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xZeroStrike

xZeroStrike

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xZeroStrike
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  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671041#Comment_2671041

    How dare they show that movie on TV 3 years after it was released in cinemas! I paid $10 to see it on release day!

    That is.. not the point I'm making? I'm not saying they shouldn't have given the masks to people, so I'm not sure where you're coming from with this.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673483#Comment_2673483

    Ight,

    Which Sweatshirt do you want, They also come with the Sweatbands so you can continue looking at these people without the need to wipe the sweat from yer forehead,

    Edit: Also what size do you want? =D

    I want the one shirt with the candy cane looking thing on it. A sweatband would be nice! I'll take salted fries on the side.

  • I'd like to order a heavily salted steak with sweat potato... uh, maybe a large bucket of saltwater.. and one of those sweatshirts, maybe? Gift for the family, you know.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673419#Comment_2673419

    Death Garden went permanently free and in fact you can still grab it right now on Steam for free in order to get the DbD cosmetics. Can't play DG, but you can permanently add it to your Steam library. All Steam players can get the masks.

    I think they meant that you have to actually have bought the games to keep the masks. It doesn't matter anymore though, everyone has them, so merry christmas.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671041#Comment_2671041

    the DG masks were free to obtain on PC while consoles never had the chance. Your examples of legacy and bloodletting aren't 1 to 1 matchups, either; yes, console players didn't have the chance for this, however:

    • legacy has been said to never return- it hasn't been said it's exclusive, it's said it will never return
    • bloodletting required a real-world purchase. again DG was free.
    • legacy required an insane grind in a game nobody thought would survive. the time taken for DG's cosmetics depended on your download speed.

    You're comparing Legacy to DG cosmetics, which isn't the comparrison I'm making. I'm simply using Legacy as an example of why "because console didn't have a chance to get it" isn't a good reason for making this free but not something else.

    DG wasn't free originally. Many people paid for that game. DG becoming free after for a week would be the same thing as if they made Bloodletting be available to everyone now: some people already paid for it, then others could get it without needing to pay for it. It's the same thing.

    Legacy did require a grind to get. At this point the game is just as grindy if not grindier in its entirety though. Anyway, my point isn't to get legacy back, as I said, it was merely an example, the first that came to mind.

    Also note how in the tweet of the DG free week they said "once this ends, only owners of both games will get to keep it"? That right there reads "you need to own both, or you won't have it". Just because they didn't state explicitly "it'll never come back" doesn't mean that it wasn't inferred in what they wrote. There are a variety of ways to say something without needing to explicitly state it. Anyway, this is a moot point, read 2 paragraphs above.

    @Superyoshiegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671046#Comment_2671046

    Right on the money.

    Irritates me to no end on how many people feel entitled to Legacy without realising that bringing it back would completely invalidate its namesake to begin with.

    Nobody claimed they were entitled to legacy items. Read above, stop putting words in people's mouths.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670598#Comment_2670598

    Whilst I don't know exactly why this decision is made, I believe it's more to do with that DG went free to play and it never had the chance to go to consoles. The difference to the Bloodletting shirt is that was something received after buying something in the store way back when.

    But then by this logic, one had to buy or play DG back then to get the masks, too, so then it shouldn't have been given to everyone now. Don't get me wrong, I'm all for giving everyone a chance to get cosmetics they may like, but it's not right to apply this to one item and not the other.

    On the "it never made it to consoles" part, there are other things that console players never had a chance to get, i.e. legacy clothing, and I don't see those being given to everyone either. It doesn't really make sense why this but not the other.

    Let's just chalk this one up to a christmas gift, huh?

  • @Voyager said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405018#Comment_1405018

    So the obvious solution is making DS proc from a cage pull.

    Mhm, and if they do that, guess how long it'll take before people like OP come crying about that?

    I'm glad they made this change. People who exploit a power to tunnel don't deserve kills. Learn to play your killer.

    Also, anyone saying "no information", that simply isn't true. You get the information when the survivor gets pulled from the cage. So yeah, if it happens instantly, you'll know the survivors were there, and if a gen is nearby... well, take a guess what they were doing there, eh?

    You still have your information. Just in a different way that doesn't allow bad killers like OP to abuse it and tunnel the living F out of survivors because they don't know how to get a kill otherwise. And on top of this you avoid literally every option survivors have to prevent a hook (flashlight, DS, yadi yada).

    0 reason to complain over this change other than wanting easy kills through easy tunneling. Which, if that's your reason... too bad, pal.

  • It shouldn't be oneshot. It's a powerful tool in the right situation. It's basically a short range huntress hatchet with slightly wider range that makes for an easy hit whenever a survivor is in an animation (pallet / window). That's when you use it. It's a free hit then.

  • @BigBrainMegMain said:

    Are you serious?

    We were ALL new players at some point, I adapted, many others before you adapted.

    EVERYONE adapted. Get over it, the game shouldn't cater to new players, you have to adapt.

    I had to look up looping videos, when to drop the pallet, how to work the killer shack 3 years ago when I started.

    Okay, I'm just going to comment on this, and I'm going to comment for everyone making this argument, so from here on out, if this is your argument... you're an idiot. Sorry, not sorry.


    People are different.


