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iplaybothsides

iplaybothsides

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iplaybothsides
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  • For reference I'll just paste in my add on rework ideas

    Brown add-ons



    -**Spit Polish Rag**


    Missed shot cool down (-.25s)


    This add-on is fine as is. The bonus is noticable, but low which is fine for a brown add-on. It's out classed by the "Modified Ammo Belt", but it's a decent replacement.



    -**Snake Oil**


    Reel speed (+10%)


    Proposed change: show a dot in the center of the players screen when not aiming down sights.



    *Increased reel speed is nice, but with a base increase of 10% this becomes mostly worthless in most situations. The goal with the reel speed add-ons is to increase the likeliness of a hit after a spear and, in my opinion, increasing chain strength is a much better way to accomplish this. Though an increase in chain strength is a very strong bonus so I've decided to keep that for higher rarity add-ons. This add-on should be changed to a "teaching add-on" similarly to nurses "plaid flannel" and blights "chipped monocle". This would help new players by showing them where they should be positioning there screen before they aim down sights to help them aim and more reliably land quick shots.*



    -**Rickety chain**


    Weak chain (more bps)


    As much as I dislike the add-ons that weaken the killer to increase blood points gained, every killer has one (I think?) So he can keep this as well



    -**Modified Ammo Belt**


    Reload speed (-.25s)


    Currently one of his best add-ons, it's effect is small but noticable, and always beneficial. This can remain unchanged




    Yellow add-ons



    -**Rusted Spike**


    Mangled on speared hit (60s)


    This is add-on on is fine, it helps keep people injured and aids in slow down. It's reliable, and almost always useful. This can remain unchanged.



    -**Poison Oak Leaves**


    Increase mending time (+1.5s)


    Rewards switching targets, and spreading damage. Decent, but not incredible. A fine yellow add-on, and can remain unchanged.



    -**Marshal's Badge**


    Decrease TR/speed when ads (-4m/-5%)


    Proposed change: While a survivor is speared, reveal the auras of all survivors in your terror radius.



    *This add-on is terrible, you trade your already terrible mobility, as well as you FOV for a slightly smaller terror radius. You move at a abysmal 3.3m/s when adsing at base. This isn't the end of the world because the most effective way to play DS is to quickly ADS and shoot. Holding ADS has no benefit, and an add-on set designed to give a slight benefit while further hindering you is just terrible. It might seem crazy to give this add-on on the old effect of the hellshire iron, which is an iridescent, but honestly it's a extremely underwhelming iridescent add-on. I believe it fits in better with yellow add-ons, and would be kinda nice at this level.*



    -**Jaw Smasher**


    Increase speed when ads (+5%)


    Proposed Change: Increased lunge distance after spearing +10%



    *An increase in movement speed while ADSing is worthless to DS. To change these add-ons I wanted to give the DS the feeling of a bayonet charge after spearing someone. This speed boost/lunge increase would help secure hits and allow him to break the chain early to secure sometimes around corners he otherwise wouldn't be able to.*



    -**Chewing Tobacco**


    Decrease stun duration after chain breaks (-.5s)


    This is generally a fine add-on on. It has some synergies and works well with Save The Best For Last. It can remain unchanged.




    Green Add-ons



    -**Warden's Keys**


    Increase reload speed (-.5s)


    Currently DS best add-on. Always useful, can remain unchanged.



    -**Wanted Poster**


    Increase speed when ads (+10%)


    Proposed Change: Increased lunge distance after spearing +20%



    *Essentially just a better version of the "Jaw Smasher" add-on.*



    -**Tin Oil Can**


    Missed shot cool down (-.5s)


    A decent add-on with a noticable effect. Out classed by "Warden's Keys", but still useful, can remain unchanged.



