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yandere777

yandere777

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  • @detrimental23 said:

    I have killers' disconnect on my bloody streamers or other good addons, effectively wasting them. However, I always stay in on their bullshit mori's and survivor pudding.....these killers are some salty mofos and I can't understand the reasoning behind it. I also play killer too, not as much as survivor, but more than enough to understand some arguments killer's make about the game. But you can't ######### about survivor this and survivor that and then go ahead and ######### them over and disconnect on offering and not expect people to do the same on your expensive offerings.

    This seems more of a player problem then a specific side problem. Both sides do this so it's not exclusive to killers. You may see more killers do this due to you playing more survivor. But in general its stupid to dc against a bps.

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/905638#Comment_905638

    The only time someone tried that on me I had no idea what that was. I faked the pallet break and then I saw them vaulting toward me and I simply grabbed them. I was so confused about what had happened until someone on youtube explained the tech.

    Yeah they probably timed it wrongly lol. They banked on you actually going for a break.

  • @Aztreonam78 said:

    Break pallets/generator

    Pick Up

    Vault

    Awful.

    I want more control settings, I am sure everyone wants too. It’s disgusting when you pick up a feng instead of breaking pallet and I then I get blinded by meg, or if a quentin got downed near to window, I vault over it instead of picking up and waste my time.

    More controls please.

    If you dont wanna break the pallet then turn to the side so the notification doeant appear. Same for the vaulting. That pallet breaking thing can actually lead to an interesting tech where the survivor vaults over and vaults back to force you to pick up the survivor, then they blind you. Its hard and situational to pull off but it works. Little things like that make games interesting

  • @Pokerface303 said:

    https://forum.deadbydaylight.com/en/discussion/comment/905316#Comment_905316

    Op is over reacting when he says Oni is unplayable on console but he is worse. It has nothing too do with skill either. Console just dose not have the flick. No amount of skill will allow you to flick like you do on pc and that's where the problem lies.

    But even that flick is unintended. The devs are gonna nerf that soon with a hotfix. Unless it already happened and im not aware

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/904887#Comment_904887

    Blindness addons too please, they could cancel out my "Bond"!!!

    Stahp!

    god forbid they use hemorrhage and make me bleed faster. OH THE HORROR

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/904261#Comment_904261

    Wrong. Every new killer needs either a 1 shot or insane mobility, or both.

    You forgot chase potential or slowdown. pig has slowdown, trapper has insane chase POTENTIAL( I caps it cause its his potential thats crazy) and hag already has map pressure with insane chases. These killers start off weak but get stronger the longer the game goes. Not every killer needs insta downs or super fast speeds. Freddy has decent mobility but he is crazy good at chases and slowing the game down. Wraith has insane mobility but he can't use it for anything in a chase.

  • @whammigobambam said:

    The pig, the trapper, the hag, the doctor, the clown(though this may make him extra wheezy), the cannibal, and more need more speed. A simple burst of speed at one or two moments in the match would be perfect. Kind of like how spirit fury has maybe one or two moments in every match.

    Survivors are optimized for fast, efficient play due the all the map pressure killers that have been released. Snowballing is not an issue to them they are used to it. So no map pressure is a major killer to more and more killer games.

    You could put this ability in a add on to each killer or easily put it on a perk which may overpower some other killers. But I highly recommend it in the base kits. In my opinion, this is a much needed quality of life improvement.

    Three of the killers you mentioned are best at mid to late game. They give up early game pressure for strong mid and late game pressure. The doctor is already getting his changes soon and the clown and bubba are probs getting them in the near future, especially bubba. Not all killers need insane mobility to get map pressure.

  • +1 wood

  • @WillWolf76 said:

    I play both survivor and killer, achievements I am down to 14 left and I will have them all at this point in time with over 2k hours of playing time. So I can say I have experience with this game.

    With that said, I believe there should be something set up that the entity will stop going after a survivor on a hook if the killer is too close "The entity doesn't want to share the kill or something like that." Not that I am against camping, I can't stand it but won't sit here and get on the killer's case for it since Survivors can gen rush to get past this, but when a killer just stands there watching someone die, the person on the hook basically has a game ruined they waited a while to play.

