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Chchchcheryl

Chchchcheryl

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  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864884#Comment_1864884

    it's fine, the thing is the basement and the killer shack are not that big so with that the killer could be near the shack and still have the speed boost. That is why a distance is required and in case your misunderstanding the killer will only be faster outside whatever distance is set meaning that the further you have to be from the basement the worse the perk is not that it won't be good if you never planned to stay near the basement.

    that is why i actually like and agree that the distance would be better/more balanced at 32 or 40 meters thanks for the feedback!

    Man I just realised!! I thought it said within 24 metres not outside of 24 metres, I'm such a dumbass! I'm so sorry! I do think 32 seems more balanced than 24 though, I just looked it up and apparently two widths of the outside wall (on a map like ironworks) is 24, which is a bit small imo!

    Also, happy to help even if completely misunderstood lmao

  • @RepostRiposte said:

    Idk I think its either removed the faces collection (which might be difficult because of license holders/people complaining they got scammed) or keep them all, an apron collection is not exactly in-character.

    I disagree, it particularly lines up with his halloween skin as well, having stole the ladies clothes as well as her face. Perhaps instead of taking their face skin he could steal accessories like OP suggested

    This still counts to Leatherface's idea of taking mementos (I dont know if its particularly memento based or whether it's about stealing their skin, I'm not too educated on Bubba, as I'm not particularly into TCM as much as a select few other horror titles!), but also lines up with consistency (with the halloween skin).

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864799#Comment_1864799

    Thanks! I have a list of perks/idea's on a doc that i update whenever i think of something better and every now and then I post it. I also have a few for survivor but due to the nature of survivor perks the list is small. I visit the feedback section a lot to see the community's idea's and so many are unthought out or repetitive so i try to avoid that.

    A simple fix for monstrous shrine is increasing the range to say 32 or 40 meters so proxy camping is less effective which i wouldn't mind, i just put the minimum distance for the perk so it wouldn't be overkill.

    Yeah makes sense, though an issue also comes into play with a distance like that, that it would become too powerful

    I'm not particularly educated on how distance works in DBD though, so I may just be completely missing my swing here on the guesstimate!

    Perhaps maybe instead of distance, it stays (at max level) for 20-30 seconds after the killer leaves the basement!

    ( I feel like it looks like I'm trying to shoot down your idea I'm sorry I'm really not trying to do that!!!)

  • @Rydog said:

    Cue "BUTTTTTTTT HE'S A CHARAAAAAAAAARACTER THIS IS WHAT THE CHAAAAAAAAAAAARACTER WOULD DOOOOOOOOOOOO IT'S IN CHAAAAAAAAAAARACTERRRRRRRRRRRR FOR HIM."

    Newsflash: Leatherface is not a real person, he was written by someone. When you have a character, and the character is acting in problematic ways, that can and should be an issue for the creator. This game isn't a cohesive narrative that its creator is using to make some sort of considered commentary or statement on something, it is a video game that lets the player wear what amounts to blackface.

    The creation of black face in itself was to mock black people (I understand it now has other social issues and limitations, but talking in context)

    Leatherface wearing a person of colour's skin is not blackface in any effect.

    Now, what is black face is players wearing the person of colour's skin (Claudette's in this case) to create a racist commentary. This is, in context, 100% black face!

    Also, it 100% is in character for Leatherface to wear her skin, he's severely mentally ill/disabled (I can never remember sorry), he wouldn't even be able to comprehend the idea of racism, so it's not in character for the player to be racist wearing Claudette's skin!


    Now, in effect there is no way to tackle this short of partnering with valve to target people with rude and or racist display names, and putting filters in their chat to detect slurs and offensive phrases (which they should already have), which would be automatically reported, additionally any reports with words like racist (and in context, homophobic, (and the like)) being sent to a direct bin for immediate, heavy concern, review!

    Now the OPs suggested change to make custom aprons and/or accessories can be determined absolutely, in two ways.

    Either as absolute genius (which is my view), as it prevents racist behaviour, whilst still creating the idea of the survivor mementos, this also lines up with his halloween housewife skin, as he takes her clothes as well and dresses in them (Though he does wear her face).

    Or

    Really ######### racist! Denying the wearing of a person of colour's skin (even if with others) to circumvent racism, in itself could be seen as racist, now idk why it would, but someone pointed out (to a lesser effect) taking her trophy head away (and not the others) would be racist. But in some views taking all of it away to avoid racism would also be racist!

