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zoozoom6

zoozoom6

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  • @ Antares2332 said:

    Myers. The fact that his power depends on survivors makes him a weak killer. The base kit is pitiful and you waste A LOT of time stalking.

    He urgently needs a rework or a buff.

    its not plague levels of dependency and his base kit is better than half the killers in the game he seems pretty strong to me

  • @Freedy said:

    yea it didnt heal me in the locker either, and fair enough not having the sprint burst but i wasnt healed either.

    thats weird. sound like a bug ( on a side note i happened to check back here i didnt get a notification you need to quote people so they are notified you are talking to them)

  • its hard capped at 10 options dont be mad i didnt put your issue on here space is limited

  • @Freedy said:

    So i was just in the situation where i was being tunneled by the killer, i had just been unhooked and they had a Mori, so i jumped in a locker.

    Whilst i was in the locker the last generator was popped and my adrenaline would have popped when i exited the locker.

    The killer grabbed me from the locker, i hit decisive strike and escaped the grasp, but adrenaline didnt activate when i hit the floor, it definately should have popped as i had the exhaustion from it triggering.

    So yea adrenaline needs to be patched for this situation as it may be uncommon, but if im suffering from exhaustion then i should have also gained a health state from the perk.

    it didnt heal you in the locker? that sounds like a bug but being in a locker while it activates shouldnt give you a sprint burst when you come out

  • @OctaviusK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1497638#Comment_1497638

    Im a bit confused, isnt the regular speed 5%? The way you represent that in decimals is .05%... Correct me if I misunderstood.

    percent is a decimal ie: i have 100 fruits 5 of them are apples 5% of them are apples if you wanted to show .05% it would be 10,000 and 5 apples .05% of them are apples 5% and .05% are not equal .05 is 1% of 5%

  • so your idea is to stop the dull to lit totem stuff and nerf the speed to nothing? at that point it would just be a worse version of devour hope with no unique or redeeming qualities

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1497411#Comment_1497411

    DH as a "high skill" perk? It just pushing a button. There's not even any skill in using it, it exists to make up for a LACK of skill. A good player doesn't need to push E to reach a safe zone.

    And you really shouldn't judge Hag by what you do when you play against her. Most random players aren't that good, why do you think Freddy and DS/UB are picked so much? People want easy games, they don't want to learn the nuances of each killer, and they don't want to have to think about what they are doing. And on that note, good luck slugging out the DS when the meta is UB and Locker DS.

    situational awareness? map awareness? timing? you act like you just press "E" when you see the killer to win the chase thats not even close to how it works. DS is common but UB isnt. most of the time. you can leave a locker and force them to waste their time

  • if you are wanting to stop survivor d/c why would you change your offering to look like a mori?

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1497376#Comment_1497376

    I'm going to go out on a limb and say thay you are trying to chase people as Hag and play by the survivor rulebook. Don't. If someone destroys part of your web, set it back up. As long as you are there, they can't work on the generators or safely heal. No one person should ever be able to disable more than 2 traps, or else you placed them too tightly.

    And honestly, second chance perks aren't avoidable. Sure, they're easy to see coming, but your only options are to leave that survivor alone for free heals and gens, or eat them so they cannot do it again later in in the match. And they do counter specific killers: Mobility and ranged killers don't care about DS. Unbreakable hurts snowball killers more than anyone else. Trap killers dont care about Deliverence. One-shot killers don't care about Adrenaline. Ranged killers get hurt worst of all by DH.

    its what happens every time i go against a hag. if she doesnt get a basement hook she lost. in regard to second chance perks for bt i target the unhooker whenever possible and for ds i slug and i think it wore off. come on bashing on DH? i dont mind if they take high risk high skill high reward perk like that its mainly just ds that annoys me

  • @MadLordJack said:

    While I agree with most of what you said, I disagree with Plague. Her counter is bad RNG and high ping. A good Plague with a Corrupt fountain on hand can snowball so hard the survivors never recover.

