We're Gunna Live Forever for that sweet double bloodpoints. Could be switched out for DS/Unbreakable/etc.
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@LoverOfDemogorgon said:
I'm hyped for them! BHVR make them come faster!
February 5th for the Demogorgon skin!
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@ppo8820 said:
https://forum.deadbydaylight.com/en/discussion/comment/1054904#Comment_1054904
https://forum.deadbydaylight.com/en/discussion/comment/1054904#Comment_1054904
It doesn’t matter. I’ve seen enough people complaining that he will get nerfed.
The game needs fun good killers (Doc is fun) and those people who constantly call for nerfs will be the downfall of the game.
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@ppo8820 said:
Yes he was annoying before but now he’s just insufferable. Just played a round against him and it was not fun in the least. Also, is he faster now? Nobody could loop him as he caught up right away without any effort. I thought the whole nerf/rework patch was based on him being annoying? So they made him extra annoying or what?
Is this another anti-killer post from you again? You're always complaining about killers and how they need nerfed. Doc is in a very good position now. Just because a killer beats you doesn't mean they are OP or "annoying". Unless annoying is when you get outplayed/lose. Doc still has plenty of counters but he completely counters stealth play. If static blast is a problem for you then use a locker or Calm Spirit for safety. His ability to shut down loops is phenomenal. So waiting for him at a loop isn't a good idea. I don't know if you play killer or what rank survivor you are but playing both sides can give you much needed perception on how things look from both sides.
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@OperationMintyHippo said:
Why is anything past bloodlust 1 even in the game still? Is this considered a "legitimate strategy" to kill people according to devs? Orrrrr.....
(Yes, I'm on xbox one.)
You are complaining why? You just wasted so much of that killers time.
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@Peanits said:
More or less. You will see your own rank. It'll be something for you to work towards each month. Nobody else will see it, though.
Your rating is going to be completely hidden, though, and your rank will have no influence on matchmaking.
So it doesnt matter at all? Why would you work towards something no one can see and doesnt matter at all for matchmaking? Cant even see your skill rating to try to improve.
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Hopefully they make it deactivate if you repair a gen or unhook someone.
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@ad19970 said:
Haven't watched the Q&A yet, but I've read that they also said that they are thinking of ways to encourage survivors to do totems, and are continuing with map reworks which will make them fairer and smaller for killer. And they want to adjust toolboxes. Which doesn't sound survivor biased to me at all.
Reasons to do totems is a nerf to Hex perks though which you want NOT to be found.
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@Chaoxide said:
My good sir, today i plan to show you the ultimate path towards true salvation when playing the Demo, the uncrowned king of the basement, the cerberus of the gates of deadbydaylight, and hidden prince of gen grabs.
There is only THREE correct ways of playing the Demo
1.) Uncrowned Basement King
2.) Defender of gates
3.) Ninja doggo
The first path "Uncrowned King" uses the perks:
Make Your Choice-Territorial-Iron Grasp-Agitation
To make this build be at its full power you must let go of any foolish mercy given to survivors of dead by daylight, kindness does NOT exist with the demo, remove it from your system and make the plague of the survivor community scream with rage. All you must do with this build is one thing, one very small thing. Down ONE survivor, ONE thats it. Use the powers of the old king bubba and bring foolish survivors to their demise within the basement aka Demos den. Once they have been brought there place a portal at the ENTRANCE to the basement and then just walk away do what you want, EVENTUALLY someone will come for the poor soul, they always do mwuhahaha AND THAT IS THERE MISTAKE, as soon as they get close you will know with the hidden gem of power Territorial, when triggered use its power to look at their auras while you place a portal instantly at your feet dropping ANYTHING that youre doing idc if youre gonna down someone stop instantly. Then use the power of the king and transport yourself to your den after they unhook the fool. You now can instantly down 2 survivors and place them in the den and due to your hidden abilities you can do the impossible and make the survive with friends fav perk borrowed time nothing but a dead waste of a perk for demos power prevents it from ever happening due to the game not registering you being within its radius of activation in time to save them. From this point onward you snowball to victory with the only potential means of escape being the hatch to which if you truly embrace the no mercy mentality you will SLUG that 3rd fool and either find the hatch if available or stalk your prey to its demise. Congrats YOU WIN.
The second path "Cerberus" uses the perks:
Remember me-Noed- followed by 2 perks of your choice(recommend gen slow perks like pop and thana)
The true beauty of this path lays in the ability to make hatchs just a pathetic last hope thats snuffed from the hearts of survivors and making every gate a true last defense unable to be passed by the unworthy peons daring to cross the gates of hell back to salvation and thus just like Cerberus preventing souls from escaping hell or entering, you prevent all from crossing YOUR gates. The key is to use your portals to the fullest during the end moments of the game. Place 2 portals at both gates if gens are being close to done(2) from there if possible you can try to find the hatch if its down to one survivor or just ignore it if its not possible to be opened and teleport from gate to gate almost instantly using add ons to increase recovery speed and travel speed(you may also place some portals on the gates to hold your power and see the heartbeats of survivors if they attempt to open a gate). One thing to know with this build however is that shred does NOT stack remember me, if you are facing your obsession smack them, move on if need be never get too blood lusted. If done correctly no one can escape the demo outside of keys of salvation. The cowards escape.
