Alify
Alify
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- Alify
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grass on ptb with updated yamaoka and badham was beautiful but a bit op, so they nerfed it to the ground, genius
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Fixated, Desperate Measures and We'll make it.
These are actually awesome if you know how to use them properly.
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The perk is situational and the condition of 60 seconds to activate the perk is too much imo
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@BigBrainMegMain said:
Undying is a Hex.
Don't like it? Start breaking totems. Jesus Christ............................................................................................................................................................................................................................
bruh
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yes
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@MusicNerd_TC said:
Us cruel limits fans are even more disappointed with this pitiful, pitiful number change.
Yeah. Same about Mindbreaker. I think they received too little attention.
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@SkeletalElite said:
They should have given slippery meat a secondary effect that makes you unable to grabbed from any interaction (gens, totems, unhooks, ect.)
It's thematic with the name and actually might have some use
Yes! This change would make the perk viable.
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@supersonic853 said:
Keys.
no, moris first
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Your idea is good actually
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1609426#Comment_1609426
I don't recall any killer ever complaining on the PTB that the "bushes were too thick" 🤔
So I think you're just making ######### up. This killer vs. survivor thing outside the game is so unnecessary especially in these threads which shouldn't be partisan to begin with, but people INSIST on making threads about the thickness of bushes partisan, everything has to be a killer sided or a survivor sided thing.
You people disgust me sometimes. "Killer playerbase are just a bunch of 12 yo" my ass look at what you're doing right now mate.
I saw people on the forum who clearly did not like the bushes, they had approximately the same arguments:
Can't see survivors in the bushes, too many bushes etc.
So no, reconsider your words pls :))
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/1609774#Comment_1609774
They tried to survive at the expense of the other 3 survivors. We're talking people who hide in bushes or trees all game and run off with Spine Chill. They're super obvious if you've played long enough. They don't deserve to survive if they let the weight of objectives fall on the other 3 survivors. If you can't relate you're either one of them or have never experienced that Claudette who somehow got rank 1 and hides in the corner of the map or runs into a deadzone to self care. If I see two other survivors pushing the last gens and that one survivor who did nothing all game is conveniently on the hook at the time then I'll gladly make that trade and let the post game scoreboard speak for itself when they have 12000 bp (Generous number btw) meanwhile everyone else has around 22000 - 25000.
Yeah, it’s very bad if they didn’t help the other survivors to escape either, but nothing can be done about that, because people are different and this does not mean that others should suffer because of these people in terms of lack of stealth, and I don't think that because of such a foliage as in the PTB there will be more such players.
Personally, I try to mix stealth with completing tasks, something like this: if the Killer is near, I try not to get caught and wait until he leaves, or if he is not going to leave and is looking for me, I go to another part of the map where there are unrepaired generators; if the killer leaves , I sit down to fix the generator. So, no, I'm not one of them and I've probably met such people only a couple of times in my entire experience in dbd.
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@Parallax said:
https://forum.deadbydaylight.com/en/discussion/comment/1609745#Comment_1609745
No, it's not fair that they have to nerf everyone because of blendettes, but the devs can't change every outfit claudette ever had to make them brighter. And even if they did do that, most of the blendette mains wouldn't be very happy about it.
Yeah, devs simply cannot find a normal compromise, but it could all be done better.
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@Dustin said:
Stealth is a boring mechanic for both sides. You may personally have fun immersing most of the game but as a survivor on the same team if I see anyone on hook who has been hiding most of the game I'm leaving them to die on hook. Most useless survivors who can't even draw the attention of the killer away from patrolling gens. They leave that burden to the other 3.
We're talking extreme scenarios but this is why the majority of people hate stealth. Killer ends up only encountering the same 2-3 survivors in the game while there's that one hiding the whole game and the other survivors think "Why did I get tunneled" meanwhile that 4th survivor usually gets caught and their first hook ends up being their deathhook.
Letting a person die because he didn’t play like many is selfishly, this person tried to survive, and he just died because “oh no, he played in immersion, he does not play like me :oo» Everyone needs to respect other people's playing style. I unhook all people and do not divide people into "who stealth" and who was someone else. And, in my opinion, stealth makes the game more challenging and interesting.
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@Parallax said:
Because Claudettes literally becoming near invisible isn't very fair to the killers.
So nerfing stealth for everyone else is fair, right?
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1609173#Comment_1609173
There's a lock now? Did they change every animation?
They changed the animations of repairing generators and opening chests and now survivors turn their heads in the direction you look while you open the exit gates.
