Bennett_They1Them
Bennett_They1Them
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- Bennett_They1Them
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cool concepts, but most merciful killers don't really care about bps as much. Giving someone hatch is worth a lot for the game's storytelling.
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All of the above.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/275575/noed-rework
These don't solve NOED's problems though.
The problem with NOED is how unintuitive its counterplay is. Just this thread, there's been several 'do bones' replies, when that is not the counter to NOED.
It needs more consistency in its counterplay. It currently helps expand the swiffer-solo gap, too.
@Firellius good points. what do you suggest? I'm really interested by the discussions this has prompted.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2457680#Comment_2457680
I said Distressing because it helps get value out of Coulrophobia. Personally I don't run Lullaby by itself gets cleansed to easy but it's a good perk if it makes it to 3-5 stacks even high rank survivors miss them. If you get your stacks up and defend the totem it completely stalls the gm as they can't seem to work the gens without draining everything they have done with silent skill checks. I have the undying/lullaby combo only on fred/huntress at this time and Fred it's counter productive on (knocks you out of dream world). I usually get undying on my killers but no hexes till much later....Well I always get Blood Favor but I pretend that perk don't exist.
I actually got such serious use out of Blood favor on haddonfield that it probably won me the 4k. (this was at rank 10 against a seriously tough SWF group)
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/275936/terror-build
Sounds fun. Unnerving makes it easier to hit greats so I would swap it out with Distressing on that build.
I agree, but mindbreaker may also be good.
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Fire and water seem to be the only two base human fears without a killer associated. that, and exposure to animals (huntress, arguably).
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@TripleSteal uh... maybe something else. how about the carnival theme?
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@Anniehere said:
https://forum.deadbydaylight.com/en/discussion/comment/2456027#Comment_2456027
That's pretty cool. you can work on the audio and add a guitar, it will be amazing.
thanks! I was going to do a multitrack with bass and drums, but figured I'd come back to that.
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@Anniehere, Adrenaline is now uploading. https://www.youtube.com/watch?v=DIeVDX9bF5A
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@thefallenloser Uploading now.
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@UnluckyDucky said:
https://forum.deadbydaylight.com/en/discussion/comment/2455804#Comment_2455804
Roleplaying as the killer is prob some of the best advice I've gotten today, at least for salvaging my sanity from this game. Honestly the only time I have fun is trickster because the dude is just cackling the entire time and I can't take myself seriously. I wish they had made an urban map to go with him. alleyways are scary imo
I'm glad I was able to help! : D
BTW, what do you think of this music: https://www.youtube.com/watch?v=uSCc_kDcZLI
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@thefallenloser said:
Your stuff is so dope!
Would like to hear your interpretation of Trickster's Trailer/Intro theme or Cut Thru U (Single). :)
Sounds like a plan!
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No sweat. if the game isn't fun, take a break.
if you want to have more fun, I reccomend 3 things.
- focus on telling a story, not getting kills.
- use unexpected non-meta perks.
- get in character. if you get stunned and teabagged, get angry at the character, not the player. try muttering under your breath and cackling.
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@Jivetalkin13 said:
If you change Murky Depths into that, probably should make it inside your terror radius or some other qualifier. My original idea is that it would be something like the killers version of Balanced Landing, but I didn't want it to be just a speed boost .
I don't think you'd need them to scream, the generator already makes a loud noise notification.
Into the Abyss should probably have a short duration just because Incapacitated is a pretty strong effect. Also, adding Blindness kind of steps onto Third Seals territory and I feel like it should be THE blindness perk if you know what I mean.
good points. I agree.
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Dead hard's a great perk with a high skill ceiling. nobody really gets bothered about dead hard.
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@Anniehere said:
https://forum.deadbydaylight.com/en/discussion/comment/2455418#Comment_2455418
I like it. it gives me an energetic and creepy feelings at the same time. good job ~
thanks!
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Yes
BTW, why isn't this a poll?
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@Anniehere what do you think?
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@Anniehere said:
You're very talented, even your drawings are cute.
Would you like to make one for Spine Chill and Adrenaline?
Just subscribed to your channel for more 😊
sounds great! adrenaline up next! https://www.youtube.com/watch?v=H6lWmP0r3y4
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You aren't satan, you're still dweetmain. you're just making the game more boring for everyone.