    To make this clear, one game I literally got right into to have the killer right on top of me in under 7 seconds. I had no chance to hide or get away, and then get face camped so the game was totally ruined for me. I mean, I just went to the next game, but to wait all that time to have a game where you literally couldn't do anything to play ... kind of ruined that one game completely.

    This new mechanic would stop someone's game from being completely ruined without too much of a punishment. Entity would continue the moment the killer walked away, stop again when the killer returns. It also helps some killers who want to set up traps like the trapper ... but time is too short to really set them up the way you want and get away before the survivor dies off. You want to get away to use your traps but time is short.

    As much as everyone would love a way to punish campers, there is no way to do it that ends it with no problems. The devs tried this and it got royally abused, even with the addition you made in a later comment. All the devs can do is punish it, they can not prevent this.

    • It also helps some killers who want to set up traps like the trapper ... but time is too short to really set them up the way you want and get away before the survivor dies off

    That just hurts these kind of killers even more. If you wanna set up a portal as demo or set traps as a trapper or hag, you will be giving them more artificial time, effectively helping them. Also if the killer is a stealth killer, the survivor will know that the killer did not leave yet, effectively giving them a built in mini kindred, which will punish the killer even more because everyone will see the timer is paused and just hammer gens until it goes down.

    All of that is a huge oversight in your suggestion and there is no good way to fix it because you wanted to change one thing.

  • @xCarrie said:

    Devs rushed the first nerf imo. They knew people didn’t like legion at the time so they completely rushed the changes without really thinking. The only good buffs to come out of legion were:

    4.6 m/s

    10 seconds in FF

    Button changes

    The amount of buffs legion got just didn’t compensate for the nerfs. An example of the devs rushing the changes is the iridescent button. It doesn’t require a hit to activate and makes your terror radius map wide which should seem good because of killer instinct right? Well...

    1. Making your terror radius map wide while killer instinct is active isn’t helpful at all. Most of the time you’ll hear everyone’s blimp thinking you can hit them and oh look he’s halfway across the map.
    2. Deep wounds doesn’t go down while in the killer’s terror radius. Iridescent button makes your terror radius map wide. WHO thought this was a good idea? You’re basically hurting yourself and making deep wounds a non existent threat when using an ultra rare add-on. Seriously?

    Deep wounds got changed to not going down while running or mending so number 2 is invalid. Just an fwi moment.

  • @Viracocha72 said:

    I can't imagine it would take a lot of work to do this. Again I know they've mentioned it a few times but it would be great if one of the Developers could let us know some kind of timeframe when they will implement this. Would be a huge qol change to the console versions.

    I do remember reading somewhere that a mod mentioned console sensitivity but I forgot where. The devs are looking at it i believe.

  • After this update, is legion being looked at more than before this update?

  • Nahh i think it says make deep wounds heal a survivor if it is mended

  • I can relate to testaccount

  • Lmao maybe a pc thing. I cant play dbd at the moment so i cant say anything

  • @Aztreonam78 said:

    Legion.

    His add-ons.

    Frank's Mixtape and Stab Wounds Study.

    Now they are completely underwhelming. Before this patch you could combinate these things with tinkerer and dark devoution. Now these add-ons are kinda the worst killer add-ons in the game, you waste TOO much time to make them work.

    Why they are still unlooked?

    Z block wants to know your location lmao

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/887593#Comment_887593

    Anything would be good at this point honestly. Just something to even the playing field.

    Hell I'd even accept faster bloodwebs lol. It takes ages to fill up the nodes compared to pc

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/890034#Comment_890034

    Lucky Break turns off dropping pools of blood for a while.

    They say they go for the unhooker, but they actually go for the hooked one since they don't drop blood, making them think they were the unhooker.

    Ohhhhh i understand now lol. My dumb ass was thinking lucky break was the wiggle perk lol.

