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AChaoticKiller

AChaoticKiller

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AChaoticKiller
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  • match making is already bad and this would be used to avoid good killers.

    oh you faced a god nurse blocked

    oh you faced a good billy blocked

    oh you faced literally any spirit blocked

    oh you didn't like how this killer won blocked

    oh you can't find a match? wonder why.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1915403#Comment_1915403

    The footsteps thing is pretty hard to hear, even with clear sound and good headphones. By the time you hear it she will already have unphased and hit you. It is also hard to hear that when there is chase music blasting in your ears as well. Most players can't really react to this and when she uses speed addons you have even less time to react if any.

    That recent bug she had, I would have kept in the game because it at least helped a little.

    the foot steps are not very useful in a chase i know it's more of to know you should stop repairing a gen or vault a pallet/switch directions. It has helped me a few times and nearly every time i have avoided a grab was because i heard her footsteps.

    that bug was god awful, i faced 3 spirits as it was still on the live build and had no issues play safe against them like at all, each of them had to give up on chasing me and this was in red ranks. info is extremely powerful you can basically play against spirit like clown and camp pallets but with her you can loop her for extra time in a chase when she isn't phasing.

    seriously the one time a spirit actually hit me at a loop from her power when i was playing safe was one that got me to vault than switched directions to hit me and even then it was pretty close and it was only possible because the side she was phasing on was pretty small (was at the truck loop on junkyard map)

    edit: pretty sure you have 0 mindgame potential as well if they camp the pallet i only got hit since it was down.

  • problems with the hud

    • too spaced apart even the important info isn't near each other
    • survivor portraits look awful
    • survivor injure icons are awful
    • doesn't fit the feel of a horror game
    • there is unnecessary text at the top with the gens, any player with like an hour of play time can figure out what the gen icon means as well as what to do after gens are done.

    it should basically look the same in terms of placement as the current hud, whoever designed the one in the ptb had no idea what the hell they were doing it looked like a basic coding class tried out making a hud for a game and use up as much space for each single thing like amateurs.

  • As a nearly pure solo survivor yeah i can be toxic depending on what you are doing.

    Like this is a team based game but if you are being dumb or trolling i'll let you die after all i don't get points for your survival.

    I had a player sandbag me once without BT then he teabagged when the killer ignored him to down me and i juked the killer into shack and they gave up on me since they knew i would be troublesome and went after the sandbagger, i did the same to him as he did to me but i also body blocked him to get him downed and i let him die on the hook since i could just do the last gen and escape even tho i was like 20 meters from him.

    don't mess with solo's we don't care if you or even if everyone else dies, play well and we'll often do the same.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/223832/i-think-scotts-idea-for-the-ds-nerf-is-still-the-best-one

    That's a terrible idea..Why?

    Scenario: Killer hooks survivor -> Killer walks to other side of map -> Survivor gets unhooked & DS timer starts -> Killer immediately runs back to hook -> Timer is already running as it takes said killer 5-10 seconds to get back to hook -> Killer downs survivor & now only has to wait 15-20 seconds until DS runs

    The easiest solution is to just make it so you can only use DS if you're the obsession and anytime someone is hooked, that person becomes the new obsession. Additionally; you can create a stipulation that if your DS is active, any action aside from healing/vaulting will make its timer run at x2 the normal speed.

    This in turn:

    A) Prevents multiple survivors from being able to DS you repeatedly

    B) Promotes chasing different survivors

    C) Removes any way of abusing it.

    this is the same idea as making DS deactivate when you hook another survivor and that is a bad idea that is common because people don't understand how easy it is to bypass it.

    simply find and down the unhooked after or before you down another survivor this can even be right off the hook then hook the other player and rehook the unhooked. you can also just down a survivor as another is saved and after you hook that survivor your free to tunnel the just unhooked one hell you can do this to saviors trying to hook rush why should the unhooked be punish for that?

    there are too many common situations where the perk will deactivate and allow you to tunnel someone just off hook without care.

  • killers can exploit the chase mechanic so im against any idea that influences the timer from chases. remember why legion was complained about.

    also it should not deactivate from being healed as insta down killers and stealth killers will let heals happen to bypass the perk. this also discourages the user from recovering which is what the perk should do. (actually i was wrong about this it's worse then can recover then have a full chase and still have ds this is probably equally bad)

    the only two changes it needs is it being deactivated when you work on a gen for a few seconds and it should also have it's timer be reduced when all gens get completed. The timer is fine when not in end game and lockers are fine but it being a safety net to progress the game isn't.

