jesterkind
jesterkind
About
- Username
- jesterkind
- Joined
- Visits
- 17,633
- Last Active
Comments
-
@sizzlingmario4 said:
That’d be pretty strong but for an iridescent it might be okay. Idk. It’s definitely better than what we have now. Maybe it should show the survivor’s aura intermittently (eg. for 3 seconds once every 10 seconds) but not constantly.
If it’s still too good it could maybe get balanced out by shorter mark duration (default is 45 seconds), but I like the idea.
I like the shorter mark duration a little more than having it be intermittent- I also considered maybe making marking take a little longer so that you can actually mark from a distance while hidden, because you have 45 seconds of wallhacks to help make up for it on top of the Exposed status effect. Either one of those would be a good change, I think.
@ReverseVelocity said:
Constant wallhacks on marked survivors? That would be too strong.
I personally think Ghost Face Caught On Tape is a good addon, I don't get why people sleep on it so much. It lets you get stalks that you otherwise wouldn't be able to, especially in chase. The downside isn't super significant either considering that you shouldn't really be stalking without leaning in the first place.
...Is it, though? Ghosty already doesn't want to actually chase a Marked survivor since he's on the clock to get value and survivors have a lot of tools for not getting hit quickly- all wallhacks would do is give him an edge that makes chasing more viable. It's not as though a Ghost Face with this suggested addon would be unbeatable, or even significantly stronger, you can still make use of strong tiles, you can still be proactive in revealing him so he doesn't actually proc the Mark to begin with...
It's an iridescent, it should have a substantial impact on the match.
-
@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2837833#Comment_2837833
A bandaid fix with perks is not the way to go, they have been doing that for years and most problems are still a problem, its time they get over the "a perk may fix this" mindset and start adresing the myriad of problems this game has.
Either they make it so facecamping is much easier to punish or they have to gut Leatherface.
Well, we have had some hints that some form of BT may become basekit. If that involves the Endurance status effect, then it won't be a bandaid fix with a perk.
The problem is that making facecamping too easy to punish or gutting Leatherface would have a dramatically worse effect on the game than the existence of facecamping currently does. It's a problem to be solved very, very carefully.
-
What would you think about Bubba's chainsaw hitting the Endurance status effect forcing it into a hard stop, so survivors with BT on them could escape?
Contesting hooks in general should be a viable option so I don't like the idea of just stopping him from doing that no matter the circumstance, but this change would make it so a skilled survivor can get the rescue off and force a trade if he decides to facecamp, which would bring him in line with how effectively most other killers can facecamp.
-
@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/2836111#Comment_2836111
Have survivors still not learned to do totems?
To be fair, you'd still see NOED in the perk loadout either way.
-
Forcing at least a second hook stage early on and capitalising on potential altruism is sound strategy, and some find the prospect of defending a hook authentically fun.
The problem isn't necessarily the players doing it. Some are doing it to annoy you, some are doing it because it can be good strategy sometimes, some just like that gameplay, some actually aren't camping but get accused of it anyway... it's impossible to ascertain why and therefore isn't worth bothering with. The game should just be tweaked slightly to make it less annoying and easier to deal with.
-
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2836672#Comment_2836672
Well that's why I'm finding it hard, like do you want complete stealth with a big aura reading range but need perks to help for speed etc. Or less stealth and aura reading but dont need the speed to help you for hits
Overall I'd probably say that Vanity Mirror is stronger, it's just more useful in a wider variety of scenarios. Scratched Mirror has a lot of potential but it requires much more to go in your favour to properly unlock it.
-
There's a place for both of them if you build around them- without perks and complimentary addons to support them, both are pretty objectively just a downgrade from Myers' base power, but assuming you're going for a full build...
I think Vanity Mirror is more versatile, reliable stealth without Undetectable and the ability to proc any 'basic attack' perk combined with wallhacks is generally pretty good, but Scratched Mirror has a higher potential if you're on the right map alongside having the right build.
-
@Nun_So_Vile said:
https://forum.deadbydaylight.com/en/discussion/comment/2836573#Comment_2836573
It got a lot more use before Undying + Ruin since the only reason to use it was to protect Ruin or those niche builds running most/all hex. Now that the gameplay has expanded with totems becoming more in focus this meta I have no doubts it would have seen a larger resurgence in the previous state. I could see the original TOTH + Undying being strong in a totem defense build today.