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@Koukdw said:
Because killer are always complaining, killer whining about loop ? dev nerf most loop and promote alternative playstyle. Killer don't like stealth -> nerf stealth.
I swear the killer playerbase are just a bunch of 12 yo.
I can understand why they are nerfing loops, but why stealth? Killers already have tons of opportunities to track down survivors, bruh.
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@DetailedDetriment said:
For the chest animation do you mean the chest texture or the junk inside the chest? If it's the stuff inside the chest then I think that should be permanent.
I meant the animation when ripping off the lock, the hand of the survivor males goes a little through the chest itself, females don't seem to have this
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@LapisInfernalis said:
I like your ideas. Here are mine:
Oblivious Status Effect:
- You are Oblivious of the Killer's doing. You can neither hear the Killer's Terrorradius nor see his Aura while being Oblivious.
This would fix the broken Object of Obsession vs Freddy and Nemesis players. Sadly it would also nerf Kindred against freddy, but I think that is OK.
-Autodidact:
Incresed the chance of getting a skillcheck by 30%.
This perk seemingly gives you no Skillchecks at all. So increasing that would be a nice buff to get tokens faster and more consistent.
Thanks!
Your ideas are cool too!
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@Zagrid said:
https://forum.deadbydaylight.com/en/discussion/comment/1581632#Comment_1581632
Wow, you did something that not even the Dead By Daylight game design team will do.
*actually take player feedback/advice and then form ideas for new and fun ways to modify the game around said feedback/advice*
:>
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@Venzhas said:
IN MY OPINION
As a PS4 surv, since crossplay is a thing, i'm already thinking to disable it since 8 games on 10 facing a PC killer, its gonna be a guy that tunnel/camps you to death
No salt but i was wondering why PC people acts like that ? I mean PS4 players are more fun to play with / against
And to the question "YoU cANt SaY ThEyRe Pc" yes, i can actually, with the names and a little experience its pretty easy to see it...
In conclusion, it's bad that this part of the community seems like that, no offense but i dont think im the only one to feel it.
Bye crossplay
becuz pc players unfortunately prefer to play for win rather than fun and this is sad.
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@Torche said:
Any Means Necessary: I think the several stun is way too much. I'd just reduce cooldown like you said and maybe if you're in the pallet dropping animation you can't be hurt or make the animation faster or something like that. Also make the pallet dropped auras visible. And if you want to go bananas: make that, if you're downed fully recover on a pallet, you have a 50% chance to drop the pallet, stun the killer and free yourself if he picks you up. It's counterable and it's a 50/50.
Stake Out: I'd prefer it would stay the same but with some tweaks. Maybe buff it so you can gain tokens also in chase. Or make it like Autodidact: you start the trial with a debuff speed (you wouldn't gain tokens while doing gens) and you lose all tokens if hooked. So it rewards you for being stealth and for escaping chases. No great skill check zone and once you consumed all the tokens, your repairing gets to normal (or maybe a little slower depending of the repair buff you get for each token). If it also increases the odds of getting skill checks it could be an interesting combo with Autodidact.
The other perk changes I think are good.
Thanks for your feedback!
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@Milo said:
New Status Effect - Neato to decrease space. However the question is - would this effect be used in that format again? +It seems slightly weird while the one effect still happens in this perk after the status effect ends.
Repressed Alliance - I agree that the amount of time required to activate it make it useless. And this is a great buff. However I don't think it should last 30 seconds. I would put it on 20.
Off the Record - This is my problem with the status effect. It overlaps weirdly. And if making it counter Stridor is possible then that's fine by me.
Any Means Necessery - And here i'm slightly.... yeah. Reduced cd is fine because way too situational. HOWEVER the added effect is just bonkers. 8 second stun every time you stun the killer. And with reduced cd you can: Stun (8 seconds btw) -> Reset the pallet -> start looping -> goes off cd -> repeat (the killer will probably start respecting the pallet now which gives you even more free space). Even with Enduring it would be bonkers.
Lucky Break - Yeah seems good.
Babysitter - And again this seems good. However, how could you abuse this perk? Especially when Borrowed Time exists.
Poised - Again agreed. The effect is just too small for only 5 actives.
Breakdown - 1st gonna start that i don't feel perks should break the status effects (if there is a perk that already does this i'm sorry). 2nd I can't tell if 3 minutes of a possible dead zone wouldn't be too opressive.
Dance with Me - I don't think stunning should affect it (because sometimes you don't want it to activate it randomly) but 5 seconds sound good!
Stake Out - again, breaking the status effect. But this is an interesting effect! Tbh it could be a completely diffrent perk...
