Avatar

bjorksnas

bjorksnas

About

Username
bjorksnas
Joined
Visits
12,188
Last Active

Comments

  • I still think trickster has plenty of weaknesses to warrant his strength and places near the middle of the roster due to them, sure his power is decently strong but he does have flaws to balance him out

    40 meter lullaby so undetectable is weaker on him and he often starts chases further than most other killers so survivors have time to put objects between them and the trickster buying themselves and their team time

    ammo / reloading, 44 knives and a 4 second reload hold him back decently or force him to give up perks and addon slots (which could be used to make him stronger or patch other holes in his kit) to reload or have more knives, which limits his potential for strong builds with a sacrifice for doing so

    4.4 killer, can't chase normally, if he runs out of his power or is in a place where he can't use his power he is remorselessly bullied due to the fact he is a 4.4 killer, meaning some areas of maps, or a trickster who doesn't manage their power is forced to lose chases or waste a lot of time

    map dependency, there are many maps that can absolutely cripple tricksters ability due to its layout or design, indoor maps with plenty of items to place between you and the trickster can deny him usage of his power for a long time due to how close he now needs to be to use it and the fact he has to catch up on that distance as a 4.4 killer

    There are many killers with even more strength than trickster and or less weaknesses, I think he is fine in his current state other than maybe taking a look at his purple addons

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414725#Comment_2414725

    You didn't make any points that's why I replied in a similar fashion.

    Software engineers are working hard on this SBMM, but you just come and say "it won't work guys, i know it".

    You don't need to be an expert or work in the same field as someone to give an opinion on something

  • @Zokenay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414968#Comment_2414968

    Im talking about the red ones mostly here

    And like i mentioned they usually have some for of drawback, condition to work or arent that strong to begin with.

    Both of those Wraith addons are strong and have no drawbacks, one isnt even red despite being on par with them (better in some cases)

    For example the Brick requires you to be on the sprint for at least 2 secs, and getting someone from a far sprint isnt exactly easy.

    Or Mint Rag has a CD to use it.

    Get what i mean?

    And regardless theres a bunch of other addons that do deserver to be look at, such has Rusted Shackles which is basically red quality.

    But right now we looking and Wraith, both of his addons are too strong, simple has that, and while 12 meters doesnt seem like much, you have to consider how fast Wraith is like 80% of the time which massively compensates for the sorta short distance.

    Besides most killers need an addon pass, Legion being an example, two of thier addons became completely useless after their changes to Deep Wound

    They are still strong addons without drawbacks from that list, iridescent addons are allowed to be strong, and I think the addons at the end of the day are still perfectly fine because its still wraith at its core.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414959#Comment_2414959

    Wraith silent bell was very strong pre - buff. Doesnt need to be stronger

    The silent bell isn't stronger, wraith is

  • @Zokenay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414633#Comment_2414633

    Most of them come with drawbacks though, or arent powerful, Wraith one is too strong for not having ANY drawback.

    Other two similar addons cripple their killers in some way.

    Shape cant tier up and Pig only has one Reverse Beartrap

    "most of them"

    Trapper bags

    Apex muffler and iridescent brick

    Nurse blink recharge addons, Nurse range addons

    Myers stalk speed addons (not to be confused with movement speed while stalking addons)

    Hags mint rag, range addons, and rusty shackles

    Doctor iridescent king, and detonation delay addons

    Huntress, wind up, wind down, and extra hatchet addons

    I think this is a small enough selection to show that plenty of killers have powerful addons without drawbacks that can boost their kits, its just that many of them have a more subtle feeling effect most of the time in comparison to silent bell and all seeing but they just like those addons can win a match or make the difference needed to win one

    Also the "sacrifice" for a strong addon is to be down an addon slot that something else could use especially when addons are used to patch up weaknesses in killers basekits, a wraith with silent bell all seeing can't uncloak faster, break things faster while invisible, move even faster while invisible, cloak faster, or do something like apply debuffs, the list goes on but there are plenty of strong things that wraith can no longer do since he has committed his entire loadout to information and increased surprise factor

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414633#Comment_2414633

    Strong, but not opressive. With his last speed buff he needs some changes.