    -**Honey Locust Thorn**


    Mangle on chain break (60s)


    Proposed Change: When a survivor breaks free from the chain they are afflicted with the *Hindered* status effect for 5 seconds



    *Applying mangled on chain breaks seems unnecessary to me. While there are situations where you want to break the chain, it's more common to not want it to break, and bringing an add-on with the intention of making the chain break seems odd. I reworked it to help keep the theme and still benefit you when the situation does happen, but in a way that can help assist with a down faster.*



    -**Bayshore's Gold Tooth**


    Reel speed (+20%)


    Proposed Change: Increase chain charges by +15



    *Currently the chain has 100 charges at base, and loses 17.5 c/s a survivor is wiggling, and 37.5 c/s when wiggling and behind something. Adding 15 would give less than a second when in open space, and .4 seconds when the chain is colliding with an object. This would be a powerful add-on to better secure hits in more situations than it's old reel speed increase.*




    Purple



    -**Prison Chain**


    Increase chain charges (+10)


    Proposed change: Increase chain charges by +25



    *This is a decent add-on but is deserving of a buff. 10 charges hardly seems like a "considerable increase". Adding 25 would all but guarantee hits at the maximum range when the chain is not blocked, and would add a decent amount of time when colliding with objects. When combined with "Bayshore's Gold Tooth" add-on you would receive a total of 40 charges, which would only give about a second of extra durability in situations when the chain is being interrupted. This combo might be very strong at certain loops, but requires you to use 2 add-ons, which seems fair in my opinion.*



    -**Gold Creek Whiskey**


    Decrease TR/speed when ads (-8m/-10%)


    Proposed Change: After aiming down sights for one second, reveal the aruas of all survivors within 8 meters



    *As mentioned with the "Marshal's Badge" add-on, the original effect of this add-on is near worthless. This change would be extremely powerful, and very helpful at jungle gym loops, and other loops where the DS can't see the survivor. It requires you to ADS for a second to help prevent quickly scanning for auras as you traverse the map. You can still use it to look for stealthing survivors, but the one second commitment would slow you down. This change is similar to The Cannibals "Light Chassis" add-on in it's utility.*



    -**Bayshore's Cigar**


    Decrease break stun duration (-1s)


    This is a niche, but useful add-on with several synergies. It can remain unchanged.



    -**Barbed Wire**


    Increase mending time (+3.5s)


    Currently one of the few good add-ons DS has. It benefits you for spreading damage and pressuring multiple survivors. This can remain unchanged.




    Iridescent



    -**Iridescent Coin**


    Exposes on 15m shots


    Proposed Change: Exposes survivors speared from 15+ meters away, increases reel speed by 15%



    *I think iridescent coin is already a great add-on. It rewards high risk, and skilled shots. The only problem is it doesn't guarantee a down. Making a 15+ meter shot is difficult enough as it is, and not being rewarded for doing so makes this add-on feel weaker than it should in my opinion. To remedy this I believe the add-on should also increase reel speed to help assist with the long range hits. This way you are actually reward for making long range shots, and even if you can't find a situation to make those long range shots you can still get value out of the add-on via the increase to your reel speed.*



    -**Hellshire Iron**


    Shows auras of survivors in TR when another survivor is speared


    Proposed change: After downing a speared survivor, see the auras of all injured/dying survivors for 6 seconds



    *I've already moved the old effect to this addon to the "Marshal's Badge" add-on, as I believe it to be far to situational to be an iridescent. I wanted an add-on that felt like you were "branding" survivors with a branding iron and then gaining information on those "branded" survivors. This would make the add-on a lot less situational and keep with the DS theme of tracking bounties. *

  • Ew. Imagine kicking gens to regress them.


    This post brought to you by the hex:ruin gang

  • Unless you make the waaaay stronger you'd never get a hit at that range and you'd have to rely on letting the chain break too often, and if you did make the chain much stronger he'd start being able to consistently drag survivors around much stronger loops and pallets.


    As a deathslinger main I don't think changes are healthy for the game, all he needs imo is a small (10%) increase to his reel speed, and an addon rework

  • The requirements are dumb for killer.


