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glitchboi

glitchboi

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glitchboi
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  • All I know is that it's gonna be hella fun now that it'll have synergy with more killers.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513965#Comment_2513965

    Can’t wait for spirit mains to complain that their killer isn’t S tier anymore tbh. It’s going to be pretty funny

    Tbh I feel like she'll still be S tier in the right hands, or maybe just high A tier.

  • @GannTM said:

    Survivors: Trapper is OP pls nerf

    I can already see it, oh god...

  • You're actually playing DBD if you play Spirit. Nurse plays her own game, she doesn't need to worry about windows and pallets.

  • Yeah Oni's always been able to J-flick, it's just harder to do it as Oni than it is with Blight which is why less people do the Oni J-flick, not to mention it's 10 times more punishing if you miss.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515221#Comment_2515221

    Think about it like this for the tension spring:

    You blocked off a long narrow path with a bear trap.

    A Survivor gets trapped in it and you go to down them.

    They escape then the trap resets blocking off the path FOR YOU THE TRAPPER!

    Aka if you ever use it on maps like haddon it will be an active detriment.

    Eh, the last part sounds like the issue being Haddonfield, and that's about it. Maybe they could increase the duration for the add-on.

  • @Warcrafter4 said:

    The Trapper is getting the Clown treatment:

    Making a single low rarity add-on baseline that doesn't truly address his issues and nerfing the rest of his add-ons.

    I mean both purples they have shown are actively detrimental to the trapper.

    We haven't seen the rest of his add-ons yet. Also, Tension Spring doesn't give Trapper any downsides. I agree Trapper Sack will need to be looked at again.

    Clown's treatment was different. He was given a minor yet useful buff in 4.0.0 that removes the slowdown after throwing a bottle, and then they expanded onto his kit later on. Trapper was given buffs to his kit, with the only new thing given to him was the ability to reset traps.

    The Trapper change is what many of us have asked for and we should be grateful that they listened. Keep in mind they also gave us base-kit dark traps in a previous patch.

  • @Mattie_MayhemOG said:

    Don't get your hopes up. Past addon passes have basically targeted the most used (effective) addons and nerfed them thinking that will increase use of the other (less effective) addons. I am terrified of what they are going to do to Shape and Ghostface due to how addon dependent they both are.

    I'll get so angry if they nerf Ghostface's recovery add-ons without touching his base-kit's recovery time.

  • Billy might get the justice he deserves: an ACTUALLY good add-on pass! I'm hoping they bring back his cooldown add-ons, specifically the Thompson's Mix.

  • WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO YEAHHHH

  • The Spirits you'll face after the mid-chapter will either be high-skilled Spirit mains unaffected by the nerf, or just people doing their Spirit dailies. She'll be fine.

  • This is why I wanted them to lock the breathing/injured noises to 50% or 100% while phasing, so that Stridor wouldn't increase it or Iron Will wouldn't decrease it.

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513058#Comment_2513058

    Why punish killers for you wanting to play with your friends?

    You can play with your friends all you like in KYF option.

    ...what?

    I'm literally a killer main, and I 100% assure you that most SWFs are chill people trying to have fun playing with each other as survivor. Also, not everyone has 5 people in total.

  • Yeah, I'm really happy about this dev update. They also may have listened to us about Alchemist's Ring and All Seeing Blood, since Wraith and Blight are listed on the add-on change list.

    Trapper buff and Spirit nerf is what most of us have asked for.

  • Beautiful, BEAUTIFUL dev update. Trapper buff, Spirit nerf, add-on pass teases, a way to combat people abusing bugs, a bunch of perk buffs...

    I can't wait for part 2, it's gonna be AWESOME. I hope.

  • @JamieARose said:

    Get rid of SWF. It's the only solution because it's the only way to assure comms are out of play.

    Horrible solution. Why punish people for wanting to play with friends?

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2512791#Comment_2512791

    They already have a 5th perk slot: voice comms.

    Killers have been buffed so much because of SWF, solo can't win.

    Damn you remembered the words of your arch-nemesis Lord_Tony.

