thesuicidefox
thesuicidefox
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@littlejohnny said:
Everything should be attainable in KYF. Bloodpoints and trophies definitely should be. Just make it non ranked. I like the idea of a weekly bp cap though. It would probably solve some of the SWF issues people seem to complain about.
Achievements/trophies shouldn't be earned in KYF. Just bloodpoints.
@Blue_Diamond said:
That's called farming...
You can farm if you want, but it will take a while to get to 1 million without any sort of BP bonuses.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/548435#Comment_548435
It is on console as well, the only difference is that there's no textbox for console reports (and also no chats to log).
That's what I mean, the text box.
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@MyNamePete said:
Limit daily: 100k instead
but I’d be down because the grind is so eeEeEee and takes so looOONG.
Weekly is better because it gives you more freedom.
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Ruin, BBQ, PGTW, Whispers
Furtive Chase + Rancor is a fun combo on him.
Shadowborn makes stalking more effective.
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Tiers are something that evolves from the game, it's not necessarily something the developers design around.
When a character gets released or changed, players will find the absolute most effective way to play that character. This is what a tier list is, a ranking of the most effective killers playing optimally.
So when people say Nurse is top tier, they mean that, if all killers are played perfectly and to their full potential, Nurse will see the most success out of any other killer. (Pre 3.1) Freddy is bottom tier, which means that even if played perfectly he is not effective of a killer as those above him.
Tiers SHOULD be drawn at points where this effectiveness jumps in scale. For the top we have Nurse, then below her are Billy and Spirit. They are generally put in different tiers, and what this means is that at the highest level, Nurse will be exponentially more effective than Billy or Spirit. But in regards to the latter 2, they share the same tier meaning they can both have the same potential for success, but as they have inherently different mechanics you can argue one is slightly better than the other one.
The thing about tier lists in DBD is that it's all subjective. Everyone can agree on Nurse, then Billy/Spirit, then Huntress/Hag but after that it's harder to nail down. Real tier lists are comprised not just from player input, but from tournament results and frame data. The lack of either makes it hard to make an official list.
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@Peanits said:
An in-game report is the button you click after the game (troll face, etc.). This logs the match and saves important details for our ACM team to review, such as the chat log. You need to do that no matter what.
The latter (tickets) are for attaching extra evidence to your report. These aren't necessary, but they can help us deal with a report faster. This is just a way for you to attach a video to your report, for example, without needing to wait for the video to upload just so you can leave the game.
This needs to be brought to console.
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I see people constantly say Spirit is better but I main Spirit and I disagree. The fact Billy has mobility AND a built in one shot puts him ahead. Sure he can be looped but can break pallets faster than normal killers and if you mess up he can one shot you. No matter what, Spirit still has to hit you twice unless she brings a perk to one shot.
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What @Tzeentchling9 said. Stridor turns Iron Will 3 into Iron Will 1.
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@Edgar2418 said:
https://forum.deadbydaylight.com/en/discussion/70215/survivor-perk-change-list
Just because it is the best survivor perk doesn't mean it needs a nerf. It doesn't help you till the end of the game. Not all decent survivor perks need a nerf
The problem is when multiple survivors have it, it is extremely strong. If there was some minimum requirement then it would be more fair to the killer. 5k points is nothing. If you do a gen and make a save, that's like 3k points right there. Also, you still get the speed boost, so it could help in a chase at the end of the game, just not always the heal. Unless you took some risks earlier in the game and got enough BP.
So, imagine 4 survivors with this version of Adren. If they all get Adren that means that it had to be a pretty decent game for the killer because they would have gotten some hooks out of it. That means more chances for killer to make plays and kill survivors before the end game. Survivors wouldn't be able to flat gen rush and proc Adren and escape super easy.
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I agree. I honestly would just like KYF games where you just earn BP at a reduced rate. All my friends say that's the reason they will never play KYF because it doesn't give BP.
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@LastShoe Crow bombs are giant flocks of crows that appear on some maps, like the boat on swamp maps.
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You should be able to open a gate even if the gens aren't done. If the survivors in your game refuse to do gens, it's basically a hostage situation.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/543143#Comment_543143
Yeah survivor wait times are fine like they always have been. I guess you can only be paired with rank 1s right?
Perhaps you wouldnt be affected them but there seems to be a huge variety of ranks in all my matches that make no sense.