    I don't know how BHVR could ever avoid this, so please forgive that (and my needless info dump).

    (Also this is quoted because this reply was originally targeted as a reply, but ended out as a general statement info dump, sorry quotee).

  • @Drinktheevil said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864362#Comment_1864362

    i could of figured that out on my own, i doubt its the only game people do that in, i do it in Hunt so...it makes sense.

    The main reason people raise it as an issue in DBD is that it can often completely negate some killers powers (especially if someone on comms is using the object of obsession perk, which allows the user and killer to see each others aura when the user looks in their direction, outside of the terror radius), such as Trapper or Hag, or even Nurse, as she has little to no gen pressure within a chase! It furthermore allows them to coordinate gen locations (to prevent three genning) and rescues (against face campers desperate for a kill most often).

    I will say it does give survivors a head start and the killer a disadvantage, but I personally do not propose it as a major issue unless of course, the mm does you like you've been getting. I'd suggest play as much as you can, especially with the new MMR system coming, if you dont get lots of games out you'll just be forced against red rank SWFs who have a high win streak (which you would also have if you don't play lots, due to being new, as MMRs generally start at 100%, much like school attendance!).

  • I think this is a good idea, b u t, 6 metres is a bit insane, on some killers they'd lose any terror radius they had on 1 or 2 sacrifices/deaths, not even including tr reducing addons or perks!

    I think, maybe 1/2/3 (perk level dependent) metres, for a maximum of 9 metres (at max level) with one survivor left

    This still completely negates tr until you're basically on top of them, but it's not undetectable with a red stain on top

  • Stunning, I particularly like your changes to the terror radius perks and monstrous shrine

    I know there would be a l o t of bitching about it supporting proxy camping, but would be amazing on basement killers like bubba, trapper, hag (especially waterlogged shoe)!

    This is very well thought out, wish I could up vote 10 times!!

  • I agree this definitely needs to be base kit!

    Trapper needs addons that not only bring him up to average killer standard (which should be base)

    But addons that create alternate play styles much like Freddys can make dream pallets, and the doctor can change effects of madness, and Myers has scratched mirror, and free mori, and infinite tier 3

    For the box killer he's too much of a relic to be viable with his current kit

    I feel like the moment BHVR see Trapper in a post title they skip a page because I don't think they are listening to us

    Even the new traps are a QOL increase mainly for survivors.

    Like you said, across the map traps still absolutely suck, because now there is absolutely no chance of them still being stuck when you get there! 9 seconds (of constant tries) in the trap is a free getaway if you aren't in Evan's terror radius :((

  • @7ox1cblu3 said:

    I'm sure someone may have suggested this already, but, what about slenderman? He could be a killer who's slower than survivors just like nurse, but he could have an ability where he applies static to a survivor, teleports infront of someone. It engages a bit of a cut-scene where the survivor has to complete a bunch of skill checks to look away, if they fail they get put in the dying state. And he has a passive where he automatically has an obsession that needs to collect 3-5 pages or they can't leave the trial. I'm not sure about perks but feel free to discuss your ideas or changes.

    I think maybe all pages need to be collected before anyone can escape!

    How one would go about obtaining these is unknown

    But it also put a lot of extra stress to find a probably very small side objective which could be nigh impossible to find on a map like ormond with the snow (without aura reading)!

    Perhaps the need to do only one or two less gens but have to collect all nine pages!

    The idea of being animation locked and completing skill checks certainly doesn't feel right though!

    But I've been wanting slendy boy in the game for a lil while now

  • @savevatznick said:

    Make brown bag basekit.

    Tar bottle / Wood ash are a gamble. If you get the wrong map they are completely useless and a wasted addon. Just make Trap colors adjust based on map automatically.

    Making Honing Stone basekit would be asking too much, but give SOME penalty to an injured survivor stepping in a trap. Make them hindered, or deep wounded or something.

    Not instant down from healthy as base kit, but injured to downed as basekit, acting as if it was an m1! This means that survivors outside of chase/tr with trapper have to be more careful if injured. This punishes bad survivor play and doesn't take honing stone's bonus of the instant down!

    Honing stone as basekit WOULD be too much!

    I agree brown or yellow bag should be basekit, frees up room for more addons of an interesting nature lol!

