Comments
-
Not a fan of the adrenaline change. I think it needed changes, but this just makes it better for SWF and less useful for Solo Queue. DS finally back on the menu. I think they should've went further and had it eat charges for killers like Nurse, Blight, Wesker, and Spirit. I'll have to see the twins rework. I wish they just…
-
-Let survivors see the perks their teammates are running. There's no reason for this not to be in the game already. This should not be a "Maybe we'll do it later." This should be a "This is coming in a weekly patch this week." -Fix MMR so it's not entirely based around kills and survival. A killer who gets 4 hooks and 1…
-
Immunity to hit does not allow a bodyblock, Mr. "I need to tunnel because i'm not good at the game."
-
Their solution to not enough lockers on some maps is apparently giving Huntress more hatchets, but then doing nothing for Dredge.
-
Pig: Spam your traps and... oh wait. Nope.
-
Yes, this was my first concern when I saw that as well. Hopefully they've taken that into account. Pinky Finger is annoying to play against when you can't really do anything about it. Wish they'd just rework it entirely.
-
Haemorrhage is a bigger problem than Mangled imo. Mangled was never the problem. But Haemorrhage basically kills resurgence as a perk. Resurgence should buffed to make you immune to Haemorrhage.
-
There's an easy way to fix tunneling. Give survivors immunity off hook (at least before the gens are completed), but give them a secondary objective to complete to 'return to the game'.
-
Knight Doctor Legion Then I quit playing lights out mode, because it wasn't fun as survivor. Lack of scratchmarks didn't do much because the killers could get a free hit most of the time, then they can hear you. And that's if you're lucky enough and they don't just tunnel the first person out of the game immediately. I…
-
Ghostbusters: Spirits Unleashed
-
Yeah, there's no reason for the tracking killers, which just kills the purpose of Lights Out. There's zero downside for them.
-
No, but I think we're heading in the direction of more perks being disabled after certain points. Prediction: MFT will not work in end game (Similar to Decisive Strike and Off the Record) Regression perks will stop working after one survivor dies (Similar to Hex: Ruin) or will be severely weakened after one person dies…
-
There are bot matches now. You can play against bots. I mean if you play Skull Merchant, you're going to anyway. This just skips one step in the process!
-
The percent of survivor who DC against Skull Merchant is probably around 60%. Probably something they needed to do something about sooner rather than later.
-
Devour needs a slight nerf tbh. It doesn't have to be big. Just notify survivors of a hex after the first token, like with Huntress Lullaby. Huntress Lullaby is a lot weaker and still notifies survivors as soon as they have one token. I see no reason for Devour to get the benefit of hiding until three (or more if nobody…
-
They set the bar way too high. At least it's just for a charm, so if we miss out we're not missing out on much. But I feel expecting that many people to care and do the rift is a bit much imo. Even if your progress counts past the initial 3, whos' going to keep that challenge selected and farm gold lightbringer/gatekeeper…
-
Just make the achievement that all 4 survivors must die while using tombstone piece or judith's tombstone. And include DC's in it. Lockers are the only counter survivors have against Tombstone.
-
This would be a nice buff to Ace in the Hole. Make it so that you don't drop your item with the perk. Maybe lose some charges if Franklin's Demise.
-
You got a 3K, and one guy left with less than 10k bp... is.... is the bully squad in the room with us right now?
-
"Hello fellow survivor mains. Yes, I play the survivor on dead by daylight all the time. I like the tea bagging and flashlight clicking. Totally 100% survivor main."
-
Ace in a Hole Let survivors store items in lockers, and if they escape they get to keep those as well. This would make it more useful for item farming. Autodidact Gain one stack every time you complete a heal. Better than New Increase the percentage to 26/28/30%. It's weaker than Leader as is. Bite the Bullet This perk is…
-
Not when it can only be used 4x per match, and it could easily hit a generator that's only got 20% progress for 10%. Or even a gen with 10% progress for just 5%.
-
I made a thread about Dead Hard. But I think Pain Resonance should have its numbers buffed. Since it can only activate 4 times per game. I think 50% of total gen progression would be a good way to do it. It's only useable four times per match, and you have to hook four different survivors for it to work four times. This…
-
Self-Care is super dead unless they didn't mention buffing it. Now it'll take almost as long to self-care as it will to do a generator. Probably longer with sloppy butcher.
-
R.I.P. Self-Care. It's now going to take almost as much time as a generator, and more time than a generator with sloppy butcher.
-
Killers need both incentive to not tunnel, as well as punishment for tunneling. It has to be a 2-way street.
-
They really need to nerf Call of Brine/Overcharge, which I think is the main issue. Call of Brine should just work on one gen at a time. And Overcharge should not stack with it. Pain Resonance is fine because it requires killers to get downs to use it. But CoB/Overcharge are just insane gen regression. I know a lot of…
-
Disabling them needs to be more rewarding than "She's without one drone for 10 seconds." There's pretty much no reason to actually do the drones.
-
I feel like it was done this way because it'd make self-care even worse than it already is. If they were going to do that, it should've received a buff. 30/40/50% reduced altruistic healing speeds for 50 seconds after each hook.
-
So you're cool if survivors just hide for an hour when there's 1 gen left? I mean if the killer doesn't like it, he can let them finish the gens and move on to the next game. That's your us vs them argument in a nutshell.
-
I mean if they're getting looped to death, the gens are getting done anyway or the survivors aren't doing anything. But that is why I think it should only work if there's only one generator left. Just something to speed the game along. It wouldn't have to be drastic. Just something to put pressure on the killer to get…
-
While I think three-gen is a legit strategy, it shouldn't be as strong as it is. Killers need to be pressured to go for downs. Some sort of bloodlust, but for generators, would be a good solution IMO. i'm not sure exactly how it'd work (especially with stealth killers) because you'd also have to make sure survivors…
-
Please explain in detail, as if I were 5 years old, how you use her power effectively. Cause I don't get it.
-
Good riddance to the most annoying perk the game has ever had. You won't be missed.
-
Friendly Competition is just a worse version of Deja Vu. It had a requirement to activate, and encourages you to play less efficiently. The reward isn't worth it. You might as well just run Deja Vu. Teamwork: power of two is just a weaker blood pact that works on everyone but loses the aura reading. Cut Loose is…
-
They should absolutely let you see your teammates perks. In lobby and in game. "Oh, this person has deliverance, and they unhooked Claudette. I don't need to go rescue them." SWF already has this information. "Oh this person has BT/We'll Make it. I should let them get the save." Also think they should let you see what…
-
Wesker would be perfect if they ever paused your infection rate for some time after coming off hook. Blight would be perfect if they nerfed a couple of add-ons.Those two are probably the closest.
-
Yes, killer is the easiest it has ever been. If you're having trouble it's a skill issue.