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anarchy753

anarchy753

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anarchy753
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  • If snares are restricted to add ons, he will be absolute crap without them.

    "Dream Pallets" being his only ability within a chase, and the only upside of them being asleep (don't even pretend the lullaby is a real bonus) means all he has is map mobility with a long warning duration to leave the area.

    60 seconds to fall asleep is an insane amount of time for a really mediocre change in power, and there's an object to instantly wake up, so it doesn't even last.

    We already have a killer with fake pallets, it's a MINOR bonus from add ons and he's still considered pretty damn low tier with a power on top of that, why would 'dream pallets' be considered any better? He NEEDS the slowing snares to be considered any better than he is already.

  • My favourite part is survivors both bitching that they "have nothing else they should be doing besides gens" and then also complaining that noed need nerfs.

    You don't want noed to hit you? Get off the 5th gen your team's about to pop 5 minutes into the match and cleanse some totems.

    The whole point of noed is not to get cheap kills at the end of a match, it's to make survivors consider doing totems as a way to slow the game down with the threat of a potential perk as the carrot on the stick.

    But no, asking survivors to counterplay perks with built in counterplay that permanently removes the perk before it ever has an effect, that's just too much.

  • Partially a agree with you, powers shouldn't become redundant because of a single perk, but in MOST cases, OoO at least has major drawbacks.

    Personally I don't think this could be a blanket change. Getting a new friend into dbd, it's amazing how much of a game-saver kindred is when every other player is a Wraith who thinks standing 1 meter from the hook is the top pro play to make. As his terror radius is 0, it would counter effects like this designed to protect you from camping into tunnelling.

  • I personally just think there's something fundamentally wrong with the concept of the PTB when they get overwhelming feedback day 1, then their reply is "we want to change X, Y and Z, but that won't happen before the release."

    If the first realistic testing is happening in such a small window, and that doesn't leave enough time to attempt, let alone test changes with the content, then the whole testing phase is either redundant and should be skipped over, or should be timed better to allow for changes to be made.

  • I'd rather see it nerfed into the ground and buffed tentatively from there, than to see it stay in it's current state for months or years until they settle on a change.


  • @Mochan said:

    I feel like people are overreacting to Plague.

    Her power basically reads: "Everyone is permanently Broken unless they give me a Machine Gun."

    How is that not good? Killers are overdramatizing this. She can still goop up everything, and it's really nasty. She can use her power just fine even if Survivors choose not to heal up.

    It's just the same as Hag. You can choose to slow your game down crabwalking everywhere or just run around willy nilly and give in to her power.

    I do not understand why people think that being Broken all game, not to mention oozing an awful green cloud that prevents stealth and coughing and vomiting the entire game is an inconsequential thing.

    It's crazy.

    It isn't inconsequential. It's boring as #########.

    You can break survivors, and they can choose to stay broken, and that often happens VERY early. And after that, what? You walk and M1.

    This is MEANT to be a highly dynamic killer that has power spikes through the match and switches between two forms. She simply doesn't do that.

    She's MEANT to have an aspect of her power that allows her to chase more effectively, avoid constant looping. She simply doesn't do that.

    The draw of playing as a killer is their power. It has to be interesting and enjoyable to use. The ability to get good outcomes in terms of kills is important AS WELL, but isn't the be all and end all of good content or a unique character.

    I open the killer menu and there's no motivation to play a killer who presses M2 once at the start of the match and then may as well just have a passive ability.

  • @vampire_toothy said:

    The problem with this suggestion is that it would accomplish nothing for a two reasons ;

    • The devs clearly put a lot of time and effort into making each update we get. Not everything they make is going to be perfect as I'd rather have flawed content than no content at all as at least it can get fixed later on.
    • Nothing would ever get released if the community had the power to vote against a killer. Sure we could prevent a weak killer from being released with such an idea but what's going to stop survivors from preventing a strong killer from being released?

    That's true. The issue isn't that weak/strong killers get released. The big issue is that they get released, maybe get a tweak in the mid chapter, and then they just get abandoned in favour of the next new content.

