AhoyWolf
AhoyWolf
About
- Username
- AhoyWolf
- Joined
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Comments
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@TheButcher said:
Decisive Strike was never made to be an "anti-tunneling" perk. It never will be aimed to be an "anti-tunneling" perk. Tunneling is a legit strategy when used properly.
Honestly getting tired of all these new players making ######### up about how the game is supposed to work, or how things are supposed to work. If you wern't here when the perk was made, then stop trying to talk like you know something without doing research.
Then what is the purpose of Decisive Strike? Just another second chance?
I like how you blindly assume that I'm a new player, really shows what kind of a person are you.
I just made a suggestion to make Decisive Strike an anti-tunneling perk and reducing it's synergy with other second chance perks, no need to be angry about it.
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I just don't know how to distinguish sarcasm from a normal discussion on these dbd forums anymore...
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Survivor
- Desperate Measures (I like to heal people fast, also the unhook speed is really good, I wonder if it stacks with No One Left Behind)
- Tenacity (I like the speeeed~)
Killer
- Agitation (Speeeeed~)
- Brutal Strength (It's just nice)
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Iron will, it's good against Spirit, Self Care isn't worth it imo, only in the ultimate self healing build.
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@CashelP14 said:
To be honest I feel like your idea has a few problems mate. Here's some of the reasons why:
- DS and lockers are the only true counters to moris. Lowering it by 30 seconds just makes grabbing a survivor out of the locker easier.
- Not keeping DS after getting up off the ground gives the killer a massive advantage. They stand near you waiting for you to get up then immediately down you and hook you.
- Some of the nerfs feel kind of weird. Don't see why you shouldn't have DS when you kobe or deliverance.
- Having no obsession to start the game is ok. I'd rather instead though that the game always spawns an obsession.
While reading this though another thought about a DS change came to my head but I need a minute or so to think is it good or broken.
- I lowered the timer because if you're not being tunneled there is no reason to keep it so long, also I wanted to remove instances where you hook a Survivor, meanwhile he gets unhooked, hook another two Survivors and then find the previous one and still get Decisive Striked because the timer was just too long, however if you're being tunneled the timer goes 3x slower.
- I did this because of the "unfair" (Or at least I think that) synergy between Unbreakable and Decisive Strike, also the timer goes 3x slower while in the Dying State, so the Killer would need to stand there for a while.
- I wanted to reduce the synergy between Decisive Strike and some other second chance perks, but maybe this one isn't needed.
- Yea, probably would be a better idea.
Sure, take your time. :)
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Just look at this beauty. <3
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@YehBoiGoku said:
https://forum.deadbydaylight.com/en/discussion/comment/1631352#Comment_1631352
Trying to fight fire with fire is very childish.
Also the "do bones" thing is so stupid. If you go anywhere near a totem you get caught. Please answer with common sense.
I answered, try using maps or non meta perks, Killer can't chase a Survivor or protect gens and totems at the same time.
Also you literally just told in this discussion that you can't believe how Killers can still complain about Decisive Strike...
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@YehBoiGoku said:
Also I can't believe killers are still complaining about ds when they have undying+ruin and the haunted grounds version.
I can't believe Survivors are complaining about Undying and Ruin, maybe instead of complaining try using Detective's Hunch or Maps?
Also these perks can be removed kinda easily if you do bones.
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@ClickyClicky said:
You do realize that if DS was to be a true anti-tunneling perk the skill check would have to go right? Afterall what use is a true anti-tunnel perk if it fails? It would have to be on button press.
Yea, you're right.
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@BigBrainMegMain said:
So all I have to do is chase a survivor while staring at the floor to cancel the chase, wait 30 seconds and I get my free tunnel?
Sounds good, nothing can go wrong there. Wasn't a killer nerfed to the ground because of that same mechanic?
Hm...I can't remember what killer received a nerf because that mechanic was completely faulty from the start...who....was....it.......
That sounds more like a problem of the chase mechanic itself.
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@FFabeq said:
Okay, so if you want to change ds then change one powerful killer perk too
So if I change a perk for one side, I have to change some for the other side aswell?
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@YehBoiGoku said:
So if unhooking no longer activates it, how does it activate?
It only activates if a teammate unhooks you, not if you unhook youself.
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@RepostRiposte said:
I know deep down that it probably won't be Haddonfield but it's just such a perfect opportunity
Old, outdated, imbalanced map with a mediocre killer and some very controversial perks. A Halloween chapter revamp would be very appreciated.
Macmillan Estate maps are next.
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@HEX_MalusGrey said:
I don't like the reworks so far. That is all i can say.
