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lazerlight

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  • Yes yes yes.

    I also think her Search Command "reticle" or "pointer" should work by charging it, just like nurse's blinks. The longer you hold it, the farther it goes. And the Search Pointer should automatically lock onto whatever interactable object is within its circle:

    image.png

    For instance, as you can see here, right now, the generator is within the pointer's circle, but it is not being explicitly targeted. Which is very misleading, one expects the circle to be an "area of effect", but that is not the case at the moment. It should latch onto the object that is within the circle.

    If the target object is behind another interactable object and the pointer latches onto the first object, the pointer should continue its path after 1 or 1.5 seconds of holding down the power button.

    Another thing that bothers me about the Search Command, is that it slows down the Killer while she's holding it down. Which makes no sense since she typically uses it out of chase, and even when she does use it in chase, she still has to wait for snug to travel to the pointer and then its just a small amount of haste she gets out of it, so slowing her down is not really necessary.

    For Chase Commands, sure, it makes sense, but not for Searching. She also gets significantly hindered after cancelling the Search Command, this should also not happen. It is an unnecessary penalty. It can happen when cancelling a Chase, to prevent fake-outs or lose-lose scenarios, but not for Searches, which again, are mostly used out of chase.

    To decrease Searches being abused in chases you can increase the minimum distance that the Search path needs to be before sending Snug out.

    Another thing they could do (optional) is to make Snug latch onto a Survivor who enters his AOE but ONLY when Snug reaches the Search Pointer's location. NOT while he's traveling.

  • i agree with you 100%.

    Increasing the speed of picking up, dropping, and hooking survivors by 10%-15% would actually be a good buff to killers. This will make doing the killer's main objective feel less like a chore. If they increase the walking speed while carrying even a little bit that would be a welcome change too (as long as the killer is not faster than a running survivor).

    They could adjust Forever Entwined a bit if they want if this is implemented, like reducing the max tokens or percentage per token. Although, I think Fire Up would still be okay after the change since it would be a natural buff, which I think is welcome. (6% still doesn't feel like a great payoff from losing a gen).

  • Ghoul should have to land on top of you in order to get the injure with the grab attack, and it should happen only when he is enraged.

    He should also have the option to switch between Close range leaps (for loop maneuvering) and a long range leap for map traversal. Long leaps should put him in a none threatening cooldown for like 3 seconds where he can't attack and moves really slow, it should also have a long interval between uses. Short leaps can have a 2 - 2.5 second none-lethal cooldown (after landing), but should also have a reasonable interval between uses.

    He should also not be able to cancel his leaps, or if he does, then the none-lethal cooldown should be applied for longer.

  • Just had a match in the forgotten ruins. Taking the portal removes her power!! Or well, to be more precise, you have to wait for Snug to reappear next to you. I still did well, but if the match was going badly I'd be waay more frustrated.

  • This should be present for a lot of other perks too, like Resurgence, solidarity, for the people, wake up, Leader (i know you get notified by leader but only after you start doing an action it affects, it should be present at all times when nearby so teammates get the hint and do the actions instead of letting you do them).

  • Killers should be able to surrender after 6 minutes into the match, period. With no additional requirement. The requirements coming in the update should be additional (all survs are bots, etc.) requirements that override the 6 minute minimum. Just give survivors the escape points, emblems, achievements, etc. And a few extra Boldness BP from the Killer surrendering.

    Survivors should be the ones to have the option to surrender after 10 minutes and no gen is done, 3 out of 4 are slugged (i think 3 slugs should be enough for the surrender option to appear), etc.

    Identity V has a similar system in place. A simple time minimum to surrender for the Killer, regardless how many gens are done or survivors are alive. And survivors can give up as well if there's 2 left.

  • I'd also like to see some love for this license, but of course we gotta wait for the ip holders to want to collab again. A new skin for him and laurie + legendary skin would be so cool.

  • Killer Adept achievements should be revisited once more.

