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not_requested49

not_requested49

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  • @Pulsar said:

    His Green Add-ons are....lackluster.

    Ironically his brown addon that increases patrol time is probably the best one

  • @hastarkis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276216#Comment_3276216

    Yeah, and you can tell that thanatophobia is here by your repairing bar being red when someone is injured. Still, this perk has proper indicator: red icon near other perks. So did Knock Out. And now it's gone.

    My first thought about blindnes effects was some killer's addons I don't remember about and then I was too busy waiting this gone and discussing super unfair 10 meters hit with my friend to notice that my recovery bar is red. Couple seconds more and all effects had gone except super important and COMPLETELY invisible effect of my aura being hidden. Maybe they removed visual effects on purpose but the icon part is definitely unintended. Haven't seen knock out since then and don't know whether they fixed that or not.

    I agree, without visual and audiovisual indicators if you aren't paying attention it can be hard to know if you're hit with it

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275549#Comment_3275549

    Yes, that's why i said "make it so that not only do you have no collision with the survivor, but you also can't hit them"

    So in addition to having no collision, you can't actually damage them.

    So nerf the Knight? Really?

    It's hardly a problem anyway, especially since Hunt lasts so little time, guards would never get a hit unless the survivor is dumb and think you can hit them during the hunt

  • @BugReporterOnly said:

    The moment a guard gets within a range of a hooked survivor the guard should disappear and it should penalize the killer with extra cooldown time. Time to start punishing killers a bit. I'm not giving numbers because I'm not sure what 8 meters etc. is in the game so I could say 12 meters from the hook and it would be too much if that makes any sense. Also no remarkes on my username I only had intentions of bug reporting but I'm kinda sick of dealing with stuff like this in Solo Q.

    They dissappear when the survivor attempts an unhook, I'm not sure what your point is here

  • @Esterhause said:

    Happening with different characters for me, only way I found to stop it is to close the game and load it back up 🕹

    Thankfully no dc penalty 👍

    They disabled dc penalties.. which is good but now of course we are going to see a rise in intentional dcs when things are not going their way of when something happens that they don't like (ex being slugged instead of being hooked, which I really don't get why that's a bad thing)

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275525#Comment_3275525

    Immersion or not it felt horrible to be hit with it, useless against swf and is only good to slug solo teams, should be reworked

    Not really tbh, and I don't know exactly how they can rework it while staying true to its name

  • @hastarkis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275978#Comment_3275978

    Can you, tho? Not so long ago I made a report about that because knock out's indicator (its icon near your perks) was not there. Without visual distortion and deaf effect I didn't even realise it was a knock out. And I just lied on the ground waiting for the help not knowing that others can't see my aura. I wonder if they fixed the icon.

    To be fair you can still tell if its knock out though by the slow crawl and longer recovery time, as well as the temporary blindness effect

  • So they would have both? Interesting 🧐

  • @Little_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275630#Comment_3275630

    Don't hesitate to give us your IG nickname, I will be happy, with all the other players who share my opinion, to come with my Bubba for a big hardcamp and hardtunnel on you 😁

    Obviously they don't play survivor so I'm not sure how that would work

  • @Awesometrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275525#Comment_3275525

    You can tell when you're hit with it with the indicator although I can see why it's nice to have so you know they have it. That said, I've heard of a number of people that get motion sickness from that perk. If it was something you could toggle that would be nice though.

    It's not the fact abt showing that they have it, it also adds immersion too

    And while it is understandable for people with motion sickness to not like it, they can have a setting that disables the deafness sound effect since it hardly provides any gameplay advantage/disadvantage

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275542#Comment_3275542

    Why would it not work? They also get a peepee growth. That simple.

    How if they don't have one???

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275531#Comment_3275531

    a, sure enough. There could be other solutions then just removing it. This was not the point of my answer. The point was, that overall killers outside nurse and arguably blight are fine, but their addons/specific build & power interactions are the only remaining problem.

    b, Meyers needs buff. But he can't get it, because those addons exist. He is mediocre because of these addons. Specifically tombstone piece is super annoying.