    And you unfortunately forgot the biggest hard-counter to every killer in the game: second chance perks, specifically DS/UB. No killer but PH can avoid them in any sense. The "counterplay" to most second chance perks is not to avoid them going off, but to eat them and hope it's enough. And, unfortunately, it usually isn't.

    Edit: I would also like to point out that Hag's ONLY counter is a full swf with flashlights, and even then I'd bet on a good hag. Dropping pallets early does nothing, especially if the hag in question knows about the High Ground Trap.

    i was going for specific counters thats why i didnt mention second chance perks. btw i never eat second chance perks if i see it coming and i do fine. everyone says hag is s tier with 4 flashlights being the only counter i just dont see it. noting around were she has been setting up and sprinting through her web whenever she cant tele ie. picking up and hooking a survivor can undo so much work for so little time investment and after that shes a 110 killer and shes going to lose shes not as good as people make her out to be

  • @Snowbawlzzz said:

    You can still pallet stun Bubba. He's essentially the same as before but with more speedy speedfast high voltage zoomy leg

    risking the down for a 2 sec stun isnt smart

  • @mrtlxifi said:

    Some times hag kills you before you realise. Eg:she hits you and you run into a random trap resulting in essentially an insta down. Wraith and bubba should be lower as wraith can kinda use the speed boost at a loop and bubba can't really do anything as shown by multiple people and personal experience

    pretty sure chainsaw is a speed boost now

  • to prevent the first down of course

  • @chase131119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1496723#Comment_1496723

    You can see it, all you have to do it just click on the .png

    i figured out how to show it normally while u were typing this. see above

  • @Blueberry said:

    So what you're saying is that too many killers have counters that are too easy or barely need much countering at all? If that is what you're saying then I agree.

    my-image.png

    i figured out how to sen the image. but to answer you (it may have been hard to understand without the visual aid i meant to go along with it) not too many but the ones on the bottom need to be buffed

  • hmm you cant see the picture can you? do i need to do something to make picture work on this site?

  • people always escape looks too op

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1493247#Comment_1493247

    https://forum.deadbydaylight.com/en/discussion/comment/1493457#Comment_1493457

    The issue I have with the current way the addon works, is that you only get five tries with it. On top of that, the time it's active is cut, and you're slowed. If you aren't in a chase, or on the wrong side of the map, its usefulness is kaput. Furthermore, it stops you from infecting, since it removes the ability to pick and choose when and where you use Corrupt. If they aren't infected, then they won't cleanse.

    However, if you swap it to aiming at a fountain and draining it from range, without the hindrance of gens popping, you're in control. You can decide when it'll be the most effective time to use it. Sure, keep the reduced timer and slowdown, but again, you're in control.

    And for those matches where they don't cleanse, initially, they will after gens pop. At most, you'll have five fountains to use, if they didn't use any/apples/your usage of them. Her biggest weakness is just that, EGC where they're healthy, and simply need the gates. If she could gain Corrupt without having to crisscross the map, she'd fare better.

    Just my thoughts on it.

    only 5 tries?! bruh. and this is on top of cleansing. if it didnt have its time cut the average game it would be permanent as it resets when the next gen is completed. if the slowness bothers you so much take worship tablet it also is the solution to the fountain time that you think you have to use(i am reasonably certain if you are using iri seal it will just give you corrupt purge not change one of the fountains). i assume by wrong side of the map you are refering to your idea that it corrupts fountains instead of giving you the currupt purge outright. it doesn not.

    after rereading your second paragraph a few times i am just going to say idk ######### you're talking about.

    actually if you arent using your fountains and all 5 get currupted all 5 will become clean and you will get 1 currupt purge without touching a fountain

  • just as long as they dont give wraith or huntress the nurse/billy treatment

  • @Acesthetiic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1493396#Comment_1493396

    Oni is very good? Not sure why you don’t think that.

    no i dont i was shocked you put him as an options instead of ghostface ,doctor or plague

  • oni lol thats a good one

  • DS and current hatch mechanics make slugging mandatory to win at higher levels also slugging does kill survivors my dude. define farming

  • @DeBest2879 said:

    This is a list of fun ideas for different killers for them to add to the game. This is also open for anyone else's ideas, I will read your ideas and add them to the list. Please enjoy and don't forget to submit your own ideas.

