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CubeyBlueDice

CubeyBlueDice

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CubeyBlueDice
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  • @PigNRun That sucks. Thanks for answering.

  • @NMCKE said:

    I like how every survivor has a pros and a con. I also like how their attributes reflect their personality because the reason why we main a specific survivor is due to their personality.

    However, I'll suggest what Detective David Tapp's passive should be! :)

    Detective David Tapp:

    "Determination": You won't stop until the bad guys are taken to justice! While within the killer's terror radius, gain a 9% action bonus towards all actions.

    "Reckless": You're so determined that you end up putting yourself into danger! You perceive the killer's terror radius 4 meters shorter than normal.

    I actually had the idea that when he uses a map it would last much longer than normal. I really like using the map so it would be cool for someone to have a specialty with maps and I thought he could fit the role for it.

  • How about giving characters a certain buff and debuff based on their lore and personality for certain play styles?

    Example from the top of my head:

    Feng Min

    Personality: Lone Wolf

    You're confident by yourself. Gain a 4% repair speed bonus when alone.

    You don’t work well with others. You have a 5% altruism speed reduction and take 5% longer to be healed.

    Feng’s play-style focuses on repairing generators but your not really good at helping others and take longer to recover.

  • I hate killers that try and kill me.

    End of story.

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/485566#Comment_485566

    I’ve never once used voice chat and play solo. I don’t think the “most people play with voice chat” is accurate at all , in fact the stats show the majority play solo. Not once has the thought crossed my mind to join a party on PS4 with other random survivors , and I know I am definitely not in the minority in that. So I don’t agree with the coordination point you are making, with one person telling the others they will do totems as it’s not logical in most games.

    I just don’t see the issue at all with there being a minimal requirement to “earn” NOED. I’m talking something fairly small, but enough to prevent an idiot who stands at 1 or 2 hooks most of the game from getting it. And like I said, even killers are the ones saying just do gens. So they are wrong then.

    Yeah, I agree that we might need a small requirement for NOED so campers can’t relay on NOED during the end game. It does seem total bull that they get to one shot people after just camping people on the hook.

  • I like these ideas. It’s nice to have a change in pace instead of just doing 5 gens and one killer. I would totally play these modes.

    BRING THE CHAOS.

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/485498#Comment_485498

    Every second not spent on gens is a win for the camper, that’s a fact. So if you are on a hook and being facecamped, you’d be perfectly fine with people doing dulls and not punishing the killer with gens? I just don’t believe that at all. You’d be screaming “do gens you idiots!” like the rest of us.

    And if survivors are actually supposed to do dulls against a camping killer, can 99% of killer mains please quit with the “just do gens” comment any time survivors complain about camping? Cause clearly that advice is garbage then, as those same people will accuse the survivors of being lazy if they then complain about NOED.

    The punishment for “genrushing” should not exist if the counter to camping is literally genrushing them.

    You would still be able to gen rush a camper with two survivors on a generator while one does totems. Let’s be honest, most of us when we play survivor use voice chat when they play (I do most of the time when I play solo, since it’s easy Xbox at least) so you could just easily say what your doing. If not, basically no one goes for totems unless they see them, so someone could check for totems nearby before working on a generator. However if multiple people go for totems then “oopsie.”

    Yeah one survivor is looking for totems and it can be time wasting, but it’s better to be safe than sorry. It sucks that one person died to bull crap so it’s best not to die to more bull crap. Using a map or perks like Small Game and Detectives Hunch makes totem breaking very easily. Since nobody uses these things, totems go unbroken and NOED comes into play.

    When we play survivor we always worry about escaping so we get the generators done, it’s a reasonable thing to think don’t get me wrong, but then we ignore the thing that can possibly kill us. Totems suck because they can kill us because of NOED BECAUSE we ignore them until we see them or it’s too late.

  • Imagine having ace in the hole, opening a cheats just to get a green key with prayer beads and the prayer rope.


    Anyways, getting a green key is just bad luck. Until you escape with it at least. I do agree that it should be buffed to 15-20 seconds of aura reading but it shouldn’t be removed from the chest spawn pool. Getting a green key from a chest is kind of like getting diamonds in Minecraft. It does nothing until you get the right things to use it.

    or get blown up by a creeper into some lava and quit the game.

  • Boil over is fine the way it is. If you were to buff it would be too powerful. It’s just suppose to buy you a little bit more time (or lots on indoor areas) to escape the killers grasp.

