BrinierSword4
BrinierSword4
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- BrinierSword4
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1094499#Comment_1094499
Yeah but with my my full idea that isn't possible, you can't troll anyone with it. You would have to be in a full SWF in order to use them. 4 People.
All four people would have to take that perk for it to even activate, and they would always be unlocked for anyone once they get say that survivor to rank 50 once or something simple like that. It would help ease some of the SWF insanity out there, while offering a fun optional thing for some of those groups.
Those ones would just be for SWF, but there should be others that are like you said, just affect yourself, but those could kinda ruin it for other people online if you are in solo. I think on that front the killer should have some as well primarily. Then even if a killer is losing, they have something to kinda feel better about regardless, and can still make decent earnings.
That’s a great idea, perks like those could make the game a bit more fair
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@[Deleted User] said:
I think this game should have 4 SWF perks. Perks that you can only use if you have 4 people in a lobby together that are in your group.
They should basically be perks that increase bloodpoints gains, but seriously penalize you. I mean heavy negative effects but huge rewards.
Like each one could stack with the rest and increase all BP gains in a category by like 100% at least, so you could have a total of 400% bloodpoint increase in all categories if you took them all.
Thing is they would be like:
"Anxiety: Generator repair speeds are slowed by 35% for all survivors, and skill checks are all 50% more difficult, but all survivors gain 100% more blood points in the objective category"
"Agony: All survivors are always at least in an injured state, but all survivors gain 100% more blood points in the surviva category"
and so on, just 4 of them basically that would make your game HELLA difficult but grant massive rewards together. It would make for some very fun SWF games for both sides, and no one would feel bad because come on if you took all them you expect a loss.
Current ranking would make it difficult though, we don't want people de-ranking because of it- but with their new matchmaker on the way maybe something could be done to make it not count the same as a normal match when one of them or more is used.
I really think things like this, that make the game so much less bloody serious and stressful and just aggravating when you lose, would make the game SO so SOOOO much healthier for both sides.
It’s a unique and possibility fun idea, but I don’t think we should have perks that directly affect other survivors because it would increase the chances of terrible games because of all these trollers and knowing how toxic this community is, a lot of people will use it to ruin other people’s games. However, I can get behind perks that only affect yourself but you gain extra blood points
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@Dr_Trauts said:
I mean, the whole purpose of the perk was to eventually add a "hard mode" for survivors.
Sorta feel like this'd go against the intention of that, you can always run iron will with it if u dont want grunts like how it is currently. obviously just my 2 cents on the issue : )
Not really, it would still be a hard perk to use, but it’s purpose was to spice up the game. No Mither can be used to gen rush with perks like Resilience, This is not Happening, and Spine Chill. The purpose was to basically change the survivor’s way of playing the game for the better but at a risky cost. If it was meant to be a hard perk, you wouldn’t be able to fully recover, you would leave bloodstains, and you would grunt more often.
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@ClickyClicky said:
I’d rather No Mither didn’t get buffed. It sucks when you play survivor and have this kind of liability on your side. I wouldn’t want reasons to encourage people to use it.
I see your point but this change is not to make this perk so everyone would use it, it’s just to make it more playable. Reduced grunts wouldn’t really attract most of the survivors, but for those that want to make the game a bit harder or help with gens can at least have a chance to help the team. Reduced grunts can mean that they can better evade the killer because anyone who has no Mither usually tries to do gens faster with perks like resilience or this is not happening. Reduced Grunting can mean that the survivor won’t go down a lot making him more useful for the team.
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@Moox said:
Recently I have used Dead Hard and Head On on my builds and I have seen people notice it and question me for using them together. I enjoy using Head On because it can save teammates in a chase and even rescue them if you are skilled enough. I also enjoy using Dead Hard because it can help extend chases and is useful if you have a risky playstyle. So I thought... Why not use both? Most exhaustion perks don't work well with Dead Hard because they cause the Exhaustion effect and that effect lasts until you stop running for a long time, this means that you can not use both in a single chase. However, Head On can be used to escape chases and if you escape a chase you can gain your Exhaustion back. This means that you can use Dead Hard if you are injured to prolong a chase or use Head On to escape a chase. Also, when a survivor uses an Exhaustion perk killers don't expect them to have another equipped. This makes it fairly easy to stun the killer with Head On since they won't expect it. Anyways, what do you people think? Can these perks work together?
