BlazeNightash
BlazeNightash
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@hahadrillgobrrr said:
https://forum.deadbydaylight.com/en/discussion/comment/1347888#Comment_1347888
Billy might not be the strongest killer but he is easier to pickup and be good at than Spirit or Nurse. My opinion is biased anyway because imo nothing beats going around the map with lightning speed with chainsaw in hand.
spirit is way easier to pick up because her mind games are pretty dead easy to learn, billy still have to follow some loops in order to down certain survs, billy imo is way harder to pick up than a spirit for sure, but hes for sure way more fun the play than spirit
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@hahadrillgobrrr said:
Billy!
billy is fun but for sure gets beaten by killers who just bypass looping
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No one escapes death: When all the gens are completed, the killer becomes god and is allowed to fly around the map at super fast speeds, all survivors are force to praise their new god or die instantly by the swing of their mighty weapon
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@Loner said:
https://forum.deadbydaylight.com/en/discussion/comment/1347804#Comment_1347804
I don't think a map offering can even compare to an ebony,not even remotely.
map offering can be pretty ######### depending on the killer you're playing, you would not want to go to lerys as a billy or a bubba, and you for sure wouldn't wanna go to mother dwelling with most killers, its pretty bad because so maps are just majorly surv sided, so yes i would say map offering are pretty bad almost comparable to a mori
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@[Deleted User] said:
I love when killer mains moan about how op survivors are or their perks
The day killers admit noed and ######### like that is op then thats when we have balance
honestly i mainly play killer and i agree noed is a ######### perk, but so is alot of surv perks object, ds combo with bt, unbreakable, survs have way more unbalanced perks that killers do and what do all these perks do? reward failure, 2nd chance perks. Personally i would see them all removed and add in other perks that reward for being successful instead.
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@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/comment/1344900#Comment_1344900
Then, as if to highlight my point that you were responding emotionally and not from a point of logic you respond to my exact same post AGAIN, with another wall of text AGAIN.
Dude, go outside, get some sunshine.
man going straight to the insults are we now, someone's butthurt. Why? Because i said the data you got is completely flawed because the devs pile everything together instead of matches where no moris no d/cs no farm games troll games etc etc it would be more around 40-50% not 70% for sure especially at higher ranks, the data is extremely flawed. But instead of researching for the facts on your own you rather copy paste something from the devs who are known for not having accurate information on alot of problems with the game
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@chenais said:
@Blazeknight0923 . Well, you have 3 things that might artificially increase the kill rate:
-moris: first of all, they are rare. Also, mori games count for this reason: survivor games with 4 man swf count. So it counterbalances.
-dcs: they are, sonce again, quite rare. Also, if survivors lose because of that, this is still unfair, since a 3v1 is pretty much a gg. No matter why the kill-rate is like that, it still means that survivors deal with unfair stuff and that makes the game killer sided.
-troll teams: I only met one troll in my entire 500 hours of playing survivors.
for sure not rare with moris i encounter a mori atleast 2-3 out of 10 games,
2nd by d/cs im including hook raging on first hook which happens alot.
A more accurate take on killer kill rate/winrate would probably be more around 40-50% not 70% for sure
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@jlgracia said:
Speed Limiter.