  • @Hex_Stalk said:

    Wym?? Pics or didn't happen

    https://youtu.be/NGcVXsOC_Zk

    This vid right here shows it. I dont got a time stamp but you can skip around a bit

    It's legit better than the iron works of depression

  • @DetailedDetriment said:

    I know what you may be thinking, "DS is already way too powerful." But listen. As DS stands, it is a perk used to escape the killer's grasp through succeeding a skill-check available if being tunneled or you get picked up within 40-60 seconds after being unhooked. This is great; this part of the perk is absolutely fine.

    Then what's wrong you may ask? Well, what if the killer brings in a Mori and you have DS ready to go? Well...you're screwed.

    I've had so many games where I go against a tunneling killer with an Ivory or Ebony yet my DS is activated.

    What I think should be added is the ability to succeed a skill-check to prevent a Mori when the perk is active, successfully preventing the killer from Mori tunneling. The stun would be 10 seconds, giving you some actual distance and it would remove the killer's ability to mori you at all because he's a tunneling bastard and doesn't deserve it.

    I just think this would be a welcome addition to prevent killers from bringing in ivorys to tunnel down the survivor that gave them the hardest time and Mori them. It's complete bull and isn't fair at all to the skilled survivors.

    All i can say is deal with it. Simple as that. What if the guy just wanted that daily mori done or something else. Just cause someone gets moried off hook doesnt mean they are a tunneling bastard. If you get moried you got caught. Theres nothing you can do and nothing anyone should be able to do against one.

  • @HellDescent said:

    There was so many times I chased a person who just got unhooked thinking I'm chasing a person who came in for the rescue.

    I'm sorry but i genuinely don't understand what you are trying to say

  • @Oshi said:

    Killer shouldnt be exist. Remove all killers!

    Fixed bug where killers were able to hit survivors. Do to some killers overpreforming we felt the need to limit their viability to give rank 20s a chance

  • @SammyWasabi said:

    https://forum.deadbydaylight.com/en/discussion/comment/889715#Comment_889715

    This could solve the issue, as you stated yes there would still be cheese, but my solution would still have cheese as well. I like your idea, giving it less synergy with adrenaline and heals could be nice, protections hits could also work very good as well. The completing a generator could also work well. I like the ideas you put forward. Thank you for the feedback.

    No problem. Just came up with it on the spot lol. I just didn't enjoy the no ds off of grabbing you proposed because it is a valid strat. If the killer is smart they will lunge in every non locker situation. If you gen grab a survivor with ds its your fault. Lockers suck yes, but it's okay because some sort of counter that survivors have against killers. Honestly i like when they locker dive, just means i can get rid of ds early on. If it's egc then i just ######### up all game lol.

  • @Judgement said:

    I haven’t played since Demogorgon released, but I was happy to see in the patch notes that disconnection penalties have now been put in place to truly discourage disconnection by temporarily disabling the ability to search for a match for a variable amount of time.

    Has the rampant disconnecting finally gone down to almost negligible, or are people still disconnecting as if nothing has changed? Or are they just suiciding on hook more / going AFK while the Survivors escape more?

    The dc timeouts don't go out till the 5th

  • If you are unhooked by another survivor it activates for 60 seconds. If you are healed to full health, take part in a completed gen or down from a protection hit the perk deactivates.


    Like this theres still some cheese but there's also counterplay. Getting full healed will basically sorta counter its effectiveness at endgame if you have adrenaline proc off hook. A protection his is obvious, you aint being tunneled if you are literally protecting someone.

  • @yermom said:

    In my experience, once Furtive Chase changes the obsession, Nemesis will only change the obsession after a pallet/locker stun or blind, but will not show the aura or apply oblivious. I also assume that because Nemesis breaks, the tokens from Furtive Chase likely stop functioning normally too.

    I hope they change it soon, because the snowball potential of Furtive Chase + Make Your Choice + Nemesis could be pretty great.

    The Nemesis perk does not trigger on an Obsession switch from Furtive Chase. 

    It's a known issue

  • Nahhh a buff won't do him justice. Needs a full on rework. If you buff him he'll just be easier to camp with.

