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lucid4444

lucid4444

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lucid4444
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  • The jumpscares of myers, pig, ghostface, etc. are still scary. Just newly released is a completely silent billy build - that was ######### terrifying watching an instant death maniac running at you at the speed of sound.

    The actual "oh ######### ######### ######### the killer is near me" scary parts are still there, but only when Haunted Grounds pops, Myers tiers up and starts hunting, or when it's revealed that the killer has NOED. When you're exposed the game gets a lot scarier

  • I don't think they can without creating more bugs tbh

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/1495870#Comment_1495870

    To be fair, if you've been playing long enough, you can tell what killer it is before you even see them by their chase music. As each killer gets their own, you can tell who it is almost immediately.

    Oh I agree, I'm talking about a hypothetical future where there are 15 legendary skins for each killer that change how they look completely. For veterans of the game, it won't be that much of an issue. But each iteration will have to be memorized by a new player. Right now it's completely fine.

  • Good and bad. Take legion's bunny suit for example.

    It would be stupid if you could put the hat on his regular clothes, or visa versa. However you can't change weapons.. why? I feel like the rusted pipe would look good on other builds and a bunny with a combat knife is still horrifying.

    It does let them be much more creative with their outfits, especially with Oni looking like a completely new character. In other games (i.e. dota) this can get out of hand and players can't tell what the characters are from a distance- something they should be able to do.

  • What if every survivor could pick themselves up? Once you get to 99% there's a difficult skill check and if you succeed you're back on your feet. Fail and you're back to 75% or something. Unbreakable would simply give faster recovery time, and tenacity would let you recover while moving. Soul Guard would only give you the endurance effect if you were hexed

    To compensate for this, I think gen speeds should be slowed down. Make the games last longer and encourage more hooks and more saves. Slugging has been OP for a very long time

  • @Bugcats said:

    Nearly 500 hours and I still have no idea on the survivor that I wanna main and have P3 + loads of items.

    I'm split on either Feng, Kate, Yui or Ace. (Or if you have another preference let me know)

    Please help me decide :D

    You picked Cheryl for your avatar, why not use her?

  • Make 3 friends and SWF

  • If NOED is a crutch, that means if you're good you can 4k every single time BEFORE the gens are completed, regardless of what the survivors do. How does that work in practice?

  • @FregglesFred said:

    dbd made me wanna kms with all the toxic messages I get.

    can't you block them somehow?

  • @Peanits said:

    Wait, so who was in the casket at the funeral(s)?

    https://www.youtube.com/watch?v=VE2kGsKMHuo

  • This is far too complicated.... how about white ranks vs red ranks? :^)

  • I mean there's so many things here that I can pick apart but this is really the cherry on top, glad you saved it for last

    "16)Mori changes: yellow mori, you can kill the last survivor. green mori, you can kill one survivor if he's been hooked. Red mori, you can kill one survivor whenever you want."

    LMFAO

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/175404/should-moris-be-removed-from-the-game

    Repeat after me: DBD is not a competitive game, we're mostly here to have fun.

    Are Moris fun? Imagine playing a casual game like mario kart and one player is already 2 laps ahead of everyone at the start. Why would you bother?

  • I'll never for the life of me understand how this game doesn't just match on playtime aka your player level. It's not like two different players at 1500 hours of gameplay are going to be that different in terms of skill. I realize there won't always be new players available to play with, but there's just no excuse to put players with thousands of hours in the same lobby as new players.

  • I guess they figure that longer q times are worse than an unbalanced match

  • @Freesham said:

    The point of Spirit's power during a chase is that you don't know if she's using it or not when she's standing still. That's the point. She's a 110 speed killer who often needs to use her power to get hits. They already nerfed her being able to mindgame window vaults, and they nerfed her not clipping through survivors during phase walk.

    Yeah come on guys, she's been nerfed SO MANY TIMES. Everyone knows she's at the bottom of the killers and doesn't need another nerf!