you're an idiot this is obviously without speed limiter this happens randomly you can't recreate a bug with the base chain saw and no add-ons with a add-on that for sure make it so it doesn't down someone in one hit
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@RebelRose said:
Heres my suggestions for trapper
1. Change the rng of escaping from a trap on your own to make it less likely to escspe om the first attempt but also make it so it dosent take 10 tries
2. Escaping on your own from a trap will always apply the deep wounds affect (unless padded jaws are used) this will make them more harmful over all and if an injured survivor steps in one they will still be affected if they free themselves
3. 1 extra trap basekit (no explanation needed here)
4. Up the default setting and retrieving speed just a bit
5. This one may not be good but what if where you set the trap actually affected the visibility like they were visible as normal if set on a stone floor or wood plank but if you set them on a pile of dirt it could maybe have a weaker logwood dye affect or maybe you could give trapper a channelable action to obscure a trap
6. Tis one may be a bit too strong but what if
: when you have no traps in your hand, after 1 minute (2 might be better) a closed trap on the map will teleport into your hand
I love trapper and would love to see him get some love I really hope some people see this and let me know if any of my ideas have merit
ima add to this
Change number 6 to , move all traps either to lockers and set a max of 10 traps on the map total not including whats in hand where the trapper can reload, if you go over your limit the first trap you place will despawn, or move all traps to spawn in the center to instead of all over the place, trapper wastes so much damn time going across the map to get his traps,
Number 5 for sure needs to be added, traps are way to do damn bright for old rusty traps, the yellow add-on should be base.
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@rainman740 said:
I know this build wont be the strongest but it maybe super fun to play with. Overcharge, huntress lullaby, pgtw, and dying light. I just envision hooking someone getting stacks for lullaby and dying light unless its obsession then only lullaby which would make skillchecks harder as game progresses and gens slower to repair. Then after the hook kick a gen get your 25% regression from pgtw. Someone hops on the gen misses overcharge skillcheck they get 5% regression plus 6% from lullaby. So they could have a 36% decrease. End game they could have no sound skillchecks with a maximum of 24% gen slow down for the survivor who's not obsession. Let me know what you guys think! P.s. I know red ranks dont miss skillchecks often but it still happens and you dont always get red ranks every match. Also I know dying light is garbage but this is all about making gens take forever.
only certain killers can really make lullaby and overcharge really work in their favor like doctor and freddy with their add-ons/powers. Skill checks arn't really that hard to do unless they're baby survs or theres something else to help hinder their ease of skill check. Dying light is also only good on certain killers, mainly ones that keep people injured non stop to combo with thano, good killer for plague or legion, but thats it since the trade off is dying light doesn't effect the obsession and gives the obsession a boosted by 33% to healing and unhooking other survs so meaning only 2 survivor basically at all times are going to be effective by dying light since you don't really wanna chase the one guy who you can't get stack off of. Pop is always a good perk so it fits will in most builds obviously, but unless you're playing doctor or freddy with his skillcheck add-ons, skill check builds are generally very pointless, and if you are playing those to i rather swap dying light out for thrill of the hunt, deadman's switch, thrilling, or just another good info perk to help find survivors early
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Honestly i had an idea that might work
Feral frenzy:Same concept as is but instead
Hitting healthy survivors will no longer reset your meter but you're still able to hit multiple, vault pallets, vault windows faster and still give killer instinct
How ever hitting a survivor that is injured and not in the mending state will now down them, and will cancel your power and refill your meter to full
I feel this will give him way more power in the downing department without making it too overwhelming
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@felipao_brabo said:
https://forum.deadbydaylight.com/en/discussion/comment/1346465#Comment_1346465
I play on PC and have this problem
welll check your internet speed and check the files through steam to make sure they installed correctly as that can do that as well
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Moris and keys are already getting nerf at some point so shut up and wait you entitled surv main not to mention theres 40 other mori posts going on atm
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watching the end game chat of salty survs rage at you because you didn't play by their rules
Also using a mori on blendettes nothing better even if i lose the game as long as they died 60 seconds in
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1346460#Comment_1346460
The fact that we are arguing in these terms about a proposed perk categorization system is evidence in support of everything I have been saying in this thread.