    Yes, you adapted. Congratulations, good for you. But you being able to adapt, does not mean that the entire population on planet Earth can adapt.

    If everyone could just "adapt", there would be no "proscene": everyone would be a pro. There would be no "noobs": Everyone would "adapt and get good".

    If everyone could just "adapt", everyone could do everything in the world. Anyone could just fly a plane and be good at it. Everyone could get good enough to perform surgery. Anyone could be a proskater, footballer, what have you.


    No, that's not how it works. Do you have skill? Are you good at <insert thing here>? That's good, be proud of that. But not everyone is you, and everyone has different traits, skills and abilities. Different talents and things they're good at. It's not about not wanting to adapt, it's simply not a given for them as it was for you.



    So don't come telling "git gud". That just makes you an ######### and look stupid.


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


    On the topic of the actual post: they should buff stealth. Big time. This game is supposed to be a "horror hide & seek" game but there's very little hiding and seeking to be done because in the majority of situations it's worthless and actually the worse thing to do.

  • @BigBrainMegMain said:

    Are you serious?

    We were ALL new players at some point, I adapted, many others before you adapted.

    EVERYONE adapted. Get over it, the game shouldn't cater to new players, you have to adapt.

    I had to look up looping videos, when to drop the pallet, how to work the killer shack 3 years ago when I started.

    Okay, I'm just going to comment on this, and I'm going to comment for everyone making this argument, so from here on out, if this is your argument... you're an idiot. Sorry, not sorry.


    People are different.


    Yes, you adapted. Congratulations, good for you. But you being able to adapt, does not mean that the entire population on planet Earth can adapt.

    If everyone could just "adapt", there would be no "proscene": everyone would be a pro. There would be no "noobs": Everyone would "adapt and get good".

    If everyone could just "adapt", everyone could do everything in the world. Anyone could just fly a plane and be good at it. Everyone could get good enough to perform surgery. Anyone could be a proskater, footballer, what have you.


    No, that's not how it works. Do you have skill? Are you good at <insert thing here>? That's good, be proud of that. But not everyone is you, and everyone has different traits, skills and abilities. Different talents and things they're good at. It's not about not wanting to adapt, it's simply not a given for them as it was for you.



    So don't come telling "git gud". That just makes you an ######### and look stupid.


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


    On the topic of the actual post: they should buff stealth. Big time. This game is supposed to be a "horror hide & seek" game but there's very little hiding and seeking to be done because in the majority of situations it's worthless and actually the worse thing to do.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202388#Comment_1202388

    Whatever dude. Baby survivors always complain the game isn't easy enough for them. I don't know why I try to convince them.

    Again, the same can be said for baby killers when the game isn't easy enough for them. And there's been a lot of complaining from them, too. What's your point here, huh? You've got none.

  • @CaptainCastle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202047#Comment_1202047

    Oh well pardon me, random user whom i have no verification of ability to collect and report data. I'm not saying they couldn't have screwed this up and introduced a bug or that i necessarily trust the devs, but i am saying there are a ton of cognitive biases that cause situations exactly like this. Map rng is lousy sometimes and the map in question (based on your comments in the thread where peanits confirmed you are mistaken) didn't have any changes according to patch notes. So I tend to lean towards you're misinterpreting the situation. Your refusal to allow for that possibility kind of reinforces that.

    I haven't played the PTB or anything, but I can think of why the other person might see "less" pallets and more deadzones, and that's because, while they may not have removed pallets, they have spaced them out more on some maps. As such, the pallet count hasn't been reduced, you just don't encounter them as often as you have to run farther, causing the illusion of there being less. And since tiles have been spread out to stop "chaining", this has the side effect of causing said deadzones the other user mentions.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202084#Comment_1202084

    It's hitbox is exaggerated, just like with pallets. You stand back to avoid the stun, and you get stunned anyway.

    Same can be said for survivors. Drop pallet, stun killer, still get hit. Jump through the window entirely, start running, still get hit. Double standard much?

    They were nerfed. If you actually read up on things before talking about it, you'd have known that while yes, the progression goes faster, due to its lowered durability, a toolbox will not repair as much and is overall weaker than what they were before.

    @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202154#Comment_1202154

    Why do you feel that hatch is fair? Why should the killer's last kill be chalked up to a coin flip? It spawns even if no gens have been done, and closing it doesn't guarantee the win, because gates can be so far apart, the survivor escapes before the killer can get from 1 to the other. Keys are just cheating. You didn't complete the objective yet you and possibly other survivors get out for free. Keys also give bonus points for hatch escape, whereas moris make you depip.

    Well, if we're going to talk about how a "coin flip" isn't fair, I'll just remind you that solo queueing as a survivor, is 3 coinflips made: Are my teammates good enough to have a chance at winning this, or not? So on the argument of coinflips or not, hatch is fair.

    If gens are done and survivors escape through the gate, you've lost the game. Hatch existing or not has nothing to do with it. Sounds to me like you just want easy 4k's all day everyday.


    None of your arguments make sense. The game is being made easier for killers by the patch. Wait a couple more and maybe you'll get your first 4k, instead of suggesting quite frankly stupid and insanely onesided ideas.

    @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202288#Comment_1202288

    And remember! Survivors can just choose not to get hit by it if they mindlessly spin their character around!