Left Behind - Okay, i don't wanna be that guy, but wouldn't this perk make the last stand be too easy? 14 seconds gates, you can run without any consequences, you still see the hatch.
Thanks for your time on my post.
About Off The Record, I could just list all the effects, but then the description would be a bit long and the fact that the effect overlaps the status effect of the perk does not affect anything, since the stridor is countered in any case. I don't know how it could have been better written without strange overlap of one another, but at least something came out.
About Any Means Necessary, this is my bad, but it seems I poorly explained the meaning of "severe stun". "severe stun" does not mean the duration of the Killer's inactivity after getting stunned, but only visual and audio effects, so that the killer would just be slightly more difficult to continue chasing. I will correct that.
About Babysitter, I think that if you take Babysitter and BT at the same time, you may get a little abuse by SWF, but maybe I was mistaken.
About Dance With Me, yeah I think it would be better to make a separate perk, thanks to which you could get a new status effect after stunning the killer.
About Left Behind, yeah you're right, I really overdid it a little with advantages for the last survivor, I think I need to nerf it.
Well, I think it's time to correct my mistakes :)
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@Pricefield said:
Visionary would already be a meh perk at best, but where is there a cooldown?! Same with blood pact, why is it a long cooldown for a short effect AND being a Hex.?
Hell, if Make Your Choice came out today it would be on cooldown. MYC's cooldown IS the perk's effect, it's not something separate from the exposed timer like Dragon's Breath is.
I'm not expecting these perks to be changed PTB post release (except Gearhead which got nerfed lmao), but this obsession of cooldowns and added things to make perks worse is the reason people run the same perks. I don;t even mean meta perks, I find those boring. For fun meme or dedicated builds, alot of new perks just don't even fit there too with how many cooldowns and handicaps are on them.
I'm not saying cooldowns are a bad thing, so many perks like Thrilling Tremors would be just overpowered without them, but at the same time many of them that do have cooldowns are either wayyyy to long or just unneeded
cuz it's good
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@Bloodwidow said:
@Alify Thought something like a hidden Key for the breakable walls. It should be not too common. Maybe a special toolbox which can only obtained on the map?
Maybe add a new item for survivors? something that looks like a large tool with which you can break one or two walls, depending on the rarity, Breakdown process will take a certain number of seconds with loud noises. It would be very cool!
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I think the survivors should be given the opportunity to break the breakable walls, then it would be more fun and more tactful.
But I think it would be better if breakable walls could be broken with a toolbox, then they would be more useful. Moreover, Head On cab be given a second opportunity associated with breaking walls and stunning the killer if the killer is behind it.
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I actually don't mind about returning the old rarities, it will be nicer to the eyes, but knowing this community, probably many will disagree for some reason.
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@isilmerel said:
🤷 I still think it's better than waving your hands in an empty chest to magically produce an item.
Ofc it's better, but I still think that something is not finished here.
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Ma girls
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@Widden said:
I just love those free kills babe, that's why I play pig - the most braindead and OP killer in the game. Occasionally their heads just explode without me even being near them, how busted is that?
agree, pls nerf pig
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@Justalittlepeeck said:
Title.
There are too many perks in game so waiting for the ones you lack can take years.
Rotation is unpredictable and calling this "thing" a solution to Pay to Win dillemma in this game is just a joke.
I feel really bad for newcomers who instantly face the "buy DLC if you want to be successful" problem.
Crucial perks (Windows of opportunity&Zanshin Tactics which apparently are perks for beginners are locked behind a paywall or a huge grind. Meta perks like DS or BBQ are locked behind paywall) are either locked behind a paywall and grind or behind a horrible random rotation in shrine of secrects, so even obtaining 2000 shards necessary for buying a teachable, you won't be seeing it in shrine for months or even years.
How much have BBQ or Ruin appeared in shrine in the 3 year span? 2 times? 4 times?
Shrine of Secrets should've been reworked long ago.
From 4 perks weekly to a "shop" where you can spend shards for teachable perks that are available there the whole time and bloodpoints (f/e/ old 2000 into 150k). Prices could be increased (from 2000 to 3000 f/e/) to justifices availability of all perks, but the "random rotation" aspect must be gone.
just add perk store pls
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mori and most of killers ones
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@leatherfav88 said:
In my opinion she is the most well written out of all the survivors, you can feel for her when her father dies and she genuinley seems like she would always do the right thing. Your thoughts?
