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CashelP14

CashelP14

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CashelP14
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  • It's pretty easy to rank up with both in all honestly. That's why purple ranks still have a lot of useless survivors.

  • I would honestly prefer for the term ttv or yt to be banned from names in any game. They are normally toxic and just annoying to see.

    Add in the fact they are playing this game just ups the toxicity lol

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/513573#Comment_513573

    The reason her point gain is so extremely low is because she isn't getting to use her power in the games because of survivors not cleansing. You'll notice when you finally get a game with some potatoes that cleanse she actually gets great points. It's her poor design stopping survivors from cleansing and letting her use her power that is killer her point gain.

    "I think they should get a debuff while sick but the thing that annoys me more is when someone saves a sick survivor from the hook but not get sick themselves"

    Yeah I'd like a base 15% gen repair slow while infected.

    The only times a rescuer doesn't get infected is because the person on the hook wasn't fully broken from the infection. I do agree it should infect them regardless though.

    "Also doing a gen with a sick survivor but also not getting sick. Healing sick survivors again the same thing"

    Yeah that's happening for the same reason as above and I agree it should change.

    "I just don't understand why this isn't already changed."

    It's because the devs don't realize her bad design. They are only looking at their kill stats to determine if she needs changes and since she "supposedly" has high kills (which I find hard to believe) at rank 1 they think she's fine.

    Not only do I doubt she has those kills at rank 1, those stats are flawed by so many factors that they don't take into account, making them near worthless in terms of determining balance.

    They also need to take into account her fun factor. The fact that survivors don't cleanse means she's never getting to use her power and just M1ing all game and that is NOT fun.

    I'd say her non viability and lack of fun is pretty unanimously agreed by the community when we look at this discussions current upvotes as well. I haven't seen this many up votes on a post in quite a very long time and I spend too much time on these forums.

    I'd say that's a bit strong with 15%. I got her to P3, played over 100 games with her and at red ranks she just isn't strong enough. Especially if you try to break them first without add-ons it takes too much time. Survivors shouldn't need to be broken to spread any of the sickness.

    Her points are so bad I cant believe it. Since I love points more than winning I just be sick on everything, even if no one is around just for the points and it still isn't enough. If you run into a plague on ps4 just spinning around being sick on stuff it's probably me lol

    Yea I'm on these forums way too long also, though I like to look at the fan creations most and recently the in-game cosmetic contest.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/513509#Comment_513509

    "1. It takes too long to break people."

    I actually think they should have made her a playstyle where she just infects people and then leaves to keep spreading it. The whole, puke into them until broken and then M1 playstyle is bad design imo.

    "2. If you choose to make them sick, not break them and then down them it doesn't spread the sickness if they are saved/healed."

    Well you have to spread it yourself. I get the play style change you want and I would like that as well. I'd rather it take longer to get them into broken but spread easier and with survivors being more forced to cleanse.

    I dont mind that play style of trying to break them first but I always feel forced to do it because her points are so bad you need to do it that way.

    I think they should get a debuff while sick but the thing that annoys me more is when someone saves a sick survivor from the hook but not get sick themselves. Also doing a gen with a sick survivor but also not getting sick. Healing sick survivors again the same thing. I just don't understand why this isn't already changed.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/513434#Comment_513434

    No one is cleansing the sickness anyway so that wouldn't really change anything aside from like the first minute of the game.

    They eventually cleanse. My problem with her is:

    1. It takes too long to break people.

    2. If you choose to make them sick, not break them and then down them it doesn't spread the sickness if they are saved/healed.

    I'm not saying this should be her only change but I think if they do this it would help more than you realise.

  • One very simple change I've mentioned on a couple of occasions was to make all interactions while sick spread the sickness. Not just when your broken but when your sick at anytime.

    Means survivors are sick sooner and will hopefully allow her to get the corrupt purge more often.

  • Enjoy red ranks lad lol its always there. You mustn't play killer at all if you complain about ruin because at red ranks and sometimes purple you'll need it.

    Also how did your game last 45 mins?! What map was it because totems are extremely easy to find and it takes no effort to find them. You also must have 3 gen'd yourself because there is no way the doctor would have been able to guard all the gens.

    Please upload the 15 min clip lol I honestly want to see what was actually happening in that time.

  • You always hate it as survivor when you see a survivor get tunneled and not have DS. Love DS and it is in a perfect place where it should never be touched again.