    PS: This is you being bad at the game. Go against a good Billy and he'll laugh as he sees you attempt a useless 360 to dodge his chainsaw. I guarantee you.

  • Meh, both sides have got the "But the devs only care about the other side! WAH!" group. Honestly, just ignore those people. Anyone who says "devs only care about X side" clearly don't know what they're talking about, and shouldn't be taken seriously!

    I think the Ruin change is interesting! If all else fails, PGTW still exists and that's a good perk, just requires a bit more effort!

    I did just read a post from another forum user about having a weaker version of a hex still being active when the totem got destroyed, that could also be an interesting addition to Ruin and the other hexes.

    TL;DR - I welcome the Ruin change. It sounds interesting, and if nothing else, it'll mix up the incredibly stale meta a little bit.

  • Sounds good, but I'd make it progressive.

    What I mean is: if a killer loses that totem early, the power of the remaining effect is strong, whereas it decreases the longer the match goes on.


    Using your new Ruin for example, let's say that the base (active Hex) remains the same 100/150/200.

    The cleansed totem effect starts with the same power, but decreases in its strength for every minute passed in the trial. Hypothetically, let's choose 10% the minute.

    So if a survivor cleanses the totem after 1 minute, the remaining power would be 90/140/190.

    After 5 minutes, the strength would be at 50/100/150.

    This keeps the desire for the killer to keep the totem up as long as possible, whilst making unlucky totem spawns not as bad for the killer early, but making a lost totem increasingly worse as time goes on, until the effect eventually dissipates (e.g. the third rank reaches 0 effectiveness -> The trial would need to have been going on for a long time to reach this point, at this point "punishing" the killer for not being able to kill efficiently and quickly).


    I find this to be a little more interactive, making an early lost hex totem not as bad for killers, whilst still giving the survivors the rewards of a removed hex effect if the match lasts (too) long.

    Your thoughts?

  • Say what you want. I've actually been running this perk as of late (build: Botany Knowledge, Borrowed Time, Empathy, Autodidact), and I've been having loads of fun.

    The perk is very satisfying to use once you get those stacks. Instantly completing 50% of a heal just feels great. I know it relies on skillchecks, but I've been having good luck with those.

    I was surprised myself, but it's a very fun perk to use.

  • I said that it was also horrible because of pallet vaccuum. Because it was worse before doesn't mean that wasn't bad.

  • @Mister_Holdout said:

    @xZeroStrike

    Okay, so let me ask this about Billy then. Can you reliably 180 his chainsaw if you decide not to drop the pallet and continue the loop? If so, what are some tips?

    Like you said, a god tier Billy will rev up the chainsaw at every loop and will either break a dropped pallet instantly or curve if the survivor continues the loop.

    As for Huntress, how do you handle window mind games? I've gone against a twitch streamer several times who will play mind games at windows. Basically, when ever you loop a long wall with a window this Huntress player will attempt to coax you to go past the window for a hit. If you don't go near the window he will come around the corner with a charged hatchet and throw. Do you always have to dodge the hatchet in this scenario?

    One of the reasons why Huntress can be a pain is because that hatchet hit box is bogus. She doesn't have to be accurate but can still land hits at corners.

    For Billy, there's no reliable way to dodge his chainsaw. Similar do dodging a regular hit, a skilled killed will hit you pretty much every time except on the very rare occasion you do manage to dodge it. If Hillbilly catches you without the protection of a pallet or window, it's pretty much over unless they screw up and miss their chainsaw, but there's no reliable way to counter it. You can try faking a movement or run sideways the second he saws, but that'll only save you a handful of times.

    Huntress window mindgames are handled somewhat the same as pallet mindgames. It comes down to what window you're at, and the distance between you and the Huntress. Everything else is dependant on how the Huntress plays, and how well you can predict if she's going to try a hatchet throw or not. If she doesn't throw hatchets, you mindgame her same as any other M1 killer. If she does, it comes down to faking out the window vault to make her throw it, or just simply not vaulting the window at all. If you have any specific examples of mindgames that you want some tips on, let me know, send a video clip, or anything, and I'll see what I can tell you!

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/865196#Comment_865196

    One of the biggest things console players seem to forget (I play DBD on PS4 myself) is that BHVR cannot make big changes to console DBD without first going through Sony (PS4) or Mirosoft (XBOX). For this reason it takes longer for us to get things AND these things have to be approved. BHVR already had PC and console DLC be realsed at the same time (something that wasn't a thing before) and has been trying to make the game run smoother. While I agree I would like to see more done for console players in this regard it is incorrect to say BHVR doesn't care about us or that they are not trying to help us.

    Certification of patches / game updates takes a week, two weeks at most, at least for Sony. The certification process is not a reason for a delay in patches unless the patch was disapproved.

    Nevertheless, I do believe BHVR is trying. Before the Archives, my PS4 ran the game very smoothly. It got a bit worse with Archives, though is still playable (for me at least).

    So to say they aren't trying is wrong. They are, there's just a lot of ups & downs, so it looks like they aren't quite getting the hang of it just yet.

  • @FriendlyGuy said:

    You probably didn't suffered in 2016. If i didn't quit playing killer there, i don't quit now.

    Early 2018 was also painful. Not as, but pallet vaccuum was bad.