  • @FFirebrandd said:

    He already has counter play and doesn't need more.

    Besides the obvious of just simply out pacing him because nearly everything he does is slow... what do you think the purpose of the reeling mechanic is?

    The answer is to add counter play to his kit. Over and over and over I see people indirectly claiming that once you get shot... that's it. End of chase. You got hit. Except that it isn't necessarily the end of the chase. When you're on the spear, you aren't downed yet, he still has to reel you in and M1 you. With some forethought and distance, you can present the Deathslinger with an "easy" shot and then when he takes it, get yourself stuck on a wall, a pallet, a random tree stump, down a dropdown, etc. He won't be able to get to you to finish the down and the chase will continue. If you aren't able to do that, well that means the Deathslinger outplayed you. Not because you couldn't react to the shot, but because you got shot in a place where you couldn't prevent the reel + M1.

    Just because a decent chunk of Deathslinger's counter play happens after he shoots you, doesn't mean it doesn't exist.

    I agree however you don't have a good chance of breaking off the chain unless he shoots you when you have a lot of objects between the two of you. Not that this isn't fair i think deathslinger is fine since he literally trades everything to have a power good at downing a survivor. he lacks map pressure, traversal, info, stalling, and even snowball potential all for the ability to quickly win chases.

  • the thing with her traps is that the key is preset so while it is kinda rng since the survivor doesn't know which box it is it's also not.

    I would like the devs to do a ptb with this change and gather stats to see if this makes it less likely that they can remove the trap otherwise we wont know if this is better or not. for once i will agree with a changed based off of stats with the devs.

  • @Warcrafter4 said:

    If the devs wanted totems to last for any reasonable amount of time they wouldn't be nerfing undying.

    IMO the undying nerf was a good one however also taking away the aura reading on hexs was overkill, like there is no point to seeing auras around dull totems it's not even good tracking since there is only 3 spots on the map with dull totems as you would be crazy to run this hex alone just for that weak effect.

  • @getuy45u4iu said:

    "Camping/tunneling is toxic"

    I mean for no good reason tunneling and camping a survivor at the start is pretty toxic

    what i hate more is "camping after gens are powered is toxic" like tf am i supposed to do let them easily get the save as the guy i chase heads to the gates.

  • "Hag doesn't take skill"

    I will rip their throats out not my fault you haven't seen a proper hag but they are still wrong.

  • I mean sure but i wouldn't run it over undying

    a lot of the time survivors just focus on gens, i wouldn't run a perk that protects my totems from being cleansed right away when that only happens in like a 4th of my games assuming im running one hex and with undying that hex will probably last longer anyway.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1915624#Comment_1915624

    Just because Slinger isn't as strong doesn't mean he's easier to play. But of course, the automatic reply is "BuT ShOoTeR pLaYeRs".

    Seriously, a handful of trials to get blinks accurate and IF + whatever the top slowdown perks are will more than make up for the misses. You don't need to be a god Nurse to bulldoze most of the playerbase.

    my point was he is simply not hard to learn for the average gamer, the only skill with him is aiming/leading shoots (barely have to lead at all) and knowing when to spear survivors in the open and at loops so they don't break the chain that's it.

    Also if your missing as nurse your wasting a ton of time she will end up downing players slower than other chase based killers. with nurse you need to lead blinks, predict survivors through LOS, have muscle memory of your blink charge with is also equal to it's duration and range, then after that you need to do the same thing again on reaction and determine if you should lunge.

    in terms of skill nurse takes way more and unlike slinger whos skill can be related to other games no game prepares you to play like nurse does.

  • @MadLordJack said:

    You're not allowed to say that in these forums. Everyone is supposed to pretend that Nurse is balanced because of her high skill floor, please ignore that Slinger is the same.

    slinger skill isn't as high as nurses and anyone who plays a decent amount of shooter games will be good at him.

    besides i don't see slinger being OP he can barely stop gens from getting done all he has is a strong 1v1 chase power with slow movement speed.

  • This b8 post has gotten a lot of bites

    OP is pretty serious on keeping up his act and that is easy to do over forums, come on people he has 33 posts and is ignoring logic what else do you need to see that XD

  • that's actually not too bad, i wouldn't mind if this became a thing.

