Avatar

dugman

dugman

About

Username
dugman
Joined
Visits
4,706
Last Active

Comments

  • I was having fun with Blight tonight too. 🙂 I mean, I totally played like crap tonight but I was having fun anyway, it wasn't Blight's fault I loop like a moron. 😄

  • I had Shadowborn on Blight, I took that off and I think it helped slightly? Maybe? Also turned down the graphics to High.

    Blight is fun but man is it hard to see sometimes with him in the grass!

  • A lot of the posts I see complaining about Blight are simply trying to shoe horn in his Rush to get a hit in every chase. That's not what it's for. Blight's biggest strength is map mobility, his Rush is maybe the best map movement in the game. He can run at the same speed as Billy's chainsaw sprint (9.2 m/s versus survivor's 4 m/s) but can do course corrections in any direction he wants mid sprint assuming there's something to bump into. He can also start his Rush instantly with only a minimal cooldown of 2-10 seconds between Rushes so he can and probably should be Rushing pretty much everywhere when he's not in a chase because there's really minimal downside when he's just moving between tiles. And after he gets a hit or breaks a pallet he can pretty easily use the Rush to very quickly catch back up to the fleeing survivor and possibly get a hit from Lethal Rush or, worst case, be very close to them to do a normal 115% speed footchase.

    What he won't be good at is using Lethal Rush mid-chase at loops to get hits. And that's fine since the time he saves between chases and catching up to people after hits makes up for the extra time it takes him to get a hit with a basic 115% footchase.

    My guess is he's going to be an average killer, not "top tier" but good enough to win if you outplay the survivors (same bucket as most killers.)

  • This doesn't happen often to me but I did have a game like this a few nights ago. I was playing Wraith and killed two survivors on Yakaoma's Estate. The last two just went out and actively hid from me and didn't do gens, took me about 8 or 10 minutes I think to find one of them and kill them. The funny thing was I beat the fourth one to the hatch when I hooked that third survivor so I got the 4 kill anyway, that fourth survivor was not happy with the third one! 😄

    P.S. I don't necessarily think the last two were "entitled", I think they were just scared of doing the gens and each wanted the hatch so they just hid.

  • The question is, if someone plays him enough to become proficient with his rush so that they consistently avoid accidentally hitting objects and are used to his low frame of reference, how effective will they be with him? Being tricky to play doesn't make a killer bad, just look at Nurse for instance. She's extremely hard to play but she's considered a top tier killer because the people who actually can play her do can exceedingly well with her.

  • @RepostRiposte said:

    I don't feel like "I wouldn't use it" or "I would use it" does the question justice.

    Depends on the killer, on high mobility killers that can zoom over to BBQ auras yeah I might run it but without the bloodpoint bonus something like MYC could be more useful on Hag.

    Sure, it's somewhat killer dependent, but the question is about whether you personally see yourself usually using it most of the time you play. In the above example do you play a lot of Hag for instance? Then maybe the answer for you is No. Do you use it mainly when you play Freddy or Billy because of their mobility but you don't play them that often? Then that would be a No.

  • Interesting, looks like a pretty even split so far (13 would use without the BP bonus, 12 would not use it without the bonus and 4 don't currently use it).

  • It’s probably made that way so that if the entity eats a perk you wanted on a web you’ll get it again next time.

  • I forgot one, it's the "Flashlight Surprise" build

    Lightborn (immune to flashlights, can see the auras of people who try to flashlight blind you)

    Endurance (1/2 stun time from pallet stuns)

    Brutal (1/2 the time to break a pallet)

    Agitation (move faster than a survivor while carrying someone)


    Basically if someone stuns you and tries to blind you, you are immune and break the pallet extremely quickly, usually getting a quick hit right afterward because they're still futilely trying to use their flashlight. Or, if you pick someone up and a player runs in for a flashlight save, you can outrun them while carrying the other person and hit them while they're confused trying to use the flashlight. (And as a side bonus it also helps punish survivors who run in and try to block or sabotage the hook.)

