bjorksnas
bjorksnas
About
- Username
- bjorksnas
- Joined
- Visits
- 12,188
- Last Active
Comments
-
Its not bannable, but it is their fault if they expect you to just pick them up and give them a free escape
-
@FrostySeal said:
Glenvale isn't even that strong of a survivor map, you only have to break 2 breakable walls in the main building to make it not a god loop, plus there's even a breakable wall at shack to make it weaker. The map is pretty small with some decent loops, but nothing unbalanced.
That map only has like 4 loops but the main building is a massive pain with the 3 walls you are forced to break at the minimum
-
@Rydog said:
For real. This would make him so much more fun to play as, without drastically impacting the skill cap of using his rush to its fullest extent. Lower the skill floor just a tad!
Its a training addon for a reason, It gets in the way and can be visually distracting
However blights skill floor is easy to reach, have fun, over use your power, and don't be afraid to lose games because of it, just use your power 24/7 until you know it inside and out, thats what I did, and I have only had 6 exit gate all gens done escapes
-
@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1831464#Comment_1831464
Dead Man's Switch! I forgot that perk existed. Yeah, that probably explains it, they have very similar art - at least similar enough where one could mistake one for the other if it was just a tiny symbol in the corner. So it was probably Dead Man's Switch + Surge/Oppression. Probably, anyways.
I remember all tis a curse of knowledge
-
I don't think it was blood favor since that doesn't show up as an icon, however similar icon that does show up as a perk down there is dead mans switch
-
@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/1831397#Comment_1831397
I see them quite a lot. I have tried to drop but it's weird I'll press the button to drop but it counts as them wiggling out. so it dose nothing.
The last person I talked too about doing that to me, just in a way that it was unnecessary because all 3 of them were doing it at the same time
What I got back was
"they're legit tactics Bruh."
"what am I supposed to do?"
well survivors take 16 seconds to wiggle out of your grasp starting when you can move again, dropping them adds 4 extra seconds worth of wiggling before dropping them so if they have 12-15 seconds left to wiggle out they escape instantly
but if it happens often maybe play a killer that slugs more to snowball pressure that way its less likely to have a teammate available to try these shenanigans like oni
-
@Pepsidot said:
To add to that wishlist:
- Better matchmaking system (needs a lot of work)
- More frequent (and consistent) developer streams
- Bring back the swap role button
- More setting options
- Show which platform a player is from
- refund legacy
- Improve quality of life for solo players somehow
- Bring the good old Christmas theme back, even if it's just a different main menu background.
- Give us feedback on our reports
- Stop survivors from quick switching in the lobby
- Improve matchmaking times
- Revert all recent flashlight changes
- Allow players to start KYF with just themselves (we want to explore, get familiar with tiles... not all of us have handy dandy friends)
- Revert hillbilly changes (you could argue his insta saw addons were the only big issues people had)
- Better matchmaking system (needs a lot of work) yes
- More frequent (and consistent) developer streams maybe
- Bring back the swap role button its not really necessary and probably was causing bugs
- More setting options would be nice
- Show which platform a player is from yes
- refund legacy touchy subject that I have no involvement in
- Improve quality of life for solo players somehow yes
- Bring the good old Christmas theme back, even if it's just a different main menu background. yes
- Give us feedback on our reports yes
- Stop survivors from quick switching in the lobby yes
- Improve matchmaking times this is actually more dependent on making people want to play killer so probably just more killer buffs / reworks more often so people play killer more
- Revert all recent flashlight changes yes
- Allow players to start KYF with just themselves (we want to explore, get familiar with tiles... not all of us have handy dandy friends) yes
- Revert hillbilly changes (you could argue his insta saw addons were the only big issues people had) I think hes charge speed addons needed to go but everything else was overkill so kinda
-
@Eleghost said:
Don't forget monthly rank rewards! though i do think they would have to increase the reset range to really add those in.
I did forget about that one, would be nice to get some reward for being rank one all the time
-
@Ryan489x said:
Can I add to that list that survivors shouldn't be able to body block hooks. I an understand showing you down but preventing a prompt from coming up is not tactical or fair. also if a survivor is ducking right in front of you out of FOV if you swing your weapon you should hit them, not have to look down and then swing. especially if you have someone on your shoulder. Yes I know about mad girt and no I do not have it on every killer to counter toxicity.
