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Jordan_131201

Jordan_131201

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Jordan_131201
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  • @Icery said:

    https://forum.deadbydaylight.com/en/discussion/comment/1347891#Comment_1347891

    I meant the old hex:ruin. You can see that from the video.

    Well we don't have the old ruin anymore, obviously

  • ruin doesn't slow gen progression. It speeds up gen regression. And doesn't last forever. Even without ruin you can get gen rushed, especially if you're playing killers with no map pressure like clown or LF

  • @JustCats said:

    I think if gens took a significant loss on progress everytime someone got injured (not downed) you'd kill a bunch of birds with one stone. It would reduce the ambivalence about getting chased for survivors - at this point you normally have one or two survivors actively hunting the killer to start a loop as the time-waste is more valuable than anything else the survivors can do. It would reduce (but not eradicate) the value of the wealth of second chance survivor perks. It would make healing a strategic choice instead of an obvious one. It would encourage more teamplay and proximity contact with the survivors instead of the divide and conquer approach we have now, as you'd want to prioritize one gen at a time. It would reduce the need for boring but necessary locator perks and free builds to go in more interesting directions.

    It'd make the game more dangerous for survivors and push them away from the kind of gameplay mechanics that make DbD's "horror" designation a joke, without making the game an auto-win for killers.

    You'd have to take a look at a lot of the killer mechanics designed to slow down gen progress and finding survivors, though, but I feel like those are all band-aid fixes for the same general problem anyway that tend to make the game more annoying than more fun.

    But that's just surge but with being injured instead of downed

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328884#Comment_1328884

    No, you don’t understand what I’m saying. The survivors need 5 of 7 cables, but if three spawn near each other the killer can protect them and keep the survivors stuck at 4 cables. If they connect the last one the killer would just disconnect it again, over and over. There would be no way to break the stalemate, matches would become hour long contests of will.

    No because they're not gonna spawn right next to each other. They'll spawn randomly across the map and have a minimum distance between them so the killer can't camp them

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328837#Comment_1328837

    But if three gens spawned close together, the killer could just patrol them and stop the survivors powering the gates. If the survivors connected a cable in the three gen the killer would instantly disconnect it. There would be no way to counter it.

    You don't understand what I'm saying. When the 5 generators are completed. What happens to the other 2 gens? They also activate. So when one of the gens in the 3 gen area are completed, 2 other cables spawn because of the 2 gens that weren't completed. The killer can't go round disconnecting every single cable because, the survivors only need 5 out of 7 completed. Or f*ck it, make it so killers can't disconnect the cables. So instead of the musical gens, the survivor has to complete the gen, then attach the cable and boom, thats an irreversible gen done

  • @Ricardo170373 said:

    We have a lot of chapter, and a lot of perk acctualy, what do you think about survivor and killer if they could use 5 perks?

    Maybe instead of a 5th perk. Make a perk so that allows a 3rd add on, but make it so you cant have multiple ultra rares and very rares or something

  • @Tricks said:

    That pretty much makes getting 3 gend guaranteed every match, only you don't need 3 gens clustered together. Killer can just go to any gen on the map and shut everything down. They'll be able to camp any gen and hold the game permanently hostage if they chose.

    No because there are 7 generators. If they camp 1 gen, the survivors can just do the other gens. There's no way to camp the gens or the cables. There are 5 gens to complete, but 7 in total, meaning that the killer cant just camp the cables, because there are 7, and only 5 need completing

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1295939#Comment_1295939

    Then that's new information I havent heard. A while back they did say they didnt want to change the old mori's. Like, a long time back.

    Honestly I would rather have new ones because the old ones are kind of boring. Wraiths and Trapper are the exact same

  • @yandere777 said:

    At first i personally thought she was pretty bad. Until i started using her and using her dash attack more often, i learned just how deadly she can be. And even though end game piggy got hurt it doesnt matter because thats just a gimmick. Her traps are still just as game threatening. Forget the head pops, just having 1 or even 2 traps on them around the start gives her sooo much pressure all you need on her are tracking and chase perks.

    Speaking of chasing she is actually better than someone like bubba, clown or legion. Her dash can do so much to a survivors brain and even just crouching and uncrouching does numbers.

    Incase you didnt notice i personally think she is pretty decent but I'm not here for that. I wanna know what you think about her when playing as or against her.

    Ps if you a pig main slide me some tips lol

    She's definitely not top tier, or even mid tier. I'd say she's at the top of low tier. So she's not priority or at the top of the list for requiring a buff or rework. Clown and bubba definitely need some work first, and then legion probably. And when that time comes, then they can start thinking about how piggy can receive a bit more love

  • @magicmaster2020 said:

    Pennywise is an entity that was created as soon as the universe was created, and his main enemy is literally a giant space turtle that created the universe. He would have no reason to work for entity because it creates no real chaos or fear for him to feed off of. Plus the fact that he is like 100x stronger than the entity.

