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CoolAKn

CoolAKn

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CoolAKn
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  • @Knex4545 Some killers have aura-revealing add-ons when a survivor is in a certain range, Wraith and Shape have the best ones. Pig has a good one too.

  • I think it ultimately doesn't matter to most people. People choose their survivors differently. You want to choose a survivor you can relate to, which is fine. For me, I choose based on appearance, so I don't think I would ever play Nea or Quentin (aside from getting their teachable perks and to use up all their offerings and add-ons) because quite frankly, they are ugly survivors. I main David King, mostly because he looks better than Dwight with a beard (even though I wear glasses, I am not bald, which is part of Dwight's beard cosmetic), but I definitely don't relate to David K at all because he can be violent, but I am not. If they ever decided to include sexuality into someone's backstory, that wouldn't make me want to play them any more or less than normal. In my opinion, their backstory only needs to explain their disappearance and why they have the unique perks they do. Nothing else is important because it doesn't affect game play at all. There is nothing truly special about each survivor, because they are just cosmetic. They can discuss sexuality if they want, but I think it would make little difference in the long run.

  • As far as I can tell, this patch seems to be pretty balanced.

  • All survivors are supposed to go the same speed, though there are a few times where it felt like the survivor I was using was running slower than normal. I think it's just a graphical error. There should be no noticeable difference between survivors, aside from appearance (skin color, hair color), clothing, and height.

  • Question, if you have 2 hooked survivors within 16 meters from each other (basically, the basement), would they cancel each other out, since technically, there is another survivor within that range? I imagine not.

  • Self-care by itself is 32 seconds. With sloppy butcher is 40 seconds.

  • Small question - since the devs had said recovering is a healing action, is it affected by healing perks (such as Nurse's Calling, Coulrophobia, Sloppy Butcher, Botany Knowledge, etc)?

  • Interesting concepts. I do understand what you are going for, but I think most people would think using a med-kit to recover, especially if it's an incomplete action (because they can't fully recover), somewhat useless. I do get that it would help you recover faster, though I think most people would rather use their med-kit after they've been picked up. If they added an ultra-rare add-on that lets you recover fully (like one of the insta-heal add-ons, except instead of full heal, it would bring yourself from dying to injured before the add-on is consumed; though incidentally, I tried to use an insta-heal add-on on myself, and it didn't work) that would be fine too. That way, there are more options to pick yourself up instead of the 2 perks survivors have.

    The blurred visual effects is actually something I had envisioned for a buff to Knock Out in addition to slower crawling speed (because you were given a concussion, disrupting your focus).

    Regarding your hook changes, how would slippery meat apply to your unhooking changes? Would is just be slightly extra luck while attempting, or allow the survivor to attempt for a longer duration? If it's the former, that would just make it copy-paste with Up The Ante. If it's the latter, that is fine.

    For the Struggle phase, I think in order to hold on, you should be holding the primary action button (M1) to get skill checks and release M1 to give up struggling. EDIT: succeeding skill checks would slightly add more time to struggle, while failing skill checks would slightly lose some time to struggle.

  • You could try Stridor, it make their grunts louder and even counters Iron Will. Another one you can try is Whispers, which tells you a survivor is inside x range. Outside of perks, I don't know how much help I can be.

  • I think it's just bad RNG. I went through 40 blood webs with Dwight, no Kindred in any of them (and no teachable perks were unlocked).

  • @will_i_am_14_85 said:
    I have heard the idea of scavenging for parts before, which sounds like an idea, adding an extra objective, but not sure how it would work.

    For example, if each generator needs one part to be found on the map before repairs can start, that can lead to one survivor screwing up the whole team and hold game hostage in a sense by finding this part and just not doing anything else.

    An idea I had for Plunderer's Instinct would allow the user to see the auras of items on the ground, which would include generator parts.

  • @alivebydeadight said:

    @Vampirox said:
    At this rate you might as well lock out MORI too since survivors no longer have something just as GOOD or OP. Its not really fair you take away something from one side and not from the other.

    At least implement before taking it away!

    Wth did the moonlight offerings even do?!?!?!?

    There used to be 4 moon light offerings. One made the map 70% brighter (almost like daytime), 35% brighter, 35% darker, and 70% darker (sometimes nearly pitch black).

    Imagine like in real life whenever there is a full moon how bright it lights the area vs how dark it is with a new moon.

  • @Tsulan said:
    Just had a match where i survivors stepped 7 times into my traps and 6 times they got instantly (2 seconds) out.
    Is this working as intended? Shouldn´t the traps have a fixed timer?

    It's possible when they got trapped another survivor was right there to get them out. RNG can be weird like that if that's not the case.

    I think traps ought to last a certain amount of time (perhaps 10 seconds? Change the escape difficulty add-ons to simply add time). Perhaps even give the Trapper a small speed boost whenever someone gets caught in a trap (kind of like blood lust).

  • @Tzeentchling9 said:
    Where were you when the Devs buffed all levels of Self Care to the Teir 3 perk speed? No issues with that change?

    L M F A O

    According to the game's history, Self Care Tier 3 used to be 80% speed, so 50% speed is still a nerf compared to how it was originally.