    In close space areas with a lots of nooks (like door ways) can be very annoying with boil over making this perk situational.

  • @Karl_Childers said:

    The only issue I have with NOED is having no requirement at all to earn the perk. For example, do people really think a camper should get the benefits of NOED? The counter to camping is doing gens, it is completely unreasonable to expect survivors to spend time searching for and cleansing dulls while the killer is standing in front of a hook. That’s stupid, and anyone who believes that is very biased. So if the survivors are forced to not do the counter to NOED and bang out gens, why should that killer get it? There needs to be a minimal hook requirement or something to achieve it.

    Well if the killer is camping that should give you time to break totems. Have one person (or better yet be the person) to break the totems while others work on generators.

    Totems can be hard to find but they aren’t that hard to break. Killers don’t ever guard dull totems (unless you happen to be breaking one when they are near) so they are free for the breaking.

    if you think about it, NOED is kinda like a punishment for gen rushing. If you just focus on generators, your ignoring a small thing that could possibly kill you in the end (which everyone does hence why it happens).

  • (Note: I’m new to Plague but these ideas have been working very well with me.)

    For Plague, if there lockers near a generator I try throwing up on the generator and any locker. I do this because instead of just looking in a ton of lockers and wasting time, if there was a survivor hiding in the lockers they have to wait or risk getting infected, basically revealing themselves and have to cleanse themself later on.

    If you miss a locker though just go to a different generator because you already spent time throwing up on everything else.


    A good time to use Corrupt Plague is when you hooked someone. Active it if you think someone is close or someone is about to save them. When they do save the hooked person, you can just damage both of them.


    also I’ve been wanting to try Overcharge with Plague because once the infect time on a generator disappears, they have to do a hard skill check with a high possibility of failing. They wasted time by waiting and then regressed on a generator (if they fail it).

  • @ChesterTheMolester said:

    Almost every time i play against an LF, there is the genius who thinks they gotta loop around the basement and teabag. You can guess what happens next. I get flamed for not saving them of course.

    I actually had a friend that told me to save him in the basement while the killer has Leather Face. I was like “Okay, but he’s just going to come back and chainsaw us to death” aannnd then we died.

  • I actually made a post about this a while back with the same idea. Most people agreed with my idea but someone bought up the point that the random totem RNG made it more challenging when it came to defending totems so it’s like “Dang that better not be devourer of hope.” The person also mention that the Hex: Haunted ground totems should be different for the killers (like having a different aura or a different color flame)

    Maybe if the killer was running Hex: Thrill of the Haunt, when a notification appears on a totem it could show the icon of the perk faintly with the notification and on the perk in the corner of your screen.


    I like the idea and agree with you but I feel like it would make it more easy and take away the challenge.

  • Adrenaline is fine as it is. It literally sits there during the game doing absolutely nothing until the last generator is repaired and either two things can happen:

    A) You get healed once the last generator is repaired and speed boost away from the killer (if they are even on you) or just run

    B) Just gain a random speed boost.

    Adrenaline is a good situational perk because it has a major downside but a very good upside.

    Upside: You get healed instantly and gain a speed boost for 5 seconds.

    Downside: it does nothing for the whole game and only works once. You might not have the chance of fully using it and just wasted a perk slot.

    Of course people are going to work on generators injured if they have adrenaline because they want to use the perk. It’s time efficient because instead of healing, they can work on the last generator and just get a free instant heal off of it. It’s a risk award plan because the killer has a chance of finding them and just killing them.

  • It’s called running No Mither, Unbreakable, and tenacity all at once you try hard 😤.

  • @[Deleted User] said:

    no. that's just stupid

    (survivor main btw)

    and if you hate slugging that much.

    maybe?

    https://us.v-cdn.net/6030815/uploads/185/NOO8WCE34AR6.png

    just maybe?

    “What’s that? Out of all my Xbox lifetime I never seen that icon in my life.”

  • This is my new favorite build:

    Med kit Hoarder (Feel free to make your own adjustments)

    Botany Knowledge, Pharmacy, Streetwise, and Empathy


    Use a med kit at a major reduce cost on allies and yourself. If you runout, just pick up another one!

  • I just break the freaking totems. The reason why NOED is a good perk to use is because no survivor wants to spend time breaking totems. This is one reason why I run small game to break the totems.

