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beatddb

beatddb

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  • Anyone knows why did they change her design? I still think her original model would've looked way better in game than the one they used

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2368486#Comment_2368486

    Actually good point.

    Why CAN'T we change how our powers look like? That sounds like easy money.

    Chucky skin for Victor when

  • When I'm playing huntress, hit a hatchet only to hear the "splat" sound and not injure the survivor. Happens multiple times in a match

  • until the sound system in this game works properly i dont think we should be looking forward to sound affecting perks

  • Yes, this would be great. I like to get max hooks in everyone every game, but sometimes I play in autopilot and dont really keep track of who I hooked. A hook counter in that case would make it really easy for me (and for the majority of killers who like to get BP).

    The argument that it will "encourage tunneling" is bullshit. If a killer is tunneling they don't simply forget about the survivor they wanted to kill, how can someone say something so stupid? I really hope that's not something said by BHVR

  • @Phasmamain said:

    They should just double the blood points tbh

    It wouldn't be a bad idea

  • You know, they might as well just add an option to manually change your rank depending on how sweaty you feel like playing that day. I literally hope every match I can depip, so I can play killer matches more chill and not having to face sweaty survivors while Im just trying to practice my huntress shots

  • Space chapter with the Xenomorph, Ripley as a survivor and a space map (like The Nostromo).

    It could have different skin variations for gens, hooks, exit gates, etc. But it would probably be similar to Hawkins.

    The thing is, if the Entity starts taking survivors into space, then it would be reasonable to think it can also send them to different planets. Which would be pretty weird. Stil something cool to think about though.

  • If you put "wires" on loops they have to choose to either loop or leave, potentially going into a weaker zone.

    The cage of atorment is pretty good, survivors can't use BT, DS or any other unhook activation perks. The cage sends survivors to the farthest point on the map, so you should judge if its worth it or not. Sometimes it's better to hook normally, it all depends on the situation.

  • Your friend has been granted a second opportunity by the gods, they now have the ability to leave DbD for real and start doing something more productive (or play something more balanced *cough).

    Seriously though, that sucks. Hope they can fix the issue.

  • Anyone remember when events were fun and rewarding instead of grinding?

  • just run bamboskle izi

  • @Afius said:

    https://forum.deadbydaylight.com/en/discussion/comment/1836328#Comment_1836328

    I thought xbox supported m&kb? Or is it game restricted?

    As far as I know the game won't allow you to use kb&m, but it should have been allowed with the crossplay update.

  • @Gamekeeper said:

    Must be nice to have a mouse B(

    At this point they should've allowed kb and mouse support for console

    • Vacuum pallets

    They helped survivors who messed up on a chase and allowed them to prolong the chase even further. Good survivors would exploit this.

    • Brand new part

    Used to repair a gen inmediatly. 4 BNP = 4 Gens inmediatly done.

    • Keys

    IMO keys themselves aren't a problem, but the way the hatch spawn is. 3 survivors can steal a game from the killer just by having an item when they should be perfectly able to repair a single gen. Not very fair if you ask me.

    • Instaheal

    You literally answered yourself in your post.


    Everything you mentioned is/was a broken feature, why should it be a problem if killers complain about it? I agree that both sides get unnecessary nerfs, but these were completely needed.

    Now, let's talk about a swf with DS + Unbreakable + OoO + key...

  • I tried my best to like the new nurse but it's almost impossible. You have fatigue AND a recharge, #########? Also, the only reason she is 96% ms is because she could travel the map inmediatly. Now, she got nerfed and spends most of the match walking, but still 96%? really? IMO they should raise that to 100% at least.

    The worst thing about her is that a survivor can run straight and it's physically impossible to catch up. Between fatigue, recharge and the slow movement speed you just simply can't.

    The devs are, and will still be, adding the "charge" feature to every killer. I don't know why are they obsessed with it, but slowly all killers are getting that treatment. They said they will be nerfing Freddy, I wonder where the charges will be.

    Plus, the reasoning behind these nerfs makes no sense. Nurse was nerfed because she was the best, now she is still the best but is now harder to pick up. Great job.