    Lord_Tony... man I miss that guy.

  • Hey, at least Trickster didn't quit entirely like they always do. He's gonna try something new.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2512217#Comment_2512217

    It doesn't matter what my build is. The focus is that the copy and paste build you see above is used almost every match because of the ridiculous over powered benefits it provides you with compared to any other perk build.

    If your build doesn't matter, why are you so afraid to post it? Just tell us what killer and build you're using.

  • @Kurri said:

    I ran into a Freddy today they were only running Hangman's Trick, and when one of us asked "Hangmans Trick? Doing the challenge?" the Killer just said "the joke is I am hanging myself this week", and then nothing else he probably left.

    We made a support ticket, and tried to send them friend invites, but haven't gotten a response. I hope the person is doing okay. Honestly the situation is an eye opener to the amount of stress Killers get in this game, and I'm sure he is probably going through something personal in his life too.

    That's... damn. I really hope they were just joking. If not, I hope to god they're okay.

  • @GannTM said:

    What exactly do you mean by appearance and theme?

    I think OP means how the icons of the add-ons look.

  • Survivor:

    • Brand New Part (Toolbox)

    Killer:

    • Redhead's Pinky Finger (Clown)
    • All-Seeing Blood (Wraith)
    • Engineer's Fang (Pinhead)
    • Tombstone Piece (Myers)
    • Mother-Daughter Ring (Spirit)
    • Scalped Topknot (Oni)
    • Alchemist's Ring (Blight)
    • Black Incense (Plague)
    • Mint Rag (Hag)
    • Rusty Shackles (Hag)
    • Tampered Timer (Pig)

    Yeah... there's a lot of killer add-ons that need to be toned down or reworked. I absolutely despise BNPs though.

  • As a killer, I personally don't do that but I can see how annoying it can be.

    Killers have more of an opportunity to use toxicity to place an impact on the game. Generic teabagging is just, well, teabagging. It doesn't affect the game in any way, it's just something to taunt the killer. However, a killer closing hatch in front of you, slugging for the rest of the match, yada yada. It's not justified to straight up lash out on the people in your next game, who can most likely be people trying to mind their own business and play DBD.

    I really, REALLY don't understand their mindset at all. Like you asked, what are they accomplishing? What's the point? I don't know either. The only thing that justifies it is if they were being legitimately toxic in the endgame chat, and that's about it.

  • It's a great start for reducing the grind.

  • So uhh... will you come back if they nerf Wraith?

  • I think they should spawn upon applying the Cursed status effect on a survivor. Not sure how'd that work for Retribution or Haunted Ground though.

  • I'm confused. You said you want to finish them quicker, but you want the repair times to be longer?

  • Yeah I don't understand it either. I'm hoping that they remove that weird and unnecessary cooldown.

  • Honestly I'm neutral. I don't really care about SBMM or ranks at this point, because I know they won't remove it anyways. I just want balance adjustments to both sides, and better balancing for maps.

  • What killer and build do you use?

  • @Phasmamain said:

    I know the devs have no interest in this change but giving him two different ammo pools would be better. Imo he should have 4 tonics and 2 antidotes with the antidote’s recharging after 10 seconds

    I'd honestly love this change, but as you said they'll probably not have any interest in it (unfortunately).

  • Honestly I'm glad more people are beginning to realize the yellow bottle is a powerful tool during chase. I still think Clown could use a few more tweaks to his base-kit and add-ons though, I even made a whole thread on how to fix some of his add-ons.

    @glitchboi said:

    As one of the 5 Clown mains, I am very happy with the changes he got in the 4.5.0 patch. However, Clown could still use some buffs, particularly to his base-kit and add-ons, so let's get started!

    Base-kit

    • While the Clown is invigorated, he can perform actions (breaking pallets, vaulting windows, opening lockers, picking up survivors) 20% faster. Survivors are not affected by these buffs.
    • Slightly increased (+33%) movement speed while reloading bottles. (Smelly Inner Soles' effect is cut in half to compensate, however the add-on will pretty much be the same.)