    It's definitely a super gimmicky one-trick pony build, but darn if it isn't funny when it gets you hits. 😄 (And if you really want to go all in you can do this with Hillbilly while using his green add-on that reduces his chainsaw cooldown while someone is shining a flashlight on him. It's a totally worthless add-on but it definitely fits this gimmick!)

  • @SweetTerror said:

    According to most streamers his hit boxes were just atrocious and made playing him completely unwieldy. The devs stated that there was an update made to the killer, but for some reason that patch was never released to the PTB.

    Just for reference when they changed Hillbilly the version on the PTB wasn't the version that went live afterward, they toned down his Overheat mechanic because it was a little too harsh on PTB. So it's probably a similar situation with Blight where there are changes to the PTB version that will appear in the live release tomorrow (we just don't know exactly what they are yet.)

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1603770#Comment_1603770

    It's definitely a good way to make iri head useless. I'd take addonless Huntress over iri head only Huntress any day of the week. Giving it a range requirement is all we need to change about it. You can dodge a hatchet from a distance, but you can't realistically dodge one when you're up close, and the majority of iri head downs are up close which is why it's so broken and cheap.

    Ironically Tofu came out of the games he did thinking Iri Head by itself with only one shot each is still maybe a bit too strong even as a first impression. Basically the extra reload time is more than made up for by the instant downs saving you an extra entire chase assuming that you can consistently land those hits.

    Personally I don't have a real dog in this fight though, Huntress is not one of my better killers or even a killer I like playing all that much honestly. I'm just passing on a link to an interesting video on the topic.

  • Every now and then I fiddle around with the add-ons that give you a handicap in exchange for bonus endgame score (e.g. Speed Limiter which makes the chainsaws only do one level of injury but gives +850 Bloodpoints per hit.) The add-ons aren't that great in part because the bonus bloodpoints are capped by the 8k points per category, so if you're playing well you won't get too much of a bonus from them. And if you play really poorly you might not get very many points from them either, you kind of need to hit that 4k sweet spot where you maximize the bonus.

    Anyway the most recent one of those I tried was Hillbilly with Speed Limiter plus his purple LoPro Chains add-on that lets you smash through pallets like the Kool Aid Man and keep running but you can't instant down for a few seconds afterward. Since I'm running Speed Limiter with it though I'm basically getting two-for-one with the double points and instant pallet breaks which is kind of fun. 🙂 It works pretty much with any normal Hillbilly style perks like Tinkerer since he can chainsaw sprint to a gen near completion extremely quickly.

    Of course you're still playing at a handicap not being able to do instant downs, but 850 extra points per hit is pretty good, you're pretty much guaranteed to get 8k in that category at least if you score around 5 chainsaw hits. You just have to play a bit harder to make up for the lack of instant downs. The pallet thing is fun, and it does surprisingly get a couple of hits per match because survivors tend to stand around for a second after they drop a pallet and aren't expecting you to smash right through it, but it's mainly a gimmick really.

  • OhTofu just did a video this week where he played Iri Hatchets without the extra hatchets add-on that everybody uses with it. So he only had the one hatchet throw max before loading every time. It still was pretty good, maybe not quite so overpowering as when you use the add-on to carry 3 at a time, so making the add-on say "Can carry maximum of 1 hatchet, overrides other add-ons" might be a good way to tone it down so that particular add-on combo isn't used.

    https://youtu.be/IIrSVvmudgc


  • I never really got into watching Otz for some reason but he does seem like one of the nicest streamers. 🙂

  • I'm a killer main and my least favorite to play as is Nurse. She is by far the least fun killer to play, who wants to stare at feet for 1/3 of the match? (I mean I hear some people are into that sort of thing but that's another story.) In fact when I do play her to do a mission I intentionally run her green or red add-ons that trade off some of her blinks for faster movement speed. That's right, I intentionally play a green add-on which makes Nurse worse than no add-on at all just so I don't have to be in blink stun all the time.

