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glitchboi

glitchboi

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glitchboi
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  • That's one hell of a dust storm.

  • I'm pretty sure the location restriction was where you have to stand closer to snuff it. When they disabled it, you'd notice how the location restriction was disabled because of the teeny bit of a higher range of being able to snuff it, and your camera would move towards it in 1 frame if you looked away from it. It was a band-aid fix for not being able to snuff certain totems, but they fixed that entirely. I hope.

    As for the Artist nerf, they just made it so that idle crows don't injure or down you, and they increased the range from the hook of not being able to send crows. It didn't do much to her, she's all good. It's only two VERY minor changes and I don't notice a difference from her PTB version at all.

  • Just give her time, she just released. I'm doing pretty well with her.

    Here's a tip: If you use more than one crow, the cooldown is gonna be longer. Try to not use 3 crows at once all the time, it's usually better to use all three if they're injured with crows swarmed on them.

  • Do you have any ideas for an anti-camping and anti-tunneling system that can't be abused and will work consistently? And do you have any buf ideas for killers to compensate? Because as of right now, camping and tunneling is a necessary evil.

  • Yeah I don't think it'll be broken. It'll definitely synergize really well with Tenacity though.

    However, it might be an indirect nerf to Twins and maybe Oni.

  • I can't wait for them to add breakable walls to Haddonfield's house of pain.

  • The killer is pretty cool. Her power is fun to use and her visuals are nice, but that doesn't mean I'm not absolutely tired with these oppressive 1v1 zero mobility killers.

    As for the map, yeah it's pretty cool. However I would argue that there shouldn't be a second floor in its main building. Fix the window chaining and lower the map's size a bit.

  • Bubba, simply for BBQ if you don't have it already. BBQ doubles your bloodpoints every game if you hook each survivor once in those games. He's also very fun and relaxing to play as.

    Clown would be my second choice. Solid perks, a fun killer (I personally main him), and relaxing to play as, with a high skill cap.

  • Yeah that was hilarious lol, I just laughed.

    Y'all devs think you're truly putting love into a bug-infested, poorly-balanced game cluttered with unnecessary new content instead of QoL changes, balance updates, good optimization, and bug fixes.

  • IMO the only issue with the map is the main building. It shouldn't have any windows or pallets in its second floor, or maybe just remove that second floor altogether. Maybe lower the map's size a teeny bit.

  • I would honestly argue that most M1 killers should be 120%.

  • I'm probably a hypocrite for saying this even tho I think DH is busted but... yeah, gotta use it for solo queue.

  • I don't understand why people even said she was overpowered. I would say the nerfs she was given don't really affect her, and are 100% healthy changes.

    However, I do believe we should give the new killer some time instead of calling her weak, we don't know what she's fully capable of... yet.

  • The only way we can get built-in anti-tunnel is if it works 100% perfectly, isn't abusable, and buffs killers to compensate.

    To make this more sense for the game, it could be, "The Entity finds it unamusing if the killer constantly goes for one survivor, giving the survivor the ability to escape their grasp if they get picked up soon after being unhooked. Try to go for other survivors!"

  • Honestly yeah I think they should only be on one floor. It'd make them less stressful to go against on Midwich, The Game, and RPD, while not affecting them on outdoor maps.

  • My main, the Clown.

    His antidote made him 100 times more fun to play as, and heavily increased his skill cap, as well as giving him the ability to counter W meta. Chaining bottles with both antidotes and tonics to get the biggest speed difference is really fun and powerful. I don't think he's super weak, but he's for sure weaker than majority of the cast.

    Pinhead is also really fun. I play him without add-ons so the dumb add-on nerfs he's getting won't bother me, but they're still annoying. He plays very similarly to Clown though his chase is a bit weaker than his. His slowdown is pretty good, forcing one survivor to focus on the box. He's definitely one of the weaker ones of the cast, but he's not too bad.

  • @jinx3d said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666204#Comment_2666204

    i hope so. but there wont be a cheater fix in either one lmao

    Well, except for the ranged bug... and map being disabled... new killer being gutted... survivors getting an invulnerability spot... GF's goofy reveal staying broken...

    Yeah, I was wrong, guess I only said that because we didn't get much in the PTB. No point in hoping unfortunately. But I do know Pig will be nerfed, Slinger will have 1% more speed while using ADS as his buff, and uhh... yeah. All of those in the mid-chapter.

  • I expect all of these in the next mid-chapter.

  • Eh I don't really mind that. I'd rather have the J-flick that actually had counterplay rather than the one with more camera control, and those weird lag flicks.

    Both are still exploits nonetheless and if the devs want to remove the J and Z-flicks, it's 100% up to them.

