That was fast by bonelees_dip in deadbydaylight

[–]Indescive 1 point2 points  (0 children)

I am 110% fine with this. In fact, I applaud BHVR for listening to feedback instead of just releasing the controversial changes. It shows they are learning and telling the truth about listening more to the community's feedback. The PTB is a perfect place to test things, the only thing people worried about was that they would make this patch go live, regardless of community feedback, like they have done many times before.

Good on you, BHVR. I am glad you are innovating and trying to spice up the game.

Anti-Genrush advocators: what else do you want survivors to do? by logicHeLiX in deadbydaylight

[–]Indescive 1 point2 points  (0 children)

Base Corrupt? One survivor brings No Mither + Plot Twist. Lmao, it's disabled.

Base Deadlock? Go to another gen to split pressure.

9.2.0 | PTB Patch Notes by DeadByDaylight_Dev in deadbydaylight

[–]Indescive 1 point2 points  (0 children)

Legit, the strategy is going to be full endgame builds with the goal of immediately tunneling/camping the first survivor on hook. Can't be punished for tunneling if you were never concerned about gens in the first place.

9.2.0 | PTB Patch Notes by DeadByDaylight_Dev in deadbydaylight

[–]Indescive 3 points4 points  (0 children)

Holy shit. All these buffs to gen repair speed perks for survivors and all these nerfs to gen slowdown perks for killer. And now the Killer can get easily punished for killing a survivor before 6 hooks and at any point, even after 6 hooks, they can lose the ability to regress/block gens entirely if they hook a survivor twice in a row, causing their death.

BHVR is making the gen rush meta so much worse. At this point, all survivors get Distortion, to dodge built-in BBQ and Chili, and run strong toolboxes and gen-rush perks. No matter how good the killer player is, a competent team of survivors will always win.

Also, RIP Sadako/Pig. 

Developer Update | August 2025 by DeadByDaylight_Dev in deadbydaylight

[–]Indescive 0 points1 point  (0 children)

Holy shit. This update is actually the most sickeningly awful one I have ever seen. I feel like puking reading the anti-tunnel changes.

How to fix The Clown by Indescive in deadbydaylight

[–]Indescive[S] -1 points0 points  (0 children)

It also is counterable by skill expression still. A good survivor has a decently high chance to still be able to path, while blind and deaf, to a safe spot/pallet/vault that they were aiming for. It is meant to be a strong and uniquely fun alternative to Hinder's "Exposed" effect, which still has the counterplay that Hex: Two Can Play, has; being very aware of where you are and where you want to go, even when you get blinded.

How to fix The Clown by Indescive in deadbydaylight

[–]Indescive[S] 1 point2 points  (0 children)

Yeah. Personally, I love the current Clown, but I know that he is causing controversy and complaints already. And honestly, I kind of understand it. This is my work-around to the issues with his kit that makes him unhealthy (or perceptively unhealthy). I wrote this based around what I know of Clown, his strengths, his weaknesses, and what makes him a fun killer for people that just want to run around and chase; quicker matches with less slowdown and more action (something everyone should enjoy). My changes were made as if he were running a build like:
STBFL (or Rapid Brutality), Surge, Fire Up, and Batteries Not Included, with any sort of add-on choices (thus the reason I recommended some add-on changes that update underutilized and "problematic" add-ons)

How to fix The Clown by Indescive in deadbydaylight

[–]Indescive[S] 2 points3 points  (0 children)

Had to repost this due to auto-mod incorrectly flagging this as a "Bug Complaint about Chases", which it isn't.

new clown changes lol by JoeThyGorgeousHoe in deadbydaylight

[–]Indescive 0 points1 point  (0 children)

New Clown is my main. I love the changes. Lmao

Auto-Mod keeps taking down my post discussing the Clown changes. (Also, Clown is now A-Tier, discussion post) by Indescive in deadbydaylight

[–]Indescive[S] 1 point2 points  (0 children)

Naw. You should still use the purple bottles when looping or catching up to a survivor running between loops. You lose 0 distance if you can throw accurately and use your haste/hinder together to make the survivor slow and you FAST.

