Avatar

icemancat

icemancat

About

Username
icemancat
Joined
Visits
475
Last Active

Comments

  • Realistically, pretty small if we consider the point you mentioned with there canonically being thousands of killers in the Entity's realm.

    However, there is one good example of survivors encountering the same killer again. Dwight, Claudette, and Meg all have faced against the Trapper at least twice.

    1. In the new trailer that starts with Claudette and Jake walking together towards a generator, they encounter the Trapper.
    2. In the Nicolas Cage trailer, we see Dwight, Claudette, and Meg all against the Trapper once more. However, instead of Jake being on their team, it's Cage.

    There's a bunch of unseen killers mentioned in the lore like the ones you mentioned. Only time will tell if they will ever be playable killers in the future.

  • Trapper was my favorite ever since 2016, but now, it's Unknown. The lore, design, abilities, everything about The Unknown I just find super cool.

    It's incredibly rare for me to 'replace' a favorite character of mine for both survivor and killer. Dwight was my favorite until Ace released, so the gap of time was only a few months back then. However, for my favorite killer to switch from Trapper for 8 years to Unknown in May 2024 is just interesting to me.

  • They won't really read an idea if you were to email them directly. However, they will read ideas in the Creations section on the forums. On the home page for the forums, scroll down to Community. The Creations section is down there. Best of luck!

  • @Seraphor said:

    Reasonable. Although from what I've seen, it seems to be way more than 50%. Nearly every Nick Cage I faced yesterday screamed twice.

    For sure. It could be a bug or intentional. Not sure though.

  • @JustAnotherNewbie

    I have primarily been using Up The Ante and Slippery Meat as part of my go-to build since Feb. 2017 (the other two perks in the build being Ace In The Hole and Plunderer's) so I might be able to provide some insight.

    There are some advantages to using Up The Ante and Slippery Meat over Deliverance:

    Advantages:

    1. You can start healing as soon as you unhook yourself. This is pretty important depending on the situation as you can then take an extra hit whereas with Deliverance, you cannot and will not be able to for 76 seconds total (60 seconds Broken + 16 seconds to heal)
    2. Regardless of rescuing a survivor first or not, you will have six attempts of escape off the hook with at least an 8% chance per escape. These odds are increased for each survivor still alive (1 Survivor=11% per attempt, 2 Survivors=14% per attempt, all Survivors=17% per attempt)
    3. Even if you fail to unhook yourself or if you are rescued, Up The Ante's effects remain an open option for the rest of your team, serving as a fifth perk to support them

    Disadvantages:

    1. Highly luck-based as Deliverance is a guaranteed 100% chance
    2. Slippery Meat is a wasted perk slot if you fail to unhook yourself or are rescued
    3. Dying before your teammates causes Up The Ante's effects to go away, removing the luck buff to your team

    To answer the next part of your question, yes, other perks can synergize relatively well with Slippery Meat.

    1. Resurgence grants 50% to your healing progress after unhooking yourself
    2. Reactive Healing grants 50% to your healing progress if another survivor loses a health state within 32 meters of your location
    3. Solidarity heals yourself when you heal other survivors at a 50% conversion rate

    Something I've noticed with making perk builds is that it is beneficial to have multiple perks support multiple factors rather than all 4 perks dedicated to one area. For example, half of the build I use is dedicated to self-unhooks while the other half is for better items from chests. If you don't want to use Up The Ante, I think Solidarity and Resurgence would be your next best bet as unhooking yourself then healing a teammate can increase your team's efficiency as a whole. You then have 1 open perk slot for something else. Otherwise, you could run Slippery Meat on its own just to have that emergency option, but it won't be as consistent. Hope this helps.

  • If I remember correctly, back whenever the Halloween Chapter was released in 2016, the first Golden Toolbox was found under a picnic table. I think the devs may have been referring to the Golden Toolbox. Also, keep in mind that yellow-colored generators were also first introduced in the Halloween Chapter as well. Finally, notice how almost all Golden Toolboxes are found on the ground albeit hidden. If this really is in the game and hasn't been found yet, my best bet would be that if a survivor is downed and if they crawl to the location of the Golden Toolbox, they can pick it up. Golden Toolboxes would only be able to be picked up if you are in the dying state. After doing so, repairing the yellow generator with the Golden Toolbox maybe opens up the beginning to the third route of escape. I always like to imagine another larger layer to the basement opens up. Who knows though. It really is strange that this hasn't been found through data mining.