  • @Someissues said:

    https://forum.deadbydaylight.com/en/discussion/comment/511776#Comment_511776

    That would be a good change, or if a survivor who is infected touches other survivors, then they get infected too, as it would make sense that way

    you should never have to be broken to spread sickness

    I played her a lot after she was released. She is one of only 2 killers I currently got prestige 3 (pig being the first).

    You have either 2 options as her when you find a survivor, break them or hit them. If you try and break them then depending on where they are at or your add-ons it takes a decent bit of time breaking them.

    To add to this you can't break a survivor that's on the ground or on the hook (might be wrong but nearly certain). This means unless you break them before downing them the sickness doesn't spread.

    I also feel encouraged to break survivors first because the points aren't great unless you do that. I think the should also increase her point gains.

  • She doesn't need massive changes. If they literally just make the change that ALL interactions while your sick spread the sickness then it would be a massive improvement.

    Currently you must be BROKEN to spread the sickness which I feel is unnecessary.

  • I feel it should just give the survivor an extra hit while within 8m of hooked survivor while the killer is there. Once per game of course.

    Just as something to discourage camping.

  • I wouldn't leave it too long mate to enter in your favourite idea. The more time for people to vote the better and I think certain cosmetics are already doing really well at the minute.

    Either way good luck mate

  • It all depends on my points. If I haven't earned enough points I'll farm with them. But if I'm wanting to get into another game soon then I'll just kill them.

  • The power is cool but I don't know if the devs can make a killer who changes into a survivor. I like the idea of setting fake survivors down on hooks but I think she should have the same thing for fake dying state survivors. The problem is an swf who will be able to tell where they are and if the are downed or not.

    Hex: False Hope: I really like the idea of this perk but I don't know how effective it would be with how badly totems are hidden these days. I'd suggest to help incase the totem is destroyed early that all other generators lose 25% if the totem is destroyed.

    Last Chance: This would be a bit strong, especially when the survivor doesn't have a counter to it. I think the hatch should be shown to both the killer and the survivor once it spawns for 3/4/5 seconds.

    Phobia, Round, Metronome and Soothing Presence all need values for anyone to give proper feedback. The values are what determines if they are strong or not.

  • Has to be the pig. From the moment I saw her trailer I was in love with her.

    The chapter was extremely well done with amanda looking amazing, tapp looking pretty cool and the map is class (even if it's difficult).

    My main reasons are the trailer was amazing, the hype for me after that trailer was immense. I just love the sound and look of her weapon sliding into and out of her sleeve during crouching.

    But those reverse bear traps are exceptional. From the panic it brought when put onto the survivor to the amazing look of a head pop is class. Even the look of the jigsaw boxes are class with the Billy laugh being even more class. Remember when she first came out and people died to head pops while trying to run out of the exit doors? Amazing times.

  • His power is very cool and I really like the idea of their being multiple killers on the map (with only one being controlled at a time). I have a chapter with a very similar idea as an ability so I was always going to like it lol

    Thick-Skinned: I dont understand the point of this perk, it's not like your going to lose a survivor after they pallet stun you. You can see/find them pretty easily after.

    Hunters Perch: Similar to the first one I don't see where this is useful. How long does it last before it goes back to normal? I'd just run shadowborn instead.

    Hex: Petrification: I was going to say it's very strong until I realised it's a hex totem perk. It would work well with nurses calling and a jump scare Myers build. Good perk.

    Typhokinesis: You need to confirm how long this lasts for, might be a bit strong but I'm not certain. The concept is pretty cool.

    Armarium Shroud: This is just OP, you have to give some sort of noise around the locker in order to balance it.

    Sleight of Hand: You need to confirm what would happen if you already brought a item into the trial. I like the idea of just running over items to get them, could be really cool.

    Overall really enjoyed the chapter. I think some perks need balanced a bit but that's the only thing you might need to change.

  • When it comes to the power you need to say how big the area is. It sounds pretty cool though and will be really interested in how'd it work. Also 15% is way too much. 5% or slightly more is more balanced.

    Unclouded by remorse: I think the idea is cool, especially for Myers.

    Perfect organism: I think the perk is weak at high ranks. Might be good at low ranks.

    Hunting Instincts: I like the idea but you need to say the movement speed. I'd say 10%.

    Baracade: OP. Imagine a 4 man swf all running this perk. It should only work on one pallet, and should take 20 seconds to baracade.