    I haven't actually went against tombstone piece and I'm sure it's annoying to lose a pip over it but it can be helped if bhvr removes depips for survivors entirely as they are usually not the survivor's fault

    But yeah, although I wouldn't put him at the top of "needing a buff" list

  • @danielmaster87 said:

    Eventually it's gonna be discovered that multiple Knight add-ons are weak or useless. When that happens, and one needs a rework, its new description could be: When a survivor is chased by a guard, they're Oblivious. Or maybe even: When a survivor is chased by a guard, the Knight becomes Undetectable.

    Abt the only one I find the most useful is the one that increases patrol time, and it's a brown addon

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273742#Comment_3273742

    Perhaps if they made the guards an actual threat, chase longer, and make it so you can't just "hold w" but they can be "killed" by dropping a pallet on them, basically, they have to actually be looped, give them better AI. Make the counter for them to be that you have to basically deal with getting chased by a "second killer", drop a pallet to kill them, or grab the flag. But then, make it so that no only do you have no collision with the survivor, but you also can't hit the survivor while they are being chased. Make it so he basically is 2 killers at once. The only downside to that, is that it makes him basically a killer with an "AI" power. But at least it is different and better than what we have now.

    There already isn't collision while someone isn't being hunted, and the hunt does end whenever the survivor is injured by the knight or the guard

  • @MisterMister said:

    Should come with resilience

    That's pretty much the only reason to equip no mither anyways besides pharmacy for chest challenges

    But yeah a 10% vault speed or just +50% boldness point rate gain would be nice even if it had a downside of having 1 less hook state as well

    It's meant to be a "hard mode" perk anyway, according to the devs

  • @JustAnotherNewbie said:

    Everytime you equip no mither on any character your character's peepee should grow by an inch everytime you escape.

    How would this work with female survivors? 🤔

  • @psionic said:

    Definitely should be removed.

    In the current state, it's a No Mither 2.0

    Can't just remove the perk lol that would leave vittorio with 2 perks

    And replacing it with another is simply just a rework, not removal

  • @Alen_Starkly said:

    I really hope that you care about Dead By Daylight, and that the upcoming Midchapter is going to bring some needed changes to the game.

    Things that I think eally need to be addressed are:

    1) The bloodweb - it's painfully slow spending bloodpoints nowadays. It's one of the problems that is bothering a lot of us, and makes the game experience unfun. Hopefully you're working on this.

    2) Unfair skillchecks - when we get off a gen, and a skillcheck procs at that exact time, making the gen insta-explode, losing 10% of gen progress, AND alerting the killer of our whereabouts. There is no counter to that. It is unfair, and seriously needs to be patched, because it's aggravating. If you'd just make it so the skill check continues as we get off a gen (like with Overcharge), then then it would finally be fair. If we miss is then, then it's our fault, not the system's. It will have a counter.

    3) giving survivors things for communications (pings, indicators, status icons) to bridge the gap between solo suvivors and SWFs. The gap is currently too wide, making balancing the game hard.

    4) the Nurse desperately needs a rework or nerfs. She is not hard to learn (now especially with custom matches with bots). She can perform incredibly well perkless and addon-less. Most people use her with perks and addons that make her overbearing. If you don't address this finally, you're leaving your game in an awful state for at least additional 3 months. Please open your eyes and stop being stubborn about it.

    5) Various killers need changes: trapper is weak. Onryo is weak, she needs her condemn mechanic to be at least as oppressive as pig's reverse bear traps. You could make some of her addons basekit. Twins need help, they feel so clunky to use. Hillbilly needs buffs, he is very rare. Deathslinger needs some buffs. Myers needs stronger basekit, and rework of his unfair addons: tombstone addons and perma tier 3 addon (the least you can do with perma tier 3 is make it unable to stack with addons that speed up evil within gain rate). Freddy needs some buffs. Pyramid Head's addons need to be refreshed, they're very bad and boring.

    6) Blight's addons need nerfing. ESPECIALLY alchemist ring.

    7) There are perks that are trash, they need rework or buffs. I'm really surprised that you didn't update any perk in the last PTB.

    8) Certain maps needs balancing. Maps that are too strong for either role need to be addressed. E.g. Mother's Dwelling, Fractured Cowshed, Shelter Woods, Garden of Joy (Pain).

