8obot1c
8obot1c
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@Chickenchaser said:
https://forum.deadbydaylight.com/en/discussion/comment/684110#Comment_684110
60 seconds. DS has nothing to do with tunnelling.
It’s 60 seconds after you get unhooked so if you go after them after the unhook that’s tunneling
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/684110#Comment_684110
Can't really avoid it if they just run right into you after being unhooked. It's more problematic during endgame. If I hook someone near the gate and camp because I can't do anything else, they can just dive the hook with BT, forcing me to grab them, boom DS, both escape.
Then do a basic attack leave them on ground and wait for a bit
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Don’t tunnel then lol
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I feel like Hex: Decay should get another benefit, such as when a survivor vaults its blocked off
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Hes not the worst, I just dont find fun in playing him
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You could do a "best moments with new players" giveaway
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Lockdown, to make this perk more of what it says maybe block vaults in a 24 meter radius for some time.
Riot is alright.
Hex: Restraint should slow the exit gate progression when somebody is on a hook like 50% maybe?
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@PolarBear said:
I'd rather not. One good thing about infectious fright is that it reveals locker survivors.
Then maybe buff Iron Maiden with this idea.
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Luck should affect technician in my opinion and it should affect the rarity of an item. Luck should also affect madness how many madness skill checks appear. Luck should affect if you cause an alert or not with the acception of Diversion
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Not that. They should have the same walking speed while injured as well
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@johnmwarner said:
But they can, it happens more often than it should. I go after the person who unhooked the other and down them, hook them and the next person I see is the unhooked so I get DS'd
Surely you don't consider that "tunneling?"
https://forum.deadbydaylight.com/en/discussion/comment/681417#Comment_681417
its not, but hey now you know where 2 people are at. don't camp the hooked person, but camp the locker person and get them down when they go out.
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lol wait 60 seconds at the locker and then get them.
Seriously though if you slug that's no fun. Just don't go after that person and you wont get hit by DS. How many more times do I have to say this
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"Santa"
Ace in the Hole
Plunderer's Instinct
Open Handed
Bond
Give gifts to the children
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@Peanits said:
It would be neat, but I'm not sure it would really make sense. Ideally lockers should be a hiding place, but if that hiding place means you have no idea if the killer is close by, you would probably be better off just crouching behind a tree or something. You would basically be sitting there wondering, "Are they still here?" with a chance to get out of the locker right as the killer rounds the corner, or a chance of sitting in a locker for way too long when the killer is nowhere near you.
I was thinking of it more of a scare factor than a "Is he still here?" Idea. You would be scared because you dont know if hes there or not unless you see him there and maybe leave.
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@justarandy said:
Will just hurt solos. Swf groups are going to call out when it's safe or not.
Im not thinking about solo and SWF, Im thinking about how scary it would be because you wont know when to get out or not unless you see the killer go away. Yes SWF can call out, but at the same time you cant see their aura when they are in a locker so you wont be able to know
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Somebody had a better post saying there are 8 pages and when a survivor cleanses one the killer speed is increase a bit. They cant escape until all the pages are collected and He can teleport to pages. It doesnt take that long to cleanse, about a second. He said certain add ons can increase or decrease the amount of pages. The speed increase is 0.63% I think
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I have a different suggestion since games take way to long.
There is a fuse you have to find for each exit gate and 4 fuse boxes that power 1 of the exit gates. if a survivor manages to find a fuse and put it in, The closer exit gate to the fuse can be opened. You still have to do skill checks. Fuse boxes can be put in any time during a match. The killer can see the fuse boxes, but not the fuse. A fuse on a ground will sound like doctors electric shock and you get madness, but only when putting it in. Once it's in you no longer have madness. You don't scream during madness with this (Unless going up against the doctor) If you fail a skillcheck a hallucination of the killer will appear which the killer can see. When carrying the fuse for a certain amount of time without trying to put it in will cause hallucinations to appear. skill checks are like the doctors. If you drop the fuse survivors can see its aura. Maybe too much? Idk, but they only have one killer that can give madness so this might make sense.
