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  • @Satelit said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261650#Comment_2261650

    Just getting the mandatory clown comment out of the way

    I say we make everyone shirtless

    Yep. Forget new killers or survivors for next chapter.


    Next chapter: The skin beneath (Features all shirtless cosmetics for all characters)

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/256342/can-we-have-a-shirtless-felix

    And pantless. And I underwearless. Let's just make a naked Felix skin

    #NakedFelix

    Don't forget the socks ;)

  • @Luciferr_2nd said:

    Sigh...

    Come on you have to agree! Felix is *moans* delicious and we need to see more of what he's serving uppp ;)

  • @Satelit said:

    buT WHat AboUT SHirtleEs cloWN!!

    Get it? It's funny because he's fat haha 😂😂😂😂😂😂😂😂😂

    I think shirtless clown would be too much! I wouldn't be able to resist

  • @BenZ0 said:

    Shirtless oni would be better, atleast we get Trapper nipple reveal soon.

    Oni would be nice aswell. All that power he has must come from a strong set of muscles ;)

  • @Kira4Evr said:

    Type #ShirlessFelix if you agreee

    Yesss! Spread the word!

    #ShirtlessFelix

  • Here's my thoughts:

    Oppression - It's decent, but the Cooldown is too long for you to get much use and the skill checks can be easily hit if you're up against good survivors. However it can be quite good when combo'd with pop or dragons.

    Usage: 1.5/3

    Usefulness: 2/4

    Cooldown/drawback: 2/3

    Total = 5.5/10


    Coup de Grace - It's quite good. You can catch survivors at strong loops. It confuses them as hardly anyone runs it. However the fact you have only a maximum of 5 tokens and that you have to have gens done to get stacks make it risky. Including the fact that you cannot lunge if you want to save your stacks, which is very inconvenient.

    Usage: 1/3

    Usefulness: 3/4

    Cooldown/drawback: 2/3

    Total = 6/10


    Hoarder - It is never used which makes it really good to catch survivors off guard. Provides tracking ability which is nice. Paired very good with Franklin's when picking up items. However its range is not great (64 meters tier 3) making you miss value. Including the fact that you're giving survivors chests which makes it high risk but not great reward.

    Usage: 2/3

    Usefulness: 2.5/4

    Cooldown/drawback: 1/3

    Total: 5.5/10


    Hope this helps! Remember this is just my thoughts.

  • Communication is the biggest part of teamwork. Its part of the game. A TEAM of survivors trying to escape a killer.

    It would be silly to have a teamwork based game and not have the ability to speak to one another. It dosnt throw the game does it? It speed up any progression on objectives? Make them faster?

    All it literally does it allow survivors to be aware.

  • Im gonna be trying to use insidious to find out what potential it could have.

    Once I get surveillance and insideous avaliable on more killers, I'll be trying it out.


    I have done this for one killer, it did work, I caught a survivor off guard..... However it made me lose other gens that I could have just patrolled normally..

    So I think it is safe to say that insidious is made for surprising hook saves

  • A) Some people cannot be bothered to adapt and learn from past losses. Maybe they didnt: slug enough / hit different people / end chases....

    B) Some people really want to win, maybe they've lost too many games or perhaps they're just sweaty sore winners who must always win or they've failed their parents.

    in Why? Comment by xXCAM3R0NXx
  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/255144/do-you-want-any-perk-changes

    Rework Dying Light for the Shape. the buff it gives to the obsession is absolutely not worth the debuff.

    I agree!