    My advice is to derank to around rank 13 ( a double pip has the same requirements from 20-13 so no point in going past 13 imo) at that low rank you'll get easier survivors, and the requirement to double pip is less. If you noticing you're winning too fast sand bag a little and get more basic attack hits and hooks. Also abuse the killers strongest add ons


    Only took me 3-4 games in the absolute worse case. Most killers were 1-2 games for me

  • They're role is to escape, your role is to kill. You can't be mad that they wanted to escape just because your original plan was to just practice. Looks like you got a 3k out of it anyway (I assume forth guy got hatch) so clearly playing speed limiter billy vs 2 keys wasn't to big of an issue.


    I agree keys are bs and should be nerfed, but the only personal responsible for ensuring you have a fun game is you.

  • I recently started playing twins to get all the perks on them, and I haven't lost a single game at red rank. I've had a couple close ones, but I almost always 4k with them.


    Do you have any perk suggestions? I'm currently running ruin, undying, sloppy and bbq. I know the build is really strong and over used, but like I legit can't think of a different good build with them bc victor only gets use out of a couple perks. I feel like sloppy and ruin are a must with them.


    Also I discovered what I think is a glitch with them that can be busted in certain situations. You aren't supposed to be able to unbind victor when you're too close to a hook, but if you're at a different height (or maybe just above) the hooked survivor you can unbind victor pretty much on the hook. This is easily seen on the stairs of the basement, but you can also do it on coldwind maps on the harvesters. If there's a hook at the base of the harvester ramp you can unbind part way up the ramp, literally feet away from the hook. Kinda busted

  • This game is to grindy regardless of whether or not you have a job tbh, but having a job makes it infinitly worse. I work 40-60 hours a week and have been playing for almost 2 years. I have 1200 hours played and only sink bps into characters that i have yet to max. I don't prestige either bc of the lack of insensitive.

    I've unlocked all the teachables, but only have all perks on 3 survivors and 10 killers. I don't ever expect to get all perks on all killers

  • Gets a 3k, decides to quit the game???????

    Stop playing for pips and rank, they are both meaningless, even the devs have stated as much.

  • I got it a couple days ago, and the game was a pain. Luckily the survivors were throwing super hard. They ended powering all the gens and I downed all 4 and won. 11 hook game too. It was on groaning storehouse and the first time I released victor he got stuck in the floor, and the shack pallet was unbreakable. Glad I got it tho

  • Doesn't it have like an 80 second cooldown? So you get info once every 80 seconds with 2 perk slots? Wow thrilling tremors is SUPER OP then....

  • What's your point? There are 20 survivor perks that are related to healing. There's a crap ton of perks in this game, and really not many things to interact with, of course there's gonna be a lot of overlap

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1741323#Comment_1741323

    The devs literally stated they wanted the walls to favor killers, not survivors.

    The fact that you have to break it for a loop to be bearable is terrible usage of them.

    I mean they kind of can't from a design point, think about it. Either it benefits the killer to break the wall, at which point this is survivor sided and it would better benefit the killer to just have a doorway where the breakable wall is, or it Benefits the killer to NOT kick the wall at which point why even put a breakable wall there? Just make it a regular wall. Like the breakable walls on the second floor of coal tower, there's literally 0 point to breaking them, so you get no interactions out of them as a killer. Breakable walls CAN'T benefit killers

  • The games needs to be optimize for console for better frames, but controller are fine. I constantly hit red ranks as killer on xbox with cross play enabled. Controllers hinder like....2 killers? Nurse, and possibly blight.

  • I use to do it as a hail mary for progress towards the "unhook yourself 50 times" achievement.

    If I fail, my teammate is still there to unhook and no harm done. If I kobe, I take points from my teammate, but because there was no guarantee that it was gonna work I didn't consider it wasting there time as if I had not attempted it would have taken the same amount of time for them to get to me and then unhook.


    Eventually I unlocked deliverance though

  • Wanna throw ability to use hacks as well?