    My suggestion is to swap all seeing blood and spirit rarities and reduce wraith speed with silent bell to pre-buff values

    Rarity swap is agreeable, nerf to silent bell doesn't seem fair

  • @TacitusKilgore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414633#Comment_2414633

    Having wallhax and 0 indicator of when you're uncloaking is not ok. You can literally just cloak at any tile and a down becomes braindead easy. This is not a "strong addon" its entirely unfair.

    Interesting theory, want to 1v1 and show how it holds up, I don't think his all seeing can invalidate entire tiles as much as you might think it can

  • image.png

    there seems to be something behind the smoke

    image.png

    just gotta zoom and enhance a little more

    image.png

    I knew it, this chapters killer was the letter S this whole time, my prediction was spot on

  • Usually when something is right for a game even when it doesn't fully work out right away people can tell that its something that would make the game better/more fun, with dbd we could see it with chapters like oni and blight where everyone had a blast on both sides, and even though the ptbs didn't have the full picture it at least felt like something that should be added to dbd

    I can't say that in the slightest about sbmm, I haven't had a good experience with it yet and the amount that I feel its being forced down my throat doesn't make me want to accept it, it just makes me hunker down more and have a worse experience every single time even if the actual experience isn't that bad the perceived experience just keeps getting worse due to how forced it is and how much the system doesn't really fit a game like dbd.

  • I think they are fine, its ok for killers to have strong addons

  • This is just how it looks from the survivors side, the killer swung and hit you where the server displayed you, this is intended

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2410321#Comment_2410321

    This^. Or, make the survivors be able to see the killer's profile (not what killer is actually about to be employed in the trial).

    I don't like that idea, if survivors can see the killers profile its much easier for survivors to stream snipe killers or know what killer a person plays as some players proudly state on their profiles what they main or have a link to their stream, can't imagine that would be fair to those groups

  • We already have an among us chapter

    darkness amogus.png


  • @JohnnyB87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2409370#Comment_2409370

    First...where is it written the objective is to kill the survivors? I can get a perfect game as killer with 8 hooks and no kills...the objective of the game is to get as many points as possible. Sadly, people put there own rules and objectives into the game and none are correct.

    Second, not part of quote, camping and tunneling is actually the worst two strategies for a killer. Killers who have to do either are just not good. Same with survivors gen rushing, let em, they won't pip cause like I said before it's about points. Surprisingly it's the "veterans" of this game who have lost the ideology of what the game is meant to be. If it was a kill or survive game it'd be F13, which as far as I know this isn't.

    This game is on the verge of dying, population only rises during events and dlcs, and then back to it's 20-30k players which is very low. Devs need to fix a lot of bugs, which won't happen, and players need to not be so try hard. There are NO rewards for ranks so rank means nothing as it always has but people don't get that.

    Also, the bannable offenses contradict each other. Camping, tunneling and slugging are not bannable, yet it states if you prevent a player from playing the game, which all 3 are, then it is bannable. Yes strategic camping, tunneling, and hatch slugging I get after a few gens are done, but doing any at 5 gens is just bad gameplay and needs to be addressed, but how is the question.

    I mean they are called killers aren't they

  • I wasn't exactly referring to the specific case I was just giving an example of a perk that could heal someone as soon as the broken effect expired

  • @BenihimeWrath said:

    I was on dead dawg saloon, I hooked the Steve, saw a Feng on BBQ. Steve unhooked himself as I traveled to Feng, I downed Feng and hooked her which allowed me to see Steve healing the Nancy easily within 30 seconds of unhooking himself, on BBQ, with the broken status very visible on the HUD and when he completed healing Nancy, the Steve went to full health state with no broken status. A single minute hadn't elapsed since his Deliverance unhook. Unless you are telling me that the broken status keeps him broken even being full HP, and when the broken status expired that it automatically refreshes the health state to max.

    If he had the perk second wind it would also automatically heal him as soon as the broken status effect wore off

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2407827#Comment_2407827

    Again, they are not mutually exclusive concepts. For many people, "fun" is the skill-based gameplay.

    Yes they are not mutually exclusive however that doesn't mean they are the same types of fun that people enjoy. The majority of the fun in skill based games is first centered around skill based gameplay before the focusing on more general fun aka skill based play (which can be seen as fun / its own reward) takes priority over more classical fun that you see in games that put fun first. This does create a differing approach then what you would see in a non competitive game like zelda, or mario games which instead have their focus on fun first. I am not disagreeing with you that they are not mutually exclusive but they are different within their own category of how they approach "fun".

