Avatar

randonly

randonly

About

Username
randonly
Joined
Visits
1,459
Last Active

Comments

  • It is not a perk to be used alone (at least not on non-map pressure/fast killers/no TP - m1 killers)


    if you use only the 3 new perks, its like play with an base killers (with no perks), which is bad


    You don't evaluate and ask for buffs because of the 3 unique perks of each killer, but with the synergies they create with others perks, and yes Merciless Storm is a pretty strong perk with Tinkerer, Thrilling Tremors and others. But alone and with fast killers, the perk manages to be strong enough working at 90%. No more buffs needed.

  • That map of Sadako from the current lobby is so beautiful, it's a swamp in the middle of the afternoon. Devs missed the opportunity to put the well and lighthouse of sadako's lore (mixing a little with a black and white world)


    ps: miss Hawkins National Laboratory and Haddonfield

  • @DyingWish92 said:

    As a Myers main I don't know how I feel about this. Having a tier 3 hit basically canceled would feel like SHET!

    broken status would also be a good idea until the end of exhaustion. So the survivor will not use styptic agent and will not be able to be healed during this period and gain a third extra life. It would be a great exchange. And remembering that it won't even work for most of the game's killers, it will end up being a slot wasted for nothing.

  • Trapper doesn't need more buffs, it wasn't a simple quality of life improvement, he is quite strong as a killer that has map pressure, even more with the add-on to injure survivor that disarms the trap.

    Ps: People who have visual comorbidities already have a big disadvantage against killers who use traps in this game, and the only thing that still helped was small game, but not even that was left or thought by the QoA team when they reworked the perk with the excuse of "completely denying" the power of the killer, when only the sabotage perk did that (and both -saboteur and small game- have a huge cooldown).

  • Up, since Sadako will be release tomorrow, hope the devs got the feedback

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2831555#Comment_2831555

    ye but you can reach a tile or pallet in time if you use it properly thats my point.

    yes, and because of that I think the 8 seconds could be shortened a bit.

  • I think 8 seconds is a lot to wait. This would be the hypothetical time to counterplay it.

  • ? no, I'm saying you need to start learning little by little and change your build to full meta perks.


    But feel free to decline the tips, I just tried to answer and help your thread question.


    just don't turn this into a personal attack hypothesis

  • obviously you won't equip all the perks to combat x or y thing, but don't go thinking that in a normal game you will start early using only slowdown and meta perks. You need to learn and grow to a point where you no longer needs to use these chase/information perks or use a killer that has a lot of map pressure.

  • when you hit the one in front of hook bodyblocking it, you will see that this survivor lost the hitbox and you can move inside him, ignoring the hitbox and you can easy hook. You just need to hit the one survivor right in front of the hook, you don't need to hit the others.


    About boil over, iron grasp and other perks can counter it (and help against others who are blocking the hook, especially Mad Grit or Starstruck)

    flashlights = lightborn counter it, Infectious Fright reveals location of nearby survivors

    and if you're still learning about how loops work, use endurance, spirit fury, Bamboozle, etc.

  • Remove unhooking action to prevent disable DS and then we will have at least one perk that can counter the killer's face camp power. Even your suggestion is situational and won't solve an old problem from Buba that at least the old DS still made less of a recurring problem.

    they will ask how ds will prevent Buba's facecamp. = Nothing will prevent, but it helps to prevent situations where the person tunneled or who just got out of a trade hook is afraid to play in a team and try to save the person being face camped, unless the devs don't just want to put a band-aid and solve the issue not through perks, but changing mechanics of Buba's power or how hooks work


    Ps: It's not about buffing DS, it's about disabling just one action on the perk that was already working to try to avoid situations like this, but no one ever commented or talked about it, the excuse was always a John Rambo who made a generator, healed in front of the killer and rescued everyone from the hook and then came the nerf focusing on all actions that can disable the DS without thinking about the negative consequences we see today.

  • none of Yoichi's perk managed to change the meta, and even for niche builds it's quite situational to be able to take advantage, I hope they at least reverse the nerf in the live version

  • @R1ch4rd_N1x0n said:

    I just think the percentages should be changed, something like 60%/70%/80% to compensate for the lack of normal breathing. And maybe even have the percentages changed to 40%/50%/60% while you are running, to compensate for the lack of loud breathing while running.

    This is coming from a regular user of Iron Will, btw. I would still use the perk if it were changed to be like this.

    the minimum is to make the perk have the additive effect, not make the perk worse than it was before.