Honestly I would just drop the survivor and go after one of them that took a hit but this situation is very uncommon, I don't think ive seen a bodyblocking survivors for a while now
-
They just drained all the fun from both of them with the excuse of fixing it
Nurse needed addon changes because having 5 blinks or longer blinks charged in a shorter amount of time were both extremely strong and unfun to play against, basekit nurse with 2 blinks was perfectly fine, so of course they gutted the addons and gutted the basekit
Hillbilly had some way overtuned addons to where 1 green was far and above his best addon even outclassing some of the other addons in the same tier, while at the same time lacking ultra rare addons, so what did they do, gutted the problem addons, gutted the non problem addons, gutted the basekit and said it was all fine because they gave us lopro chains
-
Id change all 3 of the gen aura perks, might help create more teamwork in solo queue and build diversity
Better together, Shows aura of the gens while working on them to teammates within 32 meters, and also shows progress based on aaura intensity, also appears on the bottom right of the survivor hud(like kindred or well make it), Survivors working on gens with you while another survivor is downed also see the auras of all survivors for 8/9/10 seconds
Deja Vu, Shows the gens to all teammates, and the repair amount based on the intensity to the survivor with the perk equipped
Visionary, Shows All gens within its (upgraded to 40) 40 meter radius and shows their progress based on aura intensity, doesn't have a cooldown anymore
-
@[Deleted User] said:
Why would someone care about pips if you're not trying adept killer?
Plague in my opinion is fun to against. After her shadowbuff of having at least one fountain available it's best to cleanse, so don't be afraid do it. Her puke is meant to make Iron Will useless.
Its been part of the game since 3.6.0 (deathslinger)
It was even in the ptb (yes it was in the patch notes of both)
Pretty sure otz made a video on it
-
happy feast of winter veil
-
@Dpooly said:
Because devotion level is a more accurate measurement of your game knowledge...it's way too easy to rank up just being a potato. Getting matches with people that share the roughly the same amount of play time would be way better than what we have now.
lol, measure of knowledge, being harder than ranking up even though playing the game in the slightest gives you progress towards devotion, thinking this will suddenly make matches balanced or queues faster
it won't fix anything
if it would have they would have done it a long time ago
-
@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1829629#Comment_1829629
But what about if she has addons to recover her power?
liven't
-
blight, use the power well enough and you usually max deviousness by the middle of the match or sooner
plus being the 2nd best killer in the game is a nice touch
-
@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1829592#Comment_1829592
Any tips against stridor spirit?
split on gens, use stealth, abuse the fact that she is a 110 and has to use her power with lengthy cooldowns to patrol any faster
-
@DarkMagik said:
Part 2 Electric Bogaloo
no bumping threads
-
@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/1828728#Comment_1828728
This nearly applies to every killer. You shouldn't be unhooking a survivor immediately until the killer is on another survivor or close to second state (facecamp bubba excluded) should you unhook remember your ABPG's always be pressuring gen's. Spread out is the golden rule of survivors.
to be fair, if I do see survivors doing this I usually end up getting 2 on hook then go instantly for the slug 4k if they haven't saved yet or force the person on hook into second stage
it isn't full proof but its a good baseline strategy
-
Split on gens and wait on altruism
if the killer chases 1 survivor for around 30 seconds it is around enough time for all 3 survivors to pop a gen considering animation times, carrying and going after other survivors 3 gens would be at 50 seconds of progress or 62.5%, use the last 30 seconds to finish the gen with the 2 survivors he cant go after because pressure is split, get the gens done and you can average about 2 gens per 2 hooks this way
wait on altruism for around 30 seconds
being overly altruistic against this build loses gen progress
-
Play with compound 21 for a while to get a sense for what survivors will do, then play without it for a while until what you learned becomes muscle memory then you won't need it anymore
After that play double speed addons for 40-50 games in a row, having high speeds under control will make all lower speeds feel like they are in slow motion and become much more manageable plus now you can use both speed addons effectively
-
@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1828474#Comment_1828474
Yes, I've tried. The attack is still easily avoidable by sidestepping.