    @TigerKirby215 I agree completely.

  • @powerbats said:
    To the devs while I appreciate the sabo being made more useful having 4 hooks all drop within the 1st 6 seconds or so of a game starting is a bit much. I didn't ever really see 4 man tool box sabo squads on either side, but now it's rampant and even with Hangman's they just 99 it and then drop everything in the vicinity.

    While you could 99 before it took a lot longer and wasn't so completely broken to the point that people could 99 and gen rush with impunity.

    These are some of the changes I would make to Saboteur.

    • Make Saboteur sabotage at 50% speed across all tiers.
    • Have the sabotage action take longer and/or be louder.
    • When not being sabotaged, the automatic repair timer should undo progress over time (maybe 1% per second? Perhaps make Hangman's Trick be 2% per second).
    • Make Hangman's Trick trump the increased repair timer (hooks will still return after 30/20/10 seconds).
    • EDIT: Increased repair timer does not apply to bear traps.
  • Honestly, all Saboteur needs is a 50% speed across all tiers, and make Hangman's Trick trump the increased time.

  • I've only done it once without knowing it was an exploit. I was downed near the generator, and the basement wasn't there. I realized the killer could not get me to a hook in time, so I did not go back upstairs (because who in their right mind likes the constant game of getting downed, being almost carried to a hook, running all the way back up there just to repeat the process? I don't see that as fun for either party). I think it was a good call to add a hook upstairs, because honestly the upstairs felt rather lacking. If anything, the game gave survivors another legitimate reason to be upstairs (to unhook a survivor). Otherwise, the only business the survivor had being upstairs was either the generator or the chest.

    I do disagree with the Thompson house upstairs practically being made into a second basement (with only one hook). There should either be a gap or a window on opposite sides of the house. I always hated the only way to get down was the staircase. If you are worried about looping, survivors will suffer from staggering, where (as far as I know) killers do not. It would only be an issue IF they are running Balanced Landing (which they would only be able to use the speed boost for one loop).

    It's debatable if survivors should suffer from fall damage jumping down from that height (practically a 3-story drop). At that height, there could just be extra stagger. Alternately, there could be a hole in the floor to get below easier (like in the Game or the Asylum). In fact, the Asylum has multiple ways to get down from the top floor (a map where survivors could escape when they hear the heartbeat). Honestly, there also ought to be an upstairs (and downstairs, unless the basement is present) hook in the Asylum as well (same for Ironworks, there is a perfect spot for a hook up there). Give balance to these maps.

    Overall, it's a good start, but there just needs to be another exit from upstairs, either a hole, a gap, or a window.

  • @Eguzky said:
    Or:
    You don't try to escape when the Killer is right there
    You lead him past a pallet-stun
    You use Sprint Burst
    You use Dead Hard

    See where I am going? Making the Gates force Exposed is not OP or unfair. Nor does it allow the Killer a free kill on every Survivor like you seem to think it would.

    And if a Survivor gets to the gate first..Go to the other gate.
    It's stupid that the Killer is so god damn weak , a healthy Survivor has a 100% chance to escape.

    And yet you act like the Killer having a 20% chance to down you instead is more unfair than your 100% chance to get out alive, like it is at the moment.

    Survivor mentality in a nutshell: They can have a free chance to get away 100% of the time (Being near a gate and healthy)
    But ask to make the Killer a threat IF he gets to a gate first, and it's unfair.

    If the killer is already at the Exit Gate, I will either go for the other gate or wait for them to leave. No reason to needlessly show myself to them.

    You aren't factoring in chases. People use Sprint Burst, they get the 3 second boost, the killer can still catch up and down them. The killer carries them towards the nearest hook, the survivor breaks free if lucky, they can't use Sprint Burst again because of Exhaustion. Dead Hard is unreliable and doesn't work most of the time. Some areas near Exit Gates don't even provide pallets. Even with No Mither or Unbreakable, they can't use it because the killer would just pick them up.

    You say you want this to combat toxicity, but saying it's so stupid the killer can't just down a healthy survivor, giving them a 100% chance to escape shows you just want a free kill. Just as CornChip said, why not just ask to have the Exit Gates removed? You want to do this to punish the teabaggers, but in reality, this is just going to punish survivors for playing the game. They escaped, move on to the next match.

  • @Countfunkular said:
    @PigMainBigBrain
    O_o
    I could kiss you right now you crazy son of a ######### you just figured out how to make a shape-shifting killer work and probably the only one on here who figured out how to make it work.

    I was just going to post some speculation ideas and how to make it work but you pretty much hit it right on the head or at least how it should work.

    Am I honest-to-god opinion the shape-shifting killer I thought could have a second power that could disrupt survivors vision. Allowing them to see their friends has a killer instead of you.

    However the heartbeat idea is way better.