  • P.S. Insidious is kind of useless like everybody says. I think if I were going to suggest a buff, maybe let the Undetectability last briefly after you stop standing still. That way you can stand still for a couple of second, go Undetectable, then when you're ready to do something move and/or attack for another say 3-5 seconds before the Undetectability wears off. That would give you a little more flexiblity in how to use it, maybe.

  • To make a poll, click the red arrow on the New Discussion button, one of the options there is New Poll. From there the rest should be pretty straightforward, you fill in the options for answers you want in the corresponding text boxes, type in the subject and intro, and so on.

  • I don't think any of the killers would be my waifu, but if I had to pick one I guess Amanda/Pig?

    Also how come Huntress isn't on the list? I'm sure there's somebody out there with a thing for 7 foot tall wilderness women. 😄

  • It's not just Pyramid Head, they level the same complaint about Spirit and Deathslinger. I think part of it is people kind of jumping on Scott Jund's bandwagon against these three particular killers because he thinks they're "boring to play against". (I don't know why he thinks that using terrain to get cover from a ranged attack is more boring than watching the killer for an attack animation and dodging when you see it but to each his own I guess. 🤷‍♂️ )

    I seem to recall Scott also has made some similar complaints about survivor mechanics he thinks are "boring" but I think his complaints about these particular killers get more buzz.

  • He doesn’t seem to need a buff so much as a tweak to make him a little less glitchy with the hitbox and to fix the double stun bug on his Lethal Rush hits. His ability to get around the map is great and if he wants to keep chasing someone after he injures them or breaks a pallet it also lets him catch up again very quickly. Most of the complaints about him appear to be from people who were trying to force themselves to get hits with Lethal Rush in situations it’s not designed for. His strength is how the time he saves by Rushing between chases and hits and pallet drops makes up for the extra time it takes to catch people just using 115% movement and basic attacks.

    He’s not a top five killer but he’s otherwise pretty decent looking, probably just a little below Billy. (Billy’s mobility is slightly worse but not by a huge amount but can also possibly get instant downs which I bet gives him the edge over Blight.)

  • @BabyDweetMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602342#Comment_1602342

    No where did I say I was okay with people dc'ing. Please do learn to read. All I'm actually saying, pay attention now, is that it's their right to dc if they aren't having fun.

    No, you obviously think it’s “entitled” to expect players to stay in the game they started when the selfish people are the ones not seeing the game through because they’re sore losers after one down. Insulting my ability to read doesn’t change that or that you clearly disagree with the DC penalty as well.

    And it’s worth noting you still haven’t actually explicitly condemned the practice of disconnecting. I’m literally saying people who disconnect are jerks and your reply is essentially “I’m just saying they have the right to be jerks” and then attacking the original poster for calling out jerky behavior.

    Not to mention players don’t have “the right” to rage quit, it’s literally a bannable offense. The only reason the ban isn’t currently being enforced is because of issues with the automated DC ban system that hackers were exploiting to get other people banned. But it’s still bannable even if they’re not enforcing that ban at this moment, hypothetically the devs could even start accepting manual reports on ragequits if they felt the automated system wasn’t salvagable.

  • @BabyDweetMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602333#Comment_1602333

    I'm not implying that. You just keep making ######### up and assuming incorrectly to push your point. Learn to debate dude.

    Lol, this isn’t a debate and you definitely did imply you’re ok with players disconnecting. But hey, if you’re ok with the DC penalty being reimplemented as well then I totally agree.

  • @BabyDweetMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602299#Comment_1602299

    Where did I say I didn't think the quitter wasn't entitled too? Gg on putting words in my mouth to push your narrative.

    The fact you are calling being against people ragequitting a “narrative” after implying that player’s shouldn’t be punished for disconnecting pretty much sums it up.

  • @BabyDweetMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602266#Comment_1602266

    No, the demanding people play the match that they aren't having fun in just so you can get your bloodpoints.

