FellowKillerMain
FellowKillerMain
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- FellowKillerMain
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Discussions
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Title says it mostly, but for the most part, you guys have made my daily's requiring a kill 'by my hand' hard as hell. Jerks. You guys have been amking this game easier for survivors since day one, and you don't seem to stop. At this point, you have me with DBD; sunk cost. Release another game, no way - go paint your fingernails.11 comments 81 views last activity
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This has been happening before and after disabling hit validation, and it usually occurs with players that have the globe next to their name. I don't know how many hours I have, but I have a pretty good sense for when I'm within lunging distance, so usually, I swing when I know I will hit, but ever since I've activated cross-play it sometimes misses even though it looks good, sometimes it doesn'4 comments 41 views last activity
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The new... I don't recall exactly what patch it was, but it was a patch and not just a hotfix. The notes reported to have improved VFX, but nothing seems to have changed with the audio balancing. Ever since this change, certain audio is louder, while other audio falls off more quickly: While playing killer, the killer's footsteps, other ambient sounds they make, and chase music is a lot louder0 comments 1 views last activity
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It gets really frustrating. Interruptions have been broken for over a year, and when you worked on fixing the appearance of hits, or correcting the timing of hits, you didn't address interruptions. I understand this was a frustrating issue as survivor - I experienced it - but, it's not even fixed. It seems like it's back in the most recent update. Killers hit me as survivor from 1-2m away from w0 comments 11 views last activity
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I like the new VFX but the audio on killers seems much much louder, and prevents me from being able to hear survivors. This is especially apparent on Pyramid Head, as all I tend to hear is his sword scraping the ground, even with headphones in. Also, something seems up with the spirit. Can people hear me while phasing now or something? It's been much harder to hit survivors when exiting phasing2 comments 51 views last activity
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The Devs said back in Nov 2019 that they wanted to move away from Exclusive Cosmetics, and make events more based on XP. I think the items obtained from streamer codes are too exclusive to be consistent with what the Devs wanted, at least according to the update. I will say that having a blood hunt over halloween weekend is on point, but removing the free outfits is a major let down in my opinion4 comments 61 views last activity
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This discussion has been merged .0 comments 121 views last activity
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I'm pretty sure that repressed alliance will actually be worth having, and there's no counter to it. On top of this, it also counters Ruin because regression stops while Repressed Alliance is active on the gen. Currently, the 60 second timer of PGTW can last just long enough to wait out Repressed Alliance, or run to another Gen (often times not finding one worth breaking), but with these changes3 comments 251 views last activity
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As it stands currently, on average, you need to play around 13-14 matches to tier up without claiming any nodes in the archives. If the base xp cap of each trial was increased to 650, OR if the cost of a fragment was reduced to 750xp, then on average, it would only take 12-13 matches to tier up. As it stands now, if you play 1 killer match, 1 survivor match (1800 possible xp), plus 4 more of any1 comments 21 views last activity
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As it is now, Spine Chill provides too much information with not enough draw backs, as I don't know many survivors who have a hard time hitting a skill check with a 10% reduction. Personally, I like that it makes skill checks occur more often; they aren't difficult to hit, and if I get a great one, it provides a boost to repair times. On top of that, it increases all different kinds of speeds. A26 comments 171 views last activity
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Bloodwebs are frustrating; too many offerings as killer & poorly distributed perks; Change prestige?Offerings Offerings seem to appear much more often in killer bloodwebs compared to survivor bloodwebs. That wouldn't be a probl;em, except most of the offerings I see are stage offerings, Mori's and reagents... so many reagents. BP offerings are somewhat common, but not as common as stage offerings. BP offerings are great because they offset the cost of using addons, whereas stage offerings and1 comments 11 views last activity
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The devs did a complete overhaul of survivor bloodpoint scoring events and now they earn bloodpoints for almost everything except for turning their camera. I'm sure that's next! Regardless, in the mean time, do the devs think they can add some more scoring events for killer, or increase existing ones? Especially in brutality and hunting categories points accumulate really slowly, much slower tha1 comments 11 views last activity