  • @Yords said:

    Assuming she is reworked to give glimpses of herself to survivors every second while phasing, I think this could work. Her husk could fade over the time she phases.

    However, she has yet to be reworked and it is best to just leave her alone for now.

    I don't think she should have any indication of where she is in phasing other than what's already there which is footsteps when close to you and grass moving.

    having a good read on her location makes her incredibly weak against good survivors this would make her weak. at the least it shouldn't be 1 second it should be like twice that if that even gets considered.

    just look back to her ptb or the recent bug that made her constantly audible she was weak because survivors had too much info on her in her power.

  • idk there are a few super survivor favored walls like on pre school and saloon.

    unless they rework those maps survivors shouldn't be able to break walls.

  • it is fine as it is and has plenty of counters not to mention it's aura reading is mediocre at best on any killer that can't utilize it.

    even on someone like billy it isn't overkill at all people just need to get good at lasting long in chases, utilizing bbq counters, and preemptively leaving areas or changing directions after 5 seconds to trick the killer.

  • sure i guess but anything above 0.5 seconds is too much.

    deathslinger is good simply because of his fast power activation take that away and he sucks

  • @Steel_Eyed said:

    My hag build is BBQ, M&A, STBFL, Whispers. Gens don’t fly when people are on hooks.

    whispers and bbq?

    too much info and as hag you don't really need info perks, put on a stalling perk and if your running M&A switch another one for nurses.

  • using corrupt intervention makes the survivors who usually spawn on the other side of the map spread out and do gens across the map and when it isn't used they usually do the closest gens, using corrupt intervention basically lessens your chances of successfully getting a 3 gen while applying pressure.

  • No, it simply decides how the early game will play out as well as gen positions.

    do you want your traps triggering early maybe too early and possibly influencing survivors to spread out close together gens?

    or do you want another perk to help you throughout the game and just deal with 2-3 gens getting done so you can 3-4 gen easier?

    IMO it is not worth running since your better off basically guaranteeing yourself a 3 gen strat as well as a set up web when your ready to chase survivors.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1913998#Comment_1913998

    Wait what Dead Hard bug are you talking about? Because what im describing isn't only to dead hard. It happens when I use other exhaustion perk like Lithe.

    we might be talking about a separate bug them since i have never had any issues with other exhaustion perks.

    like is the perk just not activating, freezing you, or not giving you the speed boost? i haven't had any of that happen i thought you meant like how dead hard when used can sometimes barely move you.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1913969#Comment_1913969

    No I'm really sure its a frame drop. I know because im not talking about being exhausted on the ground. I'm talking about using dead hard )or any exhaustion perk for that matter) and my game literally freazes for a few seconds and I'm still in the same place.

    yeah that's a bug DH has been like this for a long time since at least the last mid chapter patch before the twins. The perk activates like normal but the distance is halved or even less than that.

    it's not due to frame rate trust me, even PC players get this bug.

  • it took me a month of playing her like 5 times a day to get decent with her, of course since i stopped playing her all i have is muscle memory and i suck at the 2nd blink predictions.

    I wouldn't try to go back into her even if i could get really good as she is just too frustrating to play.

  • @dspaceman20 said:

    Oh trust me the frames greatly drop for the survivor as well when they use dead hard, its not just killer.

    I use it and sometimes it completely works against me. I dead hard and my frames drop completely and I don't gain any distance and I go down a lot because. I literally lose distance because of it and its not fair. I'm on console too so I feel your pain.

    that's a bug not due to frame rate, i often use dead hard as survivor (or used to) and that bug just occurs randomly. I don't often lose frames using dead hard as survivor.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1911180#Comment_1911180

    There is counterplay, just hide from the killer for 45 seconds. Or use one of the many resources on the map such as windows, pallets, without relying on an exhaustion perk. It's pretty easy. You don't have to be aggressively repairing gens or interacting with the killer at all times.

    That would make this perk useful at slowing the game down, not just further punishing the survivors who are already injured.

    that's not counter play that's standard game play to avoid the killer counter play would be preventing yourself from being affected in the first place.

  • IMO the only meta perk that needs to be restricted is DS, OoO is another one but that perk just needs a total rework.

    DS allows for saves and complete immunity to be punished combined with unbreakable, the main issue is using that immunity to do gens so imo the best nerf is simply to deactivate it if a survivor works on a gen because if they aren't doing gens they are not progressing the game.

