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SpaghettiYOLO

SpaghettiYOLO

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  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885737#Comment_3885737

    Oh, come on. You cannot really say that Survivors are that strong in 2025 or that they received Buffs. Even if things came into the game which might speed up progression (can you enlighten me what you mean? Most of them are Noobtraps), Killers got way more in the past 3 years. Even longer.

    Killers got 'more' in the past 3 years because the game was getting grossly unbalanced and the power role was no longer the killer, which it should be. That's how asymmetrical games have to work in order for it to not be frustrating. The thing is OG survivors were extremely conditioned to things being a certain way and having a pretty steady stream of new tools added. The complaining when killers got QoL value changes to their interactions was pretty ridiculous if you remember. But it became apparent afterward that constant changes were going to have be made on both sides as the meta shifted after each change.

    It's always doom and gloom from either side whenever changes are proposed that aren't some kind of gain for their preferred role unless it's a change that falls into the rare middle ground where both sides agree the issue is egregious.

  • @GreyBigfoot said:

    I think the only time they explicitly said something was a nerf was when Franklin's Demise no longer worked on Pinhead's box. They changed it but did not call it a bug or unintentional.

    Franklin's doesn't work on the box anymore?

  • Licensed characters getting Anniversary gear = AMAZING. Billiam being one of them = LEGENDARY. I'll take any Bill cosmetic that gets put out.

    Ghostface getting an Anniversary fit last year, which should be back in the store this year, and now Pig is awesome. Hopefully, Demo gets something next year and hopefully a D&D inspired cosmetic and a Blighted cosmetic in the meantime. Demo needs some love. Demo is the goodest bestest boy.

    MEANWHILE...

    Myers, Freddy, and Bubba:

    200w.gif
  • December has a Friday the 13th, yet that's an original chapter. Not sure what other license I could get excited for at this point. I feel like they're finally going to give the FNAF people what they want, which is fine. Tired of hearing about it at this point. Not sure why we're getting a random survivor during the next tome. There's already more survivors than killers in the game. Would be nice to have that go the other way, but I doubt that would happen.

  • That's when you focus on gens and nothing else, especially if you know Devour is in play. If you have friends playing with you, it becomes easier to get rid of the totem. Basically, one would have to cleanse the totem while another stands behind and body blocks.

    I use a build on Demo where killer instinct will trigger automatically when survivors are near portal and the act of cleansing the portal is 40% slower. Can't focus on the portal in that situation. Have to attack the totem. If you don't have friends, then you can attack when they down someone and pick them up unless you're running Calm Spirit. You won't have enough time running that perk.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691976#Comment_3691976

    Kinda hard to take comp seriously when they ban killer perks and then wonder why killers run 3 4 slowdowns and still lose

    I'd look like a pro looper too if I never had to worry about a perk like Dissolution

    Does comp really ban Dissolution? A perk that tells you it's in play before its effect even happens? That's wild.

  • That's a pretty big difference if you ask me.

  • People that use cheats can force a DC. Just no. If that happens in one match, just go for it in the next one. It isn't a chronic issue at all.

  • I turned them off because it's just weird to have rows of survivors and Killers with it, then it just suddenly stops. P100, P10, P50, I don't care, rye background should be a reward somewhere along the line.

  • These are limited?

  • @solidhex said:

    Dead Hard was a strong perk but honestly i don't get all the fuzz about it. Just learn not to instantly swing and be patient. There are some situations near pallets where the timing is very strict, but even that is totally possible. Dead Hard could be annoying but most of the time when i swung into it, it was just me being impatient. Killer mains just want to get feed their easy wins. Since i play solo surv most of the time i know that this role is much harder nowadays.

    Just waste time that you don't have much of. That's basically what you're saying. That's the issue people have with it. The fact they always have to assume DH is in play and they have to respect it or try to bait it our every time they chase and injure somebody. That's a ton of wasted time in a match due to just a POSSIBILITY that they may be running it. When a perk is able to affect a game when it hasn't even been confirmed to be in play yet (and some games no one has it, yet that killer ALWAYS loses time in most chases due to waiting it out or trying to bait jt), that's a problem. No perk should be so strong that it has an impact in every single game played, regardless if it's actually there or not.

