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supersonic853

supersonic853

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  • @Yords said:

    So, both of these addons are the Wraith's strongest addons. The ultra rare one makes you silent when hitting your bell so you can uncloak silently and the bone clapper makes the sound map wide and non directional. The bone clapper also makes it to where the survivors cannot hear how far you are when hitting the bell.

    The reason I want to put this up for debate is one, entertainment, and two, I am genuinely curious.

    So here is my take on this: I believe that the coxcombed clapper is superior because instead of giving survivors a warning as to when you are about to uncloak, it takes any warning away which should almost always result in a hit if you know what you are doing.

    The bone clapper is also a very good addon too because it can actually make survivors VERY paranoid if you are good at Wraith. I have used both of these addons and they are definitely my most favorite ones.

    I choose the coxcombed clapper over the bone clapper because the bone clapper, while it is still an amazing addon, doesn't give survivors any sort of warning. You can at least know (probably) when the Wraith is using his power or not.

    It can still be up for debate though since I don't fully understand how good the distortion or disruption from the bone clapper is. Remember, the sound is map wide so survivors healing or repairing gens might get a little spooked. Combined with the "The Ghost" addon this can really put survivors on edge.

    Bone clapper is better on some playstyles like jumpscare wraith imo since survivors start to respect EVERYTIME they hear the bell. Like i ran it with dead mans switch and rang the bell halfway across the map and everyone hopped off the gen had 3 gens blocked for 45 seconds. Sometimes the act of giving a warning is more terrifying then not giving one at all and it disrupts the survivors flow so well.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134717#Comment_2134717

    20. Do you have high hopes for the remaining maps to be reworked Red Forest, Haddonfield, Backwater Swamp, and possibly Hawkins?

    20. With their track record...idk if i trust them with haddonfield to not make it worse. But red forest back water and hawkins might not be to bad. Better not make Backwater even darker though we don't need another autohaven.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134679#Comment_2134679

    19. The map reworks have seemingly been torn from both sides. Killers complain about stealth and breakable walls. While survivors complain about dead zones and totem spawns. Do you believe the maps changes have overall been good for the game or skewing the odds to one of the sides? And does the Coldwind wind change look good graphically and gameplay?

    19. So far in most cases i wasnt impressed on the first remastered maps as they made infinites in some cases (groaning) and did like nothing in others (coal towers top). And the game for instance is horribly sided toward survivor right now. Definitely they are pretty bad mostly for most sides. But coldwind so far looks pretty good the breakable walls are lessend and not forced to be broken. It does ruin stealth a bit though.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134644#Comment_2134644

    18. You mention how only Nurse can compete with the best SWF. Many say we should balance around the best players. That many changes pander to the casual players. Despite the fact the majority of players are casual and the devs seem to believe this and some have pointed many loops are now easier for casual players to accomplish. Do you believe we should balance around the top tier competitive players or around the majority casual players?

    18. Id definitely say a middle ground needs to be achieved. Solos are to weak swf is to strong. But if you do what most people have said and make solos of a more equal level. Definitely making loops easier for new survivors is nice but then that god survivor can run that loop six ways from sunday . We've seen this in tourneys so many times that any killer besides spirit or nurse just camp out for SOME points. Id say if solos were on a mostly equal level of swf and we balanced killers and maps accordingly we might not need nurse or spirit or some loops to be as powerful. And youd finally see a michael for instance LEGITIMATELY in a tourney for the first time in years. Or not the same meta builds.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134633#Comment_2134633

    17. Do you think anyone other killers are in need of a major change because they're too strong? Or need something to be more enjoyable? Despite being considered balanced

    Not really as besides spirit and nurse most killers i don't find overpowered as like i said they have checks and balances that make them more of a fairer match. Deathslinger and pyramid for instance are strong in the 1v1 but they cant cross the map in 10 seconds. Only real reason i don't attack nurse is at least she has a high skill cap (and shes the only one who can compete with tournament swfs). Honestly most killers are actually to weak in the higher level. In moderate red though id say things are quite alright.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134607#Comment_2134607

    16. You also criticized Spirit above. Many say all you need with Spirit is Stridor and good headphones. What can be done to make Spirit more balanced and more enjoyable?

