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Bran

Bran

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Bran
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  • the whole idea for hexes is that they replace those dull totems. some hexes have affects with them, some have affects with windows, big deal.

    if they aren't lit, not an issue. well noed isnt lit until active. well find it and destroy it. easily enough on most maps.

    otherwise dont be stupid and stay in the trial if you dont need to. problem solved

  • @Phasmamain said:

    Bodyblocking the hook is great for the killer in a lot of scenarios because it means less gen progress and more injuries

    what i want would keep that same energy except, the killer isn't forced to hit them away and potentially lose their hook

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/262834/bodyblocking

    No way. Type 1 as you describe is a surv giving up health states to try and get a wiggle out off. These are free hits and pressure even if they get off the shoulder, and should be punished by the killer.

    Type two as you describe is absolutely necessary. Countless times I've put myself directly across a killer's path to forcibly break up a blatant tunnel, enough times to have gotten four different messages from killers saying "Stop interfering with my tunneling" and the like.

    They're all valid tactics that require no changes imo.

    survivors should not the ability to completely block the "hook" prompt. how is that fair? i can't block survivors from picking up a dying survivor. (or if i can i don't know about it.) body blocking for hook is fine until the killer gets to the hook.

    if the killer is blocked from that hook, it doesn't matter if he got injuries, he still has to catch back up and down and hook. repeating the progress. that pressure would be loss.

    actual body blocking the killer is fair, but. the survivor should not act a brick wall and break any movement. the killer should have a better time simply walking past them. at that point their literal walls and you dont wanna hit every survivor if you dont need to at that moment.

  • the grind is really just the sorrow of us not getting what we want while leveling. so that makes agitated and not wanna grind, despite doing it anyways.

    and with newer players. they wont have perks they want anyways.

  • i cant much put it into words, but noed is stronger if the survivors themselves don't escape when they can. i think most times its the survivors unwillingness to quickly escape. maybe they try and go for a save or go and try to find the hex.

  • thanks for the idea man

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2326820#Comment_2326820

    When games are going really well some of us like to spread out hook states. Thats what it helps. Thats the only thing it helps

    learn to count then

  • nah man. why limit man power when the only way that's finna happen if a survivor leads em to the hook and that's gonna take a while while man.

  • @FogLurker said:

    You're right, this is unfair. They should make it so his trails work on hooks, gens, everywhere like it used to before. Zombies can go up to gens and hooks and actually be lethal, camp hooks; Trapper and Hag traps can be next to gens and hooks. Trails disappear though when everything else can be right next to gens and hooks and serve the same purpose of slowing down a survivor or downing them. People don't even use DS anymore anyway since the nerf so the people that camp and tunnel are already doing that on every other killer anyway.

    i don't know man. i see alot of people using ds still

  • i think that's a dumb idea. doesn't add or help anything. i just had a game where i thought the Ace was on his second hook, he died on hook. i said oh well.i would hate for such a thing on my screen

  • holy cow that's insane

  • it really do be like that

  • it really just is situational on most cases, but if mans aint even get the free body block hit dang bro. mans really didnt care lol

  • @bibibib8 said:

    https://forum.deadbydaylight.com/en/discussion/262684/tunneling-is-annoying

    Like a lot of people said a 3v1 is easier compare to a 4v1.

    Never forget DS is awesome vs a tunneler

    but ds is anti anti tunnel. not anti tunnel.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2325451#Comment_2325451

    Can't really picture a map where it'd be worth tbh. Maybe Haddonfield windows if they were trying to window tech? Still can't see it being that great tho.

    The main issue I see with it that you're blocking the window when you enter the loop. They block it when leaving it. They just move onto the next loop and repeat?

    as long as they dont act quick enough, i think it'll be fine. just think about deathslinger. im sure he could take advantage of it. somehow...i mean...mans got the kachow

  • @Phasmamain said:

    Bamboozle is enough to stop any window loop so crowd control is obsolete

    it would be hilarious though. plus, now the surv has to be in the open

  • @SleepyWillo said:

    looks can be deceiving...

    Can't think of too many places thins would be an advantage. Even at L T walls you'd be blocking while entering, they'd block while leaving, and then just run away to a different loop?

    but based on how it's placed it could stop them from leaving so easily

  • Legion:

    • easier to see in power.
    • something to allow into a better chase transition. like after hitting a survivor twice reverts back into normal mode and resets the power.
    • and lowering the mending time needed just cause.