The current Thrill and Undying are very strong in a totem defence and anti-boon build right now, because new Thrill isn't actually weaker. It just gives a different kind of value.
-
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2836491#Comment_2836491
I would disagree that Thrill is better now. Yes it increases the bless/cleanse time but what made Thrill a good Hex was the notification. Thrill was a good Hex defense perk because it allowed us knowledge when a Hex was being messed with and would have time to stop them. Now all it does slows down which unless the Killer happens to walk by and finds them then there is no threat.
In regards to the nerfing of Boons it was a fix to things that were not intended, ie stacking bonuses of separate Boons. So those were more fixes then nerfs
That's kind of the thing, though. Thrill wasn't a good perk before, nobody ran it because it was the second best totem defence perk out of a total of two, and it only had its place in gimmick builds.
Now, while people still aren't running it, it's much more potent at doing what it's supposed to- it's just that it gives a different kind of value now. It isn't a totem defence perk anymore, it's a slowdown perk and a boon counter- both of those things are far more useful than the loud noise notification was.
Also, boons were still just nerfed. They reduced the radius and increased bless times, those were nerfs.
-
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2836507#Comment_2836507
That's an interesting train of thought. So what if CoH regained their +100% speed boost but only worked in the killers terror radius, rewarding a high risk, high reward playstyle and also making for a fun and thrilling experience?
Something like that could work. I'd probably give it a smaller boost outside of the killer's terror radius (or maybe just a flat radius from the killer, since not all killers have the standard 32m TR?), similar to how Shadow Step does give you a little value if the killer isn't nearby, just so it's still consistently useful.
CoH is going to be a really tricky perk to balance, no matter how you slice it.
-
Because their purpose is to provide back-and-forth slowdown by bringing survivors off generators to relight the boons. For all the boons except CoH, this works... somewhat well, some of the totem spots make it kind of obnoxious but the core principle is sound.
CoH is broken because it doesn't follow the pattern of requiring the killer to be in the boon's radius to work. For the other boons, the back-and-forth is a lot more potent and the infinite nature of boons becomes dramatically less of a problem.
Boons aren't hexes. They're not designed the same way, and so they can't be balanced the same way.
-
@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/2836086#Comment_2836086
Ah yes,buff boons,nerf hexes,because the hex value is soo big.
Boons were nerfed at the same time Thrill was changed, not buffed.
I've also already covered that I only consider this a nerf in the strictest sense, since Thrill is arguably a lot better now.
-
@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2836104#Comment_2836104
NOED is meta.
People say how bad it is to have no perk all game, doing bones etc.
Run NOED, facecamp the first person you catch with it and you have at least 1 guaranteed kill, considering they don't attemp anything stupid.
This game rewards heavily dirty strategies. I was angry I couldn't get past 1k with any of the killers, so I decided to get a 4k.
Step 1: Pick Boob
Step 2: Select the perk "Insidious"
Step 3: Put Léry's
Step 4: Insidious camp the first guy you catch, go to basement if you can.
Step 5: Unless they are in a SWF, at least someone will get caught while trying to save.
Step 6: Enjoy the 2k by 3 gens left on Léry's.
Step 7: Find another guy that will suicide on hook knowing you are Insidious camping.
Step 8: Close the hatch
Step 9: Get the last guy, nod and hit them on hook
Step 10: Enjoy their tears in endgame chat, knowing how much you ruined their game and how bad you'd feel in their situation.
Oh wait, did I just get a 4k by using a no-brainer dirty strategy and being toxic?
Strength doesn't make something meta, it being used most frequently makes it meta. I don't think NOED is used often enough to be considered a meta perk, but I might be wrong about that.
-
Are any of those actually meta perks, though...?
Maybe Starstruck on a select few killers, but I think it's hard to rely on an effect that you aren't bringing consistently. They're strong, at least some of them, but I'm pretty sure the meta has far more to do with slowdown than exposed right now.
-
This was changed a little while ago, with the advent of Boon Totems. My guess is they either couldn't get it to differentiate between cleansing and blessing, or they wanted to change it to have a different utility.
That last one is what they did, to be clear, I just don't know if that's the driving force behind the decision. It's only a nerf in the purest sense, Thrill is much more potent at what it does now and is one of the main counter-perks to boon totems.
