themirrortwin
themirrortwin
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- themirrortwin
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Discussions
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Make it so that you can click and hold on something in the blood web and it will automatically attempt to fill in the blood via the shortest path to whatever you are clicking on. A thought.0 comments 11 views last activity
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I've been thinking about the red rank killer experience. I honestly do not meant this in a toxic way, but I have shifted how I play and view this game. Hear me out. In the past, I felt very strongly to never DC. I felt this way because when survivors DC, it makes it much harder for their team and it sucks. And I never DCed as killer because in my past philosophy, I focused on just doing my best,7 comments 71 views last activity
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It is a simple solution to survivor abuse of disconnecting to give their SWF the hatch.Just do it. For those cases where the DC isn't connected to the survivor, then it is fair for the survivors and killers.36 comments 641 views last activity
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With the recent live stream Q&A, I wonder what people's overall thoughts were regarding the developers community engagement. It would be great if you could explain your response!3 comments 51 views last activity
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Let all totems (including dull ones) emit a 32 meter terror radius after 30 seconds have elapsed in the game. Its nice because it confuses survivors and gives them a choice to destroy them or ignore them. If they destroy them, then this suggested perk can be combo-ed with haunted ground. If they ignore them, then the killer gains cover in a sense. I think this perk wouldn't be too OP because th9 comments 42 views last activity
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One of the key reasons stated by the Devs behind the ruin change: "1. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. " Keys - an item you bring that, to use for 2 people, only requires 3 gens be completed. This is very reasonable considering gen speed big, maps, 4 survivors (who if t0 comments 21 views last activity
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I think an interesting perk idea to experiment with would be to have a perk that reveals the auras of all players at the start of the match. It would not be overpowered because it would last at most one minute or until the first aggressive action. People would be interested in running it because it would get rid of the beginning of the game "searching" for someone by giving you a general idea of11 comments 61 views last activity
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So the game at higher ranks has fundamentally changed with the change to ruin. As the Devs said themselves, "ruin was used in more than 80% of games at the red ranks," and for good reason. Gens go very quickly at high ranks. That being said, killers will adapt as best they can. However, keys now REALLY feel bad for killer. Or in the words of the devs, "It feels very frustrating to play against2 comments 31 views last activity
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Not my art, Credit goes here: r/deadbydaylight •Posted by u/CuteC3 Dwight Portrait Link3 comments 61 views last activity
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I snipped these achievements from the global achievement stats from steam. Disregard the low numbers because many players who try this game do not become regular players, thus these estimates are likely biased down rather than if they were restricted to the serious players. However, serious players are the ones who get this achievement. AND, I notice tha1 comments 241 views last activity
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So, gen speed is here to stay. Now even novice players can work on a gen at the start of the game with no slow down and not be pushed off because of the large maps. What will happen with a new killer (for example, the Oni) arrives on the scene. Obviously chases will be long because you are learning the killer. But gen speed will still be absurdly fast and you will not enjoy the new killer. Even26 comments 452 views last activity
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I just got Bone Splinter (the offering that allows you to play as the Cannibal) on my Ghost Face. I thought it might be good feedback to say that the splinter offerings (including Bone, Glass, Smoking, Black, etc.) should be completely removed from the game, or at minimum once you own the killer have them removed from the bloodweb entirely. These are worthless offerings to me. I suggest that3 comments 31 views last activity
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TLDR: The Devs show a lot of empathy and understanding towards survivors with their wording. The killers perspective is ignored, obfuscated, and not acknowledged. Have you read the recent Designer Notes?: https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin If so, you may have noticed that the language throughout the notes clear0 comments 16 views last activity
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Each time I get these big maps, I have the same thought. Big maps aren't fun. They do not increase the intensity of the games. The only thing they do is make it harder to pressure gens for killer. I think this even when I play survivor. If survivors spread out, it is so easy to get gens, and as long as players have learned to avoid three gen big maps = easy survivor games. Sure, there are a few11 comments 182 views last activity
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Removing instant heals made a lot of sense. However, the Devs decided to "make up for it" by buffing the speeds of med kits. This makes no sense with the game design. Already, Gen rushing is a big problem. Survivors simply do gens rather than heal (dead hard, adren, DS), and in the rare times they do heal, now the med kit buff removes that lost healing time (even with sloppy). Ultimately, the m8 comments 32 views last activity
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As a survivor player, I'm sick and tired of survivor entitlement. I feel like every few games, I get someone who DCs early, screwing the whole team. They do it because they are against Spirit. They do it because they got downed quickly. They do it because they DSed the killer, the killer chased them down, and got them again. Sure, I sometimes can still get the hatch but overall this behavior isn2 comments 32 views last activity