    The lore of the licensed killers (with the exception of Ghost Face) is never Canon anyway. If the devs had the choice to bring pennywise into the game and they asked you, would you really turn your nose up at it?

  • @Abrahan343 said:

    Is it bannable to kill one player to give the other player a hatch  ?
    

    No it's not bannable. It's your choice if you want to give the last person the hatch.

  • @aliennoises said:

    I've been thinking about some cool perks ideas here are some of them.

    These are for Survivors

    Second Chance: Instead of struggling on a hook you are faced with 4-5 hard skill checks and when you complete all skill checks you get off the hook but, failing one skill check will result in you struggling again but, with less time to struggle.

    Im Your Eye's: When knocked down all totems, generators, and chests within 15 or 20 meters are revealed to everyone.

    Best Friends: When injured and within 5 meters of the obsession you slowly regenerate health (You won't regenerate health if being healed)

    Killer Perks

    Going Somewhere?: When within 15 or 20 meters of a downed survivor you gain the haste status effect moving 10% faster.

    Stop That: When 3 or 4 people work on a generator it blows up regressing the repair progress by 20% (Perk has a cool down of 80 seconds).

    Arachnophobia: When hitting a survivor with your basic attack they are slowed for 4 seconds and spiders crawl on there screen for 10 seconds.

    So what do y'all think about these perks.

    I like all of them except the last one. If Aracnophibia was to come into the game it would need a massive cool down. Matched with Save the best for last, that would be OP

  • @Killmaster said:

    Let's brainstorm some idea's to make it viable inside the Dead By Daylight ecosystem.

    1. Chucky would need a new way to "carry" survivors to the hook, similar to the films he could hold a knife up to the survivors back and have them carry him to the hook.
    2. The hook would need to be replaced and have a different animation, perhaps similar to that mobile game the hook could be replaced with a chair and Chucky can tie them up with jump-rope.
    3. Being so short he would need special vision to find survivors around the map.
    4. In place of crows we could have Good Guy dolls that could be disturbed and say lines from the film like "I'm your friend to the end hidey ho hahaha!" "I like to be hugged" "Hi i'm chucky wanna play?"
    5. Weapons could include the Good guy hammer, knifehand, the ruler, the voodoo knife.
    6. The survivor would have to be Karen Barclay, Kyle, or an adult Andy.

    https://upload.wikimedia.org/wikipedia/en/a/a7/Christine_Elise_as_Kyle_in_Child%27s_Play_2.jpg

    Maybe the ghost of Charles Lee Ray appears and takes them to the hook. Otherwise, they'll need a completely new animation for hooking

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1283350#Comment_1283350

    The devs have stated that old mori's won't be updated, for historical value. Back then they thought they were amazing, and are considered an iconic part of the core of the game.

    Aha don't know what streams you've been watching. In one of their latest streams they've said that they do want to update older moris. Sooo... yeah. You're kinda wrong

  • @kylerabdcgamer10 said:

    @Jordan_131201 i meant on certain maps, not everything needs to be on all maps

    But that would make those certain maps survivor sided. All maps need to be balanced for both survivors and killers

  • Hey I understand the pain. I main both survivor and killer and I see imbalances for both. Thing js, that video is kind of an anomaly, BECAUSE the survivors were well coordinated. They knew exactly who was being chased and when. When one person was being chased, everyone else jumped on the same generator. I think that right now, the game is more balanced than it has ever been before. With the new map layouts and loops, SFW aren't OP anymore, killers actually have a chance. Granted, not all maps have the loops fixed yet. But thats on the way. The devs don't work 24/7. And plus with coronovirus, they're all working as hard as they can from home. So give it a couple more months and I'd say the game with look really healthy. As long as players keep giving their input and opinions, the game will stay healthy

  • @LuciMoe said:

    Like I was dying to use DS because killers me making us survivor mains mad so who would want to shank a killer but quite frankly no killer ever picks me up like I finna just take this perk off at this point but I feel it needs just a slight but or something and like the only way to use it is to be toxic to the killer so he will pick you up after being unhooked

    The point of DS is to counter tunneling. If you're using DS and never managing to use it, that's good. The killers aren't tunneling you. If they leave you on the floor, that gives you an opportunity for survivors to get you back up and put you back in the game. Run unbreakable if you're that desperate

  • With his foot. And then chops their finger off and sucks it. When I say "uses his brute force to crush their skull", that's with his hands. I'd love to see the trapper grab the survivors skull with both hands and crush their skull as they try desperately to escape his grasp