    Trickster:

    • increased default movement speed
    • slight speed boost when putting away knives for a better chase transition.
  • @tahilix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2324001#Comment_2324001

    Also, lets not forget that timer ALREADY stops under certain conditions. Being in chase, on hook or downed. Adding Jigsaw Boxes to it would be like adding salt to wound.

    i was wondering when someone was going to bring up the fact the timer does in fact pause in a chase.

  • the current state of having limited interaction while it is active is a very fair thing to have, anyone who thinks otherwise is very delusional, so yeah great to keep.

    i like a good list;

    1. base kit incites slugging and tunneling.
    2. survivors have assured time wasting with loops. now, it a third health state and a stun and you gotta chase them around again.
    3. decisive strike as it is now, punishes killers who dont decide to go for early tunneling not to prevent tunneling, i don't care what anyone says.
    4. end game makes chasing survs useless, not even a point to do anything.


  • @PlantCollector said:

    https://forum.deadbydaylight.com/en/discussion/comment/2323039#Comment_2323039

    Ds/bt are defenses for the survivors against certain playsytles of killers. If the killer don't uses these playstyles, ds/bt will never affect him. Also what exactly benefits you from people not having the ability to use ds/bt at the endgame? So you can stand next to the hook and down the freshly unhooked survivor again without them having a chance to do anything? The player should have at least a chance to do something. Thats where ds/bt comes into play so they are not the puppet of the killer.

    Saying we need to disable ds/bt so you can get your deserved one kill at the end, even though you probably didn't play that good, is the same as saying the last survivor should get the hatch, even though they also didn't play good, because they deserve it. Also you can still go for the unhooker and make a trade out of that, don't see why you have to go for the guy on the hook again.

    Noed would still have its effects, only thing is you have to snowball now instead of waiting next to the hooked person, i.e. you have to actively do something (same as bloodwarden) to get the effect. Survivors coming back at the end is the price you pay, if you can't fulfill your objective. Would be the same if survivors say we have no chance when we are only 2 so we need a perk that lets us instantly repair gens if we tap it. If you want to force people out, then activate the egc or try to build up pressure.

    Since the archives are in play, there is more players that cleanse totems thats correct, but you could also increase that by giving people a better reason to do more bones which equals more time. I have more fun having more time when gens are not done as killer, than when all gens are done and i have to rely on a hex.

    all im saying is, the change is pointless if survivors don't have changes to their end game and perk used then. that's why it's fine where it's at. it needs to force pressure simply by being active not limiting it's already limited use. if the survivors dont escape and try to be captain save a guy, they die.

  • @illuminutti said:

    https://forum.deadbydaylight.com/en/discussion/comment/2323854#Comment_2323854

    Apparently so 😭 I mean they came up with charms soooo it can’t be that hard

    yeah but charms are added in games that got no other content to add in

  • i assure you even if they spawn close your not gonna feel a difference i they spawned farther

  • i hate that black orb that be showing up. like what is your purpose/

  • could probably just add it as a charm slot and keeping it as is so it doesnt require a head piece.

  • thats actually neato, woulda never thought to show the aura when it has the loud thud.

  • seems to me the crown could just be charm that appears where it is now. i mean licensed characters can use charm im pretty sure, bill can at least. so why not the crown

  • @blue4zion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2323212#Comment_2323212

    Gotcha. Doesnt fit cause you don't like em.

    They're fun from the trickster's side.

    i'd play my boy a lot more if he got some movement buff or changes. that would make him 100x's more playable

  • @blue4zion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2323185#Comment_2323185

    What? It's usually the opposite of trickblades more fit the aesthetic. Should of been base to the TRICKSTER

    those just a whole annoyance of an add on, why my mans even named trickster anyway. it just dont make sense, just like how he move so slow.

  • a still say him getting movement speed buffs as a whole makes him more viable. such as base movement speed, getting a speed boost whenever he puts away his blades. things like that.

    i'd hate if trickblades were base kit, that would ruin the whole aesthetic.

  • imma be a straight forward, no terrible idea. that would be so much work and no one has time to think about the massive amount of perks someone could have and thats gonna make perks not even viable and just a pain to use. some perks just would cease to exist cause you dont want to have less perk because a strong perk takes up half your loadout

  • seeing my boi vic wearing a beanie would be sick

    in Victor Comment by Bran
  • i don't wanna put anyone down, but the simple solution is to just increase blood point gain as the grind is not as intolerable as people make it seem.

  • @PlantCollector said:

    https://forum.deadbydaylight.com/en/discussion/comment/2321552#Comment_2321552

    Thanks for answering with at least some arguments, so we can make a discussion out of that. Please don't take anything below offensive.

