Avatar

AChaoticKiller

AChaoticKiller

About

Username
AChaoticKiller
Joined
Visits
0
Last Active
—

Comments

  • i would rather run kindred as it increases coordination and makes it more likely that you will be saved.

  • if the killer wants you dead they should be able to do that.

    we have anti tunnel perks use them, however obviously they only hault or hinder tunneling they by no means stop it which is by design. If the devs wanted tunneling to not be a thing they would have addressed it ages ago.

  • hi red rank killer with 7.5k kills on xbox here!

    Killer is VERY playable on console its the fps that makes it ridiculous sometimes, if there was any killer that isn't good for console i would just say blight mainly because fps can be low in a rush sometimes.

    even ranged killers and nurse is playable you just have to get good. I will say that if you want to play killer seriously than having your sensitivity as high as you can take is required to deal with jukes.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1732852#Comment_1732852

    Wasn't there a teaser for Nightmare?

    They showed a rusty pipe with 5 scratches to form the DbD logo.

    there was but come on it was super obvious that freddy was the killer

  • it doesn't matter if it's on purpose you are unintentaily ruining games. now i'm not saying your a bad person however if your on PC all i can say is upgrade or play another game if your hardware can't handle dbd because while it sounds bad the dc system is technically working by reducing the amount of games your crashing in which is saving other players from dealing with it.

    if your on console i'm not sure how your getting all those crashes as i have barely crashed at all this month and i play daily.

  • @TAG said:

    now i know they sound different however it is not unthinkable that the entity got a person who was in the middle of turning into a wendigo and stopped the transformation process which could explain why it sounds more human than what is in the video.

    Hate to be a killjoy, but if the difference is noticeable enough that you need to make up an explanation to account for the difference, it's probably more likely that your speculation is off.

    I mean it's all just speculation i wouldn't be surprised if i was wrong

  • @xCarrie said:

    A lot of people (including me) are already guessing the next chapter is Until Dawn since it makes sense. Forest, weird looking thing, wendigo-ish? sounds.

    But I immediately thought UD is owned and exclusive to PlayStation so there it gets complicated. It really comes down to if Sony will let BHVR use UD. I don’t know if Sony can be a little stingy with their IP either.

    Konomi gave them the rights to Silent Hill so anything’s possible.

    since dbd is not limited to one platform and is a collection of popular killers and they dont have to be a slasher its not unthinkable that they would give the rights to use two characters from the game.

    At worst nothing happens at best they promote the game when players find out that the killer they like is actually from a very well developed and recent game in the horror category as well as getting profit from selling the license.

  • @SalemTheCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1732403#Comment_1732403

    I like that one. Maybe instead of a sound notification for the killer a series of skill checks. But overall, I like the idea of key no being instants.

    the main issue with keys is them being instant, if they had interaction with the killer and was harder to use to escape it would fix them.

    idk about skill checks tho they don't do anything against even mediocre players. I think a directional sound is better so the killer can reasonable stop the hatch from being opened.

  • @SalemTheCat said:

    Another one can be that mori only work if there are 1 o 2 gen left in the game. So this way you can't mori a survival if no gens are done yet.

    Personally to me, as a main killer I would say: remove mori and keys from the game. Both are not funny to play. I use mori only when I see a player with a key in the lobby and I suspect is a SWF group.

    keys can easily be balanced compared to mori's at least for them they don't need to be removed.

    just make it take X seconds to open the hatch, give it a directional sound within X distance when being opened so the killer has a chance to stop it, and make it so progress on opening the hatch doesn't save and boom that is WAY more balanced then how keys currently work.

  • survivors will just not get downed near the area once they know its location.

    Cool idea but if put in practice you won't get a good survivor to that area because they will scout the map for the location if they suspect a mori.

  • Also DS being deactivated from another survivor being hook will result in a lot of cases where you get saved and your savior gets downed quickly than hook before the killer goes after you again.

    If DS becomes deactivated from you getting healed perks that increase healing speed like we'll make it would be a lot worse and the killer can simply wait until that survivor gets healed before tunneling them again and against insta down killers that will be extremely common.

    lastly DS should not get deactivated from being grabbed because getting grabbed in a vault and having you DS deactivated wouldn't be fair and killers could just tunnel you harder to slug you since you can't punish them for going after you by going in a locker. TBH only bad killers complain about DS being usable in lockers just. dont. tunnel.

