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HidingRightBesideYou

HidingRightBesideYou

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HidingRightBesideYou
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  • @GoodBoyKaru said:

    Peanits confirmed this was meant. You have 2 separate bloodpoint pools- your in-game pool and your gifted pool. So what will happen here is that you'll stack up to 1444444 and then not be able to gain anymore until you go below 1000000 again.

    @[Deleted User] said:

    Hey, I've had this before. I was given an official answer by Peanits

    You'll stop gaining at 1,444,000, in my case it was 1,404,000.

    Ah okay thank you both!

    @BigTimeGamer said:

    there shouldnt be a cap to begin with tbh

    I agree although they did say that the reason they have a cap is because people stop playing after they've achieved what they have :D

  • Given the community feedback on the change, are you going revert this change or increase time taken to complete generators? Some maps are simply too big (Red Forest, Temple of Purgation and Rotten Fields to name a few) and they take in excess of 40 seconds to walk across for some Killers and Ruin was an absolute necessity. To change Ruin and not do a blanket map size decrease or a generator time increase is absurd.

  • I've got no problem with them being aura reading like with that new key addon that shows the obsession if you're using it.

    Only a skeleton key should be able to use Blood Amber and has a timer of 25 seconds

    Purple Keys need to be 20 seconds.

    Green Keys need to be 15 seconds.

    Keep the aura reading intact, remove their ability to open black locks and get bs victories. Simple.

  • Slight increase to gen timers? Are you okay?

    Each gen should take 20-30 seconds more as standard.

    Instaheals should work overtime and keys shouldn't be able to open the hatch.

    You're seriously thinking a tiny increase to gen timers will make up for the efficiency of SWFs in red ranks???

    YOU WANT KILLERS TO BE RAN OVER BY EVERY SINGLE SWF IN RED RANKS WITH NO CHANCE OF WINNING AFTER TAKING THE ONLY TWO KILLERS WHO CAN BEAT THEM IN SPIRIT AND NURSE?

    AND YOU WANT TO NERF BILLY INSTEAD?

    Jesus Christ man what is wrong with you?

  • @rina said:

    On no, must be really sad to actually have to play the game now, I’m so sorry Nurse mains.

    Yeah, they'll play Spirit because she will be the only other viable killer in the game.

    You'd have a different attitude if played the game at red ranks as Killer vs SWFs. You simply do not have a chance to contend them by playing the other Killers.

  • @LapisInfernalis said:

    I like the idea of choosing my totem spots. Because I am tired of getting the bad spots on every map every time.

    For this the dull totems should be highlighted white so you can find them easier.

    I like the idea of Dull Totems being hightlighted in white however I had an idea that something like that would be for a perk. No clue on the name because I am useless at name creation but it would highlight Dull Totems and have the ability for you to light a dull totem into the hex perk you brought (Or one of your choosing if you brought multiple) to be able to be used again until this totem is destroyed.

    @FoxWolfFrostFire said:

    https://forum.deadbydaylight.com/en/discussion/comment/395707#Comment_395707

    lol Way to over blow the whole topic my dude. You can't think that totems as they are perfectly fine. I mean one of the only reasons is this even a point of issue, (Totems) is because ruin is NEEDED to stop five minute games at rank 3+ Fix the game over all and totems won't be a problem.

    Yeah my changes were to help the 5min games with more hex perk options to run rather than just Ruin but I do agree that games like that are really not fun for The Killer.


    Because my changes do affect both dull and hex totems, this should be a way to extend games just that little bit longer to give you a larger window of being able to kill survivors. I would like to try what I said before going to the drastic whole change game issue although I do support it if what I said would fail.

    @not_Queef said:

    A survivor perk where you can get stacks by cleansing dull totems would be really nice. It would turn dull totems into a legit alternative objective.

    Distortion would be nice like this. I wouldn't even go near a gen until I'd collected all those pieces of candy.

    As for Hex perks, I think that they should retain some power once the totem is cleansed, so that it doesn't completely wipe out one of the killer's perks.

    For example: Ruin

    Totem active: works as normal (5% regression and a short stun to progression on good skill checks, no progression on great skill checks)

    Totem cleansed: no regression on good skill checks but the stun remains, great skill checks work as normal (5% progression bonus)

    This would be an interesting concept to try out for Ruin specifically and I would assume something like this would also happen for the other Hex Perks? It's far less complex than my idea - I really like it. If it's tried out and it fails, try mine, and if that fails, do FoxWolfFrostFire's. The PTB is there for a reason! :smile:

    not_Queef Edit: I misread but you said it would be done for the other hex perks too. :D

  • Honestly that'd be interesting to try in the PTB, I'd think it may be too powerful with The Third Seal once all are hit but yeah it's not a bad idea to try! My ideas are just that - ideas, I'd love to try anything like that because I do agree blindness is kinda trash.