    Look at Plague? You remember Plague? Probably not, because nobody plays a killer that loses the interactive part of their power 10 seconds into a match because survivors aren't choosing to give her the other half of her power.

    She's the most recently released killer, and we've barely seen any of her issues addressed. She's just been swept under the rug for Ash and Ghostface to release.

    After a killer drops, they need to have at least SOME dedicated support to that killer for a decent duration. Give it a month to settle into its niche or something, but somewhat regular tweaks need to be expected, not a rarity.

  • Lol, probably not. He's going to be a 110% killer getting looped like an absolute chump while he waits for the 60 seconds for a survivor to passively fall asleep so he can finally use his power to dream snare and slow them to get a first hit.

    60 seconds is the new 7.

  • Vigil needs some obvious buffs.

    The first, a line in the description that says "VIGIL WILL NEVER RECOVER EXHAUSTION WHILE RUNNING. GIVE IT UP ALREADY."

    Second, affects broken (from Deliverance/Legion add on) and exposed. Exposed status will only be reduced against timed debuff perks. Includes Make Your Choice, Iron Maiden, Hex: Haunted Grounds. Will not affect Evil Within, Hex: Devour Hope, Hex: No One Escapes Death. These are either buffs gained by the killer or endless duration with a different mechanism of removal and will not be lowered.

    Third, Sloppy Butcher (and all similar effect add ons) gets a max duration. Mangled and Haemmorhage are by far the most common debuff, and what Vigil SHOULD be reducing, but because of it's endless duration until healed it is completely unaffected. Alternatively, allow Vigil to lessen the STRENGTH of the mangled effect when it is endless.

  • The bottom half of the shirtless David set.

    There's too much pants.

  • I'm All Ears is NOT suddenly good because some killers have lower a terror radius. There is still almost NO circumstance where someone will rush an action outside the radius.

    On the topic of Pig, her TR doesn't drop to 0 instantly. If you're crouching long enough for them to not hear your heartbeat, AND they can rush an action, they're already miles from you. Above about rank 10 everyone at least EXPECTS Pig to try to mind game a loop and are far more likely to run away from the loop than around it, let alone keep fast vaulting.

    It's an abysmal perk.

  • I just wish certain survivor perks had diminishing returns when run by multiple survivors.

    ie. 1 survivor running Adrenaline - 150% speed/5 seconds/1 health state.

    4 survivors running Adrenaline - No sprint effect/1 health state each.

  • It really doesn't matter what her kill rates are at any rank. A killer who is abysmally unfun to play, and who has all of the INTERESTING parts of her power utterly disabled because survivors choose to deny it to her is in a terrible spot fundamentally.

  • @CallMeSpidey said:

    lol why stay when an Ebony is shown? (Pitch black offering that doesn't turn) if they're bound to get tunnelled when they're off the first hook.

    Why stay? Honestly.

    Every killer offering is pitch black, the only grey offerings are those that can be either side, like BPS or map offerings. All shrouds and all versions of moris don't flip.

    Quitting like a child because you don't like what the other team is bringing, when most of your teammates are probably packing worse is pathetic.

  • It frankly just doesn't matter if it's removed or not. On utterly abusive maps like Haddonfield you can't keep LOS long enough for it to build anyway, and in most other cases where you can build bloodlust you have to break a pallet anyway and it's gone. It just doesn't even feel like it functions for the situation it was designed to band aid anyway.

  • I just wish survivor perks were more interactive with the obsession status.

    Old DS was different (though arguably just as strong for different reasons) based on being the obsession or not. Now the only survivor perk that actually interacts with the obsession mechanic besides deciding who it is is OoO, an incredibly rare, basically SWF-only perk.

