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xnes_galax

xnes_galax

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xnes_galax
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  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/648907#Comment_648907

    My point is you complaining saying it is under powered when you just Said you can get a double iframe...Don't you just want an invincible status gifted to your account instead ?

    It is underpowered in his current state.

    The description of the perk that i left in the post is my idea, not the current perk. This is the actual version in case you don't know that.

    Mettle of Man :

    Evil has a way of always finding you.

    After you earn 3 Protection Hit Score Events, Mettle of Man activates.

    Once activated, the next occasion that would put you into the Dying State 

     from the Injured State 

     is ignored.

    The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 metres from the Killer.

    Mettle of Manwill deactivate the next time you are put into the Dying State.

    Increases your chances of being the Obsession.

    The Killer can only be obsessedwith one Survivor at a time.

    IconHelp injured.png IconHelp dying.png


  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/648891#Comment_648891

    Then what are you complaining about you ?

    This mean if you had it and add DH you can get a double iframe before even getting damage no ?

    I havent complained about anything. Did i?

    Also for DH you mean dead hard, right? I don't see the problem. Assuming you are talking about my suggestion, you are full health with MoM active. The killer hit you but the damage get ingored, he hit you again and you go into injured state, he reach you, Dead Hard, hit you again, you are on the ground.

    This if the killer choose to keep chasing after getting rid of MoM.

  • @Chickenchaser said:

    I don't understand what the devs where thinking.

    Both when they introduced a game breaking perk, and when they nerfed it into nothing. And it's only nothing because survivors are too pussy to take safety hits.

    My MOM Buff:

    MOM becomes primed after you've been hooked once.

    While injured MOM activates. You can get hit one extra time while injured. Each hit from the killer gives you the aura of all survivors, palletes, and gens. However; you cannot heal (Broken status), and you suffer exhausted status. Essentially giving the survivor 4 chances (Must be hit 4 times from a healthy state).

    You may reactivate MOM only by entering a locker after the first MOM stage, but if you get greedy like that the killer can mori you if they down you. After the mori of the MOM user all other survivors are exposed for 45 seconds.

    MOM has no resistance against insta down killers, or exposed status.

    MOM is disabled during end game. The Killer can't mori while MOM is disabled unless They've got a perk, or offering.

    MOM is disabled while working on a gen, or totem, and stays disabled 3 seconds after leaving the object. (To avoid abuse)

    This makes MOM extremely powerful again with a high risk high reward factor. Survivors can have their cake, and killers can get a slice.

    Just my unbiased opinion.

    I don't really like this concept for 2 reasons.

    1 to complicate. BHVR always tries to make perks simple with one or two effect in some instances. Your suggestion is... everything putted together.

    2 you are not the only one who take the risk. Unhooked, perk active, you get hit, he keep chasing, you jump in a locker and get out, another hit, he catch you because you made a mistake. Mori, 3 players left in match, the rest of your team is in high disadvantage, also 45 second of exposed.

    You are killing the team as well as killing yourself, and this is not good for the game.

    I do like the high risk high reward concept... but this is too much in my opinion

  • @TheUnendingNightmare said:

    I have a question, does this perk cause exhaustion ?

    It didnt cause exhaustion and it wouldn't cause it in my suggestion

  • Just played hag and noticed it. Actually, i think that's because of her posture. All killer have the same hitboxes but some of them have their model like.. one step back. This is the reason why freddy seem to have such a long reach. I guess this is the same for the hag .

  • I agree, emblem system is completely wrong. Not only the fact that 1 player can ruin and waste the time of 4 players, but also any single survivor can sabotage all the rest of the team.

    Another thing that completely destroy survivor emblems is camping. A camping killer negate the save, which results in a lost of emblem points for every other survivor, but at the same time, if someone do get the save but the killer down the unhooked in less than 10 sec, he will lose even more points.

    Its stupid how much a single action can have such a big impact.

    That being said.. i dont get your actual question. If you just want to make a discussion, you should post it into general discussion since this should be for question and answer

  • While i agree with this, i also want to point out that there are some extremely unsafe if not completely "dead" zones in the maps. An example can be basically the entire shelterwoods or rottenfield, all the external zones of the Swamp and some huge areas in macmillan maps.

    Just removing these big safe zones would make bigger problem especially for these maps, where the only real safe zone is the main building with a lot of unsafe zones around.

    Also, is not really that easy to fix loops like ironwork's. Adding a door near the window will make it extremely unsafe, but placing it too far away will still allow to take the right turn and keep looping.