  • Idk, the main house is pretty decent and you can also get some pretty spread out gens. Just gotta accept that there are less pallets.

  • This looks less towards oni and more to campers. But yeah campers should probably learn how to play efficiently. It'll give them much more enjoyment in the long run

  • @Nutty_Professor said:

    When I first read the title I thought it was a survivor and the killer teaming up. I have heard of two killers in one match. It is a bug that shouldn't really happen, the killers are not showing good sportsmanship for taking advantage of the unintentional bug.

    My main concerns in that video is the lack of pallet efficiency. Especially against a Huntress, as Huntress is slow so you can afford to be more greedy with pallets than with other killers (The Trapper wasn't nearby at the time). You can improve this by practicing, when you're in a chase have the mindset that you'll try use the least amount of pallets as possible.

    Also why isn't the Huntress, breaking god pallet? it's god pallet, as killer you want to get god pallet out of the match as quickly as possible.

    Especially just leaving shack like that. Not hugging corners and all the not so nice plays. Maybe two killers messed up his concentration though. But this should probably be in the bug section not general discussions

  • @Rin_is_my_waifu said:

    https://forum.deadbydaylight.com/en/discussion/comment/889586#Comment_889586

    If they revert everything without the moonwalking exploit, believe me he will be viable qt red ranks. I was a legion main before his rework and I know his potential.

    Even without his moonwalking he was just average. Not super strong but not a clown either. I personally loved running around with him, was my first killer who i bought cosmetics for lol. Honestly this would have all been solved if the devs would have seen that glaring issue

  • Sad thing is the devs could even give us his og ability and he'll still be ass. Deep wounds doesn't go down in tr or outside of tr so no more moonwalking. But noooooo they just gonna make him worse and worse and worse.

  • @WhTe_Tygre_DBD said:

    Is this true as I love him and I play him most at minute

    It was only a side effect to deep wounds changing. Nothing ground breaking

  • Debuff perks no longer appear on the Survivors in-game HUD until the debuff is applied. This is true for the following perks: Coulrophobia, Overwhelming Presence and Unnerving Presence. 


  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/873266#Comment_873266

    Sadly i can't quote it, but i know for sure they said it for perks like Unnerving and Coulrophobia. Probably they will fix this problem in that patch too.

    are you talking about the change where survivors don't know they are affected by the perk until they do the action it effects?


  • @Mister_xD said:

    Dislaimer (for mods):

    this is not yet ment to be a suggestion. i am just trying to throw the idea into the room and get some feedback regarding it. if majority of the people like it, i will make a suggestion post in the "Feedback and Suggestions" subforum (might include changes, this is just the first idea ive had)

    Deep Wound changes:

    uppon being inflicted by Deep Wound, you will gain a stopped timer.

    the timer will remain stopped, until you start an action (excludes chase actions like dropping pallets / vaulting, includes any other action such as: repairing, mending, healing, unhooking, cleansing, etc.)

    once the timer has been started, it will not stop until it has eigther been removed by the survivor or the survivor bled out and enters the dying state.

    mending includes skillchecks. uppon missing a skillcheck, the killer receives a noise notification and your mend bar is reset. you will also be forced out of the animation.

    the mend bar can not reach 0% (dropping you dead), while you are in the mending action.

    the killer can see the progress of the mend bar again.

    why do i think these chases would be good?

    the current form of Deep Wound seems like its heavily Survivor sided, basically giving them a free health state with little to no downside to it.

    the current Deep Wound has no real effect on the game, mending is a joke and you literally dont have to mend at all, if you stay close to the killer (while he is chasing someone,ysou can stand within 32m to them and just focus on repairing without having to stop and mend), therefore it misses out on the one aspect it is supposed to do, which is slowing down the game.

    my change would stop this, as Survivors would now have to leave the area and search for a safe place while they mend, as they otherwise risk being found with an active timer, which would basically mean a guaranteed down, if they dont lose the killer quickly.

