Clueless
Clueless
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- Clueless
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I don't say GG anymore because I have the chat disabled. It is only salt and cross-play players that can't chat anyways.
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Dead Hard
You can take a beating. When Injured, tap into your adrenaline bank and dash forward quickly.
- Press the Active Ability button while running to dash forward.
- During the dash if you suffer from the Broken Status Effect, you avoid damage.
Causes the Exhausted
Status Effect for 60/50/40 seconds.
Dead Hard cannot be used when Exhausted.
You do not recover from Exhaustion while running..
This would add a layer of comboing with other perks to get a full value out of it. The powerful usage of the perk is still there as DH for distance but it is countered by more of the cast of Killers (POTD, Slingers, Shred, etc) )and most importantly you couldn't easily DH over traps!
Thoughts?
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I could see DBD as an E-sport side event like Mario Party tournaments.
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I would like something similar to TF2's premade voice lines.
If you haven't seen it, I'll explain. You press a key to pull up the menu then press 1-9 for different voice lines to be played. It has a cooldown to prevent spamming also.
Each character could have there own spins on saying the same things and it adds a lot of personality to each character.
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Thoughts?
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1965425#Comment_1965425
Actually instead of making the tokens based on how many survivors you've downed, what if it's based on how many totems remain on the map?
- 2 Totems: Reveal Survivors’ Aura while they are opening the Exit Gates.
- 3 Totems: Movement speed increased by 3/4/5 %
- 4 Totems : Survivors are exposed for 5 seconds per Token you have
- 5 Totems : End Game Collapse starts soon as the Exit Gates are powered
NOED's purpose is to counter gen-rush or at the very least survivors who do not care about totems. The problem is the person who cleanses the totems is always the one who gets hit by NOED while their gen-rushing teammates escape without harm. This at least ensures that the totem cleanser can die knowing they've contributed to the team
I like that a lot. A solo only needs to cleanse two totems to know the two very strong effects are gone.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1965440#Comment_1965440
That's sounds actually useful. It means I can run some sort of synergy and run ruin just as a side.
Makes a clear side objective every game for the Survivors too.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1965311#Comment_1965311
Would killers get an extra perk slot then? Or something to bridge the gap that would create.
Sure how about a Hex perks only slot.
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I think NOED is more comparable to OoO as they are not op, but just very unfun/unfair to play against so I would suggest a rework without trying to make it a pure nerf.
No One Escapes Death
Each time a Survivor is put into the Dying state by any means gain 1 Token.
Once the Exit Gates are powered gain effects based on how many Tokens you have.
- 1+ Tokens: Reveal Survivors’ Aura while they are opening the Exit Gates.
- 3+ Tokens: Movement speed increased by 3/4/5 %
- 5+ Tokens: Survivors are exposed for 5 seconds per Token you have
- 7+ Tokens: End Game Collapse starts soon as the Exit Gates are powered
What do you guys think of this idea? You have to earn the effects, so camping would be severally punished while trying to use this.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1965270#Comment_1965270
It's much harder for a team of survivors in solo queue to get the correct synergies together than killer does. Killer can just select whatever they want to play, meanwhile u gotta cross your fingers and hope your teammates have the right survivors.
You don't want unique Survivor passives / abilities because Survivors would have a hard time optimizing it?
I mostly play for fun myself and I think more options sounds fun to build around.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1965239#Comment_1965239
At the very least the killer isn't on a team of 4.
Not sure what you mean by this.
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@DwightFairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/1965064#Comment_1965064
NO
If survivors can have attributes and abilities they HAVE to be interchangeable and earnable
If Laurie or Quentin's abilities are good it makes them pay to win, as they are licensed.
Also, say, Claudette's ability is better than Meg's, then no one would play Meg.
Abilities and Attributes sound amazing but DO NOT MAKE THEM CHARACTER SPECIFIC WHEN YOU CAN NOT EARN EVERY CHARACTER.
How do you feel about licensed Killers?
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I like to use Trapper.
Nurse to play against.