I like her design
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@Yogerman1997 said:
Be able to jump while looking up while using Shred.
imagine jumping into a second floor on haddonfield with that XDD
and well... evoiding loops... he still have the "camera lock" after the shred, and a high change to jump accidentally far away from where he want.
It's great lol
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@UnBabybel said:
Hey, I just wanted to know why some people thinks that Hawkins is a bad map.
I know that there are not a lot of places to hide but I actually thinks that it changes the blendettes' gameplay
(I'm sorry for my bad English, I'm french)
I think because it's unique, but pallets are equally bad though.
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@gatsby said:
You know something that allows Survivors to drop pallets quicker. The animation lock for dropping pallets is becoming a problem against the newer Killers like Pyramid Head and Deathslinger. Seems logical to introduce some counterplay. The perk would be something like this:
Drop and Roll
The Pallet Dropping Animation is reduced by 10/15/20%
"Stop, drop and lets roll the hell out of here!"
actually, it would be cool
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@PissedWraithMain said:
I like Autohaven on either survivor or killer. Same goes for Crotus.
Hawkins, Midwich and Badham.
I hate old maps.
(surv main)
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@KorghanisAgain said:
Both survivors and killers are frustrated by games like these, and since the new MMR was launched, 3/5 games are like them.
This is a sure-fire way to disinterest new players as well as bore better players (take a look at the chat in this post-match screen).
I am amazed how dedicated you guys seem to pump out new skins (yay cash I guess) while so much less power is pumped into the actual gameplay and quality of life.
People enjoying the game actually get more players to play. Disgruntled and frustrated players do the opposite.
Please focus more manpower on these issues.
https://us.v-cdn.net/6030815/uploads/L7TCLXYXBMRQ/anothergamelikethis.jpg
No, servers are worse than mmr
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@Ihatelife said:
So I came up with this idea when I literally was carrying the pallet in RL.
What if Any Means Necessary could allow you to pick up the pallet and move it to the loop you want. If you drop it in some random place, shortly (30 seconds) the entity will take this pallet and teleport to the orginal place. Also the killer can interact with that dropped pallet and break it before the entity takes it. Of course with the cooldown and reduced movement speed like 1.13 m/s (Crouching move speed)
So the new AMN could be changed to:
You stand up for yourself, using whatever's on hand to gain an advantage.
Press and hold the Active Ability button for 4 seconds while standing beside a dropped Pallet to reset it to its upright position.
If the pallet is not dropped, you can interact with it by pressing and holding the active ability button for 4 seconds and move it to other structure.
During that action your movement speed is decreased and you can not do any other interactions until you stop.
If the pallet was dropped during the carrying: The perk will trigger a cool-down and will be sent by the entity to the orginal position in 30 seconds.
The killer can destroy the dropped pallet on the ground.
You cannot place the carried pallets at the killer's shack.
Any Means Necessary has a cool-down of 100/90/80 seconds.
EDIT: Fixed typos, some grammar and make it more clear to understand.
Imagine a Claudette carrying a pallet across the entire map 😂
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@kosmi said:
I wasn't here much after the billy nerf so maybe i missed but do we have next killer from nerf list?
I hope Huntress or Spirit, or Freddy...
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@White_Owl said:
I like a lot Babysitter's concept of making the unhooked survivor harder to find, but while playing around with it I found that unless they have Iron Will, they still can be found very easily. This defeats the whole purpose of the perk and it's a pity.
What I'd like to be added to the perk is a reduction of grunts of pain. Given the perk's short duration, I don't think it would be gamebreaking, but would help making the perk more useful for doing safe unhooks.
I also think that 8 seconds is not enough and I would like more, the effect is not strong enough to give it only 8 seconds. maybe 15 seconds? 20? 25??
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@NuKeD said:
new map could be like an abandoned 1600s ship, killer might look like someone from Pirates of the Caribbean and the survivor some sort of adventurer or stuff like that.
what do u think? free your immagination!
I think it would be cool but too similar to deathslinger
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@IMhereRUN said:
I’m interested to know what changes people would like to see if they actually could make alterations to the game. Below is my top 10 opinionated and possibly biased changes that I believe will improve gameplays.
- Remove rank system completely. It’s inaccurate, most reds I encounter play like they should be 10s on both sides. Also eliminates complaints about ranks during MM. Instead my proposed MM system would be focused on hours played, may be difficult to find a full game with people in the same category resulting in higher queues however.
- Allow BP in KYF. Tremendously reduce BP gained...if there’s no rank system there’s no way to abuse this. Now you can freely learn the game or try new builds while not totally wasting your time.