    However certain perks like Bond might make this killer a little problematic. Perks only work another survivors not killers unless whatever or reading perk the survivors have also transfer over

    These are a few survivor perks that should be considered with a disguised killer.
    Alert - depends whether or not they can break things while disguised.
    Dark Sense - would their aura be revealed even when disguised? Imagine someone with Dark Sense repairing a generator with another survivor when suddenly your teammate's aura glows.
    Object of Obsession - would the killer have aura protection when disguised?
    Premonition - would it chime when disguised?
    Spine Chill - would it activate when looking at a survivor while disguised?
    Bond - would a disguised killer show up as a teammate?
    Empathy - would the killer be able to fake an injury to fool survivors into healing them and gain a token for something devious?
    Kindred - when disguised, would the killer be able to see the other survivor's auras? Though it would be suspect when suddenly another aura shows up because you shouldn't be able to hook while disguised.
    Wake Up - when disguised, would the killer see the Exit Gates opened?

    This would all depend on how far the devs want to go with a disguising killer. When disguised:
    Would they shift to third person view as long as they are disguised?
    Could they pull pallets down and vault over them just like the survivors can?
    Would they be able to break pallets while disguised?
    Could they vault as fast as survivors?
    Could they run, walk, and crouch at the same speed as survivors?
    Would they be able to work on generators? To what extent?
    Enable the animation, but no progress or skill checks are made? Enable progress and allow the killer to fail skill checks (or even succeed skill checks to set the generator back down)?
    Would they be able to kick generators while disguised?
    Could a disguised killer heal a survivor and gain a token for something else? Could they fake heal survivors to where they look and act healed, but when the killer reveals themselves, the survivor becomes injured?

  • @Kilmeran said:

    @ZombieGenesis said:
    @Kilmeran Starting as a survivor will certainly help you learn the pacing of the game. It also helps by showing you what survivors experience; what they can see and hear. You'll also get a feel for how they move and roam around the map, which can help for anticipating their moves as a killer. I suggest at least always doing the survivor dailies even if you're a killer main.

    Originally, I found Survivor boring, but that was also frustration by the Skill Checks not stopping precisely when I hit the button. Considering I have a top-of-the-line keyboard and set-up, that pissed me off to no end. I have never had a game with any delay in key-press to action before.

    But if that's the best way to learn the game, I suppose I have dealt with worse things in games in the past.

    Edit: Actually, it was more than that. The delay was inconsistent. Sometimes there would be that delay several skill checks in a row, or an entire match. Then, all of a sudden, it wouldn't delay, which then caused the skill check to miss early because I was pressing for the delay. That ######### is what made me originally walk away from survivor.

    I find myself in the same boat. Some matches, the delay becomes too much that I feel practically worthless for the entire match. I'd play killer more if the lobbies didn't take an hour to fill up.

  • @connue said:
    okay, please explain why alert is now to powerful?

    People are disagreeing with the infinite range with all tiers. The only thing the original Alert was lacking was the range was too restrictive. Some are saying it only needed a slight range boost, which I agree, infinite range is a bit too good.

  • @Eguzky said:
    And that is when you go to the OTHER gate, where the Killer is not.

    I mean, the Killer can only guard 1 gate, and there are 2 Gates and a Hatch. It would be your fault for trying to headbutt him, which survivors do now, and should not be able too.

    You act like being Exposed when you're near a gate means the Killer can teleport between gates and stop you instantly.

    You are not understanding what I am saying. In my scenario, neither killer nor survivor is near the Exit Gate. While a survivor is heading towards an Exit Gate, the killer sees them and starts chasing them towards that Exit Gate (meaning the survivor is between the killer and the Exit Gate). With your idea, the killer would just get close to the survivor, wait for them to get inside the Exit Gates, then hit them to one-hit down them. You are literally asking to punish survivors who want to escape and would otherwise be able to. If you want survivors that stay in the Exit Gate to be exposed, set a timer that is slightly higher than the time it takes to enter the Exit Gates and cross the barrier. If you want to punish those who teabag, fine, but don't punish me for trying to escape just because you are mad at them.

  • @Gemasuda said:
    This thread is to ensure survivors know it will be ok.  For months crybaby killers have asked for an advantage to ensure they get 4K matches every time.  Well it happened and the devs listened and now they can enjoy stomping their way through groups and earning those 4K blood points.  

    Dont worry about the responses you you put on this community because rest assured the same people who were complaining about buffing killers will disregard your pleas for help and do everything they can to make you look foolish, examples (git gud, your bad, etc, etc)

    But the good news...

    Like anything in life cause and effect will happen, right now killers get instant ques and enjoy a blood point advantage normally.  But when survivors stop playing survivors and start playing killers more in order to enjoy the game in its current state, killers will start having longer ques and the cycle will start over again.

    So in conclusion, my fellow survivor mains, give it time, it will work itself out, for now just play killer and stack up those blood points with little to no effort involved.  Enjoy the new patch!

    So, what you are saying is I can actually play killer and not have to wait an hour for the lobby to fill up?

  • @Eguzky said:

    @brokedownpalace said:
    thesuicidefox said:

    Just increase the time it takes to open the door to 30 seconds base and have the door regress when not being opened. Then it would be a lot easier to protect the gates.

    No. The hand holding requests need to stop.

    My request is not hand holding. It literally makes Killers a threat again, which they are NOT at the moment.

    Survivors are having THEIR hands held by being able to tank hits by the exit and wriggle their asses and basically do everything short dropping a load at the Killers feet.