    Personally I think hindered would be the best effect! If you stepped in a bear trap in real life, i don't think you'd be walking/running at full speed, or at all for that matter, if you could even get out! Maybe only for like, four/five seconds

  • @AnnoyedAtTheGame said:

    Trapper seems to be a killer that has to tunnel survivors to death.

    I just trapped a survivor and they escaped the trap in less than 2 seconds. Trapped and gone.

    When a survivor gets trapped when they're in injured state needs to put the survivor in dying state and not allow the survivor to escape and run off injured still.

    I agree, his ability might as well be tactical legion for all injured traps matter! Honing stone is good in this manner but I'd rather use that slot for something like a bag or iri stone!

  • @FlanFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1854752#Comment_1854752

    Hmm Good point, but demo was a generalized character so like only one, but the witch from left 4 dead was many different people lore wise. Maybe bride witch from the passing could work but she would just be another insta down attack killer.

    Mmm true, I didn't think about that

    Imo we need a killer with some weird, wild mechanic

    This is why I voted Slendy boi, I feel like he could have some wild af mechanics to do with pages and the like

  • @Aquamarine said:

    No, it shouldn't be any easier to just eat DS, continue chasing and drag the survivor back to same hook. There are issues with DS but they can't be solved by turning it into exhaustion perk. It would only make it harder to counter camping and tunneling with it.

    DS is being used too offensively to be an anti tunneling perk, which is the main issue. My point narrows that offensive capability.

  • @AChaoticKiller said:

    That wouldn't solve why it is so strong and in some ways unfair.

    The main issue with this perk is it being used off hook to do a gen instead of recovering, if they made the perk get disabled if you work on a gen for more than a total of 3 seconds it would be way more balanced.. There are other things you can do off hook like healing, cleansing, or looting. even if the player who unhooked you doesn't heal you there is always other players or perks you can use to do that.

    Yeah, but along with gens there are issues like having a whole minute of invincibility, especially paired with unbreakable/no mither/tenacity, etc.

    And locker baiting, and many other things. I'm just saying it eliminates a couple of other issues. I never stated it would fix the whole issue, but narrow its offensive capabilities.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856357#Comment_1856357

    Adrenaline functions way differently than DS though. It procs only by the primary objective being completed, and the exhaustion it applies doesn’t stop it from working on an already exhausted survivor. That’s just one difference among a few.

    If DS caused exhaustion, you’re denying a survivor - who could be getting tunneled already - another chance to get away from the killer. A five second stun already does nothing, in terms of distance, for some killers anyways (... Spirit, etc.).

    I'm not saying it doesn't, but game rules for a perk, can be changed!

    I understand that its an anti tunnel perk, and a 5 second stun is a lot, at least about 48 metres in a straight line!

    Additionally things like team mates operate for things other than self caring in a corner sometimes!

  • @DawnMad said:

    https://forum.deadbydaylight.com/en/discussion/217373/hear-me-out-ds-makes-you-exhausted

    This wouldn't solve anything, the problem isn't them getting too much distance after a stun. The perk gives 1 minute of invincibility after unhooking where the survivor can do anything and not be punished by it. We solve this by first fixing why the perk exists, which is as a band-aid for how overpowered tunneling is, so we make tunneling a sub-optimal strategy first and then completely change DS to a more balanced perk.

    My proposal was to change the way DS works, and turn it into a one use exhaustion perk, much like adrenaline can only be used once! This makes it so the killer can give that person immediate chase again (with a large head start still), but denying that person a complete immediate escape, which is the side affect of Decisive's invincibility for a minute!

  • @DawnMad said:

    https://forum.deadbydaylight.com/en/discussion/217373/hear-me-out-ds-makes-you-exhausted

    This wouldn't solve anything, the problem isn't them getting too much distance after a stun. The perk gives 1 minute of invincibility after unhooking where the survivor can do anything and not be punished by it. We solve this by first fixing why the perk exists, which is as a band-aid for how overpowered tunneling is, so we make tunneling a sub-optimal strategy first and then completely change DS to a more balanced perk.

    I understand this and I've done a lot of thinking about it, but short of removing DS after any interaction with any object, there is no way to remove the abuse of DS invincibility!

    If you could provide a way to make tunneling a sub par strategy please share because as far as I see it, you're gonna get gens done on you in a chase whether you're removing someone from the game already hooked or not, it also adds extra pressure for remaining survivors. Or even just removing the most adept survivor from the game can be massively benificial!

