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BastardKing

BastardKing

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BastardKing
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  • I would like to add Builds and Outfits. Kinda like how they have "Equip all outfit parts from this set", let us mix and match and create buttons for our own designed outfits. And do the same with perks/builds. Each time I use a different build, I have to sit there and change each of the 4 perks individually. Let me save up to 10 builds that I can swap all perks to with one button.

  • The game was never balanced around SWF. Certain abilities should get stronger for the killer if you are SWF. Who needs Bond, when you get it from Discord? Windows of Opportunity? Any of it? They get a dozen perks for free by using a system the game was not balanced around.


  • @powerbats said:

    She's already been nerfed and so have maps, if you can't find her get better or play her at red ranks and watch killers find you constantly. You can play Myers, Doctor, Pig, Trapper, Hag, Spirit, Nurse, Wraith etc.

    All I hear is a whiny survivor. Probably one who plays Claudette. Nothing you said was relevant. Only killers need good eye sight, clearly.

    But no, the problem isn't that I cannot find her, but that she is objectively stronger than other survivors simply for her color scheme. I built up David as a survivor when I started, and now I am seeing the mistake I made, because there is a character who is objectively stronger, despite survivors only being skins. A skin should never make someone stronger. Only 3 maps are not strong advantages for her, and those three simply do not have people who have advantages. She is the only one with the skin to win advantage.

  • Dude is only thinking of the direct effects of hearing a terror radius, not the perks killers have revolving around them.

    On a related note, chases should start back up if they start within 5 seconds. Tired of someone using an area that breaks LoS for a second too long and completely losing Bloodlust, despite him being right in front of me.

  • Killers don't even really benefit from it. -1 stack of BBQ for 25% less points for my time? No thanks.

  • She is not invisible, and has her traps. Wraith is literally NOTHING.

  • Love that bug. Let's call Bethesda, and make it a feature.

  • Trapper: Snap! - Similar to Pig when she is getting up, every survivor hears Trapper's TR approaching them after someone gets caught in a trap. If disarmed, only the disarmer hears it.

    Wraith: RNG swapping between the established options of bing bonging. This time it is silent. Next time, everyone hears it. Next time, it's normal. Next time, only those on generators hear it. Next time, only those healing hear it.

    Billy - Gonna keep him fine. He is strong enough.

    Nurse - As above, so below.

    Huntress - When she hooks someone, lullaby and TR stop.

    Myers - Fine the way he is.

    Hag - Kinda like Doctor Hallucinations, when she teleports, terror radius should pop up.

    Doctor - BEEG

    Bubba - Don't Know

    Freddy - Smaller when awake, bigger while asleep.

    This kinda #########, where you cannot tell if they are actually there, or ######### with you.

  • Honestly, more killers like Myers, Clapper (Either one) Wraith, and Prayer Beads Spirit (But not as OP). These are the only killers I feel afraid against, like ######### is going to happen. ######### with Terror Radiuses based on the killers?

  • I like the kicking them idea. There could also be one where you wiggle faster if you are not exhausted, and if you break loose, you are exhausted.

  • Yeah, but that makes them like EA, with similar consequences. Eventually, their community will fall apart and their fans will abandon them. It isn't even much of a stand to say "Any Fog Whisperer who engages in intentional DCing will lose their status."

  • New system is in place already. I am in the purple ranks.

    Problem1a.png

    Two people ragequit. One of them hadn't even been downed once. The other waited till they were downed to deny BBQ and Chili points.

    Problem is, deranking is still beneficial, so I don't think just increased deranking will help. I think denied access to the game and bloodpoint/iridescent costs are more useful. Ragequit? Okay, the killer still gets BBQ and Chili, but those +25% points come out of your BP, as well as the costs of each other survivor's survival. Take them off the game for a day for throwing a temper tantrum. This community is becoming really toxic, and people who DC without consequences are a huge part of it.

  • Liscened people require a HUGE amount of paper work and expense for a SINGLE edit, let alone full blown cosmetics. Easier to make stuff for their own people.

  • Survivors earn as much as killer, but the issue is more balancing. Pallet slamming a once killer gives 1k. Completing a gen, minus skill checks, gives 1250. To prevent farming of each other via WGLF, I think that each survivor should get an additional 1k for each OTHER survivor who survives. Had a game recently where a Dwight with WGLF killed a Meg before a single gen was done by farming her.