  • has footstep sounds. But I agree that one perk should override the other. That is, the effects should go back being additive to force killers to use stridor (-1 perk slot) if they are having difficulty in the chases with iron will survivors (which is rare)

  • well, if you as killer left be looped close to a hook (especially one located in a dead zone, which is pretty easy these days) while BHVR tried to fix face camp by pausing time for the survivor who was hooked close to the killer, let's think: Who is abusing what here? or rather, who is to blame for what here?


    You have one person looping (or two) near the hook while another 3 (or two) are on the generator or doing other objectives.


    at least pretend fake it= get off the hook, let the survivor take the other off the hook and go back to tunnel. 0 even brain cells.


    it doesn't even need to be pausing the hook time, many other much less impactful solutions have been given (remove grab, ex), but it's always the same excuse that survivors will abuse.

  • well, i'll have to agree, the aura distance buff is not the problem, but the percentage when falling from high places has to be reduced, or at least activate 1x

  • @Valik said:

    No times a million.

    Dead Hard is ubiquitous and needs a nerf, but this is not a nerf. This is FREE METTLE OF MAN.

    Good Killers can work around the perk - baiting it out, tricking survivors into using it early, or even tricking them to use it to kill themselves.

    The one 'issue' with the perk for survivors is that it takes a bit of getting used to - knowing exactly when is best to use it. That is the best balancing tool for the perk as is. It is a potential escape if you use it RIGHT. The little acceleration has a lot of applications and should not be removed.

    Dead Hard needs a little tweak, but this isn't it.

    This is just Mettle Of Man on steroids.

    I didn't know that MoM caused exhaustion!!


    @Top_Secret_117


    I liked the idea, I had a similar one but only against hits that ignore the healthy status, here:

    https://forum.deadbydaylight.com/en/discussion/306524/just-one-idea-about-the-dead-hard-rework#latest

  • Just as boom: Circle of Healing is a problem for stacking with medkits, killers that completely ignore a health state are unhealthy for the game.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736944#Comment_2736944

    Don't mind the bad image quality

    https://us.v-cdn.net/6030815/uploads/IBIAJCYUVAMJ/img-20220107-121941.jpg

    There were 0 Hooks in the lobby, the Hook on the left is the one in the library, which I couldn't get to, due to it being too far away, aswell as the Hook on the right

    there's a hook just up the ladder, and several on the sides. It's likely that someone is using Kate's perk and if you don't have a good memory, you're going to miss the chance to hook,

  • it's more easy you die by Bubba's power (face or proxy camp) than by the pig power (RBT). It's even harder a token box be the solution to deactivating all the traps

  • Same here, pls fix that devs.

  • She needs some adjustments, but not on the terms you said (perks), but in her power (traps). I will explain:


    As much as she is a killer without much game pressure in terms of chase (mainly because the base speed is set at 4.4 m/s), she manages to have a good map presence just like freddy (because of their power), but unlike him, she can put as many traps as she wants, since there's basically no cd between one trap and another and the limit of 10 is pretty high, while freddy's dream traps don't allow him to tp and only work to slow down >>if<< the survivor is sleeping.


    She can easily fill the ground near where the survivor is hooked with traps (camper) and >>>continue to patrol the generators<<< .


    How to counter that?

    1. Flashlight: Since we don't know which killer we're going to face, it's kind of pointless to score this item, but anyway, you still lose about 1 - 1.5s to remove a trap from the ground, which already takes a long time. Suggestion: Just by passing the flashlight, the traps should disappear

    2. Crouch: With the area full of traps and especially if that area is the basement, it's early game over for the survivor who was hooked there, no one will risk wasting time crouching there and this situation will easily create a snowball effect (same for bubba and trapper). Suggestion: crouching over the trap should make it disappear or remove the basement from the game, as the hooks have been reworked a long time ago and they don't permanently sabotaged (>>as long as the sacrificed survivors shouldn't break the hook permanently<<), or at least deny her from placing the traps in the hooked survivor's radius.

    3. SWF: in an ideal team of survivors, yes, she is one of the easiest killer to counter, since through communication, while someone is doing generator, others can defuse the traps (following where she put each one) when they know she is busy with another survivor.


    That is, while freddy was nerfed for far less, she remains a big problem, with practically only one way to deny her power (sfw), which should not be the reality in most matches.

    Ps: Not to mention that she was easily already classified as a tier A killer, and she has an easy learning curve. (and with the right add-ons, she was already A+ and up), but with the recent buff on add-on that increases her base speed to 4.8 m/s, she will easily go to tier S.

