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piggygooik

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  • @MadLordJack said:

    I think Clown is in a fine spot. Not every killer needs to be the next Nurse, it's fine to have weaker killers so long as they do their job well, which Clown now does thanks to the new bottles and the much faster reaload.

    although he is in a fine spot, killers have to be strong he is okay but any decent team will destroy him. killers should be strong but not OP.

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/253887/what-if-killers-had-there-own-version-of-exhaustion-perks

    I like the concept, but "until they get a hook" is not a killer version of exhaustion. Hooks are the equivilant of generators, but exhausted is based on a timer that only goes down when not running, essentially, when they're not in chase.

    The "drained" status effect should be a 45 second timer that ONLY goes down while in chase. Survivors are rewarded for avoiding chase, killers get rewarded for maintaining chases.

    So, for the coup de grace example, you start the game with the drained status effect. After 45 seconds of cumulative chase time, it activates and your next lunge distance is 100% longer. After lunging, you are afflicted with the drained status effect

    that's also a good idea

    but the reason why I put the hook requirement was killer cant walk and I didn't think of the whole chase thing.

  • @Dweet_Unfairfield said:

    Distraction perks seem to draw them away. Pebble, red herring and such. Every time i throw my trusty rock, the zombie seems to follow.

    Was this intended? If so please leave it in. Pebble deserves the love.

    Other things i noticed.. Zombies proc infectious fright. Zombies spawn under hooks near survivors. Or where they've recently been. Zombies seem to hear gens at 16ish meters and technician lowers that. And Zombies move at crouch speed. (Walk speed with both add ons. And a bit faster with the seemingly bugged iri)

    Zombies also notice failed skill checks, completed gens or chest searches, and swarm gates in egc. Haven't tested if you can get MoM off of them. But them infecting you can be used to deny nemesis his power tier ups.

    Hope this info can help some of you. Most excited I've been for a chapter since Silent Hill. Even if the map is uh.. not going to be enjoyable to play. :D

    this is supposed to happen gladly, but in the ptb there AI was a bit buggy so noises and grunts of pain sometimes didnt attract them but they are supposed to go to noises which is is really good to here

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2229593#Comment_2229593

    But you're not facing 4 dead hards when you chase one survivor, you can also kill survivors and remove them entirely,

    ya your only in chase one survivor but all the other surv are still doing something so you need to down the surv quickly

    the whole game is “your in a 1v1 in that chase but in a 1v4 for the whole game”

    And Your telling me a killer perk should me as strong as one survivor perk

  • @Seanzu said:

    Interesting that this 'killer version of dead hard' lets you use it twice in the event you fail the first time, I'm assuming you have no control over it too, straight line no turning for the entire lunge, yes?

    well killer perks have to be 4x stronger than surv perks since you know there can be 4 of a surv perk in one match and only one killer perk in a match

  • @dspaceman20 said:

    This actually seems like a good buff I don't mind.

    TY😊

  • @Lx_malice said:

    One change I would love is if we could revert her terror radius to 28 meters. The whispers value🤤

    that's what i forgot to add

    ya i would love that

  • @[Deleted User] said:

    Personally, I think there is very little changes they could make to Trickster without making him too strong. Right now, I think he is really obnoxious to play against, and is very frustrating playing as.

    I would completely rework his ability to be themed around music, rather than knives.

    Im completely fine with reworking him as long as he is good and unque and not some not off huntress

  • @C3Tooth said:

    He become as Trapper legendary skin

    i don't think people would like that

  • @justalilbit123 said:

    Make it less brown and more green. Add some water to the map, maybe some areas where the water is waist high. Currently it doesn't really look much like a swamp, just an ugly dump yard. Honestly everything is either poo colored or looks like poo. I don't know what swamp references the devs used but it looks nothing like one. This is a swamp:

    https://us.v-cdn.net/6030815/uploads/F10CWNLKSW93/fa85d6c9-233f-4dd9-9783-66d13803965c.jpg

    neat idea maybe we can get like swamp water areas that you can walk on

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2225424#Comment_2225424

    It wouldn't even have to be that.

    They likely have the exact sizes of the maps hardcoded in there somewhere.

