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LiquidLink1988

LiquidLink1988

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LiquidLink1988
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  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/2288741#Comment_2288741

    Good for them. Guess I'm a ######### killer who dosen't want to stress as much as killer and want to stress a little more as survivor. Because Survivor is too easy and I never ######### stress, and I'm not even really good at running tiles.

    So... let's change the game for you because you are bad? XD

  • How is making DBD 3v1 gunna stop campers?... IT'S NOT! If your ridiculous would be put into effect, then the campers would just camp the first person they down STILL, and there are only 2 people left to facilitate.


    Horrible idea


    Try thinking next time.

  • @Rizzo said:

    The changes to Franklin's have been made because of the Vaccine with Nemesis, since a single use of Franklin's could destroy the Vaccine.

    We see your point... However; do you see the point of Keys still being useable with Franklin's now? Maybe consider changing keys to become broken keys once they are reduced to zero charges... OR for vaccines... make the opening crate animation and using the syringe all one action.

  • @Yords said:

    Just gotta play harder man

    seriously though, I don't understand why killers can't get their adept achievements just with a simple 4 k

    or just a simple Ruthless

  • @Gcarrara said:

    I love reading moris ideas, and I like your take on this one! 😀

    Thank you! Hope you get a chance to check out my idea for The Trapper mori. :D

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1312568#Comment_1312568

    Putting even more stun opportunities, esp. some which can be triggered so easily, is not healthy for the game at all. The killer is already on enough pressure to hook fast, esp. when we want the killer to "play fair" and not tunnel / camp. If you want to addd yet ANOTHER way to deny the killer a hook, it should come with a HEAVY price. Being broken for the remainder of the match is not much of a threat for skilled survivors. And esp in End game it's no issue at all. Then your new perks degrades to just another safe escape perk. So I say, make the bodyblock REALLY punishing:

    While the killer is carrying another survivor, you are exposed. If you take a protection hit while healthy (which will put you into dying state), the killer will be stunned in place for 3 seconds and the survivor he's carrying is freed from its grasp.

    This allows you to sacrifice one of your hook states for another survivor, and would come in handy when the one you save this way would have been dead otherwise. Thats a fair trade, the killer can now hook you and the other surv gets a last chance. Or the killer decides to tunnel, bad luck then. But then he will waste more time chasing again instead of just picking you up for hook.

    This could work to well with DS, I gotta admit. But it actively hinders mettle of man from working as long as the killer always accepts your tradeoff (you could only pull that off 3 times until being sacrificed).

    That is a solid change! I would be down for the exposed status effect.

    So it would be:

    While the killer is carrying a survivor, you are exposed. If you take a protection hit while the killer is carrying a survivor, the killer drops the survivor and is stunned for 5 seconds. Once you take the protection hit, you become the obsession and remain broken for the remainder of the trial. The perk then deactivates.

  • @APoipleTurtle said:

    I feel like neither of these solutions would be a good addition to the game. You'd just be adding a mobile stun feature that could be abused to make getting hooks absolutely hellish for the killer. We already have flashlights for getting saves when other forms of stun (pallets/Head On) are not available AND Sabotage is a relevant mechanic again. If none of the above worked, there's also Breakout and/or bodyblocking to try and give the survivor enough wiggle time to free themselves.

    I think it'd be fine if they just added a buff to its current ability. Way back when, Borrowed Time used to protect both the rescued AND the rescuer, what if that latter effect was given to Babysitter? I'm envisioning something like this:

    Babysitter: When you unhook a survivor, that survivor leaves no scratch marks for 6/8/10 seconds (this is a buff from its current 4/6/8 sec). Both you and the killer see each other's auras for 4 seconds. Unhooking a survivor applies the Endurance status to you for 6/8/10 seconds.

    Though I do think they should also slightly nerf the Endurance status to function like normal BT does, where 'Enduring' a hit would cause Deep Wounds.

    First off, love the idea for the Endurance Nerf; making the mend action required

    Second, I can understand your point. It would be very powerful; but that is kind of the point. The idea behind my suggestion is to fit with Steve's character in the show. SPOILER ALERT he kicks the creatures ass and none of his perks reflect that.