-
The system shouldn't consider facecamping at all. If the system accounts for facecamping, it might break if and when facecamping is actually addressed- because it'll still be a problem that needs fixing at the end of the day.
It's a problem itself, not because of how it interacts with the MMR system, and that system shouldn't be built around the game's problems- it should just be built and the problems should be dealt with on their own merits.
-
A lot of the reasons do come down to DBD just not being super well optimised even for PC, but there are some criteria just off the top of my head that'd give Elden Ring a pretty huge advantage over DBD- namely, that it was built for current gen consoles instead of being forward-ported to them, and that it's not only the latest in a franchise of like, seven or eight games (something that gives it an advantage because the developers are used to optimising the engine, where DBD was the first of its kind from BHVR), it's a franchise that is built for console that gets ported to PC. Elden Ring may be an exception here, but it still gives that dev team much more familiarity with making games run well on console- it was their major release point for the majority of the series, at least to my knowledge.
It's also, like, more of a single game? Elden Ring was developed and released, whereas DBD was developed, released, and then consistently built on top of, something that has more potential for new issues manifesting.
Also, while BHVR are not bad developers in the slightest, I don't think it's controversial to say From Software are pretty far out of their league. Most studios aren't as skilled as FromSoft.
I'm not making excuses for poor optimisation here (though nor am I heavily condemning them; I don't know enough about the process to judge too conclusively either way), but Elden Ring isn't a great comparison.
-
Not that I can afford to straight away, but in theory yes absolutely. She looks fun, and I'll probably grab the actual DLC since I like Yoichi too.
-
I wouldn't mind bringing back the blue tint, so long as the map doesn't get any darker as a result.
Unambiguously the best thing they've been doing with the map reworks is making them brighter so you can actually see on them, I desperately want them to continue that for the currently awfully dark maps.
-
No, and that's a good thing.
The system is not currently working, but it is at best impossible to tell if that has anything to do with the way it calculates your MMR. The more realistic assumption is that it doesn't, because we know exactly what's wrong with it, and what's wrong with it is that the sorting process currently gets too broad too quickly in cases where queues might take forever, like backfilling lobbies where someone leaves.
It's a good thing that the people making a stink about the way MMR is calculated aren't being bowed to, because while that part obviously will need monitoring to make sure it continues to be fit for purpose, there's absolutely no reason to assume it's a problem right now.
-
I think people mostly use "party game" and "casual game" interchangeably, which in my opinion is a mistake.
A party game is one you can set up quickly for local multiplayer, and that's generally easy to pick up and understand. Y'know, the kind of thing you'd slap on at a party for fun, like your Mario Karts and your Mario Party titles. DBD is... not that.
A casual game is definitely more fair, that's just one you're playing to chill out instead of honing your skills to be the very best and try your hardest to win.
Unfortunately the problem is that "casual game" is a label applied personally by the player, not actually something inherent to the game itself. So DBD isn't actually "a casual game", it just is a casual experience for some players.
-
Not really. I played against it on the PTB, as Sadako - who has no chase power to speak of - and it barely made a difference. Combining it with Shadow Step might be something, but at that point I'll already know it's in play so it'll only be maybe decent-ish.
-
@hazzzard said:
BHVR doesn't know how to use a scalpel when balancing killers. They always use a hammer or something worse.
I respect the opinion, but is it really relevant when discussing hypotheticals like this?
-
@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2831118#Comment_2831118
Yeah you are right with that.
But i don´t think the facecamping thing would make the game healthier in a great way.
There are some things that should be changed to get this game better in general. We have so many examples here. Don´t you think facecamping would be less if the killers have bertter chances otherwise?
But the omnipresent problem is still there - you cannot balance for very bad and very good players at the same time.
If you balance for the good ones - which mayber would be better - you hurt all new or SoloQ players more.
And we know that they want and need new players and the beginning is already way too hard for these at the moment.
The ranked / nonranked play mode maybe would be an idea that works - but they don´t want to split the playerbase.
I do not think that, no.
Or at least, while facecamping might go down a little, the core reason that people facecamp isn't because the game is woefully unbalanced. Some killers may feel that they have to facecamp (or far more likely to proxy camp which is a very different beast) to stand a chance at winning, but others still just authentically enjoy it, and others again just like annoying survivors.
I also don't really think facecamping on most killers is as big of a problem, though it still isn't super healthy. Bubba is uniquely a problem because of just how effective he is at it.