    It'd look something like,

    if( map_size < 10,000 m^2

    spawn zombie_1

    spawn zombie_2

    else

    spawn zombie_1

    spawn zombie_2

    spawn zombie_3

    Very basic but you get the picture

    Sadly I doubt they will do that to complicated for the devs

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2224242#Comment_2224242

    Never said they're gonna make them good, they're just gonna improve on what they are already and actually make them base kit instead of spending BP on them. How in the hell is that a bad thing? They basically are just a flashy death hook anyway so why use BP on them?

    Mori's shouldn't be game changing like they used to be, no item, add on or perk should be game breaking. The only thing left is keys and they said they're changing those as well.

    even if they implemented them well it's still very biased that they called moris toxic and " end the game prematurely" and not keys that even tho they are even worst

  • @adam1233467 said:

    I just hope this new mori rework don't give any huge advantage to the killer like the old moris

    its the balance team we are talking I don't think you should worrying at all

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2224256#Comment_2224256

    I don't like the fact that you can close the hatch and someone can open it back up with a key without one gen completed.

    it's annoying and you can't really stop it too since the survivors have 3 ways of getts out ( the exit gates and hatch) and one is instant

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2224242#Comment_2224242

    You're misunderstanding what he means. He's saying they're making them basekit so when YOU do good as a killer. You can use them.

    For example. Getting someone to death hook

    maybe they will do well making the moris base kit but still calling moris "toxic and ending the game prematurely" but not keys is still really biased

  • @Shroompy said:

    They never said anything about nerfing mori's again. They said they wanted to make mori's apart of the game and make the killer earn their mori's, and not just getting them for playing an offering.

    Here, let me make it simpler if you don't understand: YOU GET REWARDED FOR DOING GOOD!

    you really think they are going to make moris good

    its BHVR we are talking about a change that they don't specify usually means something bad

  • @DeadHardMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2217147#Comment_2217147

    I agree but I would also give the Survivors the ability to kill zombies by sneaking behind them and doing a takedown action. Would be interesting.

    it would be cool maybe like a hard skill check and if they miss it they get infected plus it would make sense with the whole RE format.

  • @AVoiceOfReason said:

    I would say to make his Tier 3 do health states of damage instead of infection since you're maxed. Otherwise, he's great.

    and i would add 1 to 2 more zombies since they are pretty slow

  • @Komi said:

    Hard to place him at a tier right now, but he's definitely one of the more enjoyable killers. Zombies are something special, they don't impact the game too much, but any time they do anything it just melts my killer heart.

    His power is neat, being a semi-range attack that feels good to land hits with, and makes survivors a cool blue color, which is more important than the debuffs it gives.

    I suppose I'd rank him at B, being powerful and fun, with room for strategies on both sides of the game.

    ya he is pretty damn cool and the zombies are so funny

  • @CoalTower said:

    I honestly think hes pretty mediocre. The tentacle seems easy to dodge, and the zombies are easy to avoid.

    I'd say C tier, or maybe low B tier.

    really well it is pretty early to tell but I do like your criticism

  • @lemonsway said:

    Scott is wrong about Legion and Dowsey is wrong about Myers and i'm being serious here. Trapper is even worse than those 2 since those have some control when they use their power, Trapper just hopes for the best and has the usage of his power limited to what he can carry and legitemetly has to abandon parts of the game to get to use his power. Myers and Legion without add-ons are far more maneagble than Trapper and Myers might lose some game to stalk but his power up far overshadows Trapper's power. So objectively speaking Scott and Dowsey are very wrong when it comes to who the worst killer is.

    Regarding the issue at hand, that's exactly why i stopped following some streamers content actively, i'll watch every now and then to see their position on stuff as the game progresses and i can agree to some points but disagree on others. I'll say Spirit has no counterplay and even BHVR don't know how to add counterplay without making her useless, honestly i think the best they can do is add a faint streak effect for her hair or glass shards while she's phasing so survivors can track her if they can see the faint streak. This way there's an actual perceivable way to know she's phasing and where she's phasing to, BHVR has Wraith's shimmer coded already just adapt that functionality to Spirit when she is phasing but make it slightly less visible. It will still be a 50/50 in some scenarios but it's a 50/50 based on something like Red Glow mindgames are still 50/50, survivor either falls for them or doesn't.

    i agree with you that dowsey and Scott are wrong but some people will just shun you for disagreeing with you which is wrong.

