AetherBytes
AetherBytes
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- AetherBytes
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Comments
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Perhaps allow Legions attack to down, but completely discharge his power bar. I mean, we're getting a killer that can peek corners, stalk a survivor for 5 seconds, then down them instantly. And they can stab twice before having to recover from the swing, so he doesn't even need his ability if he's a good chaser.
Compared to that, this would be a minor buff.
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Perhaps SWF teams should be matched with slightly-fairly higher ranks to offset this? idk.
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Survivor holds game hostage for ??? time: "So? I can't be reported because killer will DC and won't be able to press the report button, and who's going to look for the ticketing system?"
Killer extends match for 2-3 minutes: "WHAAA ######### STOP KILLERS GUARDING HATCH TO TRY SECURE THE KILL BECAUSE I CAN'T BE BOTHERED TO DO GENS TO ESCAPE AND DON'T CARE ABOUT THE KILLER ENJOYING THE GAME!"
- From a killer main who's strategy is to insidious near hatch, or hook people near the gate and open it to make it harder for the save.
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A lot to read here, so I'm not reading all of it, but I'll throw in my 2 cents.
Perhaps some sought of trapping mechanism that makes it dangerous to do them? We have haunted ground and thrill of the hunt, sure, but both of those will most likely happen when you're too far away to capitalise on it.
Another idea is perhaps to add some sought of countering perk, which does take up a perk slot, but allows more control over them, unlike thrill of the hunt which is, itself, a hex totem that will be destroyed before you can capitalise on it's warning.
Last idea is to perhaps make it so a totem doesn't show it's a hex, this makes survivors slow down by making them have to do even inactive totems, while keeping what ones do have hexes secret.
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My only problem is that the Entity has clearly shown that at any time it can block the generators. If the entity has this power, why not always do it? The generators are made by the Entity as a means of generating hope. which we know for fact is what it feeds off. Same goes for the exit gates. If the survivors don't have a chance at escaping, then they have no hope, and thus no meal for the entity.
While the entity is weak to light, the light is controlled by the entity in it's realm. I would agree on perhaps the gens do allow for creation of items in the realm that offer a means of escape or the like, except that the hatch now always spawns, a means of escape that we confirmed was *not* under the entity's control, when a single survivor is left, no matter how strong or weak the entity is.
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As a killer main, I'd love to see SWF's nerfed, but I play SWF with my friend sometimes, since he knows next to nothing, and it would be unfair to nerf someone who's new, as well as his friend trying to teach him.
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Hitting a survivor out of feral frenzy will deplete the power gauge by 50% of it's max.
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Damn. Just seemed like something to reward great huntress throws.
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Actually, the correct term for gen rush lately is when people set up 4 or 5 generators on 99% then do them all at once.
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@BACKSTABBER said:
@AetherBytes said:
I keep hearing hate about Nea, even saying she's a killer, but I've never been told why. Hope you huys can clear it up.maybe is true she is fugly

That reminds me of Edna from the incredibles for some reason
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@KillerRaccoon said:
I haven’t encountered this bug in over a year. I was playing as The Hag, and I managed to slug two of them to death on the bed with me while I was stuck.It was amazing.
There's a reason it's called a deathbed.
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I don't think he needs a buff. I got 6 4k's in a row earlier using him.
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@George_Soros said:
Ryuhi said:If you're a depip or barely a black pip, you shouldn't be getting out regardless.
Why? Playing smart should not be rewarded? Let the suckers do the heavy lifting and get out like a champ, that's what winners do.
It's a dick move, but DBD is an opportunistic game. If everyone else does the gens, you can ride off that. It's all about what will make you get to the end.
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@RoKrueger said:
Maybe the hatch can respawn somewhere else every couple of minutes. What do you think?When it firt spawns in no, but when it opens then the clock starts ticking.
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@ModernFable said:
AetherBytes said:Actually, that entity sign sounds good. If the killer is looking at the survivor, or the survivor is in terror radius, the symbol acts as a warning.
Thanks, although I’d much rather it be a button press. For the simple fact that Terror Radius and line of sight can be avoided easily.
Line of sight means at all visible.