    When the gates open, the Survivors should want to leave as fast as possible, not dance like strippers on a Friday.
    Adding Exposed to anyone inside an exit gate means they LEAVE when inside a gate, and avoids punishing someone who may just be unlucky and not near a gate when it opens.

    It's fair and balanced, and not hand holding in the freaking slightest.

    Not everyone stays to be toxic. The only reason I stick around is if another survivor is still in the trial and I'm unsure they know where the Exit Gates are. I may be needed to rescue them if they are caught. If I'm the only one, I leave immediately.

    Making survivors Exposed just from being near the Exit Gates is a bad idea, because if I'm running to an open Exit Gate uninjured, the killer can just wait to swing until I get in the barrier to insta-down me.

  • I'd say skill is the largest determining factor in how threatening a killer is. A low-skilled killer is easy to a high-skilled survivor, while a high-skilled killer can be overpowered to a low-skill survivor.

  • @se05239 said:

    @Jack11803 said:
    Shrink killer hotboxes. Done.

    This. If the killers had the same collision box as the survivors, they'd be able to loop as tight as the survivors can around objects and cut down the time considerably. No need to literally nerf every killer because its "more fair" to survivors...

    This is certainly one adjustment the killers would benefit from. With slower speed, they should be able to turn tighter angles just like survivors can. I'm not trying to nerf every killer, I want them to be appropriately buffed to trade off the movement speed change.

  • @Mr_Myers said:
    Slower speeds? That is a TOTAL nerf to all killers. Killers need to catch up to survviors and by slightly chaning the perks and some numbers you are nowhere near compensating for 10% speed loss. 99% of games are Nurse now

    If you have ideas for better numbers, feel free to post them.

  • @Wolf74 said:

    @DeadByFlashlight said:

    @Wolf74 said:
    Is the OP actually asking for a global killer nerf??

    Please continue walking sir. There is nothing to see here

    Serious… I have actually read all that crap and it sounds like a simple, straight killer nerf.
    Reduce their speed. Oh and in return they get some minor buffs to breakage and vault.

    Then feel free to suggest some more killer buffs if you think the killer's aren't fairly compensated for this. The only thing I want nerfed for killers is their movement speed. Just about everything else can be (reasonably) buffed.

  • @White_Owl @Orion
    I main survivor, but I don't want only survivors to benefit from it, I want killers to be able to benefit just as much from this. You definitely have more killer experience than I do, what do you think would be more beneficial to killers?

  • Suggestions (sorry this is out of order):
    3. Hatch Spawn Rules: Current hatch spawn rules remain the same: 3 gens left, 1 survivor alive; 2 gens left, 2 survivors alive; 1 gen left, 3 survivors alive; Exit Gates powered, 4 survivors alive; just require the Black Key to open the hatch (while not making hatch-oriented achievements unobtainable).
    1. Black Chest: The Black Chest will always spawn in the basement where the other chest spawn is (not where the regular basement chest is). The Entity will block that portion of the Basement until the conditions are met for the Hatch to spawn (see #3). Given that players will always know where the Black Chest spawns, it's unnecessary for the killer to see it's aura at all times. The killer should not get a notification ESPECIALLY if it's only in the basement (to prevent the killer from camping it).
    2. Black Key: I would add that the Black Key's auras can be read by the killer and other survivors when within 16 meters (while someone is carrying it), and have infinite range when dropped (to prevent a troll survivor from claiming the key then DC-ing in a random corner to screw over the remaining survivors). Obtaining the Black Key will trigger the End-Game, and allow that survivor to see the hatch's aura from any range.
    4. End-Game: After the Black Key is obtained, the Exit Gates will become powered, but require 20 additional seconds to open PER generator needed to repair (plus tokens from Remember Me). Powering the Exit Gates will trigger all end-game perks (such as Adrenaline, NOED, etc). Both killer and survivor (if not holding the Black Key can see the hatch's aura when within 20 meters. After 1 minute of obtaining the Black Key, all player auras are revealed to each other when standing outside of 30 meters from each other.

  • @Orion said:
    How do you solve an issue that removes the speed advantage of Killers by making them slower by default?

    I'll ask you the same, how would you adjust my idea? I don't pallet loop, so this doesn't really affect me. My issue is the killers catch up to me too easily (I don't use speed perks, I find them unreliable), and I am trying to balance all of this around having the killers move slower (except for Nurse who moves faster), and still have it where they can catch me. What frustrates you about pallet looping? What could be done to make killers stronger against pallet looping? What could provide the survivor with a better alternative to evade the killer? How would you buff killers around having a slower standard speed?

  • @White_Owl said:
    How would that solve anything? Pallet looping would be even more encouraged since killers would take longer to close the distance and pallets and windows would be way less useful with the increased breaking/vaulting speed. I aslo bet a lot of infinites would pop out in many maps.

    How would you adjust my idea to balance it while making it fair for both sides?