  • DS should NEVER be infinite again, a good survivor just wont heal.

    the problem with DS is that it is exploitable with UB so survivors just hop onto a gen to get the free 60 seconds of progress so the best change to DS would be making it deactivate when you start repairing a gen.

    If the killer slugged you and waited out the timer too bad they wasted time to get you and if he leaves you and you don't get picked up that's also your teams fault because like it or not this is a team game. Current DS in terms of all its quirks is the best it's ever been in terms of balance, by itself it has counterplay which is slugging and/or waiting out the timer which is fair because your team should be getting a lot of progress on gens. If you hop in a locker because the killer went after you that is fair because your punishing the killer for tunneling which is the perks design.

    current DS's main issue is it's exploitability with UB, in every other aspect the perk is fair just DONT tunnel and if you do then you have to wait out the perks timer and against good survivors you will lose from that. if the killer wants you dead your going to die that's how this game works, DS is not supposed to completely stop that just hinder it so any idea that prevents the killer from having counter play against DS so they can do their job is a bad one.

  • @Slashstreetboy said:

    For Trapper, my basic build which tends to work very well consists of Whispers, Corrupt Intervention, Safe the Best for Last and either Surge or Pop. Always a bag addon, preferably with a tar bottle, but the non-bag is not as essential and can be switched for something else of your liking.

    You can actually make quite a lot of perks work on him. Sloppy Butcher is decent, BBQ of course is ok, Infectious fright can be really nice and helps during the crucial snowball. The popular ruin+undying is not so great on him, imo. In fact, most hexes aren´t that great on him from my experience.

    That build is pretty good but i think i might try out enduring or butal strength instead if whispers. I never have too much trouble finding survivors without info perks but i can see why whispers is good on him i just would rather have another chase perk.

    I thought trapper did pretty good with hexs since he can defend them and get a notification when a survivor goes to cleanse one if you block it with a trap. I know he doesn't have map pressure in terms of mobility but being able to easily defend totems surely makes them worth trying on him.

  • most walls benefit the survivor even if there is nothing available to escape near like that wall because it wastes the killers time. Even that wall is better not broken because it helps get the gen inside that building done and while you could break that wall the loop it would only be good after the gen is done.

    As for the few that benefit the killer it would be awful to have them be breakable for the survivor, preschool is one of those maps that was extremely survivor sided in terms of chases due to its strong main building and sub buildings. We don't need survivors to have that again by doing something as easy as taking a few seconds to break a wall that would waste a lot more of the killers time then you spent breaking it even if it took 16 seconds to break it.

    what the devs should do instead is make walls that the survivors can set up because most walls are just good for the survivor like in the new coal tower map. survivors shouldn't spend less time setting up an advantage for themselves then the killer can so spending a few seconds to set up a wall and the killer spending a few seconds to break it would be a lot more fair and add more interesting gameplay in the later stages of the match.

  • even if you get every challenge done you still need around 10+ levels before you complete the rift and that's including the games you play to do the challenges. meaning a causal player would need to play 100+ games assuming they have done every challenge so far which imo isn't likely for a casual player.. I'm an active player who plays 5 +games every day and once im done with the tome i'm usually at level 58-61 so for a casual player they probably are at level 50 at this time which is usually 2 weeks before the rift closes.

    this isn't for casual players and honestly if the devs just made dailys at least give us at least ONE shard more preferably 2 or 3 we could shave off 7-21 levels if you keep up with the dailys.

  • if the killer wants you dead your dead deal with it and yes it is scummy but the killer barely gets any points and at least in high ranks it results in a depip.

    just keep struggling for your team until you get sacrificed than move on to the next match.

  • freddy is a good all rounder killer but doesn't have a super strong ability just a bunch of effects that stack to make him strong.

    the only nerf i would do is doing something about how fast you enter dream world or make it easier to get out which to be fair it is if you accept failing skill checks.

  • holding my power as nurse and forgetting to let go so i immediately do a blink after ending the fatigue.

    I do this way too often and want to die every time it happens XD

  • gen times are fine it's the beginning of the game that's a problem

    by the time you get one survivor 1 to 2 and if your just really unlucky maybe even 3 gens can get done. I actually really like the trial start up idea that was presented a while back because it massively slowed gens for a short duration until a survivor got downed or 2 minutes were up.

  • probably, on the visual updated maps so far they all have new gates im pretty sure.