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I dont agree with what you propose, maybe it gives the oblivious status effect and exposed lasts longer? like 30 seconds.
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WGLF should boost altruistic speed
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How do you get that red background in your profile pick?
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I'm not here for the competition because I'm on console, but a couple games I ran around with Bond, Open Handed, Plunderer's Instinct, and Ace in the Hole giving people free items with add ons. I think I'm something of a nice guy myself
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Predator should show scratch marks farther apart when out of a chase an closer together when in a chase.
Fixated should work while injured as well (But they can still change that while they can)
Wake Up should take you out of the dream world when the exit gates are powered (It literally says in the name "Wake Up")
Technician should make skill checks bigger when repairing a generator
No Mither should work when you've been hit once and you have no grunts of pain
Windows of Opportunity shouldn't have a cooldown, it doesn't make it OP if it doesn't.
Mettle of Man should make it to where you can take protection hits easier, not give free hits.
Lightweight should lower your footstep level so they cant hear you footsteps well.
Calm Spirit should make you breath quieter
Camaraderie should slow the hook speed when the killer is near
WGLF should increase altruistic speed at least
Thats it
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The Pig because I liked the movie franchise and how gruesome it was only to be disappointed because stone face and I cant watch it
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The Dog Man, only appears at midnight. Apparently some people have video evidence.
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@BlueFang said:
It's not a matter of tunneling at all. I'm talking about the fact a unhooked survivor can just stand there, let you approach and then run into the locker
They can't be punished with a slug you can only let them heal or take the stun. In my opinion that's just dumb likewise if they are near a working gen it's even more of an issue
So dont go after the person that just got unhooked. and why should they get punished for running a perk that punishes tunneling? Just go find someone else. The next encounter you have with them they cant just run into a locker and DS you because it ran out.
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@dannyfrog87 said:
no that is stupid as hell. it would completely break her power more than flashlights already do .... making her useless and just a gimmick ... lol
Because everyone would want to wait each 45 seconds just to get a single pebble to throw at a trap to set it off.
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Maybe when I have time to play Ill put on Open Handed for ya
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@Milo said:
No. We would go back to before the exhaustion was nerfed (people were using Vigil with SB)
If it was "while not in a chase" or something along these lines, fine.
unless you are going up against a bad killer I don’t think you will be running him around for 1 minute and 20 seconds to get sprint burst again
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They don’t unless you get rid of one for a different one to appear. Maybe auto collect? Maybe a bug? Idk
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Just make it to where they cant escape for a certain amount of time or till the totem is cleansed, but when the totem is cleansed EGC starts
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I like the ruin change, but I dont like that you would have to hold it down for 90 seconds unless they implemented a thing that made it to where you dont have to hold it down.
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”Boosted Last Survivor”
Left Behind
Sole Survivor
Object of Obsession
Open Handed
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Telltale the walking dead
IT
Purge
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@Sziosis said:
I don't play much survivor, but from what I have played and what I read on here, generators suck. It's more fun to be chased than hold down a button for over a minute per gen. So what I'm going to suggest may upset you, but I believe creating a new "minigame" could help, at least a little bit.
Doing generators would progress as normal, but the normal skill checks won't be the only thing to come up. Occasionally there will be something like a wire panel pop up and to succeed this "skill check," you must enter buttons (WASD/D-Pad) in the order they show. 4 buttons will appear and you have 3 seconds to complete it or you fail. Completing this in half the time will result in a great skill check. These skill checks only appear on generators and would be affected by Madness (Only the next two buttons appear while the others are obscure. Entering a correct button will reveal the next), Unnerving Presence (Decreasing the time given to do the skill check) and Huntress Lullaby (The same way it gives less of an indication you will receive a skill check). Anything that increases or decreases success zones will increase or decrease the time given to complete these skill checks instead.