  • @Orion said:

    @The_Queen_Of_Thorns said:

    @Orion said:

    @witulo said:

    @Orion said:

    @witulo said:

    @se05239 said:
    Having almost 700 hours, I have barely encounter any lagswitchers.
    I have, however, encountered PLENTY of survivors who DC the second they get caught, the second they get hooked, the second their DS miss, the second they realize that they might lose their flashlight..
    I've also met killers who DC if they bump into a wall with Leatherface's chainsaw, when they get slammed with a pallet, if a chase take longer than 30 seconds, they get DS'd..

    Punishment for DC'ing needs to happen.

    Punishing people for using the in-game feature wait for it, that the DEVELOPERS provided! Just think about that and how ridiculous it sounds.

    Punishing people for misusing the in-game feature sounds fine to me.

    Still I have not seen this answered, why add this feature in game if you're going to get banned for using it? Seems quite silly and idiotic! Also as I said and will repeat, why not fix the problems that cause people for DC'ing in the first place rather than banning people for what will most likely be a problem that that developers themself are responsible for!

    Because they're not using the feature properly. That's like asking why cops can arrest people for making false emergency calls.

    they aren't using it properly? ok so just take a step back you are contradicting yourself now, it clearly states that you are to be banned for quitting games as it comes under unsportsmanship so that means even if it is a emergency then you are to be banned for leaving the game. can I just say what about people that I don't know live in remote places of the world they have crappy internet but rely on what they get and they want to play dbd so should they be banned if they get disconnected because it happens to me, I live in a rather remote place and im not gonna lie the internet here is crap you get what your given in the highlands but I don't think I should be banned for things out of my control. ridiculous arrangement to my mind

    You are not banned for a single disconnect. You are only banned if you disconnect a certain (high) percentage of matches, and nobody has that many emergencies.

    If your internet is so crappy that you're disconnecting more often than not, then you need to stop playing online games. That's on you; you chose to play a game you know you don't have the equipment for.

    My internet's not the greatest either, but if I know if my connection is not stable, I stop playing because at that point, having a bad connection that would normally just affect me, would also affect the gaming experience of 4 other people. Fortunately for me, the only time I lost connection was during the loading screen, so my absence didn't affect the match too much (they had 1 less gen to repair).

  • @megdonalds said:

    @CoolAKn said:

    The notification system is fine as it is. I'd be fine if they increased the overall cleansing time for all totems.

    No, it's not fine at all and those notifications are totally unneccessary. It completely destroys the immersion and surprise mechanic for what it was intended for. That's why totems get cleansed so early because survivors know in the first 10 seconds of the match what they are cursed with and start searching for the hex totems.

    All of the hexes are notified at the appropriate time. You are told upon the first skill check the killer has Ruin, and Huntress Lullaby (because HL adds extra penalty for missing skill checks). You are told about Thrill of the Hunt when you start cleansing a totem. You are told about Devour Hope and NOED after someone gets one hit downed. You are told about Third Seal after you get hit. The only reason survivors know they are cursed so early in the game is because they are doing their objective (generators), and there are 2 hexes that directly affect that. If survivors don't know about HL or Ruin, then they are clearly not doing their objective.

  • @HP150 said:
    Honestly, BBQ & Chili should not have been a LF perk.
    1) Survivors do not have to pay for their post-game Bloodpoint multiplier perk (We're Gonna Live Forevor)
    2) The perk doesn't suit Leatherface. He belongs up close and personal to hooked survivors, preferably in the basement with Insidious. He has no need to find new survivors when one is already hooked :)

    We're Gonna Live Forever is unique to David King, and you have to level him up to Level 30 in order to unlock the perk to the other survivors. Then, you have to rely on RNG for it to even show up in the blood web of other survivors. Buying BBQ & Chili from the shrine eliminates the grind needed to unlock it normally. So, survivors do have to pay to get their bp booster perk (only David King doesn't).

  • @Nickenzie said:
    I know that a lot of killer mains are upset with how poor certain totems can be! I'm looking at the person at BHVR that came up with the hill totem with the devils eye! So, here are my solutions on how to make Hex perks less of a risk to run!

    1.) Needed: Huntress Lullaby, Third Seal, and Devour Hope won't be lit until they receive their first token. Additionally make more totem spawn rules to prevent survivors from spawning directly beside a hex totem.

    2.) Needed: Slightly nerf Thrill of the Hunt but make it a regular perk, not a hex.

    3.) Optional: Hex totems will be blocked by the Entity for the first minute in the trial.

    4.) Optional: Totems are not visible when standing outside 16 meters from the totem.

    5.) Optional: Change maps to be more dynamic (Not flat like auto havens) with better geography to give more places for totems to hide in.

    6.) Optional: Add more LoS blockers to totems to prevent them from being seen.

    Okay, that's all I have for totems changes! Please tell me what numbers are your favorite and why.