    Right, the killer is the entitled one, not the survivor who ragequit at the start of the match and ruined the game for the other four players. 🙄

    P.S. Nobody is forcing people who throw temper tantrums and quit to play the game. They can all go play other games for all I care, there's not a soul who likes playing with people who disconnect.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1601040#Comment_1601040

    Actually not.It would still be quite a niche/meme kind of combo that is completely useless if your totem gets cleansed.

    Just look at Ruin + Surveillance.That's a waaaaaay much stronger combo.

    Also,making it a non Hex Perk would be too strong

    Sure it's useless if the totem gets cleansed but you might be underestimating how small the checks would get. The original post is asking for the same 60% size reduction or so at 5 tokens. Combine that multiplicatively with the 60% size reduction from Unnerving Presence and you have skill checks that are 0.4 * 0.4 = 16% their original size or just slightly less than 1/6 normal. For reference the Great skill check is about 1/6 or 1/7 of the skill check success range so you're talking about literally every skill check having "Good" be the size of "Great" and "Great" be only teeny sliver.

    Also why do you think it would be overpowered if it isn't a Hex? The issue right now is, on its own, Lullaby is still fairly easy to hit skill checks. Plus it takes time to ramp up to 4 or 5 tokens to be at that maximum effectiveness as well.

  • Generally speaking I’m not a fan of perk and add-on bloodpoint bonuses that aren’t counted in the actual endgame score to determine the winner. Using them is basically putting yourself at a handicap without actually helping you win even if you consider the highest scoring player to be the winner. Fortunately I think most of the perk and add-on bonuses do count toward the score screen since they’re usually in that 8k cap by category, but BBQ and Chili and We’re Going to Live Forever are exception.

    Of course some players don’t care about winning a match as much as they do building up their bank account, more power to them I guess? I don’t use BBQ and Chili personally though since Bloodpoints aren’t hard to get anyway and its tracking effect on its own isn’t as good as other perks I could put in the slot instead typically. (After all, if the effect was actually great on its own the perk would also have a Bloodpoint incentive to use it right?) I’m in the minority though, a lot of killers use it because it’s a good enough perk with a really nice currency boost.

  • There might be an issue with that when it’s combined with Unnerving Presence which is a popular perk combo. You’d have skill checks being insanely small when both are in play. Here are a couple of alternate ideas:

    • In addition to reduced sound cues, speed up the dial by a random amount with the amount it can speed up increasing based on the number of tokens. So maybe it can go up to 10-20% per token up to 50-100% faster with five tokens. I think varying the tempo increase of the dial will make it more difficult to properly time than a flat increase.
    • Or, instead of buffing the effect, make it just not be a Hex at all. Make it like BBQ and Chili or Dying Light, etc, where it gets one token every time you hook either a different survivor or hook someone who isn’t the Obsession and when its at max tokens there is no sound cue. As an effect that can’t be eliminated by destroying a totem it might be reasonable.
    • “xxx is boring to play against”
    • Any subject line that says “change my mind” (If I see someone say that I assume they’re a troll)
    • Camping, Tunneling, Gen-Rush, SWF, Moris, Keys, Hatch, Decisive Strike, Borrowed Time topics
    • Devs don’t read the forums
    • First Night at Freddy’s requests
    • “DbD is a party game” (what kind of parties do these people go to?)
  • I could maybe see Jack the Ripper? I don’t think most actual historical serial killers would be popular in a game other than him.

  • Ooh, a ghost cruise ship map would be pretty sweet! There’s a few decent horror movies with that exact setting. (I think Triangle is my favorite in that genre.)

  • I have never dodged a lobby or quit a game early.

  • As everybody says, the counterplay is doing gens and escaping. Killer gets only one kills and loses on points.

    Hypothetically though you could maybe get a rescue if one person flashlight blinds Doc from an angle and the other goes for a rescue while he is blinded. His timing on the attacks might be thrown off enough by the blind to give a small opening to finish the grab.

  • @adsads123123123123 said:

    I genuinely hate this game when I am playing Clown. I've played 30 straight Clown games in the last 2 days and now I want to kill myself.