    9) All survivor should be EQUALLY LOUD. There is no excuse to have some survivors too quiet and hard to hear, and have others be so loud that people don't want to play them, because the killer hears them from miles away.

    Trapper and onryo have good addons that make up for their bad basekit, freddy has no good addons besides red paintbrush and still had the usefulness of a yellow or brown addon yet is Iridescent or just should be basekit

    I'm not saying they all don't need some care but just pointing out there are addons that allow trapper and onryo to actually feel better to use because onyro's condemn CAN actually be oppressive with iri tape and ring drawing and trappers traps can be more of a threat with honing stone and bloody coils

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275016#Comment_3275016

    There's just nurse and blight power wise. There will be people that will comlain about next killers, but not overall killers. It will be artist gameplay is boring to play as/against. Nerf MDR on spirit. Remove tombstones on meyers. Wesker has too easy tunneling off hook. Etc. But all other killers are overall fine power wise (if we are talking only from too OP spectrum that is - we have quite a few killers that needs buffs). It's just that some addons would be problematic.

    And then there's also the question of camping and tunneling. But that is maybe off topic as it goes beyond specific killers (maybe disregarding bubba)

    Tombstone is unique on Myers and removing it poses the question: what happens to the achievement? How can they just remove it when it is already unlocked for people?

    It can be annoying sure but it's thematic and honestly one of the few unique things Myers has

    It does not need to be completely removed when there are other ways to adjust it being an annoyance for survivors like adding more disadvantages to using it, changing tuft of hair to give unlimited stalk points instead of unlimited T3 and reducing the rate stalk is gained, and/or removing depipping for survivors

    Can we not remove the few unique features of an otherwise mediocre killer?

  • @Awesometrax said:

    Question about Knock Out, was it changed recently to not have the distorted sound effect anymore, or is it a bug? I did a Knight game just now and I noticed that it only changed the screen to be a bit darker on the edges, but with no change to the sound effects.

    If this was intended, I'm very happy with this change. If this is a bug, please keep it this way because how it was before was very annoying, and for some players, disorienting to the point where motion sickness could occur, and I find that it's a lot better when there isn't the sound effect.

    Tbh I miss the deafness effect, it added immersion and was actually different and somewhat better to see when you're hit with it

    Mabye just add it but keep it an option only since it hardly does anything but purely an audiovisual effect

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273396#Comment_3273396

    But how would this help survivors? They still don't know when to let go of a gen to not get hit by the ridiculous 25 seconds incapacitated effect duration.

    That's the actual problem with Eruption. The incapacitated effect needs to be nerfed hard. It would be fine if they also buffed the regression a bit in that case.

    I think it just needs a difficult skill check trigger tbh, so if they fail the skill check (or anyone else on the gen) then they get hit with the incapacitated so it's more of a skill thing to avoid it, however the regression still applies but you deny the killer info if your on the gen and may let you work on it longer

  • @Someissues said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274313#Comment_3274313

    sadako can at least pressure gens somewhat and freedy can always force loop to become unviable instantly. instead of knight who cant, and his power takes way too long to recharge, and survivors just need to press W to counter his everything, not to mention the AI is super buggy sometimes they get stuck or walk the long about and his power is shown instantly to survivors which is dumb IMO. survivors shouldn't know the direct line of the guards. and they also disappear way too fast, the assassin is also too slow.

    having play the game for years this is one of the first time where they release someone worst than trapper. Trapper still need buffs but I cant believe they release a worst killer just so they don't need to buff trapper

    She can pressure gens, but her tv cooldown is so long that without addons becomes pretty useless

    Freddy's puddles also don't work if the survivor is awake and the survivor can just abandon the loop just like trapper and Hag (and they are only hinder traps too, which makes him a worse clown), not to mention his addons are the worst set in the game, even worse than pyramid head's or Nemesis

    You can sy least have guards patrol gens to use them for info while you go somewhere else, a lot like Twins, and he has the patrol time addon to help with this (arguably one of the best addons he has even though it's a brown addon), also the guards can be used for antiloop as well by placing one quickly at a vault or pallet

  • @Arzy said:

    It's quite annoying to sit and add your points every time, it takes a lot of time and it's also a waste of time, if you have 2 million points and want to make more you can't, that means you have to sit forever to empty your points, I also propose to increase the number from 2 million to 5 / 10 million points per account.