    1. I kind of see the need, but not really. What would trigger the totem for each perk? How it could work - Devour Hope - first unhook, Huntress Lullaby - first hook, Thrill of the Hunt - starting to cleanse, Third Seal - first hit, Ruin - starting to repair a generator, NOED - first hit after Exit Gates are powered. Changing the trigger would nullify Haunted Ground because if survivors know a hex isn't lit until it triggers, they will avoid totems lit at the start of the match. For the second half, yes, they need to spawn totems away from survivors and objectives (at least 16 meters).
    2. I had an idea to re-purpose each Hex Perk to be more beneficial to the killer, rather than being an "all in" risky perk. It would be a passive effect (effect increased per tier level) and a hex effect that is constant in all tiers until the totem is cleansed.
    • Devour Hope - Exposed status effect is removed completely. Perk would grant a speed boost whenever you hook someone. Hex would allow moris at 5 tokens.
    • Huntress Lullaby - Perk would increase regression penalty of failed skill checks. Hex would delay the sound of skill checks.
    • Third Seal - No longer limited on how many survivors are affected. Perk grants a temporary bonus to killer's aura reading range when a survivor is hit. Hex removes aura reading of survivors when they are hit.
    • Ruin - No longer limited on how many survivors are effected. Perk slows down survivor's generator repair speeds. Hex causes -5% skill check progress (how it works normally).
    • NOED - Perk gives killer a speed boost when the Exit Gates are powered. Hex allows survivors to get one hit downed.
    • Thrill of the Hunt - remove being tied to a hex totem. Cleansing time adjusted to apply a set bonus to all totems, not based on how many are left.
    • Haunted Ground would remain the same. If there was to be a passive ability, the hex effect would be the same in all 3 tiers. The passive ability could make the other totems to blend in more with whatever they are near (if they are against a grey wall, the totem would take on a more grey appearance).
    1. Fair suggestion, or just have each hex effect undergo a "decay" state where the effects dissipate over 30 seconds after they are cleansed.
    2. I don't think they should be invisible from a certain range, but would not mind if they blended in better than they do now.
    3. Auto Have actually has some pretty good hiding spots for totems. Killers need to be able to give a totem placement survey to report bad spawn locations.
    4. Same with #5, they just need to get rid of the bad spawn locations.

    The notification system is fine as it is. I'd be fine if they increased the overall cleansing time for all totems.

  • @Kilmeran I didn't think it would reset by that much, that's all. I didn't realize the reset completely cleared Ranks 1-9. Oh well. It's the first reset I noticed a big change with (the last reset, I was still at a high rank, so it didn't reset very much).

  • It's bannable if you DC a lot. If you don't do anything, it shouldn't be. If I want to de-rank as killer, I know I'm just going to play Wraith and hide in some random spot while cloaked.

  • @SurpriseSurprise said:
    Able to "shapeshift" into debris. Odd-colored grass in some maps, piles of papers/broken wood on others. While stationary any survivor that walks over you is insta-grabbed.

    While shifted, have no terror radius, or stain, but have reduced movement speed. This is what will be augmented with Addons.

    Think of this killer as a Venom-like Trapper Trap that can move.

    Imagine being a survivor being stalked by a slow-moving generator.

  • I feel like I should post what the emblem changes are here:

    The Quality of this Emblem will slowly degrade if the Killer remains within 16 metres of a hooked Survivor 10 seconds after hooking the Survivor.
    Does not apply if another Survivor is inside that radius.
    Does not apply if the Killer is in a Chase.
    Does not apply if it is the last remaining Survivor.
    Does not apply if the Hook is on a different floor.
    The penalty greatly increases within a radius of 8 metres.

  • @Global said:
    Holy ######### dude how long did it take to write that xD

    I agree tho.

    It took quite a while actually (it took longer because I was typing in a dark room, and kept hitting the wrong keys). The point values were obtained from the DBD Wiki page, and used an Excel-like program to calculate the new values. Once everything was done, I double checked how you would gain points to make sure Iridescent was still possible in red ranks. Only the Devout and Malicious emblems were impossible to do using the modifiers.

    in Rank Comment by CoolAKn
  • @Global said:
    I got both Rank 1 achievements this season so i wanted to express my feelings on the rank system

    Its utter shite i suck complete ass at the game but still was able to accomplish this feat. Safety pips are so easy to get its like what 1 safe hook save and maybe half a gen or 2? For killer its like down someone twice and hit a couple people a couple more times. Why is safety so easy?

    pipping is also easy. One game i didnt even complete a whole gen just safe hook saved 3 times and pipped, #########? Killer is like 2 sacrafices which can be hard in the red ranks.

    Is there any plan to change this getting to that legendary killer/survivor rank 1 status shouldnt be this easy should it?

    Each new Rank Tier should add a point modifier for the required amount of points for each emblem. The modifier only applies to the original point values. Something like:

    Brown Ranks - Modifier: 0%
    Yellow Ranks - Modifier: 10%
    Green Ranks - Modifier 20%
    Purple Ranks - Modifier: 30%
    Red Ranks - Modifier: 40%

    Lightbringer

    • Brown Ranks - 0 points (N), 30 points (B), 100 points (S), 190 points (G), 270 points (I)
    • Yellow Ranks - 0 points (N), 33 points (B), 110 points (S), 209 points (G), 297 points (I)
    • Green Ranks - 0 points (N), 36 points (B), 120 points (S), 228 points (G), 324 points (I)
    • Purple Ranks - 0 points (N), 39 points (B), 130 points (S), 247 points (G), 351 points (I)
    • Red Ranks - 0 points (N), 42 points (B), 140 points (S), 266 points (G), 378 points (I)
      To get Iridescent on Red Ranks, you need to fully repair 3 generators, work partially on a fourth, open an Exit Gate and cleanse a Hex Totem.

