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tiamod

tiamod

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tiamod
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  • They are indeed bullshit.


    i just had a game where I got 10 hooks and a 4 k. Got Gold.


    while there are other challenges that cause issues because they’re stupid af or require being an ass or throwing to get it done in a timely manner, this one is straight up ######### and is not only my last challenge, but the only one I’ve had any real problems with.


    its literally asking for a 100% perfect ass game. THREE TIMES.


    I’m honestly about to ask for farm games, get two hooks each, then just screw them over and slug em all before hooking them.

    its really the only reliable way to get this when you’re against competent survivors.

    and even then a single DC can ruin it.


    Fix this stupid challenge, devs. Not everyone wants to be a sweaty try hard killer main to get this ######### done. But it seems like that’s gonna have to be the case >_>

  • Nah, Insta-death on hook for final survivor should not be a thing. As killer, it would give me time to find the hatch and break pallets/kick gens for points. And it would give the survivor struggle points. I always thought it was stupid of them for adding the insta death.

    There is potentially plenty to do while the final survivor is struggling.

    I doubt the killer will face camp every single time. A survivor should be able to use deliverance if they’re the last person left. And they should be able to struggle. It’s actually unfair to them. A lot of killers benefit from that extra time.

    They used to kill themselves to spite the killer. They still do if you hook the final two at the same time so you can’t find hatch/break pallets/kick gens/use your power to gain extra BP.

    Again. The option should be there and I never felt inconvenienced by it as killer.


    And it gives the final survivor at least a final chance to escape. And if nothing else, struggle points with the option to just stop struggling.

  • I still haven’t played RE2 yet but I’m sure you could take survivors/Killers from every RE Game

    RE3 -

    Survivor: Jill

    Killer: Nemesis

    RE4 -

    Survivor(s): Leon/Ashley

    Killer(s): Mendez/The Regenerador

    RE5 -

    Survivor(s): Chris/Jill/Sheva

    Killer: Uroboros

    RE6 -

    Survivor(s): Chris/Leon/Sherry

    Killer(s): Deborah/Ubistvo

    RE7 -

    Survivor(s): Ethan/Mia/Zoey

    Killer(s): Jack/Marguerite/Lucas


    (SPOILERS KINDA) With 5 & 7, certain survivors could also potentially be killers


    I lowkey want Alice from the movies though so I can just Slow-mo wire-fu the killer into oblivion.

  • Only when I have a key so they don’t throw on a Mori 😶


    But like 60% of the time they have one on anyway so 🤷🏻‍♂️

  • @CL4P_TRAP_ER said:

    Before I play a game I feel stressed and after. Now I mainly play killer. I'm not stressed about getting kills, I'm stressed out about doing something (like downing a survivor after hooking someone, finding someone who just got unhooked, getting 4ks, etc) and then the survivors message me after. Sort of why I stopped playing as much.

    There will always be salty players on both sides no matter what you do. Just play how you want and don’t worry about it or any made up rules you think you need to follow. You may be seen as a dick but your job is to kill survivors 🤷🏻‍♂️

  • Can’t we just give trapper a Jason skin and call it a day?


    Also, wonder if that mean the F13 game will be resurrected... their devs don’t really seem to care though. Have always preferred dbd anyways.

  • For me, my biggest issue is wiggling destroying my joystick

  • I’m a Michael main and I still get 4K scratched mirror games 7/10

  • This could all be solved by changing Borrowed Time to where it only affects when someone unhooks YOU. So, if you run borrowed time, you’re guaranteed it’s protection and don’t have to rely on the one saving you having it. If you unhook someone else, they won’t get borrowed time, unless they’re running it as well.


    Basically, it makes it a self defense perk instead of a “not screw the person im about to unhook” perk


    I always run borrowed time, but I often regret it on solo when I get stuck with bad players.

  • Minor stat bonuses isn’t pay to win. Plus, you get some charms for free.

  • Ruin is a needed wild card at this point.

    Gens get done WAY too fast otherwise. Even with ruin, they can go too fast.


    Hell, I’ve had plenty of games where no one even goes for ruin and just goes through generators like it’s nothing.


    But I’ve also had games where it completely messes up survivors and costs them the game. And games where it’s gone in like the first 20 seconds then bam, wasted perk slot.


    If ruin bothers you so much, run a map or detectives hunch.


    right now, ruin is literally the killers greatest asset, one that can easily be taken away. Or it can win them the game.


    As survivor, I almost always run a map solely for ruin (well, and inner strength)

  • I just wish charms would give you stat bonuses so they’d actually be practical.


    inner eye: extends aura reading capabilities by x meters

    pro-technician: buffs Technician perk by so so percentage

    pro-whatever perk: buffs that particular perk, etc.

  • @TAG said:

    I'd be happy with just making the first box auto-fail. No need to do all this percentage stuff.

    The game honestly needs more luck based components. Having it just be random, I always thought was odd. There’s an entire luck system in place that is being under used, yet made out to have more of an impact. People run luck based offerings all the time, and it only affects hooks and bear traps. Once you’re off the first hook and if it’s not trapper, it’s entirely pointless.

  • Honestly, it’s not even that hard to get all the perks, unless you don’t have a particular DLC, even then, they eventually show up in the shrine. Leveling each character to 40 for their teachables isn’t that difficult. A bit of a grind, yeah, but it’s honestly possible to do 1 character a day, minimum. I find it odd that some people don’t do it.