  • @PassarinoT said:

    I'll give a lil feedback on yours with some of my own:

    • No Mither: Agreed, maybe just like once healthy and hit, gain a token and become broken for 100/90/80 seconds, this token becomes used once fully recovered.
    • Better together: I think it's alright, the color should stay the same as trail of torment would be slightly weaker without it. The secondary ability is nice IMO, I do use this perk now n then in solo queue.
    • Camaraderie: I think that the need to have a survivor near you activate it is good, but the range is small. I think if the killer is within 16 meters for more than 3 seconds consistently, it should slow progression by like 5/10/15% or so though.
    • No one left behind: Yes I agree, when gates are active would be VERY good. I used to run it often, not so much now.
    • Fast track: I don't understand what you mean with this one? But I do think it needs a buff. Not sure what bc idc too much abt that perk.
    • Hope: I understand your thought process on this, but this would be HORRIBLE for 110 killers to face. Imagine being hag and a survivor runs in a straight line and you cannot gain any distance for 120 seconds.
    • Lightweight: I think lightweight is fine, BUT I do think it should reduce the sound of breathing when running/the length it takes to quiet down after running.
    • Repressed Alliance: This one is fine IMO. It's pretty cool too.
    • Premonition: Premonition is also fine. It's pretty strong in the right hands.
    • Sole survivor: Sole Survivor is confusing for sure, but I think it works just fine rn. Basically, if I'm correct, it just generates a radius around you in which your aura cannot be read? And it grows with each dead surv. I like it.
    • This is not happening: I think that it's fine as is, but a bloodpoint bonus couldn't hurt.
    • Poised: I agree! I love this perk idea but it's awfully done. I think, in addition to hidden scratch marks, 7% haste status for the duration would be a good addition to grant a little speed and also indicate when your marks are hidden.
    • Boil over: Eesh. This would be too dramatic for a perk. I think a wider hook hiding range would do the trick. The struggling is fine tho.
    • Buckle up: Similar to what you are saying, I think that any survivors who go down within 16 meters of you should instantly gain 30% recovery progress.
    • Babysitter: I agree with buff the seconds. But I think it's alright other than that.

    Here's ones I think need changing, and how:

    • Second Wind: No activation needed, however, increase entity progression by 4/3/2% speed as a tradeoff for the free heal.
    • Flip Flop: Always have 50% recovery conversion, but also add 100/150/200% more bloodpoints for recovering.
    • Kindred: Grant any survivors that are over 32M away from the killer a 15% speed boost.
    • Power Struggle: Add a 100/150/200% more bloodpoints in wiggling score.
    • (This is a nerf, and likely will not be well received) Iron Will: Mutes all pain sounds for 20/25/30 seconds after being hit. After this, reduces pain sounds by 50%.

    In turn, I would nerf Stridor. And with that, I'll start my killer perk list:

    • Stridor: All sounds of injury are 25% louder and normal breathing is 30/40/50% louder. Iron Will's 30 second period would overpower this as 0% increased by 25% is still 0%.

    (I am now feeling too lazy to finish this. may come back.)

    Hope - I guess that a good point.

    Fast track - Baso, rn its 3 tokens per hook. Max you can save is 27. When you hit a GREAT you get 1% progress per token. Maximum is obvs 27% progression.

    But that's it... You spend a whole game saving up these tokens and then.. For what? A quarter of a gen? Not worth it in my eyes. And by then, everyone would be dead.

    Realistically you get about 12 tokens. Which is useless.

    I think it should be 3% per token. Making saving up all your tokens complete 3/4 of a gen. Which is great value for saving up such a perk.

    Better together - The whole point of trail is to be undetectable and know when the gen you kicked is being worked on. Deciveing for one perk is not it's purpose, therefore I think should have a different aura.

    If a perk scares survivors more than it helps, then why would you run it? Better together is the complete opposite in its purpose, you WANT help from others.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2247089#Comment_2247089

    Also include broken have they ever explained why not every timed status effect is on the perk?

    That's a true point...

  • @Phasmamain said:

    I want like half of the survivor perks buffed so I won’t list them all but some that need desperate attention are

    1. Sole survivor’s effect is okay but the requirement means you’ve already lost the game
    2. Poised is way too luck based for a mediocre effect that lucky break now does better
    3. Distortion needs more tokens or a way to get them back
    4. Solidarity doesn’t do enough to warrant a perk slot. I had a rework idea but the new perk bite the bullet kills that idea
    5. Autodidact needs more consistent skill checks

    Distortion - I agree, more tokens are needed. I mainly use it to know if they have BBQ. But even when I know, I still hide in lockers just so I can save my tokens for any other aura perks they may have no revealed yet. Which kind of defeats the whole purpose of distortion lol.