  • yeah i wont leave and neither will that many players if its just a visual overhaul of the map

  • i like the look of them but im more concerned about how they will be changing the maps

    Ormond is a very big map with a design that lets you get to loop to loop with little skill because you can just circle around the main building to find pallets and such to waste the killers time. combined with its huge size the map is one of the worst to get as killer in the game so i hope they reduce its size at least.

    as for autohaven that map is actually pretty ok but i always feel like its a waste to protect the gens to the left of the main building since thats behind the huge wall of cars because it makes it difficult to patrol if you don't have 3 gens along it. I'm not sure how they will change that map but i think i will still be ok with it even if they just update its graphics.

  • not a clown main but here is a awesome tip to use at loops in the open, mainly junk loops

    look directly up and throw a bottle, then fake going one way and then go the other. when you switch the bottle will land on or in front of the survivor and you get a hit from the extra distance when you faked that survivor out.

    edit: if the bottle lands on top of the loop the gas often covers both sides so they suffer from the hindered penalty throughout the loop.

  • yeah it's fine and a legit tactic, why do you think protection hits are a thing.

  • of course you can use it just don't expect any fair play to you either

    I will gladly go after a DS user after i find out he used unbreakable even if there are others i could go for i will specifically go after you. that is of course after the DS timer runs out.

  • @AnnoyingNarrator said:

    The ultimate example of a perk like that is iron maiden. You will only have like one person trigger it, as once survivors realize you have it, they will never go into a locker again. Overall, I think perks like that are great, but tend to be overshadowed by more meta perks. But when you get the right build for those perks, you can absolutely destroy the survivors.

    the perk is still nice on some killers tho mainly huntress and leatherface

    On huntress it makes reloading way faster and possible in a chase without losing much distance.

    On leatherface it makes lockers no longer counter his power, they hop in one you simply stop using your saw you don't even need to bump into the locker.

  • im VERY aware as a killer

    you walk in grass or breath and i get that audio i know your location.

    crows fly on my screen, i notice.

    i can see you across the map to a reasonable degree

    I also always have a good idea of the survivors locations until they stop doing gens so I have been accused of wall hacking a few times. always feels good just knowing where a survivor is and finding them in a locker.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1730101#Comment_1730101

    Alternatively, you are confident you can win with just 3 perks, but still want a little insurance.

    what i mean by trash is more of just being toxic if you are using it for insurance. of course the perk itself is still fine but using it as say a good nurse or spirit is just so unnecessary.

  • survivor 8/10

    killer 9/10 to 10/10 depending on who i play.

  • @getuy45u4iu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729940#Comment_1729940

    Following this logic, if a killer knows that he might lose, then it is a trash killer? Like, good killers think that they never lose? But I think everyone can lose and having NOED for the end game just becalms a little.

    you can't know you will loss before the game even starts, that was my argument with using noed. using it means you expect to loss regardless of who you go against. If you are confident you won't loss and use it anyway your still trash for using a clutch while already being good at whatever killer your using.

  • unrelated to blindness directly but it would be cool if oblivious was a better version of blindness and also stopped aura reading.

  • I like posting idea's and when it comes to arguments i find that the two most common reasons players disagree is either the lack of being able to imagine how that idea works in practice so they draw weird or unlikely conclusions or they are biased. edit: of course some ideas are also just bad or biased themselves.

    wraith idea: make it so wraith is completely invisible outside 16-24 meters of a survivors

    argument: Makes wraith too easy he is a good killer, makes him get hits too easily??? (reality wraith is weak in any outdoor setting and this helps him in that while not affecting interactions when you don't have a long line of sight like in a jungle gym, in a building, or indoor map. he also wouldn't get free hits too much unless you go against some really oblivious survivors.)

    OoO: perk is too strong and needs a rework, most arguments to any rework idea is this

    argument:OoO is only problematic in swf so they need to nerf it to include that (never will happen), 2# the perk is fine and actually a hindrance to the one using it or its strength is exaggerated and good killers can deal with it (true in solo not swf because the user doesn't mind dying to let the team win also the strength of the perk in a swf is completely related to the users ability to give info), new OoO rework is too weak to the current OoO (literally the point because OoO is OP).

    any meta perk idea

    argument: mostly complete biased arguments same goes for whatever change was presented to the perk which either doesn't affect it or nerfs it too much so it no longer does what its supposed to do. there are always some good or decent ideas but biased players will still argue because they don't want the perk changed.