    Unbroken

    • Brown Ranks - 9999 points (N), 899 points (B), 799 points (S), 599 points (G), 0 points (I)
    • Yellow Ranks - 8999 points (N), 809 points (B), 719 points (S), 539 points (G), 0 points (I)
    • Green Ranks - 7999 points (N), 719 points (B), 639 points (S), 479 points (G), 0 points (I)
    • Purple Ranks - 6999 points (N), 629 points (B), 559 points (S), 419 points (G), 0 points (I)
    • Red Ranks - 5999 points (N), 539 points (B), 479 points (S), 359 points (G), 0 points (I)
      To get Iridescent on Red Ranks, you just need to not get downed.

    Benevolent

    • Brown Ranks - 0 points (N), 20 points (B), 40 points (S), 60 points (G), 100 points (I)
    • Yellow Ranks - 0 points (N), 22 points (B), 44 points (S), 66 points (G), 110 points (I)
    • Green Ranks - 0 points (N), 24 points (B), 48 points (S), 72 points (G), 120 points (I)
    • Purple Ranks - 0 points (N), 26 points (B), 52 points (S), 78 points (G), 130 points (I)
    • Red Ranks - 0 points (N) 28 points (B), 56 points (S), 84 points (G), 140 points (I)
      To get Iridescent on Red Ranks, you need to unhook and heal others as much as you can, body block when you can, and make sure no one dies from being on the hook for more than 10 seconds.

    Evader

    • Brown Ranks - 0 points (N), 230 points (B), 380 points (S), 560 points (G), 880 points (I)
    • Yellow Ranks - 0 points (N), 253 points (B), 418 points (S), 616 points (G), 968 points (I)
    • Green Ranks - 0 points (N), 276 points (B), 456 points (S), 672 points (G), 1056 points (I)
    • Purple Ranks - 0 points (N), 299 points (B), 494 points (S), 728 points (G), 1144 points (I)
    • Red Ranks - 0 points (N), 322 points (B), 532 points (S), 784 points (G), 1232 points (I)
      To get Iridescent on Red Ranks, you need to engage in long chases without getting hit, and lose the killer. You can also get some additional points by being close to the killer while not in a chase.

    Gatekeeper

    • Brown Ranks - 0 points (N), 20,000 points (B), 30,000 points (S), 42,000 points (G), 55,000 points (I)
    • Yellow Ranks - 0 points (N), 22,000 points (B), 33,000 points (S), 46,200 points (G), 60.500 points (I)
    • Green Ranks - 0 points (N), 24,000 points (B), 36,000 points (S), 50,400 points (G), 66,000 points (I)
    • Purple Ranks - 0 points (N), 26,000 points (B), 39,000 points (S), 54.600 points (G), 71,500 points (I)
    • Red Ranks - 0 points (N), 28,000 points (B), 42,000 points (S). 58,800 points (G), 77,000 points I)
      To get Iridescent on Red Ranks, make the game last as long as possible without any generators being completed.

    Devout - this one cannot be multiplied the same way as the others due to so few ways to get points.

    • Brown Ranks - 0 points (N), 2 points (B), 4 points (S), 6 points (G), 8 points (I)
    • Yellow Ranks - 0 points (N), 2 points (B), 4 points (S), 6 points (G), 10 points (I)
    • Green Ranks - 0 points (N), 2 points (B), 4 points (S), 8 points (G), 10 points (I)
    • Purple Ranks - 0 points (N). 2 points (B), 6 points (S). 8 points (G), 10 points (I)
    • Red Ranks - 0 points (N), 4 points (B), 6 points (S), 8 points (G), 10 points (I)
      To get Iridescent on Red Ranks, hook all survivors at least once and kill all 4 survivors ("perfect" game).

    Malicious - this one also cannot be multiplied the same way as the others due to so few ways to get points.

    • Brown Ranks - 0 points (N), 11 points (B), 22 points (S), 30 points (G), 36 points (I)
    • Yellow Ranks - 0 points (N), 12 points (B), 23 points (S), 31 points (G), 37 points (I)
    • Green Ranks - 0 points (N), 13 points (B), 24 points (S), 32 points (G), 38 points (I)
    • Purple Ranks - 0 points (N), 14 points (B), 25 points (S), 33 points (G), 39 points (I)
    • Red Ranks - 0 points (N), 15 points (B), 26 points (S), 34 points (G), 40 points (I)
      To get Iridescent on Red Ranks, slug at least 3 survivors and try to prevent them from fully healing (you lose a point when they heal). Hook often and allow for rescues to happen.