Yes it just you would have to wait awhile before using them so they are difficult to use together
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@sekkima said:
I left the game for months, I like the game, I love it but it really reaches the purple ranges and the first thing I see is 4 survivors who play hide and seek, really that boring to be looking for people.
Punish mushrooms, don't give them points if they don't interact with the killer.
Then the level of players, I played against purple range but easy were rank 50, not one lasts 30 seconds in chases.
See their player statistics, they only have the Beterans, if you compare with the launch of Stinger Things they did not retain anything from players.
Just make a calculation with the current statistics, this game will be dead in 5 years (this is simple math)... although I would say that they are only interested in selling cosmetics during that period.
Maybe new game modes will spice it up a little
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@xCarrie said:
*four man body-block swf with burnout and toolboxes intensifies*
Plus i’d rather not hook someone, look for someone else, hook them, only to find the first guy again and get punished by getting stunned and having to hit them twice now all while they get a speed boost cause I t u n n e l e d.
I feel you, maybe reduced it to the endurance effect or maybe just reduce it to one use would be fair enough
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@Waffleyumboy said:
I think the health state is too strong, and temporary endurance makes more sense anyways.
Fair enough probably like 30 seconds or so
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@gungle said:
I like it. It sounds mostly fair except I can't really think of any killer perks off the top of my head that could counter it. Other than that it sound great.
there are some perks like iron grasp or agitation or mad grip that can counter it
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Based on a true story:
- All Neas
- Red Ranks
- Highly Probable that they were survive with friends (they had good cooperation)
- Items like flashlights, med-kits, and toolboxes
- One of them had Brand-New Part
- I played as doctor
- No add-odds, no offerings
- Only perk was Monitor & Abuse Tier I
- Second time playing doctor with new update
- Prestige I, Level I
- Doctor technic when they were around a pallet
- 4K Merciless
- Yup Doctor is a fair killer
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@LoverOfDemogorgon said:
Getting tired of killers immediately assuming every swf I play in is some .000000000000005% meta gen rush squad and bring out the most sweaty killers and builds with an ebony mori and proceeds to ghostface tbag the entire match and mori everyone off a two hook because we didn't play perfect and loop him for 3 gens a chase so we get punished with getting tunneled into death... devs please do something about mori's they are broken and make the game utterly unfun for survivors and give no points to anyone.
My suggestion is simple, leave cypress as is, make ivory mori work only when you get one survivor to death hook status, and ebony work when you can kill all survivors only when they are death hook, why this hasn't been done is beyond me. Even as a player who enjoy's both sides fervently this change should have been done a long time ago.
Personally, I think this is how it should be.
Cypress stays the same
Ivory only works if someone left the trial via Escape, Death, or DC.
Ebony works per generator completion. For example, if 2 generators got done you can mori 2 times. The reason why this is a good way to change ebony is because it prevents gen rushing and it doesn't easily punish people for playing with randoms or just have bad luck with the trial and end up getting nothing done. Also, this will force the killer to hook some people in order to get iridescent medal making it less OP.
What do you think?
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@shalo said:
It would be nice to see scratch marks when in FF too, using FF for tansit takes away a very valuble tool for finding survivors.
Nah it wouldn’t be good if The Legion could see scratch marks because it won’t give the survivors a proper chance to mind game him, even if it is something little like a fake turn after jumping over a window
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@MrDardon said:
Weird that I do well against most Doc's. And no, don't start with the "iT's JuSt a BaD kILeR" bullcrap. I recognize good and bad Killers.
I didn’t start it with “iT’s JuSt a BaD kILeR” tho. And I’ll make sure to come to you for hindsight because you seem to be the best expert their is.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026479#Comment_1026479
Good to hear that you keep an open mind about things. Of course, everyone is entitled to their own opinion. I've just been waiting for this rework for a very long time so I just really hope they don't nerf Doc in any way from now on.
Just know that the reason some people probably came off as offensive with their replies is how you worded your main post, immediately saying how op Doc is and that he is an unskillful killer, which implies that people without skill can do good with him. That most likely came off as a bit offensive to some people. If my post seemed offensive, I apoligize.
Also, the fact that survivor queue times have increased because of the Ruin nerf always has me worried when another post appears about nerfing a killer.