The third path "Ninja Doggo" uses the perks:
Ruin-Servaliance-Discordance-Optional
This build is by far the weakest of the three paths but is a fun build to do, use add ons that increase oblivious duration and place portals at all gens that you can(6+), however make sure to place them behind a wall away from the gen out of view or behind some obstacle preventing line of sight but close enough to be able to reach the gens that are being worked on and grab any unsuspecting fool, this creates many jump scares and grabs and can be a fun experience for all if you want to be merciful and not sadistic like a true killer.
Congrats you now know the true paths of the Demogorgon, go forth and make survivors cry
I will 100% be trying these out. I have heard of the Basement one but not the other.
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Demogorgon main here. I absolutely love BBQ and Chili on him. It not only can let you know where people are on gens but also if you set up a nice web of portals that are not activated you can see what portal to go to. Discordance is great on Demo as well. He is a great user of Pop Goes The Weasel as you can hook some one and then teleport across the map and use PGTW on the gen most worked on. Demogorgon is also a great user of Hex: Devour Hope because you can use an activated portal to keep tabs on it. Once you get to 3 stacks it gets pretty overwhelming but it is a huge risk. My favorite build right now is Corrupt Intervention/Nurses Calling/Monitor & Abuse/BBQ and Chili. Corrupt helps gives you early game time to set up portals. Nurses is a hidden gem on Demo. You can see people healing while traversing the upside down which can give you great information. Monitor is mainly used to get closer to people before they hear your Terror Radius, can help catch people off guard or even experienced survivors by messing up how far they think you are. I hear Infectious Fright is also a decent choice. Hope that helps!
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Whoa super weird sorry about that it popped up and its kinda relevant so i thought it was recent my bad lol
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@SaiSky said:
Genrushing is a big topic at the moment and I really have to say that its kinda unfun to play as a killer and also as a survivor.. (who wants to play a boring game that could be over after 5 minutes?)
I also dont mind that killers running NOED, starting to tunnel or camp to get a kill after this patch.
So I had a little idea to reduce genrushing and to make our totems (especially dull totems) more useful: Each totem has a penalty effect.
For every remaining totem on the map, each survivor gets cursed and have an action speed penalty for repairing, healing, sabotage etc.
Lets say every dull totem on the map gives a survivor an action speed penalty of 4%.
And for every hex totem an action speed penalty of 6%.
1 Dull Totem: 4% action speed penalty / 1 Hex Totem: 6% action speed penalty
2 Dull Totems: 8% action speed penalty / 2 Hex Totem: 12% action speed penalty
3 Dull Totems: 12% action speed penalty / 3 Hex Totem: 18% action speed penalty
4 Dull Totems: 16% action speed penalty / 4 Hex Totem: 24% action speed penalty
5 Dull Totems: 20% action speed penalty / 5 Hex Totem: 30% action speed penalty
The amount of action speed penalty depends on the killer. For every hex perk the killer has, the percentage is increased by 2%. This means the standard action speed penalty would be 20% = 5 x 4% and max 30% if the killer runs only hex totem. Genrushing could be slowed down a bit (especially at the beginning of a round) to give a killer more time to scout.
And for every totem that got cleansed, the action speed penalty of every survivor is removed by 4% (dull totem) or 6% (hex totem).
What do you guys think?
I thought about this but i believe it would stealth nerf HEXs. The great thing about some hexs is them not being searched for. If totems is a crucial part of gens then hexs would be found even faster before they do anything. (Devour, New Ruin)
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@Waffleyumboy said:
Why would gen times need to increase? Survivors got no buffs.
Weaker/newer survivors definitely got an indirect buff with the Ruin change. I play with my 2 buddies most days and they had a hard time working through Ruin. So they could almost never finish a gen. They also had a hard time finding Ruin because they are newer players and didn't know totem spawns. They also couldn't really stack up on gens because of Ruin. Now that it is gone we are blowing gens out of the water. Out of 10 games last night all 4 escaped with maybe 1-2 killer hooks every time. In Red Ranks. Prior it was usually 1-2 escaping with at least 5 killer hooks per 10 games. This buffed weaker teams/players to do gens at high level speed.
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@Peanits said:
There's more survivor challenges than killer challenges as to not affect matchmaking too heavily. This is something that we've learned from the first Tome. When there's an equal number of survivor and killer challenges, there ends up being too many people trying to play killer and killer queue times skyrocket as a result (since it takes four survivors to fill one killer lobby).
