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bjorksnas

bjorksnas

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  • Blight + any duration addon from any other killer since they add usually 6/8/10 seconds (plauge and oni for example) would increase his rush time from 3 seconds to 9/11/13 which would be funny, that or recharge addons from nurse taking his recharge down from 2 seconds per token to 1 second

  • Knick Knack seems interesting but I think broken keys should have their own model instead of some perk that can hide them

    Also does broken key receive 25 total charges 50% + 100% or only total 20 charges with 100%, could it be worded better to show your intensions ie broken keys also get 100% bonus charges

    does key addon effects are doubled pertain to all effects such as the aura reading range being doubled so blood amber for example would go from 32 meters to 64, or does it only affect duration and increased ranged addons

    Are the broken keys only not visable while held ingame or does it also work in lobby, what happens if it does hide it in lobby while you have the perk but you last second switch the perk off just to hide the key but not benefit from the perk

  • Its always worth a try after a long break especially if the reason for the break was stagnation of content, the game at the core is the same so as long as you didn't have a problem with that you should be fine to have a good time back (except for the fact you would be spending some money on the new stuff)

  • @WeirdlyBearded said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397308#Comment_2397308

    You just described a strong killer. The twins just typically take longer. That doesn't make them weaker per say

    I would say there is a difference between a strong killer and a weak killer who can make the match take a long time, twins themselves aren't exactly strong but they are pretty good slowdown which lets them build enough pressure to have the same effect as if they were a strong killer, however I wouldn't call them a strong killer since the same results they get take 2x as long as compared to just any other blight, spirit, or nurse

  • I don't usually uphold peace but I do try to help people when they put themselves out there, what use is knowing so much about the game if I don't use it to help people who ask for it

  • I thought it was a meme at first but then I read the part that said you need to fulfill one of these requirements before you can get ds rather than to disable ds

    those were happier times

  • There are 3 main aura colors in the game, white auras, red auras, and yellow auras, it would probably a nice change if you could change the color of each category but all of the auras in each category are changed with it, survivors auras always the same color as gens, hatchets and blades in lockers always matching colors ect, that way there is no real benefit other then preference and changing them to colors you can see better (for color blind)

  • @Vulgun said:

    No one? No one's going to take a guess at the subtle change?

    https://forum.deadbydaylight.com/en/discussion/comment/2397334#Comment_2397334

    In its current state where you can have up to all four Survivors running Decisive Strike at once, it makes playing Killer too frustrating.

    Also, there's a lot of already-good anti-tunnel perks in this game. Survivors should just run them instead (not like Unbreakable, BT, Soul Guard or Deliverance exist or anything and aren't already run; let's totally ignore the fact this game has too many anti-tunnel perks already and instead say that just getting rid of ONE of the many anti-tunnel perks is just bad; give me a break and cry me a river).

    Its already been guessed but you missed it I guess the person who spotted it was too subtle about it

  • I don't care how many hours I put in blight im not taking off my 3 slowdowns and bbq, because I am an absolute magnet for blight bugs, the slightest thing that can go wrong will go wrong, and instead of having to be rougher on the survivor team for it ill just bring perks that give adequate time to make up for the games bs, ive seen it all and feel their effects constantly

    Missed attacks because the attack doesn't have a hitbox, can be inside of the survivor but the attack just doesn't land or have a survivor cornered and still can't hit them with a rush attack because the game decided you don't get a hitbox on your attack

    Missed attacks because of a frame perfect input at the start or end of a lethal rush that makes you do a regular lunge that you can't really prepare for

    Tokens not recharging for no reason for ~6 seconds

    Until recently unable to use power until you m1 (eventually learned a way to force it)

    Random fatiguing without even rushing

    Bad collision

    Rush instantly bumping instead of going where I want because I played too fast

    Attack that has auto aim that removes all momentum to correct onto the survivor but it just doesn't hit the survivor and gives me nothing

    The fact that the power is dependent on the servers so I can't play blight above 60 ping because of lost time having to wait between bumping and rushing again and even if I can manage it, it still feels like im playing the dark souls 2 version of blight


    Unless blight suddenly becomes not a bug riddled mess or becomes less server dependent im just going to bring my slowdowns

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397474#Comment_2397474

    This is where shadow-dance comes into it, you pre-drop pallets, he breaks it in 1 second then catches up with his insane speed

    https://forum.deadbydaylight.com/en/discussion/comment/2397477#Comment_2397477

    Well I wish I was you, because almost every wraith I face (which, again to stress - is a LOT) over 50% of them have bamboozle.