    My Ideas:

    The soldier: The soldier is a military based killer that wields a military machete and uses flash bangs to disorient his victims. His original outfit is standard Marine clothing. Prestige is called Veteran clothing. Different outfits are WWII soldier, Sargent, Captain and Private. Different weapons for each, WWII(A gun barrel with a bayonet), Sargent(Large Tonto Knife), Captain(Darkened military machete), Private(Flimsy Military Machete).

    The Knight: The Knight is a killer that wields a broadsword and charges up his shield charge. He can only preform a shield charge for 10 seconds but one hits his victims and immediately picks them up after a successful charge is hit. His outfits are Black Knight, Red knight, White Knight and Holy Knight.

    The Reaper: The reaper wields his great battle ax and throws knives. He is a cross between a viking and a barbarian. Armor made of dark steel. Different outfits are samurai(Katana weapon) and Executioner(Executioner ax weapon)

    Other peoples Ideas:

    -Piekenier:

    The Krampus. Has a rope and a sack. Can do a special lunge attack where he can put 'Naughty' and wounded Survivors in the sack. Survivors in the sack can't be saved by stunning or blinding the killer. Survivors can gain a 'Naughty' status by stunning, blinding, destroying totems and hooks and by taking items from chests. While Naughty the Survivor will glow and their aura will be visible to the killer.

    The Scarecrow. Has a scythe. Can place decoys of himself based on the number of unfinished generators. Decoys give big debuffs to survivors and have the terror radius and red stain of the killer, the killer also has a smaller terror radius than normal. Survivors can remove them. However performing that removal action on the killer will mean you get grabbed. Can teleport to decoys to trade places based on a long cooldown and an alert sound.

    The Angel. Has claws. Looking at the Angel within 8 meters with unobstructed vision stops her from moving. However looking at her also rapidly decreases your range of vision, eventually giving you several seconds of not being able to see anything. Has an active to scream which blind all survivors within 8 meters for several seconds and which also turns her invisible for the duration.

    The Poacher. Has a chain. Can grab the hook from hooks and attach it to his chain, sabotaging the hook. He can use his special attack to throw his chain with hook. If it hits a survivor the hook is stuck in them and he starts reeling them in. If he is stunned or blinded during reeling or when he is carrying a survivor then the survivor still has the hook stuck in them while they run away. They cannot be healed while it is stuck and it can only be removed by another survivor. Using the ranged chain attack without a hook can still be used to reel in a survivor with a hook stuck in them. Can hook survivors on sabotaged hooks if they have a hook stuck on them.

    -

    solider sounds the same as clown

    knight sounds like pyramidhead

    reaper sounds like huntress

    krampus: like forvever? all of those things give the killer permant perfect information on the survivor? sounds op

    scarecrow: much more information needed to say anything about it

    angel: needs refining but easily the best idea on here by a mile

    poacher: sounds one addon away from being deathslinger

  • she was can no the ring and prayer beads are no longer and instant win with no collision but the fact she had tell when she is using her power is what makes her unbalanced

  • trapper: make "trapper sack" base kit

    wraith: make "the ghost-soot" base kit

    myers: make "glass fragment" do something else

    clown: increase bottles to 10

    i have ideas for nerfs that are needed but thats not relevant to this thread

  • @Rivyn said:

    Plague: Rework Iri Seal so that it allows her to to gain Corrupt at range, instead of walking to the fountain.

    im pretty sure this is already the case

  • @kate_best_girl said:

    Hag: Traps don't get destroyed by flashlights only disabled for 10 seconds

    please god no

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482240#Comment_1482240

    It's far more important to get per-Killer MMR into the game. In order to match Killers with Survivors appropriately according to the skill level the Killer player has with the selected Killer, we must lock the Killer selection in the lobby. Otherwise, switching Killer would require booting all the Survivors out who don't match the newly-selected MMR for that Killer.

    would i be possible to buy blood web items with a killer you are not queued with while we wait for a match?