  • Also if you think about it,

    5 gens

    1.25 per survivor. 1562 point in the category per survivor.

    This means that without co-op action is basically impossible to fill this category at the moment. There are only 2 exit gate and even completing them is just 1250 bp. So well, if a survivor get more than that, another survivor will get way less

  • I generally agree. You found a postive thing in every perk instaed of just saying "this is trash, this is good" and i really like that.

    I am only worried about mindbreaker and camaraderie being well.. bad. Mindbreaker is a specific counter to one perk that isnt even that good, and the other one... well if the killer is camping, he wont care about that, and if he is not... then its gonna be a wasted perk.

    I want also to add a note for the perk "better together". I hope that survivors will understand how to use it correctely. I think this is gonna be a really strong perk.

    Let me explain, you generally dont want to do a generator with someone else, since this is just gonna make the progress slower than if both survivor would have worked on 2 different gens.

    if someone dont know, the second/third/fourth survivor on the gen take a repair reduction speed of 10% for every other survivor, so 2 survivors on a generator works at 190% speed, while if both of them are on a different generator it would be 100% and 100% for a total progression of 200% . I hope that this is clear.

    Another reason o work on different generators is that if the killer get to the gen, he will only stop the progress of one survivor instaed of to.

    All of this just to say that in my opinion, better together should be used as an "i am already working on that, dont waste your time". It could also help to avoid 3 gen strat.

  • Don't forget about instadown

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/647264#Comment_647264

    The dude, Janek, probably spelled his name wrong :( did say ''pounce'' but it is not a pounce as that is a long distance grab while a lunge is a straight forward leap and since the power hits and not grab I think ''lunge'' is more appropriate.

    I pointed it out just to be sure. Reading your post it looked like you thought it is his basic lunge, instaed of the default one.

    Anyways, you cant see it need a buff until we see it. Maybe it has 0 miss punishment. Maybe the "short charge time" is less than a second. We cannot know that until we try it, but yes, i agree that it feel underwhelming for what they have showed us

  • Tbh it can be really useful in all these instance when the survivor is going straight to a pallet. Yes, he can easly avoid you, but if you judge the distance well you can just block the pallet or window.

    Also, im not sure if you know that, but the "pounce" is not his lunge, but a secondary ability like pig's abush (just to clarify, i am not comparing the abilities, i am saying that both of them are secondary powers).

    We still need to see how it will actually works on the PTB

  • In my opinion the best 3 perks are Adrenaline, Balanced Landing and Bond.

    But there is only one perk above them all.

    Head On.

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/642241#Comment_642241

    Except when it's not killers fault. You're starting the old polemic of deserving and not deserving something.

    I'm not saying it's OP, it's a bad design for a perk. It encourages an unhealthy state of the game. With adrenaline, survs encouraged to finish ASAP, drag away rescues, because rescue with triggered adrenaline is (arguably) safer, ignore healing, ignore all other objectives to "seal the deal" faster. This is literally the most anti-m1 perk in the game.

    I dont want to start anything. I know where these things can go. Adrenaline shouldnt be the example of "balanced perk" for ALL the others perks. I agree with that, but it isnt even that far away. There are plenty of bad designed perks for both sides (and i dont want to nominate them since it everyone knows how fast things can get bad).

    But going back to the original topic: Adrenaline.

    I dont think it need any rework/nerf/buff at all. Nerfing is a thing that in my opinion is generally bad for the games, unless in some extreme cases. If only 6/7 of 64 perks are used, and the reason is because the other 56 are basically worthless, maybe is better to buff and rework a lot of stuff than nerfing the only 6/7 aviable choice (and again, this is true for both sides). I know thats is a lot more work than just destroy a few perk and call it "balancement" but is what the devs should aim for.

    This community should help the devs eith that. I am not blaming them because they are overwhelmed with nerf request and as soon as they try to touch something they get another tsunami of complaint from the other side. I dont want to talk about it either, because this is not the place, but i wanted to make clear my point of view

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/642174#Comment_642174

    What? No. With adrenaline you're not "have" no chance. That perk LEAVES no chance after it's activation. For most m1 killers activation of adrenaline is a heartbreaker.

    But if the survivor made it to the end game is your fault. You should kill them before it. Also not every single time a survivor has adrenaline it work because he may not be injured or in chase. There has to be a lot of things going on the get use of this perk, and it can only negate a kill if the survivor was chased injured around an exit gate.