    You #########: Broken OP. Again a 4 man swf can abuse this so easily.

    Lifepod is a good idea but hope increases your speed by 7% so I'd personally just run it.

    Really like the ability and just tweek the perks slightly and I think I'd be a great chapter.

  • KILLER: THE AMALGAM/ ENNARD https://us.v-cdn.net/6030815/uploads/629/21U0ZLVI7KRV.png

    Your power is a bit weak mate. The fact that once you hit one good skill check the wires come off is a bit too easy. I'd say you should need to remove them by performing an action on yourself (like mending). I'd personally remove the traps on the ground and keep it to objects. You should be able to put them onto hooks also. Lastly I think to make skill checks more difficult to help at higher ranks, there should be 2 skill check zones at 40% normal size with every skill check. This will help catch higher rank players off.

    Hex: Elizabeth's Rage: I'd remove the good skill check part because it would be ok and apply it only to the great skill checks. Also lower the aura to 8 seconds, with a 30 second exposed status. Really good perk to couple with ruin.

    Empty Tomb: You need to word this better because I'm not sure if it only works if the survivor is in your terror radius or not. If it is only for your terror radius I'd lower aura time to 5 seconds but keep it at 10 if it still works outside of the terror radius.

    Artificial Freedom. It's OP with the aura time. That needs lowered till at least 8 seconds and you must be outside of a 32m range of the hooked survivor. Otherwise I think it's a good idea.

    Persistence: OP, needs a massive reduction in values mate.

    Experienced History: I really like the idea behind this perk. I'd personally make it so you see all items within his terror radius while hiding.

    Unwavering Patience: Isn't that strong in my opinion. Bearing in mind you lose 15% progression with those 3 skill checks misses I don't think it will make much of a difference.

    Overall I really enjoyed reading your chapter mate. I think just tweek a few numbers and it'd be very good.

  • Personally love the legion one, some serious talent mate.

  • When do the team normally begin the process for the next killer? And will a fan created killer ever be used?

  • I'm literally rank 1 now and I'm paired with red rank killers, but purple rank potato teammates.

    They don't know how to loop and all run urban evasion. This is why most people play swf because solo is horrible.

  • Like @George_Soros said there really is no point trying to derank, your just screwing over your time. Personally I just run really silly builds at the higher ranks to have fun.

    The only reason I'd like to be lower than red ranks is for the variety of killers. But otherwise I'd rather be red ranks with good teammates that won't just get downed every 2 seconds and hide in the corners.

    Some people want to be lower ranks because they can't bully the survivors/killer at higher ranks.

  • @pungent_stench said:

    https://forum.deadbydaylight.com/en/discussion/comment/503867#Comment_503867

    no, all killers p3 on one account and p1 on a second account. been playing since the first day on console.

    Then I have no idea how if you have been playing since the beginning how ranking up is so hard. It's pretty easy as killer especially at your rank. The amount of bad killers you can get, even at red ranks just shows how easy it is.

    Survivors usually aren't good at that rank. You can literally run really dumb builds as killer at that rank and still double pip.

    The only way you will struggle to rank up is if your bad, camp or use mori's a lot.

  • @pungent_stench said:

    it's no mystery to me. tunneling is necessity with the pip system the way it is, so tunneling is epidemic and will continue to be. i don't tunnel as killer and pay the price. i have not made it past rank 14 since the rework.

    You must be new mate. The pip system is fine with killer.

  • This is a thread they should read. Personally I dont see any reason it should be more than £10. Even 10 seems a bit much.

  • Normal at that rank. At higher ranks you just get targeting or dodging.

  • Complain about flip flop when it becomes meta. You talk about reworking perks but don't mention the one which is literally useless.

    Buckle up should work from anywhere on the map. Even at that it is completely useless.

    MoM needs a rework, flip flop is fine and buckle up needs a buff.

  • This would be a very good idea, would really help as the last survivor. I think it should remove the aura of the door handles for the killer as well ashide the lights on the door.

  • Updated the look of the chapter and changed one of the survivor perks.

    Also anyone who would like to draw the power/perk icons please say because I really want the chapter to look as good as it possibly can.

  • I got the impression it had to do with rewards for being at higher ranks.

    I hope they don't implement that every killer has an individual rank. I feel at high ranks you usually face the same killers and this will become even more apparent if this change is implemented. Also how would this work if you join a lobby as killer but then change to a different killer after?