  • slowdown perks are fine and there shouldn't be perk to perk effects for the sake of simplicity

    i agree that a perk like surge should be buffed but there is nothing wrong with having multiple slowdown perks, can you imagine how long the list of changes based on what perks your running when you look at a slowdown perk? it just wouldn't look right and as we get more unique slowdown perks the list would just get longer and longer.

    I understand that it's not too fun to go against a ton of slowdown but there are other perks that are a problem together as well like DS+UB and while both those perks are fine by themselves they are OP as hell together. a simple change to DS to make it so repairing disables it would fix that.

    @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1728964#Comment_1728964

    stalling is a form of slowdown?

    also the perks are weaker when you are running MORE slowdown perks together

    individual perks would be stronger because they support build diversity in not bringing only slowdown perks

    Example on if corrupt was used alone, At the start of the trial the furthest 3 gens are blocked for 120/135/150 seconds, if a gen is completed while this perk is still active block another unblocked gen at random until this perks duration ends

    also if an oni is snowballing an entire team some gen slowdown is the least of your worries

    stalling is not the same as gen regression, sure they stop the progress on gens if a survivor tries to get on it but they don't set back progress and the only one that can stop progress before it begins reasonable is corrupt intervention which is a one time perk and doesn't need a nerf or buff from running other stalling/slowdown perks.

    stalling perks are very weak on their own and are paired up with other stalling or slowdown perks to make up for that so nerfing that combo is actually nerfing stalling as a whole which is not a good change even if you did buff them when they are used by themselves. the only real exception is corrupt intervention but as said that perk is completely fine as it is.

  • i agree with pretty much all of that but some hex perks really do need a rework or a buff mainly third seal and retribution.

    both those hexs dont help you in any significant way and even when their effect takes place it does practically nothing or there are better hexs to use. for example hex the third seal literally does nothing to good survivors who simply remember the direction of the notification bubble of someone getting hooked and unless you slug it does nothing but then why not just run knockout? retribution has such a weak effect that unless a hex is cleansed you get nothing noticeable from it, the only thing it can be reasonably be paired with is haunted grounds but that is basically a 1 time effect and you will get a down or two at most but then why not just run undying and potentially get multiple activations while protecting undying?

    those hexs are just not worth running compared to other perks available that can give you more consistent or simply better affects.

  • hi im a killer main with 1800 hours and 7.5k kills

    if you use noed your a trash killer unless you literally have no better perks or you are learning a killer like nurse and you know you will loss.

    Even when i play wraith or trapper i don't use noed because while the perk is balanced and imo fine as it is using it is yourself expecting to loss so therefore unless you're new to the weak or hard killer or have absolute horrible perks you are trash for using it.

    edit: of course the same goes for players running DS+UB you're actually worse than a boosted killer running noed.

  • Even the weapon has its limits

    you can't tell me a wraith is as powerful as spirit no matter how good the wraith is. unless the spirit is less than mediocre she is better than a good wraith because she can get downs at loops regardless of the survivors position as long as she guessed right.

  • it's not that he is weak compared to the survivors its to the power level of other killers, any killer can win with no addons/perks depending on your skill with them as well as basic chasing skills.

    i can also 4k with nothing as almost any killer it just depends on how much i outplay the survivors

    However against a good team that is trying to win using good perks he can't stop them because the survivors can play safe and he won't be able to get them because the other 3 will finish gens before you can even get 5 hooks. that is true for a lot of killers but it's especially true with wraith who has no snowball potential due to his basic power that lacks a way to quickly down or get around loops unless the survivor lets it happen.

  • another idea is to have him trap generators, here's my idea for that.

    • when on a generator you can use the secondary ability to trap the generator (the trap can be anything, i dont have a specific idea in mind maybe a nail bomb or something since he used to be in the mines and used explosives to trap people in it.
    • when a survivor interacts with the trapped generator they have to complete a hard skill check, if they fail they are put into the injured state with a mending bar and the generator takes some progression damage.
    • cooldown: he starts with the ability and after using it on a generator it starts to recharge. there is no limit to how many generators can be trapped. time it takes to recharge can be every 60-80 seconds.


  • a way to make traps slightly more consistent is having to "loosen the trap" before you can attempt to free yourself

    a simple explanation that can be worked on or have values changed are this.