    And honestly... people crying about the sky falling and 'IT'S REALLY DEAD NOW' despite the last change made to it was a good healthy one and now this is another good healthy one. Oh no, you have to safely unhook someone. Oh no, if you don't get hit when you use it, you get to keep it instead of becoming exhausted. Oh no, it's still going to be one of the most popular perks guaranteed. One safe unhook. That's all you need. It's not an impossible task, people. It's part of the normal gameplay you already do. No need to pretend survivors never have anything good, like most survivor perks and maps and items haven't been insanely strong for years. It's about time that everyone in the match has to put in a little work instead of the majority just coasting on autopilot.

  • Boons are team perks. It's something that benefits everyone on the team. Every other Boon exhibits this. Circle of Healing was the only one that has been grossly unbalanced since it came out. I'd have been fine with the 100% healing speed if it didn't stack with other perks and medkits when it came out. This change would have reeled that in even more and I'd say that would have been pretty balanced. As it is with this update, it's more balanced than it has been, but it still stacks with perks. Not stacking with medkits is pretty huge though. Green medkit setups would be absolutely disgusting if there was a Boon up.

    But Boons are team based perks to help the team. They were never meant to be an individual perk that just happened to benefit the team somewhat. The amount of times I'd see people healing themselves inside a Boon was hilarious. It's always been faster to let a teammate heal you in a Boon. Three people all self caring in a Boon is as efficient as someone charging up Potential Energy just to dump it right back on the gen they charged it up on. It's a waste.

  • @[Deleted User] said:

    I haven't played on it as killer yet but I'm expecting it will be a pain for Billy too.

    Yup. I got stopped by seemingly nothing while going cross map as Billy.

  • @Krazzik said:

    It's a mini-event, like a mini-mini-mini event. You can only grab one for 200 BP each game and after you earn the charm I don't think there's anything else to do.

    Except that's not true and there's supposed to be 2 other colored genmats. Shirts for original survivors, weapons for some Killers, and a full outfit for Meg.

  • @FMG15 said:

    While I do agree that 3-gen matches are boring and painful you saying that your team really did do well up until 1 gen was left is an illusion. The killer's plan in your match siply was to defend the 3-gen from the start - and that needs to be your primary goal: breaking the 3-gen. If you don't then you are actually not doing well at all. Once you break the 3-gen your team is actually in the leading position. So yeah. Unless the killer isn't running a 3-gen focused build you were actually not doing too well because a killer that plays for a 3-gen couldn't be bothered by the other gens

    Let me tell you a fun fact:

    As killer, I've never intentionally played for a 3 gen. Not saying there aren't Killers put there that do that, but I don't do that as I usually get handed one on a silver platter every time one comes about. And then some of these same survivors that put themselves in that position, doesn't matter if they're solo or SWF although a SWF doing it to themselves is pretty funny, get mad at me for not chasing them across the map when I just kicked a 75% gen and chased them to the midway point.


    It's not my fault the situation is there, yet I'm not supposed to play the hand survivors dealt me? The total lack of awareness and tact that both sides tend to exhibit is just hilariously awful. And it cracks up when one side chastises the other for using cheesy tactics while using extremely cheesy tactics themselves. It's a game. Treat it as such and you may accidentally have some fun.

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363204#Comment_3363204

    Killers Primary Objective is to Kill Survivors

    Secondary Objective is Protect Gens From Being Repaired.

    Survivors only have one objective...Repair Gens to escape. Totems would be at most considered a optional objective since they are not required to be done to complete the Main objective.

    On most maps losing 3 gens in quick succession does usually mean the Killer will lose that match because the Gens would be so far apart trying to apply pressure would be very difficult unless the Killer goes for a 3-Gen Def or Survivors 3-Gen themselves.

