Avatar

CrusaderNella

CrusaderNella

About

Username
CrusaderNella
Joined
Visits
0
Last Active
—

Comments

  • @bornagain234 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470114#Comment_3470114

    Yeah like why does stalk go up faster the CLOSER you are.

    It makes no sense.

    An idea I had was that Miles gains Undetectable while stalking, but that would make him clash too much with Ghostface.


    I tossed around with the idea of making Myers always Undetectable to all survivors, EXCEPT the Obsession.

  • Thank you very much for the positive feedback <3

  • 40K Perk ideas -

    Killer Perks

    Khornate Bloodlust

    Khorne does not care for the bargain struck between his siblings and the Entity, for he does not care from where the blood flows, as long as it flows.

    After downing a Survivor by any means, the Killer gains 10% Haste. This expires if either 5/10/15 seconds expire, the killer picks up a survivor, or hits a survivor, whichever comes first.


    Pestilent Love

    No one can escape Grandfather Nurgle's love, for all rot and die eventually. Even in the Entity's realm, you are filled with it, and wish to spread it.

    If a survivor performs a Healing Action within 8/16/24 meters of you, Pestilent Love activates for 30 seconds. While Pestilent Love is active, performing Great Skill Checks while performing a Healing Action doesn't provide bonus healing, also if a survivor fails a skillcheck while performing a healing action, they are inflicted with the Deep Wound Status effect.

  • @AetherBytes said:

    Machine Learning has the same finnicky game as Coup; one use per Gen, except machine learning requires guessing which Gen will be completed next, and failing to do so causes a use to be permanetly lost. Not just that, but it activates immedietly when the Gen is done, which means it can be totally wasted.

    Made for this rewards you for getting hit (which last I checked no one liked killers getting noed and being rewarded for losing gens), is always active until you're exhausted (which if you don't use exhaustion perks almost all sources of exhaustion in the game have laughable timers, and if you do use them you still get value until your exhaustion perk kicks in and saves you, which takes longer because of haste), and stacks. Think of it this way. if you have MFT and Hope, hag literally cannot catch you, you're 110%. Huntress, deathslinger and trickster also can't catch you without M2. You have ample time against most 115% killers to not even need to greed or bait windows, and with WoO or map knowledge can easily reach the next pallet long before a killer can catch you. This is before talking about its secondary effect

    3% for survivor is worth more than 10% for killer, because survivors can fast vault and drop pallets to make the killer lag behind (and the exception, nurse, gains no benefit from haste in the first place)

    A 3% Speedboost in Dead By Daylight translates to a 20% average increase in speed against the average killer

  • His power is non-existant. The survivors ALWAYS have an EMP in hand, ALWAYS.

  • The Iridescent Wires - The Executioner Addon

    Crimson Barbs that run across the ground. The rust and blood can barely be distinguished between one another.

    ● Punishment of the Damned can only injures Survivors that are afflict the Survivor with Torment.

    ● Survivors who crouch or crawl on the Torment Trail will trigger Killer Instinct, as well as become afflicted with Torment.

    ● Survivors who perform a Conspicuous Action within 4 meters of a Torment Trail will trigger Killer Instinct, as well as become afflicted with Torment.  

    ● Survivors that are afflicted with Torment are Hindered by 5%, as well as suffering a 3% Action Speed penalty to Repairing, as long as they remain Tormented.

    The goal of this addon is to encourage the use of Trails of Torment for information and control. While it triggers Torment on survivors more easily and gives them a debuff while tormented, survivors who manage to remain untormented will be rewarded by going against a Executioner that cannot damage them with his ranged attack.

    Also, the mechanic is balanced by the Trails only lasting 3 seconds within 4 meters of hooks and generators. So plopping down trails near these objectives will not work.

  • Also I may have forgotten about demodoggo's perk. Woops

  • @hastarkis said:

    So, yellow perks grant 60 seconds of exhaustion. Plus 5 seconds for each token. And you suggest to make someone incapacitated for all that time up to 110 seconds? It's better to just delete those players from the game x)

    Also:

    1) general perk with exaustion on gens (demogorgon's one): loose-loose situation, you either don't touch gens for 90 seconds or touch them and don't touch them again for 20+ seconds. No counterplay except "don't get downed" or "don't touch gen" which contradict the whole game loop. Worse than eruption.

