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gofu

gofu

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  • Update

    For addons as The Executioner

    1- Avoid Reach addons, as you'll be only hitting lucky shots from afar and mostly using your power to shut down chases

    2- Preferrably go for recharge rate and duration of the trenches in the envirnoment, recharge rate to keep placing the trenches as much as possible and the duration so that they can stay a bit longer, if you get one of these survivors to touch the trench they're in a really bad position believe me

  • Update

    New tip (Killer):

    You can mindgame your punishment of the damned by pretending to look somewhere then instantly flicking the m1 to the left or the right whereever seems safer for the survivor to run, this works surprisingly well and has gotten me a lot of wins now

  • HELL YEAH @OmegaXII

    steamcommunity.com/id/notgofu add me <3

  • It is a nerf guys, if you look at the inital dev-written description it already says "For the first time". idk tho play someone else for now I guess

  • Still waiting.... I think I'm gonna head to bed

  • candyman hardcore fans explain to me what the power would have been.

    Shoots bees at the survivors? That's the doctor.

    Wait, the bees actually intoxicate the survivors. That's the plague.

    The bees swarm the survivors causing them to slow down. That's the clown.


    Plus in all honesty we can agree more people have heard of silent hill rather than "Candy Man", especially around the globe as a whole.

  • The launch was barely 15 minutes ago and there's whining. Please guys just enjoy the new content it doesn't come everyday.

  • THANK YOU BHVR WOULD PREFER THIS NOSTALGIC MASTERPIECE OVER GENERIC JASON IN A MILLION YEARS. DS USERS IM COMING FOR YOU

  • @matchmakingsuc said:

    If your concern is gen rush and swf, you should think of how to improve based on the imbalance brought by them but not buffing ruin solely, its not a healthy game/ perk if all the players use the same perk. Just reduce survivor perks/ increase killers perks slot if facing swf, increase generator time/ increase skill check difficulty is an alternative , i dont think 90% killer use ruin is good for the game

    old ruin seems like a fair way to counter it, but any of the changes you suggested I'll be more than glad to see and not care about old ruin anymore

  • Be sensible for the love of god, every dbd youtuber/streamer out there easily agrees the removal was b‎ullshit, it's only a few whiny entitled survivors which oppose anything that puts the slightest difficulty into their games (the recent whining about the doctor, an annoying C tier killer also proves this point.)

    List of people who agree the ruin nerf was a mistake (By the way, please go ahead and find me someone who agrees with this nerf)

    Bricky

    https://youtu.be/heMQ8NkXkAU?t=563

    TydeTyme

    https://www.youtube.com/watch?v=LTkg1lIqupE

    TrueTalent

    https://youtu.be/WWh3AxhMAGU?t=545

    XITE (a survivor main, his queue times point has already proved itself)

    https://www.youtube.com/watch?v=-rzFRla_4aA

    Ardetha

    https://www.youtube.com/watch?v=mtr90ieqfFY

    Interact

    https://www.youtube.com/watch?v=j6nzqMlR0p8

    Guo (His video explains exactly my frustration, gen rushing)

    https://www.youtube.com/watch?v=yMmJU4IuKKg

    I could go on and on but again, find me someone who agrees with your whining.

  • And honestly, thanataphobia at 12% average with legion only increases 9.6 seconds of gen repair, which is at the end of the day still not enough.

  • I mained legion with thantaphobia being a must ofc but the genrush never stops. as for dying light it only really works for the last 3 gens.

  • Just stop nerfing killers for the love of god you look at it from a tight solo prospective such change would make slugging straight up inviable for him, and in the red ranks it really slows down the game and is often a requirement. Not to mention the fact that SWFs will just be a ton easier now.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1293859#Comment_1293859

    ^ this.

    Brown 100% Bonus BPs, yellow 150%, green 200%. A Maximum of 16k Bonus BPs would not be too strong, but it would take way less BPs to get the value out of it.

    Currently:

    brown-->At least 6k BPs to get the value back, with maximum its a Bonus of 1000 BPs.

    yellow-->At least ~5300 BPs to get the value back, with maximum it is a Bonus of 2000 BPs.

    green-->At least 5000 BPs to get the value back, with maximum it is a Bonus of 3000 BPs.

