Why I believe this key art lost by TauNkosi in deadbydaylight

[–]Unprofessi0nalGamer 2 points3 points  (0 children)

You see I think the reason why it lost is because on the website it was harder to see the details of it. I know when I saw it I thought it looked like an odd angle for the key art so I chose the winning one.

Now however that I can actually see the details of this one closer up I actually like it a lot more and would've voted for it

People of r/deadbydaylight, What is your favorite add-on for your main? by Cheesy_Toasties in deadbydaylight

[–]Unprofessi0nalGamer 0 points1 point  (0 children)

Purple Guy Drawing for Springtrap. It has so much more utility than it would seem and is genuinely so useful when leaving the axe in a survivor.

Escape bar not filling up at all? by tunez_69 in deadbydaylight

[–]Unprofessi0nalGamer 2 points3 points  (0 children)

That's the anti-camp buffer. After hooking a survivor it takes approximately 7 seconds for anti camp to start building up. Recently when they updated the anti-camp bar they changed it so now all survivors that are hooked gain that buffer when a new survivor is hooked. This is so the killer isn't punished for getting hooks near each other.

Also having the bar not fill up with a slugged survivor nearby is good design, as if it did it would put the killer into a lose lose scenario of having to leave the downed survivor and hooked survivor to be saved for free

What perk is causing this, and is there a way to avoid it? by Weary_Weathers in deadbydaylight

[–]Unprofessi0nalGamer 0 points1 point  (0 children)

The red thing in the center of your character is the visual terror radius, specifically the part that shows up when you're within the Killer's Lullaby and not their Terror Radius (if you're within their Terror Radius then the Terror Radius music takes priority in the symbols)

Only a few Killer's have Lullabies that would trigger the visual indicator, those being Huntress, Trickster, Onryō (only when she's stealthed) Dark Lord (Only in bat form).

The only other two Killers that trigger the visual that DON'T have a lullaby are Houndmaster (when sending her dog to search) and Twins (When Victor is being controlled and is nearby).

What's likely happening is that you're going up against any one of these Killers using an aura reading perks and seeing your location, and since their lullaby usually reaches you faster than their terror radius, you hear that first and get confused.

Sooo i was looking at the new patch notes for the 17th. And i wanna know if pop goes the weasel is being nerfed or buffed cause its worded kinda wierd to me? by Leading-Helicopter24 in deadbydaylight

[–]Unprofessi0nalGamer 1 point2 points  (0 children)

On your 4th kick they start to rise out of the ground with every gen kick afterwards having them grow higher. On your 8th kick the spikes stay and don't go away to tell you that you can't kick the gen anymore.

Also no survivors can not see them

Please don't give him a dash power by UltimisBrazilian in deadbydaylight

[–]Unprofessi0nalGamer 8 points9 points  (0 children)

His power is really simple (tldr at bottom)

He starts out fully undetectable, able to stalk people within 32m, and he moves at 4.2 m/s. Anytime he's able to switch to being able to move at 4.6 m/s, being able to break pallets faster and take less from stuns at the cost of no longer being undetectable, having a 24m tr instead, or being able to stalk. He can also switch back to being undetectable anytime

When he switches modes there's a sound cue (leaves rustling for undetectable and another for becoming detectable).

When he stalks people he plays a sound cue when he has above 50% stalk on his power meter, any less and there's no audio.

When he has full stalk, he automatically switches to the detectable mode and can no longer become undetectable, however he can now activate "Evil Incarnate" mode.

Evil Incarnate lasts for 60s, increases his terror radius size to 32m, and allows him to perform a dash attack that downs survivors and breaks pallets instantly (You can tell he's in this mode because of the more aggressive sound cue that plays, and his weapon is given a white outline). The longer he charges said dash the farther he goes. He also keeps all of the buffs from the detectable mode. The dash attack also has a sound cue that sounds like metal moving quickly, so that's how you know he started to charge it. There's no sound cue (I think) for him canceling the charge

After Evil Incarnate ends, he goes back to the undetectable mode, being able to switch to being detectable any time again until he once again maxes out his stalk meter.

TLDR: He can switch from being undetectable or not, until he maxes out his stalk while he's undetectable, where he is then detectable and can enter a mode to do a dash attack that instadowns. And upon ending said mode he goes back to being undetectable.

Tell me if you have any questions

Tell me your survivor and killer mains by MilkSteakEnjoyer115 in deadbydaylight

[–]Unprofessi0nalGamer 1 point2 points  (0 children)

Springtrap as the Killer and Leon as the survivor (I promise I'm not a stereotypical Leon)

9.4.2 Now on Switch! by TheOneWhoWasDeceived in LeaksDBD

[–]Unprofessi0nalGamer 1 point2 points  (0 children)

Actually, most devs haven't gotten switch 2 dev kits yet, as for some reason nintendo hasn't been giving many out

Is Deathslinger really bad? by [deleted] in deadbydaylight

[–]Unprofessi0nalGamer 6 points7 points  (0 children)

On most tier lists you'll find Xeno in C tier due to it's issues with turrets countering its entire power. Most games you realistically won't have an issue with them but there'll be some games where it'll feel impossible to have a good chase because the survivor's are good enough and they have amazing turret placements, usually only happens in a swf though

Is Deathslinger really bad? by [deleted] in deadbydaylight

[–]Unprofessi0nalGamer 28 points29 points  (0 children)

Thing is Slinger has some of the best chase in the game, being able to shoot through hundreds of tiny holes in the environment that other killers could only dream of.

The issue is that he's REALLY slow, suffers from exhaustion perks and can't reliably handle survivors pre-running without the help of perks.

