Clueless
Clueless
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@Firepaul19 said:
Anyone else getting kind of tired of DBD now? I mean it's a cool game but the game gets pretty stale. Not only that but this game is becoming more and more toxic with every new player. Seriously I just want to play a normal game but I keep getting salty messages about me sucking or if I run an overpowered perk, I'm suddenly a loser for doing so. When I originally got this game I was really looking forward to playing as a killer and stuff. Didn't really expect it to become such a competitive game. If I wanted that, I'd redownload Overwatch. Anyways I think I'm gonna take a looooonnnnnggggg break from this game. Just not worth my time anymore.
DbD is like Mario Kart but people act like it is CSGO and second chance perks are the blue shells lmao.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1764996#Comment_1764996
Gosh just pressure survivor from gens If they working on it.
lol
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@Felnex said:
I mean you can dodge every other killer ability with Dead Hard? Why should trapper be a special exemption?
And how would DH be written afterwards? "Activate while running to dash forward and become invulnerable to everything except for Trapper Traps and Dedicated Servers"?
Invulnerable to Basic Attacks would work. Gives some counterplay for most Killers.
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I like the idea of throwing Survivors around a lot lmao, would be cool if you could throw them into other Survivors to damage/stumble them as well.
Hard to tell how strong it is without knowing how long it take to charge the meter.
Unlucky day looks really bad to me.
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Bad killer with 1 okayish perk. I don't care about Survivor skins and they have one meh perk. Hard pass for me.
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My go to is Thrilling Tremors, Pop goes the Weasel, Corrupt Intervention, and Whispers.
Thrilling combos with Pop, but they are my flex slots. Corrupt and Whispers are my anchor perks, game feels so much better when I use them. Whispers with no terror radius leads to a lot of gen grabs for me.
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The coup de grace for Coup de Grace's viability.
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@nursewannabe said:
God forbid killers to actually get good at the game instead of being rewarded for losing
Bloodlust is the DH for distance for killers, that doesn't have a cool down though
The hatch for Killers in other words.
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When it is my first time seeing the Mori I am usually oohing and aahing. Most of the time after that it feels bad.
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I think it sounds very reasonable. What a banshee would do though? Deafen Survivors? Echo location? Lots of potential.
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Legion is the Killer I want to be reworked the most including Clown, but the fatigue plays a big part into that. Feels really bad to play him.
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I think all of them will be forgotten in a week after release, they are too niche to see much play outside of people with lack of options or memes imo. Hope I'm wrong though and there is a shift in the meta.
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@sotd_coauthor said:
Petition to make Bill scream "JOCKEY!!" if Victor latches onto him or a teammate next to him
Would be awesome.
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she needs a buff BADLY
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If the Survivor finds the hatch first they escape, if the Killer finds it first the Survivor now has a chance of escaping via gate. I don't think it is fair but the game would be a lot worse without something like it imo.
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Who cares if it is retroactive or not. Just say Since XX/XX/XXXX at the top if it really that big of a deal. I NEED know how many gallons of blood I am bleeding out!
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@stvnhthr said:
I like my idea of having crows fly in the direction of the hatch once it spawns. It is a little thing, but it would greatly increase the odds for both killer and survivor to find the freaking thing. I also hate that the hatch spawns so close to the doors usually. The doors usually spawn way to close together and then placing the hatch near them gives the killer an unfair advantage.
Another idea is to make the hatch spawn directly between the first two generators done. This would mean players have to be mindful of what is happening in the game. Right now you just kind of have to run around mindlessly looking for the hatch which aint fun.
I like both of your ideas. The crow one especially. Maybe when the hatch swings open nearby crows would be scared and fly away instead of towards that would be a flavorful reason.
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@AChaoticKiller said:
also this idea is awful a survivor will just hide literally anywhere on the map until gates spawn and just escape through the one the killer isn't at, if its not a killer that can one shot the survivor is basically given the escape and can run right through them.
True, hard to come up a solution to that, maybe a short killer instinct at the start to get the ball rolling. Though I think it might become to hard for the Survivor. Also what would you change on how hatch works with keys.
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@lowiq said:
This basically rewards you for sitting in a locker the whole game waiting for your team to die. You're basically guaranteed an escape if you are uninjured.
Any mechanic that gives the last Survivor something rewards you for hiding to be fair, I'm sure you have had a teammate not save you because they are sitting on hatch before.
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Nurse is like SWF, both are overexaggerated to death.
Survivors can't have strong perks because death squads.
Nurse can't be bearable to play because of super omega 500k hour Nurse mains.
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Victor Crowley from Hatchet.
Art the Clown from Terrifier.
They are both too small and similar to other characters though. :(
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I would make it so the longer they are infected the more their screen is obstructed and increases the cleanse time of the pools of devotion.
The current time to cleanse is 6 seconds. I would change it to 2 seconds base and every 10 seconds they are infected it adds another 2 seconds of cleanse time. Capping at 20 seconds maybe?
So these changes would incentivize cleansing as soon as possible. The survivors screen getting obstructed they longer they are infected would give the survivors a punishment but also a tell for about how long the cleanse will be.
What do you guys think?
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1649353#Comment_1649353
the prophecy was foretold here.