    Well, totems can be looked at like that now since hands are held if NOED is used. Totems very much were a second objective before the hand holding if you didn't want to possibly encounter NOED. Maps and amount of perks that help find totems make any argument against totems being 'hard to find' invalid. But now, yeah, no need to do totems and there's zero pressure if NOED is being used unless the killer manages to get a hook right next to it. And even then, it's not always a guarantee as someone with hooks could easily go for unhook and get downed while someone else cleanses it, thereby removing any pressure it was creating.

    I only used NOED on endgame builds, so it's not like I frequently used it. But I've only used it since the change if it's come up on a perk roulette game. Terminus replaced it, which works just as well as long as exit gates aren't open. But if they are, that means a Blood Warden play can now happen. So basically nothing really changed outside of a perk that forces survivors to open the gate so they can heal. All because people couldn't be bothered to cleanse a totem when they saw it and killer wasn't near. And the whole gen time argument is silly as well with the amount of repair speed perks, so again, hands being held for no reason. Just saying.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/363359/im-surprised-with-the-gen-kicking-meta-dragons-grip-is-not-meta

    player are not running gen kick perks to get exposed. they're running gen kick perks for regression. exposed not rewarding. dragon grip is terrible perk. the perk would need to have like 0 cooldown for any killer player to consider it as serious gameplay option.

    45 seconds would be way better. So would no cooldown if it's never procced. Same goes for ANY perk that has to be procced. Blast Mine not set off? Then you get it right back like you used to.

  • @Seanzu said:

    It's the same if a killer DC's when you're going for adept surv, it definitely should be fixed.

    I've gotten adept trophies as a survivor if the killer DCed and the match has went on for a certain amount of time. Not sure of the time, but definitely closer to 10 minutes and never in the first 5 minutes.

  • @Irisora said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309363#Comment_3309363

    Which translate to, when she downs and hook around 4 times all gens are probably gonna pop.. She will be an M1 killer that have to deal with third health state without any instadown, and we all know what that means. She needed changes but this is killing her completely, they should at least reduce the blink recharge speed to compensate or not take away the range addons.

    Not even. I ran Agi/Starstruck on her until the salty messages became annoying or overly aggressive. Usually from people trying to do stuff like flashlight save without touching a gen the whole match or doing head on builds. The point is there are a lot of survivors that refuse to play Killers differently from one another and there are a lot of killers that rely too much on certain perks and can't play without them. I switched to all info perks with the Lethal change. People still die or DC. And they'll continue to do that until they learn that the answer isn't crying for nerfs, it's actually different tactics for different Killers. She did need changes, don't get me wrong. But chained blinks should have been special attacks, not all blinks. Because now we're going to have a lot of 4 slowdown Nurses, which puts survivors in the exact same spot.

  • With the amount of gen rush perks in the game and that keep getting added, the only change to Eruption should be a 45 second window of its application to a gen. Otherwise, deal with it.

  • @JustWhimsical said:

    With less variety Nurses will be forced to either go for information or straight up gen regression, I agree that the exposed perks were a good change, but I feel like we are losing a lot of variety with the change. Used to think it was positive, but then I realized we are just going to see more regression Nurses, until people start complaining that Nurse can see auras and make it so only regression perks are viable lol.

    lol there were people pointing out this hilariously obvious outcome to those that wanted all blinks to be special attacks. The balanced thing to do was make chained blinks count as special, that way precision had to be very important on first blink. Now we have a limited perk pool for Nurse unless you run the addon that makes her base speed 4.6 after a blink hit, in which case, it's the same exact scenario, only she can't blink for a minute. People still going down because now she can move at regular speed.

  • Not really. How many holiday themed cosmetic were you buying outside of the holidays? I never bought them until the holidays as they would never go on sale until the last month of the year for a couple weeks. I'm sure there are people that have bought holiday cosmetics during the summer or spring, but I'm willing to bet it was a very, very small percentage. And I would rarely see a holiday cosmetic outside of the holiday season except for the PJs. If I was running into a straight up Christmas themed cosmetic someone was running during the summer, they were always going out of their way to be annoying or attempting to be toxic or trying to get attention.