  • @Peanits said:

    The best advice I could give you is to play a couple rounds with her, get a feel for how long it takes to wind up and throw a hatchet.

    Beyond that, stick to tall loops that she can't throw over, and be greedy with it. Often times a Huntress will raise a hatchet at the pallet hoping that you'll drop it so they can get an easy hit over it. If you kept running, they'll have to put the hatchet away and catch back up again, giving you loads of extra loops. Eventually they'll stop trying and go for a normal attack, in which case you'll want to predict when they're going to switch it up and go for the stun.

    Alternatively, if you're not going to be able to make it around the corner in time, you may want to switch which side of you pallet you're running around. They'll usually be winding up ahead of time without being able to see you, so that momentary hesitation can often be enough.

    Mostly importantly, just be unpredictable. Move side to side a bit when you know you can't break LOS in time, randomly decide to commit to one direction (even if it leaves you running into a wall, it can be unexpected and cause them to miss). Sometimes even pretending to dodge and then continuing to run straight will throw off a good Huntress.

    This bit's more advanced, but keep in mind that the direction you're running a loop matters. Here's a crude example to show you what I mean.

    https://us.v-cdn.net/6030815/uploads/USBOHTYADMUG/bad-example.png

    Say the blue thing is a pallet, and the red line shows the direction you're running.

    A: From the moment she rounds the corner, she has clear line of sight on you as you run straight towards the pallet.

    B: Once you round the corner, she doesn't know where you are. You can be sitting at the pallet waiting for the stun, you could have run straight, or you could have switched and started running the other side of the loop.

    (Neither is 100% unplayable, but B leaves you with more options.)

    ayy lmao first sentence is devs telling you to git gud

  • what a weird post to jump to first track

  • @doitagain_ said:

    Wait times for playing killer are practically nonexistent though.. just unready, use your blood points then ready up.

    thats rank, region and time of day dependant. that being said i i like low wait times fill me in?

  • couldnt have said it better myself

  • @APoipleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492521#Comment_1492521

    Why, when you won't even have the decency to read everything I've said? And you've done it TWICE now without refuting any of the reasons I've used to claim this would be a bad change for the game.

    Not much of a discussion when you just dismiss all counterarguments without any real response. Like, sorry that I don't agree with your opinion and that I can provide actual reasons behind why I think it wouldn't work.

    theres no refutation because your first comment is based on a misconceptions about game mechanics and your second is a strawman. how can i refute that? for the first what would you have me do? you: "the game does this so it must follow that..." Me: "the game doesnt work like that" and and then we say yes it does no it doesnt back and forth forever. why would i refute a strawman. you: "you propose this but it would cause this" me: " i didnt propose that there is a fix for exactly beyond the 9th word in the original post read it again" you: "omg you seriously wont even consider problems that would arise from a mistake you already accounted for in the original post?! refute a change you didnt ask to implement now!" by all means criticize my ideas but do so in there eternity or there's no debate to be had

  • @Mew said:

    no because if you were able to end the game that fast the survivors weren’t good

    exactly so i should rank up to play against better survivors

  • @Hippie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492607#Comment_1492607

    I understand what you're saying, but in reality (on most maps) the Killer has much more freedom to roam than the Survivors do, especially throughout the middle of the map (and the hatch commonly spawns in more central areas rather than the outskirts), and when I'm playing Survivor most Killers know where the hatch is if it's spawned in before my last teammate is killed. Like I said as well, I almost always find the hatch before the Survivors do as Killer, especially if it's spawned before the last Survivor was killed.