    There should be some risk to it, you're CHOOSING to become the obsession of a supernatural killer in order to obtain a powerful perk, but 9 times out of 10 there's only upsides. Killer obsession perks are nowhere near as influential on the game and are rarely run. There should at least be SOME consideration in these perks of "hey but what if I'm NOT the obsession?" "maybe everyone else will be running this top meta free hit, so it won't be as strong for me" "maybe the killer will be running Remember Me and I might get tunnelled because I choose to run this survivability perk." (That's a little joke for you guys, Remember Me was deleted)

    Honestly the part that annoys me the most about it at the moment is that there's no way to play around the player who's running stuff like MoM/DS since DS now makes it completely random who the obsession is, so all you know is that there's a perk SOMEWHERE, and there's no hint who or what it is til it goes off.

    Swapping the obsession seems to be the latest thing that the devs are enjoying, the issue is it simply doesn't matter who the obsession is in a vast majority of games, because survivors don't care if they are or aren't, and killer perks aren't good enough to be in the match in the first place so it doesn't matter to them either.

  • It's pretty annoying, a lot of survivor perks have lost their downsides for not being the obsessions, or never got one to begin with. On the other hand all killer perks have a bonus for survivors:

    STBFL reduces how much you'll get chased as it hinders the killer's perk.

    DL grants you huge healing boosts.

    PWYF keeps you alive because to kill you removes the perk.

    RM makes you immune to its effect, meaning you'll never be trapped by it.

    Rancor comes with a warning for the survivor as well as periodic aura reading on the killer.

    Every one of these comes with a hindrance so that they can't just be "good perks that use the obsession mechanic" whereas survivor perks have been updated to just be strong perks, and most don't even interact with the obsession mechanic except DS that weirdly makes OTHER people the obsession, getting them tunnelled down for RM stacks while captain crutch gets to get ignored.

  • People keep bringing up Myers like it's gonna be top meta on him.

    The builds that keep your terror radius small either:

    A. Use a mirror add on, granting wall hacks while stalking. Bringing a perk that grants wall hacks for use in a chase is completely redundant.

    B. Use M&A + Dead Rabbit. Meaning as soon as you're in a chase, you have a large terror radius, preventing I'm All Ears working anyway. You could use GF's other new TR perk, but that will only offset M&A, and you will still have a moderate TR. At that point you're also burning slots for 2-3 TR altering perks in the hope that ONE of them actually functions at all.

    It's as bad for Myers as it is for everyone else.

  • About 6 or 7 patches, after all the stalling saying "the rework didn't FEEL good, so we're leaving you with broken garbage in the meantime rather than nerfing it at all."

  • I can't wait to see him on Blood Lodge.

    "Oh god, where's the killer?! Oh, there he is, half the map away trying to be stealthy with 3 different people disabling his power all at once."

    TallImpossibleDarklingbeetle-small.gif


  • I really REALLY hope that their map changes are going to alter this.

    On stream they said they were working on making 5 configurations of Badham, using the same basic buildings etc, but in a different layout. While that isn't as interesting as a different map entirely, it should at least mean that Badham is picked more often, and eventually all the other 1-2 map realms as they get the same treatment.

    I really hope it means we'll see less of the default 3 realms, rather than it keeping the same selection criteria, and the "configuration" being picked afterwards.

  • The only time Blood Warden is a problem is when multiple survivors have remained in the game for a minute and a half after gates are already open AND in that time nobody has been hooked.

    If that situation happens, the survivors are the problem, not blood warden, and the trap is usually a great kick from karma.

  • Flip Flop is fine, it counters a completely unfun mechanic, getting left on the ground unable to do anything while the killer decides what they want to do.

    It is NEVER a guaranteed result, it has requirements to work unlike old DS, and only goes off if the killer is doing something frustrating. Even then it isn't a high success rate and burns a perk slot in the process.

    If you hate Flip Flop so much, a frankly incredibly rare perk, maybe don't slug so much. If anything it needs a buff.

  • I'd be expecting something more like a bandana from the nose down or something from the nose up. It'd be very difficult to sell a cosmetic that is literally nothing.

    (That said they sold 0.5cm of hair added to Adam so anything goes.)

  • @Micheal_Myers said:

    Remember Fellas...

    Ghostface does have his robe...