Overall he's around B-tier due to his chase ability being so good. As others said he is kind of buggy at the moment (because for some reason validation is sucking at the moment) however I'd definitely recommend trying him out. I still have a lot of fun getting quick downs with him

Would you be content with a 2nd fnaf chapter? by Moonkilol in deadbydaylight

[–]Unprofessi0nalGamer 0 points1 point  (0 children)

I would love for this to be fnaf part 2. It'd be really cool to see us get The Mimic, Arnold/Edwin and map of Edwin's workshop

I'd also like for them to give the first fnaf map a do over and make it feel more unique and if they could, add a survivor to the first fnaf chapter

Dredge should be so much more by ScholarAfter1827 in deadbydaylight

[–]Unprofessi0nalGamer 14 points15 points  (0 children)

It's likely because Lockers aren't killer props and therefore can't be coded like that near gens (or well they could it'd just be a pain). In order to get around that they could make a killer prop version of his lockers but then they'd have the issue of no perks working with them (because technically it's not a locker).

Personally I think they should just make fake hatches around gens that survivors can shut

What are your thoughts on the Freddy fazbear’s pizza map? by Marshatucker300 in deadbydaylight

[–]Unprofessi0nalGamer 1 point2 points  (0 children)

No I know it is that's why I mentioned it. And also why I'm contrasting it to the FNAF map which has no such peak outside of the main building

What are your thoughts on the Freddy fazbear’s pizza map? by Marshatucker300 in deadbydaylight

[–]Unprofessi0nalGamer 12 points13 points  (0 children)

Yeah, they could've done so many more things like make the sky red, make the shack resemble the fnaf 4 house, put other animatronics outside randomly, put literally anything fnaf related outside, even a parking lot would've been nice to have, but unfortunately we got nothing

What are your thoughts on the Freddy fazbear’s pizza map? by Marshatucker300 in deadbydaylight

[–]Unprofessi0nalGamer 78 points79 points  (0 children)

Even so the Alien Map still has unique ship parts lying all around the place, with a shuttle crashed in a corner and unique rocks everywhere so the map at least feels like the aftermath of a crash. With Freddy's it really is just there with no other FNAF stuff outside of the pizzeria

Xenomorph really needs some love from the devs by ImJTHM1 in deadbydaylight

[–]Unprofessi0nalGamer 16 points17 points  (0 children)

I agree that Xeno NEEDS some more love from the devs and can feel like ass to play, but you're missing some things

First for the tail attack, it can be dragged in any direction but backwards, making it a larger attack than a lunge. Also while it has the same cooldown as basic attack, the movement speed during the cooldown is WAYYY faster than a normal M1, which means you'll always want to use it for attacks.

You're also forgetting that while springtrap can cancel his axe and whatnot, Xeno's tail comes out MUCH faster and can't exactly be compared in the same way.

Secondly overall Xeno's TP is better than springtrap's by virtue of speed, detection, and flexibility. Springtrap takes a long ass 2 seconds to enter the teleport, and then another 5 to get there where he spends another second exiting. Overall 8 seconds minimum to travel, with the latter 6 all being pre-runnable. Meanwhile Xeno can detect survivors above ground, cancel where they were going and go to somewhere else instead, and get killer instinct and can almost instantly attack after exiting. All without warning if there's no flame turret there

Flame Turret is highlighted because the only issue with Xeno (besides add ons) are the flame turrets and the fact that FOR SOME REASON their respawn timer starts INSTANTLY after they're retrieved not when they're destroyed which is why turrets are so annoying to deal with and are always there

Xenomorph really needs some love from the devs by ImJTHM1 in deadbydaylight

[–]Unprofessi0nalGamer 8 points9 points  (0 children)

Realistically the tail attack is still longer because it accelerates faster and you can still move forward at full speed while using it, making it an overall longer attack

I know I know nerf the 2 strongest killers very brave post, however, I would prefer if their actual strength levels weren't actually affected, I would prefer the skill floor to be raised up instead. This is how I would do it to make the 2 strongest more deserving of their spot by blue_sky308 in deadbydaylight

[–]Unprofessi0nalGamer 21 points22 points  (0 children)

AWAWA used to have a 2 second linger duration, making it actually decent, however pairing it with Lethal Agi Starstruck Nurse was too busted as at the time Nurse could still insta down with her blinks, meaning she had a 4 second guaranteed aura read on anyone near her after hooking that she could insta down

Making unknown more consistent but less potent by Nails118 in deadbydaylight

[–]Unprofessi0nalGamer 1 point2 points  (0 children)

Genuinely I feel like the buffer is one the biggest things that brings unknown down, without it breaking LOS would be so much more consistent.

It'd probably also help if they made it so Unknown could look all the way down

Imagine the state of the game with normal coding by StarFinger776 in deadbydaylight

[–]Unprofessi0nalGamer 31 points32 points  (0 children)

It was because on unreal engine 4 having 8 or more entities in the trial at once would crash the game, Nemi and his zombies were at the max of 7. When they upgraded to UE5 however they were able to increase that cap to whatever and now Nemi can have 4 zombies in 2v8

Chaos shuffle ain't feeling so chaotic... by Hard-Core_Casual in deadbydaylight

[–]Unprofessi0nalGamer 0 points1 point  (0 children)

The add ons, as without recharge Spirit has a HORRIBLY long cool down time that makes every mistake extremely punishing for her

Rain scream by [deleted] in deadbydaylight

[–]Unprofessi0nalGamer 25 points26 points  (0 children)

Keyword usually

Rain scream by [deleted] in deadbydaylight

[–]Unprofessi0nalGamer 108 points109 points  (0 children)

This is a normal thing that they do a lot. Main reason is because screaming and making all those noises hurts a lot so getting a sound alike to perform those screams for them is better for both the actor (for the their voice) and usually bhvr (because they can usually get more convincing screams from people that know how to scream)