    Solidarity - I somewhat agree, it's not bad if you're both injured. But that's the thing lol, you both need to be injured to get the value.


    Autodidact - YES! The perk needs to guarantee 1 skills check at LEAST!

  • @CoalTower said:

    Hope is fine.

    I just cannot say its a good perk. Me and my mates take the mick out of it when we see it in the bloodweb lol.

    I've ran it quite a few times and it really didn't have that much effect? In chase it did..well nothing. You're essentially going from 4.0 to 4.28, which seems good. But in gameplay it really is just not noticeable.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2190046#Comment_2190046

    They’re always awful at pallet loops? Seems like a BS stereotype.

    You get the odd few that are decent

    But most of them just camp pallets and cannot loop them.

    Saying this from experience

  • Yui's love going for saves!

    Even if if it's right in front of the killers face, just because they have BT lol.

    Shame they're always awful at pallet loops...

  • You can play spirit all you want, I agree she is fun to play, especially when you land a phase walk hit.

    But after a while, it gets kind of unrewarding. The survivor hasn't got much to really do. Even if the spirit dosnt land on the survivor, she dosnt have any fatigue, therefore she can just easily catch up in a few seconds and down you.

    But I'm not saying nerf this, rework this blah blah blah. Because I've said it too many times and at this point give up lol. So play spirit, I don't mind.

    But if you play her, attempting to have a game end in less than 2 minutes. Then I'll help you out and kill myself on hook :) you're welcome

  • Although pc blights are amazing to go against, I wouldn't say he needs a nerf at all. He is somewhat loopable at loops. And can dodge his lethal rush when going round large obstacles like rocks etc.

    I do however think something needs to be done about the difference in console and pc blight. There is an obvious disadvantage due to the turn rate you can do with a mouse unlike a joystick.

  • Literally. I've loved blight from the beginning but it sucks when you see pc blights to mad turns and then when I play you can barely do a 90 degree turn.

    I've gently stopped maining blight, as I just... Can't compete with pc version... :(

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2160584#Comment_2160584

    It was yesterday on Twitter confirmed to come today!

    Ayyy really? Nice lol

  • @Tsulan said:

    Probably at the same time as it arrives for PC: 5pm CEST

    But what date is what i meant aha

  • @zombitehdeath said:

    Lucky charm:

    decrease the spawn of totem by 2.

    Hexed charm

    increase the spawn of totem by 2.

    I really like this concept of totem counts, but I think 2 is a little much.

    Perhaps decrease and increase by 1.

    And have it so it can't stack

  • Wish list of Fortune / Independence / Discovery

    Fortune (Yellow)

    - Spawn next to a chest

    'An ancient letter promising a life's worth of gold'

    Independence (Green)

    - Spawn on your own

    'An ancient letter promising space and tranquility'

    Discovery (Purple)

    - Spawn next to a totem

    'An ancient letter promising a new start for adventure'

  • A new map. This game has gotten a little stale due to the newest map being around year old now. (Midwhich)

    I think a new map will allow for people to explore different things, loops and spawns. And just have fun ya kno

  • @nursewannabe said:

    Couple of days ago someone talked about being able to gift iri shards/bloodpoints to people they ended up with in matchmaking (both with and against) as a sort of "+rep"

    Really a wholesome idea

    Now this... This I'd love

  • @sadghost said:

    swf introduces a crucial vocal communications element that was not meant for or balanced into the game.

    It's like playing a game of poker and saying its ok for your friend to go stand behind your opponents hand and tell you everything they pick up.