    I'll extend an olive branch here:

    Once per match, While healthy, take a hit for a survivor that is being carried by the killer which causes the killer to be stunned in place for 3 seconds, Upon taking the hit, you become the obsession and remain broken for the remainder of the match.

    If you still don't agree, I understand. I just feel Steve deserved recognition. We can at least both agree that the perk needs a change, period.

  • The only reason I say 5 seconds, is because it can only be used Once Per Match.

  • @WickedMilk03 said:

    https://forum.deadbydaylight.com/en/discussion/84629/survivor-perk-idea-dire-awareness

    This is one of those perks they would add and no one would use because bond is better at doing what this one is meant for. No hard feelings

    i appreciate your opinion and courtesy

    Although i see how bond is a good perk, I would rather use my idea Dire Awareness, and here's why:

    Once you begin a chase, you can start to map out your escape plan based on where the other survivors at the start of the chase. Also, whenever I use bond, I start running in a direction, and by the time that I see survivors, working on a gen, I'm already headed in that direction.

    Don't get me wrong, bond is good, but my idea has more strategy

  • @HazeHound said:

    Wraith already has cool and unique mori (noone drags survivor back, its especially cool at gates). In my opinion its Trapper that needs cooler mori the most and Pig - don't get me wrong, her mori is cool, but when survivor has trap on head it doesn't make sense (she would literally have to slash through thick metal to get to the throat). How about giving her second variant, when trap is on she kinda uppercuts and thrusts blade into throat bypassing trap?

    Your idea is too similiar for Bubbas and Freddys mories tbh.

    The Legion drags the survivor, btw

  • @HazeHound said:

    Wraith already has cool and unique mori (noone drags survivor back, its especially cool at gates). In my opinion its Trapper that needs cooler mori the most and Pig - don't get me wrong, her mori is cool, but when survivor has trap on head it doesn't make sense (she would literally have to slash through thick metal to get to the throat). How about giving her second variant, when trap is on she kinda uppercuts and thrusts blade into throat bypassing trap?

    Your idea is too similiar for Bubbas and Freddys mories tbh.

    uhhm.... .... WHAT?!

  • Step 1). Make it so that the skill checks on the boxes tie directly into the timer of the trap - Each failed check reduces the timer by 10 seconds (default).

    B E A Utiful!

  • Doctor - Add Mouldy Electrode into his base kit. If needed adjust his add-ons to compensate. Trapper - Make the traps spawn next to generators.

    Doctor: agreed

    Trapper: I could get behind that; I would also like it if there were traps inside lockers he could grab... 1 per locker

    Wraith: disagree; if someone starts to flashlight you, stop uncloaking and start strafing... making them waste their flashlight. I would like to see Wraith get a SLIGHT buff to vaulting and break actions while cloaked

    Pig: I wouldn't mind seeing her get a slight speed to crouching, but would much rather see her get a SLIGHT increase in movement speed while crouched

    Legion: I think a whiff should NOT cancel your power altogether, but significantly drain it... like a whiff would drain, let's say 40% of your frenzy.

    Plague: i wouldn't mind that, but she does already have an Uncommon addon that does that, which is pretty decent. Even if survivors do NOT cleanse, that is STILL a detriment to them. Cleanse = ranged attack; No Cleanse = always BROKEN (one-hit down), constant coughing, diseased aura, AND add on Thanatophobia for increased effect.

    Overall good ideas though... minus the Wraith

  • @Meat_Machine

    First of all, No Mither does not COUNTER any of these things, it just makes them moot. A COUNTER to them, is 99% a heal.

    Vile Purge: Great, you don't need to puke on them! Down em, hook em, puke on them to spread the contagion.

    Feral Frenzy: Great, you don't have to use Feral Frenzy on them! Especially now with the change to Legion being 115% killer

    Bear Traps: okay, that works. However, so does 99% healing!

    You also forgot to mention the Killer Perks that make No Mither a hinderance:

    Thanatophobia:... enough said.