    If he is cloaked you can spam vault a pallet and he is unable to break it

  • It mostly depends on the map, most farm maps only have 10-12 pallets so half of their resources would leave them struggling the rest of the match

    but if it was a map like hawkins that could just be a lot of unsafe pallets or the game could just be a drop in the bucket on the safe pallets they have to use

  • I think ds is fine, there is no need to reduce the duration of it and add more conditions that deactivate the perk, and not having the perk activate on self unhook makes perks like deliverance, and slippery meat worse and makes the anti camping / tunneling synergy they have non existent

  • @gatsby said:

    I doubt they'll get a full rework. My guess is merely an addon pass.

    Mechanically the twins are one of the more unique Killers and they're pretty strong as well. I don't see the motivation to change them much

    imho twins are weak but are good at making the match take a long time, so even if they are weak the amount of time they have in a match when played properly allows them to usually win out

  • They are just extremely rare I had one ~3 days ago

  • Survivor side hit priority would never work in dbd for both projectiles and even melee just do to the fact that servers can't project where the survivor hitbox is properly to the killer

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2395821#Comment_2395821

    Exactly!

    Both sides have pros and cons.

    • Killer can whip a zombie which denies survivors an item AND increases his power, but he loses an otherwise useful zombie for a while.
    • Survivors can potentially get nice items, AND know the type of item depending on what they see in the zombie’s hand, but it costs a pallet and makes noise. Might see more people using Any Means Necessary as a result.

    Zombies killed by nemesis have a shortened respawn time of 12 seconds instead of 45 when killed by survivors he doesn't lose out on that zombie for long

  • @BrotherShadow99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2395591#Comment_2395591

    Thank you for your help! I’ve fixed them as I really liked your ideas, though mind if I ask one more favor? What about the killer’s perks? His kit is supposed to be able to fluctuate the flow of the trail(like the pallet skill), but I don’t want him to seem too over powered. I sort of took inspiration from Myers for the Tier, and getting more powerful the longer the trip goes, and the execution from Pyramid head(Though I think I may have to edit that a little bit)

    All the killer perks seem to suffer greatly from overlap with other perks in the game so ill mix and match what perks they overlap


    Watch of the Lastman

    Any Gen that you damaged reveals itself for 4/5/6 seconds once a survivor works on it. Once the aura disappears, a difficult skill check is given to the survivors still working on it

    This perk overlaps with surveillance, and overcharge taking the aura reading from surveillance and the skill check from overcharge


    Hex: Time Warp

    For every injured survivor, Survivors get a 2/3/4% increase in Healing and Unhooking, and Great Skill checks progress more, but skill checks become greatly harder, come more frequent, and failed ones lose more progress.

    This perk overlaps with unnerving precessnce and hex huntress lullaby


    Hunter’s Insanity

    Scratch marks are visible for 1/2/3 seconds longer, but bloodstains are no longer visible to the killer

    This perk overlaps with predator (kinda) but is pretty weak


    The changes I would make to each perk are more to make them more unique are as follows

    Watch of the lantern

    The last gen you kicked becomes marked with a yellow aura, if a survivor starts repairing that generator play a loud noise notification and reveal the auras of all other survivors for 5/6/7 seconds this effect has a cooldown of 100/90/80 seconds, now its a stronger information perk and doesn't have overlap with other perks


    Hex: Time warp, I think this perk would be cooler if it would affect props in the trial while it was active, that said here is my version

    While Hex: Time warp is active generators you damage regress 200% faster (affects everything except hex ruin), survivors healing decays at a rate of 2.5% healing progress per second while not actively being healed, and pallets are automatically broken 24/22/20 seconds after being dropped. When this totem is broken the effects of this perk are multiplied by 5 for 4 seconds and at the end of that duration all pallets are automatically broken (this effect doesn't trigger from undying)

    This would make the perk more of a supplemental perk that has a strong effect and consequences when broken, but matches the theme of time manipulation


    Hunters insanity Scratch marks are direction and while standing on scratch marks pools of blood are slightly/moderately/considerably brighter

    now the perk is a strong tracking perk that helps you tack the location of the survivor at a glance of the scratch marks and rewards you for standing on scratch marks directly chasing survivors by making it easier to spot their blood so you can track even if the scratch marks end