    If you hate playing Clown that much why did you play 30 games in a row with them? Are you just trying to grind out one of his perks or something?

  • @Primalux135 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1599741#Comment_1599741

    Thats true but unless you have broken the next pallet its useless and I think all killers get the survivor.

    Well all killers can eventually get the survivor by breaking the pallet, the questions are how long does it take them to catch the survivor if they do that and can they catch the survivor more quickly by looping or mindgaming the dropped pallet? Clown’s edge at a pallet is he can either loop/mindgame with the gas or gas and break the pallet and in both cases catches the survivor more quickly than without a similar ability. (And of course he can gas in transition before the survivor even gets to a pallet to potentially avoid the pallet dropin the first place.)

  • I don’t see a link to the tournament results anywhere, what specifically were the game by game results for all the games? Specifically in order to actually look at averages:

    • What were the individual scores each match
    • How many survivors escaped each match


  • I tend to chase multiple healthy survivors with Frenzy if possible, the time you spend chase and stabbing a survivor is normally less than the time it takes them to mend the Deep Wound (especially if you use an add-on to make mending take longer) so every one is a net gain in gen slow down since it’s a high priority action they have to do. Plus having the more Deep Wounds you do the more information you get on where the survivors are.

    Of course if the other survivors are far away after the first stab then you may as well just cancel and chase down that first survivor.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/188825/hackers-getting-off-scot-free-on-pc-apparently

    You need video evidence to accuse someone of a crime. It's called innocent until proven guilty. How are we supposed to believe your claims without video evidence. Could lead to false claims.

    To be fair, I believe some multiplayer games have dev tools on their servers that, when a match results in an ingame complaint system report, it saves a replay of the match for customer service review. That simplifies the process for the player by eliminating the need for them to manually record their games using third party software.

  • Don't worry about it, there's nothing toxic about using keys or moris. The devs have them in the game because they hope that people will use them.

  • I think mini-games other than skill checks would be fun but I have a feeling that the skill checks are a little too entwined with how the rest of the game works to be replaced. For example consider all the perks and add-ons that have to be changed if you change how generators are done. It would be a pretty large undertaking.

  • @Primalux135 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1599625#Comment_1599625

    I cant deny clown is better chaser than most killers due he can slow down but whats the sense of it if a survivor have a pallet. Wraith can reach fast to a surv position but then what? A pallets is between surv and killer. If you meant that clown punish better being outpositioned you are right but so do that all killers.

    The first hit doesnt mind its the last hit that matters and when you do the first hit you got:

    Cooldown of your weapon.

    Surv a sprint burst to a pallet

    So then what?

    You can try mindgame but you know much structures are just mindgaming to drop pallet asap while other killers like Freddy or doctor have some sort of control over pallets thing that doesnt have Wraith or clown to some loops.

    Clown is better at dropped pallets than most killers. Any pallet loop that Freddy can easily beat Clown can also beat, he just starts going around the loop and puts gas on both sides the same as Freddy would putting down snares and looping. Or, if the pallet is safe, he can throw gas across the pallet to slow the survivor right before he breaks the pallet, which slows them down in their attempt to gain distance while the pallet breaks.

    There are some killers who are better at dropped pallets than Clown: Spirit, Nurse and Huntress in particular. But all three of those are only 110% movement killers so Clown has the edge in terms of general movement speed outside of that.

    I'm not sure why you mentioned Wraith here but I agree that Wraith is weak at pallets. His strength is doing hit and run tactics to ambush survivors and get quick hits from short distance before a proper chase can get underway.

  • Clown is in the same general bucket of most killers who can win if you outplay the survivors but don't have the extended map presence to make up for errors and respond quickly to situations that aren't near him. The top killers (Spirit, Nurse, Freddy, and to a lesser extent Hag and Billy) all have ways to respond to survivors across the map quickly and an ability that makes chases more time efficient. (Hag doesn't actually chase per se but she instead gets hits primarily by trap triggers which are time efficient once the survivors need to start going into her web of traps to do gens.)