    So only with those values the BPs gained are as much as the BPs spend, and the profit when the category is maxed is really bad.

    If we double the values:

    brown-->At least 3k BPs to get the value back, with maximum the Bonus will be 5000 BPs.

    Yellow-->At least ~2600 BPs to get the value back, maximum the Bonus would be 8000 BPs.

    Green-->At least 2500 BPs to get the value back, maximum the Bonus would be 11000 BPs.

    So it would not be too crazy, but actually worth to get and to use. Currently the BP Offerings are only taken because you have to take them to finish the Bloodweb (except for Cakes, Puddings, Envelopes and BPS of course...)

    I must admit that actually sounds like a better idea, hoping to seem them implement it soon

    @Peanits


  • @GoshJosh said:

    They exist to keep the grind going (I'm being facetious).

    Couldn't agree more.

  • he's legion with a better soundtrack

  • @OhMyWords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1293091#Comment_1293091

    I don't understand. I can already see killer stains through walls on low graphics. What more could i take advantage of?

    Well I think they tried to stop stretched res abuse with this, but didn't work out too well.

    But as for all these other rendering options you mentioned I do agree they must be there, no one should have to refer to some stupid config in appdata and search in google what to edit so he can play on the FPS/graphics he wants

  • It is intended and it's been there for a while, just don't hide in a locker if you know the killer is nearby and not chasing someone else.

  • the video isnt even 2 minutes

  • Pretty much what Macy said. Toxic SWF lobbies are 0 fun to go against and with the penalty you don't often just wanna head out.

  • I made a post about buffs for her like a couple of weeks ago but it just got like 3 responses and died. So I'm really glad someone else brought it up again.

    Change#4 should definitely be implemented I think anyone can agree.

    Change#1 I also agree, a lot of pro pig mains I see constantly switch between crouch and walk to give themselves a bit more generator pressure, she's one of the easiest killers to gen rush with the speed regression of her ability.

  • The perk is not for it's speed boost but rather as a way to avoid the killer. You should understand that

  • The matchmaking system has been broken for months and the community has been endlessly making posts about it but nothing's changed.

    As a fellow killer main and even as a rank 1 it is still often frustrating to win against red rank survivors, but here's my advice

    1-Work on your technique, your mindgames, your movement to gain the most distance you can on a survivor, when to give up a chase and look for other vulnerable survivors, when to slug, your map knowledge.

    Every single one of these elements matter in the red ranks

    2- Find a killer within the first two tiers THAT YOU ENJOY to main, then find a loadout for him (all over the internet, once you become familiar you can make your own god builds). Don't keep switching from killer to killer because of a loss, maybe its just sweaty survivors this match.

    3-This is up to you, but you can try and dodge SWF, swf teams are often organized with their builds and communication is very strong giving them the upper hand. However eventually you learn that a large portion of them is overaltruistic and will be able to counter.

  • Orr just let killers see ranks in the lobby, if im a rank 13 and i suddenly see 4 red ranks in the lobby

    1-I know it's most likely an SWF lobby

    2-I know its gonna be the sweatiest match of the week

    Hence i just dodge it and find a better lobby. I couldn't agree more on the red ranks statement at first you're playing thr game for fun and ggs at the post match chat. Now it's just being called a tunneller ######### player at the end of every match.

  • I'm always in if it gives you more bloodpoints as grinding in this game isn't so easy, but 400% is just way too much.

    Imagine you get a 4 kill (without mori) with the god BP farming build.

    BBQ, distressing, thrill of the hunt, beast of prey and a survivor pudding equipped. 30k BP in post match lobby

    30k (base) + 8k (distressing) + 4k (thrill of the hunt) + 90k (12 stacks of bbq = 300% more) + 4k (beast of prey) + 30k (pudding) = 166k in a match

    And the player may bring bloodpoint boosting addons so keep that in mind.

    160k *6 matches you already are at almost a million in around 2-3 hours.

    So what can be done?