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@Jivetalkin13 I like those a lot! murky depths could be a little weak though, maybe lessen the cooldown. maybe instead, survivors who fall suffer from exhaustion and Hindered (20%) for 30/45/60 seconds.
Under pressure: feels good. maybe they also scream, revealing their location.
Hex: into the abyss -> Hex: Abyssal Darkness: add on blindness. possibly increase the duration of both to be 30/35/40 seconds.
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I don't dislike the meta, but I find it more fun, personally, when people play out of it.
one of my closest and most fun games was as a very new Twins with basically random perks (almost the worst build I could manage) against a team with 3 no mithers.
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violence begets violence, friendliness begets friendliness. if someone's being toxic, ignore them. if you're asking "why not just camp if they're going to get angry anyway" is that camping is boring. it's one thing to defend the hook, but it's honestly just boring for everyone if you have a staring contest.
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My thoughts exactly for the map.
weapon: a cracked diving mask on a chain
power: my thought for the killer would be one who hunts using deep sea pressure to inflict debuffs and gain map awareness.
mori: putting the diving mask over the survivor's head and having it slowly fill with water.
look: partially shredded diving suit covered in chains. respirator releases floating eyes instead of bubbles.
I'll think up some perks later.
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@Jivetalkin13 said:
I'm imagining one of those old diver suits.
https://us.v-cdn.net/6030815/uploads/HBBGQ2HK02AP/image.png
Although, I don't think it should be underwater or anything. Maybe at a dock or something.
my thoughts exactly for the map. part of my idea came from a sketch I did for a character in a diving suit who kills her prey with deep sea levels of pressure, and not giving the survivors air to breathe (semi-literally). highly oppressive, debuffs, and maybe a mori involving drowning a survivor by putting a diving mask on them and having it fill with water from the inside. the character will have neon blue shining eyes, and be followwed by a particle effect of a respirator that ejects eyes instead of bubbles.
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does monsterous shrine count as a map modification perk? maybe it could be a scourge hook perk. I thin I saw a rework like that.
also, what about hexes? blood favor, ruin, and crowd control all modify the map.
I do agree this could be a great step into a new age of unique map perks.
imagine Freddy with Blood favor, crowd control, dream pallets, and gift of pain. nothing is safe.
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@SeannyD115 said:
https://forum.deadbydaylight.com/en/discussion/comment/2455077#Comment_2455077
But the OP said it would drain while running
right, but we're trying to find a rework, not set back to another iteration.
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@1miko said:
https://forum.deadbydaylight.com/en/discussion/comment/2453015#Comment_2453015
I mean as long as deep wound doesn't drain mid chase, that could work out and give a bit of pressure to the killer.
maybe to avoid moonwalking it doesn't drain while the killer is within 16 meters? that would work better with legion's power, getting a hit, applying pressure, and then going off to attack someone else.
Legion's power acts as giving yourself a numbers advantage against the survivors, with your power and perks shutting down remaining physically close to each other.
Side note: shouldn't legion instead be called Lesion? since they're all about stabbing and not teamwork?
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@Dreadnight I don't know, I feel like legion's power is meant to apply pressure, not actually kill everyone. if you want that, just use frank's ,mixtape and the ruler.
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Switching to a different killer is totally valid, too, if you want to.
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if you're going against SWF groups, I recommending scoping them out when chasing, and not overcommit to chases. lots of SWF teams have one member who's considerably stronger as a player, the others are usually weaker as a result of not being pushed proportionally for the rank they'tre at. so... divide and conquer, then take out the weaker players first.
that and if they're being toxic, get in character. don't get angry at the people, get even with their characters.
that, and look at walls while picking up.
hopefully this helps!
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I support your desicion, games are meant to be fun.
however, I don't think this discussion needs to exist. we don't really know you, and this topic feels quite personal.
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oops, I didn't know that. what could stop that from being abused? how about it doesn't drain in chase?
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Also, I don't have an issue with noed, I'm just trying to make it more fun for other people, since they seem to have issues with it.
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@ShinobuSK said:
So many Noed posts lately. Did people got tired of usual Spirit/Swf posts ?