- Add a Master Inventory. For survivors, all items and offerings (not add-ons) can be banked in a master inventory and shared amongst your other survivor characters. For killer, this would have to be limited to offerings only, but I’ll take it! This will help remove some of the tedious grinding the game commands you to do. Example: I despise Nea. She’s just plain ugly. So after buying her teachables and never playing her, we could use the items and offerings we purchased with her bloodweb on another survivor we do play. I apologize for all the Nea Mains that are offended, but I don’t really have sincerity in that apology.
- Lower quantity of gens spawned. Instead of having all 7 spawned in the game, limit this to 5. The 6th will spawn in after the first gen pops, the seventh spawns in after the 2nd gen pops. This will slightly slow down the gen rush and make late-game planning ahead a bit more fun and unpredictable.
- Limit survivor characters in matches! Seriously, who wants to play with 3 ugly Neas!? No two players can play as the same character in one match.
- Remove DS from loadouts and increase item chest spawns to 4 (base). DS can only be obtained from an item box, which sounds rough...but now you’re playing with 5 perks. Base % chance to get DS out of a box at 50%. Luck perks and offerings stack to increase this. Give survivors a reason to search these boxes to slow down gens a tiny bit.
- Add regression to exit gates. No more 99 the gate and run out when the time is right. Regresses at 200% survivor speed.
- Allow tile placement in custom games. Every gen, totem, pallet, debris, TL, shack, hills, trees, jungle gyms...allow players to place it all!! Then show off your creation for the chance to win shards or something. Obviously, the items you can place and the quantity you can place should be dependent on the normal tiles of the map. Example, you can’t place a combine on ‘The Game’ or a killer shack in ‘Haddonfield’, etc.
- Add a Kill a SWF mode with 3x BP. Killers can choose this to REALLY test out builds at the highest difficulty, or just show-off their skill level, or maybe they just appreciate a viable challenge. This does NOT mean a SWF team can only be paires with a killer in this mode, but it should take priority. Facing a SWF while in normal public matches will still be possible.
- Allow a vote option for rematches. With majority survivor vote, you can play the same opponent(s) in another game with hopefully a different map. The killer doesn’t need to choose a different character to play as, but MUST change loadouts including offerings. Ever get Mori’d really early in a game for a de-pip and you want it back? Now’s your chance, knowing the killer can no longer use Mori as an offering. Accepted rematches should reward 2x BP to help convince the killer to accept.
That’s my top 10. What do you agree with and disagree with? Have an idea of your own for a change to the game? Please include it!
i would like to rework the whole game
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@Trwth said:
I like your thinking but it’s a lot less convincing for the Killer if the explosion in question happens in a random area on the map, making it a Diversion with an awkwardly long range.
I plan on taking Red Herring for a spin in the future, but from I gather, it’s better used for information and/or the late game when there’s less gens and less Survivors, meaning less places for the Killer to look other than gens.
Maybe add a limit on the explosion radius? then it will be diversion 2.0
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1509993#Comment_1509993
"- this is called a mistake (at least personally, I think so), when the survivors were led to the juke by the killer, I said everything correctly."
Then you're wrong. There's a difference between one side making a mistake and the other side outplaying them. You can play well, but if the other side is just better than you, it doesn't matter. In these scenarios, the Survivor has to be better than the Demogorgon to win, and similarly the Demogorgon has to be better than the Survivor to win. That's balanced. That's good game design.
"some good killers needs a rework too"
Only if they're poorly balanced, which Demogorgon isn't. In my opinion he's the most balanced Killer in the game.
"I don't care what you say about the fact that he doesn't need a rework. if I want to submit an idea, I will submit it and wait for people's opinion."
And I gave you my opinion, and my opinion is that your rework is unnecessary.
"My experience? Played more than 1.2k hours, I do 4k without tunneling and camping like other experienced killers. sometimes, playing as a killer, I try to get the most out of his capabilities. I can win swfs and not whine against them. why do you need it?"
There, now your anecdotal evidence is slightly better. I mean, it's still entirely anecdotal and very logically fallacious, but progress is progress.
"Personally I don't feel very interesting playing as him."
Wait. Wait. WAIT.
"Personally I don't feel very interesting playing as him."
THEN WHY IN THE NAME OF GOD DO YOU MAIN HIM?
Either you're lying about not thinking he's interesting, or you're lying about maining him. Either way, you're lying.