Killer ranks vary. Most are purple or green ranks when I'm SWF. Sometimes a red rank.
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Anything that inflicts Exposed is especially good for him because he has a better stealth power than other killers (since he is stealth, moves at normal speed, and can attack normally). I've enjoyed using Devour or Haunted on him. NOED is probably a really good pick since it also grants a speed boost letting you the option to crouch everywhere at end game.
I haven't used it yet, but I think Shadowborn will be a good pick for him as it would make stalking easier in theory. M&A could also work here, but I personally don't like that perk.
Thrilling Tremors/Corrupt Intervention seems to be an effective combo too. I've seen some GF's make good use of Surveillance or Discordance.
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What's broken about PWYF + FC?
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/541673#Comment_541673
Gonna assume since you post that much your at least out of gray ranks as survivor too right?
I play at rank 9 survivor and am also noticing ranking seems broken. I even see this as killer. There is no logic to who gets thrown together. Not SWF either. Seeing actual rank 20s get paired with me on a regular basis for the last week or so too.
I'm a rank 1 survivor. After the last reset, I got from rank 10 to rank 1 in less than 3 days playtime. I double pip almost every game. I have almost 2k escapes.
I can find a survivor game almost instantly. Even if I'm in a 4 man SWF with ranks all over the place, it takes less than a minute to find a game. Killer rank can vary wildly.
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Or maybe it was the right house?
🤔
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/541858#Comment_541858
That's why you don't do it by individual Killers and by individual maps. You base it around the devs picking if that Killer fits into strong/average/weak groups and balance the map RNG around those groups.
In a VERY rough example not based on anything but to give an idea.
High tier Killer played, spawn 25 pallets.
Mid tier Killer played, spawn 20 pallets.
Low tier Killer played, spawn 15 pallets.
High tier Killers should be strong enough to deal with more pallets and loops so they get more of them to give Survivors more chances. But low tier Killers can't deal with that many pallets due to any of several reasons, so they get less pallets to give the Killer more chances.
But then you are disproportionately affecting killers. Huntress is a top tier killer but only when she's on a good map. If she gets a bad map she becomes a lot weaker. Or Billy, who is a strong killer on most maps, would be punished EVEN MORE on Lery's or Game. And then a weaker killer like LF gets a bonus on a map like Shelter Woods where he's actually pretty good because it's a good basement map.
It would need to be on a killer-map basis, not just purely the killer.
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I would like something like this but it should go by good/bad maps for a killer. For example, every map that is not Macmil or Autohaven are bad for Huntress, so every map but those should have killer favored RNG if it is Huntress. And then like, Doc is borderline OP on Game, so it should always favor survivors if it's Doc. Something like that.
However the issue is, how do we determine which maps should favor which killer/survivors and to what extent should they be favored. In that sense, I feel like something like this would be impossible to implement in a actual fair way.
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I made a suggestion here: https://forum.deadbydaylight.com/en/discussion/70215/survivor-perk-change-list
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@Tsulan said:
New killer released. Everyone is testing the new killer. That's why they queues are longer
NO. People need to stop saying this. Killer wait times have been a problem on Xbox for months now. Before 2.6 I never had a problem finding a game, at any rank or time of day. After 2.6, it takes upwards of 10 minutes to find a killer game. Rank doesn't matter either. I've had this problem at green ranks, purple ranks, even rank 1. I even made an alt account and played at rank 20 a little bit, still had long wait times.
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Did they say they are banning for using Wake Up?
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The difference between Wake Up bug and Mending bug is that the Mending bug could have been used to hold the game hostage. Wake Up bug does not do that. I do think that the Sloppy Butcher bug should have been bannable, ONLY BECAUSE it could potentially crash your game. If it was just the visual aspect of the bug I wouldn't have had such a problem with it. But when a player can purposely make your game crash, that's a very serious thing.
I don't think Wake Up bug should be bannable because it's not holding the game hostage and it doesn't crash the game. Yes it's really stupid unfair, but it's not literally breaking the game. If it's found that it crashes the game or something, then I would say make it bannable until it can be fixed. Tinkerer bug was similar; stupid unfair but didn't cause these serious issues with the game, therefore not bannable.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/540739#Comment_540739
@KillermainBTWm8 But when someone does a great skill check the slowdown from ruin is greater than with a good skill check
With ruin 3 a good skill check is -5% and a great is 0%
With no ruin a good skill check is 0% and a great skill check is 6%
Thus ruin reduces a good skill check by 5% but a great skill check by 6% making it 1% more effective against people who hit great skill checks.