    See...

    https://us.v-cdn.net/6030815/uploads/660/H4DVF8ZVGSVY.png

    Render by... u/Skemooo on Reddit.

    Devil Cape + OG Mask = OG Scream

    (@Peanits please tell me that The Devil Cape has the Grey Stripe if the OG mask is equipped... So I'm not disappointing Fans..)

    It's red, the person that did the edit changed it to grey.

  • Spoilers for the TV series here.


    Their backstory for the "original" killer is almost exactly the plot of the first season with Piper.

  • Taking One for the Team was a ######### nightmare.

  • It'll be fine after a while, but for like the first week of the DLC being dropped he's gonna be a major turd if he's that simple to counter.

  • @Mediva said:

    https://forum.deadbydaylight.com/en/discussion/comment/498617#Comment_498617

    DS strongest perk in the game.....as a killer, if you dont tunnel, its a worthless perk. Its only good when you play like a piece of #########. And seriously, why would someone take aggro? because its the killer who decides that back to the hook is the only way he can play this game. A good killer finds his new chase already at a gen.

    How many times, did you have a killer that chased someone, but broke that chase off to go back to the hook as soon as someone unhooked? Plenty. My last game was like that, against a tunneling nurse. I took her all the way to other side map, was injured, but as soon as the tunnelled guy got rescued, went back and downed again instead of staying on me.

    Its a mentality issue at killers that needs to change. not the survivors. Although the farm shouldnt have occured as well if someone else is close as well that isnt chased. But I hardly get farmed. Nor do my teammates. I save with bt en wglf. But i always want to do safe save. But most of the time, killers are camping the hook too much for that to happen. And my BT goes off way more then it should. Because of camping and tunnelling killers.

    If you're forcing your opponent to play inefficiently because of the THREAT of a perk that may or may not be in the match, you're still having a significant positive effect.

    Same as people cleansing totems whether the killer has noed or not.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/501353#Comment_501353

    @anarchy753 Congratulations, you're now a prime target for Battle Passes monetizations.

    I said I don't like the idea of it, not that I'm going to spend money on it BECAUSE they're using scummy tactics.


  • No problem.

    Also to clarify, I said place traps near totems not right in front of them. Basically because if they know you're Hag they'll crouch to totems to avoid setting it off. If you set them a little further away they're more likely to trigger them by not crouching from far enough away, or as they go to leave.

  • I would love Thrilling Tremors or whatever it was IF it blocked off currently worked on gens.

    What's the point of it? Even if you want to dodge BBQ you just have to stay on the gen until the person gets picked up, and then you have all the time it takes to get to the hook to get into a locker.

  • @JawsIsTheNextKiller said:

    When I don't know who the killer is, I look at anything other than the generator. Now I will have to look at the generator, making early game even more tense.

    Even looking pointedly away from the generator, most of the moving parts are still visibile on screen. If you don't see the gen basically double in size from torrents of spurting blood then I have worries for you beyond just playing a game.

    As for Freddy, I'm more concerned with the idea that in order to have any form of power in a chase, the survivor needs to be asleep, but that could take up to a full minute. On top of that fake pallets are crap already on Doctor.

  • Same as other battle passes too, (Dota particularly springs to mind) you can absolutely guarantee that the cosmetics locked behind a paywall will be on a completely different tier to the free stuff.

    Just a guess, but I'd expect the paid pass stuff to be more like Hag's Cabbage and Mud Medusa sets that are basically full remodels, where playing for free will be recolours of defaults.

  • Ok, so first off, gen teleporting sounds awesome, but 5 seconds with lots of visual warning means it basically gives survivors a full sprint burst away and whatever exhaustion they have on top of that.

    Second, to do anything beyond being an M1 killer in a chase, I'm reliant on Dream Abilities to slow or trick survivors. Sure. BUT I have no actual way to force a survivor to sleep. It's just luck if I find a sleeping survivor, or if they fall asleep in a chase. It'd be like Plague having to wait for survivors to catch a cold rather than being able to infect them. Dream snares had better not be add ons only, as your whole power being fake pallets would be garbage, it so rarely matters with Doctor's add ons already.