    But seriously, it isn't that big of a deal because they will be back. This actually makes them a bit more special now. The fact that there's suddenly an uproar from people that more than likely never bought them during any other time of the year proves that.

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301387#Comment_3301387

    Are people still complaining about Spine Chill even after it was nerfed into the dirt?

    It literally lights up when a stealth killer is within 36 meters regardless if they're looking at the user.

  • I've had this happen a couple times when carrying somebody to a hook. Zero problems in any other games or other devices. Right when they're about to be hooked, my killer freezes at the hook and just stands there, then I'm DCed after about 10 seconds.


    I believe there are scripts to force someone to DC, but I'm not 100% sure. It's only happened twice and I've only seen a few people mention it.

  • The Incapacitated used to be 16 seconds and it was worthless. The only change it should get is the effect can only be applied for 45 seconds to a gen. If you don't down somebody in that time, then the effect is gone. If it procs, then it enters cooldown.

  • Incapacitated is fine. I'd say the perk is fine in terms of its effects and lengths. What should be changed about it is it should have a timer on how long it can be applied to a gen. Call of Brine is 60 seconds, Overcharge is 30 seconds. Eruption should have a 45 second timer before the effect leaves the gen. If it doesn't get procced in that time, no cooldown. If it does proc, then it still gets the normal cooldown it has now. This would solve a lot. Maybe even make it so it can only be applied to a maximum of 3 gens. I feel like both of these suggestion would make it much healthier. People will still complain, but the perk was nearly useless when the Incapacitated effect was 16 seconds.

  • Just play the game normally. It's not like you have to escape or deposit something in order to get items. Complaining about not being allowed to live on past events have now given us a very generic holiday event. It's just the normal game with a holiday tome.




    Complain about sweaty killers/survivors during event. Complain about them between events. Complain about them during bloodhunts and blood rushes. Seems like you just want to play an easier game.

  • @Jay_Whyask said:

    https://forum.deadbydaylight.com/en/discussion/comment/3285285#Comment_3285285

    The cosmetics costing money isn't the problem. The problem is that they're being removed from the store.

    And will return during the appropriate seasons.

    How many holiday and winter themed cosmetics have you bought out of season? How many times did you wear those same cosmetics out of season? My guess is probably nowhere near any level that warrants this nonsense.

    THEY WILL BE BACK NEXT YEAR. IF FOR SOME REASON YOU ABSOLUTELY CANNOT WAIT AN ENTIRE YEAR BECAUSE YOU MAY WANT TO WEAR THEM ONCE IN JUNE, BUY THEM NOW. This is a YOU problem.

    And I have to ask... exactly how many of the older cosmetics do you own? Of the ones you own, how often do you equip them? Be absolutely honest.

    It's seasonal skins. Of all the things to get this vocal about, it's absolutely ridiculous to be this loud because people won't be able to buy Dwelf when it's Labor Day. It is not and will not ever be that serious because they're seasonal and the vast majority of times I've seen these cosmetics since I started playing back in December 2019... is in December. Even when I could have bought them during the year, I waited until December to get them. Do you know why? Because that's when I knew they'd be on sale for cheaper than their year round price. Exercise some impulse control and find a more important issue to put this kind of energy into.

  • @BarnesFlam said:

    Being seasonal doesn't excuse #########. There is nothing special about those outfits justifying those scummy time frames.

    Nothing special... they're all literally holiday themed or winter themed wear. The PJs have always been released during the winter. The bundled up cosmetics weren't released in the middle of summer. The sweaters, Christmas themed cosmetics, holiday colored cosmetics were all released during the HOLIDAYS. You're not missing out on anything if you can't get them all this year. They will return DURING the holidays next year.

    On a separate note, the only people I've run into wearing holiday stuff during spring/summer/fall have always went out of their way to try and troll or be toxic in a game. If you weren't buying these skins during those seasons before, why do you suddenly care now? And if you did buy some of these during those seasons before, how many times did you actually wear them? Enough to be this upset this? I highly doubt that.

    I know I won't be able to buy every single one this year. And I don't care because I'll have the chance next year when I know I'd want to wear them.