I don't want to argue about what perk would fit where in what imagined system, and what would be meta and why. You're missing the forest for the trees here.
im really not, you can't come up with anything that would insanely game breaking, most of the current meta perks would completely fall out because you wouldn't be able to run them together, and there isn't alot of perks that combo into insane degrees. The fact you just rather spit your opinion without anyback up shows it all
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no just run the meta like every surv no point in running other ######### might as well get 3 other people as well so you can essentially be on comms making the game easy as hell
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@Xbloodcrazy said:
As it stands, Wraith still has nothing going for him. He is still easily seen, he also gives himself away with that bell to the survivor he is about to attack, he takes forever to uncloak giving the survivor way more time to get somewhere safe than they need. His Windstorm doesn’t last long enough to be scary or a threat at all. At least not with him revealing himself and taking so long to come out of his power. Also he has no way to instant down you unless you have perks for that. Seriously cloaking feels like it hurts you more than it helps you.
His add-ons a lot better, I will give you that however, it’s not fun playing a Killer that needs his add-ons. Add-ons are a nice way to switch up the play style of your Killer once in a while Without changing Killers. Not a way to make the Killer good. That should be considered when making add-ons.
Now personally, I think Wraith should have his all Seeing Add-on to See Survivors 12 Meters away default. Wraith is suppose to be the tracking Killer. Shadow born to see more, bloodhound to track blood better, predator to track scratch marks better. Giving him this add-on default makes a lot of sense. You can’t hide from wraith that would be a big plus for some players to play him right there. If we could also make the Add-on that causes all survivors to always hear the bell by default too that would be great as well. This way survivors still have a warning and Silent bell has its use but by always hearing the bell you never truly know if wraith is going to pop out for you if Wraith is trying to use line of sight to his advantage. He can prepare which how to cut you off based on where he sees you running with all seeing once you hear the bell. Making the beginning of a chase the most deadly strike for Wraith but still weak in chases. He could actually be a hit and run Killer and that’s okay cause he can easily track and come back as he wishes.
its not much but I think it would give Wraith a little something and I’m not asking for anything over the top. I’m just asking for simple buffs to give players a reason to play wraith other than for a daily or I just like Wraith as a Character. For the Record I do, but I have no reason to play him over the other Killers at all.
honestly wraith isn't too bad of a killer if he has add-ons, what they should do is just give his normal speed windstorm speed and he would be fine, you can also bait pallet throws with the bell should really look into more wraith tactics
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@Sweet_Feng said:
https://forum.deadbydaylight.com/en/discussion/160442/moris-are-for-baby-killers
Didn't know that syringes are op. But yea, 16secs when you're hurt + in a chase is really not much lmao sad. + the bnp are 25% on a gen, very much. I'm a player that says that moris are op and that only baby killers need them. I don't use any of the shown things, could you please make another post of that but with every survivor perk, medkit and flashlights? Because i think a player that thinks that syringes are op will also say that every surv perk that isn't trash is op.
its not the fact syringes are op or bnp is op its just that they're unhealthy like keys and moris, items and add-on in general have never been very well balanced from the get go, it took a while before flashlights were toned down to what they are, toolboxes are just on the same route with their add ons and such. ALSO he did list the perks at the top that 90% of swfs will run and its true that is a meta perk load out all 2nd chance perks with an exhaust perk wastes tons of the killer time.
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@Loner said:
https://forum.deadbydaylight.com/en/discussion/comment/1346570#Comment_1346570
I mean they themselves said dbd is assymetrical. Can never be a 100% balanced game,so we can just come closer to balance. What they are doing right now,is don't know how to describe it. They made some good changes,but also some very questionable ones I guess,if you could say.
you're right it is a assymertical game but the issue is that alot of times the survivors are more in control than the actual powerhouse, which doesn't make any sense
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@Loner said:
https://forum.deadbydaylight.com/en/discussion/comment/1346469#Comment_1346469
You are not wrong there,but that would take too long. I think you know that urself aswell,doubt the devs would ever do it.
they won't they rather take the easier way out by continuing to nerf survs and buff killers, which sure helps against swf but really hinders solo surv or even duo surv
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1346515#Comment_1346515
I don't actually consider anything a second chance perk. I despise the ridiculous term. But yes. The ones you mentioned have the potential to extend a chase. As does any exhaustion perk or a perk that helps you briefly lose the killer.
the issue that theres to many way to waste the killers time extendly and surv stack these perks up into a combo of ######### storm
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1346311#Comment_1346311
I dislike 5 minute matches on both sides. I find the 4 man swf that rush gens as fast as possible equally lazy.