" I will write in the book of the rules of life: "if you do not want to argue with people who start an argument for a strange reason, especially on the forum in the section where anyone can submit their idea for people to look at it - L" Cringe"
- I'm assuming since you attributed the quote to "L" that you're quoting Death Note. But I'm here to argue why Demo is good and doesn't need a rework, not to tell you how absolutely edgy and sad that is, so I'll leave it be.
- Homie, if you submit ideas for a REWORK you should EXPECT people to argue that a rework SHOULDN'T happen. Not wanting a Killer to be reworked is just as valid of a reason for disliking your rework as thinking the rework is bad, and you should be prepared to defend your position on why the Killer needs to be reworked, not just say "We're not talking about whether or not he needs a rework so f u". By suggesting a rework at all, you are automatically making the case that the Killer should be reworked, and as such you must be able to defend that case.
- You know what's more cringe than being cringe? Calling someone "cringe" in 2020.
"Well, stop writing about it in my post and move on, don't linger here, lul."
No, you made a case that Demo needs to be reworked by posting this thread at all, and I'm going to argue that case until you convince me I'm wrong or vice versa.
"I also don't want to hear such words from you if they are not needed."
The only thing here that's not needed is a Demo rework.
Hooray! continue!
"Then you're wrong. There's a difference between one side making a mistake and..." - ok
"Only if they're poorly balanced, which Demogorgon isn't. In my opinion he's the most balanced Killer in the game." - ok, in my opinion, the Upside Down will make Demo more interesting.
"And I gave you my opinion, and my opinion is that your rework is unnecessary." - ok
"There, now your anecdotal evidence is slightly better. I mean, it's still entirely anecdotal and very logically fallacious, but progress is progress." - I really don't understand why you need my killer experience.
"Personally I don't feel very interesting playing as him."
Wait. Wait. WAIT.
"Personally I don't feel very interesting playing as him."
THEN WHY IN THE NAME OF GOD DO YOU MAIN HIM?
-Do you really think that people who main someone do not get tired of playing for the same killer / survivor, and if they main killer/survivor, then they must be interested for the whole time?. I will add: I began to consider it uninteresting probably the month before last, I do 4k almost every game and it is already fed up and does not seem interesting anymore. That's better? huh? Digging into what is clearly not worth it.
"Either you're lying about not thinking he's interesting to make a point, or you're lying about maining him. Either way, you're lying." - yeah, yeah, ofc.
"You know what's more cringe than being cringe? Calling someone "cringe" in 2020." - nice excuse.
"No, you made a case that Demo needs to be reworked by posting this thread at all, and I'm going to argue that case until you convince me I'm wrong or vice versa." - ok
"The only thing here that's not needed is a Demo rework." - Nah, he needs it :)
what's next?
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@ExcelSword said:
I'm a bit confused, can the Demogorgon ONLY travel to the upside down while carrying somebody on their shoulder? Or can they use the same portals that survivors use?
If he can't go back and forth between dimensions that would be kinda boring from the killer's side, it just seems like hooking somebody that you can't defend at all, in exchange for slightly inconveniencing survivors a bit longer than normal. If he COULD however that makes things more interesting, being more dangerous to survivors trying to rescue the bushed survivor, perhaps in return it can't hear or defend generators in the real world. The timer for survivors would have to be toned down while getting chased otherwise it would be Legion 2.0 where you will get bushed if Demo doesn't give up on you.
One other thing I would change is survivors still need to be able to wiggle. Otherwise Demogorgon could just grab somebody, travel to the Upside Down and then go AFK to grief people, which is boring for the killer too but we shouldn't give trolls tools to ruin people's day. Maybe just double the timer.
I really want the Upside Down to be implemented in some way for Demogorgon, it's not a weak killer but its power is kinda bland, Demo deserves having another dimension more than Freddy honestly. Though due to licensing sadly we are unlikely to ever get something like this in the near future.
I generally wanted to make it so that he could also get into the dimension, but I considered it too strong, since he would just camp the survivor in the bush, and the survivors simply would not have time to save him, since they could only spend 1 minute there, and with add -on even only ~ 35 seconds. Perhaps I will change my mind or come up with something else.
About wiggling, yes, I probably messed up with that too, I was only thinking about that: a survivor can still be saved with a flashlight, and if they not, survivor will go to the Upside Down and can't get out, I think doubling the timer would be a better idea.
I decided to add a dimension to make the demogorgon just a little stronger and much more interesting, Demo deserves some love.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1509785#Comment_1509785
"As the Demogorgon you get shred successful attacks more due to the mistakes of the survivors than for your knowledge in him"
Now this is just blatantly false. All it takes is a little bit of thinking outside the box when it comes to running tiles, and there are multiple, multiple avenues from which Survivors will be outright forced to either take a Shred or take an M1, and there is nothing they can do. They have to make very hard reads to properly juke a Demogorgon when he's played well.