I have come up with an even better solution, get a pc (totally not sarcasm)
-
@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1828442#Comment_1828442
There is no flick on console. The closest thing we can do is turn around really fast during a slam. And if I try to look before round a corner, chances are I'll hit the corner even though it was barely on my screen.
but do you start turning before a lethal rush attack, because some of the turning before an attack helps you turn into it
-
to be fair I don't know how well they can implement the fact that pc blights near the peak of their skill ceiling can hit people around 3 corners and basically 180 other than EXTREMELY high input sensitivity, but also one of the hard parts of it is what I call the double flick which I think console players are leaving out a bit, where before you flick you first flick your view model then flick again for those big swings
my only advice for console blight is look to the side you want to swing around a corner before you start attacking around a corner
-
Breakable windows, basically like breakable walls but instead of the killer vaulting it they permanently break it, only takes them 2 seconds to break it though
Buildable walls, basically change all breakable walls that exist in the survivors favor to be able to be built by survivors, 10 second interaction, killer break time based on how long into the interaction the survivor gets, 5 seconds = half break time ect. Closest to having 10 seconds for a survivor to make a predropped pallet
Loot cache able to save an extra item as survivor by putting the item in a specific place (idk where yet)
-
@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/1828263#Comment_1828263
Imagine blight having a 4 second stun each time he uses the rush + make it so he would not be able to down survivors with his power. Ta Dam. This is how Legion works 😂
Well I can imagine it as blight because sometimes if you use your power too fast after a cooldown it randomly stops after 0.2 seconds and puts you in cooldown anyway. Its a blight bug I have noted from playing too much blight
To be fair I know plenty of blight bugs but im too lazy to report most of them
-
@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/1822435#Comment_1822435
Thank you. Being more punished by your own than eating a pallet is like kicking yourself in the bal...well.
Most killers do have cooldowns but to have every killer have lengthy stuns for using their power AND not be able to use their power to down survivors would be so boring
hatchets now only apply deep wound to survivors
nurses blinks only apply deep would you need a basic m1 attack without using your power to down a survivor
sounds fun so far
-
@Ksoni said:
I actually think that the twins are 3-rd if not second best killer in the game at the moment. When the match starts you can pressure survivors almost immediately with victor attacks that are very hard to miss. If hit surv gets rid of attached victor, then after a few seconds you can go for another attack on other survivors and that's where ruin is putting into work.
If they don't ged rid of him, then you have a 3vs1 match if you are smart enough to not chase a surv with victor on thier head. I currenty run Twins with BBQ, ruin, undying and tinkerer, but if you don't need extra points then thanatophobia is a great replacement.
I like your optimism but they are very low tier
-
Blight has insane map pressure, and insane Chase ability, and insane mobility
Stealth, tracking, and game slowdown can all be made up for and added to his kit with perks / addons
and yes I was implying that blight can be more effective then freddy depending on how good the blight is, and yes a good blight can run circles around freddy
Stealth, Throw on tinkerer or vigos journal
Tracking, bbq and tinkerer is enough because with 4 seconds of aura reading at 40 meters out you can go around 30 meters in their direction or run straight to a gen and stop it from being done
Map pressure, Ruin undying is basically made for him
I don't know if its from personal experience but as blight I have only had 6 exit gate escapes, ever, every single match has been a 4k or maybe one out hatch but only 6 survivors have ever gotten all gens done and escaped out the exit gate (technically 4 since I let 2 go because both teammates dced really early into the match)
Can you say the same about freddy being able to dominate with such consistency
-
@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1828055#Comment_1828055
You do realize you can only bring one item out of the match? You cannot loot a lot of items in one mission to hoard. Besides. It's much easier to just get items through the bloodweb. You aren't even sure you will escape the match.
And believe me, wasting time opening chests helps the killer a lot.
The number one thing killers hate, is genrush. Guess what you're not doing when you're running around opening chests?
You are of the wrong impression that keys shorten games. They don't. Not necessarily. Especially if you are looting them from chests. I run Plunder builds all the time. I know I'm screwing my team over, but not my problem I will play how I want. There's a reason Plunder builds aren't meta even if you can reliably fish keys 50% or maybe even 60% of the time these days thanks to Appraisal. Because they don't win games. They just help the killer build pressure.
Bringing a key into the match, that one doesn't waste time, sure. But the killer can prep for you and tunnel you if he sees you bringing a key in. Also, you still don't have any guarantee you can use it. In SWF it's a pain because if 1 survivor is dead you can coordinate with the other two to get out with 1 gen left. But in solo Q this isn't the case. The problem isn't the key per se, it's SWF, as usual. In solo q, bringing a key into the match most of the time means you don't get to use it. If you want to use it you will have to play suboptimally to get into a position where you are the last man standing. That usually means youa re being a jerk to your teammates, hiding, not doing gens. Again helping the killer.
