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icemancat

icemancat

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icemancat
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  • Licensed: An Outlast Chapter with Chris Walker as the killer and Miles as the survivor

    Unlicensed: A killer that can climb up walls, but balanced at the same time

  • @Boss

    I might have found a few that you missed.

    For survivor, Up The Ante is pretty much useless if you get caged for your first phase as it can no longer assist in escape attempts. For killer, Monstrous Shrine is pretty useless as well. Since Pyramid Head always has a chance to use a cage, the likelihood of someone playing him might not use the basement as often or at all in a match. I'm not sure if these two perks would count as completely 'useless', but their potential to be used in a game with Pyramid Head gets drastically reduced. Hope this helps!

  • I haven't played since April 8 and my last time I was active on the forums was April 6. So yeah, I'm definitely burnt out by dbd right now. I've also tried to play a few other games during the time we're in right now, but even that's starting to get boring for me. Playing survivor gets stale and playing killer gets stressful after 1-3 games. I feel like something needs to be added to dbd to freshen it up, but at the same time, things need to be fixed. I've just been doing other things honestly.

  • I've really been getting into Risk of Rain 2. I also play Payday 2, souls games, and a few others.

  • It's technically in the same boat, but what I meant by "balance" is like changing some of the perks in the game to make them on par with others so they are not completely forgotten. This would allow us to not just have 1 optimal build for both sides, but several to make things more interesting.

  • I know how you feel. As someone who uses Up The Ante often, I feel like the perk itself (might) be fine, but the luck mechanic and luck itself should affect more things in my opinion. It's one of the oldest mechanics in the game and needs to get some dust brushed off.

  • I think this time, we're gonna get Hillbilly, Plague, Adam, and Meg. All 4 of these characters at some point had some sort of event in their life that escalated to something more significant.

  • As someone who uses a luck build in my regular survivor build, I'm glad someone finally mentioned this topic. The build I use is Up The Ante, Ace In The Hole, Slippery Meat, and Plunderer's Instinct, a build that completely relies on RNG to be successful. So far, luck affects only two things in the game, escaping from a bear trap and escaping from a hook. The fact that luck only affects these two things limits its capability to possibly be better and suffers from inconsistency due to how often it may actually work. To make matters worse, Luck does not affect multiple other elements in the game, making it more of a forgotten and outdated game mechanic. Here are a few things that could make the luck mechanic more interesting, balanced, and more enjoyable to use as survivor and to play against as killer (somehow).

    1. Luck affects chest searches. Currently, Luck does not affect chest searches. If it did in the current state of the game, then combining luck and plunderer's would be overpowered. One solution would be decreasing the chances of getting powerful items from chests using plunderer's (keys), but compensating this nerf to make it so that Up The Ante's luck boost stacks with Plunderer's. This can give players the option to sacrifice a perk slot for Up The Ante so that they can still hold onto their original odds of getting good items from chests.
    2. Luck affects escaping from a Reverse Bear Trap. If this were done, then luck users would have a soft counter to another killer, but The Pig would need a considerable buff to compensate for this buff to luck (maybe base kit Rules Set #2 or End-Game Traps activating again?)
    3. Luck affects Ace In The Hole. I don't think this would be too severe of a buff to luck, but I could be wrong.
    4. Luck affects Technician. Technician is already an underused perk so if the percent chance was able to be stacked with luck, it could make the perk better.

    These were just a few brainstorm ideas to possibly make luck better. The luck mechanic is definitely outdated and needs to be looked at. Perks like Deliverance put half of the build that I use completely out of commission provided the user just gets one safe unhook (which is not difficult to do) and rewards the user with a 100% chance of escaping. Up The Ante and Slippery Meat alone offers the user a 13% chance to unhook yourself and an extra 3 attempts (for a total of 6 attempts. I find counting up to 5 after the escape attempt notification shows up to work out the best). Each attempt at escape you make is always 13% provided no teammates are dead.

    I'm ranting at this point, so to answer your question, no. Luck is not viable. However, it can seriously throw off a killer and can even be the reason why you escape certain matches. This build is kind of like Mr. Game and Watch's hammer from smash bros (with an 11% chance of getting a 9 in the more recent games). Even if the perks or character you use suck, don't let that stop you from using them. So many new perks have came out since Ace's release and I have yet to change my build from the luck setup. Luckily, Slippery Meat is one of the perks that the dev team confirmed was getting looked at and I hope it gets a solid change next mid-chapter patch, but there is no confirmation whether it will be the next update or not.

  • There was F13 like you mentioned, Deathgarden, Last Year: The Nightmare, Identity V, Soul at Stake, and maybe a few others out there.

    One in particular that I will be trying out myself is Monstrum 2. It's a game with a very similar idea to DbD's 1v4 survival horror and a sequel to the first Monstrum game which was a single player survival horror game. This game has 4 survivors trying to find equipment to escape a large ship with a deadly monster. I think it comes out Q4 of this year and I'm actually pretty hyped for it.