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It's difficult to keep an eye on the token use window for Leatherface while using his chainsaw when using addons that extend the duration of the chainsaw sweep. It's sort of functioning like how Nurse used to, where you have to develop the muscle memory for multiple durations to maximize the efficiency of tokens, when using addons. It's not so bad if I look at the power meter while in the chainsa6 comments 111 views last activity
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I've been through however many trials where I've died, but at least 10+ trials where I start looking for the pedestal when two gens are left, and still don't find it by the time the EGC is about to expire. This is only on one character. Other characters haven't been quite as bad as it has been for this character. I'm assuming it's bad luck, because there was even one time that I was approaching t0 comments 11 views last activity
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Survivors have a maximum of 10 fast vault charges allotted to them every match. Fast vaulting uses up one charge. While in a chase survivors regenerate fast vault charges at a rate of 1 every 5 seconds. If a survivor is hit, the charges replenish completely. Outside of a chase fast vault charges regenerate at 1 every 3 seconds. When a survivor becomes exhausted the charges immediately replenish6 comments 101 views last activity
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Franklin’s Demise Your vicious attacks make the Survivors drop their item on impact. The lost item will be consumed by the Entity after 120/100/90 seconds if it is not picked up before the timer runs out. Reveal the aura of items on the ground within 32/32/32 meters in a white aura. The aura of items fade to red until they are consumed by the Entity. One effective cou7 comments 111 views last activity
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As killer, I'm so tired of seeing stage offerings occupy 4/6 green slots on my bloodweb - it happens a lot. It's really rare to not see any stage offerings at all, which stinks, because I don't ever use them and they're expensive! What's even weirder is that I NEVER see them on bloodwebs as survivor, which I don't understand either. As killer I have to spend so many bloodpoints on offerings I won0 comments 21 views last activity
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With certain killers, it's pretty difficult to fill the hunter category without going out of your way to extend chases, which doesn't make sense if you're trying to win. It's especially difficult as the spirit, nurse, or ghostface, where I find it very hard to fill the hunter category because the chases don't last long. As ghostface, most of the work is done from afar, while the survivor is not0 comments 1 views last activity
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When the grab fails, it delays the attack that follows it, so an attack that would have hit is interrupted but because interruptions are bugged, you don't hit or interrupt the survivor. I've tried lunging to override the interrupt action, but I often end up swing past the survivor as if auto aim breaks for a second. Maybe interrupt action still trying even though I'm lunging? Also, when survivor1 comments 31 views last activity
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Give the killer a directional on screen notification when a survivor is within 1m of them, or fix collision during killer animations, or allow the killer to look around during animations. Why? A killer animation functions similar to the way a stun does; this shouldn't be the case, but it is, and it's too harsh. Not only are killers restricted in their movement and view during animations, but be2 comments 31 views last activity
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It was definitely new to get used to, but my games as both survivor and killer have improved since increasing the sensitivity. So, thank you for that!2 comments 21 views last activity
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When playing the game on PS4 the fan goes into overdrive on certain screens. Specifically, menu screens, but also at the title screen where initialization occurs. That screen is the worst. The next worst is when I'm navigating the archives, and when I am selecting items or addons. Without any of the menus pulled up, it's moderate. While in trials, the fan is about half as loud as it is on any oth1 comments 11 views last activity
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I don't know if this means that it's not being fixed, or if they just forgot to include it in the patch notes. Can anyone confirm? @Peanits @MandyTalk https://forum.deadbydaylight.com/en/kb/articles/189-3-7-2-hotfix6 comments 191 views last activity
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There's pretty much only one way to win now, and that is to never commit to chases for too long, and to always make sure you're applying the most efficient amount of pressure. It's not terrible, and the game can still be fun, but it gets repetitive and old pretty quickly. With the old Ruin, every once in a while the totem wouldn't be found quickly and you'd be able to commit to long chases witho22 comments 641 views last activity
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Currently, Dead Hard is a perk that allows you to apply exhaustion to yourself as you enter the dying state from a killer hit. Interrupting survivors is a kind tap on the shoulder to let them know you would like to kill them, so if they could please stop unhooking someone, or repairing a generator, it would be great.0 comments 11 views last activity