  • @Jamlpr said:

    “I play on console”

    You already solved it my guy. Think again if you think devs are gonna optimize for consoles. Sorry :(

    it's not like i'm getting a gaming PC anytime soon and this is more of me complaining that it does this on console i already know it's because im playing on console.

    like i've been playing dbd on xbox for 3+ years and it wasn't always like that, it doesn't drop frames every time mostly when a survivor dead hards really close to you but it still is dumb that it drops your frames at all.

  • @AnnoyedAtTheGame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912571#Comment_1912571

    You say I'm tunnelling, yeah? Explain this as tunnelling someone.

    I hooked player 1

    I hooked player 2

    player 1 got unhooked by player 3 as I was hooking the 2nd player

    player 1 ran up to player 2 to unhook them right away

    I grabbed player 1, player 1 then hit me with DS. Player 1 then unhooked player 2 and all ran off.

    Where in that is tunnelling? All I did was grab a survivor who was trying to take a player off the hook. Am I suppose to let the player get a free unhook because they had DS?

    Please explain me grabbing a survivors off the hook as tunnelling. Then you can carry on saying don't tunnel,

    Another example.

    I was on Lampkin Lane.

    I hooked player 1,

    I cross map chasing player 2 and hooked them,

    Someone unhooked player 1,

    I found player 1 by chance running around, I downed them and they hit me with DS.

    Where was I tunnelling then?

    I've literally gone across the map and back again hooking a different survivor and I still get a DS to my face. Where did tunnelling come in there?

    I've had enough of people making up excuses about people being tunnelled to death but that isn't the case. It's the case of the survivor is trying to force killers to down them so they can use DS on them and get away free.

    Like I said before. If the survivor tries to do anything game related then DS should deactivate to avoid it being used as a free escape.

    cool you could have lunged to slug, also it shouldn't be changed just because "oh no i grabbed him near the end of the timer"

    as for that second example yes you were however it was unintentional but still you were.

    Also DS saves are awesome! you get stunned for 5 seconds but it's more like 2-3 seconds since they have to move to the hooked and do the save before running. by the time they start running the time your stunned is more like 2-3 seconds in terms of how much distance they got, you can easily catch back up to the DS user then hook him and best part he pretty much wasted it.

  • no survivor already focus on gens rather than healing this would increase gen speed without a downside.

  • @AnnoyedAtTheGame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912435#Comment_1912435

    It's wasting the killers time. It's giving a survivor 60 seconds of god like time. I got the feeling your a massive DS user and you don't want it nerfing.

    I don't think you understand DS is being abused by survivors purposely baiting the killer to activate it. Well all know that DS users will try to do anything because they have the 60 seconds free god like timer. Even I know this because I've it unlocked. It isn't an anti tunnelling perk at all.

    No it's not just ignore them and go after another survivor, you going after them is tunneling and if they are following you they are not doing anything. if they get too close you can always slug.

    I'm well aware on how the perk works i avoid it constantly by simply playing well, the perk does nothing if you ignore the survivor or slug them if the opportunity presents itself. the bigger issue is when they do gens right off hooks with the perk active since you can't punish it it was free progress on what matters which is the objective to escape.

    that's why the only change it needs is to deactivate when doing a gen, if they are not progressing the game they are not winning and if they do go onto a gen you can then chase them without worrying about DS.

  • @REL1_C said:

    As you know, self-care and botany are both Claudette perks, if they did buff self-care, they would have to nerf botany. +15 % to self-care, - 15% to botany (18%). Botany isn't a perk many people use but self-care is so this change will be good.

    Botany is for healing anyone i don't think it needs a nerf simply because another perk also heals. self care is a balanced perk you can heal without anything and medkits last longer, i don't think it needs a buff it's simply not worth running at high level play much like many other perks meant to help survivors get used to this game.

    on an unrelated not use the " Quote to respond to people or mention them like this @REL1_C it's hard to see who you are talking to and they don't see you replying unless they revisit the post.

  • @Onyx_Blue said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912528#Comment_1912528

    You need to reel in your dodgey arse attitude. You go on and on about your ideas, but when someone has an idea that doesn't fit into your little perspective you're very quick to ridicule and divert focus off of it. You think because you're just words on a screen you can be wherever and say whatever, nah mate, reel it in and learn to respect other peoples approach to things. A lot of your ideas are are actually unbalanced anyway, so you can hardly sit there spouting off at other peoples ideas.