  • Monstrous Shrine

    Twice per game when outside of 40/36/32 meters of the basement hook you can send a survivor directly to a basement hook after a 3 second interaction, survivors sent to the basement this way have their hook timers paused while the killer is in the basement and if the killer is within 12 meters of the basements entry way

  • My theoretical is blight its possible he could slowly build up a tolerance to the substance he is taking and slowly become less unhinged as his tolerance builds, maybe even enough to put his work to good to counteract all the bad he has done

  • @BrotherShadow99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2394346#Comment_2394346

    What do you think now? I looked through the perks and tried to tone them down a little and make them more reasonable, while still sticking to the theme

    Alright heres my opinion on each of them

    Maniacal Genius, Has potential but just needs one fix, the scaling factors, I would personally reword the perk as follows

    For each token put on Maniacal Genius, the zone for a great skill check on all skill checks increases by 15%, but skill check success zones decrease 15/12.5/10% per token

    The perk now has 1 scaling factor rather than 2, the wording is more consistent with other perks relating to skill checks, and the effect is more concrete across tiers, now instead of a maximum of 15% at t1, 30% at t2, and 45% at t3, the bonus is the same across all tiers but the higher tiers lower the penalty part of the perk


    Teachable Desperate Inventions, The wording still needs a bit of updating and less scaling factors would be nice that way the perk is nearly as strong across all tiers, and some of effects just need to be toned down a bit just because they overlap with other perks (namely the healing speed on the medkit making it much stronger then using a perk like pharmacy for example)

    Start the match with 3 Tokens

    Each time an item is depleted, while 32 meters of the killer, hiding in a locker for 5/4/3 seconds creates a one time use Item based on 4 priorities.

    Priority 1: If you are cursed or Hexed, create a map with a 8 second charge that reveals totems. Gets destroyed once charge is used up.

    Priority 2: If you are injured, get a med kit that was a 1 full heal charge, with an 20% increase in healing. Destroy after use.

    Priority 3: If one or more teammates are injured, build a map that directs you to injured teammates, with a 4 second charge. Destroy after use.

    Priority 4: if none of the above requirements are met, build a tool box with 200% repair speed and a 5 second charge. Destroy after use.

    Each time an item is built, lose one token, items cannot be taken out of the trial


    This one I think is fine actually but maybe the bonus can be a bit less tier dependent


    Teachable Destructive Restoration:

    The only way to truly escape death is to put yourself on the brink and figure out how to not fall.

    Start the match broken, and with the deep wound status effect.

    Gain the ability to mend yourself. Deep wound comes back into effect every 60 seconds.

    While under the effect of deep wound, repair speed is increased by 20/22.5/25%





    On Stand your Ground I think there are still a few too many scaling factors and the perk is much too luck dependent so what I would change is make it not luck dependent for the first part and change the 2nd part of the perk to be longer range but weaker effect, and have the 2nd effect be clearly independent of the other effect

    When working on Gens with another survivor or healing another survivor, every 4/3/2nd good skillcheck you hit automatically counts as a great skillcheck

    When the killer is within 24 meters, Skill checks occur 5% more often (additive) and have a 2% progression bonus on great skillchecks


    Dirty Pit Fighting is fine but I think the aura blocking should only work if you are the one picked up and only work on you when others are picked up but everything else is fine, not too many scaling factors and just the right strength for its cost

    When a killer picks up a downed survivor, your aura is hidden for the duration of the survivor being carried, and when you are being carried all other survivors auras are hidden

    Dirty Pit Fighting allows a survivor to sacrifice one hook State and Charge a killer. If they hit, the killer drops the survivor and is stunned for 1/1.5/2 seconds

    The survivor that charged becomes the obsession

    This perk lessens the chance of starting as the Obsession


    Warrior out of Time, I think this perk could use a cooldown rather than a permanent action speed decrease, since that speed affects the whole team

    Whenever you stun a killer increase the length of the stun by 1.5 seconds, this effect has a cooldown of 60/50/40 seconds

    This effect greatly increases the chance of becoming the obsession.