  • Yes

    No

    Yes

    Maybe

    No

    Not sure

    Yes

    Uhh... maybe?

    Yes

    Yes

  • A more consistent chainsaw for zero mobility is going to be harder to avoid than a less consistent chainsaw that allows mobility.

    Bubba is fine, he's honestly one of the most balanced and fun-to-go-against killers right now. If you're struggling against him, that's a you problem.

  • Unironically though I personally think the perk is S tier. The early game is a killer's weakest spot, and Lethal Pursuer can be combined with Corrupt to cover up the weak part of the early game. Even LP by itself is incredible for covering up the weak spot. I use it on Clown and Trickster w/o Corrupt and it's amazing. I think Corrupt is more powerful but the perk is still really good.

    It's even better on killers that don't need Corrupt, like Billy and Blight.

  • No one's going to use them, sadly. You don't get much recognition as often from posting things in feedback & suggestions, or even in general because people prefer replying to complaint/controversial threads.

  • More maps, the better!

    Unless it's more RPDs.

  • Okay I may suck at survivor, but a squad of me with comms would absolutely stomp me no matter what. I do at the very least do decent in chases, and all you need to win as surv are four decent survivors that communicate with each other.

  • It's really their fault if they have TTV in their game, but I feel to do such thing to them is stooping to a low level.

    Not saying SWF is balanced at all, I just don't feel like it makes someone any better for doing something they aren't supposed to do. Comms are different because DBD supports it.

  • Huh, that's an oddly good question.

    I always heat up popcorn for... 3 minutes, I think? I've never even used that button in my life, but I would love to meet at least one person who used or uses that mysterious button.

  • Being the first long-range killer with 4.6m/s would be great tbh. If they keep his kit the way he is (being more enjoyable to play against) while having a bit more speed, it would be nice.

  • If Kindred isn't going to be base-line, then a scroll wheel comms system should be done so that we can make solo just as powerful as SWF, and then buff killers to be able to compete with both equally.

  • I really like this idea, but I feel like Hemorrhage should be reworked as a status effect as well.

  • It's a matter of preference.

    I personally don't find Hag fun to play as & against (she's my least favorite killer to go against), but there are people who genuinely enjoy playing as her. As hard as it is to believe, there are a few Hag mains out there. It's similar to the fact that I love playing as Clown, but many others find him boring to play as.

  • Here's me thinking the 'nerf Wraith' threads would've ended after 5.3.0. Pathetic of me to think such thing.

  • In my opinion, it should have an activation method other than simply being injured. Rookie Spirit, a worse perk than IW, requires 3 skill checks to activate, while IW you practically get instantly.

  • @vacaman said:

    This wouldn't be a slider, it would be a button that says: give me the maximum fov.

    Not everyone is going to use max FOV for it. Some will make it less than the maximum to suit their desires, even staying at the default as well.

  • The advantage is so minor I see no reason to leave an FOV slider out. It's an accessibility option locked behind a perk slot, you shouldn't need a perk slot for FOV.

  • Plague is awesome against Circle of Healing, and with her buffs she's extra good against SWF.

    I would stack slowdown perks that don't require you to kick gens too much (excluding Ruin): Corrupt, Deadlock, No Way Out, and BBQ. Corrupt for early game slowdown, Deadlock for general slowdown, NWO for endgame slowdown, and BBQ for an oppressive Plague.

  • If Clown and Billy get removed, I'll probably main Pinhead. His kit is very similar to Clown chase-wise and I find him fun to play anyways.

    If Yun-Jin, Yui, and Ace get removed, I'll probably main Elodie.

  • He's incredibly underrated but he needs buffs that's for sure, which is the same situation as Nemesis. He's also very fun to play as in my opinion. People overlook both of them. Pinhead right now is decent, his base-kit is not bad but his add-ons are going to get unnecessarily destroyed soon. He can absolutely demolish solo queue, but he struggles against good SWF squads.

    What I would do to change him to make him better to play as & against:

    • Make Hoarder and Franklin's not affect the Lament Configuration in order to make him more enjoyable for solo queue. Don't worry, we'll be buffing his kit to compensate.
    • Torture Pillar base-kit: Reduce Chain Hunt activation time by 10 seconds (90 => 80), rework Torture Pillar into something else.
    • Increase the amount of time it takes to break out of each chain by 0.33 seconds, making it take 3 => 4 seconds total to break free from chain bound.
    • Rewarding long-range shots: If you chain bound a survivor from a gateway at least 12m away from you, the chain will instantly injure the opposing survivor. This will not down the survivor.
    • Remove the cooldown after leaving the gateway, or cancelling it via M1. The cooldown is completely unnecessary and is a hinderance. Also, remove the cooldown of being able to do actions (such as breaking pallets) and M1ing survivors after finishing the chain bound.
    • And finally, revert all of his add-on nerfs, but keep the buffed Chatterer's Tooth.