    I'm hoping the archives force more variety with killers at these ranks. Also more BP depending on your rank.

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/501972#Comment_501972

    Terrie Radius perk is only in a chase and takes a lot more to get to work so I don't feel it's worth it beyond very gimmicky builds. I'm All Ears looks like the absolute worst perk I've seen to date though. Monstrous Shrine has more use.

    Oh really? Ok that is pretty bad then. I still think the blocking gen one is good on certain killers.

    Shame about the terror radius perk. Was expecting it to be a very fun perk to run but not anymore.

    @Tsulan yea it would basically be worthless. Such a shame.

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/501951#Comment_501951

    IRT the third one, it's not hooking the obsession. It's picking up any downed survivor. Which gives it a lot better useage imo.

    Yea I wasnt sure if it was picking up a survivor or not. My friend tried to argue that it was only interruptions that activate that perk. I think this perk is actually good with pop goes the weasel on a Billy or nurse. Strong if you slug with those 2.

    The terror radius one I don't remember if it's a cooldown or not but I didn't think it was. So with all 4 stacks you're down by 16m then add M&A and you only have an 8m terror radius killer?

    I only think his fast action perk is useless. The other two will work really well on certain killers.

  • Personally I like to feel rewarded when I sink a bunch of time into a game like this. I don't mind paying extra to get skins, just like buying the charity case.

    The only worry I have is what is in the battle pass? Skins and new loading screens is cool but maybe emotes would annoy me. The only thing I dislike about certain battle passes is how I feel they release content, such as emotes which make the game to silly.

    I'd personally want at least 1/2 full cosmetics per character for a battle pass and maybe 2/3 new loading screens.

  • @Mr_Qwayzar said:

    @CashelP14

    1. I'm not sure what you mean by Fredbears illusion

    2. Hangmans trick- A noise notification and faster regen. Puppets goal- No noise notification, active aura reading for any and all sabo actions. They synergize.

    3. You are right I should specify that.

    4. Aye , cant please everyone lol

    5.ill look into that

    6. That's at there own discretion, with Franklin's demise and the ability to close the hatch you'll be fine. Games typically take 10 mins anyway.

    Fredbears illusion if a swf player sees you kick the gen, they'll know if your running this perk or not. Maybe after it's kicked the next 1/2/3 skill checks are ruin skill checks?

    Puppets goal is weaker than Hangmans Trick. I think if this chapter was added they would just change Hangmans trick to help the new killer like with the trappers bear traps.

    Keys To Success is only countered by Franklin's demise but if the killer closes the hatch another survivor can still open it with a key. I just think it wastes too much time to create the key, probably screwing over your team as a solo player but can also be op in a smart swf team.

  • Your ability is really cool and I like how it works. A FNAF chapter would be cool if they could do it.

    Fredbears Illusion is a bit weak. SWF will tell if the gen has been kicked or not.

    Puppets Goal is literally Hangmans Trick. If it doesn't affect all sabotage actions then they should buff Hangmans Trick instead of adding in this perk.

    Hex: Foxys Chill is a good perk. You need to specify how far the distance is.

    Arm Yourself is good. Killers may not like it though.

    Handyman really really weak. This only works with saboteur or your killer but it needs a buff.

    Keys To Success is badly designed. Just imagine a SWF all bringing in Green keys with one having this perk, they'll all end up with Skeleton keys. But also if a solo player brings this in they are screwing over their own team by doing nothing for 5 mins.

    Also mate I feel you should stop linking the community managers. They are very busy and I think no one should be bothering them unless it's really important.

    I hope my feedback was helpful because it's definitely a good chapter idea.

  • I said this in a different post I'd like to be able to completely hide my name until the game is over. They should still see my character and what I'm using but shouldn't be able to see my name until in the end game tally screen.

    I don't like people dodging or targeting me either so I think this would be a healthy change to the game.

  • @TreemanXD and @NMCKE I really like how everything is spaced. They need to fix the part at the top and bottom but it is really good while in a thread.

    I also thought I got banned because I didn't see anyone online mention that the forums were bugged. Also I looked on their Twitter and they didn't mention anything about it.

  • The girl who is hung in the tree at the beginning of the first movie?

  • That was such a weird trailer lol I literally just laughed my head off at the cashier.