    Each perk is still unique in their own regards but lowering the scaling factors would make them much more consistent and viable across all tiers rather than extremely niche at t1 and useable at t3, also the luck effects have been reigned in and any newly created overlap with other perks are dealt with, what you are left with is unique perks, use any parts of the reworked perk designs if you want to, or keep old effects that you liked, but I think they are some pretty unique perks to see in dbd

  • While sure it changes it from 6 / 4 knives its usually much less effective then that and really hard to actually use the combination and a meaningful way, most of the times he gets knife injures and downs in the video he really only gets the most value when he does both health states and even then he maybe only had to land 11 knives instead of 12, plus plenty more knives are still wasted trying to hid the proper angle so its still a trade off as its a new way to play, I don't think its that bad

    also wouldn't calling attention to something thats strong / broken just make people think to abuse it more before its patched out or nerfed

  • @BrotherShadow99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2393309#Comment_2393309

    I think you just made a perk that fits Jason way better then what I had before! Mind if I use it? Only thing I would change just because the type of survivor he is would be that the priority 4 being a toolbox instead of a flashlight, maybe with a short charge, but has a sort of “sprint burst” where for like 2-3 seconds, it has 200% repair speed?

    Fine by me change it in any way you like

  • @BrotherShadow99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2393015#Comment_2393015

    Hey! Thank you! I will admit that I took inspiration from perks that I thought matched my character’s personalities! I I like the idea about one hook state honestly a lot better as Sammy’s idea is about a high risk play to altruism! I said one health state as I was thinking that a person could down themselves if the carried survivor is on their second already!

    for desperate inventions, I wanted to do something with items as that’s kind of who he is, and I honestly forgot about built to last! Any suggestions for the perks that you haven’t mentioned? I really want to try to make this(at least on paper as I wouldn’t know where to begin with anything else lol) I don’t wanna make other perks basically useless, but I wanted to give them kind of a fun spin, like Sammy’s being about self risk and Jason’s about the usefulness of items!

    Don't get me wrong, I think its great to be able to create and pour effort and creativity into things so don't think I don't see the effort put into things but I do think there was a good amount of overlap, but I can share more ideas for making each perk more unique

    Desperate inventions, desperate inventions starts with 3 tokens, while in a locker you may activate this perk after a 10/9/8 second delay desperate inventions creates a temporary item dependent on the situation (like flashbang and vaccines you can't take the items out of the trial) preview of the items is availible before you start crafting it and the outcome doesn't change

    Items desperate inventions can make and the priority they have

    Priority 1 hexed and exposed by devour hope you will make a map with 16 meter totem tracking and 15 second of duration, when all totems are cleansed the map is automatically consumed

    Priority 2 injured and not broken will give you a medkit with 16 charges and a 10% healing speed increase once the heal finishes the medkit is destroyed

    Priority 3 all teammates are injured and not broken will give you a key, this keys channeling is always active and shows you the auras of teammates within 24 meters and shows your aura to them, this key has a duration of 60 seconds

    Priority 4 if none of the above conditions are met you will get a flashlight with a 4 second duration, if you successfully blind the killer reveal their aura to all survivors for 5 seconds and consume the rest of the flashlights charges

    Now the perk is a constantly shifting adapt to the situation kind of perk, where you can hopefully get items to shift the situation back in your favor and it can be used 3 times per match at the cost of some of your time

    What do you think about the perk becoming something more like this

  • I think all the survivor perks have way too many scaling factors and especially having important scaling factors, and most of them just overshadow other perks that already exist or are blatantly overpowered

    Desperate inventions is just build to last but you get 75%, 150%, 225% more item usage then built to lasts 50% extra item usage

    Destructive restoration seems too easy to just farm tokens on and have plenty of extra hits making it a nightmare for the worse killers in the game since losing chase is extremely easy to farm and overshadows perks like mettle of man where you have to work for additional hits

    Dirty Pit fighting straight up overshadows breakout in terms of extra wiggle speed, lets it also convert into recovery, and on top of that can be used to get free consistent saves while a killer is carrying a survivor just at the cost of 1 health state seems extremely overpowered, maybe if it was a the cost of 1 hook state you can save another survivor from the killers shoulder but 1 health state of a consistent free rescue that also has an increased stun on top of its other effects is just not a perk that should be in dbd

    Warrior out of time is just better iron will since now you get a 14 second self heal at the end of it and its completely silent at all tiers

    None of these perks have an original identity they all just take effects from other perks and completely overshadow them at what they do and sometimes even are 2-3 times stronger than the original or have extra effects that encompass even more perks


    What I think could be improved easily

    Less scaling factors

    Less effects, perks don't need to be self care while also being iron will while also being botany knowledge, a perk should be 1/2 effects at most and try not to overlap other perks effects without reason

    Less overlap, most of the effects are just effects from other perks but overshadow the original perks in either every way or almost every way perks shouldn't completely overlap other perks and both outdo them and provide more value than the original just because it can


    Here's an example of one of your perks reworked to have its own identity with less scaling factors and also able to be its own unique perk

    Warrior out of time, When you become injured warrior out of time activates, after 110/100/90 seconds of being injured you gain the ability to heal yourself at 80% normal healing speed, this is increased to 120% normal healing speed after 60 more seconds the perk resets upon becoming healthy.