    Killer has honestly never been easier. Could it be better? For some killers, yeah. But if you're struggling as hard as your post makes it sound you are, either try another killer or you're just not very good in general and need to keep practicing.

    I, for example, am terrible at playing Hag or Nurse, have moderate success as Spirit or Billy, and do very well as Trapper or Myers.

  • You don't counter god-tier Billies. A God-tier Billy will come and breathe down your neck, rev their chainsaw and down you no matter what you do. The only thing you can do is... not let him get close. That's pretty much impossible in a lot of situations, though.

    If you do get a Billy to a loop, @SunderMun is spot on in his analogy. Some Billies will run the loop like a standard M1 killer, others will try to fake you out by revving their chainsaw but not actually using it in an attempt to scare you and make you drop the pallet. A really good Billy will curve the corners with their chainsaw, though. If they do this, it's up to you as a survivor to realise when you can't run another loop and drop the pallet a bit earlier.

    If Billy catches you in any palletless spot, or a spot where no good window is handy, you're dead.


    For Huntress, you really have to screw with her mind. The first step is to figure out how she plays, and if she does the same thing every time or if she changes it up. Most Huntresses will start charging a hatchet when you approach a window / pallet, as a survivor in a vault / drop animation is the easiest target to hit. You can fake these throws out by simply pretending to vault the window, but not actually doing so, and by just running through the pallet.

    This is where things can get tricky, as a Huntress who is close enough (especially at windows, be wary of this!) can cancel the throw and get an M1 hit in. This is less of a problem at pallets since Huntress does slow down a bit, allowing you to gain enough distance to run another loop.

    Now, you need to know if Huntress is going to go for an M1 hit the next time you reach the pallet, or if she'll try another hatchet throw. Usually you can test the waters by running through the pallet, and using the small vaccuum to your advantage (yes, you can "vaccuum backwards" towards a pallet if you're close enough). If you run through the pallet, and can effectively use the vaccuum I am talking about, you can see if Huntress charges a hatchet or not. If she doesn't, drop, if she does, keep running.

    Windows are your biggest weakness VS a Huntress, as here, if she's close enough, "faking a vault" will give her an M1 hit. Only vault windows if Huntress doesn't have LoS on you, is not already charging a hatchet, and as with any other killer, isn't close enough to M1 you.

    In an open field, it's really just about making Huntress feel insecure. Being unpredictable is key to make her miss if she's fairly close. If she's far enough away, simply wait for her to throw and then dodge the hatchet when it's mid-air.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/852596#Comment_852596

    Bloodloss encourages tunneling because the Survivor can't heal if they're being chased, and the timer will still deplete if the killer is near you. The killer won't have to try, just wait until the timer runs out and it's an instant down. This is the same problem everyone had with The Old Legion.

    Nurse is already strong without momentum and requires quite a steep learning curve. Experienced Nurse players will suffer from scrambled muscle memory since they are used to precise blinks.

    Hillbilly is understandable, but people will be pissed lol.

    People will probably be pissed. Some will, anyway. You can't please them all. And hey, everyone always seems so fond of saying "git gud", so I guess that would apply also? Hah.


    I know it'll scramble their muscle memory but that's a good thing, I think? The momentum wouldn't be something completely over the top, the exact speeds I can't really say as I obviously can't test anything of the sorts. While it would scramble muscle memory a little, blink distance of the blink itsself would still be the same, and this is why the Nurse would still be able to blink while gliding, to use the second blink to correct if the first one wasn't very good.

    It does punish missed blinks more, much like the current cooldown does, but the current cooldown also applies even if you succesfully hit. It's a hard stop in Nurse's momentum, no pun intended, which I tried to avoid with this idea, whilst making Nurse still be very powerful in the right hands (as powerful as old Nurse, really), at the cost that momentum and how far that would bring you would be another learning factor.

    I still think it could be a fun thing that still allows for Nurse to be incredibly powerful, while still punishing missed attacks (as it should), and allowing a bit more breathing room for survivors, but not so much Nurse ends up feeling out of control. I'd really love if an actual Nurse main gave their opinion on this. (Without old Nurse bias, of course!)


    As for Trapper, yeah, it could. The way I see it is that you could still heal it even if the killer is in the area, and if you're healing the timer stops so you won't make the pain grunts either. The killer would need to actually find you. And if they did find you, you'd already be injured as you stepped into a trap. The difference here is that stepping into a trap can actually be lethal, as now you can't just go ahead and endlessly loop Trapper, your time will run out after some time (and I think 36 seconds is quite generous, about half a generator still).

    This isn't tunneling as per its definition though. This is similar to a Trapper simply going for the person that just stepped into his traps (difference is that at this point the survivor could loop for a long time). It would only be tunneling per its actual definition if they decided to chase you immediately after you got unhooked.

    It was broken on Legion because Legion had the power to apply the bleedout whenever he wanted, and he could even cut down the time on that. Here, Trapper wouldn't be able to apply it whenever he feels like it, the survivor would have had to have made the first mistake of walking in the bear trap, and Trapper, while a 115% movement speed killer, is still low mobility, so if you get trapped on the other side of the map, chances are likely you have already healed the effect before Trapper arrives and finds you. I think that would balance it out somewhat.

