Blue_Diamond
Blue_Diamond
About
- Username
- Blue_Diamond
- Joined
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Comments
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Any killer that has 110% default speed and a self-stun except nurse is not going to be good with without addons.
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@Nikkiwhat said:
Yes we do, D:< Hag especially needs more and better skins. Seen the upcoming one and its.....alright. I want a Fungi Hag though...with toxic Mushrooms growing out of her and lil creepy crawlies on her
Yeah. No lie I'd pay money for that.
My idea for her was a wendigo as well but yours is cooler
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Blue Diamond is my favorite character from a TV show, Steven Universe
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@NeaJovovich said:
This idea of "If you do this to my X, then your Y should get it, too!" is nonsense.
Adrenaline and NOED are not even closely similar.
Adrenaline REWARDS you for staying alive to see all 5 generators completed. As in, you have to evade the Killer, avoid getting a 3rd hook, etc.
NOED rewards the Killer if they played poorly.
One perk rewards you for doing your objective and surviving. The other perk rewards you for poor performance during the trial.
On the contrary, NOED rewards killers for protecting totems the whole game while Adrenaline rewards survivors for being chased and hooked and doing nothing, sometimes
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I came up with something that might give her map pressure, but not able to M1 and be ranged at he same time.
So she should have 2 modes:
1) Hunt Mode: 120% movement speed. You can only use hatchets, but charging and holding a hatchet slows you to 110%. You have no terror radius, but you lullaby is directional and 18m
2) Scout mode: 110% movement speed. You can not use hatchets. You have a 16m terror radius and your lullaby plays within 32m
This way, she can have speedy gen pressure but must use her hatchets to injure people, so she cannot M1 chase survivors when she has range.
Switching Modes will take 1.3 seconds and slow the Huntress to 105% speed
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Killers can see too!
Just like some walls are not opaque, killers can see you through some walls, such as slated wood. We can also predict movements, hear breathing and see scratchmarks
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@NoxiousOnnyyxx said:
Delete the game already. Or quit complaining about it. Seriously, the hatch was intended to be in the game....
Yes and SWF was NOT meant to be in the game, yet here we are.
That isn't a valid argument, intended game mechanics and game mechanics that are actually in the game are rarely kept
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Why is the hatch still in the game? It's 2019, Y'all don't need a free escape just because you got 2 gens done.
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"Hey guys, I'm a solo queue, let's go on Skype or discord and abuse all the communication exploits given to swf without being swf. And since I'm solo, I can tell you exactly what the noob killer is doing if I die"
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I think extra iridescent shards for emblems would be nice.
Nothing - 0
Bronze - 1
Silver - 2
Gold - 3
Iridescent - 4
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Huntress: Combat Straps
- Allows for the transportation of 1 extra hatchet
- Slightly increases windup time
- Slightly increases movement speed while charging
- Slightly decreases time between throws
- Slightly decreases reload time
Hillbilly: Speed Limiter V2. -
- Chainsaw will not put survivors in the dying state
- Gain 300% more blood points for chainsaw hits
- Slightly increases charge speed
- Survivors hit by the chainsaw are given the hindered effect for 60 seconds
Doctor: Iridescent Queen -
- Survivors in madness I cannot interact with lockers
- Survivors in madness II cannot perform fast vaults
- Survivors in madness III cannot interact with pallets
- Moderately decreases time it takes to Snap Out if it
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@Orion said:
Already tried and abused by survivors. Why do people think that putting even more pressure on killers and even less pressure on survivors is a good thing?
My idea is not the same as the typical "wheN kiLleR is in X MeteRs, SurViVOrS shOuLdn't diE"
What I've attempted to do is take pressure off killers by making them not have to worry about sticking around to secure a kill.
Perhaps as compensation, survivors hooked when the exit gates are powered are exhausted
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Or maybe its time for high school exams, APs are around the corner, SATs coming up, its tax season.