  • @justbecause said:

    I agree in some points but I absolutely disagree with everything else this game was doing just absolutely amazing before those streamers put some made up rules that suddenly everyone started using those excuses not saying it's all bad it's good some things are called out but everyone blindly started believing what person behind a screen says so for example take Otz and tru3 they're fans both have different view on game why? Because they listen to their fave streamer and by that make a image of a game because in that moment it makes sense to them I agree it's okay for them to call out certain things and it's not their fault their followers are those "sheep's" they are allowed to say their opinion it's up to u to make own picture of the game u bought every single streamer has different view of game and they made that opinion while they're fans blindly follow it instead making their own opinion

    You're right im just saying mainly about what killers are the best and worst

    and it does suck that some viewer of certain streamer do create dumb made-up rules that they think everyone has to follow

  • wait what was the nurse wearing cuz i think that's me

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2213126#Comment_2213126

    I'm Rank 1 as killer. I see a ton of people who 99 their SB and the moment I'm in hit range, they just jet lol. If you're on a gen after using SB and someone else is being chased, you should be able to recover a majority of that exhaustion before the killer even gets close. Then you can run, throw a pallet then recover while they decide to break or try to mindgame then SB away again. It gets repetitive. I'm surprised that I don't see SB posts XD

    well they did have to time the sprint burst 99 right

    plus not that many people do the 99 sprintburst all to much and just use it to make unsafe gens safe

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2213138#Comment_2213138

    Sounds like a common theme ? Right ? Crazy I know. Telling people they should probably work on getting better at the game instead of complaining about something that doesn't need changed.

    getter better still doesn't rid the fact that some of these things are very unhealthy for the game.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2213119#Comment_2213119

    It might seem like that. Because people like to complain about something like dead hard. Instead of getting better. I could literally stream all day. And never have a dead hard for distance lead to anything. The way people talk. You would think it happens every game. With all 4 survivors being in the perfect position to dead hard for distance to a pallet or window. Every single chase.

    well you kinda say " people complain without getting better about anything" like keys " wow man you should have just GoTtEn BeTTeR and kiLLed The SuRv QuIcKer" or with noed " wow man guess you should have GoTtEn BeTtEr and Did BonEs"

    although people complain about dumb stuff like huntress OP some people at least say that some things may not be OP or in need of a strict nerf but still very unhealthy like keys or old legion

  • @AVoiceOfReason said:

    Dead Hard isn't that big of an issue, though? SB can cause you to whiff AND you get a ######### ton of distance from the same activation. Not to forget, you can 99 your exhaustion while running so you can still go do gens. Dead Hard is only a problem for some killers just because they use it for a pallet sometimes. That's a really stupid reason to want a whole perk nerfed or changed. Both deny you a hit. Yeah, Dead Hard can be annoying but its definitely not "op" or "unbeatable" like a bunch of posts are saying. I rather have 4 DH's in my match rather than 4 SB's any day.

    at last you tell me a decent point but I'm trying to say there arent really any downside to dead hard since if you have it kinda like a thrid health state but sprint burst you h have to walk and you if you don't you risk the fact you get caught without sprindburst

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2213114#Comment_2213114

    I put eye rolls in front of DS data because there was already like 3 threads about it..Front page. Is it so hard to add your comment rather then make the same thread yet another time...?

    I never once said DS was fine before the change. Nor do I have "survivor bias". Especially when I mainly play killer. I just understand people blow some things out of proportion. And the amount of times someone dead hards for distance and it leads to anything. Is one of those things.

    Sure, i totally agree with the fact that you play "mainly killer"

    if you couldn't tell its kinda hard to believe you considering I've seen a lot of your comments, Most of them are pretty survivor biased but sure lets both believe that you play main killer

  • @BrokenSouI said:

    Survivors are rarely in position to actually get use out of dead harding for distance. Non issue. Moving along

    oh, it's you, you are were the person to put eye roll emojis in front of the DS data because apparently, you cant come to terms with that old ds was broken. it's becoming pretty damn clear, you have a survivor bias. and the hell do you mean you won't get used out of dead Harding for the distance I see a ton of streamer including myself get use out of dead Harding for distance

  • @GannTM said:

    There should be a restriction of using a pallet or window for like a full second after using Dead Hard. That would remove the DH for distance BS and make it less annoying.