  • Personally there is one buff I would like to see to open handed that would make it much more viable

    since the perk affects all members of the survivor team from just 1 person using it I think the best change for it would be as follows

    While equipped this perk is visible to all other survivors in the pregame lobby, you cannot switch off this perk when there are under 30 seconds remaining on the timer, or ready up for 5 seconds after switching off this perk (final 2 parts are to prevent trolling)

    This buff would make it much more powerful as a perk and much stronger in solo queue

  • @Mandy said:

    The only cross progression that's in the game is between Steam & Stadia, with Switch joining at a future date. We do not have further information if/when there will be cross progression for other platforms.

    Congrats on the 14,000 posts, really putting in the hard work to make the forums a better place.

    Congratulations


  • @Jasix said:

    https://forum.deadbydaylight.com/en/discussion/270880/iron-will

    No it's LITERALLY not on every survivor. Hyperbole doesn't reinforce your position it actually undermines it.

    I have played just over 3500 hours in DBD - around 1700 of that as survivor and have ran Iron Will MAYBE 5 times. BHVR just released the top 3 perks ran by survivors and Iron Will isn't even in the top 3. F

    https://us.v-cdn.net/6030815/uploads/0PGDD1YH44JS/e6wj4mlxmam0ueu.jpg

    acts matter.

    You do realize that is data collected from over a period of ~1400 days right, a little under 4 years, and till patch 2.3.0 healing time was 12 seconds instead of 16, on top of it being one of the most common perks to be used by new players the stats are heavily weighted towards self care being the top perk over other perks like iron will because it used to be much stronger and is still a magnet for new players

  • @Sleep_Deprave said:

    @bjorksnas I checked Hag and I indeed do have it unlocked. On Ghostface for example, I only have about 3 more perks to unlock on him including Ruin and still am not getting it. Should I file a ticket?

    I would wait on filing a ticket until you know for sure you have all other perks unlocked on him (bloodweb offers no perks of any kind or tier) and then if it still hasn't shown up or doesn't show up then file a support ticket

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2407527#Comment_2407527

    Because your whole perk lay-out has to be build around Lucky Break. So you are giving up endurance perks, anti-tunneling perks and all matter of other useful perks to make one perk work.

    "has to" is a bit of an overstatement, since most people bring the bare minimum for supplementary perks in the build (iron will) almost every game giving up only 1 perk slot for its strong effect, the only time it takes up full builds and whole perk layouts is when you want to near guarantee 2~3 uses of the perk instead of just being satisfied with 1~2 and using the other 2 perk slots for your bt, dh, ds, or unbreakables

  • @Orion said:

    Those are not opposites. "Fun" is simply subjective.

    Yes but in competitive games fun usually takes the backseat in favor of skill based gameplay first and fun as a more secondary objective.

  • To check if you have it but its glitched go into the character info

    image.png

    and go to hags page in the character info you should see a small subsection with hags teachables, you should be able to see character info even if you don't have the characters unlocked just by navigating with the arrows on the left and right side

    image.png

    if they have a checkmark that means they are unlocked and should appear in bloodwebs, if its checked and not appearing in """maxed""" (quotes added for visibility) bloodwebs you should file a support ticket and they will help you otherwise you might just be a bit unlucky with getting it in bloodwebs and maxing out the character should guarantee you get it, and if its not checked then you do not have the perk unlocked

  • The skillcheck is there because it allows you to chose to use it or save it

    extremely uncommon stategy but if you let the skillcheck pass without hitting it or missing it the perk isn't deactivated for the rest of the game and you can save it for your 2nd hook

    This is either a design choice or was their only way to actually implement a way to activate ds at the time but they liked the idea of it and kept it

  • Brutal strength allows killers to break pallets, walls, and damage gens with basic attacks / lunges the killer has a cooldown of 2.4 seconds after doing so

    this is in addition to brutal strengths current effects

  • Those perks are actually kinda good as a set on oni tho if you think about it

    Zanshin tactics gives you information on resources so you know who and where to commit to for early game chases, and what tiles you are approaching in power from the outside and start thinking how to play around them

    Blood echo punishes the survivors for not healing against you still letting you snowball in your power since all injured survivors now don't have their deadhards which makes them much easier to hit in power

    Nemesis throws some confusion into the mix and works like a mini im all ears, so using the aura you can get some tracking to help you get an injury in your first chase or leave that person behind and jump back on them later while they are still affected by oblivious and they get less time to react