    Stridor:... can hear the grunts of pain more to reveal your location better


    Secondly, I am not saying that No Mither doesn't have any synergy; You also missed:

    Lightweight: less scratch marks, no blood

    Poised: No scratch makes, no blood

    All of the perks you listed off, by the way, would be BETTER if you didn't even use No Mither to begin with.


    Once again, to reiterate, I'm just suggesting that the killer has no way of knowing a person has No Mither, by starting the survivor healthy, and not letting the killer know if someone is broken. It may allow some slugging plays to actually come in handy for a No Mither user.

    Please do so kindly re-read

  • Since repairing gens is basically moot due to the killer being able to close hatch and start the End-Game Collapse, I feel we could buff Left Behind

    In addition to allowing the current generator repair speeds to remain on the perk, I also feel we should add the ability to open exit gates faster by an extra 25%/30%/35% if you are the last survivor remaining in the match.

    This is the idea I have in my discussions

  • @Luigifan64

    That is what @AnthonyC2014 had suggested, and I think that is a good idea too; if the DEVs decide on that, I'd be cool with that.

    Interestingly, I don't even play SWF often; I SOLO queue the vast majority of the time.

  • @AIG1992 did you even read BOTH of my ideas?

  • @AnthonyC2014 I think the Bloodpoint bonus for killers idea is actually pretty good. I would like to see that.


    In my opinion, I think this game is best when ALL survivors are Solo queued; that's the fun of the game and why I solo: you need to adapt and overcome while working in unknown conditions with random survivors

    My idea actually comes from Dark Souls: it being a hard enough game as it is, and when you enlist the help of others to tackle a boss, the boss's health is increased due to the amount of people helping you.

  • @AStupidMonkeyy I would be okay with a 100% noise reduction, tbh.

    I still stand by my idea to change the perk, though. My idea solely makes it so the killer does not know that the survivor has No Mither, which is the ONLY flaw with the perk... If you could call it A PERK.

  • @Koe_ween First of all, those numbers are NOT definite.

    Second of all, 2 SWF would make a normal 80 sec gen be only 12 sec longer

    here are the stats basically:

    2 SWF = 92 sec/gen

    3 SWF = 100 sec/gen

    4 SWF = 108 sec/gen


    If that's too much for the DEVs in their opinion... they could bring it down to 10%/20%/30%:

    2 SWF = 88 sec/gen

    3 SWF = 96 sec/gen

    4 SWF = 104 sec/gen


    or here's yet ANOTHER idea, 5%/10%/15%:


    2 SWF = 84 sec/gen

    3 SWF = 88 sec/gen

    4 SWF = 92 sec/gen


    Also, this will NOT affect the career of streamers; it may even enhance it: it would create more tension, in my opinion. A GOOD streamer will use dull moments to their advantage by thanking people for subs or responding to comments.


    Although, I do want to thank your for bringing up Thanatophobia AND Dying Light, because I did not take those into account... same as Coulrophobia.

    A) Dying Light is hardly used, and if it does end up being used, it's speed penalties are doing their job for such a difficult task to pull of...theoretically.

    B) Coulrophobia is hardly used and could use my idea to give it a slight buff

    C) Thanatophobia... You make an excellent point with this one. Because of you bringing this up, I would have no issue this my initial percentages being reduced.

    I feel like it would be great for the DEVs to hire gamers or even volunteers to test ideas like these out to see how they work.


  • @Ember_Hunter said:

    So decreasing action speed? May decrease encouragement for players to actually team up...

    Correct. it decreases the incentive for SWF from forming


  • @ReikoMori said:

    None of this addresses the actual problem with SWFs which is the ability to coordinate and share information in real time. Even though some devs seem to think most SWFs are on comms just talking about dinner plans and boys...

    It may not "address" it, but it still provides a solution to DETER SWF groups from forming and providing a detriment for those who do.

    unless you have the ability to cut the ability to use Discord, or whatever you use, that cannot be stopped.