  • @gatsby said:

    The majority of mid-low rank Survivors rely on stealth and perks like Sprint Burst, Decisive, Urban Evasion, Spine Chill and/or Self-Care. They DO NOT want the Killer to chase them and are willing to waste tons of their time avoiding them. Its just true. I can usually tell within the first two minutes what ranks people are just based on their playstyle. Survivors that aren't objective focused with their time management aren't very good and unfortunately that's A LOT of people.

    It shouldn't matter a ton if the Killer will chase you. Avoiding gens, spending tons of time trying to heal and letting people hit struggle phase is more detrimental than ANYTHING the Killer could do to you. It also just builds bad habits that are hard to break

    I love when people use the phrasing "they rely on xyz perk" as opposed to "they use xyz perk". As if next week no one can use perks any more, and the pro people who don't use those perks will finally shine!!

  • @DCash said:

    https://forum.deadbydaylight.com/en/discussion/comment/1467149#Comment_1467149

    I get your frustration but you are playing a game where a crazy horror murderer is hunting you....you are not supposed to feel in control. At all.

    I get what you mean, but every video game has control. You're supposed to be scared in Amnesia but there are things you can do to avoid dying. Who would play a game where regardless of what you do, you lose? You always die no matter what?

    1v1 the survivor is supposed to be weaker of course, but that's exactly it. When my teammates do nothing, I'm playing 1v1 with some spectators watching me, and there's no chance I do 5 gens by myself.

  • And the guy that necro'd has 1 post.. this.. and he says..... "what?"

  • You guys got me excited, thinking the graphics update just came out

  • It's truly tilting to play solo. Kindred is absolutely necessary, because when I am playing with a good group it's easy to see when I should go for a save or just slam gens.

    But I've never wanted to D/C more than when I'm hooked (and they see each other with kindred) and all 3 are running to get me. Or 2 are running and one person is crouching on the other corner of the map. Or using self care in the corner when the killer has sloppy butcher.

    @DCash - I usually have that mentality, but when my daily quest is to survive and escape with a new item, and my tome challenge is to survive with using Hope, 100% of my objectives are to escape, not just do my best. So it gets frustrating when things aren't in your control

  • From what I've seen, whispers only comes into play at the very start, and the very end when there's 1 survivor left and you're hunting for the hatch or bouncing back and forth between doors.

    I'd rather have discordance - it's a huge indicator of where you need to apply pressure, and if you're running pop, it's basically a big KICK ME!! sign.

  • What about a defibrillator? It allows you to (almost) instantly bring up a survivor that is in the dying state

  • That would be nice. I keep trying to make that perk work but either I go down before I get a save, or when I DO have it ready, as soon as I'm hooked I see 3 people rushing towards me to get bloodpoints..

    I think it's only usable in a SWF

  • It all depends how they calculate +/- MMR. I mean you could get merciless killer with a 3k before...

  • I love how no one complains about the 90% of perks that don't "take skill" or "reward failure", yet NOED is the only one that people bring up. As if perks that help when you're injured/downed/hooked don't reward failure, or perks like Discordance, Corrupt Intervention, Enduring, etc take skill.

    Everyone gets salty about it because it "breaks the rules". The rules meaning that survivors get 2 hits before they go down. There are mechanics that also break this rule, but they're understood by the players just by seeing the killer. It's a "gotcha" moment.

    For me - I like playing against it, even though sometimes i die when i normally wouldn't. It suddenly makes the killer SCARY again (weird, right?)

    p.s. if you think perks are crutches, simply play without them and you can feel superior to everyone whenever you lose OR win!

  • Actual solution:

    Give hooked players bloodpoints the longer the killer stays close to the hook. Consolation prize for distracting the killer - so it won't feel so bad that you're stuck doing nothing, you're at least getting bloodpoints.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454000#Comment_1454000

    Ahh thank you, it means a lot.