    So his perks help with, first hits, and power usage, which means the perks make a decent complement to his kit but still definitely outshined by other perks on oni

  • When im playing killer I usually dodge the lobby when someone has a I hate blight or I hate spirit, or I hate nurse I dodge the lobby

    then queue back up to it as fast as I can as the killer depicted by their name and sometimes I even get back into the lobby

    totally worth it

  • @Marc_go_solo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404065#Comment_2404065

    Yeah, like what happened with Badham, and the breakable walls were used to cover the existing doorways, which felt a little lackluster. I was hoping for at least a randomized chance of breakable walls in the shacks - not every time, but still a chance that could spice things up, like at the Dead Dawg Saloon!

    Throwing 2-3 decently hidden breakable walls into existing tiles as part of map rng could probably make for some interesting gameplay

  • @Marc_go_solo said:

    Maybe the "Realm Beyond" took importance over the walls. Either way, whilst it would be nice to have themed walls, it's not a big deal for me.

    I do like the idea of randomized walls that only the killer sees as breakable though. It would make for some fun jump scares when I play survivor, and an added bit of tactics for killer.

    I do think it would be a cool change for breakable walls to blend in more when you are playing survivor but stick out more when you are playing killer for that kind of interesting gameplay, but most of the breakable walls don't support that kind of play in the slightest in the current state of the game they are just there to make a window stronger until they are broken most of the time

  • @The_Daydreamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403695#Comment_2403695

    Then he breaks it I get hit or the palett is so unsafe that I can't do it. It is still not a counterplay. Like even the yellow add on makes it, that you don't get far enough.

    I give up on this since I don't have a clip to show it in action

  • @The_Daydreamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403639#Comment_2403639

    I don't understand. If I drop it, vault it (which is on his side) then what now? He uncloakes and hits me. I really don't get this strat to be honest, sorry.

    Wraith can't break pallets while you are vaulting them, while he is cloaked keep vaulting the pallet back and forth to force him to uncloak to break the pallet, when he is close to being uncloaked don't vault back into him?

  • @The_Daydreamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403572#Comment_2403572

    If I vault the Pallet rapidly it may buy me 2 to 5 seconds and then he has his hit. That is not a counterplay. Still thank you tho.

    Thats not what I mean

    If he fakes his power to make you drop a pallet aka uncloaking but canceling uncloaking after you drop the pallet, you can rapidly vault the pallet which forces him to uncloak and threaten a hit just to actually break the pallet you don't keep vaulting after he is uncloaked and give him a free hit

  • If they fake the power and you drop the pallet rapidly vault the pallet, they will be unable to break it while you are vaulting it forcing them to uncloak then break it at normal speed

    he has counterplay you just need to play around his actions a bit more and be on alert more

  • @GoodBoyKaru said:

    https://us.v-cdn.net/6030815/uploads/FBJVO6XLVT2Z/image.png

    4th paragraph:

    When breakable walls are added to other maps, they will appear differently to suit the Realm’s theme. Although they may look different from one map to the next, we will make sure that they are easily recognizable so it is clear which walls can and can’t be broken at a glance.

    Source:

    https://forum.deadbydaylight.com/en/discussion/130537/developer-update-february-2020

    Knew I read it / heard it somewhere, thanks for the reconnaissance

  • @itsquiet27 said:

    I guess you have a great point. I personally love crossplay with all platforms but sometimes in the high red ranks a lot of survivors I go against that play on PC use stretch resolution and it becomes impossible to mind game them as the killer since they have such a huge unfair advantage which is pretty annoying to deal with. anyway. I agree with your point.

    You seem a little bit newer to the forums so here is a bit of advice

    when responding to someone the best way to make sure they are notified of it and that you show that your message is more directed at them is to use the quote button, at the bottom of their comment press the quote button and it should open up the leave a comment, this way it will notify them that you have messaged them / responded the other way is the use a at sign followed by their tag, this is more useful for responding to multiple people at once, simply type the symbol followed by their name and it should come up with a small list of users whos name match and you can select from there

    that should help keep the discussion flowing better for both parties involved

  • @[Deleted User] said:

    I distinctly remember them saying this shortly after the Chains of Hate release.