    FYI, I'm in no way defending tunneling, I play survivor 90% of the time and tunneling is an absolute nightmare, no matter how good you are, being on death hook without a heal or a rest is draining!

    My proposal was to change the way DS works, and turn it into a one use exhaustion perk, much like adrenaline can only be used once! This makes it so the killer can give that person immediate chase again (with a large head start still), but denying that person a complete immediate escape, which is the side affect of Decisive's invincibility for a minute!

  • I remember watching an OH TOFU video where he played Oni with three of those perks including that Clown one. He absolutely destroyed because of the blood point farm and healing time wasting

  • My hot take is that every exhaustion perk has a counter, or a way to block its effectivness!

    Example: Dead Hard, probably the most relied on exhaustion perk! Suddenly, a ghostie, bubba or billy come along, oh whoops, guess that insta down stops your dead hard!

    There are also perks that do this.

    Just because an answer/counter isn't right in front of your face doesn't mean you shouldn't look for it!

  • @FlanFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1757954#Comment_1757954

    The witch is too much of an animal to be a killer and so are the rest of the special infected, anyway we already have Bill and l4d cosmetics.

    Yeah but then if "too animal" was an issue, what's Demo doing in the game? TBH I think anything capable of hunting or killing goes!

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853630#Comment_1853630

    And yet they keep introducing new ones. And some remain exclusive. Not to mention the fact that every charm is exclusive to that Rift. With that said, your argument falls flat because other games actually PAY you to complete their battle passes AND fill it with forever exclusives. Look at Fortnite, it costs 950 V-Bucks to buy the Battle Pass but you can earn 1500 if you reach Tier 100. And all of those items are forever exclusives and don't return. Why can't DbD do the same? Unlike Fortnite which has some very cool high-quality exclusive skins and cosmetic items including emotes, game music that remains exclusive. We get mostly recolors and sometimes a cool outfit but none of it is exclusive. Oh but we're swimming in mostly ugly charms where 80% of them are just color variants of each other. The Rift could be so much cooler, exciting, and interesting.

    you're forgetting that although BHVR pulls in a lot of money, most of that goes to wages and development, they don't have enough money to just give away free auric cells and consistently high quality exclusive skins. It definitely costs a thick wad to make a skin or two, and making all of that money a thing available for a tenner for about a month or two would not be beneficial for BHVR and they would probably lose money over anything else. So, not really, people should be grateful the outfits don't come to store nigh immediately after the rift!

  • @Moxie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853602#Comment_1853602

    Exactly. This is not a discussion about "Legion is in the middle of the pack". He is simply unfun to play against with the very tedious mending mechanic.

    I don't even have a reply that differs from the one to the person you quoted, so read that if you don't mind

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853597#Comment_1853597

    It's not even like Legion is good, he's annoying so people just yeet out the match.

    still cheap and stupid, you don't always like stuff, hard truth there, and it sucks that its that way but ruining people's games because they chose a certain character as well is just low...

    also, never said Legion was good, I said its not worth the DC over.

    Conclusion: Only fools DC

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853565#Comment_1853565

    Three escaping means the Killer lost, on any other Killer that'd be a de-pip.

    I'm on Xbox and people will DC as soon as they realize its a Legion.

    DCs are cheap, I feel dread the moment I see spirit but like anyone with a brain I dont DC lmao, also,he had us on a string for most the match, the only reason we all got out is because of a clutch ass party starter my other team mate dropped

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853546#Comment_1853546

    From what i've seen,or rather not,good blight players are extremely rare.

    Watch a streamer like AscensionWho playing blight.He's insanely good at him.

    thanks for the suggestion

  • I played against a Legion matching my rank (8) earlier, and I have to say it was an absolute blast! One of my teammates got cocky at the start, likely because it was a legion, and got absolutely slaughtered! They played like a proper killer and there was no bullying involved! Three of us got a close escape after a risky EGC hook save!

  • @Zayn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847255#Comment_1847255

    You have no idea what you're talking about.

    Blight is not easy to play at all LOL. Why do you think you never see him when you're playing survivor and when you do they get stomped? Because he is very hard to play with a very high skill ceiling, probably second or third hardest in the game. Pyramid Head is very easy to play with his free zoning and he can literally hit through objects which means anytime someone is in animation lock, it's a free hit. Don't be biased, not a good look.