Keys are not a big problem. Except in SWF. The problem isn't keys per se. It's SWF.
alright,
1 2/3 keys instantly open chests
2 a copy of the items looted are added DIRECTLY into your survivor inventory just by looting them from certain addons
doing this here with the key + addons
adds a copy of the items looted here
so yes in theory those 4 purple medkits looted that game might not all be put to use in that match, but you get another copy in your SURVIVOR INVENTORY + addons depending on the keys addons used
so while having 1 match with the cart before the horse gives you up to 4 matches with the horse before the cart
for example in this picture if I used a skeleton key + addons to loot 4 purple medkits I would go from 6 to 10 purple medkits in my inventory
do you understand?
X is not a problem except in swf isn't a reason to not nerf or change something that needs it. You just want to keep your bullying tools and free escape chance that you can find mid game
-
@ZtarShot said:
I like the idea but I also wanna keep the aura reading aspect, but I REALLY like the removal of hatch opening.
That is true, I didn't think how to add some aura reading into this, might add that broken key has 32 meter survivor teammate aura reading and
dull key has 20 seconds worth of current blood amber channeling in addition to their primary effect
-
To loot a bunch of specific items to use them in later games?
its putting the cart before the horse for 1 game in exchange for a bunch of free items and addons to use later down the line?
skeleton key + addons = 4 purple medkits added to your survivor inventory to use in later games + after all is said and done you still have purple medkits available in the match you are in
I don't think you thought this through at all you just saw no hatch escapes and jumped on a bad opinion, you didn't even read the ADDED TO INVENTORY part where you permanently get the items and addons as if you escaped the trial with them
instantly opening 4 chests to get items for current game and later games can carry an entire team and leave you with a bunch of new items to use in later games
-
@Mister_xD said:
Freddy
basekit map pressure, basekit stealth, basekit chase ability and can use add ons for free game slow down.
is there anything he doesnt have?
a high skill ceiling
which is why blight is above him because a good blight is on par with a good freddy, but anything above a good blight can run circles around a freddy
-
More mr puddles clowns sounds like a dream come true
-
@Shirokinukatsukami said:
The problem with this, is that there are no items worth getting int he survivor toolkit other than keys.
Medikits yeah but we have Pharmacy for that. Who needs an item to get a medkit, when you can just bring a medkit and loot one with Pharmacy? And who the hell uses pharmacy.
Toolboxes are junk. Flashlights were nerfed heavily, useful in certain situations like fighting hag. And that's it. If you want to be a jerk and blind killers while they break palettes yeah, but too niche a use and not really necessary. You will achieve the same effect just running away, except you didn't tilt the killer as much. Medikits are the only other useful thing and what survivor doesn't have a pile of medikits in their inventories sitting unused. Maps rainbow map is nice in some situations but you didn't even include that in your rework idea.
Keys are the only real prize to grab from chests. If all the key does is let you grab other items from chests, it is a piece of crap item that should just be deleted from the game.
well you shouldn't find an item in a chest that cuts the game short in the first place so...
plus the main idea is mostly to use the addons to add specific items to your inventory so you pick a key out of you bloodweb and can use it to loot a bunch of items of specific types
skeleton key + green addon + medkit addon = potentially 4 purple medkits added to your survivor inventory + you can still use the medkits ingame and give them to your teammates
or even skeleton key + red addon + medkit addon = potentially 4 purple medkits added to your inventory and between 4-8 addons added to your inventory as well + you have 4 purple medkits with addons to give to yourself or teammates
-
Yea, id rather see it lose a stack on successful attack that way killers like blight and billy can zoom around the map without losing stacks just for using their power
some exceptions because plauge exists with vile purge
-
it would be bad for killer because for example if a survivor cleanses undying they now know the killer no long has undying rather than still think they might have undying
unclear information as opposed to clear information keeps the game more balanced
-
@TAG said:
I dunno, I feel like you can get good items at a decent enough rate that an item whose sole purpose is to get items seems like a waste.
well its more like a gamble 1 skeleton key + 1 ultra rare addons gives you 3 purple items and 3-6 free addons plus you keep the items in the trial to use or can still escape with the key to put on another addon to loot more items for later use
-
@KingFrost said:
There are challenges that require using a key to escape.
and they can't be changed because?