  • It only blocks the gate for the one being hunted. All the others can leave. So maybe... just leave? If you're being hunted, just run until you're not hunted. It isn't hard at all. If you're in the exit gate area and a hunt starts on you, that's entirely on you because there's plenty of time to leave before the hunt starts. If you can take a hit, take it and leave. If you're in the exit gate area, JUST LEAVE instead of thinking you're entitled to all the bagging most do. Even if you get downed, you can crawl out after a moment unless Knight is right there to pick you up and even then, the delay to get out isn't long enough to prevent a crawl out. I've had that happen and I was literally standing over them and mashing the pick up button.

  • Survivors should have a requirement to reach in order to get an adept. Just having to escape is pretty lame compared to a killer having to basically have a perfect game. The fact that survivors can DC and any that escape still get the adept while a killer is screwed if a survivor DCs is kinda BS.

  • The longest match I've had is 30 minutes lol if a match is lasting an hour, then the survivors are very bad and scared to progress the game. Step out of the bushes and lockers and do something.

  • Corrupt deactivates as soon as someone is downed now. It's useless on a lot of killers imo. Hag and Trapper get the most value out of it still and that's if they commit to set up before hunting survivors. Thana was nerfed hard as to get its main value, all 4 survivors have to be injured at the same time. People heal too fast to get that kind of value. Dying Light is pretty much required with Thana now for stacked value, but with the downside of the obsession having faster unhooking and healing speeds. Thrilling is only for 16 seconds, so pretty much the time it takes to hook someone and walk to the gen being worked on, unless of course you're running DMS and PR with it. Obviously, synergy builds are the way to go with all of these perks and survivors hate killer synergy builds like DMS, Eruption, PR, and Thrilling. But some killers don't like dedicating an entire build to counter something, just like some survivors don't like equipping certain perks to counter killer perks, which is why basekit perks are now a thing.

    Say what you will about killers getting basekit perks, but the value changes made to base killer stats were a QoL change to be fair and the flashlight immunity at lockers isn't even Diet Lightborn, more like Lightborn Zero. Very small window, but big enough to counter a tactic that wasn't all that common until the change was announced and survivors attempted locker saves from the announcement until last week.

    And no, I'm not saying killers should get basekit perks. I don't think any perk should be basekit, although I see the need for basekit BT, although didn't agree with it being the full on perk, which can be doubled if someone is running BT.

    With so much synergy on the survivor side regarding gen repair and healing speeds,

  • @DEMONANCE said:

    as much as i love the perk and the streak of aura perks we've been getting in general, i think this perk is a bit too much it's very strong and kills any stealth plays. it could use a bit of a range nerf or alerting the survivors they have been revealed.

    Far too many perks are alerted to survivors as it is before the effect is even applied. Same with some addons. Why should a survivor know a killer is using Dissolution before the effect even takes place? Or a survivor stepping into a trap the first time and Honing Stone immediately showing? Or Dark Devotion? All of these are absolutely nullified by comms, which is common between at least 2 people in most games.

    Reason I bring this up because I've always been curious as to why survivors are immediately alerted to them, yet when it comes to a killer using info perks, there's no way for the survivor to know unless they're using Object or Distortion.

    The times I've used Dissolution, I've barely gotten any value out of it. Comms is a huge detriment to it, sure, but even someone running solo can see the icon and know to just not vault a pallet after getting hit. Huntress Lullaby reveals itself to survivors as soon as a gen is touched, yet no one's been hooked yet.

    I just think that with certain perks like those ones or certain addons, they shouldn't be revealed until the effect has happened to a survivor first hand. As far as survivors being alerted to info perks being used by the killer, I'm kind of against it because it'd just deter most survivors from altruistic plays or hiding. But on the flip side, survivors are given so much information about things that haven't even affected them yet, it is a bit of a headscratcher. I just think if players, no matter what side they're on, had to deduce what was being used like with how info perks are now, the game could regain a lot of the tension it's lost.