    • survivors have to "loosen the trap" for 10 seconds before they can attempt escapes.
    • if another survivor helps a survivor free themselves from the trap they can ignore having to "loosen the trap" and immediately free the survivor.

    this would make traps take at least 10 seconds + how long it takes to attempt escape which helps fix his consistency a bit. of course the time can be adjusted but i'll let someone else figure out a better time.

  • @Woodywool said:

    So, this perk will activate like "Permonition" but allows to the survivor to see killer's aura for 3/4/5 seconds and after it goes to cooldown for some time... After if the perk goes to cooldown & the killer now able to see the surv's aura in the range 24-40 metres. Also don't work versus killer that affected by "undetectable" status effect.

    I really like the perk idea. This idea is good, I think. It has a strong ability to track the killer and his movement direction for some seconds but also has a really huge downside if you'll still look to him in the 24-40 metres range that ables to him to see your aura. It means that if the killer is going to you, you should not to look to the direction when the perk goes to cooldown and walk away & hide (for exmple).

    But the surv will not to know when the killer saw his aura.

    If the heartbeat's increasing you can't be afraid about the fact that the perk reveals your aura.

    If the killer didn't find you and he goes away from you after 10 or 30/25/20 seconds you able to use this perk again and be sure if the killer really is going to leave your area or still trying to find you.

    This perk require to his user to don't look to the possible killer direction after perk goes cooldown. And it means that survivor should adapt to this fact which also means that you need to do something to prevent this downside (skillbase perk but it's not too hard)

    The most important is that the SWF can't use this perk anymore for easily tracking killer's movement on the map.

    But, honestly, it reminds me the perk "Permonition" with a good buff to it instead of the OoO's buff (only the idea when the surv is able to see killer's aura for some period & also don't working against "undetectable" killers).

    At the end, I don't mind to see this perk REWORK (it feels more than simply buff) in the game instead of the OoO version that we have now.

    Glad you like it!

    i tried to make the perk a lot more simple than when i first came up with this idea and it brought it into the standard most perks follow. The main problem i have with the current OoO is it provides way too much info without a big downside(besides getting tunneled) so introducing the separate times that the killer and survivor see each other auras makes the perk a lot more dangerous because you wont know if the killer saw you and you don't know what they are doing when they can see you.

    as for premonition that perk is a safer version of OoO and comparable current OoO is just a permanent premonition but with a downside and premonition can track stealth killer.

    the only "exploitable" thing about this perk is being able to hide in a locker to stop the killer from reading your aura however because of its limited range and long cooldown i dont think that will make it busted and if anything it might waste a lot of your time or if you unlucky and the killer knows you have it he might find you in a locker.

    edit: also some clarification the killer can see your aura outside of 24 meters from any distance, so if you used OoO to see the killer and he leaves 48 meters he will still see you during the perks cooldown.

  • @Crypticghoul said:

    Almost everybody I've seen has been praising the Spirit bug as good for the game and allowing skillful mindgames/counterplay for both sides. Very sad they're fixing this as the only change I think it needed was allowing Spirit to know when she made the noises.

    Back to having an absolute miserable time against her I guess...

    dude it was easy as hell to know where spirit was with a headset, it was basically spirit having to be mega big brain and hope the loop was mindgameable and if it wasn't she can't land the hit.

    i also found out that simply waiting at the pallet made it almost impossible for her to hit me because i knew where she was coming from. just go look at true talents clips of him playing around with the bug he didn't have any issue knowing spirits location while the spirit rarely knew his. even if the spirit is very good against a good survivor at a pallet they wont land the hit so her power is basically only good for trying to catch up and land a hit,

  • yes but you have to not respect pallets and break them when they get pulled down which to be fair is what you do when running the perks anyway.

    even if they throw pallets early you at least have speeded up the process of creating dead zones.

  • Light Yagami chapter when?

  • huh i thought they would work on farm maps next

    kinda scarred to see what they will do to corn.

  • he is fine

    instead of doing this kind of post provide a rework idea or you wont get any good responses much like this one.

  • @GodDamn_Angela said:

    Oni exists though. He's just flat out better than Billy.

    Leatherface too. At least you can juke Hillbilly.

    not if the billy is good and not juke-able at close to mid range, even if he doesn't land every chainsaw the map pressure his kit provides outshines leatherface against better survivors.

  • there is two amazing totem finding perks

    small game and detectives hunch

    totem have perks assigned to them you shouldn't know all totem spawns right away and potentially take a killer perk away by doing nothing other than using the perk. we honestly dont need any more totem finding perks the only thing we need is for small game to have a totem count so it can be used by solo's to counter noed and such.