  • Whispers for good tracking, Brutal Strength for chases, Sloppy Butcher for decent game slowdown, and one other perk of your choice, however, many would recommend Noed since it punishes survivors for not taking the time for cleansing totems and for its consistency.

  • @End_of_Slayer

    It's possible that they could be teasing a new killer from a revelations entry from the archives. However, I believe that there is another important person that is already in the game that could potentially have associated with the ring and the killer from Arcus 1672 in his past. In my perspective, I believe that person is Ace.

    The reason why I feel like Ace has a lot to do with the ring and the killer from Arcus 1672 is because of his appearance and very brief background. In terms of appearance, Ace is the only survivor who could have been married prior to getting captured by The Entity as seen by the ring on his left hand. However, it's his background that explains everything. In Ace's brief background, it is explained to us that he used to gamble, scam, and seduce people. From these scams, Ace eventually gained a lot of wealth and moved from his home country of Argentina to the United States where I believe he may have encountered the killer from Arcus 1672 based on the memory displayed in Arcus 1672.

    I don't mean to be that guy and "advertise" something, but rather than trying to reinvent the wheel, you can click here for an in-depth analysis that I did regarding Ace and his potential involvement with the ring and the killer from Arcus 1672. I think it can clear up any confusion and maybe even provide some insight on some details you may not have known before: https://forum.deadbydaylight.com/en/discussion/130185/lore-dive-ace-visconti#latest

  • @Hamburger

    To answer your question, we don't know how The Alchemist managed to tie down each killer for his experiments. He could have used a trap of some sorts to knock each killer out unconscious, but even that possibility seems unlikely given how powerful each killer is. We also have no confirmation regarding if The Entity assisted The Alchemist with his experiments. If anything, I believe The Alchemist was trying to find a way to escape The Entity's Realm for good by testing different amounts of serum on each killer as well as possibly combining the serum with a certain chemical substance. I just recently did an in-depth analysis on The Alchemist if you want more details on him and his experiments. You can find that here: https://forum.deadbydaylight.com/en/discussion/139009/lore-dive-the-alchemist#latest

  • YYYYYYYYYYYYYYYYYYY

    in Aaa Comment by icemancat
  • This happened to me a little while ago. I got robbed of getting adept Myers. The only way to get the achievement now is if that final results screen says "Merciless Killer". If it doesn't say that, you're out of luck. Even if you get a 4k and get something like "ruthless killer" it wont matter. It must say merciless killer. It kinda sucks.

  • @PapiQuentin_ @CheersTC

    Thanks for the feedback! I'm glad you guys liked it!

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1013652#Comment_1013652

    I mean true. But how about my red add-on solution?

    I said to add a solution for people who don't want the cooldown in base kit? Do you like kt? :3

    That add-on idea is pretty interesting. Hillbilly would kinda be like oni for people who used the add-on and can maybe pull off some nice plays.

  • I disagree. I don't really understand why some people think adding a cooldown to a basekit is always the right solution. Instead, I think if people are really struggling to face against the hillbilly, they should look at other solutions such as billy's cooldown addons or his instasaw addons. These addons make it so that the person playing the hillbilly would be able to keep using their chainsaw at a constant rate. If the balance team changed any elements of hillbilly's basekit, then that would just make him less fun to play as. As of right now, hillbilly's base charge speed is 3 seconds (i think) and his base cooldown is 2 seconds. With this, we know that the hillbilly already has a cooldown and cannot always use his ability at a constant rate unless the player were to use certain addons.

    If we look at other killers such as legion, ghostface and oni, they already have cooldowns which force the player to have to wait before they can use their ability, removing possible interactions that the player may have when playing a certain killer which in turn, decreases the amount of fun that the player would have if they were to play killer. However, cooldowns can help with balancing certain killers such as spirit and freddy's teleport ability. If those two killers were able to use their abilitys all the time, then they would be too strong.

    While cooldowns can help balance out certain things, they may not always be the best option. What I want the balance team to try to do this time is to try out alternate solutions such as fixing the addons before going straight to the cooldown solution. The balance team could try and see what both sides struggle with the most. Are the objectives for the survivors too difficult or too easy? Do the survivors need more objectives to keep the game fresh for them? Why are killers struggling to apply generator pressure? Do killers lack the mobility to get from one generator to the other across the map due to the map's size? What is the reason for both sides to run certain perks such as Decisive Strike and Hex: Ruin? These are the questions that I believe the balance team should look into more often. As for cooldowns, they should ask themselves "Does this killer need a cooldown?" before jumping to conclusions.

  • Unfortunately, they will most likely mess around with hillbilly. Although they said they were going to look into billy's addons, they will probably make "slight" adjustments to his basekit knowing them. I predict that they're going to add a cooldown to his chainsaw. I really hope I'm wrong.

  • If I'm being honest, I am getting a bit burned out from DbD. I've just been playing some Halo and other games just to take a break from it.

  • Ace. He's just pretty cool.