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@Erogotic said:
First: Do you believe that the game is survivor sided or killer sided?
Second: What rank are you?
Third: How long have you been playing/hours played approximately?
Fourth: Do you have main characters with the perks that you want in these games at least for the most part?
LASTLY: Are you a killer or survivor main?
P.S. (Share as much or as little as you want, just looking for some responses to this so I am not completely ignorant to different ranks and perspectives. Thank you for reading!)
Happy entity touching.
3+ player SWF is favored always, but with solos it is tile spawning RNG picking the winning side most of the time.
Rank 6 on Survivor and Rank 1 on Killer.
Had the game for ~3 years, only have ~200 hours. (Play a lot of other games / months long breaks)
No, the grind is what makes me take breaks so often. I get bored of the same perks over and over again.
~30/70 Survivor/Killer
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What is her movement speed and Terror Radius size?
I really like the idea of making Locker do more for the Killer but it is hard for me to picture how useful her abilities would be. Does the speed boost last 10 seconds? Is the speed boost as fast as a lunge? How fast can she enter Lockers and exit them for the boost?
I like the perks especially Ring Around the Rosie. Claustrophobia sounds a bit weak to me, but the flavor is very good.
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I'll ask you the same Mori? I really like the idea of a Magician Killer also!
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1938453#Comment_1938453
These are some interesting ideas, well done for the chapter and the killer is really dope! How would the Mori look like? 😁
Open to suggestion, but maybe it starts with the Survivor cowering while backtracking away from the Killer, then the Killer extends the Scythe to slice the Survivors Achilles and drops them to there knees. The Killer would then pierce them through the chest to hold them in place and suck their soul out Shang Tsung style. Also thanks.
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@Speeddemonsaif said:
This idea is so good. I would enjoy this as a chapter and you even gave it sweet name. I asap buy this chapter if it avaliable
@96wilfrid said:
Interesting idea. I would play for such a character.
What do you guys think of the perks? Sounds fun or too op?
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I like this one a lot. Great job to whoever made it.
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I am willing to make that trade...
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Have a legacy HUD layout setting in the settings if you are moving information's location.
Use the black and white adept Survivor icons.
Give Killers the Survivors' hook counter and remove the useless current one. (If you think it will result in more tunneling, just try it out first while collecting data and feedback)
Add a remaining Totem Counter for Killers and Survivors.
That is what I would love to see.
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Maybe change "Nowhere to Hide" from Aura revealed to Killer's Instinct. Survivors' Aura cannot be shown while they are in a Locker.
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I'll tell them "NoxVeno sends their regards" in the post game lmao
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Unbreakable, Decisive Strike, Dead Hard, and Iron Will every game for 6k hours of game time (2k hours when not counting queue times)
Actually though Quick and Quiet, Inner Strength, Dead Hard, and Spine Chill. It is fun for me right now, but I change my favorite build a lot.
Also if your favorite build is the top one I was just joking. you do you
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@Jamlpr said:
https://forum.deadbydaylight.com/en/discussion/comment/1908847#Comment_1908847
You understand that there will always be a strongest perk right? If you whine enough to nerf one you’ll just find another to whine about. This goes for killers and survivors.
A changing meta does sound nice...
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I like the idea of the offerings banning those realms instead of picking them.
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I got matched with a bully squad with 4 Flashlights and matching paid for outfits. I put on Lightborn and on the first down they tried to flashlight and then all DCed. I got like no points and depiped but at least I got a good belly laugh out of it.
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He has a smoothness to his kit that I love. Not having self slows/stuns feels so good to use.
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It is kind of silly how Spine Chill is a no effort counter, while still being very useful outside of the counter. Reminds me of old Enduring.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1890077#Comment_1890077
That is an interesting idea, not gonna lie.
If I may present a minor modification to make it less of an issue with, say, Irihead:
-Each time the Huntress throws a Hatchet, the range of the lullaby is reduced by 5 meters.
-Lullaby range resets to normal when the Huntress reloads at a locker.