-
@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2831098#Comment_2831098
Ok, i don´t wanna explain this.
As a medium killer player i can understand why they do this and also how bad it feels to get death squaded.
And by your reasoning - why should a Bubba feel bad if he does it? Don´t be the first who get down then, you know it is a Bubba.
To be clear, I also do not think that the Bubba should feel bad. It's a strong tactic that some find authentically fun, there's a reason my suggestion was geared to not completely eliminate the possibility but rather make it counterable so it's not as unfair.
Not every suggestion you see on the forums is personally motivated. It's not that I'm going against a facecamping Bubba and getting mad that I lost, it's that - from the perspective of game balance as a whole - I don't think facecamping is a healthy part of the game, especially when it's as hard to play against as it is for Bubba.
-
Bubba is fine! Except for how strong his capacity to facecamp is. Unless you would say that facecamping is also totally fine and no steps should be taken to disincentivise it, then that aspect of Bubba very clearly needs tuning.
-
@Johnny_XMan said:
Is it bad that I want it for the little figurines? 😬
I honestly had the same thought, they'd make for some excellent desk decoration...
-
@CryptFriend said:
https://forum.deadbydaylight.com/en/discussion/comment/2830772#Comment_2830772
Hooh, that's a beautiful model--hook and Jake both
https://forum.deadbydaylight.com/en/discussion/comment/2830773#Comment_2830773
I am incredibly embarrassed to admit that you sounded like a southern man in my head until I read this comment...
Damn that's wrong on both counts, I'm from the UK lmao
Fascinating read, though.
-
Wake me when there's a DBD TTRPG, that's what I'd want...
Nah, but I'm pretty intrigued too- I'm not a huge board games gal, but I've played the odd handful and it's possible some of my friends would be more interested in it. I'm very curious to see how it plays...
-
Originally, my understanding is that it was introduced because there were tiles on most maps that made catching survivors completely impossible for the majority of the cast.
Now, my take is that while it probably doesn't need to exist for that anymore, it serves as the third branch of the mechanics that ensure no chase will last forever. Killers move faster than survivors by default, windows block after three vaults in the same chase, and killers get gradually faster the longer you run them, so you will get hit.
Never really bought the take that it rewards bad killers with value, personally. If you get to Bloodlust III before you get a hit... that's not value, that's just not having the exact same chase for the whole match, which is probably a good thing for the sake of everyone's fun.
-
@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2830500#Comment_2830500
The main issue with overheating is that it only really punishes people who are trying to learn Billy at this point which is more then enough of a reason to get rid of it.
If it does nothing but hurt people trying to learn Billy then it serves no purpose in the game other then to discourage people from playing Billy.
Slight correction- it just does nothing, period.
You actively have to try to get your chainsaw Overheating. I did start learning Billy properly after that change went through, and unless you're holding your chainsaw up constantly or literally missing and then readying another sprint whether it's a good idea or not, you are not going to have to worry about Overheat.
It's still not good design because it does nothing, but it seriously isn't negatively impacting him.
-
Billy's major problem is his lack of good addons, and imo that his post-bump stun is way too punishing.
Overheat is nothing, I don't really care if they improve it or remove it, but taking it out won't fix anything since it's not causing him any problems.
-
Fitting username.
The game already has an anti-cheat and they've been as open as they can be about fixing vulnerabilities it has. It was in one of the more recent patch notes and everything, and anecdotally, I have seen fewer cheaters.
MMR should pretty obviously be fixed, not removed, since we know what's wrong with it and a fix is possible.
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2829640#Comment_2829640
I understand what each exhaustion perk requires what I don’t understand is how adding one simple step (vaulting a window, finding a structure with height is really that much of an effort) because unless you are talking about Shelter Woods there is always a window, something with height etc in every map.
I am also not sure why you compare the other exhaustion perks weaknesses with Dead Hardy’s when they are working differently. As I mentioned before you cannot use Lithe, SB, BL etc in Short Loops. There is only Dead Hard.
Because I firmly believe if the devs made another “short loop” exhaustion perk, players would complain about that one too. They do not mind getting robbed in a long distance loop but in short distance they throw their hands up in the air. When it is giving an entirely different value because that is how the perk is suppose to work.