    • Devs can increase the cap at each category from 8k to maybe ,12-16k

    • as stated above, they can make players able to sell items for 20% of original price since a lot of us have stacks sitting there

    • More events :)


    Edit : The maths

  • I can't stress about the amount of times I've seen 4 survivors all have DS in the red ranks and it's very frustrating brcause you're always trying to make sure to pick up the survivor you never hooked or the one with no cosmetics equipped.

    But also the fact that you're never sure you cleansed ALL the bones especially if you're going for survivor solo also leaves one worried all the time and if NOED activates, the killer pretty much has evil within 3 until the game ends combined with his original ability.

    Decisive Strike

    60x4 = 240s of invincibility AT MAX, lets say 30s each for the average so 120s time wasted for killer and a guaranteed minimum stun time of 20 seconds (and obviously losing 4 potential hooks) so 140 seconds total

    NOED

    All totems must be cleansed to prevent.

    Average survivor takes around 15 seconds to find a totem (if he's actively looking for totems) and another 14 seconds to cleanse it

    (15+14) *5 [the number of totems on a map] = 145s when you can repair almost 4 or even 5 gens in that time if the whole team gen rushes


    140 seconds : 145 seconds average on 2 perks that have been flooding the posts on this category for a while.

    I say ######### them both and the devs get rid of them providing refunds in 2000 iri/500 auric for the DS owners.

  • Oh my lord why is a tenth of this forum category people whining about NOED. Sod off the perk is fine

  • Long story short it's not a problem. Do the bones next time

  • Here we go again, another player whining about a killer cause he just didn't know how to counter.

    The doc is terrible at this state take it from a level 50 prestiged, the speed reduction on his shock therapy needs you to be really lucky or wait for a mistake from a survivor to win a loop, he is VERY add-on dependent especially in those red ranks you must have a range add-on and an at least green rarity book.

    The only thing he excels at is tracking survivors but if they know how to loop well his shock therapy only makes him worse in chases, just try to avoid other survivors and mainly spread out when playing him, he is in no need of a nerf in the state he's in rather a small buff to his shock therapy.

    Moral of the story just learn how to play against him.

    So as much as I hate to be explaining this, how do you counter him?

    KEEP YOUR DISTANCE, THIS ENSURES HE CANT GET A HIT AFTER HE SHOCKS YOU

    Run pallets for a loop around the length of the pickup truck they have on several map, the longer the better obviously, if he tries to shock therapy he gets slowed down, and if he tries to hit you stun with a pallet and run. Just keep in mind that using his shock therapy takes time to charge, it also slows him down during AND after shocking, so you may use this to your advantage to run to a window, and then potentially another pallet.


    Edit: FYI his static blast does NOT cover the entire map, it goes up in a hemisphere with a default diameter of 32 meters (his terror radius)

    His VERY RARE calm book increases it by 8m

    Distressing perk increases it by another 8m

    Monitor and abuse can increase it by 8m in a chase but it can be replaced with much better perks suitable for him (e.g Unnerving presence / Save the best for the last), Assuming the meta doctor player runs distressing, BBQ and pop.

    Now i know, an average of around 46m terror radius on a doctor is a lot of area covered, but then again, even if he finds you just loop him OR hide in a different location.

  • That ^ and also a lot of survivors have grown tired of seeing the same nurse/hillbilly mains so hopefully this should encourage most players to give other killers a try with a nice high rarity addon combo, because it's mostly players tend to avoid certain killers is because they had a bad game with him/her a few months back or they didn't see the killer in the highest 3 categories of some meta tier list on reddit.

  • Remove survivors ability to see jigsaw boxes

    Totally agree with that, the Jigsaw Boxes can easily be located with the noise they make you'll definitely pass by one while you're running, and obviously they can be seen from a mile away.

  • You know it's funny how almost quarter of the posts in this category is somewhat sh𝘪t like this. The player loses a match horribly and blames it on a game mechanism or a perk, they head to the forums type some stupid paragraph on how this perk made them not get their win, and then only realize one month later how ridiculous they sounded.

  • With bond if you are seeing 4 survivors at the start of the game it could be 4 survivors or 3 and the intruder.

