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Zeus

Zeus

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Zeus
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  • Demo's ability is to teleport. And you're complaining about it. But then survivors complain about everything smh..

  • DS is definitely doing more than what it's supposed to do. It should deactivate when survivors are on gens, totems, healing someone or going inside a locker.

  • @ABannedCat said:

    I think it is the fact that survivors were more powerful. Back in the days of 2017, and early 2018 you had double pallets, pallet vacuum, multiple sprintbursts midchase, and an overabdundance of pallets. What is a 5gen chase nowadays was a 10gen chase back then. So if a killer tunnelled you, you could easily keep them busy until the gates are open, everyone left, and you could still stumble upon the hatch during the chase.

    Let's not forget about the hatch standoff.

  • PTB doesn't address anything in terms of his frustration. You can still insta M1 which was his primary and frankly the only issue. I wouldn't mind nerfing baiting with PH as long as they reduce cooldown of PoTD attacks even further.

  • I've been using detective's hunch even before ruin undying meta. People overlook good and interesting perks in favour of meta perks.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673271#Comment_1673271

    https://forum.deadbydaylight.com/en/discussion/comment/1673257#Comment_1673257

    You'll have to forgive me butting into the conversation but hi I have an idea and wish to share.

    What if, every time a survivor woke up through the alarm clocks, their passive sleep timer got extended by 10/15 seconds, up to a maximum of, idk, 30, maybe 40 seconds (so 90/100 seconds total), and every time they fail a skillcheck or get someone else to wake them up it increases it by 5 seconds to the same cap. Insentivise people to wake up by rewarding them later on for doing so. Clocks get the extra time because you gotta run across the whole map for it. They still get the 30 second grace period too.

    Personally I feel like this'd make survivors more likely to wake up, subsequently making chases harder since not everyone will be asleep constantly, and having 90/100 seconds total before going to sleep lets you do an entire gen whilst awake, not needing to sacrifice progression (if ruin is up and you go to a clock or if you fail a check) and give the killer info to ensure you're awake for if he comes at you.

    Sounds like a fair improvement to me. Just like someone said earlier, no one cares about getting out of the dream world because you're gonna go right back to it even before the chase starts and the only thing alarm clock does is waste your time.

  • @immortalls96 said:

    Your not supposed to..the dream world mechanic only exists to give survivors a choice to take time waking or stay under his power , no killer is nerf worthy in current dbd..not even close

    I understand what you mean. You compare a killer to another survivor. But I'm comparing a killer to another killer. And compared to other killers, freddy is easier and has less skill cap.

    @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/197224/freddy-nerf-suggestion

    increasing the time it takes to passively go into dream world isn't a bad suggestion but it wont do much. best you can get with that is freddy can't use snares right away and dream pallets will be a little less reliable.

    Not necessarily increasing passive time. It could be anything. Even reworking how the survivors go into dream world just to make the killer work for it.

  • I think they will be available but nothing is official yet.

    I also enjoy halloween events for some reason. Maybe because the game itself is a horror game and halloween event on a horror game can be really spooky.

  • They said pig will be getting an addon pass sometime in the future. I wish they look into pig's RNG issue while they are at it and make the time it wastes predictable. Survivors will have to search atleast 10-12 jigsaw boxes to get rid of all 4 traps instead of it being anywhere between 4-16 (base)

  • Just out of curiosity, what was your name?

  • @XombieRocker said:

    https://forum.deadbydaylight.com/en/discussion/comment/1671175#Comment_1671175

    Yeah, I don't play him all the time, that's why a little change like the ones I suggested would be nice. It wouldn't really make him stronger, just a little less awkward.

    I dont mind it but I guess its to add a skill level in using his chainsaw.

  • @XombieRocker said:

    Bubba needs an audio/visual cue when his current chainsaw charge is about to end. Something like the effect the nurse sees at the end of the chain blink window. I'm sick of having to look down at the bottom left of my screen to know when to use another charge.

    OR, have him automatically consume the next charge when one runs out unless the player pushes the button again.

    Either of these would be a much better system than the one Bubba has now.

    It's muscle memory. If you play enough bubba, you wont have to look down everytime. Always tap m2 first after 4 swipes, then 3 swipes (base bubba).

  • Exit is blocked for 15 seconds after opening the door. No hook required.

  • "DC is an escape"

  • @xGodSendDeath said:

    Yeah it is pretty ridiculous. There's been so many it's been hard to keep track of them all today, but here were a few memorable ones.

    1. I merely walked by a guy as Deathslinger on a farm map and he instantly disconnected and then his SWF buddy followed suit and d/ced. The other two guys gave themselves up and I just hooked them immediately. They both d/ced then expressed displeasure at me not farming in the chat. Dudes, I just want to move on to the next game, I don't want to farm.
    2. Downed a survivor and all four immediately disconnected when I was playing as Freddy on a MacMillan map
    3. I was playing normal build Nurse on HAWKINS. I got my first down and while I was carrying them to a hook, someone cleansed a totem giving me Hex: Retribution aura information. I saw someone going into a locker from the reading. I pulled them out right after hooking and they rage quit... against Nurse... on PS4... on HAWKINS (i don't have crossplay enabled)
    4. Playing white nit comb/dull bracelet Nurse on PS4. Find the first guy and down him, rage quit

    1. It's your fault for playing deathslinger. He's too strong and unfun.

    2. It's your fault for playing Freddy. He's too strong and unfun.

    3,4. It's your fault for playing nurse. She's too strong and unfun.