  • Love pig. Will be interesting to have all survivors at the beginning of the game with the RBT already installed on heads (video tape combos with other add-ons), but I expected more small modifications to her power (to offset the nerf in the main add-on combo), ie, increase the movement speed a little while crouched (indepedent of add-on), increase the speed of the switch of postures (from chouched to standing) and add chase music. Too bad they didn't add chase music anyway, it would be the difference.

  • Alternative timelines would be good. Add new survivors who were once killers. Trapper, Hillbilly, Nurse, etc, as humans before trauma (Evan MacMillan, Max Thompson, Sally Smithson, etc) and at least one advantage that relates to their basic power as killer.

  • the logic would be, when someone is ready, (before or in the mandatory final 15 seconds), you can't change anything anymore.

  • @DemonDaddy said:

    Killer perks don't win the match for them, survivor mistakes do. The perks only grant more time when combined with survivor's poor decisions.

    If your hitting a wall as survivor, it's time to reevaluate the way you approach various situations.

    But the perks by themselves don't win/lose auto, you still need the person behind, (survivor or killer). Now, say that they do not help or create unbalanced situations is quite different.

    ps: mmr in theory should exactly take into account the mistakes and abilities of each one there.

  • Funny, the MMR should balance everyone in the same way, if the excuse is that everyone on image is "potatoes", then there should have been a balanced match, which was not the case (not even 2 scapes and 2 deaths).


    The point is killer perks are not balanced according to their respective base movement speeds, creating unbalanced situations, especially in solo queue (probabily that blight was with tinkerer, undying and ruin), not the killer itself. I think that's the Sluzzy's intention when showing this image,


    Create general perks for survivors even makes sense, since everyone has the same base speed.

  • it's not about nerfing or select killer to complain , it's going back to what Wraith was before the buff. Now he is between A+ ---- S tier for a Killer without any skill (different of blight and nurse that requires skill ).

  • it's all about rotation of meta killers. This will always happen sooner or later. Same with survivor or killer perks, DS, Iron Will, Hex: Blood Favor, Hex: Retribution, etc

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514443#Comment_2514443

    Rework it entirely. No perk should give a permanent no-noise effect. Off The Record and Quick & Quiet are model perks.

    That should apply to the killer powers as well. Michael Myers Tier III with addon sends hugs. The same with perks that just because they are equipped easily and permanent break loops, and they are not even hex perks, such as Bamboozle, Fire Up, Lightborn, etc.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/257068/is-the-basement-outdated-game-design

    You still have to keep in mind,

    Hooks don't have a chance to spawn in one side of the map where basement is.

    So you have basement as a LITERAL Last Resort...

    I believe this is no excuse. It's not like it's impossible for the developer team to create more hooks on the maps. And yes, basement is an outdated mechanic, as well as bloodlust,

    Ps: I agree that in exchange it's enough that the hooks are no longer breakable after the survivors are sacrificed.

  • it's a cliché, but everyone plays as they want. If it were really a balanced game, these things would happen much less often.

  • SAW. Amanda


    All that's left is to add chase music, improve the ambush attack, change some addons and increase speed crouched.


    Ps: Unlike what majority people say, RBTs are perfect as they are. Don't need to change them. The RNG behind them is necessary because it's part of the lore. Live or die


    CarefreeLinearIndianelephant-size_restricted.gif


  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2240283#Comment_2240283

    They mean when a survivor dies on a hook and that hook is destroyed for the rest of the game.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2240283#Comment_2240283

    I'm not talking about sabotage. I'm talking about the fact sacrificed survivors permanently destroy a hook.

    Understood. Agree

  • @Moundshroud said:

    Also, there are offerings that let you control where the Basement will be located, i.e. in the Killer shack or the main building. I tend to like putting it in the shack so the Killer is kept away from the center of the map. :) *Well most of the time. There are a FEW maps where there just is a shack in the center.

    But these offerings are not guaranteed. It only increases the chances and if there are no offerings accumulated among the survivors, this will hardly happen (solo =/=swf).

  • @[Deleted User] said:

    I'd trade deleting the basement for dead survivors not destroying a hook.

    since the rework on hooks and nerf on Toolboxes, there's no reason to have any more basements. A sabotaged hook restores really fast and nowadays you have killer perks that help you avoid aggressive survivors like Hangman's Trick, Starstruck, etc (bodyblockers/saboteurs/etc). not to mention that there are offerings that make the hooks closer or create more.