    They should be given when all of the following conditions are met:

    + Hooking all survivors once

    + 6 hooks or more are performed

    + 1-2 kills are completed.

    This makes adepts less stressful, so there's less of a need to slug.

    However, the devs did mention anti "going next". I'm assuming it can be any of the following:

    Reduces the amount of times survivors have a chance to unhook, less lifebar penalty when attempting, spaced out attempts, missed skillchecks don't insta kill you anymore, etc. Maybe even remove attempts altogether unless you have a specific perk related to that. So maybe that will help with adepts too.

  • just had a 2v8 game last so long against a legion, they need to either tweak them or make gen repair speed up by 5-10% after a 2v8 match hits the 10-12 minute mark, because his speed up is crazy.

    People say "get in a locker", they can grab you out of a locker mid frenzy, that only works against legions that aren't that experienced. A good legion will predict/expect that and either wait in front of it and/or open it once you are in.

    I can tolerate them in normals, but in 2v8? It's rough.

  • This this this!! Completely agree! Powers being off the screen is crazy

  • Maybe next year they can make it like, a whole different game mode. Where its just on a smaller version of a few select maps, and its either a snowball fight 4 v 4 or free for all (survivor only, one hit injures us, next one downs us, we can get picked up by teammates, or we're out for the round). There can be a snowman hide and seek / score attack (destroy as much snowmen as possible in a time limit, it can be Killers v survs, or any character/role on each side). Something fun and different from base game so we can actually have a nice, non stressful time with both teammates and opponents.

  • First point I agree on the first sentence. After everyone's been slugged or there are two remaining survivors, survivors should be able to surrender. Or even the Killer should be able to surrender at 1 or 2 gens left.

    There's no reason why people should be forced to play games they see unwinnable, or be forced to spend 4 minutes on the ground. Or be penalized for disconnecting because there is no surrender option.

    Identity V has these options. We need a surrender button!

    I still think crows should spawn over survivors' heads if they have not worked on a gen for 5 seconds straight, or done 12 seconds on a totem within a 60-80 second timeframe (I say 12 seconds instead of fully cleanse just in case killer has thrill of the hunt or any other cleansing slowdown perk).

  • Yeah, and also, you can still get those blinds with flashlights if the killer grabs the survivor while the surv is on the enter/exit animation, which, although avoidable, it still makes it hard to pick up once they are on the ground and someone is near ready to blind.

  • Yeah, Killers should not lose their collision when picking up. Flashbang blinds against a wall should not happen. And the locker grab blind immunity needs to be a second longer.

  • Yes! Please revert the chase music to the ptb version!!

  • still happening in nov 12. played three matches of hag, and the last two i was kicked out mid match. no dc penalty for either, but I'm not risking trying for a 3rd match.

  • The outfit is so boring compared to the rest. Everyone else went to 4 different stores to complete their outfits and Adam just went to the bargain section of walmart to get his.

    I'd be fine with his outfit if everyone else's was just as simple and minimalistic. But it's not fair that everyone else gets pizzazz and color in their outfits and Adam gets a neutral, dark color, with ugly socks and a santa hat. Like, who in their right mind would want to vote for that when everyone else's is much more interesting. (not shaming the ppl who did, in fact I'd love more people to vote for B, I'm just saying that, in comparison to set A, there's little competition).

    It's so disrespectful, it's like they wanted Set B to lose by adding that design in there. The least played character with a lack luster outfit? It feels like it was on purpose.

    I still voted for set B cuz I main Adam and am also desperate for him to get something (also I'm sick of David getting attention but that's besides the point), but even tho I love him so much, that outfit is objectively the most boring out of them all.

    If the shorts were booty shorts, if he had elf ears or a fun haircut, or his shirt was unbuttoned slightly so we could see his dang cleavage, I'd let it slide. But it's so heteronormative too... it's painful.