  • If the survivors can't easily avoid the killer's power there would be a lot of people crying on the forums

  • @Rydog said:

    And if you're getting mad at survivors because they're focusing hard on gens instead of cleansing totems or opening chests... why? Why would they do that if those things aren't urgently helping them to their goal? I'll look for totems if there's a hex up (or I'll sometimes cleanse them if I just happen to run across a dull totem), and I'll open a chest here or there if I specifically need a med kit or something. But I'm not going to ignore the main goal in favor of those things if there's no pressing need.

    I'm not mad at survivors for doing gens, I'm just mad at the devs I suppose, for having something so broken as the heart of the game. And what's even worse, they said they don't want killers to be running full slowdown builds, completely out of their mind.

  • @Onyx_Blue said:

    This is all they need to do to Deathslinger:

    - Must wait 0.5 seconds to shoot after ADSing.

    - Experience a 1 second delay between lowering the Redeemer and performing a Basic Attack.

    That would make him one of the weakest killers in the game.

    When you aim you're incredibly slow and survivors will make a lot of distance. Plus to this slow movement speed, any survivor with more than 10 iq points will juke the shot, it's surprisingly easy to do so.

    Removing his quickscope mechanic will make him a ######### version of huntress.

    As a deathslinger main, I can tell you the things that hurt me the most while playing him:

    • Breaking LoS.
    • Taking distance while reloading.
    • Purposedly breaking the chain while being far (getting stuck in an object).

    Also, when he m1's you use the speedbost to break LoS, otherwise it's pretty easy to land a 2nd hit with the gun.

  • @TAG said:

    People who wish to use voice chat would more likely than not just use currently existing methods.

    Of course, but at least with this it could be balanced over it

  • @MythMage said:

    I think voice proximity would be incredible for the game, and I would be for the killer and survivor talking to each other as well. Imagine being looped by this Nea and hearing "So, how's your day been man?" I would love this.

    Truly a lot of friendships can be made

  • @JPLongstreet said:

    As survivor whenever I get two or three indoor maps in a row I will start using map offerings to try and avoid those maps again, at least for a lil while.

    I have never used a map offering as killer, but I don't run builds that are dependant on a certain map either.

    With that bias, I wouldn't mind no map offerings at all and let the dice roll. But there's no way killers who do use map-based builds would go for that change.

    I'm assuming the reasons for having map offerings is to try new ones as they come out, or return to a favorite. With the strong imbalance of several of them favoring one role over the other it has become "I need this map" or "I hate this map."

    I agree with what you said because I also do the same of, sometimes, using map offerings to "avoid" certain realms. For this reason I think the option 1 (maps offerings working reversed) would be good. You can deny the map you don't like while also being random realm

  • @Slendy4321 said:

    Wait there are brown and yellow map offerings? Since when?! I only ever see the green offerings but I understand what you're saying.

    Yes, there are for older maps. But after a patch they stopped showing up on the bloodweb and new maps after that don't get them anymore.

  • I mained nurse for a long time, I played a total of 3 matches with her after the nerf before giving up.

    I was able to 4k on all 3 games, but the amount of SWEAT was surprising. You now have to keep track of when a blink is charged (the sound helps nothing at all) and don't even dare to miss a blink because GG, the survivor is now on another map.

    That, plus the amount of dead zones, just takes away all the motivation to play her anymore. I was denied at least 25% of my blinks due to dead zones, specially around trees.

    Honestly I don't give a ######### if the Nurse is SSSS+ Tier, she's too frustrating.

    I've moved to Huntress now, she's a hundred times more fun to play as than Nurse, even if she's weaker.


  • @Sinner5Gonn4Sin said:

    Slightly nerf toolboxes, especially Commodious.

    Make it so keys aren't instant anymore, more like a 5 seconds channel with a skillcheck randomly happening in between. Purple keys only opening the hatch for a short period ( without triggering ECG of course )

    Add 10 seconds to the base amount of time for generators. Increase the diminishing return into 12/24/36% per survivor working on the same gen, and buff Prove Thyself accordingly.

    Totally remove points from farming a survivor and putting him twice in a row on the hook in the Sacrifice categorie, if he gets slugged to avoid this penalty, give an extra 35 second ( The exact 95% recovery time being 30.4 ) timer before killers gets points back.