    16. Every killer (besides nurse) gives you a chance to respond in most ways. Spirit gives you nothing as she turns invisible and can pop up silently beside you and smack you. Any givence of counterplay would be nice for me. There was a bug you could hear her breathing which gave her alittle counterplay. (I know a lot of people said it killed her) but imo they coulda tested with that. ALSO GIVE HER A TELL WHEN SHES PHASING BECAUSE IF I GET ONE MORE STAND STILL SPIRIT I SWEAR TO GO-

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134581#Comment_2134581

    15. Do you believe the devs had some justification in their decision to nerf Hillbilly? Or were they wrong in their attempt to have other killers played more?

    15. Honestly i felt the meta woulda shifted a bit after just the addon pass if they didn't have the overheat with the introduction of oni and other killers becoming better alittle later on. I doubt billy would be one of the best even if the overheat wasnt added. Definitely sent him flying downward though. Pretty sure their reason was a dev got killed by a crackbilly instantly rounding a corner and hitting him down. Which was the addons fault. Thats just heresay though.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134556#Comment_2134556

    Thanks for the correction.

    14. Now we move to balance and such you mentioned how Hillbillies have been near non existent since the nerf myself one of the few left. Do you believe the reason people left is the overheat? Or was it the add-on nerfs and need for more precision making him less desirable for casual players?

    14. Oh some people DEFINITELY played billy just to abuse crack and instasaw. Thats just competitive nature. Their probably on spirit now. The overheat and pov change killed him for the main billys though. Down a survivor chainsaw across the map, break a pallet. Overheat. Not fun. Precision was a big thing on old billy as well (he was definitely more forgiving though) i would say in most cases though current billy requires the same as old so i don't feel it was as big of a factor.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134513#Comment_2134513

    10. Favorite killer to face?

    11. Least favorite killer to face?

    12. Favorite survivor to face?

    14. Least favorite survivor to face?

    10. A good billy (a forgotten race) every loop is a mindgame of equal skill and when he downs you he actually deserved it.

    11. Spirit. They equip stridor. Smack you. Take all your power away and down you 15 seconds later for what? Using headphones.

    12. I love ash's personally. Pretty selfless from mom. And when MoM procs i can't even be mad.

    13? (You had 14 on yours). Claudettes. Especially on darker maps (not racist) i don't like having to play hide and go seek for 10 minutes. And we cant up brightness on console.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134482#Comment_2134482

    6. Favorite perk both sides?

    7. Least favorite perk both sides?

    8. Favorite map/realm both sides?

    9. Least favorite map/realm both sides?

    6. Killer: distressing, making your tr large can help in a lot of cases, especially doctor. Also helps for gettign bp in deviousness quicker.

    Survivor: detectives hunch, hands down. Gets rid of totems,helps me find what gen to work on next, and helps me find chests. Its buff a while ago made it so good.

    7. Killer: insidious. No perk should encourage camping and it used to counter the anti camp perk.

    Survivor: Vigil. Kinda useless in most cases and not worth a perk slot.

    8. You know it, coal tower. Balanced both ways.

    9. Midwich honestly even though i crap on haddonfield a lot. Holding w isnt fun for either side. Slowly following a survivor or being followed for a minute before chase happens isn't fun.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134459#Comment_2134459

    Hey it's cool people have ways to cope.

    4. Which side do you main?

    5. Of that side which character/s do you main ?

    4. Pure 50/50 did start with survivor though to play with older friends.

    5. Killer i don't think ive found mine yet surprisingly, i used to main billy (yeah i was a og lol) but now i find myself mostly playing doctor. Survivor: meg. I loved sprint burst for some reason when i started.

  • 1. Despite how unhealthy it sounds i lost someone dear to me so i looked to gaming as a outlet to help me feel better. Someone pointed me to this game in like early 2017 and i decided to give it a whirl. I owe this game for helping me get through my depression so ive stuck with it.

    2. Console but i have a pc i built a year ago just waiting for cross progression.

    3. I grew up on playing sonic games because my parents didn't know how to parent. Loved the song "supersonic" so i made it my name.

  • As ill ever be im not good with questions though lol. Ill try my best.

  • If it becomes obvious their memeing with me and im really being outplayed that much i just think "eventually ill get the advantage and still win ill just look like a idiot doing so" lol. Mostly i play around lockers if i know headons in play. Flashlights i try to bait the pickup. Its fun though imo.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133656#Comment_2133656

    I love this idea, but I wonder why the virtual encounter of DBD Forum members doesn't include a few DBD trials.