    I've never come across a good blight, I'd love to see someone prove me wrong, but, yeah, rank 8 survivor as of current, unless these skilled blights are in red ranks exclusively

  • Survivor - Spine Chill and Resilience (but only together, I don't check my hud enough for spine chill, it's the gates and vaulting boosts for me), WGLF (bpbpbpbp), Dead Hard because I'm basic and like some good ol' loopin', Blood Pact (though I've started using it less, at one point, I didn't run without it!)

    I don't hate anything!

    Killer - Trail of Torment

    No hates

  • @NoelleMina said:

    1: I love your username.

    2: Jake’s Nonconformist Outfit

    1: Thanks lol, in case you can't tell I main Cheryl

    2: Good choice

  • @Nicholas said:

    Most if not all of the outfits are coming, I think the official minimum is six months for a possible release. Imo they need to make it more clear which are exclusive and not. And afaik all of the Awakening outfits are scheduled to be released, Claudette and Trapper are this month. So I think Awakening had no exclusive full outfits? Just charms and maybe some random recolor parts.

    noice, thanks for the confirmation, buzzing for the David outfit now haha

  • @meatisadelicacy said:

    I wouldn't want to see any rift outfits in the store. If we had to suffer though the rift to get them, they should stay exclusive.

    valid, but, imo they should come back, I think a year+ gap is fair enough, plus some people weren't around for the rifts with the outfits they want! ://

  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/1841356#Comment_1841356

    I couldn't agree more. The bad reputation drove them down and because of how people play with them, people automatically have this assumption that's the only way to play them. I don't camp at all with Twins, I don't even slug unless I know someone has DS and don't want to deal with it. I generally get kills with them too even if it's not always a 4k. I enjoy them a lot too.

    THANKYOU, someone gets it

  • @Masterninja said:

    I'm sorry but you need to understand, that you should be paying attention in the perks that we have now. Because just adding more perks difficults the balance of the other 60 bad and garbage perks we currently have. :(

    Perks like Small hunt and Montrous shrine are been in the game 4 years, wihout any changes.

    Commenting this on anyone's post who even breathes near the idea of a new perk just makes you look the fool here! There will always be progression and more content whether you like it or not, and two different areas of the dev team work on those things so, get over it, neither is slowing the other one down!

  • This is good in theory but would be bad in execution for many reasons detailed above!

    I absolutely adore the idea, and honestly I think most of those are pretty balanced and stay relevant to the characters themselves!!

    Honestly, all other negatives aside, meta survivors would be the problem, though the changes are so minuscule on the would be meta survivors I dont really see the problem anyway, there is a difference between 3% extra distance and 5% extra distance when hit and it's big, but the 3% isnt gonna be a god send save, it might get you the extra pallet, but you'll still be injured afterwards, furthermore, certain killers can completely negate the use of prestige affects like this! This argument can be made for every, single, one of those prestige perks listed above!

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1841398#Comment_1841398

    Valid point! Depending on what they do to keys, the achievement would have to be reworked also. But I've seen elsewhere on these forums that Sony and Microsoft will not change the criteria for achievements, unless they are completely unattainable anymore.

    In the end I think, as far as keys are gonna go, the nerf might result in keys being a one survivor use thing! This means a whole lobby would need keys to get the achievement! But I dont really know lol

  • @GoshJosh said:

    "For killers they would get an offering that makes the hatch unable to be opened by keys (Keys could still be used however)."

    https://us.v-cdn.net/6030815/uploads/5SXU4CTO8BFR/wat.jpg

    Also, anything that permanently prevents a survivor from being mori'd in a match can't happen, as there is an achievement related to mori'ing all four survivors in one match.

    There is an achievement based on all four survivors escaping through the hatch! You think an offering where keys can't open hatch is gonna enable that! Take the hits as they come, killers, or no one takes hits at all... it's the sad truth

  • Completely agree, I am learning to moonwalk and 360, why should I have to force a friend to afk as killer while I toss around trying to do that?

    Even a bot that you could set up in a lobby to be afk, be a gen jockey, or be an ai killer would be a lifesaver!

  • I for one absolutely adore the twins, they seem to have gotten a bad reputation because a lot of people just want the easy path when they play them and slug with victor! Twins actually have a lot of depth and complexity, and are very enjoyable! I love playing as and against the twins no matter what people say, it's a unique and enjoyable experience!!