I can assure you bias has nothing to do with it; nobody likes waiting a long time for a match.
Is this usually the case? Ive been noticing the exact opposite pretty much always with killer queues being instantaneous and survivor being 10-15 minutes. So these challenges will make it that much longer of a wait and longer to complete the rift because of wait times. Rank 1 survivor and killer on PS4.
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@Fibijean said:
Because some people like to play both sides, and it's good for you to try new things. Also I expect the reason why there are more survivor challenges is to encourage people to play survivor, cause we need that 4:1 ratio for good queue times.
I actually experience the opposite where we need more killers to get the survivor wait times down. Killer games are instant so theres plenty of survivors. Suvivor is about 10-15 min wait times for me
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@Nutty_Professor said:
https://forum.deadbydaylight.com/en/discussion/122275/survivors-hiding-and-doing-nothing
I use whispers too, which is really good tracking perk.
If in my games the survivors have stopped working on generators, and the requirements for hatch to spawn has been met I start looking for the hatch. The reason is when survivors stop working on generators it's often due to a key being in the game.
BBQ and Chilli is a really good perk for locating immersed survivors. I often try to hook a survivors 32 metres away from the general location I believe other survivors to be. BBQ and Chilli can also be used to locate your slugs.
Infectious Freight is also a good perk in locating survivors, as well is nurses calling.
My main killer is build BBQ and Chilli, Whispers, Nurses Calling, and infectious freight.
Before I deranked so that I could learn how to play as Spirit and the new Doctor for the upcoming rift, I was a red rank killer and dealing with immersed survivors is still my biggest weakest as a killer. Although, how I see it is that if they are just hiding and not working on generators, so whilst they're annoying to find they are basically acting as a secondary ruin, are more of a harm then a help to their team's chances of escaping.
I did have BBQ but they mustve been in lockers and they werent close enough for infectious. Nurses wouldnt have worked either because they were full health. They werent even immersed sneaking around. Just in the corner of the map making me walk around and search for 10-15 min
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@NEVELEVEN11 said:
You mustve been way ahead of them. If there were only 1 or 2 gens repaired, it wouldve been too risky fir them. They at that point tried locating the hatch and just tried to be the last survivor alive
I suspect they were in a team and doing it on purpose. Both were full health and hatch had not spawned yet. Just hiding in the corner to make a miserable game for me.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/122275/survivors-hiding-and-doing-nothing
I have, and your only other options besides searching every corner of the map are Whispers or go afk until they get so tired of waiting they have to either DC or work on a gen.
Make sure to report them for holding the game hostage.
Definitely reported them but i did for unsportsmanlike (afking, idling, refusing to participate in normal gameplay) just kinda annoying. Thanks for the reply!
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Definitely helps but only if you are within range and they arent crouching
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@Animator said:
I beg you the developers, animators, return this animation! She is very cool and looks much better than the one now.
Agreed i wish there was more things like this to just add that horror scary feeling into the game more.
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I get why they tell you for certain things but I feel this is my biggest gripe with a majority of the HEX perks. They tell the survivor they are there before they really can do any damage. Except devour/haunted/NOED of course which let you know when its already a huge problem. But lullaby and third seal announce themselves before they are even near full effect. Even Thrill of the hunt announces itself instead of staying hidden. Just so many little things that give survivors a eay to avoid it completely.
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@Mrwood204 said:
I'd actually prefer it if we saw nothing as a survivor. There is definately waaaaay too much info provided to survivors and basically none to killers
Agreed. Its not the direction the game is going but i think it would be more of a horror game if survivors didnt get so much information. The lack of knowing is what causes the fear. When i first started i liked the idea that the killer gets information on where you are which created intense hiding moments that got the adrenaline going!
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1014885#Comment_1014885
How about Huntress hatchet hitboxes fix, Iri Heads rework, Ghostface revealing fix, Hag trap triggers fix, Spirit phasewalk indicator. Still something to do.
https://forum.deadbydaylight.com/en/discussion/comment/1014883#Comment_1014883
Your so hilarious woth your poor bait.
There's nothing wrong with Iri heads. Maybe it shouldn't be allowed to pair with a belt but Iri head is fine. People acting like they face Iri head every game and like hatchets are impossible to dodge. It's strong as ultra rare add-ons should be.
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Demogorgon and Freddy
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1014499#Comment_1014499
You can not get dominated while not running CI.
Obviously if you're facing bad survivors then nothing matters because they're trash. But if you're facing anyone who is at least decent you're gunna have a tough game. Also depending on the map too. If they dont hide and you can find people during CI then it does what old Ruin was set to accomplish but after CI is gone and you dont have PGTW its gunna be very tough against anyone worth salt.
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1014499#Comment_1014499
Ruin was a bandaid though. Everyone complains they don't have time at start of match, run the perk and you will have time it's simple.
Yeah im fine with Ruin changing but the core issue should be addressed in some way. Corrupt is just the new bandaid