    This would put Pinhead from B tier to high A tier, which is exactly what we need, more A tier killers.

  • He's decent at best, but definitely underrated. He needs more buffs for sure (please give him a dash), but he's still a decent killer in the right hands.

    Also please fix his zombie ai

  • Not the speeds themselves, rather... survivor spawns, BNPs, and toolboxes. Not to mention, ridiculous map design where it's difficult to catch up to generators unless you have mobility.

  • I only own Chatterer. I wouldn't have bought him if I knew about the NFT scandal, but I really like him nonetheless.

  • As the above has said, it's likely to be the 30th, sorry to ruin your hopes.

  • The second one, he was a more inspired and fun take of Freddy.

    He needed a Doctor/Clown-styled rework, an addition to his kit (which could have been his Dream Projection from his full rework as the addition), and general base-kit buffs as well as QoL changes.

  • Proxy chat should be a custom game feature at most. It would be fun.

    In public games? Hell no, god no, christ on a stick no.

  • You can't actually control Doc's fake pallets. Freddy's pallets allow you to place them anywhere (well, any place a pallet would be) you'd like, as long as there is space for it.

    Unlike Doctor, Freddy's fake pallets allow you to set them up before a pallet is even destroyed, so that's a plus. Correct me if I'm wrong on that part.

    And finally, Freddy's pallets can slow the survivor down if they use the pallet, since they won't move in the animation lock. With Doc, the survivor can just keep moving.

    Both of their fake pallets are pretty cool tho.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2654041#Comment_2654041

    Sure, if they buff NOED as they have with dead hard. I'd suggest removing the totem aspect, like original NOED.

    Eh, the totem aspect is the best part of the perk in my opinion. It's the only perk in the game that encourages survivors to cleanse dull totems, even if the execution of the perk is rather... flawed.

    I'm not suggesting to buff NOED, I simply want both NOED and Dead Hard reworked.

  • @SloppyVoldemort said:

    https://forum.deadbydaylight.com/en/discussion/comment/2654029#Comment_2654029

    I don't think Dead Hard is healthy for the game and here we are... It got buffed because the validation always is in the survivor their favor. If they change noed, they should change DH as well.

    Oh no, I 100% agree. Dead Hard is just as annoying as NOED, in fact I'd argue it's more annoying than NOED. Both perks are second chance perks, so it's a fair trade.

  • As a solo survivor, I don't struggle with NOED, but I simply don't think the perk is healthy for the game. You could also argue that it could be messing with the kill rates, which could cause BHVR to refuse to buff certain killers that rely on NOED. The perk is reasonably annoying for other solo players, though.

    Soooo, here's my idea for a NOED rework (I'll just copy and paste it from another thread I posted it in):

    If I had to change it, I'd probably make it so that the survivors are cursed by NOED at the start of the trial, and in order to deactivate it they must destroy every single dull totem on the map. After the 5th gen gets done, each time the killer downs a survivor destroys a dull totem. If at least one dull totem stays on the map, the killer has the opportunity to kill the survivor (which takes time to do). If the killer downs a survivor with only one dull totem on the map the killer no longer gains the ability to kill the survivors because NOED gets deactivated. Survivors have the ability to destroy the NOED totems to remove NOED after the 5th gen is done.

    Oh yeah and the killer will have the ability to see how many totems are on the map at any time since it will have a token indicator.

    This change would essentially turn the perk into a slowdown perk and a risk-reward (if they don't do bones and instead manage to escape) perk for the survivors. Now that they know that they should do the bones, it'd actually punish survivors for not doing all bones, and still help them if they cleanse a few. I'm not sure if this change would make NOED overpowered, but as a downside to it, the perk would be hindered by other hex perks since hex totems won't count as NOED tokens. Boon totems will also not count as NOED totems.

    I like the concept of NOED, a perk to encourage survivors to cleanse dull totems, but the execution just ain't right.

  • Surprisingly enough, he's not that bad even after his nerf. The buffed movement speed actually makes his zoning a lot better, and can help with aiming. I actually find him... more fun to play as?

    I do believe the nerf was unnecessary, but it actually feels a bit good to be able to land shots more. Only changes I would make to his kit is to give him better add-ons (please keep the stun duration add-ons, they're not op at all), make it take longer to break out of the chains, and remove the sensitivity cap in ADS.

    Or you can just revert him altogether to bring back quickscoping, I don't really mind.

  • I've been having performance issues on PC recently, it ain't looking so well for me.

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