    So this new version has 1 scaling factor, it also has a total of 2 effects, be able to heal yourself after remaining injured for a certain amount of time, and increase how fast you heal yourself if you wait even longer and It has its own identity as a self healing perk since while it has a similar effect to self care its niche activation requirements set let it be its own separate perk

  • Hag, Oni, Huntress in that order

  • Hex Splintering, This perk starts the trial with no hexed totem, whenever you are pallet stunned turn a dull totem into a hex totem, dropped pallets will automatically be broken by the entity after 12/11/10 seconds while this perk is active, each additional totem affected by this perk decreases the time needed for the pallet to automatically break by 1.5 seconds, whenever a hex totem associated with splintering is cleansed 2 random pallets on the map are dropped by the entity.

    Survivors get hexed by this perk when a pallet is automatically broken within 16 meters of them or if they vault a pallet that is affected by splintering, pallets affected make a low splintering noise while they are being automatically broken that can be heard while within 4 meters of the pallet.

  • @Doziano said:

    https://forum.deadbydaylight.com/en/discussion/comment/2391987#Comment_2391987

    Brazil has a lot of DbD player and the server is used by all of South America, so it gets full sometimes and player are redirected to other servers in that case. I swf with friends from Brazil often (I'm in the US) and I always join their lobbies so we go to their server since I'm the only one not in the region and I'm used to the high ping. However, there have been some occasions when I join their lobbies and we still end up in the NA server (I can tell it from my more regular ping and usually all players in those matches are SA players redirected to a a different region).

    yea but there is a difference between getting matched with players from brazil and consistently seeming them queued as a 4 man swf with a clan tag join the lobby wait 50 seconds, 3 people leave, 3 new players join, wait 50 seconds, the last guy leaves

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2391962#Comment_2391962

    That's just oddly specific. What would Brazilian bot accounts be doing in Italy anyway?

    They are already in regions that isn't brazil, I see them on U.S. servers so its not impossible for them to be in more places, as far as I know they either go between joining lobbies as swfs then 3 leave and 1 waits until 3 more survivors join then leave, or just as solo queue wait for the timer to go down to like ~10 seconds then leave, they are just here to clog up the queue

  • @BigKuhfahl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2391048#Comment_2391048

    So what you're saying is that you're bad at that game and can not find other ways to get better at the game gotcha

    Well if I was actually saying that I probably would have just typed it out myself so no I don't think that's what I'm saying, What I'm actually saying is that I use it more sparingly rather than as my only strategy, and due to it being "conditional" that means its never done without reason or cause and potentially its never done at all but varies depending on the match. The main factor is just playing in response to the survivors since they control the early game but killers control the mid - late game I feel its a good compromise to play in response to how they play, their early objective play decides how they want me to play my objective. This is what I would argue is the fairest way to play while still playing to always win

  • https://www.twitch.tv/videos/1101452183

    looks right to me no problems here /s

    but seriously this is my second grab that was absolutely butchered by this "fix" even temporary this just isn't right

  • People can play how they want, I conditionally use those strategies all the time even after x amount of hours, all thats changed is when I use them

  • @CornHub said:

    You got lucky and went to one of the better maps in the game. You could have gotten unlucky been sent to pallet plant & haddonfield.

    RPD isn't one of the better maps in the game, its probably a contender for one of the top 5 worst maps in the game to play on as killer, just due to the sheer number of strong resources and size

    in Why? Comment by bjorksnas
  • Ok, freddy is hard to pin point while a survivor is asleep, use los blockers when you know you are approaching a sleeping survivor to get the most out of your stealth

    Freddy has amazing synergy with pop and bbq (even better with thrilling tremors instead of bbq) to teleport to a gen and instantly pop it, makes a pretty strong 2 perk combo to use in your builds

    If a survivor doesn't predrop a pallet just stand in the pallet and place dream snares on the side the survivor is running on and run them into the snare and double back, its pretty much a guaranteed hit as long as the survivor is asleep

    thats 1 tip per ability, so start with that

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2390566#Comment_2390566

    But this extends to perks as well. Exhaustion add ons conflict with each other. Many perks conflict with No Mither. Yeah sometimes it can be a meme, sometimes we should expect players to be smarter. But newbies often make genuine mistakes like equipping both Sprint Burst & Lithe, completely oblivious that Lithe simply will never ever work in that build.