They are still doing the gen in 80s or less. When Ruin is not in play I'm not bothering to hit great skill checks every time. When it is in play I focus and hit greats 95% of the time. Hitting greats when there is no Ruin will only increase the speed of the gen by a few seconds at best unless you get like a ton of skill checks.
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Ruin isn't even the answer. I'm rank 1 surv. My rank 1 friends and I don't even care about Ruin, we power through gens anyway. We can easily do gens super fast because once you learn to hit great skill checks, Ruin is worthless. Games still only last like 6 minutes at our rank.
Gens need a limit to how fast they can be done overall so that there is a minimum time limit to how fast a game can be. That's the only solution. Second objectives will do nothing to solve the issue because survivors will just rush that too. Rushing needs to be made impossible or else it will just continue to happen.
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@DBDbuildsYT said:
My favourite build on spirit is:
Nurse's, sloppy, bbq and hex ruin, an overall good build
The problem with this build is that when you get really good survivors that don't heal, rush gens, and proc Adren, NC and Sloppy both end up being wasted perks. Sure it will help in like 90% of games where survivors are not very smart and spend ages healing themselves but you will lose to the really good survivors consistently.
This is why I stopped using Sloppy because it's worthless against SWF Adren groups. You need perks that offer more tangible effects to beat them.
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@Awakey said:
First of all, @Poweas @Blueberry
My advice? Don't run Stridor. It'll screw you over more than it'll help. M1 Survivors then chase after them in your phase. They're real easy to track when injured.
Edit: Best add-ons are YA, WS, PB, DU, KT. Only use MDR if you're using Russian Roulette Spirit and Gen Protector Spirit.
Stridor beats Iron Will which is the main reason you want it. It also let's you track a survivor from a full tile away. They can't hide from your phase walk if you run Stridor. If you don't you will eventually get survivors with Iron Will that hide from you very well and having just 1 really good survivor with Iron Will can cost you the game. I know because I run Iron Will (and Spine Chill) and I am the bane of every Spirit player I play against. I bait them into a chase and they spend so much time on me compared to everyone else.
You just have to keep in mind that they will sound closer than they are. Once you get used to that, Stridor is undeniably the best perk for Spirit. You can't hide from it, and it will reveal injured survivors from such a distance it's almost like Nurse's without them even needing to heal.
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There is a specific spot on your screen you need him to be for it to work. It's not exactly dead center from what I can tell, it's a bit up and to the right. It takes a bit of practice, but I can do it easily now.
Also GF has add-ons that reduce the range where you can reveal him, and if stacked you have to be SUPER close to do it.
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I forget where, but somewhere it was said this is a bug. I played Huntress the other day and didn't even notice it though.
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@Judgement said:
Max Wraith to unlock Predator perk teachable and try to get it for Spirit. Works wonders on her because scratch marks are all you can see of Survivors.
Also now that sounds have been fixed, use your ears a bit more and listen for footsteps and breathing. Crank your volume up a bit as well.
You can fake out Yamaoka’s Haunting at loops. Just stand completely still and watch, see what the Survivor does, and play accordingly. If they abandon the loop, phase after them.
That’s pretty much all I can personally say. Good luck.
The thing with Predator is that you can't see scratch marks from a distance. So while it might be a tad easier to track someone following right behind them you will often miss survivors just running around.
Stridor is superior because survivors can hide auras, they can hide scratch marks, they can hide from crows, but they can't hide cries of pain. It trumps Iron Will so you will still hear them even if they have that perk.
You need to be unpredictable while predicting what survivors will do. If you see a survivor running to a jungle gym chances are they will go for the window, so you will want to circle around and catch them on the other side as they vault.
If you see a survivor it's sometimes a good idea to pretend like you did NOT see them, then use phase walk to jump scare them. A lot of times if you scare survivors they panic and make mistakes, which means they are easier to catch.
Learn to watch and listen for crows. They will often give away survivor positions because 99% of survivors don't do anything to avoid crows. Also watch for grass moving, as this is a sign a survivor is hiding in the grass.