    A popup could be added to bloodmarket where you can choose how many points you want to add to the selected character and then have another popup asking you what perks/addons you want to take from each past level.

    ..increase the BP cap so it takes even LONGER to spend points? How does this help

  • @Someissues said:

    Hes the weakest killer by far. you can counter him completely by running into a new zone, his power is completely useless and too easily countered.

    You use power - survivor run to another loop. also whats wrong with the new map, it has so many pellets, prob the map with the most pellets holy #########. i cant even get a single down and all gates open ;(

    Dunno man I'd still say basekit sadako is weaker and freddy overall

  • @Marius1234456918 said:

    https://forum.deadbydaylight.com/en/discussion/352932/decisive-strike-should-work-twice

    I agree 100%. And if they have already started they can reduce the gens that needs to be done to 3 instead of 5. And also make the killer 20% slower at all the time. Oh and make it so that survivors can take 3 Hits not 2. Then solo q maybe have a chance against Trapper or Freddy...

    And basekit sadako

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273054#Comment_3273054

    I use him as a reference because original Freddy was another killer that was really interesting flavor wise but useless against good survivors. He had to manually put you to sleep, and there was a timer before you actually fell asleep after he triggered it, and couldn't hit you at all until you fell asleep. Once you were asleep, though, he could see your aura at all times if you were outside his terror radius, which was smaller than normal. No clocks either, so you were failing a skill check to wake up or using a teammate to do so.

    Reworked Freddy may be weak and not all that great in the current climate, but when he got reworked he was quite strong. This was partially due to add ons making Forever Freddy possible, but in general in the way the game was played at the point he got reworked, he fit into it much better and was much stronger than he had been. That's not to say people didn't miss Old Freddy, as he had some thematic flair that was absolutely lost when he got reworked, but in terms of effectiveness there wasn't any question that reworked Freddy was stronger.

    That's why I use him as an example of level of rework - the base premise of the Knight as he currently stands does not do any of what his kit seems to have been built for - you can't effectively scout with the guards and the only consistently effective way to use his power in chase is to (poop) out a guard as quickly as possible when the survivor you're chasing hits a loop to force the survivor out of the loop or take advantage of the misplay. Just like how original Freddy his strength turned out to be he ignored BT with how it worked at that time, which was based on terror radius, since he only had a TR when you were asleep (which got reversed when he was reworked so BT was valid, even as BT was changed later). It ignored a lot of the flair that they intended with Original Freddy and wasn't fun to do or go against, very similar to how I and at least several others feel about the Knight currently with his current optimal play.

    Artist is similar to the Knight, but at least you can attempt snipes across the map rather than setting up and forcing a loop leave. Knight doesn't even get that or similar because the guards cannot reliably chase someone unless they have active Knight backup. Which is why I think he needs a rework at the level of Original Freddy. His power is really cool and flavorful in concept, but the fundamental truth of the weakness of the guards and speed at which a true path can be made in chase make his effective playstyle ignore all that and kills a lot of the potential fun of going against him or playing as him.

    Oh that makes sense i suppose but he honestly doesnt need a whole rework, just a few numbers to be tweaked like the default guard speed 105% and the assasin 110% or 115% as well as extended patrol times and the ability to cancel patrols remotely instead of hitting them with a basic attack

  • @roundpitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272694#Comment_3272694

    The Trapper is better because once you’ve zoned an area, survivors either can’t go to that area or they need to spend time disarming, which reveals their location. If you catch them before they finish disarming then you get a free hit.

    The Knight can only temporarily zone, and the setup takes time so survivors can simply hold the W key.

    The Knight’s killer power

    1. Immobilizes him.
    2. Gives all survivors invisibility
    3. Is easily countered by holding W
    4. if you forget to hold W you can touch the banner for free haste/endurance.
    5. reveals he is approaching via the friendly green orb.
    6. is useless for camping (good.)

    Also with the Trapper you can quickly/silently set up a trap at high wall loops during a chase and get free downs. Requires two addons but it works really well.