  • Used it on a gen with Hyperfocus, Fast Track, Stake Out, a Commodius with BNP and wire spool. Gen was stone cold, only me was on it. Hit first BNP skill check, applied 15 Fast Track tokens as well. Hit the second BNP skill check, was at roughly 50% complete. Applied the Potential Energy stacks, and from there, it only took 2 more skill checks with Stake Out and Hyperfocus.

    I find it best to store the energy early. If the killer comes to interrupt, just put it on the gen and take off. If I don't get interrupted, just carry the energy for as long as possible as with this build, I usually save the BNP and hopefully majority of Fast Track tokens for when it's down to 1 or 2 gens.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274534#Comment_3274534

    Tell that to red forest and RPD. Both kill switched due to survivors spots where you couldn’t kill them

    Pallets are a bit more controllable than points on the map a survivor can run to and guarantee they're not able to be picked up or put on a hook. Pallet gets dropped, simply break it. If they drop the three that are in close proximity, now you can break all of those and they're no longer an issue for the rest of the match. Spending the same amount of time breaking them as you would chasing them around one of these loops with a pallet for the most part. Can even use killers that can break pallets quickly due to their ability or addons.

  • @Akito said:

    ...

    You have some weird expectations. You are calling out to the five 5man swf squads who are all aware about everything in the game and also sweating their balls off.

    Sry but it's better to fix that rather than waiting until everyone is running that build and realizing: Even tough some more people know how to counter it at ths point, they barely wil lbe able to win bc most people play solo, casual or get mmr'ed with people who doesn't know.

    So no, it needs a clear nerf.

    Or people could just run perks in the game to counter it instead of crying for a nerf. If this killer build becomes frequent, then picking perks to counter it isn't a waste. Counterforce, Leader, any healing perk (especially Desparate Measures), bringing in just ONE of those perks will give you or a teammate the boost needed to heal or take out Thrill and render the build pretty useless.

    116 perks in the game, many that can counter this build by bringing just one of the many counters, but calling for a nerf instead of actually running just one different perk. Of course, I haven't ran this build or run into it, so maybe I'm just being too optimistic. But the perks I listed all provide GREAT speed increases to cleansing totems or healing teammates. I'll start running just one of these in case I run into this build and if I'm wrong, then it won't be a problem to admit that.

  • @hex_uwu said:

    The usual excuse for tunnelling is 'the unhooker hid, I could only find the unhooked'. But Meg was right there each time and you still ignored her. I don't really know what you want us to say.

    Say that you realize you killed your teammate by unhooking in front of the killer multiple times? That's just as bad as the unhooked survivor going out of their way to get hit or get downed or grabbed by the killer just so they could use their DS. It's poor decision making by the survivors in this situation and it'd be very poor decision making for the killer to not take the instant pressure they were just handed. Meg in this situation farmed her teammates repeatedly. I wouldn't get mad at the killer. I'd get mad at the person that clearly had no tact or respect for the situation.

  • I play killer often. Not once have I ever forced a 3 gen. I've been handed one on a silver platter every time the situation comes up, which is pretty often. Survivors simply don't pay attention and just hop on the next gen after they complete one. You don't need comms to see that. If you hear 2-3 gens go off at once, see that they're in the same general area or side of the map or even around the area you're currently in, then you need to leave the gen you're on and find one on the opposite side of the map. I've had survivors get super mad at me and even accuse me of holding the game hostage because I patrolled the 3 gen and chased them off each gen.

  • @GoodBoyKaru said:

    No, Ruin should stay as it is.

    Base regression should get bugged to 0.5c/s

    So bump base regression up to what Ruin used to do. 200% of .25 makes it .5. I've been saying regression speed should be increased instead of adding more time, which means nothing in most games because of the amount of repair speed perks in nearly every game.

  • @MisterMister said:

    Kindred should 💯 be basekit. I don’t know why it isn’t

    Because it's there to equip. No more perks need to be basekit. BT as basekit was fine, although making it the full version was unneeded. UB becoming basekit is going to be interesting, especially with buff the actual perk is getting. But I'm not a fan of perks becoming basekit because of people that refuse to equip it. Kindred basekit is just way too much info in a game that already has too much info going around usually one way or another. Even I'd the killer isn't camping, it still gives info on which way they're going before going out of range. Game is balanced around minimal info. Anything aura reading should NOT be basekit.