    Its a super situational scenario. I am not saying it isnt strong. Im saying that it isnt OP or impossible to deal with

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/642103#Comment_642103

    I don't want to see more perks on the same level as adrenaline. That's one of those perks that leave a killer no chance.

    So, you lose 5 gens, you didnt kill any survivor, they reach the endgame and escape, but you had no chance?

  • Are you suggesting to trap a survivor with the RBT on the basement? It isn't gonna work. The devs made so you can not trap people in the basement anymore. Anyways, yes. Amanda is a decent basement killer. Stealth to make them think its safe, ambush with faster charge add ons and/or comabt straps to try some hook grabs. Also counter borrowed time. I am not gonna try this but i am pretty sure it will work.

  • Using half perk slot of all survivors for a first hook escape? Well... i won't call it OP.

    Anyways i tried something similar.

    2 up the ante and 4 luck offering + slippery meat. I got to phase 2. Never tried again :)

  • Actually, the trap you are aiming to is highlighted in white, so we have a ay to determinate that. If the trap is activate and you want to teleport to it, remember that the phantom hag befomes white as well.

  • Or activate just after you get on the hook and just kill you faster. Current adrenaline is completely fine in my opinion, and i don't see a reason to rework it. Is it strong? Of course it is. Is too strong? No. Not at all.

  • Ps4 player, it take FOREVER to find a match as a survivor.

    I tried pc lately. Killers queues are the eternity, but survivors queue are instantly.

    I don't really get the reason.. killer is easier on console while survivor is easier on pc.. so i dont know.

  • To be completely honest, i think Nancy shouldn't be there.

    All survivor in the entity realm are proven to be extremely altruistic and to care about others. This is true for all survivors but the first 4 , nea, ace, and feng (especially since we don't know a lot about them).

    I think there is no need to do a list with every reason.

    Well, in my opinion, Steve follow this rule since the "First fight" with the demogorgon.

    Nancy doesnt. I see her character as a really selfish one. Maybe is just me, but i dont she "deserve" the acces to the entity's realm.

    I havent seen the last season yet tho, i may change idea.

  • Thats the point. They already can, so why not make it easier? If you end up in team with someone who just dont want to talk it doesnt mean you should have a disadvantage. Are we seriously complaining about QoL changes?

  • Why is it not fair? Its part of her kit and it increase her skill cap. Hag is the probably the hardest killer to learn (no, it isnt nurse. She is all about repeating the same action over and over again).

    Camera flick is used to influence the path of a survivor and i find it completely fair. You can instantely put your camera back if you react fast enough.

    Why do you think it isnt?

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/640366#Comment_640366

    It's cute how you assume to know what perks I'm using based on your personal picture of Bubba. In this case you're entirely wrong, though. I never use noed because people rarely manage to repair more than 2-3 generators in my games. As for Insidious it has become boring. Used it for years - traded it for something more fun. 🙂

    Also I never wasted time in my clips shaking my head as both games were over at this point.

    Game 1: Someone is hooked in the basement (which proves I didn't run insidious. Also I was standing still for seconds in the first clip which would have activated Insidious visibly 😉), one is tbagging in front of me, another survivor is using emotes behind him. Therefore only 1 survivor was able to do gens which means I already won at that point.

    Game 2: The whole team was dead already so why bother picking her up as quickly as possible? It's not like she was going anywhere.

    I assumed these perks because i cant find any other reason to hide other perks.

    Also, i was using the "head shaking" as an esample. Your match were over, but there are people who do that just because it took long to catch a survivor, and all it does it let them waste more of your time.

    I dont get why you are getting so defensive.

  • Tea bag, emote, flashlight! Oh no!

    People should get this game less seriously. There are killers who get upset for everything, So does some survivors of course.

    I dont get how people can find t-bag or all these stuff "toxic" or "punishable". All they are doing is making you a favor.

    Look at that Cake in your last clip. She stood near the pallet for the whole breaking animation. During that time she could have got so much more distance.


    Is like getting mad to someone using no mither, or to a killer shaking his head and wasting time before pick you up (like you have done in your clips).

    There is no reason...

    Just a question, why you care covering perks and add-ons? You seriously think someone care about that NOED/Insidious? Dont be afraid to use a perk or an item just because some people call it "toxic".

  • @Judgement said:

    Really, the same could be said about the Nurse, Legion, Pig, and Ghostface. None of these Killers have exposed eyes or visible face whatsoever in any of their default cosmetics - so how do you blind them too?

    I understand it’s for the sake of balancing though (saves), and logic is often abandoned for the sake of balance.