    2) being unhooked, tunneled by pig and get the hat with exaustion addon. Now you are incapacitated as long as you have hat. Also, the hat can be put on you before the hook because exaustion effect will be back after 15 seconds from the hook.

    3) being unhooked and then tunneled to activate the perk. There the perk becomes kinda odd because killer kinda have to tunnel to make player use exaustion perk and then killer should drop the chase to get value. No one (in most cases) will drop the chase with unhooked person, they will tunnel and it will be even more easy with no mid-chase heals or flashlights.

    4) accidental balance landing. Sometimes this perk activates on a smallest drops ever. It's frustrating enough even without incapacitated effect tbh lol

    Sooo looks kinda broken. And complicated. Maybe if it's not incapacitated... Still design of the perk incentives tunnelling as far as I can imagine.

    I'm still very iffy with numbers cause I am not a high tier player.


    So it would be broken. How would you suggest I change the numbers to make it more fair? It is basically meant to make exhaustion more punishing for everyone, except the person you hooked. The free use of a Exhaustion perk for the unhooked survivor is meant to discourage tunneling.


    So, can you see a version of this perk working?

  • @Header said:

    this is really confusing

    Basically

    Hook person on scourge hook. When you hook a new person, gain a token.


    When that person is unhooked, they cannot be inflicted Exhaustion once. So they can use Dead Hard once and it wont make them exhausted.

    But also, for 90 seconds after that, for every token on the perk, when a survivor becomes exhausted it lasts longer for each token, and if they ever become exhausted, they also become incapacitated.


    I hope this explains it

  • For the knight, grabbing the standard should only end the hunt early. It should not give them a haste effect. Though that is just my idea.


    Or perhaps you can compensate the killer. Add a 3 second killer instinct effect to the survivor who grabbed the banner or perhaps if they grab the banner, shave like 2 seconds off the cooldown for his power.

  • @Mozzie said:

    I mean you already listed the reason why it won't be in the game. FNAF is basically horror for kids. The backstory, as already mentioned, is no more scarier than something from goosebumps or are you afraid of the dark. This is a mature game, it should not be played by, or entice people under the age of, 17+. While I appreciate the maturity of your post some character from FNAF does not hold water to the caliber of licensed killer's in DBD.

    Demogorgon is as close to kid friendly as DBD should get to that sort of content and I believe most of this game's audience agrees.

    Yes, Murdering of Children was always present in my favorite Goosebumps books. Like in "Monster Blood", "Coo-Coo Clock of Doom", "The Haunted Mask" or "The Beast from the East".


    Wait that last one alluded to the children dying in the end.

  • @Venoxxie said:

    Tbh, I don't really care. We don't need more DLC... especially licensed DLC since that requires paying someone else for the rights to use it in the game when they could be spending that money on funding for bugs and stuff...

    Well i have great news for you buddy. The next 2 killers are both licensed killers, oh boy. Or so the data-mining suggests. And the next killer is set to release along side the new Candy man movie(Whom i want to be in DBD more then springtrap but the latter would also be fine imo)


    Also one of the devs said in one of their streams that they would love to work on a FNAF title if given the opportunity.

    https://www.reddit.com/r/deadbydaylight/comments/7pub3q/developer_stream_84_oh_boy_here_we_go_killing/

    • Recently, you talked about licensed movie Killers you would like to see. What are some licensed video game Killers you would like to see?

    Sarah (UI Designer) - "Five Nights at Freddy's."

  • Please explain how they got debunked?

  • @ClickyClicky said:

    NOED is op. I run around the map doing 4 totems but it still activates and wipes out multiple survivors. Maybe NOED should get weaker the more totems are done?

    Whataboutism.


    This thread focuses on DS not NOED. Make a new thread to complain about it.