    Make moris out of death hook. Make it so you see people queuing together as a killer, if you bring an Ebony while facing 4 people teams, you can mori the first person after the second hook. The penalty from above applies to said mori.

    Make the regression rate of generators 1.3 times the current amount.

    Delay Adrenaline if you're exhausted. Make NOED visible instantly after all the generator are poped and slightly nerf the ms gain (1,2,3 ).

    Make Unbreakable's passive half if you already used it.

    Fix Dead Hard's inconstitancy.

    Automatically reopen hatch 10 seconds before the end of EGC ( It's all fun and games until you figure out you're facing a Bloodwarden gamer that slugged a guy to have the good timing and gets the easiest 4K of his life )

    Get rid of Bloodlust past tier 1.

    Fix the damn maps, don't let RNG decide so hard how much you wil suffer from your match. I'm sick and tired of getting T&L spawns everywhere whener I play survivor and pallet gyms/jungle gym with abundance whenever I play killer, that's doesn't happen all the time but when it does I lose faith in my current game, and I really feel like I'm not the only one.

    Totally remove points from farming a survivor and putting him twice in a row on the hook in the Sacrifice categorie, if he gets slugged to avoid this penalty, give an extra 35 second ( The exact 95% recovery time being 30.4 ) timer before killers gets points back.

    I can't really agree on this. No matter what is the penalty you can't stop farming.

    Imagine if you (as a killer) have only 2 survivors left, one is hooked and you're hooking the other. That last one you hooked gets out by himself and you can't hook them back because it would penalise you for it unless you delay the game for everyone.


    Make moris out of death hook. Make it so you see people queuing together as a killer, if you bring an Ebony while facing 4 people teams, you can mori the first person after the second hook. The penalty from above applies to said mori.

    That removes the whole point of moris in the first place, they're supposed to buy you time. If moris were on death hook, it would be complete useless considering sometimes the mori animation can be longer than carrying them on a hook. Unless moris rarity changed to brown with this change, it would be very bad IMO.


    Delay Adrenaline if you're exhausted. Make NOED visible instantly after all the generator are poped and slightly nerf the ms gain (1,2,3 ).

    This would potentially make adrenaline way stronger. You can control when you stop being exhausted by stop running (same tech used to "abuse" sprint burst") so imagine you're in a chase, the last gen pops but you still have 1% of exhaustion left, so you wait until its the right moment and GG, insta heal plus 5 second sprint.


    Automatically reopen hatch 10 seconds before the end of EGC ( It's all fun and games until you figure out you're facing a Bloodwarden gamer that slugged a guy to have the good timing and gets the easiest 4K of his life )

    This would be completely pointless. If this feature was added, every killer with bloodwarden would just camp the hatch if they know they BW timer will outplay the EGC one.

  • I see my main Huntress is leading there... hope her popularity doesn't gets her nerfed

  • As a killer main, I hope so. Just finish killing the game already.

  • @Mushwin said:

    New ruin isn't encouraging toxic behavior been toxic for toxic sake is, no matter if they nerf, buff, add things, take away there will always be toxic behavior.

    I didn't mean toxic in every sense of the word, what I meant is that encourages survivors to gen rush and don't leave their gen for things like going to unhook a teammate

  • @DeadArsenal said:

    Whispers. Next.

    How dare you

  • @Aneurysm said:

    You need all four survivors willing to do nothing at all for two minutes. Only blendettes have that level of patience.

    Being a blendette is the right way to play this game, so it shouldn't be that hard

  • Aren't all hex perks supposed to be powerful as time passes dring the match?

  • Haven't you posted this already?

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/976578#Comment_976578

    They don't ignore feedback.

    It's extremely tiring to answer 90 salty threads all saying the same thing

    They could just make a new thread regarding the recent topics (their supposed "survivor bias", the ruin nerf, the doctor nerf, etc) instead of answering them one by one. At least that's what I would do, but what do I know

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/976257#Comment_976257

    Naturally. But if that's the case, those who can't play at a high level will derank to a place where they're more comfortable. That is the point of a ranking system, after all.