    It sounds decent to start with, but there's some big issues overall.

  • What happened to the early days of the store release when we were repeatedly promised that "anything added will always be available to buy?"

    I don't like the idea that if my life gets busy I may miss out on content for characters I like PERMANENTLY. It's more of these game companies exploiting the fear of missing out.

    Oh, cosmetics are optional BUT we've just added the highest quality skin we've ever made and you have to pay and play X hours NOW or constantly have it rubbed in your face as other players show it off!

  • The attitude that some players have that "anything that isn't a free extra hit is TRASH" is pathetic. Plenty of us play survivor without just bringing the cheapest method of survival possible (4 safety nets for being ######### at survivor) and still do well.

    Kate brought us Dance With Me which has added a different element to chases where you can juke much more easily and has strong synergy with other rushed-action perks. But it's not a free hit, and you can't use it to teabag behind pallets more so it's "trash."

    Jeff brought Aftercare, a powerful aura reading perk that is exceptional for solo, or small group games. Breakdown, an informational tool and anti-tunnelling perk. Distortion, a direct counter to some of the most complained about killer perks in the game and a useful information tool for what perks the killer is running.

    Jane's perks are great utility, alternatives to Self-Care, significant duration stealth at key moments in the match, and, if it were working, a fun and interesting alternative to "just run faster" perks.

    Even Flip Flop is a perk that has huge potential to counter slugging and can have drastic effects when run with other slugging perks or saboutage builds.

    But no, if I don't get to turn off my brain and get 6 hits in a match that just don't count, it's a trash perk.


    Compare these to "I'm All Ears" which will never trigger once on 90% of killers? Yeah, THAT'S a trash perk.

  • Legitimately from both sides of gameplay, when does ANYBODY rush actions outside the terror radius?

    MAYBE rarely someone will vault right after an unhook because the killer already knows where you are but that's NEVER worth a perk slot.

    If they did include failing a skill check, that's cool, has some uses.

    The ONLY time this perk is going to be remotely useful is stacked with killers who can lower their TR to 0 while in a chase, and for a lot of that, it's stuff like Mirror Michael that can already have wall hacks.

  • @Elegant said:

    There is no logical way that you can say archives aren't content. I can no longer take anything you say seriously LMAO

    To a degree. Getting snippets of lore and stuff is nice, but they honestly look mostly like a rework of the daily quests system.

    I do enjoy a bit of lore to discuss and theorise about, but if it's "Play a game of Trapper and trap a survivor directly after a vault" and that just shows a photo of Claudette, that's gonna be pretty dry pretty fast.

  • They're actually 2 mins 30 seconds by default, 2 mins is with Tampered Timer.

    Basically because they're designed to stall a game, not to directly kill a survivor. Death is just a significant enough punishment to FORCE survivors to play the game of key hunter in Jigsaw boxes rather than risk ignoring them.

    2:30 is a good base time. Any less and they have to start reducing Jigsaw boxes, and the power stalls for less time. It's also still possible, albeit rare, to get kills with.

    Essentially as killer you want RBT timers to be long BUT you want as much of that timer spent searching as possible.

  • It should be really simple to change the emblem for the better:

    * One hit downs from a killer power should award regular chase points +60 bonus points. (Chaser emblem points score between 90 and 30 based on the duration, so this would be fairer than just awarding max chase points for the second 'chase' that never happened)

    * One hit downs from perks should behave with the current interaction of being considered one chase. These are perks you are bringing to make the game significantly easier, and should not reward extra points for avoiding half a chase.

    * Injuries from killer powers, such as stepping in a trap, or breaking due to vomit, should be considered a successful chase. If they occur during a chase, score as normal, if they occur outside of a chase, +60 points.

    The only thing I can't really decide on is how you could score hitting a person who refuses to cleanse vs Plague. You aren't necessarily tunnelling, but you still have less chases due to their decisions. It isn't really fair to punish Plague's emblems for the survivors choosing broken over corrupt purge.