    *sad very good pc player but all my progress is on console because i didnt get a pc till last year noises* lol. Either way id love to play some trials with some people here but im more interested in seeing like a virtual debate or interview like @WishIcouldmain does with text. I feel like a some of people here get a unnecessarily bad rep.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133681#Comment_2133681

    me, @MadLordJack, @Jyn_Mojito, and @megswifey tried it, it went badly. people were simultaniously too wholesome and anxious but also really mean to this legion cause boba called him smelly.

    also no offence but i wouldnt trust half of this forum to understand the concept of the word "civil"

    Maybe the legion was smelly. The world may never know.

    At topic:im just voicing my opinion on most cases i wouldn't consider it really complaining though except in a few circumstances. But if i complain about you complaining. Does that make it it that im complaining about you complaining assuming that im complaining about the stuff you are complaining about?

  • @Axe said:

    Cause majority of killers want their games to be a walk on the beach with 0 effort

    while I am the opposite and only want to verse SWF. I see no way for one to get better at the game unless they actually go against teams that knows what they are doing, you can sure get good solo lobbies when you play killer but that's rarer than "death squads"

    people also overestimate SWF, they have comms but trust me, most SWF does not comms with each other correctly. I played with so many parties where people always forget to call out where the killer is, who the killer is chasing, where he is going, what gen they are kicking. There is a large difference between an SWF that has comms and an SWF that use comms.

    off-topic: I cant wait for MMR to be implemented for this one reason.

    Ignoring the first part: Yes but when you do get that god team you the power of swf shows itself eclipsing every killer except for 2. Even the best nurses against a very good swf has to slug the entire team pretty much. This is the problem people had with the mmr. Say im a very good michael myers one of the best in the world. I can go on a win streak raising my mmr higher and higher. But eventually ill get that god team and lose. Why? Because Michael doesnt have the power to back up my skill like spirit and nurse do and just has to many disadvantages. Meanwhile no matter how high i raise my mmr as nurse and spirit i at least have a chance. This still falls back to swf being the cause though. If solos and swf always had about the same info and we balanced accordingly wed get diversity at the highest level of play.

  • Because its broken the games balance in such a mostly irreparable way. This games balanced around solos but swf is the most commonly played survivors. A good swf team can beat out any killer but nurse and spirit and reach the .1 percent of mmr where you'll only see those 2. They get so much info for free and break the boundaries of perks like object of obsession giving the entire team free wall hacks.

  • @WiiFitTrainer said:

    Bubba all day.

    He went from worst killer in the game to one of the best (if played correctly).

    Billy went the opposite direction and is just a meh killer typically used as a meme now.

    I cant even remember the last time I faced a billy.

    Bubba now has 2 advantages hes the camp king and the chainsaw king lol.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133368#Comment_2133368

    Yeah they definitely went a bit overboard on the overheat but some kind of cooldown makes sense for him

    I personally liked when they made it less oppressive on the ptb. Then it made the chainsaw only punish you if you held it for so long and genuinely abused it.

  • @Kebek said:

    As great of a killer new bubba is, a few matches are hardly enough to make a decent comparison, that much less one.

    There's hundreds of matches that you can find where bubba and oni just leave billy behind. Oni especially can be one of the best killers in the game with topknot. Then throw on infectious for optimum pressure. Billy just has to much of a punishing ability and his addon pass didnt give him good addons like at all. Billy is also at good tiles just a m1 killer even with bamboozle.

  • @Phasmamain said:

    Billy is still fun as hell to play so I’m gonna keep playing him

    Yeah i mean bubbas pretty fun to when ya don't camp lol same with oni. Billy just feels so foreign to me now using double engravings is just one saw then overheat. The overheat in general sucks since you can down a survivor go across the map break a pallet "oh you overused the saw!" I mean i really didn't. Hes fun just...not powerful right now and i definitely wouldnt call his addon pass good.

  • Damn thats not how you ask nicely. How rude.

  • @CheesyGuy said:

    Ok I saw your idea and dont get me wrong I am not againts it but this will not solve any tunneling. The problem is there is no way to fix a strategy with a perk. They tried it with DS and after some time they understand that they did a mistake and DS turned into a weapon and lost its value. Then they nerfed it and now while DS is now fully againts tunneling, we see that tunneling is still a thing. Sadly there is no real way to fix the tunneling. If the killer wants to tunnell you he will tunnell you. Perks wont solve a game mechanic, if you want to solve a mechanical tactic there should be a different mechanic for that.

    How? The killer tunnels you they get hit with ds with this buff. They recover from the stun to find out the survivors gone. No sign of them. Impossible to follow. Its literally a complete anti tunnel?