Though I guess this does go to show how helpful tutorials to each killer would be.
Sorry if I came off as offensive, I was just a bit frustrated with the change. I agree their should be tutorials on how to play as and counter certain killers. Good luck in the fog!
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@AshleyWB said:
Whenever I play against GhostFace he's really frustrating because you can look at him and he just runs at you and you can't do anything unless you run away or throw a pallet.
His breaking out of stealth is better than it used to be but I swear whenever I play whatever role it's always working against me.
I think it's not a stretch to say that GhostFace is OP overpowered and he's just unfun to play against. People say oh this killer is worse but I disagree. GhostFace makes it impossible to get away because you can't even see him unless you're looking straight at him. I have a idea which might fix this broken killer. What if we turned GhostFace into a hex totem so that once it's cleansed the killer just disconnects.
This would put an end to camping, tunnelling and hooking survivors that you are playing against, and also slugging it'll counter that too. I can't believe no-one ever thinks outside the box when the answer is staring right at us.
There isn't enough balance and it is disappointing but I have hope that the Devs will right the wrongs they've made and this game will find itself listening to the playerbase for gameplay changes.
Also thank you for putting the new clown outfit on the free pass on the rift. I'm very excited to obliterating survivors off the face of the entity's realm with it.
honestly, I agree a bit. Ghost face is a stealth killer so they should keep the stealth because he is meant to be a sneaky killer, however, I think his expose affect is a bit overpowered. I think they should remove it completely or just reduce it down to one use per player
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@ad19970 said:
Please tell me this is not serious.
Aren't people who play killer allowed to have actual viable picks? I swear if Doc gets nerfed in any other way than maybe having his cooldown increased to 2 seconds, I would go nuts.
Nah now that I learned how to counter him, he is actually pretty balanced killer
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@JHondo said:
As a Doc main the things that almost always trip me up is survivors that run calm spirit, ones that drop pallets and run erratically (this one's hit or miss depending on the pallet and the surrounding loops), and those that don't bother trying to mind game. If you're attempting to mind game the doc you're gonna lose unless the doc is a potato, that's just the way his ability is built. There's been some great advice here, just ignore the people going off on you mentioning clown. I still have issues figuring out how to get around him, but I've also legitimately only played against him four times lol.
Thank you, I appreciate the support and advice!
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@Wesker said:
https://forum.deadbydaylight.com/en/discussion/122938/the-doctor-update-is-a-problem
No, he's fine. You are the problem.
I know that now but he was seemingly overpowered at first
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@Hex_ToasterBath said:
https://forum.deadbydaylight.com/en/discussion/122938/the-doctor-update-is-a-problem
You survivors are all the same. You complain and nothing else. I'm so damn tired of you guys complaining as soon as there's a descent killer and getting him nerfed. Doctor isn't even overpowered and you're complaining. Seriously, killer isn't fun anymore because you guys sit there spamming the forums that "Killer name needs to be nerfed because I suck at DBD and don't know how to change my play style!"
Nah I figured how to counter him, his concept seemed very overpowered at first
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@FrenziedRoach said:
Keep in mind the shockwave only occurs in his terror radius, and being in the locker renders you immune to it. So if you detect a pattern of when he likes to use it (like right after he hooks somebody), then you can prepare to avoid the blast by jumping in a locker.
Thanks for the advice, I did not know hiding in a locker could prevent screaming and I will try to look for the patterns. Thank you!
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@bilaueta said:
https://forum.deadbydaylight.com/en/discussion/comment/1022500#Comment_1022500
You too my man!
Just a quick note, dont take this guys so seriously. Most of them were really kinda memeing with the whole clown thing. You gotta relax and take it as them messing around with you a little :)
Alright can do, thanks for the advice!
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@liquidlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1022317#Comment_1022317
What works for me with clown? Going toward a window or pallet and then turning and running the opposite way once you hear him go for a throw. You want distance between you to do this. If there's none then I'd attempt the pallet or window anyway and hope it slows him down.
Thanks, no one really taught me how to counter him before, so i thank you for this piece of advice
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@liquidlight said:
From what I can tell is you want to stay as far away from him as possible or at least outside his terror radius. If he's chasing someone and making them scream on one side of the map, you go to the other side of the map and work on gens. If they come to your side, you quickly go to the opposite. Just keep doing that. At the beginning of the match I would just go into a locker since most docs seem to pulse immediately.