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1285739#Comment_1285739

    Im not saying they wouldn't, I'm just saying he isn't coming in the next release. If, and that's a BIG IF they somehow got the permission to use him, I'm sure the price would be astronomical right now, and I don't see behavior dishing out that much $ on a character that wouldn't be very fun(power and perk wise) . I mean, sure, people will buy it because it's Jason. We all bought LF too when he came out, but everyone still uses hillbilly. Who honestly prefers LF to hillbilly? Lmao

    The reason people use LF over Hillbilly is because hillbilly is far superior in terms of everything. Hillbilly can end chases quickly, he can counter loops, he has lots of map pressure. AND has an insta down. He's the perfect killer. Whereas LF has an insta down and that's. You barely ever actually get to down anyone with your power unless your against potatoes

  • @Szarman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1283187#Comment_1283187

    Yeah. Also I wanted to give the Legion shorter fatigue if he stabs multiple people. When you can't stab anyone else, stab the deep wounded survivor. You get 2.5 fatigue. This attack fatigue is never shorter, never longer. You give him a small speedboost, but he is hindered, so the survivor is slowed. That can help you a bit in loops :D. Thanks for your opinion :)

    Yeah legion really deserves some love

  • @toxicmegg said:

    which survivor in lore is your "favorite" as a person? who seems like a great person? who has the best backstory? who is someone you'd really like to meet and talk to and why? and who do you dislike the most regarding to their personality/lore?

    Um Jane duh. You seen how thicc she is?

  • @White_Owl said:

    Until now I did only the tutorial on the mobile version, but something caught my attention instantly. It is explained that the heartbeat survivors hear is their own, represented also by the glowing heart.

    But in Benedict Baker's journal he says: "Maybe it is the will to survive that makes me even more alert to sounds. Sight is limited in this darkened part of the world. In this case their Heartbeats. Not my own, but instead the Killers’ as they close in on me. I just hope that they do not pick up on mine as my heart races for every thump I can hear even clearer."

    This contradicts what is said in DbD Mobile about the heartbeat. So which one is true? Are the two games in two, slightly different, universes?

    Tbh it makes more sense that the heartbeat is your own. As the killer approaches, your heart beat gets faster and louder. I don't think hearing the killers heartbeat makes much sense as for stealth killers. Why wouldn't you be able to hear their heartbeat just because they have crouched or clicked a button?

  • @Hag.is.Dtier said:

    If they do then I hope it's from this film:

    https://us.v-cdn.net/6030815/uploads/563/97WHM1W6CN3D.jpg

    I doubt they would get a licenesed werewolf from a film when they can create there own werewolf as they are public domain

  • @Spooky13 said:

    In the Demogorgon's newest outfit, being the "Twisted Demogorgon", it has the description "The creature was altered by the dark Fog as it hunted and fed, becoming part Demogorgon, part something else..."

    Is this the Entity reforming the Demogorgon to be better suited to the Fog? Maybe the darker colors are to blend in, like a zebra in tall grass? Maybe making it a more efficient hunter? The headpiece, "Hungry Maxilla" has the description "A crustacean mouthpart with rows of razor sharp teeth, dripping with foul saliva. Ideal to piece, shred, and chew through thick layers of flesh."

    More importantly, what was the Demogorgon feeding on? I don't think it was eating only survivors, as that only happens in a mori, and even then it is only thrashing the head around in their mouth. Maybe there are other creatures made by the Entity, and as the Demogorgon ate more of them it began to take on their physical characteristics?

    In the Realm of the Entity, survivors don't need to eat. They don't need the normal necessities that normal people have, like sleep and hunger and needing the toilet. So I'm assuming it's the same with the killers

  • @CLAUDETTEINABUSH said:

    Heyo, so I noticed that 4 stabs are present on the legion mori so I have a small theory:

    Each stab represents a legion member.

    First swing is a miss, reference to sussie that didn't want to kill the janitor. I suspect the second stab is Julie's because I don't think that Joe would be pushed out that easily, since the third stab fits him more. Last stab is Frank since he either way was the one who ordered each member to stab the janitor and he's the one who first stabbed the janitor.

    What do you think? Let me know down below.

    I also hope we see some updated moris for older killers like trapper and Wraith, hopefully they relate to their pasts. Maybe the wraith can do what he did to Azarov (his previous boss). He ripped out his spine and uses it as his weapon. Maybe we can see the wraith do something similar to that? And the trapper could use his brute strength to crush their skull? There are plenty of options

  • @lokomotives69 said:

    I just finished reading the Dwight archive + saw the movie, and they were cool. But I'm still really curious on what Dwight's actual background is other than "unlucky and didn't stand out in school". He's the only one of the original four Survivors that we have no concrete info on - no family, home, relationships, or even what job he had prior to getting dumped in the woods.