    Do Demogorgons actually have eyes or a form of light sensitivity explained in Stranger Things though? Or maybe this is a different ‘breed’ of Demogorgon that does have eyes? I’ve never watched ST though so...

    But all of them have actual eyes... and i suppose they have some kind of holes in their mask to see. That's where you blind them. The demogorgon... well i am pretty sure he doesn't have eyes.. i haven't completed the whole serie so i dont know for sure, but i guess that its already blind.

  • I dont have any problem with her. The only time frame rate is bad on my ps4 is when playing doctor or using sloppy butcher.

    If you like her, buy her.

  • The only reason i prefer discordance 3 over dicordance 1 is because of bubble notification spam. Is so annoying. The simplest solution is to leave the generator yellow but giving only a notification the first time

  • My favourite killer rn is Freddy. Second place to Spirit, followed by Legion and ghostface. I also enjoy bubba and wraith a lot. At the bottom of my list you can find huntress

  • Simple answer. Playable characters aren't all the killers and survivors trapped into the entity realm. There are plenty of other killer that we don't know. They just become playable in a "random" order.

  • @Peanits said:

    There will be a map, that much is confirmed. Maps are released every other chapter now with a map rework every other mid-chapter. Since chapter 12 did not have a map, you can be sure that chapter 13 will.

    Anything else has not been announced yet.

    In the roadmap, chapter 14 does not have a map. Is this a mistake?

    image0-5.jpg


  • I think even just a "positivity" counter would be good. Not negative counter, only positive. I think this eould be enough to help the comunity being more friendly "hey, the killer think i played good this match.. well actually he wasnt bad as well.. im gonna thumb up him as well"

    Giving bp/shards seem cool, and is easy to avoid exploiting of it. Devs already want to add a "friend list". Well make it so you can only invite friends and you cant thumb up people on your list or people removed from it during the last X amount of time(to avoid inviting then removing from friend). Also, you cant thumb up the same person 2 times within x amount of time.

    I am not sure if bp is the best thing to give. I guess new thing would be even better, but i dont have a clear idea right now.

  • Versus doc? I feel like i am going to stay in madness 3 and spam skillchecks in snap out of it to scream. Is so funny.

  • All the totems are the same. 3 skulls, some bones and 3 candles. If the one you are talking about was different then it was a part of the map. Do you remember the name of the map? Or at least how it look like?

  • You can hear footstep (it happened to me sometimes), she moves grass as well as making crows fly away and her entire animation reset whenever she vault or start a phase. You can know if she is faking or not. The question is : "what you do now?" If you are close enough to hear the footsteps, you get an hit. If you see the animation reset, well she is in phase and probabpy already behind you. If you see crows running aways scared then she is coming into your direction, but unless she has prayer bead than you would have noticed it by the sound. The only "counterplay" is moving grass. You can see where she is. Only problem is she is too fast and against a good spirit you still have no way to avoid her.

  • Ghostface is fine. The detection has to be more reliable. Sometimes you cant spot him right in your face, and sometimes you spot him throug walls. Thats why people dont really want to play him.

    For plague i agree. She needs something. Just the one shot isnt enough without a power to do at least something. The Devs are working on a lot of things right now, and this is probably why they can't also be focused on the newer killer. I want to trust them this year and hope for the best. The roadmap is good. We can just hope they communicate more with us

  • Adrenaline is a great perk. Noone can argue with that. Probably one of the best survivor perk. This means it need a nerf? I dont think so. A perk can be strong an fair at the same time. Adrenaline is a dead slot until the end of the match, and this is a decent drawback in my opinion. It reward for playing good giving the little boost that can save you in dire situations, especially as a solo.

    So yeah. Its a powerfull perk but i dont think it is unfair or over powered. Both killer and survivor have strong and fair perks as well as weak/broken ones.

    Your suggestion is intresting, but it would be only good with a secondary effect. It would bee too much of a nerf like it was for MoM.

    What happen if you are already injured? What if the killer doesnt even have an instadown? You just played with 3 perks the whole match. I would like to see this for another perk.