    Wym its useless for camping? Its actually one of the best since the orb counts as killer distance, allowing for devour, make your choice, and monstrous shrine to proc while you sit and wait at hook

    Granted its still not too strong as i got destroyed even with this strat (mostly just wanted to try it out to see for myself)

  • @GannTM said:

    Sadako and Pig would like to have a word with you.

    Pig is fine tbh and sadako is only bad basekit wise

    With iri tape and ring drawing, shes easily A tier

    Freddy would be a better example as he has no redeemable addons really

  • @Lost_Boy said:

    He really is that bad lol. 2 of his perks are pretty good though for some quirky builds.

    Vs basekit sadako and freddy overall? Not even close

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272202#Comment_3272202

    This is actually the first shirtless cosmetic for me (a woman). You would think that I have all the shirtless (or nearly shirtless) cosmetics for David, Frank and Felix, but I haven't.

    But I really couldn't resist with this one.

    Wait frank?

    Legion has a shirtless cosmetic?

  • @Adaez said:

    He's definely one of my favorite killers to play already but its a struggle to do good with him especially on big maps and mistakes are punished so heavily on him.

    His guards are great but I feel like they need a bit of buffing and polishing as they're a bit clunky especially their pathing.

    Here's what I would add on the buffs they already made from PTB:

    • Decreased the spawn time of the guards to 1.5s from 2.0s.(change this to 1s)
    • Guard Detection Radius interpolation speed now 1.0 instead of 1.5 sec(change to 1s)
    • Guard traveling to detection location decreased to 2.5 sec instead of 3.0 sec.(change to 2s)
    • Increase the patrol vision range on all guards by 4 meters.
    • Increase the speed of drawing the patrol path by 25% and the patrol path lenght by 10 meters.
    • A survivor grabbing the standard should give you killer instinct for 3 seconds.

    The knight is way too loud and I can barely hear anything around me,his armor makes way too much noise.

    The survivors should not see the pathing or the guards radius as it makes them so easy to avoid and it makes his power useless in most cases.

    He doesn't need really big buffs,just a few small ones,please dont leave him as it is,as he's so fun to play,but a bit on the weaker side.

    Also make default speed for guards 105% and the assassin 115% speed

  • @Squippit said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272972#Comment_3272972

    It’s harder than it sounds once chain hunt is active. You need a moment where neither a scream or a volley of chains will interrupt you. If you last screamed, say, 10 seconds ago, then pick up the box, you have to dodge a wave of chains, start solving, and finish in 15 seconds before you scream again. If you don’t, you scream, have to wait out another wave of chains, and Pinhead knows you’re trying to solve and come stop you and start another chain hunt. Getting the timing right isn’t as easy if you’re forced to wait between screams for a big enough window

    Thats why you solve the box before chain hunt lol

  • @Clockwork_Enigma said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272820#Comment_3272820

    Considering that Pinhead could make the games last a potentially incredibly long amount of time when this occurs BEFORE the patch, it's the Power that needs a significant change.

    Besides, the intention to use the Lament Configuration is to instantly either start its main effect or the Chatterer's Tooth effect. Not camp it out and make peoples' lives miserable.

    https://forum.deadbydaylight.com/en/discussion/comment/3272832#Comment_3272832

    The reason I'm only mentioning it and not outright SAYING what the builds are is because I'm not going to tell people what to use and what to exploit.

    People are going to now anyway, includibg me now that i know something like this exists as i enjoy devour hope and rancor so knowing hex: face can help defend them is very nice to know

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272818#Comment_3272818

    Regarding point 2... are you looking at your numbers? At max, box takes 9 seconds... Survivors scream every 25 seconds.

    I don't understand, what is the problem with this?

    EDIT: Although, with everything else here, I'm pretty sure Face the Darkness will be nerfed tbh. It's pretty obvious what the problem is. But who knows? It's BHVR. They might take a year. :)

    Better use it while i can then lol

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273086#Comment_3273086

    because i stopped playing shortly after her release until just a few days ago?

    Oh, makes sense i guess

    Was just confused lol

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/355563/hex-builds-with-face-the-darkness

    Want to make people DC? Apparently, playing Cenobite with Face the Darkness, Retribution, Thrill, and Sloppy is so broken, people apparently leave due to how tedious it is.