    that way Deep Wound would actually be a bad effect for Survivors, as they would be literally useless to the team uppon being inflicted with it. there would also be no more problem with the killer seeing the progress of the mending bar, as it wouldnt be able to be abused as a tracking tool - and it sucks when you as the killer dont have information on what survivors are inflicted with tbh.

    on top of that, it would indirectly nerf Borrowed Time, as the famous multiple basement escapes would now be a lot riskier to do, since once you have the paused timer, uppon unhooking someone you start bleeding out, therefore risking your own life. with other words, when unhooked with Borrowed Time, you now got to decide between escaping with an additional health state or putting yourself at danger by unhooking someone else, leading to your demise.

    this will also indirectly change Legion, as they heavily rely on Deep Wound and they would be able to waste a lot more time than now.

    what do you think?

    would this help, would you be happy with these changes or would you change it differently?

    please share your feedback in the comments!

    have a wonderful day / night,

    i'll see you in the fog! (or not since im unable to play right now, but the thought counts, doesnt it? :3 )

    I like this idea. Here are my points of criticism for your post.

    mending includes skillchecks. uppon missing a skillcheck, the killer receives a noise notification and your mend bar is reset. you will also be forced out of the animation.

    This will make mending against a doctor extremely annoying and heavily depends on the difficulty of the skill checks. Also why make the failed skillcheck reset your meter? if its to not let a 0% meter kill you then that is redundant because failing that skillcheck means death anyways, due to the killer going to your location.

    no more problem with the killer seeing the progress of the mending bar, as it wouldnt be able to be abused as a tracking tool 

    while this is true, the mending will still give more info than you may realize. If i see the bar has yet to activate then I know that survivor is doing literally nothing productive, if it started mending the moment I leave them as legion I'll go back immediately and chase them till they down.

    Speaking of legion, due to his franks mixtape add on he could still deplete the meter on hit so what will this do? will it deplete the total meter or will it deplete the starting of the mending.

    Lastly I feel this won't effect bt nearly as much as you made it out to do. It will act the same way if it's only one person who is being unhooked and actually make it stronger during egc because you don't need to do nearly as much actions. I could completely ignore deep wounds if and run to victory instead of being forced to mend once out of your tr.

    Excellent idea though, these are just my nit picks and points of clarity I feel is needed.

    Please respond cause i enjoy talks like this


  • @dnj510 said:

    Developers...

    The exit gates often spawn too closely together which will produce a problem if you're the solo survivor. It's just too easy to patrol exit gates that are 60 meters apart from each other, as often times they are.

    • I suggest that the hatch should spawn at least 100 or so meters away from the exit gates.

    OR

    • Exit gates should spawn directly across from each other at all times. If the map is often shaped like a box, the gates should spawn on either side of the map. Gideon Meat Plant is a great example as I often see the gates spread out on either side of the map.

    Too many times you gotta just take that 'L' and die at end game because you didn't have a key, the killer closed the hatch first, or the killer patrolled gates that were pretty close together. Yeah, if the roles were swapped, I would love that as a killer but that doesn't make it fair.

    And what will you do for the times when all gens get done correctly? This will make egc easier for normal games and brain dead for the last guy. Limiting hatch spawns will make locating it easier, which makes the second form of escape easier to get. If the killer even fathoms of closing the hatch with a 100 meter distance the survivor could camp gates and get an easy escape 9 out of 10 times if the killer doesn't have any mobility.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/872344#Comment_872344

    Yeah. The devs said that they wanna change TR perks to distance.

    Do you have quotes on this? I'm curious because this will give unfair advantages to one side. If for example bt does become distance based, the survivor will know for a 100% fact that the killer is within x meters of them. Or lets say the devs never disabled the progress bar for bt on the killers screen, now the killer knows that you are near them, making it a new whispers. distance based perks only work if they are done to reveal something at a set distance.


  • @Darth_Cader said:

    https://forum.deadbydaylight.com/en/discussion/comment/870221#Comment_870221

    Yeah but the thing is even two exit gates at the opposite ends of the map still don’t give the Survivor more of an advantage, it just increases their chances at surviving, but their odds are still slim, and the Killer is still on the winning side anyway.