The only "second chance perk" that can extend a chase is DH. So I'm not sure where you get two from.
Dh isn't a really a 2nd chance perk and isn't nearly as impactful as some other perks, ds can extend chases, bt can extend chases, example getting unhooked and blocking with bt active so the killer can't get the unhooker, unbreakable extends chases if you slug someone then chase someone else you heard with infectous for example, they're extend and waste the killers time
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@Loner said:
They'd need to change the core of the game if they gave the killer more perks,considering the game was built around 4 perks for each side as some people already noted.
i mean the core of the game needs to change anyway, in its current state its pretty bad.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1346391#Comment_1346391
DC bans need to stay, but BHVR needs to fix their game. I'm on PS4, hard wired to the internet. There's nothing wrong with my connection, everything else works fine, but sometimes the game randomly kicks me and I get a timeout for it. It's the game or their servers, not me, and it needs to get fixed if they're going to ban people for disconnects.
see i never have this problem but i play on pc, so maybe console servesrs are alot worse
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1346360#Comment_1346360
It would just skew the balance in some other unforeseeable way. We would wind up in the same place with some rearranged deck chairs.
alright give me a combo of perks that wouldn't fall under a same catagory that would be totally busted as a meta
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/1346379#Comment_1346379
It does have some advantages over Unbreakable do, as you could use it multiple times and you don't have to rely on your random teammates to have Unbreakable.
Plus keep in mind that this version still has the current effects of the perk, so its not like the perk is just a weaker Unbreakable. It's similar to Soul Guard in a way.
except soul guard as a much different requirement to work, not even game has a hex, hell most games don't have hexes due to the change with ruin. And being able to pick yourself up multiple times is really kinda busted, on top of the increase wiggle bar from doing it. unbreakable sure only lets you pick yourself up once but it also has the faster recovery speed as well allowing it to be used over and over again without expending the pick up just 99 yourself and someone picks you up, repeat reuse
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@Hex_Generator said:
https://forum.deadbydaylight.com/en/discussion/comment/1345995#Comment_1345995
Except any 'mechanic punishment' would bleed over into legit reasons to camp. And also be abused by Survivors.
Source: There was a mechanical punishment in the early days. Survivors abused it.
Salty Survivors need to stop assuming anything they don't personally like needs to be banned, altered, or punished. The Killer ALSO has to be considered, unless you really don't care about balance and just want your views on play-styles forced on everyone.
I mean, you don't see Killers going 'Gen speeds are just too fast! The generators should actively prevent Survivors from doing them if they amass charges too fast. Because I don't get to play if the game ends inside of 5 minutes. So just punish Survivors for doing their objective'.
And that's all these threads of 'camping' and 'tunneling' are; Angry Survivors demanding Killers be forced to follow some arbitrary rules that limit their ability to win, to make the Survivors happy.
Gens do go to fast, which influences the need to tunnel/camp someone to death in order to speed your own objective up. So if the pace of the game actually gets slowed down then there isn't a need to hard tunnel someone to death, you can actually go and hook different survs but at the current state of the game going aorund and hooking survs in order is just way to slow, you almost have to tunnel people to have a chance in some games, then it doesn't help those same survs all run the meta perks of 2nd chances and hinder that playstyle even more, until the pace of the game is actually fixxed to a reasonable amount of time, tunneling and sometimes camping is just going to be a thing
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@felipao_brabo said:
please remove the DC bans, I keep getting disconnected because of a problem in the game, then I get banned, I'm banned for three days now. Please, I bought the game, I deserve to play it without getting scared of being banned...
d/c bans are a good thing, if you're randomly getting disconnected than its obviously a problem on your side be it your internet or something is wrong with the game files. This is obviously a client side issue and not a game issue. D/C bans prevent people from just leaving the match freely without punishment from d/cing to allow last person to get hatch to rage d/cing essentially screwing your team over, and killer d/cing isn't great either just because they didn't like the map for example
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@Cancan71 said:
In addition to its current effects, if a survivor using Buckle Up is within 8 meters of a downed survivor, they will be able to pick themselves up from the ground. The perk deactivates if the person using Buckle Up is downed.