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My own suggestion to add, copy pasted:
"Perhaps, depending on how fast the gens were done, one exit would be permanently locked (behind the gate, so opening the gate is required to see). Opening one gate regresses the others progress (unless already opened) as fast as the other opens, and both cannot be opening simultaneously (showing by the bar turning a solid red and slowly regressing). This means that SWF can be temporarily blocked if they were too effective, and can cause confusion among split survivors, meaning that instead of needing to kill one you need to release another, you have a chance to catch up."
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Deadzone? What's that? (Seriously)
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Can I suggest this, which I posted in another thread:
"Perhaps, depending on how fast the gens were done, one exit would be permanently locked (behind the gate, so opening the gate is required to see). Opening one gate regresses the others progress (unless already opened) as fast as the other opens, and both cannot be opening simultaneously (showing by the bar turning a solid red and slowly regressing). This means that SWF can be temporarily blocked if they were too effective, and can cause confusion among split survivors, meaning that instead of needing to kill one you need to release another, you have a chance to catch up."
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Perhaps, depending on how fast the gens were done, one exit would be permanently locked (behind the gate, so opening the gate is required to see). Opening one gate regresses the others progress (unless already opened) as fast as the other opens, and both cannot be opening simultaneously (showing by the bar turning a solid red and slowly regressing). This means that SWF can be temporarily blocked if they were too effective, and can cause confusion among split survivors, meaning that instead of needing to kill one you need to release another, you have a chance to catch up.
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Actually, that entity sign sounds good. If the killer is looking at the survivor, or the survivor is in terror radius, the symbol acts as a warning.
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I tunnel them, and are the only ones I face camp. If he or other survivors get pissed I rat him out. They can't be pissed if I removed the one thing hurting their team, while also funnelling his points to the others.
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I read this, it sums up to "You're not allowed to play as any killer that you're adequate at because I'm a survivor main who wants to win every game."
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I have no problem with Flashlights. I'm apparently extremely skilled at hunting by sound alone. Pretty sure I've gotten reported some games for catching a healthy survivor make a slight breath as I walk pass and just lunge at them from a 90 degree angle.
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Prove to the entity I'm more useful as a killer. I'd rather have someone on the end of my blade then I on theirs.
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@Shad03 said:
@AetherBytes said:
The only thing that makes me feel a bit sad about this is that, lore-wise, the survivors only have just met at the start of every game.With enough time I think they have met each other multiple times. And if the main menu is anything to go by, they sit at the camp fire until pulled into the trial.
I believe the devs confirmed that the trials are the first time the survivors have ever met eachother, and I think they confirmed that the wouldn't meet again.
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@thesuicidefox said:
@AetherBytes said:
@thesuicidefox said:
As long as you don't slug camp/drop reset to stall the game for 20 minutes so you can 4k I really don't care. But don't waste everyone's time try harding for a 4k only to let the guy bleed out and the last take hatch anyway. Just take the 3k and the 2 pip and move on.Does focusing on gen destruction count?
If you refuse to chase people after 15 minutes of stalling the game, yea it counts. Pick someone and commit, especially if you get the opportunities. Otherwise you are just an [BAD WORD] trolling and wasting everyone's time.
Usually I whack the gen and chase, or if there's a near done gen nearby when chasing I'll break off, whack it, then try continue the chase.
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I think it'd look better in a iridescent color.
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@thesuicidefox said:
As long as you don't slug camp/drop reset to stall the game for 20 minutes so you can 4k I really don't care. But don't waste everyone's time try harding for a 4k only to let the guy bleed out and the last take hatch anyway. Just take the 3k and the 2 pip and move on.Does focusing on gen destruction count?
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@Bravescorpio said:
I'm just so tired of it, its literally every match. Play killer, every single match you get beat you go to the door it's opened, the survivor is there, you MUST hit them out, if you walk away from the door they come back in.So okay you hit them, gone. Wait...the match isn't over? oh right, the other door is opened now, you have to walk across the map to second door, survivors all waiting there for the hand-holding walk through the gate.
I actually run franklins in all my builds for all my killers to punish this, but why? What exactly are you standing there for? To show me you've won, yeah I got that when you didn't die on my hook, or I'd get that when I see the little escape icon next to your name. I just don't get the mentality.
So I say, thank you Franklins, its even better than NOED. Because NOED will go down and then you've given them another reason to gloat, but that beautiful flashlight smashed on the ground, that's staying with me

I usually sit in escape for a few bonus BP when the killer comes to check. I might let them hit me so they get some BP as well.