  • @SkeletalElite said:

    DS needs 4 changes to be perfect IMO

    1) can be used twice so the killer can't "get it out of the way" to tunnel you. If they really want to tunnel they're eating 2 DS.

    2) A slight modification to the conditions of deactivation: removing self healing and add any other survivor being hooked

    3) remove the timer completely, it deactivates once one of the conditions is met. Just because you looped the killer for 60 seconds after being unhooked with BT doesn't mean the killer is tunneling you.

    4) If DS would deactivate while you were in the dying state then it instead deactivates next time you are not in the dying state, so that you can't slug the DS after someone goes down to get you off the hook (assume a camping killer) hook the person who unhooked you and then hook you again. Slugging is still a soft counter to decisive since you remove that survivors ability to do anything until someone helps them or they use another perk to help themselves. This is so you can't circumvent someone's DS to do some thinly veiled tunneling. You should only chase the most recently unhooked if you know that they've deactivated their DS or if they throw themselves at you for a free slug.

    I don't think the hiding grunts of pain / scratches / blood is a good change. Good survivors prefer the killer to chase them so they can buy time for their team mates. For decisive to be better anti tunnel it should just receive improvements that make it harder for the killer to circumvent it despite actually tunneling.

    On the last thing sure good players want that obviously but 90% of the time people use ds so they can get the killer to leave them alone and the killer just follows their scratch marks. I don't personally use ds because i outloop the timer in most cases and yeah like i said the killer will just eat it and continue to tunnel. If you actually wanted a chance to get away i think this is a good option. Always sucks to get a tunnel spirit see her get dsd and just phase walk to the person and redown them. Or in most cases killer gets ds'd and then just hunts you down since you are defenseless. Also people always talk about ds at the endgame with this version nothing changes i can just down the survivor off hook take the ds and their gone. Thats what i do now i don't wanna waste the time with that chase. Your change ideas are very good though.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133056#Comment_2133056

    And then when you trigger DS, and end up in the injured state again, it's reactivated.

    "Whenever you are in the injured state, Lucky Break activates."

    Eitherway this is a 10 second buffed lb and temporary ironwill to give the survivor a chance to actually get away. Im pretty sure lbs buff isnt going through anyway. And ironwill people would still run since its permanent. And luckybreaks timer will probably still be 180 seconds so youd want that over the 10 seconds ds gives you. Ds is a once per game perk as well. But for a compramise maybe at least remove scratch marks and blood trail so then you have to use ironwill.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133049#Comment_2133049

    Lucky Break deactivates when you're no longer injured.

    If you triggered DS, you're going to be injured, and it'll be active.

    It deactivates when you go down where you have to go down and be picked up for ds to activate. Probably to prevent slugging out the timer. Either way this change would be a temporary buffed lucky break and ironwill. But its 10 seconds so youd still want those two for their individual effects. (And im pretty sure lbs buff isnt going through)

    Lucky Break is a Teachable Perk unique to Yui Kimura. It can be unlocked for all other Characters from Level 30 onwards: Perk descriptions may vary from in-game descriptions for reasons explained here.Perks support Mouse-over functionality (desktop version only): hovering over the modifier words with your cursor will reveal the values behind them.On mobile browsers, the values are displayed in small text after the modifier words. Desktop users experiencing issues with the mouse-over may temporar


  • @Seraphor said:

    I feel like having a stun plus a stealth mechanic would be too strong. You can bring other perks for that, like Lucky Break.

    I think DS just need to be upped to 2 charges, so that you can use it once after each unhook.

    Pretty sure luckybreak deactivates apon pickup though so you cant even synergize them to get this effect.

    Lucky Break is a Teachable Perk unique to Yui Kimura. It can be unlocked for all other Characters from Level 30 onwards: Perk descriptions may vary from in-game descriptions for reasons explained here.Perks support Mouse-over functionality (desktop version only): hovering over the modifier words with your cursor will reveal the values behind them.On mobile browsers, the values are displayed in small text after the modifier words. Desktop users experiencing issues with the mouse-over may temporar

    deactivates on going down.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133021#Comment_2133021

    Okay but the OP wasn't it to activate twice and be able to use it both times after being unhooked.

    Yeah thats horrible lol.

  • @Phasmamain said:

    Nah. Crows are very useful for both sides especially for survivors if you’re fighting a stealth killer

    Very good advantage for wraith since i can go on like the swamp boat and not give up my location.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2132967#Comment_2132967

    Survivors have enough second chance perks as it is without making it even worse. Besides a decent killer may tunnel you so they can eat ds and not have to worry about it later. So now if it gets to end game you get to use it twice regardless and get a free escape, doesn't sound very fair to me.