  • @EqMonkVeeshan said:

    did you notice the school janitor was also wearing a freddy hat sweater and was named fred?

    Wait is this a actual thing? I totally want to see this.

  • @BarpleBapkins said:

    There actually exists a perk that works very similarly to this, it's called "Last Standing"

    https://us.v-cdn.net/6030815/uploads/677/F57VY0Z7E2MP.png

    Although the perk is only obtainable via illegitimate means and you're instantly banned as soon as you're caught using it, it goes unused and is pretty powerful as it also encourages selfish play by letting others die for your own benefit (although I don't see if that would be a genuine issue seeing as Sole Survivor exists).

    i believe if they limit the acts of acts actions of the perk it (like maybe only buff the users altruistic action speed with each death) maybe it would encourage more cooperative actions. Then giving other buffs when the user is the last man standing (instead of just buffing everything a lot with each death).

    Maybe this would encourage To save others other than just waiting for them to die so you just get buffs for everything.

  • I would buy ash just for flip flop. I just love those kind of perks. Buckle Up also seems like a fun perk to use

  • @NeaJovovich said:

    Why anyone would bother with a thread like this is beyond me... I can't fathom being so bored.

    A better thread would be how to come up with silly nicknames that rhyme with current perks.

    Like Devour Soap, Sloppy Hooker, and Broccoli N Chicken.

    Then make a thread about that. Sounds like fun.

  • Med kit hoarder:

    item: Med kit with any charge ad-on

    Pharmacy: have an extra med kit just in case

    Botany Knowledge: Increased healing speed and reduced charge consumption.

    empathy: See injured allies.

    Street Wise: bonus reduced charge consumption


    be the healer everyone needs.

  • Whispers: When a survivor is eliminated, you can hear them talk in a whispery tone

  • Survivors doing a gen while ghost face is in the spying in the background.

    For ships and giggles you can even draw ghost face with the wazzup face.

  • @wait4him2leave That’s okay. I hope I gave you an idea though.

  • @wait4him2leave said:

    @CubeyBlueDice

    If you have a med kit, what perk do you use in place of self care?

    I actually never use self care (unless I’m playing Claudette which is never). I don’t even have the teachable unlocked. I would rarely have to heal my self.


    When I have a med kit however I normally use Botany knowledge for the reduce the consumption so I can heal teammates without having to worry about it running out. Sometimes I even bring pharmacy so I have a backup just in case.

  • @FireHazard said:

    So... A mimic hatch?

    Is that a dArK SOuLs ReFEReNcE?!!

    Sadly I never played dark souls because I’m too causal and I suck.

  • Doesn’t kindred promote anti-camping? Everyone sees each other and sees the killer within 16 meters from the hook so then people are just like “oh they’re being camped, lets just work on generators with each other.” If people don’t think like this it’s their fault for not taking the opportunity to complete generators while the killer is camping.

  • If you think you can make it work, then use it. I tend to use perks that nobody uses like small game and tenacity and I do just fine.

  • @thesuicidefox said:
    TOTH should offer this as an effect maybe, but otherwise no. You shouldn't need to know which is which because there is supposed to be some RNG to it. If you use totems you should have to protect them, I know it's hard but if you knew which totem was Devour Hope it doesn't change the fact it's in the crappiest totem spot on the map. Most killers would probably just DC from that and not even wait for someone to destroy it.

    Totems should have a different color aura though. Being tiny and red make them really hard to see at the start of the trial. Maybe make them bright pink, like they appear on maps for survivors. That would make them a lot easier to see as killer.

    I totally agree with you on both points. I haven't really thought about it that way before. If they change the aura of the Haunted Grounds to be like teal or something that would be cool.

  • Too be honest I thought everyone would run SC and DS but I was wrong.

  • I'm okay with dribbling because it would take longer for the killer to hook. This creates a opening for anyone with a flashlight to blind the killer and drop the survivor. It has its ups and downs.

    PS I never use DS except a few times when I got the DLC a few years ago but I found it not to my liking.

  • I just hide until it goes away...

  • There is a penalty: Your working with some one.

  • Ed, edd, No ed

  • It's not like it heat seeks at a survivor across the map.
    You only one have one hatchet (three with the use of an add on).
    I find the add on to be balanced.

  • Excuse
    When exiting the trail while the killer is in your line of sight reveal the killer for 6/7/8 seconds for remaining survivors.
    "Last time I waited Micheal had a tombstone ." -Unlucky guy