    The only difference between what's happening in dbd and the poker scenario I've just compared it with is that sort of thing is called 'cheating' and can easily be policed in poker. It cant be policed in dbd so nobody does anything about it and a culture of "it's ok to cheat if it cant be policed" develops.

    I don't know how I can explain it any more simple than that.

    Here let me try:

    its cheating to break the rules of the game which is what audio coms through swf does.

    Just because nobody can do anything about said cheating doesn't make it ok. It makes you a cheater.

    But is this poker? No its a multiplayer video game.

    What is being cheated? Saying that the killer is here and the killer is there.

    Okay? Does that prevent your skills? Does that stop you from downing people?

    No, it's just the others know that they are safe...for now.

    It's not game-breakingly unfair. Numerous swfs I've played against I've beat.

    You win some you lose some.

  • @Noz said:

    It's a toss up between hag and plague. Ruin and Devour Hope vs Corrupt and Infectious.

    Yeah, hag is great for trapping hex totems

  • @Phasmamain said:

    Plague. Corrupt is great for early game to infect everyone and infectious makes snowballing with corrupt a cake walk

    That is true and her infectious fright combined with her black vomit. Slug for days

  • @wildtrapjake said:

    https://forum.deadbydaylight.com/en/discussion/comment/2132904#Comment_2132904

    I disagree with this mentality to some degree. Your fellow survivors are a tool in a sense. A means to an end. You need them to get all gens done and rescue you early on. But once escape is possible, I feel it's every man for themselves.

    Forfeiting your chance to survive in the end game to rescue someone else (ignoring your final objective of survival) should hold some pretty high risk, and overall should probably be discouraged imo.

    Well then there you go. That's how you think and play which it totally fine.

    On the other hand, I like playing for the teams sake and would rather help my team than myself.

  • Just shake your head at every cheeky downed survivor or hooked survivor. Hit them as they get hooked.

    If survivors can be cheeky then you can too :)

    It ain't banned :P

  • I dont think it needs a nerf at all, it just need to be reworked the slightest bit.

    When all the gens are done, noed activates and everyone becomes exposed.

    The exact same effect as rancor does.

    The obsession actually knows that they're exposed and must play carefully.

    Do you see rancor being a Trash perk? Not at all. The amount of people I've killed with rancor is amazing. Notifying everyone that they have the perk dosnt mean you get no value, it just means that survivors can actually plan. Instead of just getting downed whilst going to open a gate and they're now dead on hook...

    People keep comparing noed to DS this and DS that. But what you should already know is the game hints at you if there is a DS in play by the obsession symbol being around someone's name.

    And if there's no obsession then killers are free to tunnel and do whatever without any fear of a DS.

    Which makes noed slightly unfair as how come killers get a slight heads up of a perk but survivors don't.

    If noed isn't allowed to tell you it's there until when you're already downed. Then DS shouldn't have to show an obsession symbol in the game until you get DS'd.

    Argue all you want but that seems fair to me

  • @Voriis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130793#Comment_2130793

    How did you get "survivors should give up" from "survivors should play smart"

    Because you're saying that if someone gets unfortunately noed'd. That everyone should just go and leave?

    They're your team, and it's your job to try and help it.

    I agree sometimes if I get noed'd I just tell my swf to just go and let them get the 1k.

    But several times has someone come to save me or save someone else and we've all escaped whilst noed was still active.

    So I'm not saying don't do this, because it is a smart desicions. But then again if everyone played well and you were noed'd wouldn't you want your team to at least try?

  • @wildtrapjake said:

    As a player of both sides, I am convinced that NOED is a perfectly fine perk. More often than not, it only grants the killer one free down if survivors play smart.

    That's where the keyword comes into play "smart".

    Bad survivors will push for saves/risky hex cleanses while NOED is active. The right play is usually to leave the one player. They "can't escape death" per say

    .

    One rich example I had recently was a game where I played as twins. This was my second game as twins, I ran NOED with the three twins perks. Played against a couple red and purple ranks, map was the pale rose.