This perk in its current state doesn't do enough to warrant being used in an anti-slugging build. With this buff, this allows the perk to be used as a counter to slugging. Plus the 8 meter restriction means that the killer can try to down the survivor again if they're close enough. I feel that this change would be a useful buff to the perk without it being too overpowered.
it doesn't do much in this current state because unbreakable exist, so all you're doing is creating a weaker unbreakable for this perk to have some value, unbreakble needs some kinda nerf
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1346323#Comment_1346323
Right, my point is that this kind of debate would swallow any good intentions whole, in such a system. No one would be happy with broad categories or all of the bucketing of specific perks.
yes people won't be happy because they can't combo a list of bullshit perks together anymore, Even though it would really balance the game out alot more, Just because the people are mad doesn't make them right
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1346341#Comment_1346341
If you literally see the ######### in front of you then there's no problem.
It's removing scratchmarks, not tanking a hit or giving them haste or something. If you know where they are then it doesn't matter if the perk is active or not, and if you don't then that's entirely the point.
that was just an example my dude, my point is chase is currently buggy and the fact that you randomly lose chase means this perk can be pretty broken at times, until they actually fix the bug that causes chase to randomly drop for no reason, this perk shouldn't come to light at all
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@NuclearBurrito said:
Out of Mind
After successfully winning a chase, you stop leaving scratchmarks for 3/4/5 seconds
Out of sight out of mind.
i feel like this would be busted given how the game currrently is, been in plenty of games where i randomly lose chase even though i can literally see the ######### in front of me
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@Respectfulnancymain said:
Imo this just isn't a good idea since it would ruin alot of fun builds
i feel like you say this only cause you wanna keep the current meta, theres tons of fun builds that involve perks that wouldn't fit under the same catagory, like lithe and dance with me
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1346219#Comment_1346219
Yeah, exactly. Like let's say (for the sake of argument) that they bucket perks into four categories per side, one to coincide with each emblem. So for survivor you have: Objectives, Survival, Altruism, and Boldness. And for killer you have: Deviousness, Sacrifice, Brutality, and Hunting.
How would you categorize, say, Bond? Or Adrenaline? Or Decisive Strike? No matter how you did it, people would go IT BELONGS IN A DIFFERENT CATEGORY! And look at how I divvied up the categories, too -- people would argue that's not the best way to do it, no matter what kinds of categories Behaviour settled on. It would just result in a system that there are endless arguments about. And if you limited perk selection based on category (like no more than 2 perks of a given category or whatever), people would complain about the limitations.
bond? information easy theres alot of surv info perks object alert kindred, Adren exhaustion perks simple, meaning you can't run both deadhard and adren gotta pick what ya want, DS 2nd chance perk along with unbreakable BT and a few others. Sure can ######### about it but thats what players always do this would bring alot more balance to the game and for sure kill the current meta and actually bring light to other perks and other builds rather than this is the best build you can go because this this and this
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@Ghostwithaface said:
https://forum.deadbydaylight.com/en/discussion/comment/1346199#Comment_1346199
Thrilling tremors comes to mind. Like how one would label that? Since yes it does act like corrupt in terms of blocking off gens, yet it often used for information, to know where to go next after hooking a survivor. Due to becoming aware of which gens are being worked on and which gens are not being worked on. So would it fall under gen stopping or tracking?
could always allow your 4th perk to be anything you want but the other 3 are limited to catagories thrilling woudl probably go under info than gen stop
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@Hex_Generator said:
https://forum.deadbydaylight.com/en/discussion/comment/1346010#Comment_1346010
Thanks for the personal attack and putting word sin my mouth. Thanks.