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@HatCreature said:
It's supposed to be a horror game so I love going against a combination of 4 & 1, someone who is trying to kill you but also trying to make it scary, like a horror movie. Granted it's hard to do both, be scary and try to get the 4k but they are there and it's very entertaining when I find them. They're mostly Pigs I've noticed, they can play around with their power when they have the advantage and I love when they do that
I ran into a Myers who was using the Tombstone, I was so excited and I wanted to be Moried but they didn't, I think they thought I was a troll or something because they intentionally didn't Mori me, I was sad.
I've asked after most of my killer games how good as a horror killer I was. Even the trollish among them said I did good at horror, even stacking my perks so every time they did a generator they felt in danger without feeling cheap.
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Huntress is OP. I've let survivors win multiple times because I keep nailing them at long distances.
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As a PC player, I'm wondering why you look down when chasing a survivor, is there any reason for that?
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I prefer 2 and 4. As 4, Wraith is good to use due to how quick and surprising he can be, especially with the right perks and addons. Hex: NOED is really good for bringing it to a head, since Wraith seems to get stronger the further the game goes, and makes it a "Point of No Return" situation. If you get caught you're dead at that point.
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Perhaps the toggle idea isn't good. Most killers ignore blood trails, mainly because they're much harder to track then scratches, and you'll move slower figuring out blood pools then scratches, which means they often disappear before usefulness. Furthermore, no-one listens to your grunts of pain in a chase, only when nearby. The only buff it needs is hiding it from the killer in a way where it's not obvious off the bat (An injured survivor who cant heal from the start). Every other perk players figure out once it activates, wheras No Mither is seen off the bat, making it impossible to play because of it's uselessness, as well as making you a target because you're always a one hit.
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As a guy who doesn't play killer for kills, but instead to try give a good horror experience, I get pissed when I get lobby-dodged as survivor.
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Perhaps it uses the entire item, and it require an Emergency Med Kit or above.After all, these ones are described as being used in life-threatening situations.
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The only problem I can see with this is that it might cost the other survivors life.Perhaps changing the aura in some way when the survivor refuses to be unhooked, and the survivor has to hold it for 3 seconds.
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The only thing that makes me feel a bit sad about this is that, lore-wise, the survivors only have just met at the start of every game.
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@Lyxfex said:
Sadly the devs just confirm that the entity does not watch the rial therefore the player can't be the entity.What I find curious then is the "Beast of Prey" (I think thats its name) perk. It's the one where you lose connection to the entity, but then whats the point of this connection if the entity does not watch or participate in the games?
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Every trial is a chance to escape. The fire is a featureless place, with the fire itself being the only thing of use there. Each trial is a series of halls and fields that maybe, just maybe, have some tool, some note, some way to escape.
Though now I'm wondering, what if a survivor was to attempt to sacrifice themself in the fire.
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@TrueKn1ghtmar3 said:
Shraar said:When I get mori'd the next thing I see is my character running through the fog just like a sacrifice or escape.
By the way, I don't like the idea of being killed/sacrificed over and over until you're a husk and thrown into the void. Like, that's hopeless. There needs to be light at the end of the tunnel, that would make lore more compelling, otherwise it's just a huge downer for me.
There is a light at the end of the tunnel vigo, and Benedict escaped the trials and are still alive
I don't think they did, after all the entity wouldn't allow them to escape, and trying to find out how to break a metal room from inside it is hard enough. Vigo maybe could manipulate it in his favor, but the Entity was always stronger then him.
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Perhaps a balancer should be added then, if you're the last survivor and the killer is within a 12/24/36 meter range, the killer will be momentarily blinded and stunned, allowing for the survivor to have one more chance at a getaway, and the perk takes 5/10/15 to charge. Closer they are in the range the longer the stuns, so if you're just at the edge, its a quick stun, wheras right next to them is a huge stun.
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The Entity feeds off hope, but it can't feed off it if the survivors escape. John's games were designed to either kill or release. Unless the Entity interacted with Johns traps, they wouldn't be a sacrifice, and while the other killers (and Amanda) would continue to hunt their prey until they all were sacrificed or escaped, John would release survivors who bested him once.
Amanda, however, doesn't care whether someone wins or loses her game, only that in the end, they die, whether to her traps or to the hook she doesn't care, and as such makes a much better killer then John.