  • Trapper small game

    Wraith OoO

    Hillbilly dodge

    Nurse dodge

    Hag UE

    Doctor calm spirit

    Myers spine chill

    Huntress balanced landing

    Leatherface kindred (you know why)

    Freddy small game

    Pig spine chill

    Clown balanced landing

    Spirit dodge

    Legion autodidact/solidariety/empahty

    Plague no mither

    Ghostface spine chill

  • These are my personal survivor "noob sterotype"

    Dwight : let me crouch near generators instaed of repairing them

    Meg : let me crouch and stand still whenever i am within the killer terror radius

    Claudette : let me self care with sloppy butcher in a corner every single time i am injured and ignore everyone else

    Jake : nothing really

    David : let me farm people while chased by the killer

    Laurie : let me run straight to the killer to use DS after the unhook

    Feng : let the killer grab me because i want to finish the gen

    Nea : let me try to be "toxic" but instantly die and rage quit

    Ace : same as nea but with style

    Quentin : best survivor in the game

    Tapp : let me get smack by the killer like every second

    Cake : let me chase you down to heal you no matter what

    Adam : let me think i am a claudette and crouch near the killer

    Jeff : nothing really

    Jane : let me abuse lockers even if the killer is right in front of me

    Ash : same as nea, but more tryhard and more rage quit.

    Bill : not much experience since i am on ps4

  • I like this idea. It will need some tweaks of course, and i am a bit concerned of how the players may try to abuse it. I would like to see a completely hex rework, but with some minor changes, this idea can work very well. Devs have to be careful with this though for haunted ground, TOTH and NOED interactions.

  • Every killer : i will chase you until you go down, even if it will take 5 minutes, then hook you and facecamp because you were toxic. After it ill complain how much the team genrushed even tho i applyed the best pressure possible.

    But i also want to add a little off topic

    Almost every survivor : hide the whole match, never commit a chase and let the rest of the team carry me. Then hard tbag the killer at the exit gate and tell him how much i outplayed him

  • Lets dream.

    If the killer start shaking his head, you have 100% chance to unhook yourself and get a free key.

  • I think the whole "hex totem" mechanic is wrong. These perks should be high risk high reward, but tbh they are more like "if the RNG help i win the match for a perk, otherwise i'm with 3 perks". What i mean is that RNG is a problem. Sometimes survivors spawn near a totem, sometimes they are in a super obvious spot like near a generator and sometimes they spawn in a super easly defensive spot.

    I would like to see a rework to all the hex totem in general, but i don't really have any idea right now.

    Talking about your suggestion

    The idea of totem spawning when the perk is active is cool. Breaking all 5 totems before should negate them and this seem a great incentive to do Dull totems.

    Ruin : i mean, most of the time i don't even care about it, but forcing people do to an entire generator will completely destroy solo. Randoms already waste the entire match doing nothing if ruin is up. Imagine them walking around looking for 5 totems. Yeah, they should get better at skillchecks, but still. Not a bad idea overall.

    Devour hope: this could be kinda broken. One instadown becomes guaranteed, but at the same time, you are using a perk slot for it. People often remeber when the hex is and think is haunted ground, but as soon as you get your insta down, it explode. Maybe making it active when you get your second token?

    Third seal : actually, this shouldn't even be an hex perk. I get that is an Hag perk so it has to be an Hex, but its a bad thing. Making it active first hook means encouraging bleed out builds, since it would take effect but will also be unbreakable. I suggest making it show up when you hit all 4?

    Haunted grounds : with your suggestion, this perks will need to be changed. If the totems spawn instantly they are obviously haunted ground. Making it active whenever another hex perk is active seem a good idea, but would make impossible to use it alone. Maybe when all 5 totems goes down you get the one shot for 60 sec?

    As i already said, i d rather see an entire rework to the hex totems system.

  • Everyone here seem to have misunderstood what you were saying.

    I played hag for a while and i can say that this is pretty annoying, but also not that much of a problem. Hardly ever a survivor will react in time if you considerate the camera flick. I dont think this would change a lot anyways so i would be fine with or without this "buff"

  • My build comprend 65 different perks that i switch really often. I could list them all but its gonna be useless since 65 is the number of survivor's perks we currently have.

    Ofc i have some favourite. Adrenaline, balanced landing, no mither, bond and head on.

    But if i want to do a good build for playing, it would be something like adrenaline, balanced landing, we'll make it and borrowed time.

  • For the same reason i get camped and/or tunneled even when we don't genrush.

  • So, whats your point? Why people shouldn't try their luck with a last desperate move?

  • Is a last resort move. You are gonna being hit anyways. There are no resons to not try. Also, being hit during a vault negate some of your speed burst after an hit. The best option is to just ran away to another area with full sprint. The questiom is, Why not trying that?

    It will not work 99% of the times, but the reason we do this is not only hoping in the 1%, but to get the most distance possible out of it.

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