  • Completely agree. It does not need the speed penalty. In fact it should do more than just suppress screams and make friends with crows. It should make the survivor immune to other stuff like incapacitated, mangled, or hemorrhage.


    And also, Botany did not need that nerf either. Just make the speed not apply to self heals. It doesn't need to consume the medkit faster...

  • @Ula said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903041#Comment_2903041

    you mean the thing that already happens when you're halfway down a trail to get a perk and it gets consumed

    Yes.

    If in addition we could have what JaviiMii suggested, that would be awesome! I'm just afraid the dev team gets spooked because it involves some pathing algorithm (like A*) and some exceptions. My suggestion is just switch the "hold click" to "click". I though the simpler it is, the better.

    click and hold is simpler cuz i can just click 3-5 times and the web would be done. Clicking everything will be just as time consuming as what we have now cuz you still have to go node by node

  • "spirit's old vault animation". There was none. And no.

  • @JaviiMii said:

    or, to avoid mis-clicks, make it possible to long-click the last perk of a given web-section you want to get to and automatically progress there via the shortest route.

    desperately need this. Long press the last node and it auto buys the trail. It will still be risky to do it since it'll be rng and it might go the more expensive route to get to that node you want. So you'll still have to click individually if you wanna save points or if you want a specific item/add-on. Or they can also make it a click and drag so you draw on the trail you want.

    @Ula said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901978#Comment_2901978

    There might be an issue with this: what if the perk you clicked on gets taken by the entity in mid-course.

    The downside of a potential missclick is nothing to me if that means I can spend 1 million bp in 2 minutes.

    you mean the thing that already happens when you're halfway down a trail to get a perk and it gets consumed? if it gets taken it gets taken, you'll have to buy other stuff.

  • her problem is that she gets little to no movement speed reduction when placing/sending crows off, which lets her catch up to you at loops. and the fact that you can get injured without being swarmed in close range. She literally puts you in lose/lose situations. It's just like release PH where if you vault/drop pallet, you get m2'd, if you fake the vault/drop you get m1'd.

    Crows shouldn't injure without the survivor first becoming swarmed. And she needs to slow down after sending her crows off, not just stay stuck in a 1.5 second animation lock, cuz she can still catch up and block you at a pallet/window after you've mindgamed a crow to then get the m1.

  • Identity V doesnt outright disconnect you when you have a sudden ping rise. They give you about an entire minute to try and reconnect you to the match before kicking you out and penalizing you.

    Getting a 5 minute penalty cuz the router decided to take a break for 10 seconds is ridiculous. They need to punish the people that click on the leave match button.

    @Axx said:

    People that get disconnected due to their internet, I feel sorry for you to a certain extent, because I believe everyone should have access to affordable, high quality internet, but it is your personal problem not caused by the game, usually. We need the DC penalty. Survivors will disconnect for any reason. Most of the time when people would disconnect vs me was because they went down early because they played bad. A lot of survivor mains are very entitled people that always want the game to go their way. They don't care if they ruin everyone else's fun when they DC. Why do you think the penalty was even added. Before the penalty, I had someone DC in my game like every other trial. Sometimes multiple would DC as well.


  • cutting prices of consumables by half would suffice imo. 1k feels a bit too cheap. I wouldn't mind an increase in the BP category caps also.

    Say increasing the cap to 9k instead of 8k so the total points u can make in a match is 36k instead of 32k

  • i agree they should bind it to a different key. personally it was kind of confusing for me when i used it in the ptb. Binding it to another key will allow the survivors to plan out a better use of the perk with other perks such as q&q, head on, etc.... and not be forced to use it when it's charged.