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@[Deleted User] said:
You don't use block add-ons because an experienced Freddy is getting free hits out of the transition anyway. So you're just reducing the transition time but getting no further benefit out of dream state.
Class Photo is the best game stalling add-on, period. Freddy is powerful when people are asleep and powerless when they aren't. Class Photo gives near complete map control if you want it. If you get 3 stacks of Devour Hope and you have a Class Photo, the game is over.
Swing Chains/Jump Rope give you added slowdown in dream state. You should have multiple people in dream state at all times. You're doing it wrong if you're sleeping one person with double blocks and eating pallet and pallet. This is where the "Freddy is weak" talking point comes from. Not that OP is doing that, but that's what a lot of inexperienced Freddy players do.
The range add-ons are incredible for sleeping multiple targets without sacrificing chase. You can sleep targets on the fly without having to disengage.
Yes you need to juggle survivors in Dream World and pick your chases. If you just sleep one survivor and chase until you catch them you will lose as Freddy. He really is very strong when you play with hit and run tactics.
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I don't think adding a second objective will have the results people expect.
High rank/good survivors will just learn to rush this new objective, while low rank/bad survivors will struggle even more to learn the game.
All it would do is increase the gap between these two groups without actually solving the problem it was made to solve. At the highest level I'd expect a second objective to add maybe an extra 30 seconds to the game at best.
What we need is a limiter on how fast gens can be done. This sort of thing would ONLY affect the good survivors who gen rush and NOT the bad survivors that don't gen rush. This is the kind of solution we need because gen rush is only a problem when survivors know what they are doing.
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@[Deleted User] said:
I’m confused at the amount of claims that there are better sluggers than Freddy. He has built in Deerstalker. You’re never not going to find a downed survivor.
A killer's slug potential is directly related to how fast they can down survivors. Billy, Nurse, and Huntress can all down survivors super fast. Freddy cannot, and if the slug gets rescued he actually has to spend more time re-slugging them.
Freddy (original version) is more effective when you go for gen stalling strats, similar to Doc. Hence why the absolute strongest perk for Freddy is Dying Light because if he gets it to proc with anything more than 2 gens left he wins the game.
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Once you learn totem spawn locations you don't need a map or a perk. You just go around the map and check the spots. A top tier survivor can find you totem in less than 60 seconds on every map but Lery's and swamp.
Also Rainbow Map with double stamps is a better choice.
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Honestly, the only difficult one should be David because of NM. It's the only perk that puts you at a big disadvantage all game. If you can play perkless you can do any other adept survivor. Laurie might be the only other hard one only because if you don't know what you are doing with OOO it can backfire really hard.
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It really is underrated. It has so many uses against any killer and makes it really hard for the killer to get the drop on you.
I feel bad for a lot of the Ghostfaces I played against. Spine Chill is part of my normal build, I did not equip it just for GF. I almost want to take it off for a few games just to get a "true" GF experience.
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@I_Main_Killer said:
https://forum.deadbydaylight.com/en/discussion/comment/536761#Comment_536761
This is just the ideal, I'll run Yakuyoke with MD or Uwabaki with MD when MD is available, bloody brooch with glasses for chase heavy games, swap glasses with uwabaki or yakuyoke sometimes.
The bread'n'butter add-ons for Spirit are speed + duration. All her other ones are solid unlike most killers, but you will get the most out of this combo more often.
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@weirdkid5 said:
I'm just saying, making it so that it deactivates when you hook someone else isn't a huge deal. In fact, it means the Killer isn't tunneling.
Therefore, the anti tunneling perk should deactivate until your next hook. This is to prevent YOLO strategies within the 60 second grace period.
Other than that, DS is fine.
Dude if someone runs face first into you and they were recently hooked and never healed, that's like a giant neon sign that says "I WANT TO DS YOU". Just slug the guy. God forbid a survivor make a smart play. Just don't take the obvious bait like a starving dog and you won't have a problem.
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Because if you lose as killer it can't possibly be due to your lack of skill. It can only be that the game is broken and killer is impossible to play.
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Huntress is the slug queen. That's like one of the most effective ways to play her at high ranks is to slug a lot. And she can down survivors quickly and from a distance. Sloppy procs on her hatchets too. Just be sure to have Nurse's Calling.