  • @slipttees said:

    Killer can camping an tunnel using NOED. Suvirvor can't teabagging, healing in end game? ######### dud?

    Those are not related at all. One is a valid, if ######### strategy, the second is just being a douchebag, the third is again a valid way to squeeze points.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/366116#Comment_366116

    I'd say that's an issue with how long it takes to put down 5 traps.

    Problem is, that is the only way to make Hag viable. When she had longer trap settings, she was considered the second weakest killer.


  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/366112#Comment_366112

    Based on the fact that her traps are meant to disorientate you, the player. They're meant to simulate a jump-scare.

    So are Spirit, Myers, Pig, and Wraith (To a lesser degree). And unlike the rest, Hag is straight up one of the top three killers now. It made sense when she was way weaker, because she needed that buff, but now people they are WAY stronger and easier to use.

  • @KillermainBTWm8 said:

    I don't have that much of a problem with the ability to change direction, doesn't seem to give me much problems but I guess that might just be me.

    I only find it to be an issue when they put an excessive amount in one area. But I have had a lot of games lately where Hags are basically trap camping. They put 5+ in a single area, so the person is halfway dead when they are placing the traps, then check around, then by the time you leave, they have already hit the next stage.

  • @Orion said:

    That would make her traps too weak.

    Based on?

  • The problem is, you aren't fixing the problem, you are just changing which side it benefits slightly. Killer can grab you when you go through, so the hatch becomes useless. Killer still cannot leave the hatch safely. So they just have to sit there and hope someone with no skill tries to run up to it, because if they patrol, they lose.


    It still becomes a boring game of guard the hatch, except the survivor cannot even use it, so there is NO reward for the killer, not even the hit.

  • No way. There are achievements for escaping that way, and there are perfectly legit reasons for it, like survivors ganging up to try and prevent the killer from dragging an ally to death. Yeah, the taunting sucks, but hiding near the doors has perfectly valid strategic use.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/360813#Comment_360813

    So.... you're not allowed to get emblems and rank up at all until you buy every killer, and learn their mechanics and test perks/addons you should have bought in the bloodweb without playing games to have the bloodpoints to do so? Between 14 unique characters? I'm lost.

    Hazehound is a toxic idiot on this forum. Just ignore him.

  • @HazeHound said:

    Its nice idea on paper but reality would be this: player has couple of favourite killers and plays them regurarly. Player plays a lot and is good, goes up ranks fast. Whenever he does daily for other killers he absolutely destroys lower ranks due to game knowedgle, raw experience and mindgames. No fun for both sides as killing way weaker survivors is just boring and unsatysfying and survivors just got literally rarped and they don't even know how did this happen.

    Or plays every killer and stays on lower ranks due to not having enough time to rank up every single killer. Results will be the same

    I get where are you coming from, playing perkless on higher ranks is just hard, but this is not the way to fix this.

    I had a tag on that works better, where your individual killer rank is only half of it.

  • I think there should also be an Extremely Hard weekly event which applies to only one side, and you can only win one of them.

    "X number of survivors must be sacrificed by Wraiths this week"

    "X (Don't know how many would work for a week) items must be stolen from the Entity this week."

    You get in game, everyone is running Plunderer's against Wraiths.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/361572#Comment_361572

    i do the same, for mostly the same reasons. I dont quit for camping or tunneling, because the killer choose this strat and i am not going to help him. I only give up and let me get killed if my fellow survivors act like they deserve it. Intentional bodyblocking, hookfarming, losing the killer by leading him to you, that type of thing.

    Thats why i think the individual bps for survivors should be a bp pool, where the teamwork is more empathized, like basing survival points on all surviving teammembers, not just one self.

    Again, if you actually read what he wrote, while he is right this is an issue that happens and needs to be resolved, all he did was whine and misattribute perks. He thinks 'We'll Make It' is 'We're Gonna Live Forever'. I do like your idea of making blood points a more collective, but it would have to be half instead of all. I just got out of a survivor game where I took a hit for a survivor so he could escape, and he... ran into the Billy's chainsaw. Before that, I saved a Claudette from a Hag's Basement, and she... ran into a wall... There needs to be some level of individual accountability, but I would say half would work. Each survivor can earn 4k in each category, and the rest is put into a group pool, and you lose 25% of the points for each person who dies.