    If only they had kept that disconnects count as sacrifices for the reverent challenge.. i would get that challenge done ez without even having to down anyone lol

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273070#Comment_3273070

    Decapitation is completely possible with the current system. The head is already a seperate model, just gotta add textures for inside the neck and voila.

    Yeah but im not saying with the head still visible or that it could be used with other killers as well, only demo because the head is completely engulfed and presumably eaten by it

    Thats the best they could probably do though, just do it like what they do with the finger that clown takes

  • @Renfear said:

    Cool idea? What the hell are you guys talking about? "Hey, camping is a serious problem that needs addressing. Let's make a killer that can camp from long distance!" Because his power is so slow to activate, camping hooks is mainly what it's good for, so that's how it gets used. I couldn't imagine a worse design.

    And better yet, make your choice and monstrous shrine activate too because his orb counts as his current position and can just cancel when somebody goes for the save

  • Idk this post was made yesterday so im not sure why it took them so long to say smthn abt it lol

  • @Steel_Eyed said:

    What if it was 5,000 bonus bloodpoints per survivor sacrificed/killed but each offering caps the number of maximum kills. Yellow caps at two. Green, three. Red, four. A little better than the all or nothing it currently is.

    That or reduce the rarity from iridescent.

    Or just you know, not change them at all?

  • @Laluzi said:

    It's a bit overshadowed by everything else wrong with the announcement, but I feel it still needs to be said.

    Moris are now turning into personal bloodpoint offerings - you get 8k/12k/20k bloodpoints for getting 2/3/4 kills and a finisher mori.

    To begin with, nobody needed more personal bloodpoint offerings, period. All but the strongest BP offerings are oversaturated and unwanted. More importantly, these are still worse than survivor puddings in all but the worst of games, and in a failed game with a sub-20k score, you're not getting the mori bonus anyway because you almost certainly lost (and survivor puddings are both cheaper and lower rarity.) It's only better than a survivor pudding if you facecamped or speedran the game as Starstruck Nurse, and do we honestly want to encourage that?

    The major issue here is that you can effectively win the game and get three kills, but you'll still lose out on the mori reward if the last survivor gets hatch. Which is effectively random unless you slug for the 4k, which is gameplay survivors expressly hate - and it's also nerfed in this upcoming patch, which just means that killers are going to play drawn out slug games where they alternate tagging the final two survivors for 10 minutes in an attempt to get their crappy 20k bloodpoints. And those games are going to be even worse than before, because survivors have no incentive to pick each other up with infinite Unbreakable and the downed player is not a lure.

    This is bad design. Please do not do this. The reward needs to be much better for these things to have a niche at all, but even then, you're encouraging rampant slugging unless the hatch stops being an instant lose condition. I would honestly prefer moris to be left as they are so I don't lose the ability to kill several people in one match.

    I mean i wouldnt say all survivors

    I dont get the hate around being slugged anyway, i mean its preferable to being hooked cuz u dont die as quick, you can recover to 90% allowing for a quick heal or just move around the map instead of being stuck in one place waiting to die

  • @Grim_Reap3r said:

    For a long time, dbd has had mori's. For it's cool to see the mori for the first time, it gets boring. While, the knight and turkey has cool mori's, I think it deserves more gore and guts. Right now the gore is based on a weapon and blood, no guts or bones. So I'm suggesting a more satisfying gore, for both killer and suvivor mains, instead of having the killers weapon kill the survivor like its a just skin.

    Engine cant support that, even if they wanted to

    Mabye in dbd 2 but any gore or dismemberment is out of the question, best we can do is a single finger apparently, although i think they could probably make the survivor's head dissapear during demo's mori (hopefully when they rerelease him)

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272578#Comment_3272578

    You're not listening. You will not catch someone, doing that. You set a trap at the dropped pallet or window, they run to the next loop, and they can do that virtually without end. You only have 8 traps max I believe, and there's a heck of a lot more loops in any given map than that. This is not even counting disarms which free up those loops again, which almost always happens with SWF, in which case you've already lost the match. You can bait placing a trap at a loop to get them to run early, but even then that's far from a guaranteed hit, because there's a pallet around every corner. You also lose Bloodlust from using your power. Y'all always talk about "no consequences" for things killers can do, and killers "using their power bad" (despite catching people that way?). Where's the consequences for survivors simply playing the game? I'll wait. And if it is, in fact, a killer using their power bad, well then surely they're punished for that and end up losing?

