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TheMythicalCat

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TheMythicalCat
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  • Since no one brought it up, Surveillance. With his high mobility, knowing exactly which gens survivors are working on is amazing. It works good on it's own, but pair it with Ruin/Surge/Oppression and it's very, very useful.
  • DS you can just avoid the unhooked guy. If you go to the hook after an unhook, you can probably find the unhooker, meaning you can just ignore the DS. If you can't, slugging them is still effective, even if they have Unbreakable. And if you don't go to a hook after they get off, the only time DS will hit you is if you get…
  • Adrenaline doesn't activate if you kill them before gens are done. If gens get completed while carrying a survivor, dropping and immediately hitting them gets rid of Adrenaline DS is only unavoidable when paired with Unbreakable, with the reverse being the same Dead Hard is only unavoidable when it's used to extend loops,…
  • I'm not complaining, I don't think a lot of these are good. I'm saying that they are, in fact, second chances. Just like the bad Survivor second chance perks. Not an issue, but they are second chances. The original post said that Killers don't have second chance perks. Not that they don't have good ones, or viable ones.…
  • NOED: Wastes a lot of time if it's not in the match, not always easy to find every totem, not run every time so it's not always worth going for Blood Warden: No one runs this perk. No one is going to predict you're running it, because the only reason to run it for memes. It's not great, but it's still a second chance…
  • NOED: Not ran every game, wastes a lot of time getting rid of it Blood Warden: It's encouraged to stay behind and rescue hooked survivors, even in EGC. There's no way to know the Killer has BW until it activates Enduring: If you mess up at the pallet, you hardly get punished for it Spirit Fury: Can be ran without Enduring…
  • Yeah, and Adrenaline only goes off when the Killer lets the gens be done. Unbreakable only goes off when the Killer leaves them on the ground. DS only goes off when they get picked up after getting off the hook. These things are unavoidable sometimes, you can't avoid being downed forever, sometimes you have to leave…
  • Please point out where I said Crutch. Or any of the things you're claiming I said. I never said it would win you the match. But if the gates are blocked, and you're near them, it gives you the chance to catch a survivor in a situation where you literally could not otherwise. You cannot catch a survivor at the exit gates…
  • It's not a requirement, and it does punish Survivors for messing up, but it also rewards the Killer for letting the gates be opened in the first place. It provides a benefit only after the Killer messes up. That's a terrible argument, don't even try that. Adrenaline goes once per match, PGTW goes a ton of times throughout.…
  • I didn't say the Killers are good now, but they did get buffed, and they are improved. Wraith and Trapper do need more, but this is still helpful. I still need to see Clown in action to see if he's fixed, but nothing else in the patch will be meta. Both sides got small buffs. This isn't a survivor sided patch.
  • Yes, the speed buff can effect survivors, but only if you mess up. The only way it will speed up just the survivors and not you as well is if you ######### it up badly. Anything else, and at worst it will do nothing and give both of you the speed boost. Not to mention the fact that the purple smoke cancels the effect for…
  • Dead Hard most of the time punishes Killers for not baiting it out. There are times where it's just a free loop extension, but most of the time it's not used like that. And it's encouraged to save hooked survivors in the endgame, where BW activates. That's not them messing up since they couldn't know about it, and are…
  • Ruin is really good on any killer with mobility. PGTW is great on nearly every killer in the game, being able to instantly regress 25% of a generator is really good. Just because it's not as good doesn't mean it's #########.
  • PGTW and Undying still give you second chances, which was the original argument. Spirit Fury gets rid of the pallet, meaning you don't have to worry about it for future chases and gives you a quicker route to catch up to the survivor, if they run, and catch up instantly if they don't know and don't leave right away. Blood…
  • 5 second reload to 3 second reload isn't a buff? The ability to increase your movement speed by 10% isn't a buff? Both of these things without a single nerf isn't a buff? The ability to ######### up doesn't make a killer bad. It just makes them harder to play, and in this case, gives more chances for good plays at the same…
  • There's still a lot of perks that can take Undying's place. Ruin is still good, and Pop didn't get effected at all. The Killer Meta will probably just revert to what it was, which was still strong.
  • And I doubt any of the perks buffed will become meta either, none of them where huge.
  • How is it not when it gives survivors a lot of distance? Sure, there are times when getting stunned isn't terrible, but you can be punished pretty badly by letting it happen. If you don't respect a pallet, and don't get a hit out of it, that's a mistake. One Enduring, Spirit Fury and Nemesis all activate off of. In those…
  • So you can get punished for using a power badly? Oh no, the horror! If you're that scared of letting them escape, just don't use it in a chase, use it for mobility. It's optional. His reload speed got a buff. Giving a killer more room to make good plays while adding a penalty if you ######### it up isn't a nerf if…
  • I never said they where meta. I said that they where second chance perks. Don't move the goalposts. Being given a speedboost and the ability to insta-down anyone is powerful at all times when gens are done, not just off of hook. And you get it by losing. In a situation where someone gets unhooked while NOED is active...…
  • Clown got faster reload speeds, and got a new type of bottle that speeds players up Trapper's RNG got changed so early escapes are harder, but later escapes are easier, making them much more consistent Wraith is now fully invisible from 24m away while cloaked, has the same shimmer when within 16 meters, and the shimmer…
  • You are aware that 3 Killers got buffed, right?