I wonder if they got the idea for the rework from me. Would be pretty cool if they did.
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@ClickyClicky said:
I forsee it getting nerfed to when the survivor taps the gen or when you hit a survivor, rather than the dying state.
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@LittilAvindar said:
https://forum.deadbydaylight.com/en/discussion/comment/1649337#Comment_1649337
Did I say pop? Pretty sure I said BBQ. The point is that the OP is asking for two perks that mesh well to not work together because they inconvenience him.
I was just showing the devs are fine with make stuff not work together if they are too overbearing.
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@LittilAvindar said:
And what if, as long as Ruin is up, BBQ and Chili wouldn't reveal people's auras? Why should survivors be punished for using perks that work well together? If you slug them, Unbreakable is there to counter it. If you decide to tunnel them, DS is there for that.
What if as long as Ruin is up you cant use Pop? Wait...
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Agree 100% Though i don't think he will be as unplayed as Nurse. Just played by people without Leatherface lmao
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The majority of them are too rewarding for very little effort. When they are stacked it is non stop feels bad moments.
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@TheCursedTitan said:
https://forum.deadbydaylight.com/en/discussion/comment/1400104#Comment_1400104
Um let’s see I bought the dlc, played as pyramid head and even I think he’s a little overpowered, I played him for 5 days, they are amazing cause they counter, flashlights, DS, deliverance, borrowed time need I go on?
Please do.
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I don't find his bottle fun or rewarding to use. He does feel a lot better though. Not my play style i guess.
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Literally who? I want god dang Dr Jekyll and Mr Hyde!
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The threat of Pyramid Head is making survivors not want to use DS. Kinda like how the threat of DS makes killers not want to quickly hook survivors. lmao love this killer.
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What gets me is when you see them coming and you think borrowed time sweet. Just to be disappointed once they actually unhook you.
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Traumatic Haze
Wounds inflicted by successful attacks make the Survivor unable to repair generators or power exit gates for 5 seconds and reduces their Skill Checks’ success zones by 50/55/60% until they fail a Skill Check.
The idea is it counters the goofy face tanking to finish a gen or gate in your face, while adding to the hard skillcheck builds out there. The duration being based on them failing puts pressure on good survivors while not being to punishing for new players to harshly imo.
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! 😲
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I was pretty disappointed when i first saw it was him, but his power looks very fun to use. Looking forward to using it.
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@Milord said:
https://forum.deadbydaylight.com/en/discussion/comment/1279271#Comment_1279271
The only problem with your perk is that there's only 3 chests by default, so someone will miss out. I'd replace it to healing another survivor.
I like the idea of just adding healing as a fifth option, I like the chest one for some chest perk builds possibilities.
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@Milord said:
https://forum.deadbydaylight.com/en/discussion/comment/1279271#Comment_1279271
The only problem with your perk is that there's only 3 chests by default, so someone will miss out. I'd replace it to healing another survivor.
Sorry about double post got confused by the approval thing.
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@csandman1977 said:
BBQ is fine.
WGLF needs rework. Something like tying it to emblems. Do a gen get a token. Win a chase? Get a token. Unhook someone get a token. Heal someone get a token. Only one of each. Basically play a normal game get tokens
This is actually crazy to close to perk I made in a fan-made chapter i am working on. Great minds think alike lol.
https://us.v-cdn.net/6030815/uploads/106/Survival Guide.png There was an error displaying this embed. -
@OutcastEric said:
https://forum.deadbydaylight.com/en/discussion/comment/1276507#Comment_1276507
Yes. Trust me bro it's super confusing on the survivors side. A 12 meter terror radius is nothing to laugh at even though the lullaby is there. If they cant see you, they hear nothing but lullaby until you're basically breathing down your neck. Try it out on kyf. I'm telling you its god tier on her. I've even had survivors message me over it
Sounds funny, gonna try it out.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1276522#Comment_1276522
If they do, I hope they don't over do it.
It's literally the only weapon we have in our possession against killers who play like that.
I hope they think, rethink it over and over again and come to a decision that beneficial to both sides.
100% agree. I think perks like DS and NOED need reworks because they punish the other side too harshly for playing the game instead of rewarding you for doing a certain task.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1276491#Comment_1276491
They'll learn and adapt just like every killer who doesn't complain about DS does now.
I'm just saying if the Devs are gonna change certain perks for a deisgn reason it makes sense that all perks would follow that mentality. I wouldn't be surprised if another DS rework is coming.
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Why Monitor and Abuse over Shadowborn? Does the smaller terror radius seem noticeable to you?
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I think DS is an awful perk design. It feels like old ruin. It punishes new killers way to hard and is still used a majority of the time in higher ranks.
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@Angelicus23 said:
what? if you mean myers, it's a counterplay, also to avoid him getting a free tier 3 by blocking someone in a corner.
Lol Myer gets punished for survivors' bad positioning.
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Nurse is not that good. Buggy low-mid tier killer.
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https://us.v-cdn.net/6030815/uploads/065/Trapper 1 perk.png There was an error displaying this embed.@Waffleyumboy said:
Actually it does...the highest ranked survivor got the most score.
🤔