"Anyway that's not the point. I did not touch on the shred in this post, but you are talking about it which is wrong."
It's wrong to explain why a good Killer doesn't need a rework?
"I am waiting for people's opinions about my proposals, and not: "ooOoOF, you are playing wrong for him, he is OP and you are all noobs, he does not need anything, etc."
I don't care about your proposal if I feel it's not needed. And I feel it's not needed because Demo is in a great spot as is.
"- you talk like this like how I play, however this is my experience against him on the red ranks"
Then the people you're playing against are also playing him poorly. And wouldn't it be better to at least base your faulty anecdotal evidence off of experience in playing the Killer yourself?
"Not many people play as Demo and even fewer of them play really well as him, because his power is not very interesting and, as I said, he can be easily countered by genrash or by swf's."
I think the "his power is not very interesting" part is subjective, but even then, it's hardly an argument to be made when you take a look at the literal ocean of Legion, Bubba, and Wraith mains in this game and realize that a Killer can have the most boring, basic, vanilla power in the entire game and people would still love them. I, for one, think Demo's power is incredibly fun and one of the most well-balanced in the game. I have a lot of fun playing both as and against him because in most scenarios, I feel like me losing is actually my fault and not me getting screwed over by dogshit game mechanics. I think that no one plays Demo because the way he runs tiles is subtly different than the average M1 Killer, and people struggle to realize that and thus just don't want to adapt. Plus, he's also a setup Killer, and most people would rather just chase all game. That's why Hag has such a low playrate even though she's one of the top 3 Killers when played well.
"In general, I did not find anything sensible in your posts, except: "you do not know how to play as him, he is very strong and he doesn't need anything". I am waiting for an opinion on my changes, not this, so stop and, as you said: "git gud"."
If you don't want to argue then just take the L my dude. If I find whether or not Demo needs to be reworked in the first place a more pressing issue than whether or not your rework is actually good, you should be prepared to actually make your case. I won't want to hear your rework if I don't think it's needed.
In any case, this whole dispute that you started is meaningless, since everyone has their own opinion on different topics.However, if you enjoy arguing with people, let's continue.
"Now this is just blatantly false. All it takes is a little bit of thinking outside the box when it comes to running tiles, and there are multiple, multiple avenues from which Survivors will be outright forced to either take a Shred or take an M1, and there is nothing they can do. They have to make very hard reads to properly juke a Demogorgon when he's played well." - this is called a mistake (at least personally, I think so), when the survivors were led to the juke by the killer, I said everything correctly.
"It's wrong to explain why a good Killer doesn't need a rework?" - some good killers needs a rework too, I have submitted IDEAS that would only make a killer better.
"I don't care about your proposal if I feel it's not needed. And I feel it's not needed because Demo is in a great spot as is" - I don't care what you say about the fact that he doesn't need a rework. if I want to submit an idea, I will submit it and wait for people's opinion.
"Then the people you're playing against are also playing him poorly. And wouldn't it be better to at least base your faulty anecdotal evidence off of experience in playing the Killer yourself?" - My experience? Played more than 1.2k hours, I do 4k without tunneling and camping like other experienced killers. sometimes, playing as a killer, I try to get the most out of his capabilities. I can win swfs and not whine against them. why do you need it?
"I think the "his power is not very interesting" part is subjective" - I put it a little wrong here. I meant: to somebody, his power may not seem interesting, or depending on perks / add-ons, etc. And here I can give a bunch of examples of why people do not play as him. Personally I don't feel very interesting playing as him.
"If you don't want to argue then just take the L my dude" - I will write in the book of the rules of life: "if you do not want to argue with people who start an argument for a strange reason, especially on the forum in the section where anyone can submit their idea for people to look at it - L" Cringe.
"I won't want to hear your rework if I don't think it's needed" - Well, stop writing about it in my post and move on, don't linger here, lul. I also don't want to hear such words from you if they are not needed.
What else will we see? mm?
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1509583#Comment_1509583
I'd be hard-pressed to believe you actually play Demo at all if this is what you honestly think. Demogorgon is a very aggressive chaser because Shred is a highly, HIGHLY versatile ability. I've repeatedly scored hits across the entire length of safe loops thanks to this guy's dash, and I've also zoned Survivors equally as many a time by baiting them into dodging. It really isn't that hard to hit his Shred, and it's not that hard to bait it either. And again, your portals might be mediocre if you aren't actually defending them but the game gives you the perfect tools to determine if you need to or not; you should probably use them. If Survivors are breaking an average of 2-3 portals each, then yeah, you're doing an abhorrent job of not only defending them, but placing them in areas Survivors will easily find them.