    Otz's takes and advice have deteriorated over the years. He's clearly trying to appease survivors by not delving into certain topics of discussion, and being silent or optimistic on a killer nerf. It took Twins getting nerfed for him to actually show compassion for how often killers get nerfed; he actually wondered why they were nerfed. But that's all he gave on that, and nothing more. The biggest thing he refuses to admit though is the reality of unwinnable killer matches, in which you can play perfect and still lose as killer. Not all, but some matches you literally can't change that end result. He just blanket statement says, "If you just play well enough with any killer, you can beat any team." I was shocked that he chose to go that direction. It's like he hasn't learned a thing about killer after years of playing and making 5 hour+ videos.

    I really don't think the purple bag needs that downside. Just let the killer place traps. He locks down an area? Cool. That's called using his power. Survivors have the entire map locked down with pallets and windows, without any effort or strategy. This is really silly double standards to keep suggesting that killers NEED a downside to whatever it is they can do, or else "the game's unbalanced." The downside is that no one loadout or decision by the killer can't be countered. There's always something the survivor can do, with minor inconveniences at best, not game-losing downsides. But the killer can take a hike I guess, because god pallets, which they can't do anything at, exist and are considered "fair." Add-ons are not that strong for killer. You often need a pink and a purple together to compete, and shocker, most of those have been nerfed. All-Seeing Blood, Pinky Finger, Engineer's Fang?

    And this, I reject entirely: "The killer's better in late game because the survivors are better in early game." No such dichotomy exists. The killer is losing right off the bat, because the survivors are spawned on gens and will be done with ~3 of them in the first 80 seconds. What changes later on that makes survivors weaker or the killer stronger? Because they hooked someone? Cool, now the survivors are only at half efficiency, and are back to full the moment the unhook happens. Even with the quickest possible downs vs average survivors, the killer has nowhere near enough pressure. This can be offset a little bit by gen blockage and slowdown, but then survivors have gen speed boosters, and strong loops that waste a hideous amount of the killer's time. I don't need to explain which one trumps the other in the long run. There's 4 survivors and 1 killer. Nothing he does, off of his own power or good plays, creates enough pressure that the game is suddenly in his favor. Survivor mistakes are essential to that, so if they don't make enough, you just lose by default. You can get rid of some pallets, but you won't get rid of all of them or even most of them without the gens all being done already. You also get nothing, essentially, from hooking people. The survivors only stop being a threat once they're dead and can't help the team progress their objective. Hence why tunneling and camping are the only way. I feel the push alright as killer, but where's my pull? Nonexistent.

    The setup you get with Trapper and other killers is in no way worth it. It doesn't even cancel out vs good survivors. You're often not even getting a hit from using your power. And there's no such thing as controlling the map with killer. It's too big and there's way too much going on for them to keep track of. Obviously we've all thought, "Maybe I should get rid of this pallet, or stop this gen from getting done." But it's just that: a thought. You're at the complete mercy of the survivors whether you're able to pull that idea off or not. They don't have to throw down strong pallets, so they can continue to use them. They don't have to ignore a gen. They also have intuition, not just the killer, so they're not gonna let the killer do what he wants to do.

    Your idea will not work. It isn't radical enough. Any downtime to pick up traps is too much time. Trapper is simply an M1 killer with traps that work if survivors aren't paying attention, can't see through the grass (however many maps still have grass), or don't have any altruism or intuition in the form of disarming said traps. Your over-emphasis on what's "fair" for the survivors will be a constant cripple on your design. Your assumption that killers NEED consequences for what you THINK are bad plays will do the same. That is survivor-centric thinking which can only create bad killers. Whatever you think makes a killer "OP", take that, implement it, and then aim even higher. Then, perhaps, you'll have a strong killer.

    Lol man you guys seem to take "winning" as killer too seriously

    Idrc if im getting genrushed especially if i have rancor and nemesis, yeah the other 3 escape but i didnt really care about them in the first place 😂 they can just watch my mori and go

  • @danielmaster87 said:

    Just let him carry all of his traps from the start, so he doesn't have to waste time walking cross-map to get them. If that's too OP for people, I don't know what to say.