You said it yourself; camping first hook is bad for Killer. The game punishes them already by them losing. Why add anymore punishment, other than to force your opinions on what is 'allowed' on the game?
The problems comes in when the Killer hooks someone and 2-3 other Survivors hide near that hook; why should the Killer leave? He's winning and his food is coming to him. he also has no obligation to walk away from the hook just because bad Survivors want to unhook their friend.
And all these 'boo-hoo! Camping is EVUL!' threads are the same thing at the bottom; 'I want easier unhooks.' 'I want the Killer to have to walk away NOW!' 'I want to unhook on MY time! Make the Killer move.'
The bottom line is that bad Survivors swarm the hook, feed the Killer, and them scurry on here and whine about how evil camping is and how toxic it is that they fed the Killer..I mean, totally got camped. They did not get out played or make a mistake; camping is just SOOOOOO evil and OP and blah, blah blah.
To listen to Survivors complain; the game took control of their character and FORCED them to unhook in the Killer's face, because it was not their fault. They did not play bad, or make mistakes. It's clearly the Killer's fault for being toxic, and the game's fault for allowing it, and the game should hold their hand and push the Killer away from the hooks while telling them 'There now, now you can get your unhook. The mean old Killer can't touch you now.'
Camping only works when Survivors MAKE it work. If y'all would stop feeding the Killer when he has bait on the hook, we'd stop camping because it would stop WORKING.
Suck it the heck up.
it wasn't personal, take it or leave it, and yea i agree why should the killer leave the hook if survs won't leave the hook thats also fine, im just talking you're a sadistic ######### if you enjoy it all the other survs are clearly doing gens and ignoring the camp, you get pleasure out of ruining someone's game and thing is THERES ALOT of people that do, i had games where bubba camps the guy we finish all the gens and get out he gets his one and only kill that he spent chasing for a min or so and just laughs about it in end game chat saying how fun it is to camp survs and ruin their day thats the problem with first hook camping, some people are just ######### in the head. Yes survs complain about every thing a killer does but wanna bring the most meta perks and be just as toxic in game and think its fine. Camping first hook is just lame is all im trying to say but so is alot of other surv bullshit like blendettes and keys etc etc list goes on for them
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1346053#Comment_1346053
I mean, I did? I did highlight the other thing that I think is an equivalent major issue, which is keys.
Not gonna plush back against you taking issue with annoying cosmetics, but there's a false equivalency between these two things (Claudette's dark clothing and the mori mechanic), because one terminally impacts the entire game state and one is a surmountable inconvenience that doesn't crack the match in half.
you say that until theres 4 blendettes on a dark ass map as a swf have fun with that game, blendettes get mori'd thats the rule
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1346040#Comment_1346040
I mentioned keys in my OP so that I didn't have to reply to these. Please read the entire post.
Naw fam I’m good don’t bring up a topic to begin with without highlighting all the major bullshit crap that survs can do especially blendettes
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1345981#Comment_1345981
It deletes 33% of the life states in the game before it begins.
I mean keys can get 3 survs out and cut out a good chunk of the game when the 4th dies that’s completely bullshit, blendettes are pretty bullshit, abusing the model and outfit of a character to be almost impossible to see in on a lot of maps, syringes and brand new parts is bullshit, bringing 4 of the 32 charge green toolbox with good add ons is pretty bullshit, you can drain 2 gens super fast if everyone brought one
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Thing is you’re bitching about moris shifting the goal post but keys do the same thing it’s as bullshit as moris, I only use moris against other bullshit mechanics example keys someone brings a key I bring a more or blendettes I see one I bring a mori for her ass because she knows damn well she’s abusing the model and clothing of a character to be hard as hell to see
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@Hex_Generator said:
https://forum.deadbydaylight.com/en/discussion/comment/1345534#Comment_1345534
Funny; I play the game, and I see it as a game. I just don't see camping and tunneling as 'unfair' or in need of a punishment.