    LOL your ideas are awful and obviously for trolls sorry you don't like that i point that out so new players agree with you since you and them don't have a good sense of balance.

    i go by 3 things is it balanced, realistic, and fair unless the idea is pretty good if it doesn't fit those things i disagree and explain why.

    don't want me to comment don't post troll posts i take balance seriously and i don't care what you call me for doing that.

  • not desja va, that perk is used to know what gens need to get done to spread them out so i don't think it needs this.

    But for visionary hell yeah! this is a great buff to that otherwise useless perk.

  • no and base gen speed is fine, it's the amount of gens at the start of the game you simply can't stop one or two from getting done.

    I saw an idea called the trial start up where gen repair speed is reduced by 50% for 1-2 minutes or until a survivor gets downed. i think this is one of the best ideas i have read and i hope it gets added.

    this doesn't necessarily make gens take longer to get done it just stalls the game at the start so the killer can apply pressure without always having 1-3 gens get done by the time they down a survivor. survivors can move to better spots on the map, loot, do totems, or deal with the repair debuff at the start of the game and it goes away after the killer has pressure or if the time runs out.

  • @Onyx_Blue said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912490#Comment_1912490

    Stop commenting on my posts. You're actually getting obsessed with me, it's cringey and creepy af.

    bruh go look around feed back is my home and i do this in between matches mostly or if im simply bored.

    like i comment on most of the posts in feed back not just yours.

  • Heads up this guy makes troll reworks but i will respond anyway so players who don't have a knack at how balance work understand why these are either not good, unneeded/unrealistic, or good. overall i would say this rework is so bad and anyone who plays a decent amount of plague knows the only two issues with her are getting corrupt purge and the hit consistency.

    The problem with plague has never been infecting survivors and in that regard she is very balanced, your changes to how her charge rate works is both unnecessary and a nerf since it will take more time to break survivors. also nerfs her in corrupt purge since it's attack wont last as long.

    broken status MEANS THEY ARE INJURED AND CAN'T HEAL this is another dumb change, this nerfs it it DOES nothing if its changed to this. what's the point of infecting survivors if it does nothing other than make them loud. the point of being infected is you will become injured so yeah awful.

    cleansing is also fine if they cleanse before max infection so what you get your power.

    hooks and survivors on a hook have always been infectable.

    all your perk changes are unneeded nerfs all these perks are fine.

    i don't care about addons they all seem meh but the blindness one sucks.


    all plague needs is another way to get corrupt purge easier, i have a secondary ability idea called solicit chant that allows you to use pools within 20 meters but it slows you tremendously lasts for 3 seconds, and halves the duration CP lasts. in ALL other aspects plague is a very balanced killer.

  • @AnnoyedAtTheGame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912123#Comment_1912123

    Because DS users do anything they can to try and get you to be hit with DS especially hiding in lockers knowing full well there DS will activate.

    and that isn't a problem as long as they are not doing gens, let them waste time.

    also again no reason to go into a locker unless the killer goes for you and this is an anti tunnel tactic so the perk is fine in this regard. you went after them they prevented interaction unless you take the stun, you were tunneling.

  • yup

    it will definitely be reworked when they look into his addons.

  • @Killing_Time said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912195#Comment_1912195

    Dude just say you NEED DS.

    As far as tunneling, it's SMART to remove a survivor as quick as possible. If I catch a god looper, you dang on right I want him out of the game.

    Why is the image of a weapon? An item should be used to whack the killer. No item, no DS.

    just say you want to freely tunnel like a r15 lol jUsT SAy iT.

    I simply hate tunneling both as a killer and survivor, your suggestion encourages tunneling like crazy that's why it's awful.

    also in case you didn't notice i want it nerfed but in the proper way, do i use DS? yes but that's because i play as a solo and that's rare since i mainly play killer :)

  • @REL1_C said:

    lol sorry I though you would just complain that I had an "Idea", like it's something rare 😂. You do have a point, OoO needs a cooldown and Ds needs to deactivate after you get a hook. I don't think the devs will ever nerf ds or OoO but It would be nice. As for a beginning, maybe add like 5 podiums which will grant bloodpoints, scaling from 5k to 50k.....That idea I just thought of LOL.