    You should have played no addon no perk clown. Oh, and they'll still DC.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1670538#Comment_1670538

    I 100% agree. Even The Gunslinger would've been better, like I know it's not an actual gun but The DEATHSlinger comes off really dumb, at least in my opinion.

    He was supposed to be called gunslinger but idk which dev thought deathslinger sounded cooler.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1669181#Comment_1669181

    Are any of them using Calm Spirit? Because that's the only thing I can think of since Billy/Oni with Infectious and Doc are decently popular, and I for one am sick to death of chain instant-downs to a 4 man slug at 4 or 5 generators left.

    Calm Spirit does negate screaming but the notifications might still go ahead.

    Does it though? I thought calm spirit completely counters infectious and doctor's static in terms of revealing position.

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1668587#Comment_1668587

    Are you good with nurse? Did you ever play her against a competent Team? No? Thought so...

    Nurse can destroy a competent team if the nurse is good. Stop defending your main.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1668598#Comment_1668598

    They barely mean anything because comms are rarely the deciding factors of a match.

    And I never said they need to "study" a guide, but if you want to improve at a multiplayer game and play against good players you're gonna need to learn how to actually play the game, and watching people who are better than you is the easiest and best method...I really didn't think I'd have to explain that. And if you play for fun why would you care about wanting to beat a SWF squad?

    I disagree. Information is key in a game like dbd. The squad can tell where they are working on gens and the person in chase can make sure that he doesn't take the killer there. The squad can tell who's coming for the save so the remaining can work on gens. The squad can tell where the stealth killer is or which direction he's headed to so the survivors can brace themselves and go near a loop. The squad can tell where hag and trapper's traps are and not take that loop. The squad can tell which pallets are fake and which arent in the case of freddy. The injured person can ask his squad where they are so he can get quick heals. The squad can coordinate a key escape because if one person finds out where the hatch is, he will relay the information to every other survivor in the game. The squad can orchestrate a head on stun by telling the others which locker he is in. The squad can bodyblock an exposed survivor because he will tell the others that he's exposed. The squad can easily plan and coordinate an end game save.

    I can keep going on and on. These are just the advantages you get from voice comms and I haven't included the advantages they get because they are SWF (Voice comms is one of them though). The advantages they get are small but several and they add up to give them a massive advantage. Oh, and object of obsession. Self explanatory. You really underestimate the power of information in DBD. The effect of one small event is magnified to the point where it decides which team wins the game.

    I don't think SWF should be removed. They can have fun, but not at the killer's expense. Which means something should be given to the killers to compensate for their ability to communicate.

  • @ALostPuppy said:

    SWF are strong but comms barely mean anything in the majority of SWF matches. And if you're really having trouble against survivors several shortcuts and helping hands exist in the form of mori offerings and meta killer/perk/add-on combinations to help you. Not to mention plenty of killer guides and killer players that are pretty good at the game and have made helpful guides for new and experienced players. Scott and otz probably being the two most well-known examples.

    What do you mean by comms barely mean anything? They give you information perks for free which means you have perk slots left to bring whatever the heck you want to further increase their advantage. As a solo, I bring atleast 2-3 information perks which I won't need if I play with my friends.

    Add-ons easily make up for the items the survivors can bring and keys for moris. So what makes up for a SWF?

    Why do you think that the killer should go and study guides to play against SWF? We play for fun, not as a college course.

  • In my opinion, nurse is the strongest killer in the game and the fact that people say her add-ons suck only means that she is a really strong base killer as well which is a positive.

  • Chase music would be the national anthem.

  • @NoOneKnowsNova said:

    If you type a word like ######### it'll appear like that.

    I love how the f-word didn't get censored. Is it because it was the accepted answer?

    in Cursing Comment by Zeus
  • You shouldn't instantly die if you miss one. If you want to leave then you're gonna have to go through stage 2 and miss every skill check until you die which will feel like forever for the survivor who just wants to leave and he can still get saved by another survivor while he tries to die. Also he cannot cuck another survivor who is coming for the save.

    That survivor would usually just DC at that point instead of going through all this and eat the penalty that he usually dodge by using a game mechanic.

  • This is another reason why we need a skill check system like pyramidhead instead of mashing space mindlessly.

  • The game favours survivors and there's no doubt about that. But the difference isn't that lobsided (unless it's a SWF). Game balance is better than ever before but that doesn't mean it doesnt need more work. Loop balancing along with graphical update is a good step that slowly alleviates this issue.