Well, I'm not suggesting removing its ability to help in short loops. I'm perfectly fine with it- if you're using it to dodge a hit and gain a little distance while the killer's staggered, that's great!
What I'm suggesting is removing its distance capacity. I understand what the perk is for, and I think its intended effect is perfectly legitimate and acceptable for a game like this. The problem is that it ALSO gives you an on-demand chase reset via using it for distance. It has two main effects right now, and having both makes it OP.
-
Everything on the list was something people widely asked for, except for the shortened action time on Manifesting and Demanifesting, which is a great chase buff. Inserting a tape removing 3 instead of 4 Condemned was probably the most asked for change across the entirety of the feedback forum, for instance, and I saw plenty of people asking for her visibility radius to be shortened.
She didn't need Condemned to give debuffs, that was just an idea some people spread around to change her- but she didn't need changing, she needed buffing, which is what she got.
The only thing I think she might need from here is lowering + swapping the cooldowns for her TVs. Otherwise, the changes we've seen are pretty great ones.
Even if you disagree, there is no way to spin this as a 'they just don't listen' situation.
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2829438#Comment_2829438
I don’t personally believe that Dead Hard does that much in the instance you are describing to warrant it a nerf or a change.
Again, why are we only focusing on the value it gets and not the value it lacks? Because as far as I am concerned balance works both ways. As in, yes it shines here but in many other situations where it would be just as important to get distance it does not see any value whatsoever. Which in turn makes me believe it is situational at best.
There are many other situations where other perks do the SAME thing with other exhaustion perks.
You're injured on a gen by a hill and nothing else, press forward and activate SB/BL.
You are injured next to a window and see killer approaching, press forward and vault to activate Lithe.
Do these scenarios not (for a lack of better term) “rob” your hit too or am I missing something? They do.
You know why no one wants to talk about them? Because they are much more annoyed by Dead Hard doing it.
It may be situational on a technicality, but the situation it's useful in is "being injured and in chase". You'd have to be in a very noteworthy deadzone on a truly awful map not to have something you can Dead Hard to.
There's no intellectualising away the fact that Dead Hard is extremely strong. The meta isn't always made up solely of the strongest stuff, but in this instance it is- Dead Hard is unambiguously the strongest Exhaustion perk because it has two strong effects that can be used at almost any time in the match, unless you get genuinely unlucky.
Sprint Burst is the closest, but people tend not to mind that one so much for a variety of reasons. It requires more of the user, it can be properly relied on to bait it out, it doesn't eat certain powers the way that Dead Hard does... I'll grant you that Sprint Burst is arguably just as strong as one of Dead Hard's effects, but it's not as strong as both at once, and it's the only one that comes close.
Lithe requires a vault. It doesn't give you distance to get to a vault (that you then can likely play around as a chase-reset) the way that Dead Hard does.
Balanced Landing requires a drop, and that's much more scarce than anything else on the list.
Smash Hit requires a pallet and a stun.
They all either have categorically weaker effects, much more situational activation requirements, or both.
Is the killer actually on you? Time it right and you can dodge a hit with Dead Hard. Is the killer about to be on you? Press E and you can reset the chase with Dead Hard. Both of those things are on the same perk and either one of them is on par with the majority of the Exhaustion perks on the roster.
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2829409#Comment_2829409
It can be baited but even in structures if you know how to position yourself. For example, you cannot curve with DH so in many instances you CAN mindgame and out position the survivor. Additionally, it all boils down to the distance the survivor has to get to said area, if the killer doesn’t pre swing, you aren’t whiffing and giving them that additional time because even if they vault a window, most of the time you will hit through it.
As for the open area discussion, it’s not silly when it is relative because where other perks shine (open areas) Dead Hard does not. I think it’s unfair that people want to take where a perk shines and boil it down to “I hate it so it should be nerfed”. I mean if that’s the case why aren’t we talking about all exhaustion perks? Because they too bare the same significance when you are talking about them being used for distance.
Absolutely- in structures where someone is using it reactively you can bait it out, and you can position yourself such that they don't have a straight shot to continue a loop.
However, when you're chasing a survivor after, say, breaking a pallet and forcing them out, and they would in any other situation be downed because they don't have the time to reach the next loop... there is nothing the killer can do to stop them from pressing E and lunging forward to reset the chase at another loop. That's not the same thing at all.