    Even though I’ve only recently began playing Killer more, almost every single game I’ve played I’ve been able to walk back and forth patrolling the Exit Gates with extreme ease.

    You do not have to walk all the way to the Gates to see if they have any opening status progress. If one does show opening progress then you automatically know the Survivor is nearby and then if your know what you’re doing, then the Survivor is dead no matter what.

    If a Survivor is spotted at any point in the EGC, they automatically lose (unless they have a key but you know what I mean).

    The Killer will always have the advantage with EGC, even if Exit Gates are as far away from each other as possible.

    Exit gates being across the map give a huge advantage. if it takes me 20-30 seconds to patrol gates, don't forget the gates generally have line of slight blockers, the survivor will win every time. open it to 4 seconds and stop, now you saved yourself more time due to the red light not beeping, immediately after they turn around get back on the gate and you escape.

    If you really don't like gambling for the hatch then just camp the gates until the killer closes it and do the above strategy. The killer will NOT look around the gates, they only want to check if the light is up. If it is then they will patrol. This is even possible on some of the more unlucky spawns. all you need is a distance of 40 seconds at worst apart from gates.

    Now the moments with gates spawning with no LOS breakers do suck but hey, you win some you lose some. If bad map rng can ######### over the killer then it can also ######### over the survivor.

    An example would be the autohaven map that is shaped kinda like a Z. if the gates spawn on both sides of the map its gg, but they could also spawn on the same side. Or on some freddy maps you could get a spawn where they are on both corner sides.

    The Killer will always have the advantage with EGC, even if Exit Gates are as far away from each other as possible.

    Not true, there could be times where i got to walk 30 seconds for one gate on some maps. and LOS breakers are a real #########. the trees also help you more than you realize by making me waste precious seconds to move at a dumb angle.

  • @Darth_Cader said:

    Or the devs could just make Exit gates always spawn on opposite ends of the map.

    But that takes away from the rng of a map. You got to the point of failing 2 escape options. The final one shouldn't be as easy as the first two. The killer should have an advantage.

  • What i do is leave them after the third pallet or the moment i see a new survivor. 3 pallets in like 30 seconds is worth the value. And generally I'd have hit them once by then so sloppy would be hurting them.

  • @Zoldyar said:

    https://forum.deadbydaylight.com/en/discussion/comment/867577#Comment_867577

    Let me quote you on what the devs said:

    "A 50% kill rate would be the equivalent of two survivors dying and two survivors escaping."

    https://forum.deadbydaylight.com/en/discussion/106566/stats-november-2019

    So either you are set 8 for math or set 7 for math. Your calculation is just pure nonsense and I don't understand where you got that information from.


    I believe he meant average for the killers and not average for the 2 kills 2 escapes average the devs want.

  • @youarewronglol said:

    you are aware he out does spirit and billy by like 5% right? surely you just didn't look at the very top and base all your thoughts based on that?

    Welcome to dbd forums how may i help you?

  • horrible. it would be legit impossible to react to a 360 as a console player.

  • @Mr_K said:

    Did you tell the killer you had no perks? They might of left you then.

    Can't even tell if this sarcasm or not lmao

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/855956#Comment_855956

    No TR in chase after the pallet stun. Before you get to the stun, which can be awhile against some survivors, you have Furtive Chase.

    Now is Furtive Chase a good perk? No, not at all. It might even be outclassed by another bad perk Beast of Prey in the next patch.

    Furtive chase is the new pig lol.

  • @Mr_K said:

    Actually, Furtive Chase may synergize with Nemisis. To get the reduced TR you would want to chase the obsession. Now you can chase anyone and more than likely they will become the obsession during the chase.

    It only really becomes a problem if you accidentally kill an obsession.

    Even then you'll be able to get a new one and quickly build up the lost stacks. But here's the issue with your logic.

    Furtive chase is about a low tr in chase but nemesis is about a no tr in chase. Nemesis will activate almost every chase, much easier to change your obsession and it takes away your red stain. Furtive chase becomes obsolete with nemesis

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