    My idea creates an incentive/ADVANTAGE for queuing SOLO

    until DBD can figure out the best possible solution, this is, as I put it a SIMPLE rework

  • Thank you for everyone's feedback and being pretty respectful

    First of all, when i say "increased REQUIRED action speed", I mean, "decreased action speed"; so SWF members need to spend more time on actions

    The reason for this is whole idea to DETER SWF members from queuing but not make it that difficult for Solo survivors or make it too easy for Killers

    The biggest action speed change is going to be when it comes to Repairing Generators, which is usually the Killers problem when it comes to SWF groups: Gen Rushing. I would even be okay if we made the "increased REQUIRED action speed" only affect Gens.

    @toxicmegg I don't understand what you are talking about; I solo all the time and escape the majority of the time. Also, you do not need to escape to Pip, or even have fun.

    @Madjura I can kind of see what you are saying, but i don't understand your "having worse teammates" concept; the entire premise of the game without SWF is queuing with RANDOMS in order to have an exciting game experience. Also, the SWF could be bad, or they could be good: it is the same odds.

    @Aven_Fallen The Casuals and The Tryhards are doing this currently. You need to be more specific: are you talking about Casual and Tryhard Soloists, or Casual and Tryhard SWF?

    @White_Owl I totally see your perspective. Thank you for that insight that I missed.

    I still feel the idea is there, but maybe the percentages could be tweaked; In my opinion, I feel the percentages are decent.

    As far as the SWF knowing and Solo not knowing, that is up to the SWF team to let the other Solo survivors know.

    I feel the percentages that I have suggested level the potential playing field as far and SWF goes without being too demanding of the Solo survivors.

    One thing that COULD be done is let everyone in the lobby know who the SWF members are by some sort of symbol, but this would encourage lobby dodging, even more that it is already done.

    @RIP_Legion i think you may have misunderstood my idea; I'm suggesting that SWF members action speed be decreased... or "REQUIRE more time". My idea is to SLOW the Gen Rush by making SWF action speed take longer. I tried to make that clear, but hope this clears it up.

  • Adrenaline is used only once per match. I don't feel it's OP

    The only potential Nerf I could get behind with adrenaline, is if the survivor is healed one health state, to take away the sprint burst for 5 seconds and only allow the sprint burst to activate if you are already at full health.

  • I once heard someone suggest a rework idea for Boil Over which made the survivor Kick and Stun the Killer once they were put on a hook, which actually sounds pretty good.

    I won't take the credit for the idea, but here's how it would sound:

    You are a battler and do everything to escape a foe's grasp. Your struggling effects on The Killer are increased by 25/50/75%. You obscure The Killer's ability to see hook auras within 20/24/28 meters.

    If you are hooked by The Killer, you deliver a forceful kick which Stuns the killer for 4/5/6 seconds


    The reason for this idea is to waste a small bit of the killer's time, but mostly, to counter BBQ and Chili. It would also make insta-unhook saves less dangerous... especially for end-game plays.

    Of course, this perk would not be Meta by any means, but would make it a bit more fun.

  • @Peanits said:

    Thanks for the suggestion. This is something that we have considered doing in the past, however, we don't have any plans to do so at this time. We definitely like the idea though, it's just not a priority right now.

    I also have a similar idea suggested in my discussions under the Bloodbank idea

  • @Sanmer said:

    Is Legion even working right? His power doesn't seem to match the description. Everytime he chases me with frenzy, he wounds me, then stabs me another 2-3 times, reducing my bleed timer, that part is fine but :

    While Feral Frenzy is active, hitting a Survivor is currently afflicted with the Deep Wound Status Effect:

    • Reduces a portion of the Survivor's Deep Wound bleed-out timer.
    • Depletes The Legion's entire power gauge and ends the power immediately. <----******

    Why isn't the 2nd part working? The description says that it's supposed to deplete the gauge and end the power, so why doesn't it?

    Dude... it does.

    If you have the bleed-out timer on you already, and he hits you again with feral frenzy, his frenzy is cut-off again. That is what they are talking about

  • I will agree that his power comes with a downside, but has EXTREME potential for an upside.