  • @projecteulogy said:

    I actually started using Left Behind because I play only solo survivor and most all my games have some sort of DC or Suicide. If it's Legion or Freddy OR a Mori is brought in, a lot of times ive started as the only player vs the killer.

    Which brings me to the point that Survivors should be getting Quitter Bonuses as well as the killer and the amount of BP should skyrocket. There's no reason the killer or remaining survivors should be just totally assed out of points. The killer getting the joke amount of BP for a DC makes me sad.

    Exactly. Fixing people who ragequit is the goal, but no one should be denied what they should be given from the game due to someone else throwing a temper tantrum. Give the points to those they screw over, and honestly, I would apply a debt to the ragequitters. Someone used a mori and you ragequit? You lose the cost of the Mori, they get their mori back. That way, not ragequitting becomes the only way to get rid of moris.

  • @N0xyD3ad said:

    https://forum.deadbydaylight.com/en/discussion/comment/360143#Comment_360143

    if you run borrowed time and well make it then im sorry honey but thats your fault, if you play solo, act selfish,that what the community is at this point,if you play swf with your friends take borrowed or whatever,if you play solo just be selfish and farm other mates for bloodpoints. i get farmed 95% of the time i play solo, i famr others aswell at this point, the devs dont listen and dont change gameplay at all so why should i try to play fair at this point. anyone remember the devs saying 2 years ago they wanna change hooking so that in 1st phase you wont bleed anymore so the killer has no point in camping you? well here we are, 2 years later, nothing changed but more and more issues.

    So, what I am hearing here is that you are a crybaby who is raging at the game without even knowing what you are talking about. We'll Make It lets me increase healing speed 100% when I unhook you. It's not my fault that I saved you. Quit the game if you are this toxic about basic gameplay.


    You completely destroy your own credibility by saying a perk that lets you save someone safely is selfish.

  • Nice set up, but they have already announced changes to Legion.

  • I had a pretty simple and implementable way of doing this;

    Give them a free rank 1 personal perk slot. All Megs might have a crappier quick and quiet.


    My other idea was a five way divide, with each individual having a worse stat;

    Jocks (Speed): Vault windows and pallets slightly faster. (Meg, David, etc)

    Nerds (Skill): Skill checks are slightly bigger. (Claudette, Feng Min, etc)

    Survivalist (Perserverance): Voices are 10% quieter, 25% quieter when injured. (Jake, Bill, etc)

    Kindred (Care): Healing noises are reduced by 25% and times are reduced by 1 second. (Laurie, Kate, Jeff, etc)

    Leaders (Trust): Slight boost to non-healing, non-generator action speed while killer is chasing the Leader. (Dwight, Adam, etc)


    The drawbacks would be along the line of;

    Coward (Dwight): -25% skill check size in killer's terror radius.

    Loner (Jake): Slight penalty when working in groups.

    Creepy (Nea): Slight penalty to others when working in groups.

    Con (Ace): Allied items wear out slightly faster.

    Small (Feng): Killer can pick you up faster and move with you faster.

    Strict (Adam): Non-progress for failed skill checks increased.

    I am Jesus (Jeff): None, cause Jeff is Fat Jesus.

  • @SmokePotion said:

    https://forum.deadbydaylight.com/en/discussion/comment/359700#Comment_359700

    i could see something like that working.

    I consider myself an absolute butt Huntress killer. But even though I consider myself that, no one below rank 9 really stands a chance against me. But I don't stand a chance against the ranks I normally play against when i use her, so I don't. Which adds to why I play the game less. If I can only play 2-3 killers effectively at my rank,and i get bored of them, i'm gonna play another game. And if I can't get into a game cause it freezes or it keeps giving me 3 man games, I play another game.

    I actually played each character over the past weekend to get a rough gauge of my abilities. I managed to land a single hatchet during a Huntress game at rank 1. Rank 1 for some killers? Sure. Rank 1 Huntress? No way in hell.

  • @George_Soros said:

    The last sentence made me suspicious. What kind of save are we talking about here?

    I run Borrowed Time for end game saves, and We'll Make It. If people DC when downed or kill themselves on hooks, half my build is useless. Which makes me not bring them sometimes, but then I get good survivors who could have used it, and it is just a ######### situation.