  • @TripleSteal said:

    It's part of what Victor does; you can't escape for some time after removing him.

    The exit is only blocked for a second or two after removal, I know from experience as I've had a few close escapes with last second Victor removal!!

    It won't be victor that did this

  • Hey can someone else test this please, I forgot to put recording on and have encountered the bug again a couple times tonight!! I'll get some footage if I remember tomorrow!

  • Anyway time for my perk...

    Piteous Intervention:

    After being chased for 60/50/40 seconds whilst injured, the entity takes pity in your frailness and Piteous Intervention activates. The next pallet you drop will be barricaded by the entity, stopping it from being broken or vaulted for 10/15/20 seconds.

    "It took pity in me, I could tell, told me bolt, it did, and I did bolt, I ran!"


    (The numbers for how long the barricade lasts need some work shopping, thing maybe 5/10/15 might be more realistic for a multi use perk, but I don't know!

    I could alternatively make it an active ability button thing, like diversion, and then the next pallet you drop is affected, and lasts 40/50/60 seconds, but is one time use!)

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1840593#Comment_1840593

    The dolls gain their red stain and TR pretty quickly when you transfer to them, but maintain it for 6 seconds after you transfer to another doll, that way if say the team of survivors thought the way to beat them was to all pile on a gen and keep all angles covered, you could surround them with 3-5 dolls, keep switching between em, and inch forward with the one they take their eyes off of. Basically rendering that tactic a death trap because once a doll is touching a survivor, Transfixed or not, they can strike. I really had to think that one through because it seemed like it was the most troublesome counter to them, but as long as they maintain the red stain and TR while surrounding the survivors, they will have the advantage since the survivors won't know which one is the real possessed doll. Their Red Light, Green Light mechanic is also why I made them move at 6m/s (same default speed Victor has), because anything slower and they'd never move in fast enough to get hits before someone transfixes them.

    As for the Stealth perks... Those would be a nightmare on these little devils. They're already tiny, like Victor, and move fast, but also having no TR or Red Stain will make them merciless ambushers in most maps, but even worse in the Indoor maps Like Lery's where it'll be hard enough just spotting them due to all the objects and walls, but give em Stealth too, and its gonna be one hell of a scary match. Now take my example above for survivors trying to counter these little guys, and put Insidious in the Mix... Suddenly you get an actual mindgame that insidious enables wherein the survivors are gonna keep their eyes on the dolls who still have a TR and Red Stain, but ignore the one that doesn't, and with insidious activating in 2 seconds... to me, that just sounds like fun, and actually makes insidious a useful tool instead of a campers modus operandi.

    Wow you've really thought this out!! Honestly BHVR should hire you lol!

    I think the idea is really unique and the green light red light mechanic is so clever and the link to that in the backstory with Lucy wanting friends to play it with is ingenious!! :))

  • YO THIS IS EPIC, I especially love the idea of Dead Mans Chest!

    I think the numbers on the perks need tweaking, besides on perhaps marooned!

    I think the times on No Quarter should be taken up by an additional five seconds as 15 seconds on a gen isnt even halfway (if there is two or less people on it), which could lead to some very insane map pressure late game! Which is good, but only in moderation! Additionally, No Quarter should have a cool down after the person leaves the gen where it will still activate if they touch it again, as otherwise coming off and going back onto a gen instantly will just become second instinct for higher level survivors, maybe 5/10/15 to scale with the perk level (15 being level 3).

    Being exposed for 20 seconds after leaving a chest is a LONG time and basically becomes a pseudo ghost face with the location revealing scream! I think a maximum of 5 seconds after leaving would be more balanced!

    Otherwise this idea is incredible and I already have a vivid image of him and his map, and the way he would play, in my mind! :))

  • I myself am protanomaly (red weak) colourblind, it isnt as extreme as what I think your friend has (assuming protanopia, which is red blind).

    Most computers have colourblind filters! It makes the game less saturated (If that's an issue idk I like it), and it makes the reds visible, as it changes the shades of them, to lighter colours similar to what my friend says is pinks and purples!

    If he doesn't have this there are often online resources that people can install for stuff like this! :))

    Happy surviving!


    Edit: If on Windows 10 just search "colour filters"

  • If I spawn with others (and we aren't on comms), I'll skip out on them and go to the gen on the farthest corner of the map, if I'm on comms with people I'll sit on the nearest gen so we can get early game information!