    The difference between a noed active because of 1/5 totem cleansed and because of 4/5 totem cleansed is immense. That shouldn't be a thing in the first place. If people know they don't have the time to do totems they won't even do a single one. You could change that and gain more time as killer by changing that so people have a reason to do at least a couple of totems.

    The idea now is to change noed more into a haunted grounds for endgame. Usually you get 1 or 2 downs of a haunted grounds and these 2 downs can be a huge game changer.

    I honestly don't understand where you draw the line between noed and ds/bt, since ds/bt are pretty much unrelated to an insta down. Also if you disable them the killer will just keep downing and hooking the one guy to get 1 kill, which at this point won't compensate a overall "bad" match.

    You talk about rewarding a player, but what exactly is rewarding about noed?

    here are some points;

    • noed is an inverse for ds and bt. instead of helping survivors to escape, noed will help the killer get kills before they escape. so if the killer get lessened effects that would stop survivors from escaping (which is it's function), why let survivors keep powerful abilities that help them escape.
    • noed is named "hex: no one escapes death". what's the point of that name if it loses power. survivors are now rewarded for staying in the trial longer since they know if the surv gets 1 or 2 downs the perk is useless, which will not force them out as it should. instead, they can come back in and rescue any straggling survivors the killer managed to catch.
    • survivors commonly cleanse totems, it isn't that they dont cleanse them.
  • @Inferno427 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2321540#Comment_2321540

    to clarify; you can only have one plasmid at a time, and which plasmid you have depends on your add-on equipped. think freddy's dream pallets

    yes i understand that, but i just think it's just so odd that his add ons can change his power so much and so drastically. just hard to wrap the old noggin around.

  • @STARS_truck said:

    https://forum.deadbydaylight.com/en/discussion/comment/2321522#Comment_2321522

    How? The killer is faster than survivors? It would just mean survivors could make instant direction changes. Killers would actually need to think about what they were doing.

    the issue is if survivors don't have slow down on vaulting they can remain on a loop a lot longer, meaning the game just got a lot more difficult for killer, no matter the skill level. survivors making really sharp turns will make it even more unbearable since hits barely hit when they should and hit more when they shouldn't.

    on those 2 window loops (or any loop) the killer will need more than bloodlust 1 to hit them (im pretty sure). if survivors have sharper movements and no vault slowdown...there is almost feasible way a killer could catch them unless they get tier 3 bloodlust (maybe tier 2 or a ranged killer).

    any slower killer is gonna have a bad time. i think this would even make nurse blush.

  • @Milo said:

    Noed is fine as it is dont need a rework thank you for your concern though for our safety as survivors

    Noed is fine as it is dont need a rework thank you for your concern for our safety as survivors, but really that's a very bad nerf, now it rewards the survivors for not escaping death which is kinda the point of a perk called "Hex: No One Escapes From Death". No seriously not a good idea, i dont use noed myself (cept on Freddy), but that would kill the perk, then ds and bs would really need to be deactivated after all gens are complete or the doors are open, since it's kinda an inverse, i guess. you get the point

  • honestly bro, a lot of that could be reskinned from already existing assets and what not (kinda i guess), but that is just too much for one guy. almost completely broken. idk if its broken as in needs to be fixed or broken as in op.

    the drill rush kinda cool, who cares if we got similar killers.

    the plasmids were nice, but all those effects and stuff...gonna need to tone it down a lot.

  • yeah man not even bloodlust finna catch em

  • Noed is fine as it is dont need a rework thank you for your concern though

  • if your worried about not being able to bring in an actual item just dont bring in the flashbang, borderline useless anyways

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2320962#Comment_2320962

    But there's already a perk that gives a speed boost when you stun. Smash Hit.

    Also this perk should get the usual exhaustion treatment - 150%, works for 3 seconds always, 40 second exhaustion.

    completely forgot about that.

  • will probably lead to unforeseen consequences.

  • the thing is, should survivors get a speed boost when they blind (or even stun) the killer? no, they should not.

    but also one big flaw, you forgot the most important part. "tremendously increases the chances of being tunneled and face camped".


    in seriousness, if it were a perk, it should act as a dead hard and make you avoid damage as if the killer missed since got blinded.

  • my dude...you trynna make it so the survivor cant be caught up to or something

    1. that is just the inverse of what it does now. only more tedious.
    2. that would make them broken
    3. even as deep wound is now, that makes it unnecessary due to mending yourself. otherwise, would be useful so you don't up dead due to being locked out of progressing the game.

    the first part doesn't hold up as much since the killer is going to catch up the survivor vaulting before they actually bleed out. so chasing itself counts as an exploit.

    the second part as a possibility of locking the game, probably little chance, but could still do it.

  • short feng gang

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