    Also, are you saying that 11 hooks and 3 kills isn't a "win" for Killer? I would definitely consider that a win by a landslide, especially if there are still gens left unfinished. One Survivor escaping through the hatch doesn't make it a loss for Killer, nor does it detract from the Killer's overall performance!

    the game may call it a draw when any reasonable person would say they deserve they derserve the full 2 pips

  • @Huff said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492585#Comment_1492585

    It's a "measure of victory" that pretty much everybody agrees is busted and doesn't make any sense. So really, it's not that much of a "measure of victory" at all. At least a very good one.

    Point being that you shouldn't care. If you get 4 kills and see a "you draw" screen are you really going to tell yourself "It's just a draw because the game says" or are you going to tell yourself "I just killed all 4 survivors and did well that game"?

    yeah thats part of the problem also i said "the measure of victory" because its not one amoung many it is the only one

  • @Hippie said:

    I've had many games where the Killer has known where the hatch was before me (due to them being able to travel freely around the map), and they go straight to the hatch and shut it as soon as it opens, giving me or my teammate no chance to "find the hatch and escape". I've also been on the opposite side of that many times, being the Killer and knowing where the hatch was before the Survivors, and then easily shutting it before the last Survivor can find it, giving them absolutely no chance to find it before me.

    I'm not saying that Survivors should escape every game that the hatch is a factor in, of course. I'm just saying that if you made the hatch visible from the start, it would create the same situation as that--Killer would know where the hatch was and be able to go straight to it and shut it every time.

    It could possibly render hatch escapes for the last Survivor impossible unless they have a key, and I don't think you want to encourage more people to take in keys...

    the centrall idea behind this is that survivor can more freely roam the map than the killer can i sense you dont agree with this so let me explain: in general survivors need to do gens possiblly break totems and the like but their time just isnt as valueable as the killer's because you have 3 teammates to pick up the slack you can crouch walk around the map for 2 minutes just looking around and still win if you tried that as kill you would lose. killers need to go from gen to gen and go on chases if the hatch wasnt visable when you were doing those things you didnt find it. not to mention hiding in a locker by the hatch to hide fromm bbq and winning the second teammate #3 is killed even if the killer got 11 hooks

  • @Huff said:

    Allow me to respond with a question:

    Why do you even care about the pips anyway?

    its the measure of victory if i win i dont want to see a "you draw" screen

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492498#Comment_1492498

    I don’t mean it shouldn’t be like that I more mean with the current system it won’t be able to work like that yeah I think if I finish a game “too fast” with snowball killers I shouldn’t still be rewarded more with atleast a single pip

    if plague downed you all in the first minute its an uneven match up and the killer needs a higher rank and you need a lower rank. the idea is to not have games like this im sure you would object to calling it a tie and have 2 rematches with the same plague who does the same thing because the match results were inconclusive

  • @APoipleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492395#Comment_1492395

    You seem to have misread: I said that KEYS are tied to finding the physical Hatch and opening it. Their function is not directly relevant to the survivor's goal completion, it is relevant to when the Hatch spawns. Because of this, they are only indirectly tied to either role's goal through the Hatch's own spawn mechanics.

    If the Hatch was changed to be visibly present somewhere in the Trial from the very beginning of a match (as you've suggested), Keys would no longer have any relation to either side's goal whatsoever. There would be no mechanics in place to stop survivors from immediately finding the Hatch and opening it with a key. At best, killer closes the Hatch and the EGC begins. At worst, all survivors could literally escape within minutes of a match starting. Even if the key could only open this visible-from=start Hatch under the normal "spawn" conditions, killer can't really do much to stop survivors from using their keys unless they can kill them before they can return to the Hatch. Keys already have a very strong function, this would make them more blatantly overpowered.

    It would drastically speed up games like the old Moris which let killers instantly end survivors without hooking them, or the old BNP's which could finish an entire generator in seconds.