    And remember: if a killer wants to tunnel, they will tunnel. Bloodloss or not.

    (As a sidenote: "Bloodloss" actually already exists in a way, though it's a bit more like Borrowed Time that's limited: Styptic agent (Medkit add-on, former instaheal) gives you a few seconds after using it and being hit, but you'll bleed out eventually. Seeing as it exists in this way, I don't think it'd be such a drasic effect to exist in the game from other sources, in this case a source that can actively be rendered useless by the survivors.)


    Thank you for sharing your thoughts, though! If you have anything else to add, I'd love to hear it!

  • @thefallenloser said:

    Bloodloss encourages tunneling and punishes Survivors way to harshly. Absolutely not. Any self-escape is a guaranteed down. Just make it Deep Wound.

    Momentum is unnecessary. If anything, just make it an add-on. It'd probably be even more hated to the people who play her.

    Dunno why Hillbilly needs add-on either. He's fine.

    Trapper:

    Where would Bloodloss encourage tunneling? Because otherwise they heal? That would mean Deep Wound also encouraged tunneling, no? Since they can heal out of that.

    Self escapes wouldn't be guaranteed downs. Remember that this change is to give Trapper a bit of a hand when a survivor stepped into a trap far away and managed to escape out of it quickly. I could see Deep wound being added to this, though I opted out of that idea because Deep Wound wouldn't really help Trapper here at all. The survivor would then simply escape and if the Trapper did manage to get close(r) then looping would ensue.

    It's very simple to disarm traps and ignore the effect entirely (Bloodloss upon trap disarm is an "extra" thought I had, the main goal is when stepping into one).


    Nurse:

    I'd like to hear why momentum is unnecessary, and why it would be hated. You can play around it by not blinking as far, for example. It puts a lot more control into the players' hands than the current cooldown system does, and at least seems a lot more interesting than a cooldown, and at the same time it would reward survivors a bit who managed to make the Nurse miss a blink, giving them slightly more distance before she uses her second. It would increase her map pressure as she would cover more distance, too, if the player decided upon that, or they could use an object to stop at a location of choice.


    Hillbilly:

    I opted to give Hillbilly this slight tweak because I've read a lot of the time that Hillbilly is incredibly strong for how relatively easy he is to pick up. This change would still let him keep his immense power, as all plays Hillbilly can currently do with him will still be possible, but would make his learning curve slightly more linear and more in line with other strong killers.


    Appreciate your feedback, let me know any counter-arguments you may have!

  • @DerFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/848374#Comment_848374

    You didnt get my point right. It has nothing to do with finding another target or the rescuer.

    If i get unhooked with DS, then i just do a center gen or a gen thats nearly done even if the killer chases next to me. if he tries to chase me, i just get in a locker. if as you said, he choses to grab me and i DS him, i can get to the next loop without any problems (5 seconds is very long) and just save drop the pallets. so there are 3 other survivors pushing the last gens for my adrenalin and i am out.

    So what i wanted to point out is that DS gives you a free ticket to do a gen anywhere and break any 3 gen strat. It also brings you to the not heal but push gen descision after an unhook.

    i also play killer 50% of my time and i have to deal with the same ######### that i do as survivor. DS should disappear the moment you touch a gen. i have no problem if DS would be up for every surv after every unhook as long as they lose it the moment they do a gen or totem. all you should be allowed to do is healing.

    That would make DS an incredibly detrimental perk to the team.

    If DS really turns out to be an issue (that certain data points out), the only change, and I mean absolute, the only change that should be done, is to disable DS entirely upon entering a locker, or have DS only reactivate after 3-4s of leaving the locker (the overall 60s timer would continue to tick).

    Still think DS is fine in its current state personally, as it barely poses an issue for me, and seemingly a lot of other players too, but if they do come around to changing it in some way, again, that's the only change that should be done.

  • Apparently there's been talk of this exact change going to be implemented. There's a few posts of it on the internet. First I saw about it was a meme on Reddit.

    As far as I know, BL was only really an issue on Haddonfield, but I've also heard that map was up for a rework (much like Badham Preschool).

  • I think killers are in a relatively okay spot. I 4k fairly often, though there are still games where I have to get my rear in gear to get the kills (and there are some games where I get beat / unlucky and lose). Some killers can use a slight buff, others like Legion need an entire (good) rework, other killers are good as they are in the game's current state.

    Once BHVR's plans to bring Solo survivors (as well as 2 and 3-man groups) closer to 4-man groups have been implemented, killers can then recieve additional buffs to bring them up-to-par on that, though that'll likely still take a long time as it's a fairly complicated topic.

  • These buffs aren't necessary.

    • Totems get cleansed quickly enough.
    • Wiggle functionality was made to prevent killers from carrying you permanently (keeping you hostage) and/or basement hooking everyone, escaping is only added bonus.

    Survivors have plenty of opportunity to score points in the game and have opportunities to escape, much like killers have the opportunities needed to kill all survivors.

    These changes are completely unnecessary. The only change regarding totems that are needed, is what a lot of other players have already stated:

    • Add a totem counter for survivors. (Base or Small Game perk attachment.)
    • This will bring solo closer to SWF.

    However small these changes may be, they aren't needed.