    I understand if Dwight is meant to be a blank slate character for players to imagine themselves as; but I'm terribly curious as he is my favorite Dbd character and my in-game survivor main.

    Any extra details (besides from the ones provided in the Tome) would be appriciated.

    His default skin, he wears trousers, shirt and tie, so from that, you can learn that he works in maybe an office? Or retail? But some cosmetics, like the pizza dwight, they reference to previous jobs he's had

  • @CLAUDETTEINABUSH said:

    Heyo, so I noticed that 4 stabs are present on the legion mori so I have a small theory:

    Each stab represents a legion member.

    First swing is a miss, reference to sussie that didn't want to kill the janitor. I suspect the second stab is Julie's because I don't think that Joe would be pushed out that easily, since the third stab fits him more. Last stab is Frank since he either way was the one who ordered each member to stab the janitor and he's the one who first stabbed the janitor.

    What do you think? Let me know down below.

    Very Interesting

  • @SeeYoureWrong said:

    Hear me out on this.

    Most characters speak English, right? Some of the exceptions are Yui, Feng, and Nea. However, Nea moved to America so English is a must for her because, let’s face it, not a lot of Americans know Swedish off the top of our heads. Yui might be the second loneliest, but she does have someone who speaks Japanese: Adam. He learned to get around the language block to teach more efficiently so he has an easy way to speak with Yui. Feng’s lore, however has no hint that she speaks English. She has nobody to talk to unless she knows English or learns to speak it in the Fog which can’t be easy.

    She must speak some English though. Because if you read her perks, the quotes at the bottom are in English. The quotes are from Feng Min, as it says in the perk. So whether that counts to anything, idk?

  • @thedeafmime said:

    What if they made a killer (or even survivor!) from killers’ lore? Example: Huntress likes to kidnap girls to take them in as her own. What if she actually trained twins like her mom did to her and one of the girls went crazy - becoming another killer and the other escaped and became a survivor herself? That would be pretty cool.

    Some killers and survivors are linked (excluding licensed chapters). Such as the spirit and oni. Pretty sure that Nea and Nurse came from the same universe too. But it would be cool to see something like what you suggested

  • @SeeYoureWrong said:

    I really like reading the flavor text for perks and items and what not (my favorite is "You call these tools? ...Really?") and for some items they bring up unique character items. Like Donna's Sketchbook (The fog is alluring. I love it and hate it at the same time) or The Lost Tapes. And honestly every time I read them, I think, "Are the lost tapes actually from the Fog?" All the quotes are very vague. "Buckle up, fuckos! Let's roll" on hope from Nicki I believe and "Take it from an old timer, live slow and die old. The best way to beat him is to know how he thinks." from Murf, I wanna say on Dark Sense. So are these lost tapes able to be found in the Fog? How would survivors play them without any device? How would they have been recorded? On the subject of these tapes, they are flavor text for nonteachable perks, which are available on every single character. So that made me think, were they at one point teachable before Murf, Donna, Nicki, (assuming Nicki and Murf were ever in the Fog to begin with) and whoever else lost hope and fell into the void? Because once you unlock a teachable, essentially the other survivors tell each other how to do AKA teachable perks. They then become available on the bloodwebs of every survivor. Like Hope, Dark Sense, Deja Vu, Spine Chill, and on and on.

    Also how do killer teachables work because devs have said that killers do not interact with each other outside the trials (including Legion i guess)

    I don't believe the tapes can be found. The game has been out for 4 years and no tapes have been found. But I wish that we could look more into these older perks and items with their quotes and maybe discover more about the past of the realm of the entity. Maybe one day in the tomes they'll designate one for the old perks and items

  • @ZarinaKindaThick said:

    So, I don't know for sure if this is how it was meant to be portrayed, but it seems as if cosmetics are tied into lore as either transformations via the fog or memories spat out by the Entity (during its growth?), and so with this, it makes me wonder if the new cosmetics pertaining to Kazan and Rin could be interpreted as being something entirely possible, like Kazan actually turning into an Oni demon and Rin taking after her great times whatever grandfather.

    The Entity can tap into any time, any place, and any universe, im assuming that what it did was just look at another universe where I guess Kazan turned into an actual Oni and Spirit following her great grandfathers footsteps?

  • @Onyx_Blue said:

    @Jordan_131201

    Well, Trapper, Hag and Huntress would see immediate use to it what with them typically using their power right off hooking someone.