    Tbh I don't like changes that are so drastic that he would need 115% MM speed to compensate. I find that 110% killer that are hard to play but have very strong power are already minority so reworking good 110% killer into any level of good/bad 115% is something I'm against.

    I find M&A good DS perk but it plays into his strenghts which is good chase killer. He lacks in pressure/mobility so running perks that help pressure gens and give me info about them without wasting time imao are best choice for him from my personall playstyle view. You can run M&A and do just fine but when I was running build with M&A and SBFL I've encountered several good SWF teams who just rushed gens and even when my chases were very short they could share info when I slugged and disperse so no stealth hits for me. This game that massive advantahe and I just couldn't pressure gens enoug so I decided to look into builds that help with gen defence as for me that was the biggest weakness.

    I think it is a drastic change, and maybe the most simple change is to make ADS take .6s or 1s to pull the gun up, but make the reload faster or something to compensate.

    I agree about the gens, I'm still learning all the perks, and I finally tried out SBFL which was a lot of fun. But like you said, gens got rushed. I've unlocked corrupt intervention and will try running that. The only snowball I've seen playing him was with SBFL or going back and forth between two survivors who keep getting unhooked. Then again, most games are down to the wire which makes things even more fun!

  • This game is amazing and I should've tried it out much earlier. I assumed it would be like TF2 prophunt - a mindless and boring search for survivors. Instead I got an adrenaline pumping hunting experience and frantic survival experience. No other game I've EVER played has made me lean in to my monitor before- this game kills my posture! Playing with friends is fun, both to mess around and have a laugh or try hard and execute coordinated plays. Just as I thought the game was getting stale, I started buying and trying out new killers and it was such a breath of fresh air, there's so much variety there.

  • I posted this in the feedback & suggestions forum, but I'll say it here - just switch the reload mechanic to before shooting... unfortunately making him just like huntress. Hold right click to wind up your gun and aim down sights, once it's ready you can left click to fire or release right click to unscope if you need to swing instead. After firing you don't need to reload, you'll just wind up for the next shot.

    This might give survivors TOO much time to react, so the "wind up" animation could be shorter, or he moves at 115% to compensate.. i don't know. I think it's worth testing out, and I wonder if that's how he was originally designed (looking at the addons that benefit you for looking down the sights)

    BTW @Kebek (I love your videos) and you don't run M&A - this is a side thread but what is your opinion on that? Since playing I've felt like it's necessary but now I'm wondering if it's been a crutch this whole time, and I need another slowdown or snowball perk.

  • Maybe the concept of the upside down was too similar to Freddy's Dream World? I was also confused as to why his powers are designed like they currently are. I mean it's a great killer design, but in the show he doesn't use the upside down just to teleport fast.

  • After a match: gg

    After a few matches with friends: ggs

  • Just going off the title, and not reading anything else - yes.

  • I've never watched the show and confused this for Smallville, and was wondering why Superman would be a good fit for this game lol

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450390#Comment_1450390

    Hmm I don't see that ever happening (too many restrictions imao), do you know any other asymetrical game that was ever as competitive as DBD is ? I can't really think of any, I've wondered if there ever even was any real asymetrical game that could be considered competitive and if DBD might learn anything from it.

    Depends on how lenient you want to be with the term asymmetrical - if by the strict definition of two sides that do not have the same exact loadouts or objectives, then nearly every esport- counter-strike, dota, starcraft etc.

    But if you were to say the other side has to be COMPLETELY different from the other.. maybe Left 4 Dead, Natural Selection..

    Or if it's a 1v4(or more) game.. there really hasn't been that many, none were very e-sport ready. Evolve is probably the only contender? Friday the 13th is the only asymmetrical horror game that's gotten close to the popularity of DBD, and that's obviously not competitive. DBD has the market cornered so to speak

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450352#Comment_1450352

    You make good points but remember that DBD is asymetrical game so it can't really fit the criterias for e-sports level of competitive game. That howerver doesn't make it casual game, it's a kind of very unique competitive game with casual elemets.