I'm gonna be honest. I thought this up on the spot. I don't know if it will help with "Hold the Button Simulator," but I just wanted to give an idea to make the game more engaging for both sides. Let me know what you think about it.
Lol when healing you have to draw the the lines and that’s would be a skill check and Unnerving makes the space in between smaller. Huntress Lullaby doesn’t give you a warning (Because it would still give you warning) madness will make the thing stutter. Yeah
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@Hoodied said:
Surge and the other perk that blocks windows got reduced to 24 meters at tier 3, second wind works inside the TR too
I was hoping second wind would be like that. Yay :D did nancy’s Perks change as well?
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@Riseaus said:
You gain an obsession and it's important to keep them alive, every time you hook any survivor other than your obsession you get a token which reduces all action speed for other survivors (besides the obsession) by 3% (repair, healing, sabo).
Oh thx
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If you really do want to unhook do this. Have everyone bring Leader and Spine Chill as well as BT and DS. It will unhook fast and once they attack they will wait 15 seconds and then they get DS
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I think you have the wrong forums. It’s supposed to go into fan creation, but I’ll read it while I’m here
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/665548#Comment_665548
But it’ll help you know which teammates are on which gens to go and help, or/and know which gens are safe to work on depending on where you see the killer aura.
Maybe the key can show generators and their progression?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/665537#Comment_665537
How does an easier escape, knowing where teammates are, or where the killer is NOT help with completing objectives?!?!
Cause I can’t repair a survivor and open the killer to escape?
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@blanky said:
When broken this totem will block all gens (being worked on or not) for 20/40/60 seconds and reveal survivor auras for 5/10/15 seconds
thoughts?
Take out the see survivor auras and afterwards if generators aren’t worked on they regress automatically
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@[Deleted User] said:
You can already use a key to open the hatch, reveal the killer, or be used in lieu of Bond.
That’s already pretty damn strong. Especially with someone on the team running Open Handed.
Yeah, but I mean objective wise
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@GeneralSpudmuffin said:
The first-person thing sounds like it would be an absolute pain, to be honest. The non-directional sound is great, as well as making it louder, but it needs a bit more. Give them fake heartbeats or screams and stuff, things to make em paranoid as all hell.
Well I meant to add heartbeat. Whenever you are in range it is loud as if the killer was right there.
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@Frosty said:
Id jusy like to say that "tunneling" is a made up thing that killers consider the best option. So to even suggest that its a anit-tunneling perks is literally saying its an anti-best choice for the killer perk
Okay if I’m in a Killer match and I see you I’m going to target and tunnel and camp you with a mori and the then you can tell me that “best option” BS
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@Alice_pbg said:
What else do you need?
Idk just something
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@C3Tooth said:
Cant wait for repairing Gen and all Survivors see is the gen. Which force Survivors have to find Hex at all cost before doing anything else. (Does this mean this Hex is more powerful than Ruin?)
I think if the camera is still able to rotate, but the camera placement is right on top of Survivor's head which decrease pov. That will be ok.
yeah yeah, it’s just you don’t get that outward appearance
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I cleanse either way and I become one sneaky boy if she takes it because infinite exposed is not fun, but non infinite projectile attack is debatable
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@Dr_Trauts said:
facecamping IS a strategy for killers, and if they see success with it i see no reason for them to stop doing so. The thing to try and do is make it so its not successful for killers to do it in the future, rush gens and get out, that way they get only 1, maybe 2 kills max if they get lucky.
Also try not to t-bag killers or anything, cause if it pisses them off and you get away, you can be sure quite a few will just facecamp in the next game.
Killers hate gen rushing so they make perks to stop that, but when it comes to camping they don’t make perks to stop that. Kindred isn’t the only one, but it’s not good. The point is is that killers can get perks to stop things they hate, but survivors can’t get perks to stop what they hate?