    I would love a new freddy trailer which literally starts with the cashier at the end of this trailer going to the dream world.

  • @FireHazard you still talking about the mobile version or the game in general lol

  • @FireHazard I've had it happen once or twice but not for over 12hrs. Really annoying and I personally dont like the desktop version

  • @Bravo0413 and @dnj510 I feel like people become more toxic depending on if they know you or not.

    I know I have like 3 or 4 people who are just toxic if they get me in a lobby. Dont know why but they just are.

  • It's easy to double pip especially at that rank. Just 3 hook everyone and even if the last survivor gets the hatch you'll probably double pip.

    There's no reason to try and double pip anyway. You'll get sweater survivors and load times are a lot worse.

    The only problem I have with it at the minute is the trophies for merciless killers. Should just be get a 4K with a certain killer because at red ranks the gens go too quick without ruin.

  • Bearing in mind my main is P3 max perks is bad enough.

    But I have over 100 yellow flashlights as well as 30 of every purple item so I don't want to lose everything I've saved up.

  • I would like it if I believed they could keep up with the demand. It takes long enough to create cosmetics as it is, now they need to create loads for one pass every 3 months.

    Maybe release 1 cosmetic piece per level on the pass. At the end of the pass you should have maybe 2/3 sets for each character.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/492786#Comment_492786

    "I think the rest are all very good, especially Rule Set 2. That would waste so much time and cause a lot of survivors to panic. The only thing I would say is a swf will be able to tell their friends the killer has this add-on and they won't attempt to take off the traps."

    Well by the time even 1 of them realizes this they would have already gone through the entire timer and even that's already been a lot of value itself. This is also assuming they are a swf that's in discord and not just grouped. Also the majority of swf aren't a full 4 man, that would mean at minimum you are getting the absolute full timer on at least 2 people and even that is a tonnn of time.

    "I think Rule Set 2 should have survivors find the key in their 5th box everytime instead of it just falling off. Survivors won't know if it's luck or the add-on."

    Well they would know because after the timer ends it will just pop off harmlessly.

    "Judith's Tombstone I think is ok because it is basically only run with Infinite Tier 3. I think it would just be too strong otherwise."

    In its current iteration no one runs this outside of meme's and even then the meme is never actually working unless you run it with ANOTHER ultra rare AND against low ranks that don't know what they're doing. Its current form has his very-rare tombstone piece just being better.

    "Mint Rag I never would change. Just have Make Your Choice, trap the hook and your good. I think it's also in a very good place."

    A smart high rank survivor isn't triggering that trap. It's good, but not ultra-rare worthy with the negative in its current form imo.

    @thesuicidefox yea I was thinking the same thing lol was wondering was I going crazy or something.

    The timer hardly ever runs out so that is why if it removes the rng to the traps and always have them be removed on the last jigsaw box would work better I think. If you need to slow the timer down a bit to also help stop the timer running out that would be good.

    Also when it comes to Judith's Tombstone I think it is in a ok place. Yea at high ranks it doesn't always work out but when it does it is a massive swing in the killers favour. This is one of the only add-ons where high risk, high reward really makes sense to me.

    Also huntress iridescent head needs the very rare to work with it.

  • I agree with most of these except for 2. Judith's Tombstone and Mint Rag.

    I think the rest are all very good, especially Rule Set 2. That would waste so much time and cause a lot of survivors to panic. The only thing I would say is a swf will be able to tell their friends the killer has this add-on and they won't attempt to take off the traps.

    I think Rule Set 2 should have survivors find the key in their 5th box everytime instead of it just falling off. Survivors won't know if it's luck or the add-on.

    Judith's Tombstone I think is ok because it is basically only run with Infinite Tier 3. I think it would just be too strong otherwise.

    Mint Rag I never would change. Just have Make Your Choice, trap the hook and your good. I think it's also in a very good place.

  • I thought the other day about Jack from the shining I thought it would be cool..

    But Hannibal Lector would be absolutely amazing. It could be either Anthony Hopkins or Mads Mikkelsen because both were amazing as him.

  • @Peanits said:

    😉 

    Look at what you caused lol just one 😉 and everyone goes wild

    Either way you must love this speculation knowing that we could all be completely wrong about this

  • @Hoodedfengm1n that's perfectly fine mate just wish you had said sooner. Either way thanks for offering in the first place.

    If anyone else wants to do it please say lol

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