-
and I realized wrong category, oops
-
@Blue_Archer33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1826930#Comment_1826930
Very fair. But that point is why I made this - I honestly thought he'd have (and still deserves) more tricks to play mindgames/pressure like he deserves to
honestly the one new ability I would like to see is him being able to teleport to a portal without standing on a portal in exchange for a longer start up or longer cooldown
-
Deathbound applies to both, if either leave each other they both get oblivious and its if they heal outside of 24 meters of the killer
Forced penance Basic attacks that count as a protection hit apply broken for 60/70/80 seconds but also have a 40% reduced cooldown (like 8 stacks of save the best for last)
-
Addon pass, rat liver basekit and maybe rat tail, he is pretty close to being perfectly balanced but with no tricks up his sleeve it leaves him open to not having enough variety to trip survivors up
-
@Kaitlin814 said:
https://forum.deadbydaylight.com/en/discussion/comment/1826901#Comment_1826901
That's interesting about the statistic, thank you! At this point, I would way rather have old Ruin because then the gens wouldn't regress with the new and improved Tinkerer (which definitely needed a buff).
I still prefer it to old ruin, slowdown for applying pressure is much better than free pressure because you put on a single perk
-
I believe almo has said and don't quote me on this* (the stats aren't as high as old ruin)
meaning its less impactful
but also it requires more build dedication with 2/4 of your perks able to be permanently removed
remember survivors have slightly weaker perks than killer but have 4x as many perk slots between them, if the killers perks should be taken down in power level due to synergistic properties there are plenty who can say the same about some survivor perks
-
My preferred would be
Give survivors a obvious cue to phasing such as the breathing like when it was bugged but maybe a little more obvious at the beginning of phasing as well
Nerf addons so they aren't as impactful/game breaking
Change base phasing speed to 7.5m/s
Change base max cooldown to 13 seconds
Have duration and cooldown addons scale properly so they play well together
Change values of brown/yellow/green to be 5/7.5/10% more so they are not nerfed/slightly nerfed/moderately nerfed (combs become 10/15/20% faster
and change the purple addon to be longer cooldown instead of less speed and mother daughter ring to be 20% speed for the first half 30% for the second half of phase aka you need to use your power more for a full effect
-
@Shirokinukatsukami said:
Nerf to keys doesn't have to be on par with the nerf to moris. You know why? Because pink moris are several times more powerful than any key.
You want to talk nerfs? How about that toolbox nerf they did several DLCs ago where they utterly rendered Toolboxes and all their addons completely useless?
so you are commenting there on the first post of a 10 day old thread
Both should be on the same power level weak and barely have an effect on gameplay because neither were or are good for the game
The toolbox nerf was needed because they were catastrophically broken
180 charges of gen speed at 140% because you brought a green item with a yellow and brown addon for ONE person when you can have a team of 4 with this, cutting team objective time down to 285.7142857 down from 400
new toolboxes are much weaker when found mid match but can still be built to be strong
its kinda like self care the perk that was so impactful that not only was it nerfed from 80% to 50% but it also changed healing across the board from 12 to 16 seconds but can still reach old strength with more build dedication
calling toolboxes useless because they actually require build dedication to be Extremely strong again instead of just easy to bring on top of 4 meta perks is just entitled
you can still bring bnp + commodious + 12 more charges for 44 charges of 150% speed and 5 seconds of 400% speed but I guess that isn't enough for you because you want your 140% speed for 180 charges
-
you said no counter, even though its a bad one its still a counter
-
@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/1825226#Comment_1825226
Use a perk to counter a perk. Lmao
Even the previous DS had more counterplay than this garbage called "power struggle"
Its counterplay is just slug the entire enemy team and make them regret it, or trapper, that works pretty well trap one side of the pallet pick up blocking the other
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1825323#Comment_1825323
To be fair the CD starts after hitting someone once, so it's unlikely to activate when you actually need it to.
Maybe if you are like Demo or someone and it doesn't count power abilities as a hit? I dunno I never really used it but that cooldown is pretty detrimental to using it as a counter.
(Keep in mind I also think power struggle sucks I've only been hit by it one time ever and I was actively trying to get hit by it pretty much cause I wanted to see it happen)
to be even more fare, that doesn't mean the cooldown can't be the inverse of on cooldown when hitting the survivor for the first time and downing the second time


