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ColgateAdvancedWhite

ColgateAdvancedWhite

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ColgateAdvancedWhite
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  • Hex: Blood Favor should be like the perk "Creeping Vines" from this old suggestion https://forum.deadbydaylight.com/en/discussion/45739/designing-a-killer-to-address-rank-1-killer-complaints
    0 comments 21 views last activity
  • Hex: Blood Favor should be the suggestion perk "Creeping Vines" from this old topic: https://forum.deadbydaylight.com/en/discussion/45739/designing-a-killer-to-address-rank-1-killer-complaints
    0 comments 21 views last activity
  • Some work needs to be done to the deathslinger and the clown to make them live up to their character fantasies. Deathslinger, the sniper Problem 1: Short range Currently, it is possible to reduce his terror radius to be smaller than his firing range. That means he can shoot at survivors without them even hearing the killer. The problem with this is that it is only 18 meters in range. He ne
    0 comments 41 views last activity
  • Picked plague. Game began. Walked out of killer shack and saw 2 survivors working on a gen. Sprayed both survivors and gen. Went to smack gen. Fountains used. Picked up red vomit. Downed survivor quickly. Carried survivor to hook. All other survivors swarmed. Sprayed them all with red vomit. Downed the freshly unhooked survivor in that same attack. Hooked him again. Survivors
    1 comments 31 views last activity
  • The terror radius is a legacy of the past, from a time when the heartbeat adds to immersion. However, it is undeniable that it is a great handicap to the killers. We have come to a point in time when we should start forcing survivors to use their eyes instead of just holding m1 until they hear the heartbeat. Killers like meyers, pig and ghostface add more immersion precisely because they for
    11 comments 251 views last activity
  • Everybody knows that data show the kill rates at low rates are just slightly above the desired level. However, the developers cannot design the game around the low ranks. Killers at higher ranks are suffering and getting bullied almost every game. I am quite confident that the kill rates for red ranks are abysmally low, and I would urge the developers to also consider the higher ranks when t
    0 comments 22 views last activity
  • Previously, in light of the Spirit changes, I suggested players try out the 4k0c challenge (kill all 4 survivors without ever being in a chase). For me, I have been doing it for a while before the changes were announced. It's still rather interesting on days when you get dull matches. It's a feat requiring some of the highest skills in the game. Has anyone tried it? What are your tho
    6 comments 72 views last activity
  • Spirit is one of the most skill-expressive killers. Highly skilled Spirits can pull off 4k with few or 0 chases. The upcoming patch is going to make it nearly impossible to achieve this. Make use of your prayer beads before the patch hits !
    6 comments 132 views last activity
  • Hi, Noticed something recently - the cone that detects if a killer's swing hits a survivor seems to have a short duration of about 0.5 seconds. For example, when I swing at a survivor who made a sudden turn, after the fast swinging animation has reached the end and I'm recovering from my weapon swing, if I quickly turn towards the survivor, I would still land a hit despite the animation show
    1 comments 51 views last activity
  • The 3 minute timer should begin when the match starts, not when the gates are opened or the hatch is closed. If survivors cannot finish the gens and escape in 3 minutes, killers deserve their 4k.
    19 comments 372 views last activity
  • Plague's fountain is a better trap than Pig's reverse bear trap. Can we do something to make Pig's traps more devious than Plague's fountains? Currently survivors who cure themselves with the fountains actually help the Plague immensely by giving her on-demand ranged area-of-effect attacks that can down survivors and it has no cooldown. This is far more devious than the reverse bear traps.
    0 comments 22 views last activity
  • As Legion, I can lunge multiple times during a frenzy to act as an endless sprint burst. This is a clever use of game mechanics. With the incoming update that would deplete the power bar after a missed attack, I can no longer use this clever idea. Please buff frenzy movement speed to 150% (6.9 m/s) to compensate, thanks.
    1 comments 62 views last activity
  • If the mend time combo is considered an exploit, then Leigon needs to be buffed to compensate. Leigon is already one of the weakest killers and there is no need to cripple him further. Survivors are already gen-rushing in under 3 to 5 minutes. This nerf is unnecessary and unless they intend to refund everyone who bought Legion, they have to buff him in some way.