I'm not sure, I just thought I'd lend my 2 cents.
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No, I'm not going to stop people from having fun in whatever way they like. If someone wants to run noed, I won't care as long as they don't also camp and/or tunnel. perks are made to be in game, toxicity is not. this build isn't toxic, just meta.
Personally, I'd get bored without changing up perks.
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How about a rework that makes noed last 60/90/120 seconds maximum?
that or it shows its aura to survivors within 96/64/32 meters
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@Gibberish said:
Neutral
I can't believe I forgot to add a "neutral" option. oops.
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I like the Music I wrote for Legion. https://www.youtube.com/watch?v=i2VExpviO0A&list=PLGW4TiB1pAoyhiy0ZOhFZ9RcMftJx8pj1
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@Komrad_Karnage : D exactly!
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@[Deleted User] said:
More representation in terms of diverse Charms, sure.
In regards to a Charm slot whose existence is solely designed to express your sexuality and nothing else, no.
No, Not sexuality and nothing else, just maybe more pin slots.
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Retribution or Third seal are great with Plaything.
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Any low tier perk. (Twins, Legion, PH especially)
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@ARTRA said:
Mindbreaker: Dont know. Mindbreaker is not in horrible tier (Monster Sanctuary). Nurse calling that in theory survivors can't evade seems unfair, you "dead hard", i can see you for 45 sec seems to much. I would rather apply Mindbreaker to totems and doors.
Cruel Limits: Yes.
Surge: Yes. Just buff the "down survivors" inestad of "only m1 down". And i dont know why demo have an m1 only down perk when he has an important m2 attack.
True. good points for each one!
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/275544/ruin-nerf-and-kicking-buff
Kicking is already viable and Ruin doesn't need a nerf.
The reason it seems like kicking isn't viable is because not every killer can traverse maps fast enough to keep pressure with kicking alone without perks.
More Viable, then.
I believe wholeheartedly the Devs know better than me, I just want to try to help.
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@FentV1rus said:
If you are going to reduce the regression cap to 100% on Ruin, it needs to no longer be a Hex perk. As it stands, Ruin just isn't as good as Pop. Survivors are running Small Game and Detective's Hunch a lot more often these days, and even with Undying, Hex's are cleared very quickly. The few games that your Ruin does live, it's great if you are applying constant pressure. Honestly, I think Ruin should stay as is. It's always a gamble taking Hex perks, and you should be rewarded for the gamble, like you are now if your Ruin stays up.
Y'know, that's fair, but kicking could still use a buff. I was more focused on making kicking worth the time investment without perks.
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@Bennett_They1Them said:
Feral Frenzy is great for getting a whole team injured, but it's not actually very dangerous. the only player who don't know how to counter Deep Wound seem to be Baby Claudettes (Always Claudettes for some reason, never Dweets).
I think it would make Deep wound more of a threat if it drained slower while sprinting, but still drained.
Maybe extend the overall Timer to 30 seconds to compensate this.
TLDR;
Deep wound isn't really a threat.
making internal bleeding still happen when you're sprinting makes sense
longer times to fall unconcious due to blood loss.
I was thinking it should drain at half speed while sprinting. I managed to not mention that.
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@jajay119 said:
I think you'll get a lot of opposition from killers to make Ruin weaker, personally. I don't see it being a popular suggestion.
It feels like every killer is using Ruin at the moment though so I do see why people are calling for it to be changed.
I think it needs a change because everyone uses it. glad we're on the same page!
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2452737#Comment_2452737
Plus windows are still available anyway. Right now it’s probably the worst anti loop perk aswell as being a hex so this buff sounds pretty nice
Thanks! : D
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@jajay119 said:
Sorry I must have misunderstood you. I don't mind Ruin as it is. Yes it's oppressive but it's meant to be to give you the incentive to find and cleanse the totem.
I just think adding something else into the mix could be potentially dangerous for enjoyment. If you have ruin and a more powerful kick then two kicks and ruin could regress a gen to next to nothing in no time and it would annoy people.
Perhaps it could be a balance? People have a more powerful kick if they don't have ruin? This would mean that even if the cleanse is done killers aren't left without anything..
that's actually what I meant, overall, Kick is stronger, and ruin is weaker.