  • @DerFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/847996#Comment_847996

    you missed my point.

    If i get unhooked, i go to the next gen and do him. if the killer comes, i wont waste any pallet but go in a locker. so what now? the killer can get my DS or he leaves and gives me a free gen or he camps the locker and 3 other gens pop.

    do you think any of this 3 options is right?

    DS in the way you can abuse it right now is way to powerfull.

    At that point though, wouldn't taking the DS be the better option? You got rid of the perk, and the survivor now gets into chase with no "second chance". You spent around 5 seconds traded for a much safer end-game.

    Besides, this is assuming you failed to find another target, failed to spot and target the rescuer, the unhooked survivor hopped on a gen, and you happened upon them, within 60 seconds. I'm still not convinced that the perk as a whole is an issue, moreso that you were unable to find anyone else (which would be the equivalent of simply finding and chasing another person, regardless of DS existing or not: the unhooked survivor can still do a generator).

    Doesn't every killer run BBQ&C nowadays, anyway?

    I can see how a survivor would abuse it now, but I've had it happen once ever since DS got reworked, and that was because I decided to chase the bait (they revealed themselves on purpose) on my own accord. In pretty much every other case do I not get back to the survivor before their DS is out because I'm chasing someone else.

    It just seems so rare of an occurence to nerf an entire perk over to me, especially since it's already a fairly limited if not outright useless perk in any case where killers don't actively tunnel, that it really doesn't need a change.

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/848031#Comment_848031

    It sounds like you are survivor main man. I'm currently playing more survivor than killer and i understand strenght of the DS. It's in my opinion the strongest survivor perk right now. It's actually free escape at the end game if killer didn't tunnel earlier of the game lol..

    I mean, if it's endgame, gates are open and the survivor isn't dead yet, you have lost. At that point that one escape wouldn't be problematic: you didn't perform well enough (or the survivors performed too well) to kill before EGC.


    I play both sides. I'll admit I play survivor more (as I enjoy the "getting chased" more than the "hunt them"), but on the topic of balance I look at it from both sides, try to evaluate strengths, weaknesses, counters, etc., and make conclusions based on that. I'd dare say I'm on equal ground in terms of game balance, not particularly one-sided.

    DS has a bunch of counters to an already limited perk. Yeah, it can come in clutch, but so can killers' Blood Warden, NOED, HG, or even add-ons. Those perks however also have plenty of counterplay, and are also limited, hence why nobody wants those to be nerfed. (Except NOED, though NOED is more of a sentimental issue of "this is cheap", much like DS is, both are annoying but they're fine as is.)

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/848010#Comment_848010

    Agreed. Also increasing the gen times would massively buff killers that camp first hook. What we need is a secondary objective that is:

    - NOT optional

    - BUT does not put survivors at risk too much

    Agreed 100%!

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/847996#Comment_847996

    So you wouldn't have issues making DS more anti tunnel perk. Keep the 60 seconds, but if i move at least 32 meters away (which is average terror radius distance), then the timer should move much faster and you get 30 second immunity. This way good killers who don't tunnel wouldn't get punished and DS would be less of a crutch. Since now it's anti tunnel perk and also a crutch

    If you're already far enough away then DS doesn't bother you to begin with, why would it need to be changed?

    And no, this change would actually hurt large TR killers (TR Doc, for example, and Doc is the last killer to need disadvantages compared to others).

    And the survivors who want DS to be an issue for you (aka those you should just slug), would just stay in your TR, not much has changed).

    Additionally it would make tunneling killers with map pressure a lot worse. We've all faced a Billy who comes back from crossmap to tunnel you. The Wraith who masks his TR with cloak. The Spirit who moves away and then just phases back.


    DS is fine as it is. It's only an issue if the killer plays into the survivors' hands, or if they're absolutely demolishing a survivor team (at which point DS wouldn't be much of an issue anyway).

    You're digging for a change to a perk that doesn't need changing, and it's actually a bad change that just makes weaker killers even weaker, and stronger killers stronger.

  • Problem is, simply extending gen time isn't the answer.

    Not only will this make survivor gameplay more repetitive, it'll also make "genrushing", as we've come to call it, even more necessary to have chances to escape. It'll likely just make the game worse for both sides:

    • Survivors have to do gens for longer, which already isn't the most interactive piece of gameplay.
    • Survivors will attempt to genrush even harder to compensate, making games for killers worse in some / many occasions, too.
  • @DerFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/847852#Comment_847852

    because you dont abuse it. as i wrote before, you are able to abuse it hard and alot of ppl are doing just that. you are granted to do a gen or waste the killer time for more than one gen if you do it right. i didnt just that a few time and i get the same in my fasce as kilelr a few times. if you have 4 survivors who are decent and know what they have to do, they get a value of DS that is way above every other perk, even if it is a anti tunneling perk

    How can people abuse it though? If they run into you like an idiot, you down them and go do whatever you were already doing. Gen patrol, chase, hook the other guy you just downed.

    The only time "abusing" works is if you, as the killer, fall for it. I see people saying slugging is bad but it's actually a powerful tool because the person on the floor can't do anything. Then another person needs to go ahead and pick them up, which takes some time, too. They hurt themselves more than they hurt you. If they still haven't been picked up a few seconds later, their DS is over and you can hook them easily, no chase needed.