  • I think your normal killer rank should be half of it.


    So, for example, if I am a rank 1 killer, playing my main who has a personal rank of 1, the average of those two is 1, so I am still a rank 1 killer.


    But if I am playing the Wraith, who I haven't played in two months except for dailies, my rank 1 should be added to it's rank 20, and my rank should be the average, rank 10.

  • The survivor is basically the deceased nurse from Viktor's story, the basic idea being that she herself suffers from despair, trying so hard to help people for so long, but since the people she helps cannot get better, her own care diminishes. Her basic idea is a survivor that is the opposite of Viktor's perks; she starts strong, but diminishes as things go on. Like Kate, meant to be a survivor who helps newer players.

    **Perks*

    **Organized**

    She is aware if there is a pallet within 15/25/35 meters, and can see the aura of the one closest within that range. This perk keeps a tally of the total number of pallets.

    **Make It Through The Day**

    Injured Healing Bar is treated as the Dying Healing Bar, in terms of being able to recharge it. Synergizes with Unbreakable.

    **Just Five More Times**

    Gain a 50/75/100% speed boost to all actions that have not been performed yet, excluding repairing, which is a 5/8/10% boost. (This perk would activate when you started trying. Note, starting and failing counts, and removes your and others bonuses, even if they are in progress.)

  • Good work, but Thrill of the Hunt is already a hex totem. Also, the actual perk may last too long. An 18 second aura reveal is a bit OP.

    Additionally The Most Dangerous Game is too OP. The previous Predator only lasted 3 seconds, and distressing doesn't raise the terror radius by as much, and that is all it does. . I would instead make it "While a survivor is in the dying start, you gain X benefits".

    Love the reference though, Zaroff.

  • @Tarvesh said:
    BastardKing said:

    Whole idea is good. I really like Light of the Loa. It should count dull totems as hex totems though, otherwise, thrill of the hunt would reveal which ones are and aren't real when the lit dull totems don't have the debuff.

    Sorry for the delay about responding. Thanks very much for the feedback.

    Wouldn’t this be good for the Killer to at least know which one is the real one while the survivors have to guess? Or does that make it too imbalanced?

    I say let the killer know, but I think the killer should get to know which hex totems have which perks anyway.

  • @Mockingbird_X said:

    Killer power

    Cleansing Fire
    Basically you create a homefield where the stakes are in your favour. Not bad, I like it. I would increase the Arsonist's movement speed in the firestorm and decrease the base movement speed.

    Killer Perks

    Disparity
    Like it. Would probably make it a Hex, though.

    Vendetta
    Good. Maybe less of a bonus?

    Impending Violence
    I think it's a bit too exploitable. If you want to instadown Survivors, you might want to increase the time it takes to gain Bloodlust, not decrease it.

    Thanks for the feedback. I guess nothing says it has to be whole numbers, so Vendetta could be cut in half.

    Disparity works as a hex, and synergizes with Vendetta better if it is one.

    To Tarvesh, it is more about giving the killer something if they have hex focused builds when the hexes get taken down. It wouldn't be a hex itself, as that would be self defeating. Remember, this is a perk that can be denied by simply NOT breaking totems. It is meant to be the vein of Thrill of the Hunt.

    Only thing I disagree with is Impending Violence being too exploitable. Getting stunned or breaking a pallet negates blood lust, so instead of 45 seconds for tier 3 bloodlust, it would take 31.5 seconds of chasing them without getting stunned or stuck behind a pallet to acquire it, and most killers have abilities that negate bloodlust. It would be a good perk for M1 killers, but far less so on others.

    Also to Tarvesh, love your stuff. Amazing ideas on your killers. Read half of them, going through the other half.

  • Whole idea is good. I really like Light of the Loa. It should count dull totems as hex totems though, otherwise, thrill of the hunt would reveal which ones are and aren't real when the lit dull totems don't have the debuff.

  • I like Rewind and Stuck in the Past.

  • Saw this, so wanted to include it:
    "I saw a man, one I could not avoid seeing. His body crackled and smoked, like a freshly burnt log. In my great fortune, he did not see me, but not far into my departure of him, I heard a horrid screaming pierce the air, slowly followed by the unmistakable scent of burning human flesh."
    ~Benedict Baker

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