    The changes I have here will make his already decent base-kit a lot more enjoyable to play. It will also allow him to do things a lot more quickly, so if you want to throw an antidote at a generator and kick it, it'll be even more faster!

    Add-ons

    I'm a fan of most of his add-ons, however some of them aren't that good, unfortunately. So here are my ideas for the mediocre Clown add-ons!

    Rarities:

    C - Common

    UC - Uncommon

    R - Rare

    VR - Very Rare

    UR - Ultra Rare

    VHS Porn (C)

    An all time classic.

    You won't see things quite the same again.

    • Colours Tonic Gas Clouds yellow.
    • Colours Antidote Gas Clouds purple.
    • The Tonic Gas Clouds will appear white for the first 2 seconds exclusively to Survivors.
    • The Antidote Gas Clouds will not appear white exclusively to Survivors.

    Will probably be able to fool survivors with this a bit more.

    Robin Feather is removed, and replaced by the decommissioned Ether 5 Vol%.
    Kerosene Can (UC => R)

    A thin and clear combustible liquid which numbs the mind when inhaled.

    • Intoxicated Survivors suffer from the Exhausted Status Effect for 5 seconds.

    Basically brings back the exhaustion bottles, but a lot more balanced, similar to Huntress's exhaustion hatchets add-on. If that's too powerful, here's another idea:

    Kerosene Can (UC)

    A thin and clear combustible liquid which numbs the mind when inhaled.

    • Both Intoxicated and Invigorated Survivors reveal their Aura to The Clown for 6 seconds.

    Basically Tattoo's Middle Finger recycled to this add-on, but hey, it was yellow add-on tier, so why the heck not?

    Spirit of Hartshorn is removed, and replaced by the decommissioned Ether 10 Vol%.
    Bottle of Chloroform (R)

    A sweet-smelling organic compound with strong anaesthetic capabilities.

    • Moderately expands the Afterpiece Tonic and Antidote Gas Area of Effect.
    • Moderately increases the Afterpiece Tonic and Antidote Gas Spread velocity.

    I don't really get why these add-ons were split in half, but meh.

    If we are going for the exhaustion Kerosene Can direction...
    Sulphuric Acid Vial (R => UC)

    No changes to this add-on, just decreasing the rarity to compensate for the exhaustion bottle. If we're not going for exhaustion bottles, ignore this one.

    About time we hopped into his iridescent add-ons!

    Tattoo's Middle Finger (UR)

    The prized middle finger of a large tattooed man. Has a faint taste of machinery oil.

    • Tonic Gas Clouds will now apply regression to generators.

    I didn't really like the original version of the add-on to be honest, It was a yellow add-on tier add-on. This one can actually change Clown's gameplay a bit.

    Redhead's Pinky Finger is now replaced with Iridescent Finger Bracelet.
    Iridescent Finger Bracelet (UR)

    Kenneth's most prized possession. A bracelet with four of his favorite fingers attached to it.

    • The Bottle Carrying capacity is capped to 3 bottles.
    • Antidote Gas Clouds are automatically activated upon contact.

    Will also change Clown's gameplay. Since these ones activate automatically, you can just throw one below you and get that nice speed boost! However, the bottle count is capped to 3 bottles, and cannot be increased by add-ons.

    And that's about all I've got! I think these base-kit and add-on changes will make him more interesting, but tell me what you think, and what ideas you've all got!

    I'm surprised Clown hasn't been changed ever since his rework released to be honest, but hopefully they look over him again, he's one of my favorite killers to play as.

  • @landromat said:

    Open handed and ace in the hole are both good perks.

    If we want to buff or rework up de ante, luck has to change first. It only affects now chance of unhooking yourself. It should be more impactful

    Agreed, I think Open Handed and Ace in the Hole are fine as they are.

  • Instead of making Kindred base-kit, I'd say maybe just add a quick chat (like @max_coffeebreath said) so that it doesn't buff comms in a way. To compensate for this quick chat, buff killers to handle the comms.

  • Well, that's your punishment for slamming gens instead of solving the box.

  • Honestly I agree that Nemesis's power design in DBD is horrible, but you should probably just put all of your Nemesis posts into one.