    Literally all but two of these are exploits, and fps isn't a problem on console for most, it getting massive frame drops when you're hit with status like sloppy butcher, which is a different issue.


    As for sensitivity, it helps on Specific killers, but not every pc player uses insane sensitivity. Ohtofu literally plays on a really low sensitivity actually and he does just fine

  • 30 seconds of default gen regression only adds an extra 7.5 seconds to a gen. Pretty worthless imo

  • Another day, another "I'm leaving dbd" post

    No one knows who you are, no one will care that you leave. You don't need to announce your departure, just.....stop playing?

  • Literally had this just happen to me on xbox.

  • I don't buy the moris or the keys from my bloodwebs unless the entity forces me to. I find both to boring to want to use, and thus to expensive to spend bps on

  • I believe the reason they did this was to make it more clear what you can bounce off of. A lot of stuff you use to bounce is low to the ground so it might feel weird to play him with a taller FOV. That being said I'm 100% for making his fov higher off the ground lol

  • I almost didn't finish this rift, and I did every challenge and played daily. I finished the first three relatively easily, but this one was such a grind for me for some reason....

  • I play on Xbox, the lack of optimization is a huge disadvantage. Getting hit buy sloppy butcher (or any status) do the first time causes your game to hitch for a solid second, and that can easily get you killed. As a killer when blood lust activates the same thing happens and the easily causes you to lose track of a survivor. Both are super frustrating to deal with

  • @Cabbage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1534428#Comment_1534428

    We want crossplay, just not with a platform that has double the FPS and better controls. Most (not all) console players feel the same, where Xbox, PS4 and Switch have the same issues, where no one platform has an advantage over the others. Thanks for your suggestion though 😊

    What? I have seen practically no console players complaining about cross play against PC players. I play on Xbox and cross play is a God send. I do wish they'd optimize the game better for consoles tbh, but that another issue entirely

  • Shrine needs a MASSIVE rework. When it launched there were like 30ish teachables in the game, now there are over 150, and it has remained unchanged.....

  • This is bait. This has to be bait

  • Honestly grabs are so broken a lot of times people jump in and out really quick and it forces a grab which then doesn't connect so the game just kinda derps and they get away. Kinda rare, but as a last ditch effort it's not a bad play.

  • It's only a problem when the killer has a specific build for it and takes you to the game, but a lot of killers can do cheesy ######### like that if they reeeeeally wanna win (hostage doc, forever Freddy, no power Oni, ECT) this add on is a non issue

  • Helps save a lot of time early and late game, plus let's you check gens without walking all the way to them. Discordance can do the same thing early game if survivors team gens, but mid game it's really good for patrolling. Plus if there's only one survivor left it let's you patrol doors insanely well.

  • my-image.png my-image.png

    I try to order based on how much map pressure+chase potential they have, with a little bit of how easy they are to play effectively swaying my rankings

  • This wouldn't effect the tunneling problem much imo. If you torment someone you can just hook, then tunnel off hook to cage. The only difference is you'd just out wait BT.

  • @lucid4444 said:

    "Survivors are matched to a Killer as close to their rank as possible. If the Survivor is playing with a group, the highest ranked Survivor’s rank will be used for matchmaking purposes. (e.g. If a rank 1 and rank 10 Survivor are playing together, the game will search for a rank 1 Killer.) If a match of the same rank is not available, the system will gradually expand the acceptable range until it finds a match. This has a hard limit of 6 ranks above or below your rank. "

    To be honest, I'm starting to think that this system ACTUALLY WORKS, however they inputted the highest rank as the highest integer, as opposed to the highest rank. So if 3 rank 1s and 1 rank 20 find a match, it'll find a killer between rank 20-14, instead of finding a killer between rank 1-6

    I've been laughing to myself so hard thinking that if this is true, it would be one of the biggest blunders I can think of in gaming.

    I've gotten matches against rank 20 killers when every survivor in the game was rank 1 so I really doubt it. There's either no cap to how far the search will expand, or no actual matchmaking system based on rank