    In terms of chases, Clown is maybe the best chaser out of the 115% movement speed killers. The newly buffed Bubba is also extremely dangerous in a chase now. The killers who I would say are better than Clown in chases are not 115% movement speed (Spirit, Nurse and Huntress. Deathslinger is about on par with Clown, he's better than Clown in the open but Clown is stronger at loops.) Clown's issue is that being excellent at a chase is all he has. He's slightly better at the chase than, say, Doctor or Freddy but both of them have other abilities that more than make up the difference overall (Doctor's tracking is amazing while Freddy can teleport around the map).


    P.S. And before someone replies that "Freddy is better in chases than Clown", he's not. Freddy and Clown slow survivors by the same amount and Clown can beat survivors using gas at virtually the exact same loops that Freddy can beat survivors using snares. And as of the Silent Hill patch Clown moves full speed while throwing bottles just like Freddy moves full speed while dropping snares. But Freddy's snares only work on sleeping survivors while Clown's gas works on everyone, and Clown can throw gas in front of survivors during a chase to cut them off from getting to loops in the first place while Freddy has to drop snares right next to himself. As I mentioned above, what makes Freddy better than Clown isn't chases, it's that Freddy can teleport across the map and also doesn't have to reload his snares between chases while Clown has to spend 5 seconds reloading after every chase or two.

  • @adsads123123123123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1599062#Comment_1599062

    I have the longest chase time with Clown. The main killers I play are Nurse and Cannibal with some Legion, Doctor, Hag, and Plague. I would say the only killer I play with a similar chase time to Clown is Doctor but he has other mechanics to offset that (Madness effects and small terror radius).

    https://forum.deadbydaylight.com/en/discussion/comment/1599068#Comment_1599068

    Idk. I just run the Flask of Bleach and Cheap Gin Bottle. Even if my Bottle positioning is poor, 6 bottles should be enough to offset that.

    https://forum.deadbydaylight.com/en/discussion/comment/1599077#Comment_1599077

    Haha. Yep.

    Nurse is certainly the best chaser in the game, albeit the hardest to learn. And after his buff Cannibal is one of the top chasers as well. Hag doesn't actually chase people per se, she's kind of in her own category since you intentionally don't want to chase survivors in the first place but more control an area with traps and steer the flow of survivors into them. (She's pretty great though.)

    Clown is a better chaser than Doctor. Doctor has a decent anti-vault mechanic but it tends to take a little time at a loop before he can trap someone there against a dropped pallet or window since he slows down slightly every time he uses his Shock. Clown can both cut survivors off from getting to vaults and loops in the first place and, once they get to a vault or dropped pallet, can drop gas on either side of the corresponding loop so that if they try to circle the loop he gets the hit. The only pallets Clown has to break are the legitimately safe ones. (Mind you, chasing people is Clown's only good point, he's got nothing else, so there's no question that Doctor is better overall because of his awesome tracking for instance.)

    Clown is also a better chaser than Plague while Plague isn't powered up with Corrupt Purge. While Plague is powered up she's extremely dangerous, of course, but the time she gets to spend using Corrupt Purge is limited and partially under the control of the survivors since they decide when they want to cleanse. Oni is in a similar situation - Clown is better at chases than Oni most of the time but Oni is more powerful when he powered up and using his Demon Rush.

    Basically I think Clown is the best or second best chaser out of the 115% movement killers. The 110% Huntress and Spirit are better than him, Nurse is the best, and Deathslinger is I think on par with Clown. (Clown is better at the loops and has a higher 115% footspeed but Deathslinger is better in the open.) I'd say newly buffed Bubba gives Clown a run for his money for the title of best chaser maybe, with close seconds being Doctor, Freddy and maybe Pyramid Head. (Freddy is similar to Clown but slightly weaker since he can only place snares next to himself and they only affect sleeping survivors.)

  • Pyramid Heads one main weakness is he only moves at normal speed, the top five killers (Spirit, Nurse, Freddy being top three followed by Billy and Hag) all can respond very quickly to things happening around the map. Most killers can’t, including Pyramid Head, so they are in a lower bracket overall.