  • Clown will only give MS to Survivors if the player is bad. If you're that worried about Survivors getting movement speed in a chase, just don't use it in a chase, use it for mobility. Wraith being invisible from that far away is extremely helpful, you can hide yourself when you get close enough but don't have to worry…
  • If you want to go that route: NOED: You lose all gens? Free insta-downs Bloodwarden: Gates are open and you hook someone? No one can leave and they're probably ######### Enduring: You get stunned? Don't worry, it hardly matters Spirit Fury: You get stunned? Goodbye pallet Nemesis: You get stunned? They're your obsession…
  • Nevermind the three killers who all got buffs, and no nerfs to any killers, those don't count at all.
  • I support this fully
  • No. First, there's the crouching problem. The fact that being able to crouch is an ability for two Killers should say enough about how giving it to everyone would be a bad idea. POV would have to be static, which would feel weird in a VR game. Then, Stuns. One of the main parts of stuns that make them good is the fact that…
  • Wraith ranks up really easily, and I've heard Legion does too.
  • No perk is always effective it the intended situation, unless it has a small effect. Unbreakable doesn't always help with Slugging. Adrenaline doesn't always guarantee a heal in certain situations if the Killer knows what they're doing, and it doesn't always even activate. Save the Best for Last doesn't always help you get…
  • I main Killer, and unless I'm playing really bad, I can down an injured survivor within 60 seconds of finding them, usually much less. If you're really worried about the timer running out, you can just let them down you before it does so they get stunned, or jump into a locker. That's not really an issue. If you're able to…
  • It's anti-tunnel because it punishes the Killer for tunneling. If they want to tunnel someone with DS, they need to catch and down them, eat the 5 second stun, and then go and hunt them down again. Depending on how good the person using DS is, they could run the killer for half a minute before needing to use DS, which is…
  • DS just needs to have a deactivation method. Either another survivor gets hooked, you get fully healed, or you start working on a gen. With that, it will still be a very effective anti-tunneling tool, but wont punish Killers for leaving the person alone and finding them again before the timer runs out. While another…
  • That was mentioned in this post, re-read the "What we know" part
  • Because I trust that Survivors are able to leave without the Killer escorting them out.
  • Just because you don't have something doesn't mean no one should have it I get why you want it, and I don't recall there ever being a reason for there not being Chat on Console, but they shouldn't exclude everyone from it just because some can't have it.
  • What if they lowered the rarity on them, allowed you to instantly open a chest, and raised the chances of getting a high rarity item? That way you could bring a yellow key and potentially get a purple item, but runs the risk of getting something of equal/lower value.
  • I always use a slow-down perk. Even if it's just Thanatophobia, I'll always run one. I generally run Sloppy, Thana, Pop or Ruin on any Killer, occasionally Surge. If it was better, I would use Dying Light all the time too. But I can't really imagine playing without any slow-down perks, Gen pressure is easily my weakest…
  • The only thing worse about this Clown is the fact that he only has 2 bottles. Everything else is a strict buff.
  • One time I hooked a survivor, and turned around and saw a few fresh scratch marks. They didn't lead anywhere, and there was a locker right beside them. I quickly checked around the structure, and found nothing. I made a guess they where in the locker, and they where. Makes me a hacker I guess.
  • Likely either on the 20th or 27th
  • Reloading bottles would hardly slow him down, so the less bottles would have less of an impact. But since his bottles can also be used for map pressure, I wanted to make sure it wasn't too overwhelming. What would you recommend? He's only 110% when reloading. He's still 115% any other time.
  • Deathslinger's first buff is nearly useless. Landing shots even 15 Meters away is VERY hard to do, which is why the Iridescent Coin is bad. Anything more and it would be nearly impossible. Not to mention that you would HAVE to break the chain if you landed that hit.
  • Yeah, they should buff that many perks at once. That can't go wrong at all. They're taking their time. Be patient.
  • Really fun. Much stronger then Legion and Clown. He's my best Killer right now, and let me tell you, when you get good with his power, you'll see how good he is in a chase. When you can land your shots (which, if you're good enough, you will), you'll be ending chases very, very fast. Most loops without a tall barrier are…
  • Killer DBD is way more stressful then most online games. Your margin for error is WAY smaller then most games, where wasting 20 seconds can lose you the match. The only thing that's come close to DBD for me is Fighting Games, and that's because they're similar in the fact that a single mistake can cost you the match.…
  • Any Killer is worth maining, except for maybe Clown. All that matters is if you enjoy them.
  • What happens if the gates are powered? Why should the Killer be punished for doing the only thing they can do? Most Killers can't down people fast enough to catch them before they leave, so camping is the only play. They shouldn't be punished for that.
  • Trapper needs better Trap spawn locations (closer to the center), and to have one of his bags + maybe darkened traps. Wraith being completely invisible won't help that much, making Yellow Windstorm permanent and reworking the Windstorms would do so much more for him. That wont help Legion. The issue is that his power is…
  • If you wait out DMS, then it did its job. Gens take 80 seconds by default to complete, by the time DMS runs out you could have gotten another Gen halfway done. Wasting up to 45 seconds is a big deal. The weakness of the perk is that you need to hook your obsession, not that the gens can't regress while it's active.
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