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aerafield

aerafield

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aerafield
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  • Trickster makes Pig look like S Tier

  • @Unicorn said:

    Do people not enjoy his perks? I love them >.<

    Okayish killer perks, useless survivor perks, underwhelming killer and no new map. Best DLC ever wdym

  • Kind of a joke that they still havent added "default obsession" to every match. You can think of DS whatever you want but fact is most killers play like absolute douchebags if there is no obsession in the game, because they know they can

  • It's great!

    Just wanted to take a brief moment to say that the new MMR system is one of the BEST additions to the game by far.

    Usually I criticize DbD a lot, but this system works surprisingly well. I always hated how you constantly get put into matches with totally casual players even if you are a tryhard and win a lot. Both survivor and killer games felt really sweaty and I loved it

  • lol is there anyone who seriously believes they will roll back this patch after investing time and money in it already?

    I hate to say it but the whole reason for the PTB was so that we find all their bugs, basically doing their work for free. They didnt give a crap about our opinion about the patch itself.... rejecting/cancelling or rolling back was never an option, trust me.

  • Ok looks like this is a common issue with ALL hills in DbD

  • @VincentRedfield said:

    Ruin got buffed then nerfed.

    DS was already nerfed into the ground.

    Grow up.

    riiiiight. Thats why 2-4 people run it in every single survivor lobby. The old DS was arguably weaker and way better to deal with

  • @Lewyx said:

    https://forum.deadbydaylight.com/en/discussion/119024/ds-needs-to-be-reworked-once-and-for-all

    I really dont like the idea of an unlimited DS only disabled by certain actions, this can lead to sabotaged games by people making sure they dont lose their precious immunity. example: Not going for a save or a doing a gen after getting saved, and wait your teammates to die one by one to finally get in a hatch situation with a "get out of jail free card".

    the idea of disabling DS after someone else get hooked seems to be the better option preventing situations similar to what you said.

    Yeah I dont mind at all if the 60 second timer remains... the main thing is that they add these cancel requirements

  • @Actually_Jesus said:

    DS is frustrating for new players to go against. Shouldn't it be reworked so it's not as frustrating for said new players?

    🙂

    Also - the timer shouldn't apply if the survivor is grabbed out of a locker/trap/unhook attempt, if another survivor is hooked, or if the hit that knocked you down was a protection hit (taking a hit for your team mate is you forcing yourself to be tunneled.)

    +1

  • welp, I saw it coming. Im already waiting for cancerous slugging and 3-gen builds to take over the meta now. Let's see how the community is gonna like that meta

  • At the higher ranks you can still win consistently without ruin... if you play with "scummy builds" like a slugging build instead.


    I got sick and tired of using ruin and playing against it every game and I always asked the devs to shake up the meta.. but in this case it's safe to say that the meta is just gonna shift to different annoying strats like slugging, basement camp, hardcore 3-gen build etc etc

  • @Paina said:

    I really hate the fact that these challenges are based on luck and on other people most of the time. And these "in one single trial" challenges, I'm a team player, I really am, but some of these challenges force me to play in a way I normally wouldn't play. For example people will try to heal themself first to get that self care challenge done while a team mate ist dying on hook. Something SOME of us would never do without this challenge.

    +1

  • @alphaholic said:

    The "Dark Senses" one is currently on my last nerve. I realize I don't have to repair three full generators by myself, but I still have to be ON 3 separate generators the moment they pop, and I've had the worst luck. I either find myself looping the killer thirty seconds in and suddenly BOOM my teammates pop 3 gens before he finally ######### off (meaning I already failed the challenge), or I become so determined to stay on a gen until it's done that I end up getting myself killed. I could literally 99% all five gens in a single match, but if I'm not *on* them when they're actually completed, then I fail the stupid challenge. Do you know how infuriating that is? If it didn't have to be a single trial it wouldn't be so bad, but it's *so* situational and dependent on so many factors beyond the player's control that it's not really a matter of skill at all—which I think is what bothers me about it and what makes it more aggravating than all the others I've done so far. The pallet stun one, for example, was cake—I mean yeah, if you end up in a match with nurse or huntress you may not complete that one until the next (not that they're impossible to get a stun on, just not always easy)... but ultimately it's probably not going to take 50 tries to get it done even if you have really ######### luck. This stupid dark sense 3 gen one, on the other hand... 🤬🤬🤬

    My tip for that one: Equip the 180 charges toolbox and use repair speed & efficiency add-ons. Maybe add "Streetwise" perk too.