I could very easily say the same about people who complain about camping and tunneling: 'This is the type of stuff you say if you don"t play the game , or maybe you don't see it as a " game " '. You believe that anything 'not fun' should be removed or punished, while failing to realize that losing is not fun.
You also fail to realize that, if the devs removed or punished everything Survivors claim is 'not fun' or 'boring' or 'toxic gameplay', then Killers would no longer be able to hit Survivors or hook them.
All Survivors would be able to stand back up on their own as base kit (because being slugged is not fun).
Wriggling would be 50% more effective (because some Survivors have claimed the meter is useless), and thus hooking someone would be almost impossible.
Killers would lose their BP, be slowed, have slower attacks, and be teleported away from the hook for 'camping'. Never mind that WHAT camping is varies from person to person. Or there would be a little 'No Killer Zone' around hooks that Survivors would abuse.
Kicking gens? That would be removed. It's not fun to get a gen to 99%, be chased away, and have it kicked and camped.
No more locker grabs, because it's not fun to use a locker to hide, only to be found on a random search.
All insta-down Killers & Add-Ons removed; It's not fun to be downed in one hit, and avoids the 2 hit system.
Freddy removed, because it's not fun to have the gens go slower. Survivors want to bang them out in under 5 minutes!
Jumping off hooks is now 100% successful, because it's not fun to be left to die by Survivors who don't care if teammates outside their SWF go down.
You see now how 'it's not fun' is a child's argument, completely devoid of any actual merit?
Except doing all that other #########, slugging for example are good for trying to get ahead where facecamping is not especially on first hooks, it’s actually a very bad one and can easily lose you the game more often that not especially at higher ranks, sure all gens done egc is in play face camp for your one kill, but first hook? That’s just being an ######### because it’s not a good way to win or even really fun for either side, and don’t say it is for killer, sitting there with one hooked surv for the entire game while gens pop left and right and everyone else leaves and you’re telling me you had fun? If you did you need some therapy cause you got a kick out of being sadistic lol which is a mental issue
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@HollowsGrief said:
Please give keys a timer, like gens/totems/healing etc. Doesn't need to be crazy long, just enough for them to not open the hatch in your face when you outplayed them and got there first. Thanks.
Pointless to do, keys are getting nerfed with moris at some point
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@Icery said:
Shouldn't it be -70%/-80%/-90% in corrupted air? First one is nice and not Op because it only lasts maximum 90 seconds(You can remove blindness.) like Plagues perk(i dont remember the name rn).
Second one is a bit powerful because there are only 3 chests in the map(?) without offerings. There would be only one chest left for survivors. You can make that 50/50 like this. (I already made one like this idk if you read it):
https://us.v-cdn.net/6030815/uploads/CQSRZ5ITV693/screenshot-1.png
edit: changed some mistakes
both are flawed ideas anyway, item counter perksing are borderline useless against effective teams since most items are not even that powerful to begin with, these perks would only really be effective against bad survs who waste time item hunting theres better perks to fill your slots
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generally its actually very hindering for the killer to facecamp first hook especially, You can burn though almost every gen by the time they die on that hook, However alot of players are dumb and will just sit waiting to save instead of doing gens effectively making this strategy work, so ya the killer gets one kill but if you rush all the gens and get out by the time they die then who cares move on, stop being dumb about it and rush the gens. Facecamping is a bad strategy but dumb survs make it a good one. and while i do hate facecamping myself if the devs truely wanna fix the issue then they would make it so that you lose bps per 10 secs around the hook instead of rank points because noone really gives a ######### about their rank but they sure as well do about their bps
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both terrible as they are, First perk make it so its a status effect on a surv that only ticks down when working on a gen, otherwise survs will just hide at the start of the game till it runs out making it pointless to bring, 2nd perk any perk that actively trys to go against items be it preventing them, using them up faster or knocking them out of their hand is a waste of a slot since most items are not really that strong to begin with except for keys and trying to counter them is often a waste of effort especially since the changes to how items work, most peoplee arn't going to actively look in boxes especially high end teams that focus on objectives, it would work against lower ranks that actually waste time looking in chests and end up losing the game half the time because how much time spent loot hunting
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@matchmakingworksfine said:
The most optimal and easiest counter to a toxic red rank swf.