    And the other killers that have basic movement would definitely benefit from stealth for that amount of time as well

    All I'm saying is that some killers would find it more useful than others. If there are no other options to make the perk better, then this would do

  • @zavch said:

    I saw this in a meme but i agree perfectly. If you get moried (unless rancor or devour hope) you shouldnt depip because you havent played a whole match, and if a survivor opens the hatch with a key its not a full round so if the killer didnt do well it would be zero rank decrease

    I hope they nerf the moris and keys. A few content creators have suggested changes to them. For the moris:

    Cyprus- perfectly fine where it is, you are rewarded for good gameplay, or you are given a chance to kill someone that has yet to escape after you pushed everyone else out. It is completely fine where it is

    Ivory- definitely isn't fun for the person that dies. Simple nerf: make it so you have to have hooked EVERYONE at least once, and then the person you're wanting to mori, they have to be on death hook. Meaning that you are rewarded for good gameplay

    Ebony- exactly same as ivory except you can use it on all 4 survivors, everyone has to be hooked at least once for you to start using it, and the person you are about to mori, has to be on death hook.


    And then keys. Keys are a mess too. A simple suggestion:

    Broken keys- they're fine because you can't use them on the hatch

    Dull key- to unlock the hatch when it spawns, you have to have these conditions completed, personally you have to have completed the equivalent of 1 full generator, and have at least 1 safe unhook. When using the key on the hatch, it has an animation of the survivor unlocking the hatch with the key that takes a 4 seconds, which the killer can interrupt and pull you off but they can't pull you off the hatch when you are jumping in. Also the hatch closes behind you when you jump in.

    Skeleton key- to unlock the hatch when it spawns, you have to complete the same conditions as the dull key, 1 full generator, and 1 safe unhook. When using the key to unlock the hatch, the animation only takes 2 seconds, but is also interruptable. The hatch closes after you jump in.

  • @Zom said:

    Hello, I am sure this has been brought up many times in one form or another but it's something that would be a great improvement to the killer.

    At the current state the Legion is in an alright position but unfortunately to play legion you need a lot of patience and are able to accept the feeling that most players if optimal will walk right over this killer. So let's begin:

    Feral Frenzy:

    For a power this is extremely weak and when compared to other powers it really shows how weak it is. It lacks lethality which is the main problem. Most of the killers in the game their power are all used effectively to down a survivor, but unfortunately for the legion all they can do is injure (No addons) While they shine best at injuring survivors that is not what is going to win the game for them. On top of not only lacking any lethality but no matter how well you use your power you are harshly punished with a 4 second fatigue period. You receive this fatigue no matter how your power ends. End it manually? 4 seconds, use the entire thing? 4 seconds, use the tiniest portion of it then end manually? 4 seconds. It's ridiculous how much you're punished for using the power, which is what makes each killer unique. Another is is the speed of Feral Frenzy. While it is fast I do think it deserves to be increased just a little bit. Survivors shouldn't be able to hold w and outrun you. On top of all of these issues the legion is also punished harshly for missed feral slash attacks, I mean really you lose your entire power and are cancelled out for missing 1 attack. Why aren't other killers punished like this?

    Changes:

    • Decrease the fatigue period from 4 -> 3 seconds
    • Missing an attack in feral frenzy no longer cancels the power but will remove 25% of the remaining gauge
    • Hitting a survivor with a regular attack depletes the power gauge by 25% instead of 50%
    • Increase movement speed while in feral frenzy. (Not sure what would be appropriate without making it too fast so please do suggest)

    The Legion Add-ons: So many of the Legions addons are completely useless or extremely weak for what tier they are. Some need a buff and some need a complete rework.

    Changes:

    • Frank's Mixtape rework
    • Stab Wounds Study rework
    • Susie's Mixtape, Never-Sleep Pills and Friendship bracelet rework
    • Defaced smiley pin; increase mangled effect on killer instinct hits to 90 seconds from 60 seconds.

    Deep Wound: One of the key elements of the Legion is their ability to put survivors into the deep wound state and sadly right now the state is seen as nothing but a joke. There is nothing threatening about the state and you never feel like you're actually in danger.

    Changes:

    • Whilst in the deep wound state survivors cannot perform repair actions

    Please feel free to let me know your thoughts or any suggestions to what i have said. Also this is probably sounded very biased because I main legion so sorry woops

    Tbh, right now with the state of the legion. You're better off not even ymusing your power at all. He's like the old Freddy, where his power hurt him more than helped him. Definitely needs either a major buff, or even a full rework, that would be really nice

  • @DragonMasterDarren said:

    I'm doing this in a "1 like 1 dislike" kind of fashion

    1. The map changes, making the god loops basically non-existent from most maps was one of the best decisions the team has made in a long time
    2. The lack of changes to Ormond, Yamoka, Hawkins and Coldwind, I know that they didn't change all the maps for time reasons but it is a little disheartening to see Ormond still being incredibly safe (and framerate killing), yamoka still being a "run into bushes and pray you find someone" simulator, Hawkins still being too unsafe (despite the large number of pallets) and Coldwind still being full of corn
    3. The buff to legion, a small buff but a welcome to the edgy gang
    4. The decrease to Wraith's uncloaking speed, even without windstorm addons he is way slower then what he used to be
    5. The window vaulting no longer sending you back, I still get hit through windows but not nearly as much as I used to
    6. The lack of changes to Huntress, still boring, still completely broken, fix the hitboxes, please, I beg you