  • Hi,

    I came across this while looking through the forums and felt like giving some feedback specifically on the chapter idea.

    Hell's Fever Power:

    This seems like a cool concept, but I feel like it would be way too easy to kill survivors due to how powerful this ability currently is. First, the Aching Status Effect's properties carry the same problem that old Legion had, that being old Legion had no counter. If you hit a survivor with a fireball, then it is basically a death sentence. Since the survivor will most likely still be in a chase with the killer, they won't have time to find a water bucket, meaning the Aching Status Effect guarantees a free down for little effort. On the other hand, if the survivor wanted to find a water bucket, then the killer would just stop them anyways. This leads to a "Die if you do, die if you don't." scenario, which could make facing The Pyromaniac frustrating. The only counter to this that I could think of would be the survivor using the perk, Lucky Break, but even after Lucky Break's duration is up, they're screwed.

    On top of what I already mentioned, having the Aching Status Effect slow the survivors is a little overkill, effectively power creeping The Clown. In other words, there is zero point in playing The Clown when you could just play The Pyromaniac. Also, having the dying state bar only last 55 seconds could lead to very boring gameplay, with the killer only choosing to slug the survivor to kill them in 80 seconds at minimum. This is less than two hook states and would need to be adjusted to be balanced.

    Addons:

    I chose not to review the addons since I usually prefer to play without them. Also, things may sound good on paper, but need adjusting later on. This means that all of the time put forth into making addons could have been used for something else.

    Burning Sensation:

    I like this perk idea a lot! It offers an interesting alternative to existing gen-defense meta perks and spices things up!

    Fire Obsession:

    This perk is essentially Hex: Thrill Of The Hunt, but better. Fire Obsession power crept Hex: Thrill and essentially makes it pointless to run it. One of the bigger problems with killer perks is that the usage of killer perks is very small and the usage needs to be expanded, leading to more unique and interesting games.

    My Special Guest:

    This is an interesting idea, but it encourages camping. Also, this perk is just straight-up overpowered.

    Survivor Perks:

    Nerd Instincts:

    This perk has the same issues as the first version of Decisive Strike, essentially serving as a 'Get out of jail free card'. It would also make grabbing survivors even less reliable than it already is now.

    Objectified:

    This is a very interesting idea for a perk, but I feel like the effects for 1 and 3 tokens are too weak. Maybe the effects could last longer?

    Payed Attention:

    This perk is interesting. I'm not sure whether it is balanced, overpowered, or weak. I feel like the only reliable way to get use out of this perk would be for a teammate to divebomb the hooked survivor with this perk equipped. Even after this perk to work, Borrowed Time is just a stronger version of Payed Attention since the timer only starts after unhooking the survivor, not right when you get hooked.

    Overall, you have some pretty neat ideas! I suggest you take a second look at some of the perks and parts of the killer's power and adjust them to make them more balanced. After doing that, I think the changes would be very interesting.

  • The first thing that comes to mind as to who that could be would be this unseen killer in a very early piece of concept art for the game:

    image.png

    The only few similarities I can see would be the weapon, the physique of the killer, and the brick wall being the same color as the border of the arcade machine. Other than that, I'm not sure who that could be.

  • To answer your first question, two of the best perks on Trapper are BBQ and STBFL. Along with those two perks, many people prefer to run a slowdown perk or two like Ruin, Corrupt, or Pop. Bag addons can make life easier when you play Trapper as well as addons that improve setting speed. As for the best tactics for his traps, placing traps within common routes that survivors take when they loop is very effective because most survivors don't think to check an entire loop for traps. Place traps in tall grass and not out in the open to avoid them from getting spotted so easily.

    For your second question, try prestiging Hillbilly next. Many players have abandoned Hillbilly due to his changes which is a huge shame. I still feel like Hillbilly is still an enjoyable killer to play as if you have the patience.

  • I had no idea he dropped dbd. That's too bad, he was a very talented player. I'm not sure why, but I think what others have said earlier is that it could be from major burnout. It's happened with others many times before and I bet it will continue to happen.

  • I've been playing since release. My survivor main from the start was Dwight, but I quickly switched to Ace when he came out. As for killer, I've always mained Trapper and even got two legacy pieces on him. However, in mid 2017, I lost both legacy pieces due to the game-breaking bug. To this day, I still have yet to have my legacy restored if the devs even plan to restore the lost legacy someday.

  • Creations are things that are submitted that showcase various things made by players of the game such as artwork, chapter concepts, etc.