    DS shouldn't deactivate upon hooking a different survivor since there are too many situations where you can tunnel by downing the unhooked before or after you hook another survivor, you could do this easily by camping since hitting the savior and downing him right after he unhooks is very common then you just go down the unhooked. As for OoO it simply needs a rework really it's simply too strong in a swf.

    As for idea's im pretty serious when it comes to discussing balance, there are a lot that simply are not good but when i see a balanced one im pretty supportive of it. My main critics are is it balanced, realistic, and fair but a lot of ideas either fall at balanced or realistic.

    for the podiums they are kinda similar to totems but obviously better in bp gain, this isn't a bad idea but it isn't one that affects balance that much since they can ignore them.

  • they wont do that

    what they need to do is restrict the meta aka DS and OoO.

    simply making DS deactivate on gens would help a lot, the next best thing is something to slow the beginning of the game.

  • @Meg_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1911671#Comment_1911671

    I think conceptually and on paper this sounds very well but I don't think that being downed should double the timer. People with DS will just get off the hook and get in front of the killer who is chasing their friend to make the killer get in chase with them too. I think it should also get the pop treatment of a straight nerf to 45 seconds since most DS's are not immediate pickups anyway unless it's a low rank killer and they are usually 45-60 second DS. But if you see how annoying people who have DS make it obvious that they have it and decide to play Altrustic Friendo because they know they are immune to being picked up and hooked twice. Doubling the timer is also worse because if they have UB I believe it takes around 20-30 seconds to pick yourself up and if you get downed and left downed at the end of your DS your timer will be replenished. I think that the version of DS (35% wiggle) right before this new version was fine. I also think enduring should affect DS stun time because similar to something like Stridor Spirit (which is not exactly relevant but I am just using it for the sake of the situation), it has a chance of being a complete waste of a perk slot because the surivors don't have the perk you are trying to counter, (IW/DS) or you getting value out of it. Maybe DS should potentially deactivate when you are fully healed or repair a generator for a total of 10 seconds. DS is nearly never used as an anti-tunnel perk lest you play in the low ranks against camping/tunneling trappers and is more commonly used as a second chance perk. Overall, my ideal version of DS would be:

    -DS will activate for 45 seconds when unhooked.

    -DS will deactivate when someone else is hooked.

    -DS will deactivate when you start repairing any generator for a total of 10 seconds.

    -DS will deactivate when you are fully healed.

    -DS will deactivate when you pick yourself up from the ground.

    -Enduring 3 (and 3 only) can reduce the stun time of DS from 5 to 3 seconds.

    These changes will ideally preserve the concept of DS truly being an anti-tunnel perk and not being a saving grace for survivors who want to play like jerks because they know they are immune. Call me an entitled killer player or a baby. Do whatever but I bet it won't be worse than the state of Demo.

    45 seconds: DS timer is actually perfect, if it's reduced even by 15 seconds it will be way more common to slug the ds user and just wait it out. the only issue with the timer is it AFTER all gens are done since 1 minute is enough to crawl out an exit gate.

    DS deactivating upon another survivor being hooked: WAY to exploitable in so many ways, just think of all the different scenarios where the killer tunnels you before or after also downing another survivor. it will just allow the killer to tunnel especially if they camp since you will easily get both the savior and the unhooked depending on your killer.

    DS deactivating on gens: yes I agree with this but this is really all it needs besides it's timer getting reduced AFTER all gens are completed. Also 10 seconds is too generous i would reduce that to 3 or 5 seconds.

    DS deactivating upon healing: Awful, stealth killers and insta down killers will allow the heal to happen then tunnel. this also makes survivors not want to heal and DS should be for survivors to recover and do other things besides the objective.

    DS deactivating when you are picked up: No, this won't even be an issue any more if it is disabled by gens since unbreakable+DS is used for free progress on gens and that really is it's only issue.

    enduring: it shouldn't affect DS, DS is for anti tunnel we don't need the killer to lessen that in any way with such a common and good perk.

    also i highly doubt the devs will make a list of all this on the perk XD at most they will restrict it with one maybe two conditions and the most balanced ones are deactivating on working on gens and it's timer being reduced after gens are done.

  • @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1909476#Comment_1909476

    I totally disagree with "just do bones" as an excuse for NoeD being fine.