  • I'm a Trapper main and I use this strategy all the time. The thing that is special about Trapper is that he has one of the few counters to a survivor escaping during the end game collapse. He can always trap both gates before the end game and find the hatch ahead of time. If you can't get to the hatch in time or consistently disarm his traps before the end game, then you're screwed unless you have a key. The only true way to beat this strategy is if you have a key for the hatch.

  • @Kalec84 I know how you feel. I lost my legacy back in 2017 and every year since then, I tried to contact the devs at least once every year to no avail. While I did get bloodpoints back, I never saw my legacy again. By the time Summer 2020 comes by, it will be 3 years that I have lost my legacy. The only thing I think we can do is just hope we get our legacy back someday.

  • I commonly run a build as survivor that involves jumping off a hook. Here's a run-down on numbers.

    Survivor has a 4% base chance of jumping off with 3 attempts (No Joke)

    With Slippery Meat, you gain 3 more attempts of jumping off, but still the same percent chance of getting off (4%).

    However, if you combo both Up The Ante and Slippery Meat, then you not only have a total of 6 escape attempts, but a 13% chance of escaping each time. This chance goes down as people die though. (you and two people left alive: 10%. you and one other person alive: 7%).

    Or just run Deliverance and get a 100% chance of escape. The only thing you need to do there is get a safe unhook.

  • I've always run this build since Ace was released.

    Up The Ante, Ace in the Hole, Slippery Meat, and Plunderer's Instinct.

    This is a build completely focused on luck and rng. I mainly use it to jump off hooks and get really good items from chests. Even though it's not guaranteed to work every single game, there's still a solid chance that the perks will work and when they do work, it's super satisfying. This build catches a fair amount of killers off guard.

  • For me personally, I used to main Dwight, but whenever they released Ace, I instantly knew that he would become my new main for survivors because of his uniqueness and also the fun combos you can do with his perks.

    For killer, Trapper has been my all time killer main since the beginning. I just love his playstyle and catching survivors off guard with his traps is so satisfying.

  • While Self Care can be more consistent with healing, Inner Strength is a much faster heal and all you need to do is to cleanse one totem for an 8 second heal.

  • Trapper.

    He may not be the weakest out of the killers listed, but all I think he really needs is to just start with all of his traps. I think it would just be a nice quality of life update for him since he wouldn't need to go through the hassle of having to walk to every individual trap, pick it up, and then set it.

  • Just coming back from going up against a 4 man swf team. Two of them used head on and throughout the whole match, I got head on stunned 3 times. This is probably likely because they organized the stuns, but whenever I got stunned, I always went after the person who stunned me then. To answer the question though, it seems like a very enjoyable perk to use and very satisfying when you get the stun, but people will die trying to use it.

  • Well we did learn that in the last entry from the Hallowed Blight event that The Entity supposedly found him. If that's the case, then maybe he's being tortured into becoming a killer one day because he was one of the few people to attempt to dissect the story behind The Entity and it's realms. In short, Benedict Baker could have learned something that he shouldn't have and because of that, The Entity finally took him.

  • Ace. If you really think about it, you can do a lot of theorizing based off of the little amount of lore we got from him ranging from how he could have got there to if he knows how the realms work. Possibly one of the most overlooked characters too.

  • I usually run this build on Leatherface:

    Ruin, BBQ, Agitation, Enduring

    This build generally worked for me when I play him. Ruin is completely luck based, but when it doesn't get cleansed, it can really slow the game down a lot. However, since Ruin sometimes gets cleansed at the start of the match more frequently at higher ranks, maybe switch to PGTW at some point. BBQ gives a great bloodpoint bonus and can help find survivors sometimes. Agitation is solid for bringing survivors to the basement and since Leatherface generally has a strong basement game, bringing survivors to the basement more often is not a bad idea. Enduring is just a good perk to help with chases overall.

  • If we're talking licensed chapters,

    1. Outlast
    2. Silent Hill
    3. Evil Within

    Even though this is unlikely, it would still be pretty cool in my opinion.

  • The Crawler

    This killer was supposed to be an actual thing back in 2016. It would be able to crawl up walls and ambush survivors from the top of structures, walls, etc. I would lose my sh*t if this killer ever got released because the concept in my opinion is so cool.

  • Maybe it's a competitive mode? The experiment has survivors and killers run no perks, addons, items, or offerings. Also, no swf for survivors. Dead by Daylight's first actual "Tournament" almost had the same rule set with the exception of swf on coms . The only downside to this is that it might split up the playerbase. I personally believe it's a test for a future competitive mode.

  • A killer who can crawl up walls and other objects. We were supposed to get a killer with that ability 2 years ago, but never happened. If this killer would actually be a thing, I think with a ton of practice, you would be able to use mind games to confuse the survivors.

  • My main and favorite survivor is Ace. So many people undervalue his perks, but I keep jumping off hooks nearly all the time.

  • My favorite would be Trapper. He's been in the game since day one and he's been my main killer ever since. You cant get any more original than him.

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