https://us.v-cdn.net/6030815/uploads/D57BDTUWKKEK/1600676549-preview-bndwghcdno221.png
Let the hate comments roll in
or just play nurse/spirit and ######### on 99% of teams
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@BubbaMain64 said:
I always find it funny that killers bring mori's always *nearly* lose when they do. It's almost like anybody who need to use one isn't good at the game but who knows being able to take a survivor out of the game for doing the bare minimum just means you're better.
well one SOME killers players yes its funny that they need it to win, But not always, only time i bring moris are for those p3 clauds and even though i don't need it to win gotta follow the rule blendettes get mori'd
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@Chocolate_Cosmos said:
Corrupted Air
- All Survivors at the begging of trial experience terrible air that weakens their concentration.
- All survivors starts with a -90% / -80% / -70% penalty for repair speed and Blindness Status Effect for it's duration total duration.
- Every second, the repair speed penalty is reduced by 1%.
- The perk is deactivated as soon as it falls on a 0% penalty.
Surprise Box
- Two trapped chests will be spawned on the map that will be replaced with two standart chests.
- When Survivor finish searching the chest, no item will be given.
- Survivor will yell to reveal their location and recive Oblivious Status Effect for 40s / 50s / 60s.
What do you think? :3
First one almost seems like a corrupt intervention but i kinda wanna say worst? since tier 3 corrupt is 2 mins of 3 blocked gens which spawn the far away from your spawn, but also at the same time, the perk is just going to encourge all the survs hiding right away and waiting it out then playing normally like alot do when they see corrupt might be good for trapper for setting up but other than that its kinda pointless unless the timer is extended OR only ticks down if the survs are actively working on a gen to counter the perk, suprise box is also interesting but again anything that goes against items in the game are usually pointless since theres just better perks to take over it that offer more value
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None of these perks are useful, Items arn't really op minus keys and taking perks that help get rid of items are often the weakest, sure its good for a meme trolly build but for actual usefulness 0, The gen one seems #########? is it suggestioning that they do gens faster the less people they have whats the point of that and the only trade off is slightly harder skill check and slower gen speed at 3 survs, which is only a few seconds, Skill checks on gens and healing arn't hard unless you make them like really small like with overcharge does, just a list of useless perks really.
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@Haroharo05 said:
https://forum.deadbydaylight.com/en/discussion/comment/1344936#Comment_1344936
Not to mention there's nothing stopping a killer from last second switching to another killer after the survivors prepared for another one, so even that wouldn't make much sense.
See, most killers dodge SWF. As a survivor I have several people I remember that I've blacklisted and will dodge when i play survivor because they're horrible teammates in the toxic kind of way.
What survivors would do with this information is use it to constantly dodge and only play against killers they know aren't experieced, don't have a lot of hours, are playing an easy killer to fight. It's far more easily abused as a survivor if the information a killer has is given to them, but just like many things in this community people are only capable of comparing things to other things. Dur, if killers can do this, why cant I do that! And 3 pages in of explaining why people still can't seem to grasp or accept it.
that to, it would just be too much info to give to the surv side, if you ever watched some tournies where they give survs the info of what killer and what map they're going to they massively prepare all the perks and items if allowed to counter that killer its way to much info to give to survs