  • go play KYF

    a unranked game mode would be awful unless you the best of either side. literally no reason to add it other than to try to make things easier as a red ranked player.

    also once players understand that the risk of getting newbies can ruin there games it wil die off as only new and red ranked would use unranked.

  • @Clueless said:

    https://forum.deadbydaylight.com/en/discussion/comment/1723193#Comment_1723193

    True, hard to come up a solution to that, maybe a short killer instinct at the start to get the ball rolling. Though I think it might become to hard for the Survivor. Also what would you change on how hatch works with keys.

    @AChaoticKiller said:

    Hatch changes

    • Hatch will now take 10 seconds to open with keys and between 8-14 seconds depending on addons used.
    • When the hatch is being opened a directional sound can be constantly heard at a distance of 32 meters
    • Progress on opening the hatch does not save
    • survivors opening the Hatch can be grabbed/ interrupted
    • spawning rules for the Hatch and time it remains open does not change

    With these changes to the Hatch the killer will be able to stop the Hatch from being opened and will make the Hatch require teamwork depending on where it spawned. This will also get rid of instant escapes but a similar thing can still happen with team work, such as opening it as other survivors are going to it. The killer may still be able to prevent this by stopping the hatch from being opened or by closing it.

    Key changes

    • Skeleton key: no changes
    • dull key: 20 seconds of use, Can't be used again if you cancel the interaction with the Hatch. This does not mean that the key will break but instead it will just be deactivated
    • broken key: 20 seconds of use. no other changes
    • all keys will break if used to open the hatch if no addons are used and addons are lost if the key is used to open the hatch.
    • If the key is deactivated it cannot open the hatch, opening the hatch will fully deplete a keys charges after it is open.
    • using a key will not make you automatically escape

    These changes will make keys have more charges while providing a clear difference in each of the keys ability's. If you want to escape by hatch with coordination the skeleton key is the best for this, if not then the dull key will be better for you to use instead.

    Key addon changes

    • common addon(idea): reveals items auras at a range of 32 meters
    • Eroded token: reveals survivor aura's at a range of 32 meters (from 24 meters)
    • rare addon(idea): Decrease the time it takes to open the hatch by 2 seconds, reduce charges by 50%
    • rare addon(idea): Decrease the sound made from opening the hatch by 8 meters
    • very rare addon(idea): Allows the key to open the hatch even when deactivated, the key begins the match deactivated.
    • unique wedding ring: channeling the key reveals the obsessions aura, if the killer is within 8 meters of the obsession it also reveals the killers aura.
    • Ultra rare addon(idea): channeling the key Reveals your aura to all survivors and the killer all survivor auras are also revealed to you.
    • Ultra rare addon(idea): channeling the key Reveals the Hatch's aura within 24 meters, increases the time required to open the hatch by 4 seconds

    Perk changes

    • Leader now affects survivors opening the hatch
    • Left behind now increases the speed of you opening the hatch with a key when you are the last survivor by 35%

    These changes and new addons will give keys more aura reading ability's while also providing new addons to go inline with changes to opening the hatch. Since all addons will be lost and the keys current addons were slightly weak i gave them a little more power so that players will have more options other than the two same addons that always saves your key. The new ultra rare addons while powerful have clear drawbacks that doesn't make them undesirable to use. The new and old common and uncommon addons are also not to bad to use on a broken key and can be used in place of a perk such as bond or plunderer's instinct.

    I personally think that this would make keys a lot more balanced than they currently are after all escaping should not be safe, easy, and instant. The sound you make when opening the hatch is to provide the killer with the knowledge that the hatch is being opened but only if he is nearby so stealthy escapes are still possible. if you have any recommendations to this idea let me know and if i agree i will gladly put it in and if a dev sees this feel free to use it any way you want.

    basically that but take values with a grain of salt of course they can be adjusted.

    the problem with hatch is there is no interaction with the killer, once it's found that's it you lost that survivor along with any friends they brought along.

    edit: also before anyone response of course this is a nerf how can anyone in the right mind think keys are anywhere near balanced. same for mori's but this isn't about that.

  • also this idea is awful a survivor will just hide literally anywhere on the map until gates spawn and just escape through the one the killer isn't at, if its not a killer that can one shot the survivor is basically given the escape and can run right through them.

1 … 29 30 31 32 33 … 55