    1. Cleansing dull totems, even with NoeD existing, is mostly agreed to be a complete waste of time. (excluding scenarios like Inner Strength users) Even if NoeD was a baseline feature for Killers, I still doubt this would change, at least among the highest levels of play where wasting at least 50 seconds total of the Survivor team's time to do bones (more likely much, much more) is often the difference between an 0K and a 4K game. I believe that the majority of redrank Survivors would agree they would rather have NoeD proc than waste ~2 minutes finding and cleansing every totem on the map before they can finish gens.
    2. Cleansing dull totems actually makes NoeD HARDER to deal with anyway. It's a much better strategy to make note of the dull totems you see, then IF NoeD activates, you go check back on the dulls you've found to see if one's become NoeD's Hex Totem. If you cleanse the Dull Totems you find, you just increase NoeD's chances of attaching itself to a well-hidden totem you'll never be able to find.

    The Survivor perk meta is definitely a bigger issue right now than NoeD, but it's still not an ideal Perk.

    As for the change, I would suggest instead:

    Starts as a Hex Totem on the map. If Survivors cleanse Hex: No One Escapes Death, the Hex will transfer to a random Dull Totem on the map up to 0/1/2 times, if a Dull Totem is available. Whenever a Hex: No One Escapes Death totem is cleansed, all Survivors are notified with a perk popup.

    This way Survivors can and most likely would actually attempt to do bones against NoeD, and essentially turns it into a variant of Devour Hope. Less crazy when it goes off and takes longer to go off, but has a much longer "aw hell, we need to do bones" period for the Survivors, should they decide to cleanse it, making it a harder decision than Devour Hope that totally forces a cleanse. Less of a surprise and gives Survivors more agency, especially against bad Killers who lack the map pressure necessary to stop Survivors from cleansing their Totems.

    that rework favors swf (actually just survivors in general) so much it's not even funny, the obvious issue with your rework is both the fact that it only lasts for a few totems instead of them all, it also shouldn't tell survivors that it's noed because it hasn't affected the game yet.

    it's extremely easy to cleanse 3 or even 4 totems by yourself as you pass by, survivors just don't do that. you say it's a waste of time but it gives you points and helps prevent noed. if all survivors just cleansed totems as they see them the perk wouldn't be an issue except when there is a really good totem spot but survivors are too focused on doing gens and ignoring anything not related to saves, gens, active hexs, and healing.

    my point do bones IS a valid argument but survivors are legit too focused on the main things to care, noed is never a problem against survivors actively doing totems just run undying and you will see how often survivors cleanse all totems when they care to do so.

  • No, noed was hated by both survivors and the killer when it was on a timer and it was considered bad since survivors can just wait it out.

    current noed is fine it has counter play both before it activates and after.

    also against a good gen rushing swf just how many hits do you think you are going to get and it btw will 100% be basic attacks if this were to be implemented.

  • @AnnoyedAtTheGame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912112#Comment_1912112

    The issue is DS should deactivate once you do anything in game. Gen, totem, heal, be healed, unhook a survivor, go in a locker etc. It all should disable DS so survivors can't keep forcing killers into activating their DS.

    it shouldn't why totems? why heal? why anything other than a gen?

    DS should encourage you to do other things as it is active not oh you did this and stealth killer (or any killer really) saw now die, unless of course you tried going back onto a gen right away.

    edit: also lockers are fine they have no reason to use them unless you go for them aka tunneling and if they follow you good they are not doing gens :)

  • @Killing_Time said:

    https://forum.deadbydaylight.com/en/discussion/comment/1911673#Comment_1911673

    That's a small price to pay. You want to weaponize DS? Go ahead, I have Franklin's. There IS NO COUNTER to DS right now. This gives it counterplay and forces a meta shift on both sides.

    You don't wanna get DS, bring Franklin's. You wanna trick the killer into wasting a slot? Don't use DS. Swap DS for something else!

    think more in depth that that, this basically forces survivors to bring the item OR THEY GET TUNNELED.

    why encourage tunneling in any way and why make it so a perk always allows you to tunnel.

    this idea is awful because it makes so if you see a survivor without the DS item you know you can tunnel them and even then you can freely tunnel from one perk. that is so unhealthy that at that point i would rather have DS be weaker but base kit and that is also a bad idea for various reasons.

  • No

    The only two issues with DS is using to safely do gens and it's timer being way too long AFTER gens are completed.

    the simple fix is disabling it if you work on a gen for 3 seconds and reducing it's timer after gens are done.

    lastly wow what a great idea let's make tunneling ALWAYS work with a perk, simply awful.

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