    I'm sure with time they'll fix the other maps, cure legion of his annoyingness, and i hope they fix the huntress. But yeah everything here i agree with

  • @Onyx_Blue said:

    @CookieBaws @Jordan_131201

    I don't really see how this would be restricted to a limited amount of killers. It would give basic movement killers free reign to their area of focus without worry of tr or red stain giving their location away. Not to mention, it counters Kindred too. I see many killers getting use out of this in my head.

    I agree it is a better than it's current state. I just cant see many people getting good uses out of it, except if people are working on a generator close to the hook

  • @kylerabdcgamer10 said:

    I think a cool extra thing would be slamable doors, for maps like haddonfield, and badham, ect. It would just be more immersive in my opinion, a way to make them more fair is that they cannot stun killers, and the killers have the faster option of opening the door or the slower option of destroying it entirely, opening the door would only require walking into it as killer.

    As for survivor they have a button prompt to open or close while walking or standing, while running you can only run through and slam the door shut with a chance of it falling apart on its own, if it falls apart you stumble slowing momentum, if it doesn't you keep your speed. this is an idea i've had for a while.

    This probably wouldn't work, due to the fact that some maps would have no places for a door to spawn. Such as the maps that don't have buildings like rotten fields, shelter woods and wreckers yard

  • @lordtomato said:

    Rank mode and quick play, rank mode is just like now, quick play can play with anyone, friend. SWF can only existed in quick play not like making the game unbalanced and never can play with friends in rank mode. Everyone have been disgusted by the fecking SWF, so if there are two modes I believe this game will be very balance not gen rushing, keys, hook blocking!

    I think that if they get cross play, then this feature could be considered. But queue times are already horrible as they are. Splitting the players up into those two groups, that would make games even harder to find

  • @Szarman said:

    THE LEGION

    • The Legion's movement speed is 4.6m/s
    • The Legion's Terror Radius is 32 meters
    • Removed the cool-down penalty when hitting a Survivor while not in Feral Frenzy. (Was 50%)

    Fatigue types

    • Forced Fatigue (This fatigue starts when you end Feral Frenzy manually or when the Power Gauge runs out)
    • Attack Fatigue (This fatigue starts when you hit a Deep Wounded Survivor while in Feral Frenzy)

    FERAL FRENZY

    The Legion has a Frenzy power gauge that builds up over time. The power, Feral Frenzy, can be activated by tapping the Power button. While active, the power gauge drains rapidly and the power ends when the gauge is empty, triggering an forced fatigue state.

    When activating Feral Frenzy, The Legion enters a deadly rage. While the power is active:

    • The Legion sprints faster than base movement speed. (5.2 m/s)
    • The Legion can vault Pallets, but cannot break them.
    • Survivors' Scratch Marks and Blood Pools are hidden from The Legion's view.
    • Missing an attack depletes 1/3 of The Legion's power gauge.

    While Feral Frenzy is active, hitting a Survivor who is not currently afflicted with the Deep Wound Status Effect:

    • Applies the Deep Wound Status Effect.
    • Injures the Survivor, if they are not already injured.
    • Refills The Legion's entire power gauge.
    • Triggers "Killer Instinct", revealing the location of all Survivors who do not have the Deep Wound Status Effect applied and are within The Legion's Terror Radius.
    • For each applied Deep Wound status effect decreases the forced fatigue by 0.5 seconds and increases Feral Frenzy duration by 1 second

    While Feral Frenzy is active, hitting a Survivor that is currently afflicted with the Deep Wound Status Effect:

    • Applies Hindered status effect. (3%) for 30 seconds.
    • Suffer an attack fatigue (2.5 seconds)
    • Depletes The Legion's entire power gauge 
    • Ends the power immediately

    TUNNEL VISION

    Now the Tunnel Vision looks like before Patch 2.7.0.

    DEEP WOUND

    • Reduced the bleed-out timer to 20 seconds from 30 seconds.
    • Doing any action while Deep Wounded is 50% slower.