    My suggestion wasnt for ds to activate twice. Mine was in another thread that it removes grunts of pain,scratch marks, and blood trail for 10 seconds once the killers stunned. This actually gives the tunneled time to get away. Its still one time use so killers could just force it out to not have to worry about it for the endgame. And true tunnelers fear ds again because they know if their hit that surivors gone.

    @supersonic853 said:

    Current ds gets rid of most of the abuse old ds had but obviously still has its problems in terms of preventing tunneling. I personally don't like the idea of multiple ds but ive always supported this idea.

    "For 10 seconds after stunning the killer your blood trails,grunts of pain, and scratch marks are removed".

    So many killers don't give a hell if they get dstriked. Spirit:okay you ds'd me? Phasewalk ill see you in like 10 seconds. Or a nurse with blinking,wraith cloaking,billy with chainsaw. Ect. And with current ds true tunnelers will take the stun and just be back on you in 15 seconds and now you have nothing to defend yourself. At least this version makes it so you get away. This also works for the people who want to prevent ds at the endgame by just burning it and letting the survivor go. This imo justifies its 1 time use and makes it very good for preventing tunneling because you get dstriked for tunneling? That survivors gone unless they are dumb. If anyone has any problems with it feel free to say! Thanks!


  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2132967#Comment_2132967

    Then you just have to try your best at getting better at looping and punish them for tunneling you. Ds gives you time to get to the next loop and keep the chase going.

    Oh no i do that. Im just proving ds doesn't prevent tunneling at all against true tunnelers since theyll eat it and be back on you in like 10 seconds. Doesnt matter if their throwing the game im just saying ds sucks at its job kinda. If ds actually made it like i suggested where after the stun your basically gone then its preventing tunneling because they have no option to continue doing it.

  • @Kirkylad said:

    No I'm sorry but that would be a terrible idea. Ds works great now because it actually stops tunneling, I run ds as a solo and it works great still and doesn't need a change now.

    Unless its a true tunneler then theyll just keep chasing you after the ds since you have no defenses now. Especially if its a high speed killer like blight,nurse,spirit,billy. Its very easy to eat a ds and redown as blught lol.

  • Id rather ds itself be more threatening to justify the 1 use then make it multi use. Let me paint you a picture facing a spirit in general most times she tunnels me off hook hits me i have bt. She phasewalks after me and downs me again. I ds her and run and she just phasewalks to me again and downs me. How do we fix this so a killer actually doesn't want to tunnel? For 10 seconds after the ds stun you leave Nothing. So its like current ironwill lucky break for 10 seconds and their stunned so when they look back up your gone. A killer then can still burn it for the endgame since its a 1 use but it also guarantees you get away.

  • @MrDardon said:

    + Remove the Blink cooldown of Nurse.

    - Increase base fatigue by 1.5 seconds (base fatigue goes from 2 to 3.5 seconds)

    The cooldown is just unnecessary and a longer fatigue would actually make it so Survivors lose line of sight.

    Oh and something else.

    BUG FIX:

    - Fixed an issue where Nurse was allowed to look up during her fatigue.

    Damn the one bug thats actually good for nurse. Her other like 110 do nothing but hinder her lol. For instance the unable to blink bug has been a thing for a year.

  • @Beelzeboop said:

    I just want to mention, I was literally the only one upvoting QwQw.

    What is wrong with this forum?

    Why did the random comments from people barely involved in this whole thing get more upvotes than the person being interviewed?

    You came here for the interview, right?

    download (4).jpeg

    I upvoted a couple i think i just checked the answers while working it just didn't cross my mind to upvote.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130667#Comment_2130667

    Haddonfield isn't that bad, unless they've got balanced landing. Even then, it just extends chases by a bit.

    Its pretty bad. Rated the most bs map right now. So many god windows good pallets and the house of pain is called that for a reason. Literally a complete infinite. Also i wanna hammer tf out of all the fences.

  • @ShamelessPigMain said:

    Offerings aren't meant to be terribly effective. They are not usually supposed to decidedly tip the scales in favor of one side in any significant manner, just a nice little added effect to slightly modify the game experience.

