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LieutenantRaage

LieutenantRaage

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LieutenantRaage
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  • @hex_genrush said:

    I know her cool down is very bad and I hate it but this isn’t the place to vent about it

    Exactly. You'll be ignored like the rest of us.

  • I dunno. I don't think removing the hatch entirely is a good idea, no matter what some potato survivor does to sabotage thier team because they want it. I wouldn't bring back the grab for normal hatch, because the killer can close it entirely. But I WOULD bring it back for hatches opened with a key. I've lost multiple survivors to them sprinting to a hatch while I chase them and hoping out with no counterplay with their key.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088049#Comment_1088049

    Umm, isn't that exactly what I said? that you need good survivors?

    People with thousands of hours running average Billys around the map. What are you trying to prove? should I post videos of the same people just going from instadown to instadown to instadown when they use Billy?

    "Good players are better then worse players"

    That really DOES sound imbalanced.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1086395#Comment_1086395

    I am not complaining. I am stating observations.

    I have observed that Hillbilly is too easy to play for his massive reward, especially against other high-tier killers.

    Go back and read my opening statements. All of them. In great detail.

    You're wrong.

  • @ReallyBigShoe said:

    Only bad players think Billy needs a nerf.

    Forever until you like it.

  • The game needs to take away all of the information it gives players. The devs have this bizarre desire to make the game "competative" when that's an impossibilty. I don't want to be told when somone is running a perk, let me figure that ######### out on my own. Instead, i work on a gen and get told that I'm being boosted by a teammate. A person gets hooked and I'm told they're running huntress' lullaby. The killer walks towards me and the unnerving pressence icon pops up, so I know when they're coming before the terror radius even gets loud enough to hear. I spawn in and look to my left and, oh! There's a flaming pile of skulls! Better take away the killers perk! The devs have no idea how to play their own game and the design choices reflect this like a polished mirror.

  • For every other member of your swf group, you lose a perk slot for that match. 4 man swf, one perk apiece.

  • Anyone saying that NOED needs to be nerfed (like adding cooldown or requiring tokens) is bad at the game and lazy to boot. Maybe if you learn to play better and cleanse totems it won't be a problem.

  • @Peanits said:

    The people working on sound and the people working on cosmetics are two completely different teams. One does the inhibit the other.

    Of course they inhibit. Fire some of those people and hire more bug fixers for this glitchfest.

  • Something needs to be added in addition to the generators. Preferably something that will increase the length of a trial in a way that can be mitigated somewhat by skill. My idea would be to add a unique part for each generator on the map, that generator could not be repaired until that part is used on it by a survivor carrying it. These parts could be found scattered about the map in the same way as totems. A survivor can only carry one part at a time and should be able to tell which part a generaror needs by sight alone, so they can plan ahead to repair certain generators.

    There could even be offerings that affect these parts. For the survivors, they might make two or more generators use the same part, providing flexibility if they pick up a part but the gen they wanted to work on is now unsafe. A killer perk might make additional parts, punishing unaware survivors that pick up a part that doesn't match any gen on the map. Brand new part could just work on any one generator automatically.

    Then add whatever map or perk reworks are needed.

  • Simple. Survivors lock in at 30 seconds and killers get until the normal 5 second countdown.

  • 1. Survivors are chosen in the lobby. No duplicate survivors.

    2. Added to this, reduce the number of or get rid of teachable perks on both sides to help create stronger niches. Maybe just having one perk for each character that is totally, uniquely theirs would be enough.

    3. Fix hex totems. My current favorite idea is to have the hex migrate to a dull totem when destroyed until no dull totems remain.

    4. Make all offerings secret with the exception of bloodpoint offerings.

    5. No items on the bloodweb except for the common versions. Add ons can stay as they are, and common items do not appear in chests in the trial.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/946139#Comment_946139

    How am I triggered? You’re off point. My team completed the objective AND escaped. Also, where did I mention we planned a gen-rush? Me and my group or just a single friend never plan to gen-rush. We actually rarely run toolboxes. We’re mostly an altruistic team that completes gens at a moderate pace. My point is, killers that tunnel a survivor 2-3x in a row ignoring other survivors.

    You’ve proved your bias towards tunneling, now move along.

    You're triggered because you started this pathetic topic and have been posting multiple paragraph responses for 6 pages. Try and keep up, much like the killers do with you after you get unhooked.

  • I'm already getting what I want. If they complain about it afterwards, I'll give them your name.

  • He's a killer main and I'm a duck.

    Quack.

    This thread has inspired me to go tunnel the weakest and most undeserving survivor in my next few matches and burn some ebony moris I've been saving for the ones left over.

    I'm going to do it for no other reason then because I feel like it and because it's a completley valid playstyle, and there's nothing you can do to stop me.

  • Here are my thoughts on the matter. My go to for keys would be not to mess with them. But if you DID, I would make it so keys could only open hatches that the killer had kicked shut as part of the collapse. For moris, I've had an idea for how they could be used to help patch an issue with killers.

    While I don't think they're worthless, I find hex perks too swingy. I've gone matches where they've never been found, and I've had matches where they get deleted immediately and I'm down a perk due to random chance. My idea is this: when a hex totem is cleansed (with the exception of haunted ground) the killer gains the ability to kill the survivor who did it by their own hand, following the current hook rules. This does not inform the killer who the survivor is in any way until the kill prompt comes up. Ebony moris are then changed to allow killing of 3 survivors following the current rules. This way, a four kill is only achieved by bringing four hex perks and getting all four cleansed by all four survivors, or by bringing a combination of hexes and moris.

    As an addendum, I think it would be good for the health of the game to make all offerings with the exception of blood point offerings secret. If nothing else, do this for me, devs.

  • As someone with a lot of trapper time under his belt, I'd be fine starting with and extra trap base. But what I'd really like to see is for the match to start with his traps spawned active and place at chokepoints around the map. Windows, pallets, narrow areas, maybe doorways. That'd be much better then having them sitting around doing nothing but telegraphing which killer it is.