    11 comments 262 views last activity
  • Lately a lot of survivors have been sabotaging hooks. As a survivor, you are supposed to hide, not run around going from hook to hook like they are collectibles. They like to leave the hooks at 99% then sabotage when someone is on the killer's shoulders. This basically gives them a free escape and is worse than DS or MoM because it doesn't take skill or perk. The developers should do something
    18 comments 492 views last activity
  • Currently bloodlust gives 0.2m/s additional movement speed every 15 seconds in a chase, stacking to a maximum of 3 times. All stacks are lost after certain actions, such as getting stunned or hitting a survivor. Given that survivors can finish the game under 3 minutes (5 gens can be done in 2 waves of 80 second repair, for a total of 160 seconds), killers should be balanced around getting 4k
    31 comments 742 views last activity
  • Everyone hates it when you bring a good add-on into a match, hyped up to play with the survivors only for them to dc or suicide on hook. We need an option for us to blacklist survivors so they never get to ruin future games for anyone else. Once this is in place, we will be able to curate a pool of well-behaved survivors which will lead to overall improvement for the health of the game.
    46 comments 912 views last activity
  • This game is called Dead by Daylight... Survivors should expect to be dead. A good survivor horror game should make players fear the killer, because they know they will definitely die if spotted. None of this "catch me if you can" nonsense. In order to bring back this soul of this game, chase mechanics should be eliminated. Survivors should not be allowed to run nonstop. 5 seconds of running a
    15 comments 222 views last activity
  • 1. Rate of bloodpoint generation decreases over time a. The window when a survivor can generate the most amount of bloodpoints is at the beginning of the match. This is because there are plenty of generators and totems to do b. As the match progresses on, survivors spend more time searching for generators, hiding from patrolling killers, getting chased etc. All of these do n
    0 comments 672 views last activity
  • Sprint Burst should be made baseline for all survivors. In return, being exhausted prevents the survivor from running - they are only allowed to walk or crouch until the exhausted debuff is cleared.
    37 comments 732 views last activity
  • If Legion were survivors, there would be this perk: . Unfun game design: Each time you stun the killer by any means, the killer would be affected by the "Angsty Entity" debuff. . The "Angsty Entity" debuff is a timer that runs for 40/30/20 seconds and the killer must hold down a button to "Calm Entity" for 20 seconds. If the timer runs out and the killer has not completed the "Calm Entity"
    1 comments 42 views last activity
  • Do hooked survivors count as objects that the new killer can vomit on? The rescuer would then become fully infected by rescuing, thereby losing one health state from unhooking and risk being downed immediately after. Or just to vomit all over the hooked survivor
    11 comments 152 views last activity
  • Hitting a survivor without items should cause the survivor to drop an arm. In order to restore missing arms, another survivor must pick up the arm and go through a separate timer to reattach the arm to the original survivor. Survivors with 1 missing arm: Cannot heal back to healthy state Cannot mend self or heal self or heal anyone Cannot pull pallets Cannot unhook Cannot break totems Cannot r
    2 comments 72 views last activity
  • When my friends are online I play survivor with them, otherwise I mostly play killer. Here are my observations: 1. Survivors 1-a. Expected death rate is very high The developers try to balance the game so that killers get 4-kills 50% of the time in rank 1, which ends up making new-blood ranks complete steamroll fests. . For most players, especially friends you want to introduce to the
    21 comments 402 views last activity
  • Design philosophy: Introduce new perks/killer that are moderately effective at addressing rank 1 killer complaints while being incredibly oppressive to non-rank-1-swf players. Let's start with the teachable perks: . . . Perk 1: Power hungry (anti-gen-rush) Whenever a cumulative total time of 25/20/15 seconds is spent on fixing generator by all survivors combined, this perk gains a to
    14 comments 192 views last activity
  • Hi, Since the event started I have observed a rise in displays of what may be considered bad behaviour. 1. Sharp rise in host accounts (i.e killers) failing EAC verification. This might be related to #5 2. Survivors dc when downed with 0 gens done to deny event points 3. Killers dc when exit gates opened with 2 or more survivors alive to deny event points 4. Higher ranked players deliberatel
    7 comments 152 views last activity
  • Hi, I know an event started. Is there any correlation to why I'm spending around 15min to 30min in lobby between each game fighting this screen?
    3 comments 82 views last activity
  • Hi, Having read quite a few forum topics, I realised that many players have different interpretations of what is considered a "win" for them in a match. Very often this difference is what influences players' opinions, especially on issues regarding Killer vs Survivor balance. Below are some of the common interpretations and their probabilities. Case 1: Killer considers 4 kills as victory c
    9 comments 73 views last activity
  • Hi, I recently came back from a break of a few years. I would like to check if there is any way to look at replays of matches? Since I came back I have noticed a few incidents where the killer can end the match in the first few minutes seemingly knowing where everyone is. For example I got hooked. Nurse dashes across walls to smack the other survivor, hooked him, immediately blinks in a str
    4 comments 103 views last activity