    Exhaustion addons no longer conflict with each other since there are only 2 in the game and they are on separate killers and the only killer who ever had multiple was huntress and they both said does not stack

    but I mean new player can just read the perks or learn the hard way its a tough but fair system

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2390717#Comment_2390717

    Yes, game asked am i sure to close game. When i clicked no, nothing changed. My screen still was freezing. Also crows started run around me. So game did not freeze, just match cancelled and we stucked in this screen.

    So that is a bug that I have seen before and reported, I don't know why it happens but suddenly the lobby freezes for ~6-8 minutes everyone is still, its like the entire lobby is paused just nothing is moving you can open the esc menu and everything, but after that time is elapsed the match ends, and you get rewarded as if the killer dced and if you are the killer you don't get punished but it goes straight to end screen and the chat is closed

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2390667#Comment_2390667

    We are SWF. This happened to all of us. I dont know about killer because i had to stop game with alt + f4

    question, were you able to pause while frozen and when you alt + f4 did the message pop up for confirmation

  • Is it different from a game freeze it sounds like your game just froze

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2390463#Comment_2390463

    They already have a system in place whereby (for example) key add ons are impossible to use on a toolbox. Why can’t the moment one add on (or perk) be put in a slot, any conflicting add ons (or perks) are disabled in the same way (until/unless the said add on/perk is removed)?

    It surely cant be that hard to implement?

    I would be weird to implement an entire system for blocking out letting survivors bring conflicting addons on an item when its only affects 1 item, and 3 addons (event syringe). Just because that seems like a lot of work for that small of an impact especially when you can maybe just add to the bottom of the addons text boxes does not work if medkit is consumed by another addon first

  • Nope, Pretty sure only the one in the first addon slot works since the addons consume the medkit when their effect activates the 2nd addon doesn't have a medkit to consume or is already consumed by the first one activating

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2390354#Comment_2390354

    Yeah 🤣🤣🤣 I know. I think I need to change my profile name.

    but clown is fix, why abandon him

  • image.png

    @Ruma

    best I can do for now, it saves 13/24 nodes, probably can be further optimized

    Green is the routes to follow and claim, yellows are the ones to save

  • I think medusa plague would be better just because her weapon opens up more possibilities for intricate design

  • I like the map changes (except breakable walls) I think the new maps are pretty good / balanced except for ~7 of them, farm maps are too strong, with minimum 10 pallets and tons of strong windows and tiles, shelter woods is way too weak and just needs to be smaller but have better resource spread, and wrenched shop needs to have its rng fixed since its extremely luck dependent on if the map is playable due to resource variation

    The game has always been the game, ormond has always been ormond, but I still prefer the hd versions of both

  • This isn't a bug and its written within the wording of the perk, here it is in comparison to other endgame perks

    Rancor - Once all gens are powered (doesn't work from closing hatch)

    Noed - Once exit gates are powered (does work from closing hatch)

    No Way Out - Once exit gates are powered (same wording as noed, and does work from closing hatch)

    This is by design

  • I think it should have a timer that when it ends the perk should start being less effective

    when injured the first 30/35/40 seconds you emit no grunts of pain, after this time has elapsed grunts of pain are reduced by only 50%

  • @DelsKibara said:

    Honestly I want it to be either 40 or 50 because 44 is just such an off number it bothers me a lot.

    the worst part is you can't even fix it to get to 50 with addons since you only have +4 knives and +8 knives so you can have 48 knives, 52 knives or 56 knives, but no clean number that ends in a 0

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2385916#Comment_2385916

    Actually it was 10 damage states (a buff compared to Live) to 7.33 (a nerf compared to Live).

    The ptb isn't real, everything there is made up and the points don't matter

  • Its gone from 8.5 damage states worth of knives to 7.33 damage states worth of knives, its not really that bad although its a 26.66% nerf to ammo he really only lost ~13% worth of damage states which isn't that bad

  • I always hold victor at least for a little bit before throwing him off mostly as a bait for charlotte to see if she would chase me because some twins players go after the person with victor on them, but I never hold him long enough to really slow the team down

    sometimes this works I had a pretty good chase thanks to the fact that charlotte is a m1 killer could have been 5 gens if some teammate didn't end up sandbagging trying to take a protection hit I didn't need from them

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