    If I spawn alone I usually either grab a chest I spawn at (I don't usually run items into trials), grab a totem to proc inner strength (if I have it on) or I'll sit on the nearest gen because I know the killer is gonna be a bit closer to the others, and my blood pact (which I ALWAYS run), usually gives me enough information on what I should do next.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1839937#Comment_1839937

    I Came up with this multi-killer swapping concept long before the devs released the twins, and considering how the Twins work vs the Dolls, I thought for a bit about whether or not the Dolls would have a major Hook Camping advantage... but then I remembered that

    A. When a Doll knocks down a survivor the doll remains behind while the Spirit of Agnes controlling it picks up and hooks survivors before returning back to the last doll used

    B. The dolls get stopped in place by a survivors gaze, so leaving a doll nearby a hook is kinda pointless since the moment you transfer to it, the rescuer and the unhooked survivor will just look at it and run away.

    Otherwise, they are built for Zoning and Ambush setups, so using them to control an area of the map is pretty much how they work, but it shouldn't be broken due to their weakness. As for the Adept achievement Using Painful Neglect, I can see survivors habitually just focusing on the gen until they hear a heartbeat, then look around to see if a doll is near and try to freeze em in place before they attack. It should make things fun and intense, but again, not broken. TBH though, It's the Stealth killers who will benefit most from that perk, as refusing to look around while working a gen against a Ghost Face or Shape is just begging to get gen grabbed.

    I'm really glad you liked the concept, I was beginning to think no one ever reads it anymore no matter how many times I link it in discussions like this one. 😊

    That's a good point actually!

    Imagine all the Myers scratched mirror jumpscares with that perk!

    Are you able to tell when the dolls swap? Do they all have a red stain or only the active one? Thinking because if they didn't then setting up three dolls at a vital gen/a door would be certain death for a lone survivor there!

    Would undetectable effects work on them? (The jumpscare is real)

  • @Mister_xD said:

    on just this character or on all characters?

    if we do it for all, P1 could unlock them on everyone, P2 makes them lvl 2 and P3 would max them out.

    it would also help reducing the grind quite significantly that way.

    That's a good idea! I originally meant on only the one character but providing their teachables to everyone else as well (providing you picked the teachables up) is a great bonus

  • @OldHunterLight said:

    This is basically what I keep saying, it will tremendously reduce the grind and will make it better for new players as well.

    Yeah, agreed, I myself started playing about a month ago and the grind has been tremendous! I'm quite easily pleased though and the bloody cosmetics just do it for me! So I've found the grind to be less tedious for that, though aiming for teachables on characters I dont like is a pain!

  • @Rullisi said:

    For nurse you're required to use dead hard or rely on her mistakes. Freddy can just make any loop unusable, teleport to gens. You will lose if you don't have borrowed time against the twins. Ghostface can stalk you while you are staring at him or he crouch reset you. Pyramid head makes vaults and pallets a suicide. Huntress can hit you from afar. Leatherface only has to get close to you. For hag you're required to use urban evasion and borrowed time.

    Why is spirit so unfair compared to these few examples?

    Because although you're examples are great none of those are no win situations or killers if they don't make a mistake! Even with the Nurse there is a still an amount of survivor side counterplay (no matter how many people like to say otherwise) because you have to be smart and calculated with your movements, calculate where the nurse is calculating that your gonna go and dont go there!

    All other situations there have workarounds or counters that arent perk based!

  • @AbstractSaucing said:

    What about perks exclusive to prestiged players. That way it gives that rewarding feeling and actually gives players the urgency to presige rather than the run around of wondering if they should take the time to? (I myself being a run around)

    I like this idea but (especially if some of the perks become meta) it could become an issue for people who are very casual or are just really bad and get like, 5000 blood points per match!

    Now I'm not saying playing meta perks is a must, but especially on the survivor side, there is a lot of whining when people don't use meta perks ("ooooh, why didn't you have DS or BT?" because im not a basic biatch Julie!)

    I do like your idea though!! Maybe if it allowed you to choose unlocked perks to guarantee in your early bloodwebs (when you prestige) up to maybe like three or four perks, so instead of blocking non prestigers from perk, it just enables prestigers to get them better

    This could be beneficial in boosting people who have to go through 150+ bloodwebs to find their favourite perks!

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