    Edit: As for hitting broken players as Plague, maybe consider the time from being unhooked. If the broken player has not been on the hook in the last 90 seconds, score it as a one hit down. This gives players plenty of time so that it is clear that they intentionally did not cleanse, but doesn't highly reward tunnelling a player off the hook with double chase points.

  • "Holding M1 isn't fun."

    "We need a new objective."

    You guys have seen healing, saboutaging, event flower gathering, etc. What part of any of that makes you think "an alternate objective" will be anything besides holding M1 at some new object?

  • Yeah like compare Spirit's cosmetics to Hag's, Spirit gets a haircut and Hag gets completely remade from scratch with new animated pieces and particle effects.

    That said if Spirit had hair that went straight down like Samara I'd buy it in an instant regardless of the clothes or sword.

  • First off for adept you need to double pip, that makes Devour Hope a risky perk, as one hit downs and moris will greatly lower your emblem scores.

    I would recommend bringing faster trap setting, and bigger teleport distance.

    Set traps where you think survivors will run. Set them near, but not directly on top of your hexes. Always set a trap under a hooked survivor, even if you don't teleport or it doesn't go off, it forces survivors to be slower.

    Adept Hag is pretty difficult as your ruin slows the first 10 seconds of the match, then you're basically perkless. Consider using a map offering for Haddonfield or the Game, as both have a lot of points (like under second storey windows) where survivors are forced to land and set off traps.

  • I'm sorry, using your killer power as it is intended to be used isn't fun for survivors as it may cause them to become injured or downed, so you deserve to lose points in the "Survivors' Plaything" emblem and depip.

    Try triggering more avoidable free-bonus-hit perks for survivors before you open the gate for them to leave if you want to rank up.

  • Rusty Shackles sounds like an amazing add on but it is worthless at the moment. It has been bugged for MONTHS and the devs haven't even acknowledged it.

    It's meant to remove all indication that your trap went off, but instead they still hear an instantly maxed heartbeat as though the phantasm is still there, so still run away and know when you can teleport.

    It does almost NOTHING.

  • Lol. The new killer should be more reason to want exposed counters.

    Yeah, then they can charge up their power that will then do absolutely nothing, effectively just wasting all the time they spent charging it. What a fun and interactive game that would be.

    Also I think you seriously miss the point of how reliant Michael is on specific add ons and builds to make decent use of Tier 1 and 2. Tier 2 is almost never the focus of a build because it's essentially any M1 killer with a lower terror radius. T1 is guaranteed a hinderance and drawback if you aren't using his T1 mirror. Point is, if you add a perk that just braindead counters exposed, Michael basically dies. Either you can ONLY play him when you have "very rare" add ons, and only one specific build works, or you go into a match, reach the point where your power is a POWER, an actual spike in what you can do, and basically become a joke as every survivor just ignores the whole point of it.

    You clearly have very little understanding of how a killer like Michael works, your replies that basically just say "lol don't go tier 3, tier 2 is still good enough as a power" show this BLATANTLY.

    Also holy hell is this thread hard to read with the walls of spam quoting.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/496963#Comment_496963

    Survivor mains complain about hitbox issues, lobby dodging, and legion.

    I really don't see an issue in THIS complaint.

    Sir, you seem to have misspelt, I think you meant "SuHvIvUh MaInZ XDXDXD"

  • Is someone seriously trying to say killers should ignore them having a key? Like honestly do you just expect to be handed a free multiple-person escape halfway through the match? If I see you have a key I HAVE to consider you a threat more than anything else in the game, because you being alive is the equivalent of multiple gens being done.

    As for immersed Claudette, don't play a cheap tactic if you don't want them played right back at you. To be honest if there's an immersed Claudette in a match, and there's a chance SOMEONE will survive like 2 remaining survivors and a hatch in play, as the killer I'll always make sure that it's not the immersed Claudette that gets out, it's the one who has self-respect.

    Play the game, don't let an outfit play for you.

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