    I was just testing out victor for the most part, only playing half serious. I got looped at the big shack for ages and managed to get 1 down/hook in basement just after the last gen went off. NOED was visible/active.

    1 by 1 the other 3 survivors came to the rescue of the basement hooked survivor, and 1 by 1 they each got placed it the basement themselves.

    After the game I got flamed in the comments for using NOED, and "camping" basement.

    But truly, they did it to themselves. They could've left me with one hook?

    Sure NOED sucks to get hit by in some circumstances, but more often than not, it's power can be mostly avoided.

    PSA-if NOED is up, probably best to just leave. Cut your losses so to speak.

    So survivors should just give up and do nothing because of one perk.

  • It's really annoying but just think positive.

    Think about why they are doing it?

    = because they know you're too good to play against normally and they're too bad to locate and hook survivors.

    Think about how they are feeling?

    = If camped at the start they are probably feeling bored? If they camped and tunneled mid game, they might be salty or mad that they are not good enough to keep up with your skills.

    Just laugh it off because you know your potential. If they get toxic to you 'haha your ez', just be like 'ok'. Because you don't need no one to tell you what you're like. They don't know jack ****. You know you're good so you don't need to be reminded of anything otherwise.

    Let them play their way. Because 9/10 they're the ones that cry on forums when their tunneling and camping strat fails, complaining about gen rushing when their camping, BT being too OP when tunneling and camping and toxic survivors when they play toxic :)

  • You get good games and you get bad games.

    There are many reasons why you might of done really good in good ganes

    And there is a reason why you did bad in bad games

    If gen speeds were a problem, killers wouldnt be getting kills at all would they? Unless you do get kills but you're still complaining? If so then that's just your problem.

    If not then just work on it. Look back st your mistakes and make sure you think about what else you could have done.

    And don't worry, it's rare to get those gen loving 4 man red rank swfs with great chase potential and 4 gen perks.

    As long as you did what you could you are playing great :)

  • @DoomedMind said:

    Man why everyone is saying "doing bones" is the way to counter NOED, it's so wrong.

    If any survivor immediately cleanses a totem when he sees one, there will probably be at the end one or two totems that are extremely well hidden, making NOED powerful as hell.

    You want to be prepared to NOED ? Don't cleanse dull totems, and always remember where they are. If there is NOED, go to these dull totems you saw, you will probably find NOED.

    This is the best and only way I try use to try and prevent noed. However if you do this, it could spawn at any 1 of the 5 totems. And by end game you might of forgotten 1 of the totems which may end up being the one.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041865#Comment_2041865

    NOED also has a likely hood. Does the killer not seem to stressed about gens, if its a trapper, hag or demo are they trapping gates pretty early. If they are in a chase do they wait for the last get to pop before hitting. Do they seem to care about dulls. NOED has plenty of indicators.

    'Does the killer seem stressed about gens' you're joking right?

    How in the 7 shades of hell are you supposed to know they aren't stressed? Does the killers face just look calm or something? They could be raging like hell and you wouldn't know a single bit.

    Trapping gates early? Well if they are near a gate and have okay pressure you might aswell take a few seconds to trap it up? Why wouldn't you, its called using your power to good use.

    They could be waiting for DH? And in all my games of dbd I've never seen a killer wait for noed. Especially as the survivor could get to a strong pallet in that time of 'waiting for noed'. If anything it's a stupid idea to do, you're giving the survivor time to get to a safe place.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041838#Comment_2041838

    Do bones (it's not to late) or cut your losses and get out.

    So you've just admitted to giving up on a teammate no matter how well they've done just because they were unlucky and got hit first by noed.

    Don't be on my team tyvm

    And you say 'do bones..' yet they could spawn anywhere on the map, god forbid its not backwater or you'll be scrambling for days.

    Let's say you find it, most likely they are going to be checking on it. So you'll end up getting noed'd yourself..