    Its even in the trivia section on the breakable walls wiki page

  • @EntitySpawn said:

    Stop self caring through sloppy... we could legit do a gen duo in that time. If everyone just healed for that length if time nothing would get done against good killers

    False it takes 40 seconds to selfcare through sloppy and 47 seconds to do a gen duo

  • It depends, while doctor received a more modern formal education blight as evidenced by blight graduating in 1838 and doctor graduating sometime around 1962, its clear in terms of modern knowledge doctor would know more than blight, so in that regard doctor is smarter

    But in terms of adaptability to using knowledge and learning to live within the fog the winner is clearly blight, able to use the biology of killers, and the native flora to concoct all kinds of goodies, as well as being able to learn from others with trying to follow after vigo, especially since doctor really wasn't given a chance just thrown straight into the role as killer. But blight is smart enough to still use his work from before he mutated to bolster his efforts as killer while doctor relies on old resources from his time outside the fog leading me to believe that within the fog blight has accomplished more and is therefore smarter

  • Nope, my least favorite part is the new vacuum effect as well, where survivors get an extra bit of distance

    I can tell its there due to it messing with muscle memory and honestly its annoying

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2401811#Comment_2401811

    Because 3 people on a forum of people who think they're all gods at the game say so? lol

    They're objectively horrible. Having to do an action alone is silly when the killer can interupt you anyways but to then double down on it by making you land skill checks in a way entirely unique to this game? WHAT? Even the color of the skillcheck wheel being messed with on top of it. Total overkill and just pointless.

    Its like a 5 second interaction, and frankly it was pretty fun

  • @OrionQc24 said:

    Name: ———

    Terror radius: 32m

    Speed: 4.6

    Weapon: Claws

    Power (hideous gaze): When a survivor looks at the Gorgon for too long they slowly start to turn into stone. At stage 1 they cannot fast vault, at stage 2 they cannot vault and run 5% slower. Finally at stage 3 they are turned to stone for 10s and if they are hit during that time they instantly go down.

    Perk 1 (Horrifying presence): whenever a survivor do a rush action their aura is shown and they become exposed for 10s.

    Perk 2 (Damned by the Gods): If a survivor is using an aura reading perk, whenever it activate the killer can see the survivor. If it shows other survivors they can see them too.

    *Under construction*

    Perk 1 overlaps with ghostfaces perk im all ears, which shows the aura of survivors preforming a rushed action on a cooldown, but doesn't have the exposed effect

  • Food healing just seems like magic with extra steps, thats just not how food works, and even worse some food works in the exact opposite way where you just feel worse after eating it, like burger king

    Even though it would be funny to see someone gravely injured, puking out their guts, and chowing down on a whopper like a competitive eater to then go run for their life would be interesting I don't think it fits dbd's image

  • all the way up until the demogorgon midchapter (bugfix patch) it worked on t1 myers, pig crouching, wraith cloaking, and ghostfaces nightshroud old old object of obsession was extremely oppressive

  • If you are doing a hit and run franklins won't do much good because if you switch targets after injuring them they only lose ~5% of their items charges which while it can be useful its not really using the perk to its full effectiveness

    With that in mind I think you should replace it with a perk like mindbreaker or blood echo that way people are more vulnerable while you are doing hit and run because they will be exhausted

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2400312#Comment_2400312

    But it’s a dumb mechanic. The only thing that enables most killers to play with 4 survivors alive for the majority of the match is ruin. So it’s really left to RNG if the killer can actually attempt to play “fair” or just tunnel hooks.

    Only a handful of strong/mobile killers can just wander the map chase to chase without ruin. And even then they would probably be better served by ruin tinkerer than whatever they are running instead.

    Sadly at the end of the day if a killer wants to do their best to win every match sometimes they need to resort to those tactics that they tried to protect the survivors from by bringing slowdown but it doesn't always work, sometimes you can only play "fair" because it happened to be convenient in the match you were in

  • @SilentPill said:

    Pretty much every low mobility killer is propped up by ruin if they want 12 hooks. A bad ruin spawn relegates them to camping and tunneling almost immediately.

    Well yea, the ruin is kinda there for their protection

  • Well for survivor you can constantly invest bp to amass a ton of items and map offerings so you can curve your solo queue experience for the better, or have a better time in swfs, and for killer you can stockpile strong addons to use as you see fit and get plenty of bp offerings to reclaim your investment decently

1 … 40 41 42 43 44 … 102