Mind gaming him is difficult because he's just really fast and has a power that he can throw through walls and obstacles to check if you're on the other side of without having to SEE if you're there. As weird as this sounds, try to break LOS and don't do any predictable loops and definitely don't try and loop around the same spot more than twice. He'll probably expect you to go for a pallet jump after you've thrown it down so fake it and then run off or just run away without the fake. It's best to keep moving forward at all times. When you think you've got some distance try to sneak off into a different direction so he doesn't know where you went and then go into a locker so he can't pulse you. If you can't break LOS this won't work or if you go into a locker too soon he'll probably check it, especially if its the only locker around. This has worked for me. Not every time but enough that I don't hate playing against him.
Your best bet, though? Hope he chases someone else. 🤣 So far he seems to slaughter everyone, especially on indoor maps or small maps.
Thank you for the advice, I was a little troubled with him, but I will try your technique!
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@bilaueta said:
Sorry I just realized that my previous message was a kinda toxic my bad
About the doctor complaints, he's always been able to do that action, but now it is less confusing and annoying to do as the killer. If you think that he will shock a pallet or window try to avoid the blast by running around the loop again or to another one. It is not a 100% counter but it seems like the best plan since the killer thinks that you will drop the pallet or vault and might make his swing too early, giving you a chance to outrun him.
Dont worry about his static blast if you manage to get calm spirit since you wont reveal your location, just the fact that you are in his terror radius which is not very usefull for the killer. Lastly I dont know if this works but if you hear his static blast charge you might want to get into a locker quickly since you dont scream while inside one, althought I have not tried this myself
Abt the community, it is mostly people that are rightfully angry and salty about one of the most usefull perks being nerfed greatly and seeing people complain about more killers is enough to tip them off
I appreciate that mate, like a lot, I wish you great luck in the fog
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@FrenziedRoach said:
Clown is a D tier killer, which is why most people aren't even taking you seriously. If you can't beat Clown, you got some serious problems.
Clown only slows you a tad, he can't stop you at a pallet like the Doc can. As for the Doc, you just have to drop the pallet earlier and keep going. If you try to game him at a short loop with a downed pallet, he's just going to beat you with his shock every time. Instead of playing at the pallet, run to the longer part of the loop or the next one. If he's got you cornered at a short pallet, you've screwed up and deserve to be downed.
I respect the advice but what happens if you have to resort to a pallet because the doctor is so near
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God this community is having a fit over the fact that i mentioned the clown once? Are you guys blind, are you guys dyslexic? This whole post WASN’T ABOUT THE CLOWN. This game is has one of the most toxic communities ever. This is worst than those Modern Warfare 2 lobbies. It’s chock full of toxic people. As soon as someone has a different opinion, even if it is something that is irrelevant to the matter, it’s a bloody warfare. If you had a different opinion about the clown I would be glad to discuss our differences in a civilized manner but I can see that is not the case with you animals. And yet the funny thing is you all complain about the toxicity, you hypocrites. To be honest, I can’t wait til the shoe is on the other foot. God all this time dealing with you people and now I am becoming one of you. This community is driving me to madness kind of like how a certain killer, the one and only subject of this post, drives the survivors into madness.
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@HawkAyeTheNoo said:
My advice would be keep playing, keep learning and one day you'll go up to rank 19.
Dude listen how do you counter the clown if you know what you are doing? I need this information because he completely makes windows and pallets useless and I am tired of it
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@lasombra1979 said:
Ok, I really not sure what to say to this. I was kinda with you a bit with your arguments against the Doctor, even if I disagree. Then you say the Clown is OP. That is when you lost me. As much as I actually enjoy playing as the Clown, he is well below being OP. Yeah, not OP. Not even sure how you could consider Clown OP. Are we playing the same game?
The clown is overpowered because he can easily break you out of a pallet, but this is NOT ABOUT THE CLOWN! This is about the doctor
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Listen, the reason why the clown is overpowered (in my opinion) is that if you are at a pallet, he can slow you down restricting you not to properly mind game. But this isn’t about the clown it is about the doctor. You may think the clown is not overpowered, but that is your opinion