Tl;dr: Get creative and get real. Demogorgon has a fast, flexible chase ability and some of the best mobility in the game when played right. Just because you're playing him wrong doesn't mean he's good.
"I'd be hard-pressed to believe you actually play Demo at all if this is what you honestly think." - same to you actually.
As the Demogorgon you get shred successful attacks more due to the mistakes of the survivors than for your knowledge in him (my personal experience as him since demo's release). Anyway that's not the point. I did not touch on the shred in this post, but you are talking about it which is wrong.
I am waiting for people's opinions about my proposals, and not: "ooOoOF, you are playing wrong for him, he is OP and you are all noobs, he does not need anything, etc."
"If Survivors are breaking an average of 2-3 portals each, then yeah, you're doing an abhorrent job of not only defending them, but placing them in areas Survivors will easily find them" - you talk like this like how I play, however this is my experience against him on the red ranks.
Not many people play as Demo and even fewer of them play really well as him, because his power is not very interesting and, as I said, he can be easily countered by genrash or by swf's.
In general, I did not find anything sensible in your posts, except: "you do not know how to play as him, he is very strong and he doesn't need anything". I am waiting for an opinion on my changes, not this, so stop and, as you said: "git gud".
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@EmpireWinner said:
mini blood warden!!
yep :>
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@Demogordon_Ramsay said:
Not gonna say anything other than Demogorgon doesn't need a rework. He's fine as is.
I can understand frustration with a lot of good Killers that would make people think they're bad. Slinger has low map pressure. Pyramid Head's ranged attack actively works against him. Nurse is frustrating to play. Hag is frustrating to play. Why play Oni when you can play Billy?
I get all of it. I really do. But for Demogorgon, I really don't know what to tell you other than "git gud". Shred is a versatile, powerful chase tool that can get hits normal M1 Killers definitely can't, and because of its fast rev and unrev, it is equally as capable of zoning. Demogorgon's portals give him insane map pressure, but unlike other Killers, you actually have to put effort into keeping them afloat. Luckily, the game gives you the ability to do just that by telling you if Survivors are near your portals when you're charging Shred. Hell, the fact that Survivors have to even spend time disabling portals just to disable your map pressure automatically gives him more stall than many other Killers on the roster.
Demogorgon has a setup ability that can be ignored in favor of his fast, aggressive chasing power. They go hand in hand; no other "setup" Killer has nearly as much freedom as he does to stop getting things ready to go chase a Survivor, and then just as soon afterwards going right back to setting up. Said setup doesn't even take that long, either; you don't need to place all 6 portals to have a good traversal web made. He is one of the most versatile Killers in the game and I simply cannot understand why people don't play him. His skill curve isn't even all that high.
Nah, demo needs rework since demo can be easily countered by genrush and easily countered by smart survivors (I've been maining him since Demo's release). Demo's main problem is that he simply does not have time to deal with experienced survivors and the new world - the Upside Down, a way to help this and make the game for survivors against him much more interesting and just make him more popular. Now the gameplay for survivors against him is something like this: dodge a couple of times, break 2-3 portals per game and escape. In any case, you are wrong, Demo needs a rework or some kind of addition to make it more enjoyable to play as him and to play against him more intensely.
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@ClancyTheHuman said:
This is much more impressive than the work I put into my Freddy Rework Concepts. (Love the Pics of the Items) Also this does sound pretty amazing! Of course if their is something I've learned about this game though and also someone telling me this. KISS - Keep it simple stupid, is a big thing for this game, no offense too the creators, but when a concept for a a character (especially a licensed one) is thought of, they just break it down to bare-bones to make it as fair and balanced as possible as easiest at possible. BUT, it is still possible for grand changes, and also because the game has come a far way from where it began.
If your at all curious about my Freddy rework concepts here's a link too the reddit page and the video I made for em...
https://www.youtube.com/watch?v=03awNfPmnwM&t=2s
AANNDDD the reddit post...https://www.reddit.com/r/deadbydaylight/comments/hwvubt/freddy_rework_concepts_for_a_new_nightmare_sorry/
Sorry for the long post and self-advertising, just trying too get this out as much as possible since these ideas just usually drown out in the noise.
Thanks for feedback!
I watched your video and the concept is really interesting, I hope more people will pay attention to it.