  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2508394#Comment_2508394

    Depends on the RNG and even then still pretty easy to get cheap knife throws in while you're at it. Obstacles? What obstacles? No such thing as obstacles if you're a good trickster. You have 40+ knives lmao and walking speed add on is too good to catch up.

    Most maps will have obstacles and high wall loops to take advantage of. Dead Dawg and Rotten Fields as well as a few other maps are probably the only exceptions in this case (DDS still has high wall loops, just not as much as the others).

  • @Myla said:

    He has little counter play actually especially if you use add on that makes it so that you move faster while throwing blades.

    Trickster main.

    Use high wall loops and obstacles to your advantage. There's your counterplay to the "OP" Trickster.

  • Imagine how slow games would be against a Nurse, Deathslinger, or any other killer that gets fast downs with this perk. No thanks.

  • @Phasmamain said:

    Should’ve changed your name to nemesis

    Nemesis is running Nemesis on Nemesis.

  • I don't really get what people are saying on this thread.

    Sure the joke was unfunny, but how does that actually justify removing the voice lines? And besides, you can't even speak for the devs on why they removed the voice lines, because we don't know it. It's all speculation.

  • @dspaceman20 said:

    Another survivor vs killer post great.

    Yeah I'm honestly tired of these us vs. them posts.

  • As much as we all want it, I'm afraid we won't be getting a fix to stretched res anytime soon.

  • Damn... this is a hard one.

    Demo is a brute who withstands most things. Michael is the embodiment of evil that constantly comes back to life. Demo isn't immortal, but it's sure as hell stronger than Michael.

    I'm going for a no-vote. If Myers is immortal in this fight, then he'll definitely win. As proven by Steve, you can stun Demo for a little while, simply by using a nail bat. I'm sure a stab from Michael will stun the big fella. However, I believe Demogorgon is stronger than Myers in general, but if Myers constantly comes back to life then I don't know...

  • @Miles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2507225#Comment_2507225

    I actually disagree there, due to the cheer speed wraith has you can just get on top of someone so easily that the speed debuff was kind of needed . Hell i wouldnt mind making it a bit slower if you really wanted to.

    I dunno, wasn't it like that before he got buffed when using the old Windstorm add-ons? I don't think anyone minded it at that time. I'd say maybe try it out in a PTB, but at the same time it shouldn't be a priority since Wraith is in a great spot atm.

    @Miles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2507229#Comment_2507229

    To add onto this, lets not forget that Wraith's invisibility reduces the volume of the sounds he makes. From his growl to his footsteps.

    Exactly, and even then the sounds will still be present (although less noticeable) which gives survivors time to react.

  • @RenDesune said:

    https://forum.deadbydaylight.com/en/discussion/281314/supa-thread-wraith

    I'm not going to say Wraith is OP but I find playing against his very underwhelming as in he's boring. The undetectabity, super speed inside stealth and uncloaking are all just stale to play against. You could take away his invisibility all together and he would be the same boring killer. Their is no thought in cloaking yet the player gets instant reward.

    Actually, he wouldn't. It would give the survivor more time to reach a window or pallet because of how easy it'd be to see Wraith, essentially removing his ability to get free hits most of the time. If you'd like to see how that would go, use the meme add-on that gives him a terror radius while cloaked, while giving him bonus bloodpoints.

  • Wraith is finally strong enough to handle the average teams! He's still not the best killer, but he's WAY better than before. No longer add-on reliant, feels threatening to go against, and actually quite relaxing to play as if I just wanna turn off my brain.

    That doesn't mean I'm open to a few more changes to him, though. I would change his "All Seeing" - Blood add-on to tremendously reduce Wraith's speed to 126% while cloaked to give it a downside, it just removes the ability to mindgame Wraith most of the time. Plus, it'd be nice to revisit old Wraith in some way, y'know? However, I'd still like to buff Wraith in some way, to his base-kit precisely. I would change the speed while uncloaking back to the way it was before 4.6.0, I don't think that part of Wraith needed to be nerfed.

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