  • @Watery said:

    https://forum.deadbydaylight.com/en/discussion/comment/818161#Comment_818161

    Bouquets were scrapped because devs wanted more control over lighting on maps (and it was time consuming to make the variants).

    I know, I still think it should be allowed in custom games/kyf though.


    i think custom games need an overhaul. You should be able to change any variable you want. Including multiple killers, number of gens, gen speeds, etc.


    Basically like custom games in Overwatch.

  • I mean, I do think it’s a bit much, but at the same time, maybe it’s their way of getting people to go out of their way to get new perks?


    Besides, all perks show up in the Shrine of Secrets eventually.

  • Not completely sold on it tbh, the surprise attack is kinda her whole M.O. Though if her scratch marks were an icy blue, that’d be kinda cool.


    But they completely destroyed Freddy’s power and made him some weird Hag/Doctor hybrid so, I guess something huge like this wouldn’t be out of the question.

  • I think Left Behind is great as is. I always run it when I’m playing solo because I usually end up being the last man standing.


    If anything, I think killer needs it’s own variant for counter play purposes.


    i mean, let’s be honest, in an actual match, the new Left Behind is far more useful than the original.

    However, I do think in Custom Games, you should be able to do whatever you want. Including bouquet offerings and using old versions of perks.

  • @JetTheWaffleCat said:

    Yo that would be pretty neat if it was a pig squeal instead that roar.

    Amanda's stealth ability received a really nice buff with the Undetectable status. It was a good buff after a few indirect nerfs to make all killers consistent.

    I know that Rules Set 2 is requested to be base kit ever since she was released, but I don't think that's going to happen anytime soon.

    I'm guessing BHVR wants to do something more abstract rather than making an addon base kit.

    I proposed the change with the five box scenario that Rules Set 2 was not going to be changed at all.

    I used to think making rule set 2 base kit was too OP, but, considering her huge nerf, I think it would definitely balance her out. Plus it would free up an addon slot and make things even more interesting.

  • Yeah, you wiggle using the left analog stick on PS4 and Xbox. Dunno how it works on Switch. Some quickly circle it around, others bash the stick left, right, up, and down. Still not sure which method works better. But either way, it DEFINITELY takes a toll on the stick. One friend of mine had his break off completely. It’s kinda ridiculous.


    Right now I have to go to the pause menu while being healed, otherwise my Feng will move on her own and interrupt the heal.

  • @JetTheWaffleCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/817704#Comment_817704

    Yeah, I'd be cool with a 4% chance on the first box since it's a very slight chance that it will actually free you from the trap. Pig just needs a little boost to something with her traps.

    Honestly it’s something that I’m surprised hasn’t been addressed already.

    @sobrat1 said:

    The only buff it needs is to play SAW's theme song when you have a trap on your head.


    I would love this. I also wish they’d change her lion roar to the terrifying pig squeal from the movies.


    would definitely make her a tad bit more scary.

  • @JetTheWaffleCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/817602#Comment_817602

    Yeah, it's whack that out of all things the luck stat don't work on is the looting luck.

    I know that they said that a luck rework was suppose to happen but they never came around and did it. Other than the looting buff during either the Winter or Blight event last year.

    I wouldn't mind luck affecting other things such as skillcheck chances, different skill check sizes, alerting crows, or even having a chance to earn a little more bps.

    However having a killer's power completely affected by luck can feel really bad for one side or the other.

    There would need to be a middle ground of some sort if that was the case. That's why I tried to come up with a compromise of both of our idea for Amanda.

    Even if it was a small chance to get a box off in the first search it could mean a lot if it does come off.

    I feel like even the slightest chance versus none at all would be more fair. That’s why I used the same percentage as escaping the hook. Doesn’t happen often, but when it does, it’s pretty annoying.


    and I still feel like it would happen FAR less often than it currently does.

  • @JetTheWaffleCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/817548#Comment_817548

    What if the luck offerings were able to shave off some the percentage of the first box search? So say Up the Ante is equipped and you're able to take off 9% of the 100% to 91%. If all survivors have it equipped it can stack to 36% and make the first box search a 64% chance.

    I do agree that luck should be made to be more useful since it only works for Self Unhooks and Bear Trap escapes. Should work for looting chests.

    I think that scenario would be so rare that if the stars aligned and that managed to actually happen, then so be it. Luck should have more determination in these kinds of things. They make luck out to be a huge thing but as you said, it only affects escaping the hook and bear traps. I didn’t even know until earlier this year that luck didn’t affect chests, which honestly blew my mind.

  • @JetTheWaffleCat said:

    There is not a percentage chance of getting your trap off. The game randomly selects a box for every survivor in the trial.

    I feel like the best thing they could do is put an extra Jigsaw Box on the map and make the first box you search is a guaranteed 0%.

    Then you go around and search the other 4 boxes for your key in the right box.

    Then rework either Annotated Plan or the Sketch to do something else. Only one of these.

    And rework Tampered timer to only take 15 or 20 seconds off the RBTs.

    This change would make the RBTs more effective on what they're suppose to do, delay gen progression. And as a little treat, a slightly better chance to getting a trap death.

    I’m fine with your idea as well. And for the record, I know the boxes aren’t determined by percentages, I just think they should be. Plus, it’d make luck perks and offerings slightly less useless.