    Tbf we already have an addon that does that tho

    Yeah you cant pick them back up but thats meant to be the downside

  • @LordRegal said:

    I feel extremely disappointed in him. He sounds like a killer I'd have a ton of fun with, sending guards to check one direction while I go another, split the pressure, snowball potential, all that jazz. But his original state, and especially after PTB changes, show that that's not how he's intended to be used: rather, he's intended to be coordinating with the guards in chase. Unfortunately the practicality of the matter is you do not have time in a chase to set up a patrol and corral the survivor into it: it takes too long and you're stood still while you do it. Instead, to use the term I've seen and heard a few places, the smart and most effective play is to (poop) out a guard as quickly as you can at a loop in chase to force the survivor to leave the loop. If it's Carnifex or Assassin, a smart survivor will be out of range of their detection before they can detect them, Jailer's a bit harder but is the weakest in chase. It was rare to actually feel like I was outplaying survivors with my guards, rather the value I got from them was survivors misplaying when they saw the power come out.

    This is extremely stale gameplay after even a short time. I attempted to play a game where I used the guards as independent pressure and didn't get a hit with them all game - even the Assassin, the one who is supposed to be the best in chase, cannot keep up with the good old hold W. I don't fault the survivors for it, it's how you play around the power safely, and that's not good design.

    The one game on survivor I played tonight that was against the Knight (and frankly how few Knights I saw tonight when playing survivor speaks volumes about how the community is seeing him, including a 100% BP incentive on KILLER the day of the release for a while) the Knight got three downs all game. I can't speak to the first or third, but I was the second, and both of his hits came when he decided to not use his power but rather M1 killer me, because every time he used his power I just left the loop, putting him precious seconds behind and rendering him powerless for a while.

    It just comes across as an unfun design at this point, honestly. I want to like him so badly, his aesthetic is something I've wanted to see for such a long time in this game, and now that it's here...I'm relieved I'm done with the achieves so I can drop him. Not because I can't win, but (pooping) out a guard as quickly as I can is genuinely boring to do every game, and I can't find a good use for his power as a scouting pressure split mechanic because the guards without backup are nigh on useless in a chase.

    I know that now that he's out we're not going to see balancing for him for a while, but I honestly think he needs a Freddy level rework: something that gives him gameplay that is interesting to play as and against. Not "deny the loop and see if the survivor recognizes it, otherwise you're an M1 killer hoping the survivor misplays into your power, have fun everyone!" because that's what we have right now.

    I dont think freddy is a good example here.. do people really think his power is fun to play as and against? His whole power is literally puddles or fake pallets and a slow teleport that gets worse as the game goes on, and his dreamworld is practically useless and even helps the survivor by being able to see better.. why even bother waking up?

    Im not sure at all why you used him as reference lol

  • @IlliterateGenocide said:

    Yeah it's really annoying, I wonder why she is not played much. Probably cause her cosmetic options suck rn

    And therefore since theres not enough playing her, theres no point for bhvr to make any cosmetics

    Its a brutal cycle

  • @hastarkis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272883#Comment_3272883

    They made this snap of her only recently. Couple patches ago you were able to turn her back to make her jumpscare in the field behind the well (hence, not in your face). And now yes, she snaps your way before the animation.

    So why even make it seem like it was this patch that changed it lol

  • @HellDescent said:

    They don't save in time, run to z walls to loop, hide in lockers when you're looking at them, medium vault most of the time, get stuck on walls, run to the edge of the map when being chased, walk away from you instead if running when you're going after them

    Ironic because i saw a post that was impressed on how good bots were during the ptb

  • @SkeletalElite said:

    If you aren't aware, with thrill of the hunt it takes 28 seconds to cleanse a totem and with face the darkness survivors other htan the injured one will scream every 25 seconds. Thus, with these 2 perks, totems becomes uncleansable for everyone but the cursed survivor because survivors will scream before they can finish cleansing.

    I'm not really sure if you should be able to shut down cleansing like that.

    Hmm, i wasnt aware of that

    Thanks

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