  • "mori was put in the game for a reason to be a quick and easy kill if your really struggling to catch people."

    thats not the reason they were added. People started using them that way, for sure. But thats not the reason for them. Too often we'd see sweaty killers tunneling after first hook and mori'ing at 5gens. The change was definitely needed.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1799714#Comment_1799714

    There's a flaw with your idea.

    if the killer constantly drops and picks you up, your wiggle bar increases. It's entirely possible for the killer to repeatedly dribble you until you break free... and then downed again in 5 seconds. This can be exploited to hold the game hostage.

    the wiggle timer only increases when dribbling WHILE the survivor is wiggling. if the survivor stays still they wont auto drop

  • @Orion said:

    It is not possible to be held hostage by the killer if you remain in the dying state, since it ends after 4 minutes. However, it would definitely be possible to be held hostage by the killer if the timer were to reset every single time you were downed. They'd just pick you up and drop you until you wiggled free, then down you again and again.

    This would also make slugging more prevalent since it takes 120 seconds to die due to being sacrificed. You would encourage killers to slug - the (new) fastest way to kill.

    Not if you don't wiggle. If you are dropped the timer will continue. If the killer carries you without letting go then that will count as holding you hostage (if they don't close hatch) but this can already happen on the live game, but doesn't. No one wants to sit there doing nothing, not even killers. It wont be like hatch stand offs.

    Dying after 80 seconds (96 if you recover or however long recovering without unbreakable takes) cuz of slug will suck, but not as much as having to wait all 4 minutes. Which already happens in most slugging games where the slugs keep getting picked up by other survivors just to be downed and left there again.

    Also, if anything, the 80 seconds could just be taken from a "bank" of 4 minutes. Meaning that even if you have been downed multiple times, the timer's total will not exceed 4 minutes. So at one point the timer will start taking less than 80 seconds. So if the survivors wiggle and are downed repeatedly then the survivor will have the potential of making a lot of points in survival category.

    Even if slugging increases, the killer wont get sacrificial points if they leave the slugs to die. Each hook state takes 60 seconds, dying state timer will take 20 seconds more (if you don't recover or are healed), and 36 seconds more if you do recover.

    Survivors wont lose hook stages if slugged, and if they're slugged 3 times, and fully recover those three times they'll make more survival points than they make struggling on hook. So...

    even if Killers begin to slug over hooking, they still had to spend time chasing and downing the survivor. The only time they'll be saving is the time they take picking up and walking to the hook, which isnt a lot.

  • Honestly I would add a secondary objective where survivors need to look for like, a book on gen instructions before they can work on gens (lets say the entity changes how gens are repaired in each different trial so the survivors cant just spawn in to start working on them, so they need to rummage through one of multiple piles of documents spread throughout the map to find instructions for the generators for THAT trial. The piles will only have ONE booklet for ONE survivor, the rest of the survivors will have to search other piles). They only need to find ONE booklet, once they get the instructions they can work on gens normally.

    This'll give killers a little bit more time to find a survivor before a gen pops.

    IMO a gen shouldn't pop in the first 60 seconds of the game, so in addition to the secondary objective, I'd add a base 15% slowdown to gen repairs for the first 60 seconds of a match. Of course this can be sort of countered by bnp and Prove Thyself, but at least they HAD to look for instructions before starting work on a gen.

    Dull totems, and ONLY dull totems, should give the killer a passive buff. Like +1% movement speed, +2% speed for pallet breaking, +3% faster recovery from stuns, etc.

    Also, gate progress should start to regress if left unfinished. 99'ing gates should not be a thing. If you finished all the gens then get out or risk getting downed.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/210840/freddys-getting-tweaks-b

    Yay, the Upper mid tier killer at best is getting nerfed, but let's ignore Nurse and Spirit who actually are overpowered because they have low kill rates, yay.

    all three of them need nerfs. at least with nurse you need a brain and Spirit has a decent power cooldown.

