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foxboxunionttv

foxboxunionttv

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foxboxunionttv
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  • @SlinkyJinky said:

    https://forum.deadbydaylight.com/en/discussion/comment/463076#Comment_463076

    What do you mean? @Theluckyboi EGC is clearly a huge nerf the Survivor archetype while at the same time being a huge buff to all Killers.

    After 2 and a half years of survivors being the power point of the game they are finally adjusting it to make it so killers are the power point which it should be. the 4 survivors need to work together to over power the killer, it shouldn't be a game where one good survivor can just carry everyone through.

  • You complain about killers being able to close the hatch but the alternative is a hatch stand off where the survivor can take the game hostage. Are you okay with that? Also the doors are located alot of times in spots where you can get enough time to open it, ive powered multiple doors since the end game started with limited problems

  • Personally I was fine playing against old legion but new legion is even easier to run now that his M2 was gutted. He is just a basic m1 killer now for the most part.

  • Make your choice might be decent if his radius is small or hide able when he sees someone going for a save.

  • I voted against it, its a terrible idea to put a pc player vs a console player as the time frame between mouse inputs and controller are huge plus frame rate differences.

  • Micheal is op tho.

    He definitely isn't op. He can be looped for 5 gens like most killers and doesn't have a good way of ending a chase. Mike is just a little better then clown if anything .
  • Even though most rank 1 killers put clown in high mid tier this person knows what's going on. Clowns good at all ranks. 
  • @GMAK said:
    Gotta disagree with this, killers are in a good spot. Also giving killers 5 perks would mean survivors would need 5 perks and it would just completely break the game balance in my opinion.

    Killers being in a good spot would be correct if your not in red ranks cause without ruin you can usually just do all the gens before first hook if your against a decent full 4 because there are still to many pallets in the map. killers are better then they were 2 years ago but not by much.

  • Which I get but at that point they would need to remove thana so it wasn't a broken staking system. cause there is no reason for 2 perks doing 100 percent the same thing but one is removable. They should just make the gens take longer the more people there are. Make the early game viable while the late game feels more like a mad dash to finish up and escape.

  • I brought this up but I agree with the only light the totem when its active on all the survivors since expose triggers on all when you hit a person and one everyone touches a gen they get the notification of the hex ruin. I also think though that if you bring a hex ruin all the totems should be lit so they have to find the right one. Similar to the pig and how it prepicks a random box to have the key. Have one of the random lit totems be the active but they are all on fire, giving incentive for you to have too look for them instead of run from dull totem to dull totem.

  • What lol its a great perk. I kind wish it didnt go away on death or it started active for a little but its a great perk for slowing down the game. 
  • It shouldnt stun right when its thrown. Thats just bringing back the problem of the vacuum effect. Ive seen this bug as you call it on both sides and its not a bug its poor timing. If your getting hit when the pallets thrown you waited to long.  Honestly the windows are the one that need looking at, people getting hit when they are 3 steps away from a vault point is a little silly. 
  • Your describing thanthobia. That is already an ability that slows down speeds when they are injured. Honestly though id like the idea of gens being slower as more people die or get hooked. 
  • ill_Boston_lli said:hcause

    @Luigifan64 said:
    fluffybunny said:

    Killer brings in a Ward, he or she are free to test and explore a new add-on without the fear of losing it to it being smacked out of their hand and dying before being able to retrieve it (or a "teammate" stealing it). Survivor doesn't have the same benefit if the killer uses Franklin's Demise and it doesn't feel all that fair.

    What if the perk made survivors unable to use their item for a certain amount of time instead of knocking it out of their hand? It could correlate with a flat time or with an objective being done (like add a new thing a survivor would need to do to unlock the item).

    What if bringing a White Ward made you not drop the item, but your item took the damage still (like it loses charges)? It seems like an easier solution over a complete perk rework.

    Better yet what about a new add on that allows the item to be permanent in your hand. call it like superglue or something. or maybe even just make a counter perk to it or something

    Cause that removes the point of FD and turns it into another pointless perk to run. They already have hex ruins that serve no purpose but to be broken in the first 10 seconds of the game why remove more from the killers abilities lol. They are already so weak. 
  • It just poorly designed where you lose a pip going into the game and get up to 3 back. 1 is safty 2 is the increase of one and 3 is the increase of 2 which is poorly designed i feel like
  • Bloodlust is a joke honestly. Idk why they are removing it without buffing killers move speeds. 
  • This is a terrible idea because it again favors suvivors who already have to much power. If a suvivor is saboing hooks then they arent doing gens and the killer is gonna win anyways more then likey and its not like hex ruin realy does much as most suvivors work through it at higher ranks anyways. This post has me extremely confused as to what we are aiming for. 
  • I just wish that the skins were more then just a bare basic shirt on a suvivor i probably am not going to play. Open more optiona dbd staff.
  • I can get behind this idea. 
  • Make killers sexy again 
  • The pig is in a fine place. Just give her a few more traps to start with. She is good at delaying the game and the ambush while not an effective attack can usually allow you to sneak up an change stance and get a free hit in. If anything should be done about the ambush is change the sound effect cause if your looking in their direction when you start the charge you get a sound queue along with the growl giving ample time to dodge away.  Her traps on the flip side not only slow down the game it gives her knowledge of where a suvivor must check to remove the helmet so you know where to go to find the person. Pig is honestly one of the few semi balanced killers who  just need a small touch up. Give her more traps
  • It depends on which killer sometimes to because of how they arch their swings. The pig can do more window hits cause she does a slash. I think its fine depending on the timing though cause as previously mentioned two actions can be performed at the same time. You just need to drop it at a more precise time. 
  • So this doesnt make sense this post. You get a sound queue everyone can hear. You get a notification you are exposed and your hands are dripping blood... how much more do you need? Also the other suvivors dont need to know your exposed  a good player will know why your going down in one hit or hear the sound queue. Again myc has so many notifications right now for suvivors and none for killer
  • Was just talking about this. More sounds to interact with too. Like thunder to hide the generator sound a little or to cover the heart beat. Lightning flashes to obscure vision and stuff.
  • Wolf74 said:

    @foxboxunionttv said:
    I personally dont understand the point of the white ward as a suvivor. I never have an item i dont want to lose besides instant heals and those are depleted  anyways. If this is a real problem for others why not have the white ward duplicate the item at the end of the game if its detected as lost ? They have that lost item screen that is useless right now anyways. 

    Because the system can't see the difference between "lost" and "dropped".
    So the survivor could "drop" his super rare item with top add ons and another player could pick it up and escape with it and you have basically duplicated the item.
    So way more rare items would be around than there should be.

  • You dont depip when the killer leaves you get a safety pip. The way the game works is you load in and it instantly removes a pip, when the game ends a safety pip counters that then the additional pips push it up. It just looks wrong on the end screen cause the devs dont show that part properly. 
  • I wish that the game just loaded with the traps open. Not in ideal spots, they can be scattered randomly but at least have them spawn open. I would also agree on them being darker by default
  • Body blocking is only reportable when suvviors purposely body block to help the killers but i agree with you suvivors cry to much. Im not sure why since playing suvivor is to easy still. 
  • I agree with this unless its for blood points. Like im fine with the speed limitor if im farming up points. There is no reason for the killers to limit their powers right now 
  • Spork said:

    A Character who can cross the map in seconds has no business using a perk that reveals survivor locations. Either make it soley a point perk, or slow down his sprint/get rid of his instant down. The tips and tricks everyone knows to counter BBQ and Chilli don't work against him. He's able to reach you too quickly. If you're unlucky enough to run into one who waits for you to be unhooked, then it's even worse. Please do something about it, he's not fun to play against. Hags with make your choice and Mint Rag are more tolerable, which is almost as toxic.

    How do the tips not counter him, you say this without presenting your reasoning. He cant see behind generators,  if you change directions he doesnt know that when the aura is lost. You present a problem that appears to be user error cause i play against bbq no problem daily. 
  • I think it depends on rank cause ive not been camped im days cept a few games i deserved it for looping killers for 3minutes plus or dipdipping on em. Usually i only see hardcore camps on first hook when the doors are powered. 
  • As someone who quit being killer to do suvivor cause the killer side has become nothing but a snooze fest of hoping hex ruin isnt broken in 5 minutes unless im on nurse or billy and as someone who now plays almost entirely as a suvivor i love the game. Its one of the only maps that feels proper. This game should tilt everything in the killers side. It is how asymmetrical things work. I love going to this map as a suvivor cause i it feels like a map with a real challenge to it. No real infinites, no easy ways to ruhn a killer infinitly i dont know if they are bearing me down or not. The game is a great map. 
  • In the current state of the game the generator times are fine. Killers can hook and chase down survivors too easily. If the killer is doing his job properly he is sabotaging every generator that is being worked on and slowing their progress.

    If they balanced it out more so that there were less hooks and the wiggle timer was fixed, then yeah, expanding generator repair times would be a fair way to balance it out..
    In the curren state of the game at high ranks they are not fine. If your not running hex ruin you can easily get the first 3 tp 4 generators to pop before the killer gets their first hit in let alone hook. We have gona no perk games where we just rush gens solo while someone just loops someone between all the pallets as we all just solo gens. They need to stop worrying about the suvivor side cause as is its way to easy and the games not fun at high ranks for killers without hex ruin. This game is currently all around the suvivors and that is not how asymetrical games work. Please dbd team make the games longer cause a 3 minute game isnt fun. 
  • I personally dont understand the point of the white ward as a suvivor. I never have an item i dont want to lose besides instant heals and those are depleted  anyways. If this is a real problem for others why not have the white ward duplicate the item at the end of the game if its detected as lost ? They have that lost item screen that is useless right now anyways. 
  • rObLoCo said:
    can we make 2 blinks max for the nurse, also can you keep her from blinking through pallets, put a cross on it and call it sacred I don’t know. It sucks to not be able to really use the pallets vs her
    The nurse is one of the few semi balanced killers that make the game actually feel like a game. Fix the othee killers before nerfing the one good one. 
  • It is strange that they put that the double BP point is on july 5th and we are half way done with the day and its not started still

  • I hope they fix it soon. I Want my Double BP weekend and this isnt a good start to it.