    It seems the devs are playing in a bubble where everything is fine, because I can't find any other reason you'll think the ranking system is working as intended. But this comment right here proves the connection between devs and community, ignoring the post itself to focus on a meaningless comment.

  • Really? Thats weird

    Probably a new technique will be discovered some day

  • it's not because they're changing a perk, it's because they're changing things in regards of survivors fun.

  • Soon enough, perks like those that were made to counter a specific thing will have no effect at all lol

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/974758#Comment_974758

    You're getting your info mixed up. His Shock Therapy does not have a 60 second cooldown. His new Static Blast does.

    I appreciate the clarification, hopefully the next patch will clear all doubts

  • @Sylorknag said:

    I dont know man, imagine how long queue times would be.

    They have already opened up matchmaking so survivors (specially red ranks) face lower ranks killer to make up for the lower killer base. The thing is, they're hiding matchmaking now so no one is going to be able to complaint.

  • What's the point of taking a break if you'll come back to the same things that made you stop playing in the first place? Devs won't magically fix things because of a week-long break.

  • They probably have, but they don't know what to do about them. The same goes for Legion: they know they're bad, but they don't know how to fix them.

  • @Toxicboii said:

    Are- Are you judging a rework BEFORE it bloody released for testing?

    Is it too much to ask that folks hold off on their "Doctor is worse than old Doctor" until AFTER they actually play the new doc?

    I'm excited for it because it removes the back-and-forth stance mechanic the old doc has, which was kind of hard to manage in general.

    https://forum.deadbydaylight.com/en/discussion/118181/the-new-doctor-will-be-worse-than-clown

    The changes are pretty straightforward to know how they'll play out without the necessity of trying it. However, if they end up being better than before, I'll gladly eat up my words.

  • @beatddb said:

    https://forum.deadbydaylight.com/en/discussion/comment/974738#Comment_974738

    The switching stances animation takes less than a second, so it's a lot worse

    Adding to my comment: the 60 second cooldown makes it even more impossible to use it during a chase, so if you DO have the chance to use it but miss - or can't reach - the hit in those 0.5 seconds, you'll have to 1) loop normally and hope for the best or 2) wait another 60s in chase to get your power back and try again lol

  • @HexMoriMeMommy said:

    https://forum.deadbydaylight.com/en/discussion/comment/974727#Comment_974727

    I believe if the teir list is anything to go by, Killers that can use their powers to end chases faster or shorten chases are the strongest.

    So this literally makes him an M1 who's power is more situational than trappers.

    Technically yes, his power takes 60s to recharge and it doesn't even tier up madness the first time, so itll take more than 3 minutes to take a survivor to tier 3 in most cases.

  • @EldritchElise87 said:

    Wait till we see what that 3 second cooldown does to zapping in loops. If its slower than it was switching stances, thats going to be bad.

    The switching stances animation takes less than a second, so it's a lot worse


  • @[Deleted User] said:

    We'll see how he plays, but when they say "pause after shock", I'm guessing it will be equivalent to the old mode switching, aka very niche uses at loops unless survivors play it incorrectly. Like I said, we'll see, but their wording scares me.

    According to the leaked information, the pause is 3 seconds long, and it only leaves a .5 s window where you can hit the survivor. Sounds useless, unless you can teleport in those 0.5 seconds.

  • @Alice_pbg said:

    He still has his regular zap during chase.

    He just doesn't have his passive static field anymore in favor of static blast. (Or whatever it's called).

    Nothing can be worse than clown mate.

    His "zap" doesn't works in a chase anymore, according to the notes, and this is intended: "The idea behind the design of Static Blast is to make it powerful as a location tool, but very difficult to use while in a chase, hence the limitations on its use." -Notes

    At least Clown has his bottles.

  • @Almo said:

    We expected outrage when doing a fundamental change to a perk used in such a large percentage of games. However, after playing with the new version, we're much happier with how it functions in the game as part of the whole system.

    What this basically means:

    "10 members of us tried the new ruin and was kinda cool, we changing it soon™"

  • They completely removed his chase / power synergy, now a doctor cant do anything against a looping survivor but take the loop.

  • Wait wait, just hear me out: they're slowly killing their own game to finally release Dead By Daylight 2 when the first one completely dies!

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