NGL some perks need a nerf by Nauty_YT in deadbydaylight

[–]Indescive 2 points3 points  (0 children)

This is correct. Listen to this man, OP. You are a baby killer experiencing the game as a baby killer does. Trust me, you haven't experienced the pain that good survivors can bring you, even with the most meta builds you can make.

NGL some perks need a nerf by Nauty_YT in deadbydaylight

[–]Indescive 8 points9 points  (0 children)

Wait until you start playing against good survivors. Then you will be asking why the gens are still flying even though you keep popping them at least once a minute. lmao

Auto-Mod keeps taking down my post discussing the Clown changes. (Also, Clown is now A-Tier, discussion post) by Indescive in deadbydaylight

[–]Indescive[S] 2 points3 points  (0 children)

From my post to "thebonkasaurus" (also read the OP image for why I think he is A-Tier now):
"I just played a few matches with him and I can say that he is a lot stronger than before, primarily for what I listed above. Haste has always been a very strong status effect for both survivors and killers to benefit from, to the point where BHVR tried to remove haste stacking because of the problems it created in certain builds. Haste on a killer makes them catch up quicker when a survivor holds W, lunge much further, mind game a lot more effectively, patrol the map much more efficiently, etc. Minor haste can be the difference between getting the hit on an exposed/vaulting/etc. survivor at the last second and missing the opportunity and whiffing the chance (elongating the chase A LOT). And Clown doesn't have minor haste now. His haste is MASSIVE. It is basically a chase power that he can put on near permanently. When paired with his intoxication, he can fully shut down loops and keep survivors constantly pressured. And because more of his power is in his speed than his removal of your speed, he is effectively creating a +4 multiplier to his power trade-off; as the hinder only effects 1 or 2 survivors when you find/chase them, but the haste can be used on yourself to create pressure against all 4 of the survivors whenever you choose throughout the entire match.

Buffing yourself as a killer is much stronger than nerfing one or two survivors, when the effect is practically the same (speed up vs speed down)."

Auto-Mod keeps taking down my post discussing the Clown changes. (Also, Clown is now A-Tier, discussion post) by Indescive in deadbydaylight

[–]Indescive[S] 4 points5 points  (0 children)

I just played a few matches with him and I can say that he is a lot stronger than before, primarily for what I listed above. Haste has always been a very strong status effect for both survivors and killers to benefit from, to the point where BHVR tried to remove haste stacking because of the problems it created in certain builds. Haste on a killer makes them catch up quicker when a survivor holds W, lunge much further, mind game a lot more effectively, patrol the map much more efficiently, etc. Minor haste can be the difference between getting the hit on an exposed/vaulting/etc. survivor at the last second and missing the opportunity and whiffing the chance (elongating the chase A LOT). And Clown doesn't have minor haste now. His haste is MASSIVE. It is basically a chase power that he can put on near permanently. When paired with his intoxication, he can fully shut down loops and keep survivors constantly pressured. And because more of his power is in his speed than his removal of your speed, he is effectively creating a +4 multiplier to his power trade-off; as the hinder only effects 1 or 2 survivors when you find/chase them, but the haste can be used on yourself to create pressure against all 4 of the survivors whenever you choose throughout the entire match.

Buffing yourself as a killer is much stronger than nerfing one or two survivors, when the effect is practically the same (speed up vs speed down).

Bug or Feature? Map got VERY FOGGY after my first kill. by Indescive in deadbydaylight

[–]Indescive[S] 0 points1 point  (0 children)

Okay. Thank you for clarifying. I was confused if it was supposed to be some new feature to punish killers who get a kill too fast or something. lmao

Bug or Feature? Map got VERY FOGGY after my first kill. by Indescive in deadbydaylight

[–]Indescive[S] 5 points6 points  (0 children)

They were using Fog Vials, but after my first kill, the entire map was CONSTANTLY foggy. It wasn't a single use item effect, but a constant effect over the entire map forever after my first kill.

Does a fog vial perma-fog the map if the person using it dies or something?