    ADD-ONS

    https://us.v-cdn.net/6030815/uploads/358/Bez nazwy.png

    • A Status Effect applies when hitting a Survivor while in Feral Frenzy. (Removed the Killer Instinct requirement).
    • Increases the Hindered penalty by 1/2/3% when hitting a Deep Wounded survivor while in Feral Frenzy.

    https://us.v-cdn.net/6030815/uploads/131/linijki.png

    • Reduces Feral Frenzy recovery time by 3/5 seconds. (From 2/3.5 seconds)

    https://us.v-cdn.net/6030815/uploads/533/duration.png

    • Increases Feral Frenzy duration by 1/1.5/2.5 seconds.

    https://us.v-cdn.net/6030815/uploads/117/pills.png

    • Decreases Terror Radius while not in Feral Frenzy by 2/3/5 meters.
    • Increases Terror Radius while in Feral Frenzy by 4/8/16 meters.

    https://us.v-cdn.net/6030815/uploads/455/cooldownall.png

    • Increases movement speed while in Feral Frenzy by 0.2/0.4/0.6 m/s
    • Increases vault speed while in Feral Frenzy by 0.1/0.2/0.3s

    https://us.v-cdn.net/6030815/uploads/544/blades.png

    • Increases Survivors' mending time by 1.5/2.5 seconds.
    • Survivor action speed while Deep Wounded are slowed by 5/10% (repairing generators, cleansing totems, healing other survivors etc.) . This effect stays for 30 seconds after being mended. (Does not affect mending action)

    https://us.v-cdn.net/6030815/uploads/743/64px-FulliconAddon_stabWoundsStudy.png

    • Hitting a Survivor while in Feral Frenzy applies the Oblivious status effect. (30 seconds)
    • The Auras of Survivors who are mending are revealed to you when they are within a range of 28 metres.

    https://us.v-cdn.net/6030815/uploads/205/64px-FulliconAddon_franksMixTape.png

    • Feral Frenzy attacks moderatly reduce a Survivor's Deep Wound timer. (5 seconds)
    • Allows The Legion to see survivors' Deep Wound timer.

    https://us.v-cdn.net/6030815/uploads/685/64px-FulliconAddon_iridescentButton.png

    • The Legion's Terror Radius affects the entire Map.
    • Any Pallets you vault are immediately broken.
    • the Killer Instinct Notification will scale up/down depending on how far the Survivors are.

    https://us.v-cdn.net/6030815/uploads/108/64px-FulliconAddon_fumingMixTape.png

    • Allows The Legion to see scratchmarks and bloodpools while in Feral Frenzy
    • Moderatly increases Feral Frenzy Duration (2 seconds).
    • Increases movement speed while in Feral Frenzy by 0.4m/s

    Other

    • Picking up a survivor while in Feral Frenzy ends your power but doesn't deplete it.
    • Kicking a Generator while in Feral Frenzy stops your power gauge from draining
    • If Deep Wound status effect is applied to an injured survivor, he starts with 15 seconds of Deep Wound timer instead of 20 seconds (so if survivors decide not to heal, they have less time to mend.)

    Tell me what you think in the comments :D

    If you like these ideas you can give me a vote up :)

    This would be a very simple way to make the legion more viable. But still, he won't excel in ending chases or countering loops. He's only good at slowing the game down

  • @Fantalemon18 said:

    when the PS5 comes out will DBD be available to buy and will i be able to keep all my cosmetics, characters and progress or will I have to start all over again?

    Well hopefully, we'll have cross play and cross progression by then. But other wise, you'll have to start again

  • @Onyx_Blue said:

    Insideous -

    Tap into a hidden stealth ability when you're satiated by the screams of tortured victims.

    Immediately after hooking a survivor, gain the Undetectable status effect for 10/15/20 seconds.

    Thoughts?

    I mean it's a better idea than the current state of insidious. But it would probably only work for high mobility killer like nurse and oni and hillbilly and freddy that can travel far distances to where they want

  • @MadLordJack said:

    Oof. Bond over Kindred? That hurts to see. But I guess I'd rather know where the killer is more than where my team is.

    Although I've been running both with Open Handed, that shite's borderline OP. I almost always know where everyone is and what everyone is doing, so I totally get why people prefer Bond over Kindred. I'd totally suggest it for anyone interested in having way too much knowledge at the cost of 3 perks.

    Quite confused why bond is at the top

  • @Alify said:

    Hi, this is my Tier List of Survivor Perks, based on MY PERSONAL OPINION, it is made purely from the heart. If you do not agree with something, write it in the comments, it will be interesting for me to read.

    Designations:

    SUPER: The best perks in the game, the potential of which is revealed in each round and the outcome of the match can radically change. (except Unbreakable, I put it in super because its effect is extremely strong and it can greatly change the outcome of the match)

    GREAT: Excellent perks from which you can get the maximum potential in almost all matches, but they are very slightly weaker than super ones.

    OK: Quite tolerable perks, their potential can be revealed not difficult, their effect is not weak and not strong.

    NAH: So-so perks, their potential is revealed either with great difficulty, or additional perks will be needed to reveal it, the effect of the perk is so weak without the help of other perks.