    that would be a fair change

  • @NightmareKiller said:

    I hope not, they would be a buggy mess.

    you could be right i don't want another twins chapter

  • @Venzhas said:

    Keys arent a problem. Comparing it to moris is just ridiculous

    As killer im fine with keys, its happens like 1 game on 10, and when, well just bring Franklins and.. git gud.

    even doesn't happen often they are still a broken item

  • @Midori_21 said:

    About the freddy nerf, one of his issues actually was fixed, his extremely boring slowdown addons.

    i suppose your right but he is still pretty boring even with out the slowdown addons

  • @MadLordJack said:

    Billy's nerf was the Devs very clearly realising they went way too far. His initial overheat mechanic was great because it prevented facecamping and that's pretty much it, so they made a second iteration that was halfway between that and the PTB dumpster fire and suddenly, with no good addons and a self-punishing power and a bunch of QoL nerfs such as camera adjustments and mega janky survivor movement that made backrevs a no-skill coin toss, well... There's a reason they barely even touched Twins, Freddy, and even Huntress (yay, an add-on pass, great, fantastic, not how about her not tossing beachballs that make no sense because you can just reshape the projectile to a disc?).

    was that really the reason they nerfed billy

    if so that is so dumb since when did anyone complain about a camping billy

  • @DragonMasterDarren said:

    i had a dream where Jake, Yui and Demo escape the realms, Jake and Yui marry and officially adopt Demo as a pet

    I was upset when i woke up because it ended with Demo making waffles for Jake and Yui's kids and he was wearing a goddamn chef outfit with a hat and apron and everything

    That sound like the best dream ever

    now I want a chef outfit for demo tho

  • @dspaceman20 said:

    May I ask what identity v killer would be great for dbd?

    im not saying a killer from identity V should come too dbd I'm saying that BHVR should be more creative with their killer power and not make range killr after range killer

  • @glitchboi said:

    Gen speeds don't need to be fixed, although BNPs do need a nerf, and surv spawns need to be reworked. However, I would like to see an early-game collapse type of thing.

    totally agree

  • @TerminatorGuy said:

    What's interesting is, the man who the Observer comes across was a real life person

    really

  • @Jacoby2041 said:

    For survivor

    Lightweight: Also reduces footstep noises, and is 5 seconds rather than 3

    Wake Up: Progress is 100% faster instead of 15%, you can determine gate progress by their aura

    Distortion: Each time you escape a chase without being damaged you gain another token

    Camaraderie: Works once for each hook state, people are notified when you have it

    Hope: Activates when gates are powered or when you're on your last hook (but only once per round)

    For killer

    Blood Echo: Also applies Broken

    Coulrophobia, Overwhelming Presence, and Unnerving Presence: Effect persists for 10 seconds after leaving terror radius, Unnerving removes great skill checks while affected

    Gearhead: Lasts 45 seconds, each hit while active extends it by 15 seconds

    Hex Blood Favor: Not a hex

    Knock Out: Works on any downed survivor, not just survivors downed by a basic attack

    Monstrous Shrine: While carrying a survivor an entity portal will appear at the basement entrance which the killer can drop the survivor in and it will place them on a basement hook automatically (so they can put survivors down there without having to walk all the way down and back)

    Predator: Scratch marks occasionally pulsate, indicating which direction they are going

    Spies From the Shadows: Instead of a basic noise indicator you get a loud cawing sound, and remove the black hole notification that takes up half the screen preventing you from seeing anything

    these are pretty damn good expect blood favor that perk needs a range increase like 32 meters since it has a 4o sec cooldown already

  • @Judgement said:

    Decisive Strike - it procs and can be used both unhooks, so the Killer can be DS’d twice and not just once.

    It’s a true anti-tunnel perk now but getting stabbed once isn’t going to deter true tunnellers, because they know they’re going to be unpunished if they keep doing it. Getting DS’d twice for true tunnelling will really deter them or punish them appropriately.

    I’ve been saying this since DS got fixed. Now it isn’t obscenely busted it should be usable several times.

    fair change but we both know that wont stop tunnelers

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/251334/what-perk-would-you-like-to-see-buffed-and-how-would-you-buff-them

    Lightweight: Your scratch marks are 50/60/70% less visible.

    Coup de grace: Your lunge range is increased by 40% at all times.