    So my opinion remains unchanged: Hatch's spawn/visibility mechanics SHOULD NOT CHANGE.

    this reply is just you saying you didnt read past the 9th word of the description they cant open it it at the start of the trial. read the post

  • @SavouryRain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492470#Comment_1492470

    You literally just said no matter what, which by definition would include a 4k with ebony

    ok an exception to green and red moris

  • @RizeAki said:

    Well no because that’s only one category you have to work around four to double pip

    why? if its no contest unequel oponents in a ranking system surely they should rank up until they find equal opponents

  • @gunslingers_potatoe said:

    Listen, the PTB version was bad, I agree. But now I can strongly say that the Overheat mechanic is not punishing enough...

    I saw many people playing the new Billy, and even if they were not that good, or if the survivor dodged the chainsaw a few times...it still didn't overheat. Don't get me wrong, but isn't that the point of Overheating? If you can't use your chainsaw right you will get punished. The Overheat mechanic now is so not punishing that the add-ons that reduce the heat gained/increase the rate of cooling are extremly bad...'cuz you'll probably not Overheat. not. even. once.

    If you implement the Overheat mechanic, at least make it have an impact on the game when it's needed.

    billy didnt need an overheat mechanic and his addons gutted im glad they nearly completely reverted one

  • @NepalibyDaylight said:

    Neither side double pips if the game is over fast.

    no im pretty sure survivor pip if they finish all the gens and open the exit gate in 3 minutes

  • @Momentosis said:

    If you're steam rolling the players you're up against aren't that good and you shouldn't be ranking up faster.

    so your saying if im playing at a rank 4 level and im in rank 10 going up against rank 8-12 survivors that i bet badly every game i shouldnt be ranking up faster? why?

  • @KingFrost said:

    No. You could easily bring an Ebony Mori to every game and double pip all the time.

    i thought since you didnt get the sacrifice points you couldnt rank up with 4 moris?

  • @DeadByMyHand said:

    @zoozoom6 I didn't get BBQ and chili from shrine and also I do like wraith. Right now I am level 45 with the wraith ( No prestige yet). Right now I'm trying to get the hang to level 40 to get devour hope for the clown.

    well its no secret ghostie is the best stealth killer in game and isnt addon reliant like wraith is

  • @DeadByMyHand said:

    Im wondering what 2 licensed killers I should get when getting auric cells.

    So I'm going to let you all decide what 2 killers I should get, whatever 2 killers you all pick I will pick.

    -Demegorgon

    - Bubba

    - Ghost Face

    - Michael Myers

    - Freddy

    - Pig

    - Executioner

    Welcome to vote and can't wait to see what y'all say!!!! :)

    Edit: Sorry If I don't know how to do a poll correctly because this is my first time making a poll.

    if you didnt get bbq and chili from shrine you kinda have to get bubba if you do have it i would pick myers and ghostface. myers is amoung the most veristile killers in game so much so that addons nearly everything about how you play. ghostface just feels good to play if you like wraith you will love ghostface

  • @Erk said:

    Before I tell you the biggest problem with the Killers, I have to talk about what makes a killer balanced and good. Basically, think of it like this :

    • There are 2 measurements, Mobility and Lethality.
    • A balanced killer would have some mobility and some lethality with counterplays (like Billy) or be extreme in one side while being bad in the other side, balancing the spectrum (like Huntress).

    So, what is the biggest problem with killers right now ? The devs can't balance these 2 measurements. Here are some examples ;

    • Legion : Extremely mobile and moderatly lethal.
    • Spirit : Extremely mobile and extremely lethal.
    • Pig : Not lethal and not mobile.
    • Clown : Not lethal and not mobile.

    As you can see, while some killers are very powerful, the others completely suck. If the devs use these measurements I think we'll get decent and playable (even at red ranks) killers.

    Of course some killers are not as easy as they look, the biggest example being Legion because his/her power is unbalancable while killers like Pig only need some tweaks to their numbers and a few changes and boom ! The killer is viable now but if we take all of this into account we can't have a measurement.

    lol legion: "moderatly lethal." thats a good one

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