    Use the "Vigo's shroud" offering to start the trial far away from the killer. Tho the other 2 secret survivor offerings might work well for the challenge too

  • @moridoll said:

    I don't mind getting rid of the brown medkits, I have way to many of them on my main survivor. I do agree that the whole "In one trial" is basically saying "screw over your teammates to get this done" and the BP is nice, but not at the expense of screwing over your team.

    Not many play nurse, I haven't had a single nurse since the rework. If you get nurse one game, just save it for the next game. That was an easy challenge to get finished, dropping 15 pallets wasn't because you had to be in chase, which means you had to force the killer to quit chasing your teammate, and get on you.

    I dont mind getting rid of bad medkits either but where is the challenge here? You get injured, then you hold M2 button until your medkit is gone and repeat the same thing 5 times. yawn


    Majority of the challenges have this -imo- pretty boring yet un-challenging design. There is only few fun + challenging ones, for example if you gotta do something hard during endgame collapse... or achieving something pretty rare (grabbing someone off a gen)

  • No the changes are not live yet, but they were available for testing on a previous PTB


    See: https://www.youtube.com/watch?v=U6haHEm5WaE

  • Still huge generator imbalances in the game, a good group with toolboxes can zoom through generators at such a speed where you literally can't win.

    Inconsistent map layouts that still didnt get fixed, sometimes it's ridiculously unfair layout for survivors and sometimes it's pallet town.

    Overpowered perks and killers (after next patch mainly hillbilly)

  • Makes a lot of sense to include the strongest killers in the poll but leaving out Clown, Pig and Legion

  • Voicechat would render numerous perks completely useless and majority would use it for trolling or shittalk

  • @CrazyChicken_DK said:

    and while doing that. Make Mori only work after 2. hook.

    :)

    At this rate they could make the mori just a built-in mechanic that you have every match then

  • @Shaped said:

    Most killers are dependant on add ons. Even with bbq I feel like I'm always short on bloodpoints.

    This depends a lot on what character you play and how good you are with it. Pig for example is horrible for getting bloodpoints. But with most of them I get 20k bloodpoints before one survivor even has 10k bloodpoints.

    BBQ, offerings and sometimes perks like Distressing or Beast of Prey all at once just put the bloodpoint gains into an astronomical level that would require me multiple survivor matches to reach the same BP count.. even with offerings or We're gonna Live forever

  • @BenZ0 said:

    Legion and Leatherface are both the weakest Killers, and thats why they are underplayed as hell on high ranks. But Killers that are fine but underplayed, they are for an example, Ghostface, Plague and Hag. These Killers can be really strong on the right hands, but sadly the majority of the players dont know how to play these Killers well so thats why noone touches them unless for dailys.

    Everyone understands how to play Plague, but the problem is the trend against her of not cleansing at all, turning her into a modified M1 killer. She's not that fun to play if you can never use Corrupt Purge.


    About Hag I agree, the only people who say Hag is bad are the ones who are absolutely terrible with her and dont know how to play her. But I guess many people dont enjoy using her because of her play style... usually you never put a step on half of the map, you heavily contest "your" side of the map. A shame considering she has the highest killrate across all ranks and killers IIRC.


    Btw are there actual statistics on Leatherface and Legion? Do they officially have the lowest play- and killrate on higher ranks? Or are people just making that up. It's hard to imagine considering Leatherface is THE campgod of DbD and he has some very nice add-on + perk combos. And Legion can guaranteed injure survivors every time... only him and Plague are able to do that

  • @UlvenDagoth said:

    Example.

    Cold Dirt TREMENDOUSLY reduces cooldown of FF (the stun)

    takes 0.6 seconds off.

    +1

  • bro... Plague's vile purge charge and cooldown etc. is totally fine. Her issue is if people dont cleanse at all

  • Sorry but this wouldn't change anything. If you wanna see this perk in action, don't buff it. Nerf all the ridiculous meta perks that bore and annoy people since ages (for both killer and survivor ofc)

  • @Romey95 said:

    TBH Jigsaw boxes shouldn't be highlighted the way they are to survivors.

    To be true to Saws actual lore the reverse bear traps should activate once their pulled off the hook. and the traps should go off regardless of being activated at the exit gates

    That is actually an awesome idea