Yamaokas Estate is kinda okeyish. I like the new vuildings. But springwood was much better before. What's with all the empty woodland? Why blocking everything? Why seems everything so bulky and towery? I played first with the blight and thought this effect is because of his height but it is the same with other killers too.
Neither as killer nor as survivor i can find anything positive on that. At least for springwood, the old version was much better.
I actually like the new Springwood's look, the only thing I hate about that map are the Breakable Walls...
To make chases easier, you don't want to break them at all...
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That map is so ugly, outdated and unbalanced, I hope it gets updated next.
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I'm using Enduring, Bamboozle, Spirit Fury and BBQ.
Enduring because it's faster to get stunned by a pallet and break it than to wait for that 4 second stun.
Bamboozle for countering the epic outplay by Survivors that allows them to go through you while vaulting a window, making your power useless.
Spirit Fury to punish pallet camping Survivors and BBQ for bloodpoints and map pressure.
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Yes please!
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@Moundshroud said:
Nope, once in Tier-3, Myers cannot Stalk.
I'm 100% sure that he could tho.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/192157/wait-couldnt-myers-stalk-while-in-ew-iii
To my knowledge you could and still can stalk in EW III to help locate survivors (it doesn't effect duration/charge at all) while slowing yourself etc etc. Judith's and similar addons disable this highlighter move that makes survivors glow white on dark maps.
I know that Myers could stalk while in EW III, I'm asking why can't he now?
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I don't want to destroy my keyboard, or mouse wheel...
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Freddy, I don't like to be stuck in a game for 30 minutes...
Also I don't want to get "outplayed" by snare spamming Freddies.
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@BattleCast said:
https://forum.deadbydaylight.com/en/discussion/comment/1621418#Comment_1621418
Glad you liked my suggestions :)
Also, Never-Sleep Pills reduces the time it takes to vault in a Feral Frenzy, not increase if thats what you were thinking.
Oh, I thought it decreases your vaulting speed for some reason, I would say that it is good now!
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@BattleCast said:
Legions add-ons are boring so I just thought I’d share some of my ideas to spice some of their add-ons up. I’m typing this out on my phone so apologies if the quality is poor.
Killer instinct detection range add-ons
I understand the purpose of these add-ons, but honestly they are incredibly boring. All of them will have their effects changed.
Susie’s Mix Tape
- After stabbing a survivor and applying deep wounds in Feral Frenzy, gain a short burst of movement speed. (+1.2 m/s for 4 seconds.)
Never-sleep pills
- Slightly increases Feral Frenzy vault speed. (-.2 seconds)
- Auras of vaults are revealed within a 20 meter radius while in Feral Frenzy.
Friendship bracelet
- Scratch marks are visible during a Feral Frenzy.
Fatigue add-ons
imo, basic fatigue should be 3 seconds, not 4. So instead of these add-ons changing your fatigue duration, I will give them each a unique effect.
Cold Dirt
- While in a Feral Frenzy, your power bar doesn’t deplete until you successfully stab someone.
- Slightly reduces Feral Frenzy movement speed. (-.2m/s)
Joey’s Mix Tape
- Tremendously reduces the blurred vision VFX during fatigue.
- Slightly Increased FoV during a Feral Frenzy. (Basically shadowborn).
Julie’s Mix Tape
- Survivors have their aura revealed instead of Killer Instinct during a Feral Frenzy. (unsure if this would be busted or not)
Feral Frenzy lethality add-ons
Feral Frenzy in its current state should never be lethal. These add-ons will be changed to support a more aggressive legion play style instead.
Franks Mix Tape
- Cancelling Feral Frenzy will cause all survivors with the deep wounds status effect to scream, revealing their location for 4 seconds.
Stab Wounds Study
- Feral Frenzy slashes apply the oblivious and hemorrhage status effects for 30 seconds.
Thoughts?
Susie's Mix Tape - I really like what you did to this addon!
Never-Sleep Pills - I would remove the downside, because if it had one, nobody would use it... You can also give it a secondary effect, because only aura reading isn't good, maybe it could make all vaults while in Frenzy silent, like if you had Q&Q for Killers.
Friendship Bracelet - Yes.
Cold Dirt - I like this one!
Joey's Mix Tape - Sounds good, but I would personally never use it. :p
Julie's Mix Tape - I think this would be a downgrade kinda, because with this addon Survivors could hide in Lockers, or if they have something like Distortion...
Frank's Mix Tape - Sounds ok.
Stab Wound Study - It's ok.
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I heared that it isn't intentional, it will probably be fixed in the next hot fix, or at least I hope.
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I know that SWF can be strong, but not every SWF are sweat squad pro gamer toxic clicky clickers, I think that people shouldn't get punished just for playing with friends.