    I think you could make an e-sport out of an asymmetrical game, just have teams of 5 with 1 player being the designated killer. You could even have the games going on simultaneously. Although so much would have to change it wouldn't look anything like DBD. There would be map, perk, and killer banning phases, static maps, open coms on the survivor side, minimal randomness, etc.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450226#Comment_1450226

    I feel like you're missing the point, I don't want seperate casual mode, I'm just laughing at the silly argument that DBD is a casual game when it has so many traits of competetive game. Just because it doesn't match all conditions of competetive games due to it's asymetrical nature still doesn't make it a casual game and definetly doesn't somehow mean we should balance it around casuals. But if you'd like, I'm all for massive nurse buffs since she's historically weakest killer when played by casual gamers. Balancing around casuals would be so funny to watch.

    Also please either be constructive or I'll just ignore you if you have anything more to say, so please no silly arguments like "thing X is boring because I don't like it so it needs to be nerfed".

    It also has a lot of traits of casual games (add-ons/items being optional boosts of power, keys, moris, random maps, random gens, random spawns, etc.). Another thing not talked about much is hidden perk information - in a competitive game you need to know exactly of what your opponent is capable of, so you can plan a strategy. With DBD you can be surprised by a head hard or a NOED or Iridescent add-on. Not saying that it isn't fun to guess what your opponent has and feel like you outplayed them when guessed correctly... but it wouldn't be taken seriously as an e-sport. You also don't know who the killer is until you spot him or you're on comms that can tell each other.. another thing that's casual - no communication between players unless on a 3rd party program.

    Then again, like you said, there's ONLY a ranked mode. I think the devs just put that in so you can feel you matched up against someone of similar skill level so it's not a stomp either way.. but inadvertently made the game much more competitive than they imagined

  • If you like going fast - spirit

    If you like going fast but also don't want games to be too easy - Legion

    If you like making noises, leaping, feeling like an alien, and teleporting - Demogorgon

    If you like crazy clowns, laughing, slowing survivors, and awkward bottle throwing - Clown


    I'd say clown just for Pop Goes the Weasel, but that's in the shrine right now - pick that up. Personally my preference in terms of fun is Spirit, Clown, Legion, Demo

  • @Schlute6969 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1447542#Comment_1447542

    https://us.v-cdn.net/6030815/uploads/NR0SCDD8XWA0/2463c9fa-139f-44c4-9f75-9a40e870708f.jpeg

    https://us.v-cdn.net/6030815/uploads/0AD64V7U4WBX/5ea1292d-e924-431e-af28-d88ac57f1a74.jpeg

    https://us.v-cdn.net/6030815/uploads/C0O2EWNFSI6S/9387286e-3759-41ad-bebc-9077345f1f39.jpeg

    Wow! That worked very well and better than expected. Imma consider red ranks both in the way they played and reset was quite recent so I’m assuming the purple 5s were red before reset. I chose addons that would help me experiment with shots so faster reloading and aiming down sight walking speed for added pressure if they are too fidgety it will result in a hit. I’m going to keep trying this build and other builds from others. If anything it has helped me at least find a good base build for him.

    I do have a question though for reeling. I see a lot of people say if you back up while reeling they struggle less but if you walk forward that’s where they can do those wide sweeps resulting in getting stunned is that true? I remembered trying to do both in my game and seemed like they were unable to move as much when going back so if so that’s another way I have been playing incorrect. Also what happens if DS stays still while reeling is it in between or is it always good to just back up?

    It looks like your deathslinger has a bandanna over his face.. how did you get that skin? If that's not it, which skin are you using?

  • I had an idea of making him a little more fun to play against- switch his reloading to before he shoots. Similar to the huntress, he needs to wind up his gun and then M1 to fire it (letting go of M2 lowers the gun). Maybe this was the original idea, guessing based on the number of add-ons that give you benefits for looking down the sights. I think he'd have to be buffed to be a 115% killer though.