You have to consider relevant outside factors when determining trends and allow for an appropriate corresponding margin of error.
DBD is a fighter. Most A-Sym games don't last this long. Don't lose hope for it.
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His perks are really special. You need all 3 of them to work because, ya know perks have layers
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If you gut his kit like this (time lost from mending), then I think 115% movement would be fair.
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It's ok for the Doc TR build
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SWF needs to just not be in the game. It is unbalanced, unfun, frustrating and abusive.
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@Master said:
https://forum.deadbydaylight.com/en/discussion/comment/364940#Comment_364940
*COUGH* SWF... Trapper*COUGH* *COUGH*.
*COUGH* CALM SPIRIT...Doctor. *COUGH COUGH*
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Camping counters: Emblem Penalty, Invincible frames, Kindred, Deliverance
Tunneling counters: Exhaustion reset, new DS, BT buff, Break down
Counters to SWF: _________ <----- (due to budget cuts, this field remains vacant)
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I like a good TR build on him: Distressing, unnerving, clorophobia, BBQ
I also like a good chase build: Enduring, STBFL, Spirit Fury, BBQ.
Or an anti-healing build: Thanatophobia, Sloppy Butcher, A Nurses Calling, Clorurophobia
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Wendigo Hag
Tribal bone mask Huntress
Prison Warden Trapper
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Wendigo Hag
Tribal bone mask Huntress
Prison Warden Trapper
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Survivors work on the generator at 1 charge per second and the gen needs 80 charges. So I think that's 1.25% per second.
Killers regress that at 1/4 that speed so 1.25 (1/4) = .3125% per second. (Very slow)
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@TeambossFloze said:
Following on what @Pirscher said - I'd like Mexican day of the dead theme - that'd be awesome
Mariachi Wraith with a sunbraro and his weapon is a ukelele
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Huntress:
Head: Arctic Fox Mask - Looks like an arctic fox with little foxy teeth
Torso: Arctic Fur - Light colored with some wear and tear damage. Maybe some bloody claw marks. It has to be warm looking.
Ax: Looks more like a spear. Stone spearhead with some feathers and sharpened bones
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Two? I can't even get one half the time!
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The new rank system weeds out the players that aren't fit for high ranks and places them accordingly.
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Can someone link me the patch notes?
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7 or 8 would be too much and I think 6 is iffy, but 5 would be way better for now!
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Wouldn't the plague...have...the plague? As in Bubonic Plague? Black Death? Killed 1/3 of Europe? I'm a bit confused...
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If you're having trouble safety pipping, then that's a good thing... The system is doing its job of keeping you at an optimal play area for you where you can play to the best of your abilities and stay there by winning and losing a similar amount of games. Thats what its meant for. Of you have to vi mega sweaty and burn BNP's and Instamedkits to maintain yourself at a certain rank, then that rank isn't the right fit for you.
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Is the explosive diarrhea a joke? Because if not, I would love to see how that works out!
Edit: I figured it out! When someone stuns you and escapes your grasp, the surprise stun releases your bowls on the newly free survivor, giving them max sickness (or killing them on the spot idk (back to the data mines))
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It doesn't matter. No matter how many times I see the word, my dyslexia will always tell my brain that Y'all made a new killer called "The Plaque"
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SWF helps survivors rank up too easily. You have the possibility to get carried to a skill level where the killer is better than what your skill level would be. Once survivors rank up because their friends with coms helped them, their perception of the game balance is skewed and they flood the forums with unrealistic ideas to nerf killers, such as this thread.
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@ClogWench said:
Hexes are supposed to be high risk high reward. All the hex reworks are unbelievably weak.
That'ss because I made them not tied to totems anymore
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"KiLleR maiN Btw"
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Remember, if you're still on the map when they are hooked, you are a camper!
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Unrelenting gets
20/25/30% for missed attacks AND
5/8/10% for successful attacks
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My hag doesn't lose momentum when I teleport to a trap