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@Cold_Woods said:
I have came up with Quality Of Life update for the Huntress, what’s it about? You see, whenever you throw a hatchet it breaks on impact which is quite fine in my opinion.
But what if, it didn’t?
Hey DBD forum! Cold_Woods here.
Imagine if a hatchet was thrown at a wooden surface, it would stick to it from varied angel of 90 degrees and would disappear after a set amount of time. Like the same effect with a pallets splinters. Makes sense right?
And if a hatchet was thrown at a surface that’s not wood it would violently bounce off and then after a set amount of time disappear from ground.
What do you guys think?
Imagine playing Survivor vs Huntress, and she misses, but the hatchet just bounces of the ground and hits you. xd
But for real, I think these would be cool visual improvements!
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1620518#Comment_1620518
Yeah, you can see any gen that is being worked on by two or more survivors anywhere on the map. And it will probably increase the duration, but hopefully they will remove perk tiers soon.
Yea, I hope so too, Perk tiers were ok in the old days, but now it just increases the grind by a lot, and it also makes some perks harder to understand or the tiers don't make any sense.
Look at new Lightborn, the Devs needed to make it work with perk tiers, so they slapped on it the aura reading for no reason.
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@Avarice10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1620467#Comment_1620467
I don't think teachables should be a beginner perk, for survivors or killers, default perks should fill that role. If we keep making survivor beginner perks than the survivor meta will never change.
I agree, Perks like Visionary, Windows of Opportunity and Zanshin Tactics should be in the General Perks pool.
It doesn't make sense that perks for beginners are locked behind a DLC...
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1620462#Comment_1620462
How about I keep the if two or more survivors are working on the same generator it highlights it with a yellow aura? And keep the aura reveal after a generator is completed, but I remove the survivor aura reveal but instead show every generator on the map after completing a generator.
So if a Generator get's compeleted you see all Gens on the map? That sounds like a good and simple idea!
Highlighting a Gen when 2 Survivors are working on it sounds good aswell, like a Discordance for Survivors.
@AggressiveFTW said:
Removed the cooldown whenever a Generator gets completed.
Repair Progression of Generators within 32 metres can be determined by the intensity of their Auras.
Any time two or more Survivors are working on the same Generator, that Generator's Aura is highlighted in yellow for 12 seconds.
Also the new updated version sounds good! Just a question, can you see the Highlighted Gen at any distance for those 12 seconds?
If yes that would be really cool!
Also does the range increase with perk tiers, or the duration of the highlight?
@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1620467#Comment_1620467
Ahh, I gotcha. Thanks for explaining so good. You're one of the nicest people on the forums I've noticed!
:)
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Slightly increasing the camera height wouldn't be that bad, even tho I don't have any problems with his camera being lower that other Killers.
Maybe Scratch Marks are slightly harder to track with the camera being so low, but that is problem of Scratch Marks not showing on grass I would say.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1620462#Comment_1620462
Why would it be too much? It needs a big buff and I have a big buff idea?
I don't think it needs big buff, it's a beginner perk, beginner perks should be simple and easy to understand I would say, your changes are good, but I think it needs to be simpler.
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I agree with most of these changes, I don't think that Bond, Aftercare or Empathy should be base kit tbh.
Things that should be added to solos:
- Totem Counter.
- Part of Kindred base kit. (The part when u see other Survivors)
- Hud changes, the little icons in the bottom left corner that show you if your teammate is Injured, these icons will now show you if they're cleansing Totems, healing or if they're working on a Gen. (The Killer won't see these icon changes of course)
These changes would make solo q better imo.
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Sounds like good ideas, I agree with the removal of the cooldown, but maybe it does too much now with your changes, also what value will increase with the Perk tier?
I think maybe it would be good like this:
Visionary
- Removed the cooldown.
- You can see Gen auras while within 24/28/32 meter range.
- Gens that are being worked on are shown in Yellow aura instead of Red.
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@CrispyBiscuit said:
Noed is very frustrating, Sure you can say that you should simply make totems. But in only a few rounds you have time for it. And if you are not a swf you don't even know how many are still there. Therefore I have a rework idea that is not too strong but still useful.
Changes
- The speed effect is completely removed
- You can see the Exposed effect directly after the last generator
Primary effect
- The Exposed effect lasts 40/60/80 seconds
Secondary effect
- The Endgame Collapse proceeds 0%/5%/10% faster
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- The exit gate takes 2%/4%/6% longer to open
If that would be too weak you can still adjust the numbers
(If the english is bad, sorry i am german)
Sounds like fun ideas, but is it still a Hex with a timer? Or it is no longer a Hex?