    Within the “average” bracket though Pyramid Head is very strong. He has a useful ability at vaults and pallet drops and his Cages and Final Judgment save him about 8-10 seconds per use over carrying someone to a hook (which is enough time to cross about half the map and start a new chase) while also negating any hook based survivor perk and flashlight and pallet saves. Also those 8-10 seconds saved per carry does somewhat extend his potential map coverage range so he’s not quite as weak in that area as the other killers in this bracket.

  • I hate to say it but if most of your chases take 60 seconds with any killer, let alone Clown who is one of the best chasers, then you’re doing something wrong.

  • What’s the reasoning for the suggestion? Note that injured survivors already suffer a few significant downsides, namely not being able to last as long if chased and being easier to track by sound and blood trails.

  • @Kebek said:

    Mories do need a nerf but the change that makes them into death hook purely imao is horrible. Why would anyone use a mori when it would with almost all killers took longer to mori someone then it would take to kill them via hook. Some mori animations are long af and as someone who many times used mori only on last hook I know how horrible and near worthless such change would make them.

    I think the idea with making mori activate after getting 4 (or even more if it proves to be still too strong) random hooks is much better since it prevents instant off first hook mori tunnel and give survivors far more breathing room before moti activates and make a huge swing.

    For reference based in the small number of samples I’ve clocked on various videos I think the average time to hook people is about 8-12 seconds which is on par with mori animations. (It takes two seconds to pick someone up plus 1-2 seconds for the hooking animation plus the time to carry them to the hook at about 90% survivor speed. Carrying a person at that speed is usually around 5-7 seconds.) That’s a reason Pyramid Head’s Cages are good, they take two seconds total on average so you’re gaining about 8-10 seconds per Cage to immediately move into a new chase. (I think that time saving is the main benefit, the fact they avoid Decisive Strike and flashlights is a bonus.)


    Personally I think the Yellow Mori is too weak, Green Mori is ok and Red Mori is too powerful. I like this suggestion:

    • Yellow Mori - lets you kill any survivor that you have hooked twice (aka on death hook). Better than rhe current version but not too big an advantage
    • Green Mori - lets you kill one survivor that you’ve hooked once (same as the current version, it’s fine)
    • Red Mori - both of the above. Lets you kill one survivor that you’ve hooked once and any survivor that you’ve hooked twice. Not as powerful as the current version but still the best of the three and it still lets you get the mori animation multiple times.
  • @Zeus said:

    Devs aren't gonna do that even though the idea is good.

    Probably not but you never know. 🤷‍♂️ Glad you like the idea though. 🙂

  • Yes, it was in the PTB 4.2.0 patch notes.

    • "Fixed an issue that caused the Plague's Vile Purge to arc higher than previously.

    https://forum.deadbydaylight.com/en/kb/articles/226-4-2-0-ptb

  • @cannonballB said:

    https://forum.deadbydaylight.com/en/discussion/comment/1596970#Comment_1596970

    Huntress has the absolute best music "la la la Laaa laaaaaaaaaaaaa *evil laugh*". And this is coming from someone who's fave movie is nightmare on elm street *insert any movie number here* and I literally freak out when going against Freddy because he's awesome. But man, huntresses song is like, insane.

    I should answer your question.

    I think I'd care more about killers who are children than I would if say, it was a tiny doll (Chuckie). Like I'm not sure I'd like to see an Isaac or Malachi. Everyone whos in children of the corn is under 18 so it's a little sketch.

    But like Carrie, it was her senior prom so I could see her being 18 (I don't remember the actual movie she was).

    Gage from pet simetary as an example would not be good. At all. That'd be terrible on a multitude of levels.

    FYI Carrie is 16.

  • Hell, even if it's not Ash's S-Mart, just the idea of a spooky shopping mall map ala Dawn of the Dead or Dead Rising sounds pretty cool. 🙂

1 … 160 161 162 163 164 … 171