    *is having a fun time till i see that haddonfield offering*

    artworks-000070888046-cj3ide-t500x500.jpg


  • Just do what the community suggested at first. Make it after every survivors been hooked once. Prevents tunnel mori completly prevents camping mori as well. And makes moris actually powerful again.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130584#Comment_2130584

    What's your point? There's still plenty of terrible survivor perks, too. Also, survivors don't have powers and they do an add on pass of a single item about once every 2 years.

    A killers perk being bad shows itself a lot more since its 1 person . Does the less one second of monstrous shrine really make up for not running ruin in that slot or pop? And they wonder why the meta is stale because its a 4v1 game and if i go in taking a build zanshin,bloodhound,predator, blood favour. Well im gonna have a very hard time. Sure of course survivors have their bad perks as well but at least when it comes down to it in most cases survivor perks are just helpful (with a few game changers but were talking about the bad ones right now). Even godly perks like ds i mostly would outloop the killer longer than 60 seconds. You cannot put killer perks and survivor perks on the same level and say "well survivors have bad perks as well" even if its true. Killer ya gotta really make those perk slots count. And the ones i listed? Aint gonna cut it. Also monstrous is the oldest perk in the game and has been unchanged since 2016.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130584#Comment_2130584

    Didn’t cruel limits already get a buff? Also cruel confinement sounded cooler

    Yeah it did so did zanshin. Did it make it any less ass? Nope.

  • @Ruma said:

    Just because one thing gets a buff or nerf, it doesnt mean the other side need one too.

    Balance isnt about balancing the number between buffs/nerfs. The number doesnt matter, you could buff or nerf something 10 times and it could still be stronger/weaker than something on the otherside which then would still be unbalanced.

    Balancing is about to try to make things fair for both sides, so both things are equally strong, with enough counterplay so you can win AND lose with it.

    Please stop demanding nerfs or buffs for your side just because the other side got buffed/nerfed!

    I mean...monstrous shrine is still ass. Insidious promotes unhealthy gameplay. Cruel limits is...itself. Zanshin is worthless and still one of the worst killer perks. Blood favours a hex with a cooldown where your normal hit speedboost can get you out of the radius by just holding w. Bloodhound: just why... predator:ah yes let me nerf myself. Unrelenting:wow you really can't hit those 360s can you?

  • Bad bubbas (ends up 90% with a facecamp) ghostface. Goddamn i stare into his soul and exposed and downed.

    Midwich:holding w for a minute ftw.

    Haddonfield:its haddonfield.

  • @QwQw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2128899#Comment_2128899

    Yes, I believe survivor is getting boring. Hell not just survivor, killer as well.

    The devs need to add a new game mode.

    We've been singing this same damn song since 2016, I think it's about time we got something new that would completely break apart normal gameplay.

    For this said "New Game Mode", well there have been hundreds of ideas thrown around by the community. 2 Killers Vs 8 Survivors, Killer vs Killer, a more stealth based game mode. There are so many different ideas the devs could pick from.

    I know the problem they had with 2v8 would be imagine a bubba just facecamping a devour totem while a like good nurse goes and gets the hooks. Theyd need to make some major rebalances for 2v8 which good luck.

  • Weakest:myers. Starts at 105% takes 20 seconds to get out of tier 1. Tier 2 doesn't even really do anything. And tier 3 you can loop since he's a m1 killer.

    Strongest:obviously nurse.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2129046#Comment_2129046

    Ok so Otz and Scorpionz (one of the best Pig mains out there) did some math and testing a few months back and found that with Jigsaw's sketch and Tampered Timer, the survivor has just enough time to search all 5 boxes in 2 minutes to get the trap off, and that is without interruptions. With Crate of Gears and Timer, the survivor physically does not have enough time to search 4 jigsaw boxes unless they get extremely lucky with a map that has close jigsaw box spawns.

    So yeah, Tampered Timer does do a lot.

    Ah mk! What about running them both like others suggested. Grate of gears and jisgaws sketch? Would that be better or worse then tampered and grate?

  • @Aven_Fallen said:

    Either works, if you want to have cheap RNG-Kills. With both it is impossible to remove the Headtrap if the Survivor is unlucky (aka last Box) and is not going from Box to Box as fast as possible.

    Mk ill test that (were doing it in customs btw i don't do stuff like this in main game even if its funny to do).

  • @Mary_Saotome said:

    Tampered Timer isn't worth it. It only shaves off 30 seconds. You want the rigged build? Run Jigsaws Sketch AND Crate Of Gears.

    Really? Huh people always told me tampered was amazing.

  • Imagine wanting to support a game that is basically the smash bros of horror and get amazing characters along with it. Is definitely me.

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