    Basements is like bloodlust, mechanics that are outdated and makes the game less healthy.

  • @Almo said:

    They're blue!

    https://us.v-cdn.net/6030815/uploads/KX0DJ3IB2NV7/image.png

    (Work in progress, actual color may be different upon release)

    it would be interesting to put another animating mechanic on these totems. Instead of the classical, the survivors could pray to transform them.

  • @Luciferr_2nd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2204042#Comment_2204042

    What about killers who dont have a power for chase? Legion, pig, wraith?

    Without bloodlust the chase would never end against a good survivor, even tho a killer shouldnt over commit to a chase like this, bloodlust is fine i think.

    There are perks if you are not good with ambush on loops, like Spirit Fury and Enduring. Same for legion and m1 killers


    edit: if you will say about windows, there are Bamboozle too.

  • @Soulpaw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2195280#Comment_2195280

    Sure, the terror increaded radius could be seen as a buff if it were for one problem, what pig is using starstruck? It's a perk that can be utilized with mobility which pig doesn't have so its not very effective on her, with her being a Stealth killer, monitor + whispear combo is far more viable and useful compared to starstruck, especially if the terror radius was reduced.

    We want to lessen the RNG element because it's oppressive with certain add-ons, specifically tampered timer and the purple addon that increases the time it takes to search boxes. It's oppressive because it can be unfair if a pig chases you away from a box one to two time, your more than likely going to die. With an increase Chance of escaping with each attempt, your more likely to escape it while the pig gets plenty of use out of her power as intended, to stall the game. Either way with this. There's still pressure because ignoring it can and will kill you in the end, especially with said add-ons once again or if the pig scares you away from box.

    The reason we compare our traps with trapper isn't because of its purpose but more of how much value we get from it and its consistency. The problem with trapper was that if someone gets caught, that survivor can either escape first try and that would do little to nothing for the trapper as he is still on his way or busy with something else or the survivor fails 20 attempts and trapper gets the hit. So it was changed to make it more consistent.

    For the pig, a survivor can escape first try or fail so often that they escape it on the last box or die trying. If a Survivor escapes first try, that power did very little to stall to the point of it might as well not doing much, very little value or they fail and we get a whole survivor out and the survivor will feel robbed from the game. We want consistency in which the survivor has a fair chance to escape while we at the very least get some value out of the power so we felt like it did something. We don't mind if we don't get kills out of it, that's not its purpose (unless your using the oppressive addons that was mentioned.) We want it to stall the game. The kill mechanic is just a way to get survivors moving.

    Sorry for the long list/response but the issues you presented misrepresents why we want these changes.

    Starstruck was only a example, theres other perks that work with large terror radius, i.e, Unnerving Presence, Agitation, Coulrophobia, etc, Anyway, people play with the perks they want, and i've used Starstruck a lot on my pig to avoid SWF bodyblockers (and yes, i'm main pig), which is why having a big terror radius is not a problem.


    RTB has a very different purpose from the trapper's power. Amanda has a whole history already coming from the movies, which makes her power compatible with what we see in the game. what must to be changed I already mentioned on page 1, and it is certainly not how her traps work or the RNG on her power, because there has to be a real chance of the survivors dying with it, even managing to take the RTB's out in the first try,


    In short, the changes she needs are not in the Box or RGN, this is not the problem, her traps has always been respected by the survivors because with or without the tempered timer addon, they are oppressive. It will be a shame for me if devs change the strongest aspect of Amanda power to make it less dependent on RNG and less like SAW series Lore to compensate for the rest of the changes that people want for her to have more skills in the loops. I.e: They want an Blight power on her ambush, they want instant crouch, less terror radius, etc.

  • @piggygooik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2195326#Comment_2195326

    1. she still can be looped, and her height kinda makes it harder to loop but not by a lot
    2. her stealth is very so slow and very bad for map traversal
    3. you get a very loud noise notification before she lunges so it's not that good that why you see a lot of pig mains just get up and m1 instead of dashing
    4. her traps are fine a bit rng( well not really but it does feel like it ) but still they need to make To RNG but like tappers to where 1st box has a very low chance to get it off and then increases every box.
    5. her ambush is only good at mind gameable loops, not the normal L and T walls or long jungle gym just to name a few

    although she may not the worst killer in the game she definitely is a pretty weak one, she is nowhere near as good as lets say demo. Yes, she might have gen control with her traps but she needs to down people to get the traps to work which is pretty hard since her chase potential is pretty small. even if you do get a trap on someone's head they can just get it off the first try