Either one of those is arguably not OP, but combined they are absolutely too much value for one perk to have. The perk should only provide one, and my pick for which one is is the one you're arguing for, because you're right: it's fair, it's balanced, it requires good timing and gamesense to be used and can be outplayed by superior timing and gamesense on the other side.
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2829393#Comment_2829393
Good question!
I assume you are talking about my response I just provided, so I am going to assume you mean in an open area.
Its simple. You get very close behind the survivor and not swing. They will end up wasting it because it does not give them the distance that other perks such as SB, BL, or Lithe would.
Well, surely you'd agree that it's very silly to limit the discussion to just a deadzone. Nothing works in a deadzone, that's kind of what makes it a deadzone to begin with- even a well timed Sprint Burst only might help you, and none of the other Exhaustion perks will.
It's not as though you're always in an open area. I'd argue you're quite rarely in an open area. If there's a loop nearby to get to, Dead Hard for distance cannot be baited, it cannot be outplayed, and it is an incredibly strong effect on top of the strong effect the perk is supposed to have-- and it's not as though that "if" is particularly unlikely. The nature of the game is that there are a lot of loops around.
Now, if your overall argument is that Dead Hard to dodge a hit is not OP, but Dead Hard for distance is, then we're in agreement.
-
I think the nature of her power makes it hard to tell just where she'd fall on a hypothetical tier list until we've seen a wide variety of players with different skill levels really put their all into making her work.
I do think she's going to be around B or C now, though. I don't see her being any higher than that.
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2829279#Comment_2829279
Yeah I don’t know “how to use it”
Please provide 1 example where Dead Hard actually worked in an open area against a killer who knows how to bait it.
I’ll wait.
Genuine question: How do you bait Dead Hard for distance? How do you capitalise on that bait when someone uses Dead Hard that way?
-
The statements "this does not reflect the views of the team" and "you shouldn't badger people in their off hours about something relating to their work" do not contradict. In fact, they go together quite nicely!
-
Quite a simple change to bring it more in line with the way that DS was changed, have it make you incapable of interacting with pallets or vault points for a short duration after using it. That way it can still be used for its actual purpose, but you can't just press E to dash to a loop that you wouldn't have reached otherwise since the pallet or window would be unusable to you and the killer would gain on you.
It doesn't need to be fundamentally changed, it just needs to pick one of the two strong effects it currently has.
-
This is almost everything I wanted, I'm very pleased with this.
TV cooldowns are the only thing that I think need looking at now, so she's going to be in a much better spot when she hits live.
-
@Chadku said:
https://forum.deadbydaylight.com/en/discussion/comment/2828449#Comment_2828449
I do wish PH had addons that are viable because using the same group of addons (range) is boring
That would definitely be better, for sure.
-
I think it's okay for a killer to be less viable without any addons so long as they have useful and varied addons so you're never lacking in something to use. The problem is when they're dependant on a specific addon or set of addons, like Trapper used to be for his bags, or Ghostface currently is for his cooldown addons.
Right now there aren't that many of those, most killers either have a good spread of addons or just don't have any good ones at all but can perform well without any (like Pyramid Head).
-
@Mr_Elendi said:
https://forum.deadbydaylight.com/en/discussion/comment/2828433#Comment_2828433
Yea that seems reasonable, after all I just want the game to be approachable for more people, without being forced to run 1 perk.
Agreed, Shadowborn is not a healthy design for a perk in the game as it is right now. I do understand not wanting a full FoV slider, but I truly think a toggle for the Shadowborn value is a reasonable compromise.
-
I wouldn't say basekit- there are a bunch of people who don't like it, after all. What I'd suggest is having a toggle in the settings menu where an FoV slider would normally be, to let you pick between current FoV and Shadowborn FoV.
Then, obviously, rework Shadowborn.
-
I have to wonder if cheating is more prevalent in some regions than others. I've noticed the frequency of cheaters go down a little, but I also never saw that many to begin with.
Of course, it's hard to get a good bead on how many people really are seeing cheaters since it's just their word that it totally was a cheater, but still. There's probably some accuracy to people's complaints.
-
Hawkins was legitimately my favourite map, I absolutely miss it.
-
Unhooking a survivor is, categorically and unambiguously, progressing the game. If you have the safety to go for a hook save you're not being tunnelled- and if you are being tunnelled you shouldn't be going for a hook save unless there's something else helping you out like BT.