Also the End Game Collapse going faster is a nice idea!
I also had an idea on how to rework it, even tho I don't have a big problem with NOED.
NOED is no longer a Hex.
When the last Generator is activated NOED activates.
While NOED is active:
- The End Game Collapse starts immediately.
- You move 3/4/5% faster.
And that's it, it just tells the Survivors to get out and leave their teammates behind.
Probably not the best idea tbh, but I just want some Perks that interact with the End Game Collapse. :)
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Decisive needs something different I think.
Make it last 30 seconds. It will pause while in a chase or pause while Dying on the ground, if you get picked up by another Survivor or you get up yourself DS deactivates.
DS can now be used multiple times.
The stun duration is increased to 5/6/7 seconds, tunnelers deserve to be punished.
Now it's a true anti-tunnel perk.
Why buff Insidious? It's camping perk, nobody likes being camped.
Instead, I would make it anti-camp perk.
While 48/40/32 meters away from hooked Survivor get the Undetectable Status Effect until the hooked Survivor is rescued.
Just to clarify, you get the Undetectable while outside of the 32 meter range, when stepping in the 32 meter range you lose the Undetectable and when going outside of the range you are Undetectable again.
About Adrenaline, I think it's fine, I would just make it so it gives you perma exhaustion.
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I don't use Unbreakable because I like to run other perks that aren't meta.
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I hope they fix the stairs, it is extremely annyoing when I slam on the stairs and I just can't rush...
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Don't know if this counts, but I want to see Werewolf Legendary skin for Blight.
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@6yXJI0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1619123#Comment_1619123
Can you agree if i say that Monstrous Shrine is fine as it is?
Every perk deserves a little polishing and update.
Like Plunderers! Its a good perk for it's purpose, but would it be op if all survivors had a little icon or notification that one of your teammate have this perk and you should not waste chests for brown toolbox or green key.
The idea of blood showing on walls is a really good idea! But I think Sloppy doesn't need it. People should focus on buffing garbage perks like Monstrous Shrine, instead of buffing already good perks.
Also giving decent perks some QoL changes isn't a bad idea, like the Plunders idea you mentioned would be cool!
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Sloppy Butcher is pretty good as it is now, no need for buffs.
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This item sounds like so much fun! but I think it can be abused by SWF tbh.
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They changed ruin because it was almost impossible to hit Great Skill Checks for new Survivors and too easy for experienced Survivors I think, so they made it more consistent in terms of effect.
I'm not sure why they don't want to change DS, I personally don't like it, but maybe Devs do? Idk.
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I had this idea, but it's probably too weak...
When the Killer starts a chase with a Survivor, the Killer's aura is shown to you for 3 seconds.
However when the Killer starts a chase with you, your aura is shown to the Killer for 8/7/6 seconds.
When you're the Obsession, your aura is shown to the Killer for 5/4/3 seconds.
Probably not the best idea, I will try to come up with more tho!
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1616535#Comment_1616535
The window room that can be turned into a god-loop until another wall is broken. Y'know, the room that can only be entered by window unless a wall is broken.
Yea, I totally forgot about that room, maybe it could be used on Dead Dawg then.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1616413#Comment_1616413
It also makes sense on Dead Dawg.
Where is it beneficial for Survivors to break Breakable Walls on Dead Dawg?
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I really like the idea! But tbh it doesn't make any sense to break Breakable Walls as a Survivor, maybe on some maps, like Badham Preschool, but that would be it.
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@Auron471 said:
I got high quality headphones about a week ago, and holy crap.
i can hear exactly where the killer is! i run into the killer's face like.... 60% less often now!
I somehow heard T1 myre's breathing and footsteps when i was doing the badham preschool basement generator. (he was upstairs chasing my teammate)
Surround sound and good headphones are over performing. plz give them an overheat bar.
Plz nerf headphones!!!1!
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I agree! The perk could be actually usable if it would activate when the last Gen is finished.
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I don't have much time, so I will only reply to the Title, I agree with that, perk tiers should be removed.
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@Avarice10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1609868#Comment_1609868
There's actually a lot of aura reading perks/add ons, but in regards to gens, aside for BBQ there's Gear Head which will turn the generator aura yellow whenever a survivor hits a good skillcheck, and discordance will turn the gen aura yellow if there's two or more survivors working on it.
That's why I was thinking it might be a really nice touch if Technician blocked aura reading when a survivor is working on a gen, making it a stealth perk and giving it real use.
I meant only the Survivor aura reading, not the Gen one, but I think that it would be cool if this perk could counter Surveillance and Gear Head.