    Also how i would fix DS:


    Cut the timer to only 30 seconds. But pause it while in a chase.


    Also, if you get healed, start work on a generator, enter a locker or another survivor is hooked in that time, It automatically deactivates.

  • I would actually slow the game down.

    1ste by give the survivors more objectives to do.


    I saw a great post a while back where a guy or gal made the following suggestion:

    Generators start in a broken state and while they are broken, they repair 50% slower. But scattered throughout the map are Gears.Survivors can find and install 1 gear on a Generator to instantly fix the broken status on the generator and make it be repaired normally but a random buff or debuff will be applied to the generator when installed.

    A survivor can only hold up to one gear at a time but it doesn't replace your item, it is a separate thing.

    Gears can ONLY be found on the map, they can not be equipped before the game nor even be found on the blood web.

    The Buffs/Debuffs can range from a buff that automatically complete 50% of the generator when installed, ones that do nothing, oe one that resets generator progression altogether.


    As for slowing down the kilelr, i would give each survivor the ability to survive one additional hooking. So you get killed on your 4th hook.



    Both of these may be insane but i would rather just have the game slow down a bit.

  • I think the hatch is fine but keys are the real issue.

  • The counter to DS is slugging but the counter to slugging is UB. So this build counters the killer's counter. Which is not fair.


    Spirit Fury and Enduring are strong together sure. But it doesn't give the Killer the equivalent of god mode for 60 seconds.

  • I like the power fantasy of the killer but.......

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475175#Comment_1475175

    I think many people forget you can open the gate as killer.

    It usually backfires though. Now you need to camp that exit gate or search the other gate. Either way, the survivors can see what you do and act accordingly to either open the other gate if you camp or sneak past you if you go to the other one.

  • @timbologna said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475014#Comment_1475014

    Survivors should be allowed to 99 as long as killer as able to regress the exit gate progress just like kicking a gen.

    99'ing the gate make the EGC useless.

  • @SaltedSnow said:

    That's interesting, but why not just make noed only affect those on death hook?

    Only if you then get to instantly mori them after you downed them. Otherwise please no.

  • This is also a bit of a problem for setup killers. I love trap based killers like Trapper and Hag and the first few seconds i need to spend setting up traps at loops/choke points , pallets etc.


    I can only do this for like 10 seconds and even then as trapper, if RNG screws with me and spawns no traps near me, i cant get much done.


    I also haven't bought Plague so i don't yet have corrupt intervention so my best alternative is Ruin. They need like a early game thing were all the gens are blocked for like 30 seconds.

  • Much easier top blame others for your own mistake. And that attitude will never allow you to become better

  • If Billie Jean is playing in the background then you might as well disconnect. You won't win.

  • It is impossible to argue against Gen-rushing. You can't convince someone who doesn't want to be convinced. @slim0b , you are very much wasting your time trying to get through to people.


    Also, until i stop seeing people justify gen-rushing as completing their objective, I will continue to camp and tunnel since i'm only completing my objective as a killer.

  • @ins0 said:

    What do you like about them? can you go into details?

    That each killer has a individual rank. So if i main Trapper but suck at demo. If i play Demo i will be matched against survivors with the same relative skill level as my demo for example.

    And the fact that they know the current matchmaking is broken shows me they at least know what is going on in the community.

  • If i see 4 blennettes or a lobby where everyone has the same tag, imma dodge.

  • And i may do demodoggo tomorrow or later today if you want.

  • @Flarefire_Xx said:

    I would like to know why exactly did you create 2 posts

    I might have double clicked. It wasn't on purpose but my browser did freeze a moment when i submitted the post.

  • @Pawcelot said:

    Being unable to throw down pallets when intoxicated means that you'd be completely defenseless as a survivor. I am heavily against this part.

    Clown needs buffs, yes, but I think a few smaller ones would be better than a rework. An example would be to remove the vaulting/breaking noises Clown has. For some reason, he's the only Killer who does and it really ruins his mind-game potential. Another example, that'd also help with his mind-gaming, would be to make intoxicated survivors be unable to see the red stain.