    OOF: The worst perks in the game, their potential is revealed EXTREMELY rarely, or with VERY great complexity, their effect is extremely weak and practically does not help.

    https://us.v-cdn.net/6030815/uploads/368/tier.png

    Can you make another tier, specifically for No Mither. It doesn't even deserve to be in the 'OOF' tier

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1255801#Comment_1255801

    And people always complain about Chucky being too small to hook survivors and stuff.

    There are ways around that. I've suggested plenty of times to have the ghost of Charles Lee Ray appear around the doll and mimic the actions so that they can use the standard killer model for pick up interactions. It would basically be like he "grows" when picking up a survivor but in a very cool way.

    In fact I have a whole design written down for how Chucky would work, power and perks and add-ons and all. I'd post it but I'm sure people would just shoot it down like they do everything on these forums.

    Can't have anything nice. 😒

    I would love a Child's Play chapter. It would be so cool. And I'd love to see them incorporate his size into the game somehow. Hey if you want to send me your ideas then I'll definitely read it. I'm always up for some ideas of new licensed characters

  • @CLAUDETTEINABUSH said:

    Heyo, I wanna hear your opinion about the nightmare. Imo, it's a successful rework, but it made him a bit too strong. Here's why:

    The Freddy gameplay, on red ranks, it's the same for every Freddy: you find someone, use your snares to down them, you hook em, you see where a gen is worked on with bbq and u pop it, rinse and repeat. There is almost nobody using fake pallets, so we can have at least some change of pace, and don't even get me started with forever Freddy. People said it time and time again, Freddy is boring to go against. That's my whole opinion about this guy.

    I don't play him, and I probably won't ever play him, so I can't judge from the fun to play perspective.

    What is your opinion? Let me know down below.

    Well it's the same with spirit, nurse, hillbilly. They can easily counter loops, down you, hook you up and see you with bbq&chilli. They'll then use their power to quickly make their way to the generator. Freddy is just quicker at some things but lack in others. He's balanced in my opinion

  • @Cixon said:

    Playing survivor alone, I personally view Wiggle a pretty much useless and stressful mechanic unless you're:

    A) Hardcore SWF Hook Saboing. (which not much do nowadays because of latest patch.)

    B) You and your friends run Breakout and Boil over. (which good killers know hook placement by heart.)

    C) Trying to get diagnosed carpal tunnel within the next 2 years.

    You almost can't do anything with the wiggle it's there for lack of 'realism' .

    Though, realistically your adrenaline would be elbowing and kicking and all sorts of nasty stuff to the killer to get out of his/her grasp.

    Here's my favorite clip of my friend Tommy that backups my suggestion (killer had Iron Grasp):

    https://www.twitch.tv/phantomzxzx/clip/PeacefulWittyLeopardOpieOP?filter=clips&range=24hr&sort=time

    NERF WIGGLE PROGRESSION LENGTH BY 5-10%

    I think there should be some sort of skill involved with wiggling. Maybe having a skillcheck pop up every couple seconds of wiggling that if you hit it, you get an extra 1/2 % progression on wiggling.

  • @Terra92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1255813#Comment_1255813

    I imagine it'd be like Deathslinger, if the person is already deep woundsing it, you just down them.

    yeah thats probably the most likely thing to happen

  • @Asian said:

    So i was playing a game as survivor with a friend of mine and after i died on the hook the killer decided to start farming points with 2 other random survivors called 1 is called El Drugo and the other one is called Homer Simpsons

    https://us.v-cdn.net/6030815/uploads/999/2D428JA8PBRN.rar

    in this file package is the video of the 2 farming survivors sadly i forgot tocapture the name of the killer

    There is a report function for farming. If they work together for points, it is reportable, even if the killer kills the survivor in the end

  • @WAZZZZZZZZUUUUP said:

    So I'm a ghost face main and since 2 weeks I get massages (sry for bad English) from them and they are complaining for the tiny thing "you can only play with stalking play someone fair like trapper" "yeah of course you play thrilling tremors and bc" etc. And I'm like bro I can play how I want I can slug I can camp and I can tunnel but the survivor are bringing toolboxes

    Just ignore it. They're salty survivor mains that hate when the game goes in favour of the killer in any way. And instead of blamimg their own poor gameplay, they choose the easiest thing to blame which is the killer

  • @MetroSlayer_DC said:

    I think it should be removed completely. If people are gonna bring in looping don't bloodlust just defeats the purpose of looping. The killer is fast enough already why keep bloodlust.

    I really need a good example why to keep it in.

    If there was a way to draw a line between experienced players and unexperienced players then I would remove bloodlust for the experienced players. A lot of new players may play a killer such as huntress or hag and not really understand their powers, or not be very good at it, therefore may rely on bloodlust to catch up to them. However with more experienced players, bloodlust is now unnecessary. But there is no line that we can draw to separate the two

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