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The dedicated servers are here! But, survivors (and occasionally killers but 9/10 survivors), are still DCing because they were outlooped, or the killer brought a GREEN mori, or it's a killer they don't like or they got grabbed off a gen. I have experienced all those reasons recently in both my survivor and killer game play. I don't understand why this is still a problem now that dedicated serve1 comments 22 views last activity
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Ok, so I have been mostly playing killer for a long time. I would only play survivor with my friends on and off and we never worried about rank. As killer, I fluctuate between red and purple depending on how much I play. I also sometimes comment on the forums with frustration with big maps, gen speed, etc. Thinking of the high level survivor play at purple and red ranks that I experience regularl4 comments 151 views last activity
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The developers have made a set of very large maps. I wanted to ask the community if they feel these big maps are fun.9 comments 82 views last activity
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There are many perks. I think an easy to implement quality of life update for the game would be to have the ability to filter your perks based on type. This would also help new players understand the general purpose of the perks and help them balance across the different types. As more perks are adding, this feature would be even more useful. I suggest the types could be as follows. For killer0 comments 32 views last activity
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I know some threads have expressed frustration with the Inst Heal changes, but I wanted to start a thread about the new meme plays I'm excited about that are possible now. Honestly, I think the changes are healthy for the game and now they enable these possibly sick plays: Styptic Agent plays: Caught off guard healing fake out play - two survivors are healing but a killer comes up upon th2 comments 271 views last activity
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Weren't the devs going to do something about DCing when the dedicated servers came online? Does anyone know about that? I just went against a SWF. After I hooked the first person as Spirit, she DCed. The other players in her group quickly followed until there was a 4-man DC. I got "entity displeased" with a down rank. It was really frustrating because their toxicity won out. In the comments, the54 comments 931 views last activity
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I put this in the lore section because I wanted to avoid the "this is a game where people touch each other to heal, where a hatchet to the head won't kill you, and where magic invisible wraiths can chase you." or "It's game mechanics, move on." However, whenever I hook a survivor, I am always in awe of how clear (unless they have calm spirit) it is. I mean, the survivors typically have just bee3 comments 271 views last activity
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Doctor is a harder killer to play (but fun). A few people have suggested that his base power should be increased to the level it is with molder electrode (A brown add on that increases the range by 25% at an increased charge up time of 10%). Thus, moldy electrode would be removed or changed to something else and his base power would be a tiny bit better. At loops and windows, the tiny increase i1 comments 42 views last activity
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I think there is a lot of discussion about how the gens go to quickly. As a red rank killer, I have felt that way too - even with ruin, sometimes 2 gens pop as the first chase is happening in red ranks. However, decreasing gen speed (i.e. making them take longer) would severely hurt survivors at lower ranks even if it may balance the upper ranks. I appreciate this problem and the challenge. Ther0 comments 22 views last activity
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I just want the Devs to have evidence on hand of how unbalanced the game is at high ranks in favor of the survivors at red ranks. This video from the fog whisperer, TrU3Ta1ent , is perhaps one of the best examples I have ever seen of this concept. I have faced teams like this before as well, and, once you do, you realize the game heavily favors high skilled survivors! Sure, it is true you get g0 comments 51 views last activity
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I want to voice a frustration here regarding balance at the red ranks. I recently got rank 1 killer by main-ing Spirit. However, my favorite killer is the Clown (a "chase" killer). I was playing a game as the Spirit, got a strong SWF 4-man. Played an excellent game but 4 escaped. Ran dying light and thanatophobia but no ruin. However, I got quite a bit of hooks (3 survivors were on death hook),1 comments 41 views last activity
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Fire up is also a perk which confuses me. I was experimenting with the Clown and Fire up today (because they clown has no map pressure and is a "chase" hero. I was hoping that stacking the fire up bonus on Brutal strength would really help with chases. Vault speed and pickup might help to. But the 4% bonus is pretty small. If it were say a 6-7% bonus, would that really be that bad? Faster vaults2 comments 31 views last activity
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Ok, I love the Clown. However; I have played a lot of Clown games, and I'm sad to say but he is a weak killer. His bottles are are designed to give him an "advantage" in a chase, however, the slowdown really isn't that much and typically does not prevent the survivor from making it to another palette. Palettes are a deep clown weakness (and it rubs salt in the wound that when the demogorgon st5 comments 61 views last activity
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I am a low red ranks killer (4), trying to get the achievement to reach rank 1. At the red ranks, it becomes obvious that survivors are heavily favored in the current state of the game (at least at the high tiers when they've learned what to do) by the developers. I will be against sets of them all with adren, DS, or borrowed time (and who know how to use those perks well) on and off comms. My f55 comments 2,191 views last activity