    Feedback and Suggestions are things that are generally already in the game that people suggest to change such as suggesting to make changes to a perk or killer. Feedback and Suggestions can include different ideas to add certain things into the game, but those things are generally meant to be game mechanics and not a new character.

    Hopefully this helps.

  • I think the devs are doing something new and teasing the survivor first instead of the killer. As far as I can tell, this is the first time they have done something like this. I think it's pretty cool that they're switching it up this time too.

  • @GreyBigfoot said:

    Am I allowed to hold my answer until the teaser trailer? Because I'm betting that the DbD Twitter change is to tease the new survivor, not the killer.

    Which would mean there's no info on the killer.

    Absolutely

  • @GreyBigfoot said:

    Am I allowed to hold my answer until the teaser trailer? Because I'm betting that the DbD Twitter change is to tease the new survivor, not the killer.

    Which would mean there's no info on the killer.

    Absolutely

  • There's only a few things that I can thing of that may make it worth it to prestige a character:

    1. Bloody clothing. This is mainly for bragging rights or combining pieces of bloody clothing with other pieces for customization.
    2. More likely to get rarer things in the bloodweb. This helps and harms you, however. It helps you by increasing the chance of getting bloody party streamers which are one of the most consistent offerings to get you more bloodpoints, but you end up spending slightly more bloodpoints each time you want to reach the next prestige level because of this increased chance of earning rarer items.
    3. Nothing better to spend your bloodpoints on. This reason is purely for those who are in it for the grind aspect.

    That's about all that I can think of.

  • Thanks for doing this! I've always liked reading the Arcus Logs the most.

  • Run whatever you want. There will always be people out there who will complain about anything, but all you can do is just ignore them and move on.

  • @ItzZane_ said:

    Will you do more stuff like this for the other survivors?

    I can try and work on another one! Is there any specific survivor you want to see an analysis on? Also, in case you haven't seen this one yet, I worked one a lore analysis on Ace Visconti a while back which can be found in the link below: https://forum.deadbydaylight.com/en/discussion/130185/lore-dive-ace-visconti#latest

  • @BabyCameron10 said:

    They should just make it so that if a survivor fully heals, DS deactivates. Never really understood the “Deactivate after hooking another survivor” sorta thing. Doesn’t really make sense IMO. And besides, no matter what they do to DS, it will always be problematic.

    The problem with that idea is that it can be abused by survivors. If a survivor knows that if they fully heal, they lose the effects of DS and can no longer punish the momentum of the killer, something they wouldn't want to do. The point of "Deactivate after hooking another survivor" is to prevent the survivors from intentionally cancelling the killer's pressure as I stated in my initial post. Cancelling out the killer's pressure with DS is something that I don't believe the developers originally intended unless they say otherwise and even if it was intended, it has caused a lot of frustration with a lot of players.

  • For me, the killer I'm least intimidated by is Trapper.

    However, the only reason why it's Trapper for me is because I main him when I play killer and I have learned how a lot of trapper players think and play. If Trapper's in the right hands though, that's when he can become pretty scary.

    Other than Trapper, the killer who I'm not to afraid of on a consistent basis is Clown. All you need to do is preemptively drop pallets and you should be ok. With the Clown's rework coming up soon though, this could change.

  • These are all very interesting changes. I do want to bring up the changes you suggested for Up The Ante as it is a perk I commonly use. The current version of Up The Ante adds a total luck bonus of 9% provided that all other survivors are currently alive. This means that if combined with new Slippery Meat, it will be a 17% chance to escape the hook with 6 attempts and only 34% chance to escape bear traps since the additional chance provided by old Slippery Meat was removed. The Up The Ante changes you suggested would provide a luck bonus of 20%, meaning that if all survivors are alive, you have a 28% chance to escape the hook if you also use Slippery Meat with 6 attempts and the chance to escape a bear trap is up to 45%, something I think the devs want to avoid as seen with the changes done to Slippery Meat. This suggested change would be pretty cool and I may be a little biased when I say this because I love underrated things in games, but this might risk the Up The Ante and Slippery Meat combo becoming meta, something that draws away players that prefer to use low-tier and underrated builds.

  • I know a ton of people want to buff Slippery Meat in different ways, but as someone who uses the perk often already, I love the changes they did to it.

  • I think lore wise, it's possible that Ace could have lost the gator tooth in some other scenario that we still may not know about. It is pretty weird that the gator tooth is missing though.