    Chaser

    • Brown Ranks - 0 points (N), 650 points (B), 1230 points (S), 1800 points (G), 2550 points (I)
    • Yellow Ranks - 0 points (N), 715 points (B), 1353 points (S), 1980 points (G), 2805 points (I)
    • Green Ranks - 0 points (N), 780 points (B), 1476 points (S), 2160 points (G), 3060 points (I)
    • Purple Ranks - 0 points (N), 845 points (B), 1599 points (S), 2340 points (G), 3315 points (I)
    • Red Ranks - 0 points (N) 910 points (B), 1722 points (S), 2520 points (G), 3570 points (I)
      To get Iridescent on Red Ranks, find as many survivors as you can and engage in short chases, ending them early. Additional points can be obtained for hitting survivors. Do not stick around a hooked survivor, unless you can physically see another survivor and chase them.

    These are just some basic value changes to make getting into red ranks harder to achieve. If you have any suggestions, let me know.

    Also, some tidbits (per the wiki) on the changes to the Chaser emblem (for all killer mains worried about not being allowed to camp with a good reason).
    Quality of this Emblem will slowly degrade if the Killer remains within 16 metres of a hooked Survivor 10 seconds after hooking the Survivor.
    Does not apply if another Survivor is inside that radius.
    Does not apply if the Killer is in a Chase.
    Does not apply if it is the last remaining Survivor.
    Does not apply if the Hook is on a different floor.
    The penalty greatly increases within a radius of 8 metres.

    in Rank Comment by CoolAKn
  • @NotYet said:
    We're Gonna Live Forever

    • allows you to lift and walk with a survivor in a dying state
    • saving a Dead Hard also adds a charge

    Dead Hard

    • if the skill hurts the killer, he stuns him for some time (can be used as a stun pallet)

    No Mither

    • you can move with a trap in your leg
    • there is a 10% chance to avoid hitting damage
    1. Carrying a downed survivor would be very situational, borderline needless. While it would be helpful to move a dying survivor away from the killer to a safer area (or to escape with them on your shoulder), and it would be faster than their default 17% movement speed while crawling, it would just be faster to heal them to the injured state. If for whatever reason, they implemented this, I would have it at 75% running speed while carrying another survivor, and cannot trigger Exhaustion perks while carrying (interestingly enough, regardless of their running speed, all killers carry survivors at 92% speed), which makes Dead Hard unusable while carrying. While on another survivor's shoulders, the dying survivor would be able to recover until they reach the limit. Cannot pick yourself up while on another survivor's shoulders.

    2. It was discussed that if Dead Hard was able to stun the killer by running into him, it should cause the user to be Hindered for 3 seconds, and increase the normal Exhaustion time by 50% (+30/25/20 seconds)

    3. No Mither just needs a bleed-out timer when hit, so you have a slight chance to get away when you get hit (unless the killer has Deerstalker, then you'll be found anyway).

  • @Oblitiry said:
    @CoolAKn
    This one? :3

    It's at least very similar. I think it's the same one.

  • @Oblitiry said:
    I haven't really shipped any of the characters but I do have a headcanon moment between wraith and spirit.

    I saw a very cool looking fan art of the Spirit stealing bandages off the Wraith's body.

    @PhantomMask20763 I don't really ship, but I do like the idea of my 2 survivor mains getting together: David K and Kate.

  • @thekiller490490 said:
    Tsulan said:

    They should buff spies to the same level. 

    Agreed. No range limit. I agree with it being a slight chance not to activate.

    I'd even say go as far as have Spies decrease the time it takes for stillness crows to appear.

  • Doctor's Default TR - 32 meters
    "Calm" - Class I - slightly increases TR while in Treatment Mode (+2 meters, per the wiki). Stacks.
    "Calm" - Class II - moderately increases TR while in Treatment Mode (+4 meters). Stacks.
    "Calm" - Carter's Notes - considerably increases TR while in Treatment Mode (+8 meters). Stacks.
    Monitor & Abuse at Tier III increases TR while chasing someone by 8 meters.
    Agitation at Tier III increases TR while carrying someone by 12 meters.
    Distressing at Tier III increases TR by 26%.

    It's assumed that carrying someone disables Treatment Mode for the duration of the carry, so Agitation won't help in this scenario.

    Default TR - 32 meters.
    "Calm" - Class II +4 meters (36 meters)
    "Calm" - Carter's Notes +8 meters (44 meters)
    Monitor & Abuse +8 meters (52 meters)
    Distressing +13.5 meters (65.5 meters)

    With these perks and add-ons, your TR while in Treatment Mode and chasing someone increases by nearly 105%.

  • It would be interesting if Monstrous Shrine either had the killer:

    • Spawn in the basement, or
    • See the hook's auras for 15 seconds at the start of the trial.

    In either case, it will help the killer know where the basement is, and would be beneficial in some play styles.

  • No mercy until I get the associated Adept Killer achievement (of which I only have on Trapper), unless it's a stand off, then they can just have it. After I get each achievement, I will be far more merciful. When I last played, I played against a Nurse that got their Adept Killer achievement even with 2 DCs.

  • Interesting idea, but I think it would need a lot more balance. Playing first person and third person are vastly different experiences. Simply putting a survivor in first person is too significant of a disadvantage, that it's doubtful many people would actually use it. There just needs to be a few tweaks to allow the survivor a fair chance at escaping.

    Again, it's actually a very good concept, just needs some improvements to make it worth while (not just the double bp).

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