    But doing everything in your power and still losing is definitely annoying. Survivors have less skillful tasks to do than killers which means they are less prone to error. I hope the Devs can somehow make gen repairing skill based. Somehow...

  • This game has demogorgon?

  • You can buy the rest with shards.

  • @MusicNerd_TC said:

    Alright, since everyone knows about the MoM quest, and have completed it, I came up with another challenge for you guys.

    First, any means necessary is essential for this challenge.

    Stun the killer once, CJ tech, and stun the killer again with any means necessary.

    I'd like to see a video of this happening, it will require insane juking and skill though.

    It doesn't require insane juking skills. It requires a terrible killer.

  • I run that perk on my main build at higher ranks and I'm pretty sure it helps me lose chase especially when I hold w.

    The issue is, you can't really tell whether or not it really helped you (only the killer can) so you're gonna have to guess.

  • I like the idea of this post though. Good job

  • Isn't brutal strength fine? I would love a different animation though but unlikely

  • Doesn't sound like a bad change.

  • @ToxicMyers said:

    How old is this gameplay god damn

    Did you just revive a 2015 post or is this one recent?

  • It's mostly the same grass texture that makes it feel similar.

    The map has some pallet placement issues. In a few places there are no pallets and on the other, there are two pallets back to back on the same loop.

    Number of pallets isn't an issue. It's the placement.

  • Finally a wonderful perk for stealth killers.

  • @ZCerebrate said:

    1) Wrong section https://forum.deadbydaylight.com/en/categories/4-3-0-ptb-feedback

    2) Thanatophobia would be "better" in that case and would even be worth testing on PTB ... 5% instead of 4% per stack is super underwhelming and barely an inconvenience in current PTB - they went far to cautious with that "buff"

    3) Mindbreaker actually removed that 50% gen progress requirement completely in current PTB without being reflected in the patch notes. Tested it myself "CAN 99.9% confirm that it works even after 50% of the gen is progressed on PTB at the moment.

    Also confirmed it with the survivors after the match who said they were exhausted when they tapped a gen that was already progressed to about 75% that I intentionally left alone, unless these guys I talked to in post game then on their stream chat decided to just outright lie."

    https://us.v-cdn.net/6030815/uploads/UR7KJKA0QH1E/image.png

    vs Current Live version for context

    https://us.v-cdn.net/6030815/uploads/QVGRDUOOPIRS/image.png

    4) Still have to test this out on PTB but unable to really get feedback from it without a buddy playing killer against me... haven't convinced anyone to get the PTB downloaded yet though

    If mindbreaker works for the entire progress of gen then it is a wonderful perk for stealth killers.

  • I dont mind giving him a global audio cue but he needs to be buffed accordingly so that they are less of an issue.

  • Everything falling in place for sony to encourage people to buy PS5.

  • @inusakurai said:

    Hi, Thanks for very nice game 'dbd'!!

    I like Jeff very much!

    Please make Jeff's Wedding skin! ( like all back hair style and Tuxedo)

    If it makes a come true, I will buy. Hahaha. :3

    I can imagine bubba with a tuxedo

    in JEff Comment by Zeus
  • @csandman1977 said:

    Depends when trap was put on. If you have a trap and a generator has not been completed then the trap is inactive. An inactive trap is just an ugly cosmetic.

    If you have a trap on and a generator is completed, your trap is now active.

    You can tell by the clock around your name. White clock = no threat. Red clock = worry.

    As far as exit gates, if your trap is active and you try to escape you die. Not sure about hatch though.

    If you have an inactive trap, feel free to butt dance and gesture at the piggy befire moonwalking put the exit.

    You mean a beautiful masterpiece of a legendary cosmetic gracefully placed upon your head?

  • @MasterGrit said:

    ☝️ If there's that kind of content creator, streamer in DBD.

    Just want to practice another playstyle.

    Ohmwrecker is immersive. No talking to chat when he plays. He's super immersed.

  • @Kira15233 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1648858#Comment_1648858

    But, I liked faking, I use a lot of faint of most killers because it works, Wraith/Spirit and etc are both fakers and they don't get looked into, yet PH did, sounds weird to me

    The Devs are trying something new where they look into the previous chapter content and see what changes they need.

    PH is the first killer in that list which is why they did that. Next season would be blight and his perks/Felix's perks. If it's all good then maybe they'll go for some other killer instead.

  • Either they are planning something for DS or they don't care.

    As for PH, I wouldn't call it a nerf. It's kind of a rework to him just based on theory. If his PoTD cooldown is faster even during successful attack then it means you catch up quicker (like huntress) if you get the hit.

  • Felix is an architect. That's why they did this.


    Dev's answer btw.

  • I was expecting a 'all perk tiers removed' news.

  • Luck should reduce the chances of getting facecamped by the killer

  • Hex totem spawns on graphically updated maps are quite good. You can expect reworked spots along with the above mentioned update to the maps.

  • I kinda agree. I don't see the need for that but then I don't really think its that big of a buff to him. I think we'll see when it's live before we come to conclusions.

  • Atleast now the survivors feel how the killers have been feeling for the past year.

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