  • I have to say that Ace has one of the best written lore in the game right now. As others mentioned earlier, his one paragraph of lore leaves people wanting more. Ace's archive lore is also one of the best so far as well and on top of that, there's still a solid amount of mystery behind his character. Whoever is behind the lore design, they did good with Ace.

  • Wow, nice job finding this!

  • It should be easier now. I already managed to get Adept Oni and Adept Pyramid Head, but the prerequisites for getting Merciless Killer are still difficult to get. To put it this way, it's more difficult to get it the higher the rank you are because the pips are spread out more. The best advice I have is to intentionally leave people on the ground a few times to make the game last longer. Dropping chases by just injuring survivors and leaving them helps too. Try making the game last longer than 9 minutes to earn more points in the Gatekeeper emblem while still having a fair amount of generators left in the game unfinished. Try hooking the whole survivor team a total of 9 times or more. If a survivor suicides on hook, this will make getting this emblem as iridescent or gold more difficult. The Malicious emblem is easy. Just keep them all injured as much as you can and keep hitting them. Finally, for the Chaser emblem, just play out the chase as you normally would. Hitting a survivor during a chase awards big points for this category meaning that if you're playing as an insta-down killer, you'll get less points so consider hitting survivors twice instead of going for the insta-down all the time. Also, camping the hook makes you lose points. I recommend staying at most 16 meters away from the hooked survivor to not lose points in this emblem. Think twice if a survivor trys to bring a chase towards a hooked teammate. It might make you lose points (IDK if this is confirmed).

    I highly suggest reading up on this for more information to have a better chance at getting these achievements. Good luck. https://deadbydaylight.gamepedia.com/Emblems

  • Nice! Looks good!

  • The biggest weakness to Deathslinger is his lack of map control. If you're up against a solid team of survivors that spread out the gens, then you'll have a tough time winning. That, and super big maps like ormond are tough for him. So while he may have a good tool for chases, he lacks one in mobility.

  • I know this post is a couple days old, but I think it's worth mentioning a new game coming out in the 4th quarter of 2020. It's called Monstrum 2 and it's going to be a survival horror multiplayer game kind of like dbd. I've been keeping my eye on it since I played the first Monstrum game a while back and hoping it will be a fun game.

  • Kindred. Once you've played the game enough, you'll memorize where the gens are located and learn to spread them out across the map, making Deja Vu not entirely necessary. Kindred is just more useful since you can see what everyone's doing when someone is hooked which can effectively save you and your team time.

  • I think everyone's done with the ptb already. I tried a couple days ago and it took me 45 min. to get into a game only for someone to dc while the game loaded.

  • Probably around August-September would be my guess.

  • Nice find. This pretty much confirms that The Entity can take anyone from at any point in time like LethalPugy was saying.

  • Welcome to DbD matchmaking

  • Ace is the chad.

  • I think the devs will wait to see if Pyramid Head needs any other changes whether it be buffs or nerfs. However, I think like ClicklyClickly was saying earlier, Freddy is gonna get hammered. Overall, Freddy has an extremely well-rounded base kit: Snares to help counter loops and ending chases quickly, omnidirectional lullaby to find survivors easier who are asleep, gen teleport which is great for map control, and making some survivors take up time to find the clock to wake themselves up. He has some sort of presence in all 5 categories for what makes a killer powerful: tracking, game slowdown, map control, loop counter, and ending chases quickly. It's pretty rare to have a killer with all of those traits, however, I think the thing that will end up getting nerfed is his teleport. Freddy's teleport allows him to teleport directly to the location of the generator once every 45 seconds. However, this can be reduced. With every survivor that is asleep, this cooldown is reduced by 15%. By doing some math, here is how long it would take to use the teleport again: (1 survivor asleep: 38.25 seconds; 2 survivors asleep: 31.5 seconds; 3 survivors asleep: 24.75; 4 survivors asleep: 18 seconds.) On top of that, survivors passively fall asleep, allowing for Freddy to benefit from this 15% cooldown reduction at a frequent rate. This makes Freddy's map control one of the most consistent in the game. Using a certain set of perks and addons further strengthens Freddy, which could make some players conclude that he's too oppresive (which he could be). Although the addons, Swing Chains and Jump Rope were nerfed, you can still combine it with Thanatophobia, Dying Light, Pop Goes The Weasel, and Corrupt Intervention to have a large amount of game slowdown. To not get too off track, this is what makes me believe his teleport will get nerfed. I believe it will get nerfed to a 60 second base cooldown or something along those lines of changes.