    Well, I will repeat what I said


    there is no reason to compare She with the trapper. First because his power has nothing to do with creating pressure in the generator, its only a map pressure. Second because he has unlimited traps with no risk of death, only injuried and because of it, is much less dependent of RNG


    [...] There's no need to go back 28 meters terror Radius. When devs did it (2017-2018), it could be a nerf, today 32m is an buff because there is a synergy with other perks like Starstruck, reducing the terror radius does not bring any more advantage. And no, there is no reason to increase or decrease the number of traps that amanda carries or change RNG on boxes . There must be a real chance to survivor die with the traps on his head, (like a mori, but based on the SAW series, where with luck you can get rid of it in the first box or be unlucky enough to die looking in all) and it creates the pressure atmosphere, otherwise it will be a 2.0 plague with no pressure at all with power, just a worst m1 killer with power that survivors will ignore.


  • @Mew said:

    combat straps base kit

    revert her terror radius back to 28

    make it so traps activate in endgame, but EGC gets paused if a survivor has a trap on

    make it so she can pick up RBTs that have been used

    make RBTS less rng based, like the new trapper change

    there's no need to go back 28 meters terror Radius. When devs did it (2017-2018), it could be a nerf, today 32m is an buff because there is a synergy with other perks like Starstruck, reducing the terror radius does not bring any more advantage. And no, there is no reason to increase or decrease the number of traps that amanda carries or change RNG on boxes . There must be a real chance to survivor die with the traps on his head, (like a mori, but based on the SAW series, where with luck you can get rid of it in the first box or be unlucky enough to die looking in all) and it creates the pressure atmosphere, otherwise it will be a 2.0 plague with no pressure at all with power, just a worst m1 killer with power that survivors will ignore.

    Ps: And there is no reason to compare She with the trapper. First because his power has nothing to do with creating pressure in the generator, its only a map pressure. Second because he has unlimited traps with no risk of death, only injuried and because of it, is much less dependent of RNG

  • Like i said, boxes are RNG based on SAW series and how its work now is fine. People are not realizing that if they remove/modify RNG on boxes, then there will be no real chance for the survivors to die with traps. Managed to take trap out in the first box? OK. But as soon as you got it, you can also die with it, even with the addon that decreases the time (tempered timer).

  • She is my main killer and i like the way box works now, the idea of ​​RNG on box is precisely based on Saw series. if I had to improve something, I would first increase the speed while crouching, make the disabled traps also kill the survivors when they trying to escape for exit gates (through the hatch too), rework some addons (like pink addons, for example, replacing that pink addon of reading the aura while crouched with something that activate the traps immediately, other that decrease survivor lucky on box, etc) and, finally, add chase music (different chase musics for survivor with and without the traps).

  • Killer Perk

    perk2.png


    HEX: boycott (Tier I/II/III/teachable)

    "Your devotion to the entity creates unprecedented anger"

    description: you gain the ability to sabotage generators that are ready for as long as the hex lasts. Your sabotage actions have a 60/55/50 seconds of cooldown. Also, the total progression required on generators to be made by the survivors is 70%/75%/80% of the normal progression. furthermore, the hatch will only appear when all generators are completed or only one survivor remains. The hex is also undone if all generators are completed.

    "My devotion to you exceeds any limit" - Future unknown killer

    Ps: the total progress required for generators to be ready returns to normal , hatch will spawn normally and the sabotaging actions no longer have a cooldown if the hex is undone. It's the first perk that allows for killer a complete generator start regress, on the other hand, faster repair is allowed on the same time, and a little note is to avoid the hatch from spawn and disappearing if the generator starts regress, this limitation on hatch is also placed on the perk.

  • Devs could prioritize updating chase songs from old killers, especially for killers who come from dlc. At least for me it is more important than the game's graphics (since they got it worse on some reworked maps). Just do a search on youtube and you will find several soundtracks made by fans

  • Survivor Perk

    perk.jpg

    Luckiest Locker (Tier I/II/III/teachable)

    "Your life was never easy, but miraculously in the end, fate always favored you"

    description: When hatch appears on the map (opened or not), a specific random locker becomes an alternative exit for the individual survivor with this perk (the exit locker has no different details/aura than the others, even don't have sound). Also, during all the match, see the auras of all lockers at 32/64/128 meters

    "My job here is done. Let's see if I have devil's luck " - Future unknown survivor

    Ps: animation: the tentacles of the entity grab the survivor who entered the right locker, opening a portal inside it, saving him for another day.

1 … 5 6 7 8