  • @EntitySpawn said:

    Turn your camera so the actual wiggle helps you walk in that direction it helps alot, you're basically walking sideways and it helps a bunch.

    I hate those survivors that dont have boil over but are making it impossible to walk as if they have boil over on steroids, no idea what causes it and it's rare but that's annoying whatever it is

    They have scripts or a modded controller.

  • @Dabihwow, there were very much devastating epidemics in the era The Plague came from. The language on the gold tablet in the temple dates her anywhere from 2000 BCE to 1500 BCE, which is a time frame where smallpox and the Bubonic plague laid waste to many civilizations. So I'd say Plague's backstory is pretty accurate. The forests were dense during those times in that region as well.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256170#Comment_3256170

    This would be so cracked, to get stunned, but seeing the aura of the survivor who plonked down the mine on the other side of the map. I like this :D But .... Blastmine has it already tough enough and doesn't need another nerf, even such a slight one.

    You do. I've done that plenty of times. If OP didn't see their aura, they were likely running Distortion, in a locker, in an area with Shadow Step, running Sole Survivor and had tokens for range, or script kid shenanigans.

  • @hiken said:

    https://forum.deadbydaylight.com/en/discussion/comment/3251320#Comment_3251320

    distortion has a limit with tokens, kicking gens has no limit u can kick gens as much as u want becasue survivors have to do them. every aura reading perk is overpowered on Nurse, you cant react or counter a nurse that blinks inside of you you get hit and there is nothing you can do, is broken and nurse should never have the chance to see auras NEVER or at least not when she is about and using her M2, if she is walking Ok if she is charging immediately should turn off. Dont ask for for complicated stuff that only apply for extremely experienced players that result to be 1% of the player base at most basically the top creame of the SWF. is not just do this or just do that is easy to say that when you have that many hours in the game but then you go play with aura perks and win 90%+ of your games with aura reading on Nurse because is broken.

    Distortion regains tokens when you're in the terror radius. So while one is being spent, you're charging up a new one. That's a very poor excuse to not run it.

  • Whenever I use Solidarity, I simply refuse to let them heal me if they're injured. It's not hard. As for making it 100%, it already saves a ton of time, especially if someone injured unhooks you and you're also using Resurgence. Heal them and you are also healed. Reactive Healing having a bigger range than the majority of terror radiuses would be pretty broken. It being 50% of current progress is also fair. Healing is something that happens way too fast as it is in this game with the plethora of tools at survivors' disposal. Any little bit is winning the war of time.

    I do agree that Poised needs some kind of buff. I'd be fine with it muffling the sound of running unless the killer is within 8 meters at all times unless the survivor was exhausted. When a gen pops, running is completely silenced no matter how close the killer is (unless exhausted) and no scratch marks.

    On a side note, we need more distraction perks. I'd love for a perk that when activated, shows scratch marks going in two opposite directions. Whatever direction you go in, scratch marks will also appear going in the opposite direction. Although I'm sure people would use it as stupidly as they use Deception. The amount of people that do it in plain sight of the killer while in chase is insane.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254672#Comment_3254672

    Ty for the link.

    Imo it's a pretty weak explanation, because the game can be rebalanced if VC massively affects kill rates. It doesn't change the fact that the dreadful solo q survivor experience for new players will turn a lot of potential players away from the game.

    Lmao there's no way to rebalance a 4v1 game for voice comms when the objective is gens, totems, and gates. Knowing where the killer is at all times, when someone is about to go down, about to be hooked, where lit totems are, etc. are all huge advantages. You're basically asking killers to have to have a sweat game every game while survivors get a much easier game because all the tension is gone. Get better at the game, learn how to read situations, try different builds. This game does not need voice chat. It needs people that know how to play it and play as a team while not having constant feedback.

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