    @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/847916#Comment_847916

    If people didn't tunnel so hard the higher you go, people wouldn't be bringing DS because it'd be pointless.

    Here's the thing. If you managed to hook another person before a person was unhooked, or directly after, and you down the unhooked survivor, you have significantly more pressure anyways. Eat the DS, don't tunnel, or slug. It's not like they'll get away from you in most instances anyways, and after that you can tunnel them all you want.

    This 100%. You shouldn't be eyeballing the hooked guy, you should already be chasing someone else. If you aren't chasing someone else by the time that guy got unhooked, that DS isn't the only problem you're having, you're likely already losing the game.

    If a survivor thinks they're smart stuff and unhook behind you... chase the rescuer? Maybe hit the guy who just got rescued so they can't do anything, but leave them, chase that other guy. DS avoided, 3 people off gens, pressure is high.

    @Callmehandsome said:

    I love how people are saying "just slug them" Killers time is more valuable, if he needs to slug every survivor who recently had been unhooked could mean losing the game. Every second you spent guarding the slugged person, could be 3 seconds on the generators. Sure you can leave and patrol gens, which is risking losing that hook you deserved and maybe not even finding next survivor

    You don't even need to camp nor tunnel to find same survivor again, most of the time they just go repairing same generator close to you, becouse they know if you touch them, you get punished.

    One way to make DS more fair would be keep the 60 seconds, but if killer goes like 32 meters away, the timer goes with double speed. So you have 30 second immunity if killer stays far away.

    If you can't find anyone else to chase, DS isn't the problem, it's you not being able to find targets that's the issue. If you have trouble finding people, there's a bunch of perks or even add-ons for some killers to help you with that, use them.

  • I really don't get how DS is such a problem for anyone. I use DS a lot because tunneling has been a popular tactic recently, and pretty much always is my DS already ran out by the time the killer found me again.

    If they did find me before my DS ran out, I'll already be healed and by the time I go down, my DS has expired. Rarely ever do I get to use it if the killer doesn't camp / tunnel.

    So how is this such a big problem? Sounds like it's a killer problem, not the perk being "broken" or OP.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/835892#Comment_835892

    You paid to go to the convention, not for the cosmetics. The cosmetics were free. We have never charged a dime for them.

    Wouldn't this theoretically apply to the Bloodletting shirt? Since players purchased an item from the old store to get that item, and the shirt was just an extra? Or did they have to tick an option to obtain it that was only available at that time?

  • While it's heartbreaking for those who already had it, not being able to get those exclusives is heartbreaking for those who never had a chance.

    I don't know if you were there, but there was a time where a lot, and I mean a lot, of people wanted Legacy or some variant of it to return, because the skins looked cool to a lot of players, and it was heartbreaking that those players couldn't get them anymore, simply because they might not even have known the game existed (I know I didn't).

    Edit: Yes, I'm aware Legacy isn't returning, this is just as an example for how it feels to be on the side who didn't get the chance to earn them.

    Exclusives are always a double-edged sword, so really it's up to you, the individual, to be empathic enough to put aside your own gripes with it and see it on the bright side: everyone gets to have these little tidbits now, nobody is being left out.

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/836659#Comment_836659

    Well as Survivor I never assume Spirit is on her way to my location, I let go of the Gen so I don't get grabbed just in case but I don't run off and show I'm actually there. I might stand a little bit away from the Gen so if she does show up I don't get hit but I don't like completely leave the area because I hear her coming. This add-on would get me as I would think she is indeed not coming since she did not appear and I still don't hear her TR.

    But maybe this is why I can't get past Rank 5?

    Hah, maybe. I suppose it could occasionally work, though Spirit is quite tall, and as she can't see you either, she doesn't know which way you're looking. She might pop out in your LoS. And that's if you stick around the gen in a place she could find you easily. Most survivors will hide. They won't move very far away, but they'll hide which would make it very difficult for the Spirit to see them before they saw her, you know?

    That's where it kind of becomes an unreliable option for an addon, as it becomes rather luck based more than anything.

    At least, this is how I see it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/836628#Comment_836628

    As it rightfully shouldn't, and the grind has everything to do with it actually. The devs won't bring it back because it was so hard to prestige back then, and they are loyal to the ones who worked hard for it

    It was hard, yeah. Nevertheless, playing a game should be something you do because you want to do it. You should be glad you got rewarded for it with those legacy skins in the first place.

    You were never entitled to those Legacy skins until BHVR decided to make it so, which would only make sense that they could also have decided to not have it be exclusive or not, it's their creation, and they got to decide what happened with it.

    Yes, they did keep it exclusive as a "loyalty" thing, and because they said it would be. Not because of the grinding. They could've simply decided to keep it exclusive because you bought the game that quickly after it came out? Maybe they kept it exclusive because the quality of the game wasn't back then what it has become now?

    The "grind" was only the means to obtain it, BHVR deciding to keep it exclusive (and having promised that), is what is keeping it exclusive. Not because you specifically grinded for it. (Because, as I stated, they could've decided on its exclusivity for other reasons other than the grind, and they were never obligated to make it exclusive in the first place, it was just the kind thing to do.)