Here's a pure overpowered slug build for Huntress:
OPEN SEASON - Nurse's Calling, Iron Maiden, Knockout/Sloppy Butcher, Deerstalker, Iridescent Hatchets, Flower Babushka. Whack 'em with a hatchet, reload instantly, look for the next victim. You can easily slug all 4 super fast with this build. Just be warned that you probably won't pip because you won't get enough Chaser/Malicious due to how fast the game ends.
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If you want to call yourself a good Spirit, stop using Prayer Beads. It's literally EZ mode for this killer. Especially at your rank, survivors won't be able to beat you.
As far as your build, you should get rid of Unrelenting it's not a very good perk once you get better as killer. Do Sloppy, Haunted, or NOED instead.
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@AetherBytes WINS DBD FORUMS.
Shut 'er down boys.
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@Mister_xD said:
@thesuicidefox thats the reason for the current lobby times though.
outside of this event, i had no problems at all, unless i ended up in red ranks (like i said).
No it's not. Maybe for some people that's what's happening, but this has been an issue for a lot of other players for months.
I only made this post now because I avoided playing killer for something like a week before reset and a week after reset only to still have problems.
I'm on east coast USA. No matter what rank I am (even on an alt account that is rank 19/20), no matter what time of day, for the last 3 months it takes me +10 minutes to find a killer game.
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@Mister_xD said:
currently its just the release of a new killer (only the killer --> players who want to test the new content can only play killer) AND a 2x BP event at the same time (killers get more points --> everyone tries to play killer --> survivors have very short and killers have extremely long lobbie waiting time --> survivors make more points in the grand cheme of things, since they can play a lot more matches).
let the event end and the hype die down and the lobby times for killers should go back to normal... thats usually how it goes.
i do admit that high rank lobby times are horrible though. thats mainly due to the fact that not enough players are up there, since ranking up is very hard and there are no rewards for it, so no one really tries to get there.
DID YOU MISS THE PART WHERE I SAID IT HAS BEEN LIKE THIS SINCE 2.6?!?
This isn't something new because of a new killer. This has been happening for a while.
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@Boss said:
Big DH fan, so...
It says it won't be lit for blabla Tokens.
But is it still actually there? Meaning: Could they still cleanse DH if they just happen to get the right Dull Totem?
It would work like NOED, where it picks a dull totem and lights up when you get to the right number of tokens. But if they do all the totems before you get 1/2/3 stacks then it won't spawn obviously.
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Bump. Also check out my 'Survivor perk change list' thread.
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It feels like you are more likely to get them as killer and less likely to get them as survivor. I did maybe 3 webs on my already maxed out Kate and got 1 cake. I got at least 1 per web on GF, currently have 2 in my level 50 web, and I'm sitting on 15 of them.
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@Dehitay said:
People complained non stop about the music before. Though if you want it louder, a lot of people have been suggesting making music volume be a controllable variable for the longest time. That would be an awesome solution.
https://forum.deadbydaylight.com/en/discussion/comment/535686#Comment_535686
That's pretty much the exact opposite of the case for killers. They fixed a shitload of sound problems. You can actually hear footsteps and breathing for the first time in so freaking long.
Not for some killers. Like I said, Freddy stomps around, his own footsteps are so loud it drowns out all other sounds.
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Guys the problem isn't the chase music. It's ALL the sounds. Every sound in the game is messed up now.
I'm all for turning down the chase music (maybe not as much as it was but I digress), but the rest of the sounds have been completely ######### up because of the change. They need to change ONLY the chase music, and fix the rest of the sounds in the game now. It's awful for both survivor and killers.
I played a game as Freddy yesterday and my footsteps were SOOOOOO loud in my own ears. He was stomping around it was so incredibly loud. That doesn't need to be a thing. Yes, chase music was very loud before, but all they needed to do was turn it down by like 50%. Now you can barely hear chainsaws, blinks, Wraith's bell, etc. It's bad.
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@zaozaoxx said:
https://forum.deadbydaylight.com/en/discussion/comment/534114#Comment_534114
Yep. I just have taken a pallet loop with my friend.
I mean you can loop him either way, but did you actually test to confirm he is slower when Nightshroud is active? Because it doesn't seem that way.
Either way I think it's better to break him out of NS because otherwise he could get a potential one shot on you. One shot on a 110 killer > normal m1 115 killer.