    I hate the three of them, but Freddy is the most annoying. Hand over the controller/mouse+keyboard to an 8 y/o and they'll be able to apply pressure.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793855#Comment_1793855

    I wouldn't mind going against Freddy so much if they weren't generally such meta-slaves. Paintbrush, swing chains, or other slowdown add-ons, ruin undying tinkerer and an exciting 4th perk selected from a very limited list. Possibly an ebony as well because that default meg gave you a dirty look in the lobby. And let the esports commence

    dfgsdgfsdgf THE DEFAULT MEG 🤣🤣🤣🤣🤣🤣

  • @the_new said:

    https://forum.deadbydaylight.com/en/discussion/210840/freddys-getting-tweaks-b

    the nerf is probably just extra time on the gen teleport also I dont think you want freddy to be nerfed because if he is nerfed then you going to see a lot more nurses and spirits

    good! that way they can get the precious stats they need in order to nerf THEM as well <3 The three of them need nerfs/counterability.

  • im guessing you're triggered too since you called this a cringy topic 🤭

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795036#Comment_1795036

    I'm a nurse main...

    https://dbd.onteh.net.au/playerstats/76561197966117171/

    • Uncloak attacks: 1,620
    • Chainsaw hits: 412
    • Blink attacks: 2,873
    • Phantasms triggered: 839
    • Evil Within tier ups: 151
    • Shocks: 2,768
    • Hatchets thrown: 2,766
    • Dream state: 1,272
    • Reverse bear traps placed: 514
    • Cages of atonement: 117
    • Lethal Rush hits: 489

    Used to play huntress a lot before i unlocked a bunch of DLC. And doctor was my BP farming character before i had all the perks unlocked on every killer. You can see i also dabble in wraith (usually troll builds).

    I probably play nurse in ~20-25% of my games, although with the new killer out i'm binging that (even though they are bad)

    yo pog!

  • @Lyfe said:

    Why does everyone keep saying Freddy's in "A tier at best" or "A+ tier" like that's a bad place to be?

    That is literally one spot below the best (assuming the Tier list in theory is on a S-F scale). I could understand if you guys were saying like B or C tier or something but A tier? Really?

    I'm gonna keep this short. In my opinion, Freddy is overly rewarded for little-to-no effort.

    "Freddy is overly rewarded for little to no effort." Dont be afraid to say it. That is a fact, you don't have to protect yourself from those who disagree by saying it's your opinion. Freddy stans refuse to admit that what you said is factual.

    You can stand still for the whole match and still max out in deviousness if the survivors keep waking each other up. No movement speed reduction when placing traps or teleporting, no power cancelling cooldown before you can M1. Teleporting charges back up ludicrously fast. If you 99% the teleport but cancel, just wait a couple seconds and the bar is filled back up for you to teleport again. Clocks are automatically the farthest ones, waking eachother up will take longer the more times you do it....

    he has no penalty for using his power incorrectly. In fact, theres no incorrect way to use his power cuz it does everything for him.

  • holy poop yall really went off huh. 🤭

  • @CornHub said:

    The only new mechanics they add are just different ways a survivor can interact with a killers power. That's never as exciting as a new killer, survivor, or map.

    they do that BECAUSE they keep doing new killers and not new mechanics. The post isnt about what they do, its about what you would like.

    why would vote for the thing that doesn't excite you....

  • Pasting this from another thread I spoke in:

    Freddy has no movement slowdown when placing traps/teleporting. No power cancellation cooldown (he can swipe immediately after faking a trap placement / teleportation).

    Survivors fall asleep automatically after 60 seconds. The clocks are automatically the farthest ones, getting woken up by others takes longer the more times you do it. He can 99% his teleport, cancel it, and then attempt a teleport after waiting less than 10 seconds.

    He can teleport completely, and then teleport again after waiting an unfairly small amount of time.

    Freddy has no risk vs reward aspect to him. It's all reward. His power and mechanics do everything for him. You don't need to have a brain to play him. Just hold W and swing. (which will hit the survivors even when they're 3 meters away from you lol)

    -------------------------

    • Clocks should be RNG.
    • Let survivors wake each other up without repetition penalties (they'll go back to sleep after a minute or when Freddy hits them anyway)
    • Reduce Freddy's movement speed to 100% when placing traps or teleporting.
    • Whether he commits or fakes a teleport, pause his power recovery for 10 whole seconds before the gauge begins to recharge again.
    • Increase his Dream Projection Recharge time requirement by 10 seconds.