    I will also agree that at higher survivor ranks is difficult to use... as is with most other killers

    The best strategy for the Trapper at high ranks is to place traps at unexpected parts of a potential loop and to keep a trap on you at all times to either close a loop mid-chase or FEINT a trap so they abandon the loop and use a catch-up

    I recommend using WHISPERS on trapper because if WHISPERS is active you know two things: a survivor is nearby so you can search or them AND it's not the best idea to place a trap while active because most likely they are there to witness you place the trap.

    Also, at higher ranks, DO NOT place a trap directly under where a pallet would fall: the survivor can throw down the pallet and use it as a bridge

    A good Trapper build: Hex: Ruin, Whispers, Enduring, Spirit Fury

    If I could add anything to the Trapper, it would be that lockers carry 1 trap in them that could either be taken, OR the trap within the locker could be set itself to catch an unsuspecting survivor.

  • Disagree... If you are breaking a pallet, why would you want to go into cloak mode?... you are engaged in a chase!

    Serpent is supposed to be paired with Shadow Dance for it's maximum effect; add on Brutal Strength and maybe even Fire Up and #########: you have a party! :P

  • As trapper you already waste a lot of time placing all your traps and when the traps start getting stepped in/tripped you waste more time replacing all of the ones that got tripped/stepped in.

    I disagree because the concept of a trap that RESETS ITSELF is insanely powerful on it's own. The strategy to the trapper is to place them in effective YET unexpected places. A well-placed trap can turn a healthy survivor into a downed survivor in an instant; Also, leaving traps in the same places isn't always the best strategy UNLESS it is an extremely powerful loop

    I would be more inclined to think BLOODY COIL should be a base Trapper add-on, however even THAT is way too powerfull

    As a QOL fix though, I DO think they should make all traps take much longer to disarm and sabo

    If it were up to me, as well, I would make it to where the aura of a survivor that disarms a trap is shown for a few seconds.... or even make that an add-on in and of itself

    Hope this is constructive.

  • A very interesting idea

    If they did put this into effect, they would HAVE TO make it a ONE-TIME use perk

  • It would be a good supporting hex; especially with HEX: THRILL OF THE HUNT

  • I like that idea

    I have a similar perk idea in my discussions as well.

    Hex: Devious Perception

    At the start of the match a Hex totem spawns. If that hex totem is cleansed, the survivor's aura that cleansed DEVIOUS PERCEPTION is revealed to the killer for 60/80/100 seconds

  • 1 seems a bit odd and may be cumbersome to design

    2 is ACTUALLY coming out with the EVIL DEAD survivor edition; there was a leak on Youtube about it

  • @Mellow7 I had the same idea

  • I have this same idea in my discussions as well

  • my suggestion was that a survivor using DIVERSION starts off with a pebble readily available

  • @HazeHound

    I have an idea for a PWYF rework:

    Each time you lose your Obsession in a chase, gain 2 tokens, up to a maximum of 6 tokens

    Each token grants a 3% speed increase

    Each SUCCESSFUL hit on a survivor loses 2/1/1 token

    Each SUCCESSFUL hit on the Obsession loses 3/3/2 tokes

    (note: I would not oppose the idea of 2.5% instead)

  • @HazeHound who is losing the match? I feel like escaping via hatch is a Mercy Rule, TBA. If a survivor HONESTLY believes they win by escaping via the hatch, there is no hope for them anyway

    I honestly wouldn't mind the idea of the killer being able to close hatch and the survivor has to find a key and all that. But that just seems like a lot of extra work. If it comes to the game, great!

    But, IMO, I stand by my idea if we want to get rid of hatch stand-offs; it's simple and will work 100%

  • Interesting. There could be potential

    However, most killers have some sort of physical manifestation with them... Even the Trapper had spikes driven through his body; Jack Torrance is JUST a madman

    They could take your idea and spin it into an original killer like The Deranged and make him twitch like The Spirit and giggle

  • Disagree. and yes there would be license issues :/

  • The Spirit comes from the idea of The Grudge... Doubt this will happen

  • @Orion said:

    F13th is over there ->

    LMAO!!!

  • Disagree. Then Franklin's Demise is damn near worthless

  • Great idea

  • Even though i agree with @projecteulogy , I still think this is a decent idea

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