    I think it'd be interesting to see in a PTB before it goes live. For survivors it gives a warning before the shot, something they can react to.

  • Survivors have MUCH less of a grind, and can do it all on free characters. Leveling up Bill or Meg gets you a TOP TIER BUILD with just their perks alone. Kindred+Spine Chill + Borrowed Time-Unbreakable / Sprint Burst-Adrenaline

    To get a top tier build, killers need to level up multiple characters to teach each other the necessary stuff. Look at the top tier perks and see how much of a variety there is. BBQ, Discordance, Pop, and whatever is 4 perks you need to teach first, then unlock on the character you want.

  • Many of my suggestions have already been written up

    One thing I haven't seen is related to the rift - challenges for the rift being able to be changed in-lobby and don't un-ready players when they go into it. And when you're in-game, you see your challenge and it's progress.. so you know you need to kick 4 more gens or stun the killer 2 more times, etc.

    Also the ability to see your daily quests when you're searching for a match. Why is it disabled? it baffles me

  • Kindred. Every time I don't have it I hate it, to the point where I feel like survivors only have 3 perk slots

    Every time someone is hooked I know:

    1. where everyone is
    2. where gens are that have started repairing
    3. who is going for the save or if it's up to me to go for the save
    4. where the killer is headed
    5. if the killer has BBQ & Chili

    And if I get hooked, everyone knows all that.

    Deja Vu is useful for beginners. Imo the ideal setup for someone brand new is Kindred, Deja Vu, and 2 unique perks. Sprint Burst + Adrenaline, Borrowed Time + Unbreakable, Self Care + Botany Knowledge, Iron Will + Calm Spirit. Nancy's perks are all VERY good for newcomers, but she's DLC

    Honestly you can't go wrong.

  • Yeah plus the 444,444 bloodpoints made it very easy. I feel like with all the cakes left over, it'll be a breeze to level up all the killers i want

  • @Peanits said:

    The odds of us noticing your post is actually pretty high. Even if we don't get a chance to respond to everything, we do actually read most of what is posted here.

    Anywho, getting back on topic, the issue with the chase mechanic is that it has predefined rules that can be abused. Under normal circumstances, it's not an issue: You only stand to gain bloodlust by being in a chase, there's no downside. When you start penalizing being a chase, however, that gives you a reason to avoid being in a chase. You can do that simply by turning around. If the survivor isn't sprinting in your field of view (and you don't hit them), you can't start a chase with them. Simply put, if you wanted to actually tunnel someone, you could do that way more efficiently by moonwalking after them for 30 seconds rather than the normal 60, then down them and hook them freely.

    A. you're not penalizing the chase, you're penalizing the tunneling

    B. Moonwalking for 30 seconds and still being able to follow the survivor and down them is a feat unto itself and should be rewarded. I get that it's silly gameplay, but on paper you're making it sound easy. Really though, this will just make people slug for 30 seconds instead of 60. Which I think is enough of a nerf that not everyone will run it, which will mean that more people will be caught off guard by it.

  • I'm fine with them making these radical choices on a PTB, it shakes up the game a lot and allows for more creativity in dormant areas. I think if billy didn't come out with the game but rather just now - people would say how nonsensical it is for someone to sprint around the map with a chainsaw. They wanted to make him a little more nuanced but went too far and it became just straight up nerfs.

    But it seems like with all the feedback and past history of PTBs, they rarely revert the changes.


    EDIT: I hadn't seen the update to the PTB, take my comment with a grain of salt!

  • It's all in your own head.

    If all you remember are the bad/boring games, then of course you'll be burnt out. Do you play with friends?

    And the killer games - no one is bullying you. I really doubt that EVERY GAME is like what you described, it's just that it tilts you so much that you can't think about anything else. If it's that bad, bring franklin's or - change your mindset. Change your strategy. Change killers - not to win more, but for a different perspective. And stop worrying about other people's fun. You can't chase 4 people so how can you make the game fun for everyone?

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