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/836497#Comment_836497

    So lets say you're a Gen outside of her TR, you see she is actively in a chase with the Obsession, you keep doing the Gen. You hear her phasing and you're fine because the Obsession is being chased, the phasing sound ends and a second later Spirit turns a corner and smacks you in the face.

    Basically the strategy would be to leave Phasing before you reach your destination, this way Survivors think you weren't coming for them since you didn't show up right next to them. That false sense of security convinces them to keep doing their Gen and then Spirit walks up next to them with no TR. It is kind of like Demo leaving his portals except you have concentrated control of where you're going and how far you want to go to time your Undetectable.

    Could work, you'd require the survivor to have that sense of security though, if they don't know you're chasing anyone, all they know is "she's here".

    It's a good idea but sounds very unreliable. You'd just have to have a way to trick survivors into that sense of security that's reliable for the Spirit player.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/836603#Comment_836603

    Those events were about 2 weeks, the bloodweb grind took months

    The grind's got little to do with it. You should never, ever enter a game, earn a reward, and expect it to never return. (If you do expect that, you're at fault.)

    The reason Legacy won't return is because BHVR specifically mentioned that it wouldn't.

  • Put them all in their own queue together and watch how they begin to realise how annoying DCs are when they can't play a proper game anymore because everyone constantly DCs.

  • @Gay Myers (Luzi) said:

    Donald Duck. Nothing scarier than a duck chasing you.

    Peace was never an option.

  • Lightning McQueen of course. Cruises around the map and if he hits you you die instantly because, let's be honest, a car just drove over you. Oh and he'd have insane mobility, too.

  • The most used explanation for this "code", is what @AsePlayer stated.

    However, at this point, there's been so much confusion around this, that I don't think anyone even really knows anymore. Some people see flailing your arms as camping killer while others think it means "come get me".

    Take it on a game-by-game basis (or don't rely on it at all). If you see a survivor flapping their arms with the killer around, they mean camping, if they do it with no killer then you should be good to get them.

  • @ASAPTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/836439#Comment_836439

    What I'm saying is that a lot of new accounts have been made recently and most have been discussing the spirit changes on the forums from what I seen

    Ah, like that. Well, could be possible they're long time lurkers feeling called upon to share their thoughts on the changes, hah.

  • @MedicSpirit7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/836468#Comment_836468

    I think it would kinda keep the core effect of prayer beads while not making it as powerful as before

    I'd have to ask though: how would this work for the Spirit while still in-phase?

    If survivors could hear the phasing, the Undetectable wouldn't really matter as much as the survivors are aware of her presence.

    And if the Spirit does manage to leave phase before survivors hear the vacuum, the undetectable status would have to last ridiculously long for it to not run out before she reaches the survivors.


    That's my take on it, at least. If you have an idea on how to tackle that, you might have a fun idea there!

  • @ASAPTurtle said:

    There's a lot of users that have under 100 post talking about spirit changes. Wonder why, there pretty minor changes.

    Wouldn't take post count as credit for anything. I have below 100, but I've been playing since early 2018 and have quite closely been following patches / updates and things regarding balance. I've had my forum account for over a year (badge is there), I just never actively contributed until recently.

  • @Eleghost said:

    Which event items are you talking about? Also Legacy should be the only exclusive. There's no real argument you can make about it not being there as to go through bloodwebs to prestige when this game came out were awful. There was also no bbq&c or wglf there to give you buffs. No party streamers or survivor puddings or cakes. Oh yea also blood point offerings barely gave you any bonuses.

    Only reason Legacy is staying exclusive is because BHVR mentioned that they were never going to return in the past.

    @Victor_hensley Event items are being made available though? Kate's shirt from the Summer BBQ, Huntress mask and David's jacket from the Lunar new year are also being made available.

    If you mean the Blight cosmetics, those are available, albeit with a price tag on them.

  • @sorrowen said:

    https://forum.deadbydaylight.com/en/discussion/comment/836324#Comment_836324

    I think thats the issue with his some players worked hard for these event cosmetics now they aren't special anymore. DBD is over a $60 game and over $100 if you throw in their cosmetic costs

    DbD is 20. The DLCs are optional.

    As for the topic at hand, there is no right or wrong answer. Some people dislike the choice, others like it. The question is: are you empathic enough to understand both sides, and put aside your own gripes with it?

    If they didn't make these exclusives available, those who don't have it or never even got the chance to have it will feel left out.

    If they do make them available then those who did get them under the assumption that they were exclusive will feel like they've been betrayed. (However, BHVR mentioned that, aside from the Legacy skins, none of those cosmetics were said to be exclusive permanently.)


    As a whole, I just wish gaming moved away from "exclusivity", and rather put things like these behind a goal, challenge, or grind. (Like the old Legacy was, and now the bloody clothing.) By not having exclusives in the first place, things like these would never be an issue.

  • @AkiTheKitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/836198#Comment_836198

    Exactly, this is kinda why I feel like legacy is also a bs exclusive for console but I know that won't change

    Unfortunately Legacy is the one thing they did say would never return. I'm with you in the sentiment that console players have kinda been neglected in that regard. Sadly, Console will never see Legacy skins. Oh well, I suppose we also have the Blight ones? They kinda look like Legacy with all the yellow / orange-y goo?

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