This makes it so that with Iridescent Head, Huntress won't have a 20-meter Radius with a one-hit down.
Clean solution. Nice
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How about it makes her base lullaby range 20 meters and for each Hatchet she has loaded it increases by 5 meters. So at 5 Hatchets she has the same lullaby range but with no hatchets she has just her terror radius.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/1885878#Comment_1885878
Haven't seen the mori ritual for at least half a year. Do they still exist?
Yeah they exist to clog up your bloodweb.
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Less people than needed play Killer for... unknown reasons.
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Just remember DBD is a casual game. Don't take the game too seriously, it helps a lot with mental in general.
I think it helps when something frustrating happens to think of it as a good play by them instead of a bad play for you. (Good shot, nice deadhard, etc)
Sounds silly but helps me.
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lol no
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/1806584#Comment_1806584
Yes, and even the devs said they understand that in the case of Nurse and Blight, those kill rates are VERY deceptive.
Those are two of the highest skill ceiling Killers in the game. At their top potential, both are devastating. They're just hard to learn/master.
They also said that when the Nurse has a lot of play time they have a similar killrate to that of other killers with that much play time.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1800878#Comment_1800878
You on console? That's the only way I could see this being something I'd agree with, because Blight and Nurse aren't great on there. If this is PC then I'd seriously recommend practicing both these killers because they are absolutely 2 of the best killers in the game when played right. They're harder than PH, Deathslinger, Spirit, Freddy, Hag etc (The other high tiers) and take some work but imo they're definitely much better. Oni too.
Suppose I or the other 3 people on here who actually play Demo will never be able to change people's minds on here about him being a good killer.
The list is based off my experiences and the killrates. Nurse and Blight are objectively two of the worse Killers in the game based on killrates. I am on PC.
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I guess Pig and Oni could swap spots.
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@Pior_Morte said:
https://forum.deadbydaylight.com/en/discussion/comment/1800878#Comment_1800878
######### IS THIS DELETE THIS ATROCITY PLZ DELETE THERE ARE PEOPLE CRYING HERE OMG
What's wrong with it?
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Vibin' with this one.
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@Decarcassor said:
I'll tell you what I enjoy about Freddy. Its the smoothness. He does not have arbitrary slowdowns when using any of his abilities, no weird camera locks, movement restrictions or fatigue downtime.
That being said its true that Freddy has a bit too much in passive benefits. The sleep cycle is completly free, it highlight asleep survivors making them easier to see, make them waste time if they want to wake up, confuse them with the lullaby and apply free Oblivious. This is the part of Freddy that need to be looked at.
Having no self stuns/slowdowns is the main reason I like Freddy too. Going to be massively disappointed if they change that.
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@jadss said:
https://forum.deadbydaylight.com/en/discussion/comment/1729419#Comment_1729419
you want to give people a way to escape if the people didn't do the gens, so that's garbage argument.
That sounds like the Hatch to me. Maybe add some context next time.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/1763926#Comment_1763926
The hatch actually requires survivors to do gens, bloodlust helps trash killers to get undeserved hits :)
The Hatch is spawned and opened for the last Survivor regardless of Generators. 😶
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I had an idea of a rework of Iri heads. It would makes her Hatchets apply Deep Wounds and reduce the time left to mend it based on how far the Hatchet was thrown from. You would still have 5 Hatchets too.
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I have noticed it too. Try recording it next time it happens; videos help the devs.
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@EqMonkVeeshan said:
how about they do a no perk weekend.
That would be pretty cool to see how much perks carry. Genrush and tunneling is all you would get most likely though :(
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Bloodlust is already weak enough.
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Playing Killer on console looks very painful.
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@Mooks said:
You have to read it with a longer pause at that part. The one who wrote it obviously intended it that way because they had to stop there as well. Couldn’t believe that it would deplete the gauge.
lmao
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@Felnex said:
https://forum.deadbydaylight.com/en/discussion/comment/1766037#Comment_1766037
The counterplay is to bait it.
Yeah you could still do that.