    This makes absolutely no sense?

    This could be solved by starting with all totems on you as the game starts so you can prevent them an spawn near a totem on survivor side. The idea of this would be to give more importance to totems as a side objectives. Also as I said this could be a perk if it's balanced enough by devs.

    Then the killers would just place them all in the basement and run Territorial Imperative, or even worse they could place it in a very center location between a 3-gen and never even get the game to end.

  • As a killer main I still easily agree with this, survivors rarely receive a good amount of bloodpoints, and if they utilize their offering slot specifically to preserve their items, while having choices of offerings to double all bloodpoints or ones to make stealth much easier throughout the match, I think that the offering should reward the survivors almost as equally to others in term of satisfaction.

    My point is getting around a bonus 24k bloodpoints from a match is really incomparable to preventing the loss of a 6k bloodpoints item.

  • I've tried Deathslinger and his spear's hitbox isn't as big as Huntress's by far, so you're often met with survivors either crouching behind cover or just dodging the spear which makes quickscoping really needs practice from whoever's playing him, and then there's the compensation for the time it takes for the tip to reach the survivor so players must learn to predict shots and pray survivors don't dodge their prediction which isn't as easy as it sounds especially in longer distances.

    Personally I think he has a good skill ceiling but he's fine the way he is right now.

  • There's lots of third party software out there which isn't bannable a crosshair just ruins the unique atmosphere of the game different to Shooters and such.

  • The doc is terrible at this state take it from a level 50 prestiged, the speed reduction on his shock therapy needs you to be really lucky or wait for a mistake from a survivor to win a loop, he is VERY add-on dependent especially in those red ranks you must have a range add-on and an at least green rarity book.

    The only thing he excels at is tracking survivors but if they know how to loop well his shock therapy only makes him worse in chases, just try to avoid other survivors and mainly spread out when playing him, he is in no need of a nerf in the state he's in rather a small buff to his shock therapy.

    Edit: [bad word] replaced

  • Facecampers are the ones really losing at the end of the game.

    Stage 1 (Idling) on the hook takes 60 seconds, Stage 2 (Struggling) Takes up to 60 seconds, Let's say the average survivor struggles for 35 seconds. A total of 95 seconds on the hook

    • A generator takes 80 seconds to be repaired without any toolboxes or it's addons, 2-3 generators can be easily repaired while picking those generators to be near good loop locations, in the duration of that facecamp.

    • On average, by the time 1 survivor is put into dying state and hooked, 1 generator is at 90% done, an

    • So while the killer has facecamped that one survivor (Most likely for being a really good looper), 4 gens are already done. This means he has 3 more survivors to chase while preventing 3 different gens.

    • Facecamping does give you a large penalty in the chaser emblem and hence bloodpoints, and since you're not even doing anything the whole match you're getting barely any bloodpoints out of the match.

    So the hooked survivor can just be happy he took one which made the entire team win, or the 4 of them can go make a post crying for an hour on how they couldn't save one of them because the killer made it practically impossible.

    Make your choice.

  • The intruder

    You transform into a survivor that is already on the match. You can "dismantle" generators at a faster speed survivors can repair but it requires you to be alone.

    Would straight up just be countered with bond and relies heavily on having dumbass survivors.

    Pacman ghost

    You have 2 stages one that is very powerful and another that is very weak. You swap between them while the game progress. If you are in the powerful stage you chase survivors but if you are in the weak stage, survivors have to chase you in order to avoid some kind of punishment.

    Too OP, would stop a minimum of 2 survivors from playing the objective while at the same time you can just transfer mid-chase and kill both of them.

    Shaman

    You can reposition totems and create new ones if you find the rest of a destroyed totem. Your power depends on the totems that are not destroyed and the distance between them.

    Survivors know it's a shaman through loading screen or just seeing him, survivors cleanse heavily.


    The Idea is quite nice to be honest but it would require lots of changes to balance it out and would be over all confusing, perhaps too powerful in the low ranks but that goes for a lot of killers.

  • It's a hex, most killers can't be defensive around their totems, you can easily counter it by small game or find it luckily through hearing the burning totem, quit whining and move on.

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