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041843#Comment_2041843

    If you only know 3 of their perks by the endgame you should either leave asap, start doing dull or find the dulls then after the last gne check them for noed

    So your saying I should instantly assume they have 1 of the however many killer perks they are? Just because I didn't notice one of them?

    There are many perks that don't always show as obvious as others.

    Some people might now even use one of their perks that well.

    Whereas let's compare to DS.

    We know from the fact there is an obsession in the game that DS is likely. Its not guaranteed but at least its a hint.

    We know someone might have DS based on their behaviour after being unhooked? It's not 100% but its likely if they are not looping or jumping in a locker etc.

    These perks have hints and liklihoods of being used.

    There is no way you'd know if they had noed unless you're trying that hard to determine a 2% speed bonus lol

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041803#Comment_2041803

    there are a bunch of survivor perks like that. Do they have DS, do they have UB, do they have BT, do they have DH

    Just re-read your post and I'm abit confused on what your pointing out?

    You're saying noed is as bad as DH and DS?

    So it's not like you can't easily counter DH by waiting an extra second when lunging?

    So it's not like DS has just had a nerf? Yet you're still complaining about it?

  • @Friendly_Blendette said:

    NOED is an annoying perk and I think it should be removed but its not op the killer plays with 3 perks for the whole game

    Yeah but it don't matter. They could have noed and that's it.

    And still manage to get at least one kill. Unless the killer is insanely bad or someone manages to find a random hex during endgame it's over for someone whether it be you or your teammates..

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041803#Comment_2041803

    If the killer turns a 0k into a 4k because of NOED, than it wasn't the killer who performed poorly, but the survivors.

    It's not like all survivors instantly drop dead once it's activated or something like that.

    So you expect me to just let someone die on hook because they were unlucky enough to be the first hit by noed?

    Maybe if they had known the killer had it they would of tred a little more careful.

  • I think I'm the only one that actually agrees with this post.

    I've encouted numerous killers who are just doing poorly at a trial. Then all of sudden gets a 4k from no where.

    Yes noed can be easily countered my doing bones.

    However, first you have to find all 5, take time to cleanse and for what? The possible chance of them running noed?

    If they do have noed and they're bad

    = Okay fairs, you've countered it and able to win

    If they have noed and they're good

    = Hooray you cleansed all the Totems... But oh wait it dosnt matter because the killer has 4 gens left and one survivor is already dead... If only you could of helped and done gens instead of wasting time finding and cleansing totems.

    If they don't have noed and they're bad

    = Easy win that's all really

    If they don't have noed and they're good

    = You've just wasted about 2 minutes of your time finding and cleansing totems for a perk they don't even have. Now you've left 5 gens, people already on death hook and the killer has a ton of map pressure...


    NOED isn't powerful in terms of its ability.

    It's powerful in terms of its uncertainty... If we know they have noed then we know we need to cleanse ALL the totems... If not then it allows us to actually do our goal which is to escape.

  • So true.


    Loop pallet, drop pallet, they break pallet, run in a straight line until they catch UP. REPEAT.....

  • @El_Gingero said:

    The 6% on spinechill has clutched quite a few gens for me. Sure It’s nothing special but it’s a secondary effect and when the gen you’re working on is almost finished, with the killer is coming right for you, that 6% can make the difference between completing or abandoning it.

    True, ya can get a few situations like that

  • @Zeus said:

    That's not why people use spine chill. It gives you more than just gen progress.

    Ino it does. Hence why I stated 'if your using spine Chill for GEN RUSHING it's a waste of a perk slot'

  • @hellisvenus said:

    Spine chill and resilience are not use for gen speed but for the vault speed. Not only that but spine chill give you a good advantage vs stealth killer or killer in genaral because you know when they are coming to you so you can have a bigger lead. I cant say for the other killer but for me i always expect survivor to run spine chill so i never look directly at the gen so just the existance of the perk force me to play differently

    I know, spine Chill is a great perk. But I'm talking about when people use it in their gen rushing builds OR when people say how good it is to use for gens

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