    Cruel limits: When a survivor vaults a window, all generators become blocked by the Entity for 2/3/4 seconds.

    Buckle up: You can see how recovered a downed survivor is from any range. After picking a survivor off of the ground, that survivor has the endurance status effect for 2/4/6 seconds.

    EDIT: Forgot to incorporate perk tiers into Coup de grace, so 20/30/40%

    pretty god buffs but you may have gone a little over bourd on the cou de greace buff

  • @Mooks said:

    Vigil:

    For this change the Exhaustion status itself would get a change. When a survivor is exhausted, they breath louder and their sprinting minimally slower (exhaustion perks are strong as they are and elongate a chase way too much). Vigil, additionally to its current effect, neutralizes these negative effects of exhaustion.

    Pharmacy:

    Any time you are injured, you will find a Medkit when searching through a chest (also with Appraisal). Rarity of medkit is not set. Faster searching stays.

    i also though that if you a re near a chest like 10 meters you get a heall speed buff

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197913#Comment_2197913

    "its one of the easiest maps to run a killer on."

    After you got skilled enough to loop a killer, let alone that the map is pretty unique in structure and a lot of killers do not take that uniqueness in their advantage. It doesnt need that big of a rework. You just need to think outside the box more.

    As for bias? The past year I've put like 900+ hours as killer into this game, and only 150-ish hours as survivor. You thinking it's broken merely shows to me you are not experienced enough to think outside the box for this one. Is the map strong for survivors? Yes, definitely. Is it broken? Definitely not. It's biggest alteration it needs is addressing The House of Pain and Fences. That's it.

    "Everyone knows its broken" except the only people I've been seeing talking that it's broken, are killer mains who rely on brute forcing and rarely use maps in their advantage. It's a strong map, but if Haddonfield needs that big of a rework, then so does Hawkins. Hawkins is more favourable to killers, than Haddonfield is to survivors.

    Hawkins isn't really a killer favored map. It sucks for most killers. the only killers that really excels on that map are stealth killers and maybe a few other killers like doc. but still, that isn't a very good example.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/2203570#Comment_2203570

    ???? I'm always rank 1 lol I have 2.3k hours in the game. I have 250+ hours on Trickster alone and could prob play him perkless and do just fine at reds, because most red ranks are actually bad at the game. I have played several killers with zero perks for fun, and have done fine at reds. Ranks don't mean a thing when someone with 40 hours in the game can get to red ranks.

    im on your side since It hard to win without perks at rank one but possible

  • @Shooby said:

    Make a modified version of Camaraderie basekit that activates when the killer comes close to the hook, instead of a teammate.

    This can only activate if a survivor has been struggling on second hook for 10 or more seconds.

    If the killer stays within 8 meters (normally 16 on Camaraderie) of the hook for 5 seconds, a hook timer pause activates for 30 seconds, and the entity progression meter flashes yellow like a deep wound status effect to show that the pause has activated.

    i man 30 sec seems like to much but overall interesting concept

  • @Sup3rCatTree said:

    Trickster is good when you have 548326 million gen control perks. Overall he's overrated. He's carried by perks. If killers are carryed extremely by perks, that shows an issue

    i mean isn't one million gen control perks good on any killer

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/2203544#Comment_2203544

    Ghostface excels in it, but he has some problems that can really wreck you mainly with his shroud bug. Trickster is incredibly good at certain playstyles. He is a lot better than most people think he is. Do I still get frustrated playing him? Yes, because certain maps aka mothers dwelling can make it incredibly unfun for him. Trickster comes with amazing sets of addons also that can really change how you play him. Death throes I've figured out is actually an incredible addon, but honestly he is a killer that requires a lot of time just in general on him and other killers to excel on him. Most people don't have the patience for that.

    ya that's also the problem with him most other killers do his job better than him,

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/251153/do-people-really-think-trickster-is-good

    He excels in a certain playstyle which is dead zoning people or catching people off guard and downing them automatically by landing all of your knives. If you can wrap yourself around that playstyle and have moderately decent aim he is pretty decent. Not as good as the other ranged killers though. I have 250+ hours on him, and so I've had some serious time to play him. If you have to resort to playing scummy he excels in that also.

    i mean don't instadown killer or like Ghostface also excel at catching people off guard as well


    plus good job on playing him for 250+ hours that's impressive

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