  • decreasing falls, footstep noises by 50/60/70% sounds good enough for me, 100% is a bit unfair imo.

  • bloodlust should not get removed after breaking pallets. This would be a nice buff that isnt broken.

    Also, instead of losing it immediately after losing chase, it should stay active for 8 seconds to give the killer a chance to catch up to the survivor who made distance with a chance of continuing tiering up

  • Freddy has no movement slowdown when placing traps/teleporting. No power cancellation cooldown (he can swipe immediately after faking a trap placement / teleportation).

    Survivors fall asleep automatically after 60 seconds. The clocks are automatically the farthest ones, getting woken up by others takes longer the more times you do it. He can 99% his teleport, cancel it, and then attempt a teleport after waiting less than 10 seconds.

    He can teleport completely, and then teleport again after waiting an unfairly small amount of time.

    Freddy has no risk vs reward aspect to him. It's all reward. His power and mechanics do everything for him. You don't need to have a brain to play him. Just hold W and swing. (which will hit the survivors even when they're 3 meters away from you lol)

    -------------------------

    • Clocks should be RNG.
    • Let survivors wake each other up without repetition penalties (they'll go back to sleep after a minute or when Freddy hits them anyway)
    • Reduce Freddy's movement speed to 100% when placing traps or teleporting.
    • Whether he commits or fakes a teleport, pause his power recovery for 10 whole seconds before the gauge begins to recharge again.
    • Increase his Dream Projection Recharge time requirement by 10 seconds.

    -----------

  • yeah, no thanks. I dont want angry green ranks swearing at me cuz i didnt go save them in less than ten seconds of them getting hooked/slugged.

  • even with censorship people will just replace letters with symbols and numbers. The devs haven't implemented options for colorblind players even tho people have been asking that for years, you think they're gonna do something about steam names?

    this is a rated M game. You are already "breaking" the "game rating laws" (lol) by letting your kids see/play this game. You don't get to blame a game for it's lack of username censorship. Best you can do is report the players that use offensive names, specially the racist / homophobic ones.

  • Opening a hatch with a key should require an animation that lasts 12 seconds.

    This animation would be similar to the one we have when we are sabotaging a hook. The reason why it needs to be 12 seconds is, to allow the killer a reasonable amount of time to get to the hatch before it's opened, if the killer is away from the hatch ofcourse. Additionally, when a survivor is opening a hatch, a universal sound cue should play, and it should be similar to that of Deathslinger's chain breaking sound, that raises in tone the closer it is to being broken, in this case, the tone of the cue would raise in pitch the closer the hatch is to being opened.

    PLUS, the aura of the hatch should be revealed to the killer, or a "loud sound notification" should show up the moment a survivor begins to open the hatch.

  • @Tactless_Ninja said:

    Wasn't it always 4 seconds? They made the cooldown faster and that's it.

    it was 3 seconds in Oni and Yui's Chapter PTB. Then they increased it to 4 seconds when the chapter went live. It was just the other day that they reduced the cooldown timer to 80/70/60 seconds.

  • @Parallax said:

    Because you used to be able to pallet save and have time to pick the pallet back up before the killer got out of stun.

    is that really it? like, officially?

    hmmm, but why is this a problem? the only reason why the killer's succesful attack cooldown would be "countered" with AMN is if the killer hit the survivor while they were throwing down a pallet, and by then, you'd probably get stunned and that would cancel the 3.2 second cooldown and replaced with the 2.(something) stun cooldown. And even IF you got stunned or not, you would already be on the other side of the pallet watching the survivor do the AMN animation, all you'd have to do is step back and make the survivor waste the pallet throw.

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