    As a side note, I've noticed that the devs have a tendency to look at perks that are being used a lot. There's no denying that Pop Goes The Weasel is being used a lot now that Hex: Ruin is the way it is. As a bonus prediction, I believe Pop Goes The Weasel could get nerfed. This could then result in Corrupt Intervention becoming the best slowdown perk. The best way to avoid this is for whoever is in charge of perk design to create more viable slowdown perks to spice up the variety of matches instead of being limited to 2 slowdown perks (maybe 3 if you count Ruin and Surveillance, but Ruin cannot get destroyed.)

  • I would still be playing Binding of Isaac: Rebirth or the Dark Souls games.

  • Give Spelunky and Risk Of Rain 2 a try! I always enjoy those two games to take a break from DBD.

  • Have you tried Risk Of Rain 2 or Spelunky? Those are games I usually like to play to sometimes take a break from DBD. To me, they're fun from the start and become more enjoyable the further you make it.

  • I'd be surprised if these things actually became "exclusive". They could be added to the store after this event is finished for people who missed out or more likely, unlocked when you first start the game, just like what happened with the cosmetics recently unlocked for everyone from the Howling Grounds Event and the Summer Event.

  • I also lost my legacy back in 2017. I had legacy 1 and 2 for trapper and just like you, I tried to contact the devs a few times. Just like DwightOP mentioned, only 3 years later do they finally mention it in a dev stream and only now are we hearing that they might not be coming back. Hopefully my post gets approved soon so that more awareness for this topic possibly catches the dev's attention. My post was on lost legacy too.

  • Let's see what Spine Chill can do for someone.

    Spine Chill can notify the user when the killer is coming towards them, but not the exact direction. Also, Spine Chill can give a slight bonus in action speed including repair, healing, sabotage, unhooking, vaulting, cleansing, exit gate opening, and chest search speeds by 2%/4%/6% for each tier (thank you dbd wiki). Also, an experienced player can make good use of the extra chance for skill checks to hit great skill checks more frequently, making gens get completed slightly faster. Spine Chill can also counter stealth killers depending on what the killer does.

    However, Spine Chill still has its drawbacks.

    Spine Chill is able to be completely countered if the killer does not look at the survivor. One way to do this is if you're making your way towards a generator where you suspect survivors are working. Try to estimate when you are about 40 meters away from the survivor repairing and begin to look slightly away from the generator's aura while at the same time, keep making your way towards the generator. Stealth killers will have the easiest time doing this due to their lower terror radius and in some cases, their lower profiles (Pig and Ghostface). This counter can still work even if the killer you're playing has a regular terror radius. For this example, let's say you're in the end game collapse and a survivor with Spine Chill is halfway done with opening the gate. You're about 32 meters away from them and you have two options: You can either look directly at the survivor opening the gate or look away. Looking at the survivor might end up giving them that little boost from Spine Chill they needed to end up escaping, giving them the escape while looking slightly away from them can deny them the escape. It's these little things that can make the difference in a game.

    To answer your question, while I believe Spine Chill is a relatively strong and versatile perk, I haven't noticed anything too powerful about Spine Chill that would require it to be nerfed.

  • Unlocks Aura Reading. You can now see the auras of the killer, survivors, killer's belongings, hatch, chests, windows, pallets, exit gates, items on the ground, lockers, and crows. However, if you startle a crow, gain the following effects.

    -You are afflicted with the broken status effect for 500/400/300 seconds

    -The Doctor's hallucinations constantly show up for 1000/800/600 seconds

    -Your perks get shuffled for the rest of the trial

    Running this perk grants you massive confidence of escape. You gain even more bonuses.

    -Gain 90 tokens on Up The Ante

    -Gain 10 tokens on Autodidact

    -Each time you stun the killer, the pallet breaks and you sprint at 150% your normal running speed for 15 seconds

    You've violated the law. The Entity wants to bring you in. The following now occurs in the trial.

    -10 Clown bots spawn in the trial and search through every locker

    -7 Pyramid Head bots spawn and have unlimited use of Trail of Torment

    -1 PTB Ghostface bot spawns in. If it is revealed, it disconnects from the match

    If your game hasn't crashed yet, gain one final bonus.

    -You can now throw up to 1000 pebbles

  • Up The Ante and Slippery Meat can actually be useful at times.

‹ 1 2