    I understand what you mean. Will make adjustments.

  • To be honest, i don't think skill checks really are much of a hazard in higher ranks unless you specifically build for them. I think gens are fine as they are now but we need to change something about skill checks.

  • I just think the kill animation is neat. And i don't yet have teachable perks that give you kills like Devour Hope or rancor.


    I usually use the Green one though. Red Moris are unfair

  • Distressing, Unnerving Presence, Overwhelming Presence and Coulrophobia on the Doctor with any Add-ons to increase the TR.


    Give him a giant terror radius and make it impossible for the survivors to do anything in that terror radius.

  • @SpookyStabby said:

    There essentially is no reason why. Just blind anger and getting triggered at any kind of new thing showing up. The most common-and basic- arguments against it are:

    1. Doesn't fit into the Lore. Um, what? Serial killer gets stuffed into a machine that his soul possesses and it oozes out his ######### fluids and it stalks and kills children(and night guards) and stuffs them into other machines. A possession driven machine with no emotions, no fatigue and no remorse doesn't fit into a game where an Eldritch God controls pawns to slay sacrifices to feed on. A machine. Which would be easy as ######### to possess and control directly. AND if they REALLY gave a ######### about preserving lore, continuity and timelines they'd instead be bitching about Nancy and Steve, two characters still very much alive and well in their own source material, being included whereas I'm sure there are plenty of killer robots in fnafs universe that they can spare one and nobody will notice it's missing. No seriously, if you're gonna be a Lore purist be a ######### good one. Next.

    2. It's too cartoony. PUDDLES THE ######### ELEPHANT. Even Robbie the Rabbit(Who IS a horror icon-go learn your Horror history/culture, ignorant closet furries) would have less blood and gore in his cosmetics than these animatronics. They have all kinds of ######### leaking from them, they make creepy sounds and movements and they even smell like ######### death, from what I can tell in describing from the media they're presented in. Yeah, total Looney Tunes material right there.

    3. The fan base. Do you ever read these forums? Have you ever actually tried having a discussion in some of these threads? I can PROMISE you; YOU are somebody else's dreaded 9 year old whom they hope never to be unfortunate enough to stumble across or have to accept in their social settings. Piping hot T coming through: This fandom is probably mocked and clocked all day by other groups as well so, stones and glass houses, people. Only the most unselfaware dipshits use this argument.

    4. Jumpscares not real Horror. You're absolutely right. Jump scares are NOT scary, they are startling tension breaking devices. Good job, detectives. They've also been around as long as the genre itself because not everything in every frame of every film can give us trauma, the human brain just doesn't work like that. Sometimes you just need some ######### to pop out and break up the lull/build up in a scene. Certain people do find animatronics/machines scary or even people dressed in giant costumes. It's subjective, just like any other Killer. If Deathslinger came up to me I'd tell him that Texas is two doors down and that hat looks ridiculous in the middle of Los Angeles. If The Spirit came up to me I would ######### my pants after throwing up my lunch because that's what excessive gore does to me and onryo, despite growing up and living in an urban West Coast culture thus making it impossible to ever encounter one, as a concept scare the ever loving ######### out of me. I'm not gonna tell someone else what is or isn't scary, that's up to their own subconscious to decide.

    5. Just because. No. Really. Some people have gone on rants about it and never even gave one of the cookie cutter excuses above. It's literally just because. So much ######### snowflakery you'd think Winter came early.

    Welp, that's my Great Wall of Nobody Gives a #########. Oh, and I'm not even a fnaf fan. Never touched a single game in the series. I just hate lazy ######### arguments and would love to see this chapter released just so all the haters could BAW about it on here.

    I like this one

  • I still think a Juggernaut like effect would suit jason. Like being unable to be stunned during a chase or something like that. He would just be an unstoppable force that is really slow, but nothing hinders him in his pursuit to please his mother.

  • @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1441052#Comment_1441052

    The difference Is that DS Is original killer, Fnaf Is licensed, what power does it show besides jumpscare?

    FNAF is kind of more then just jumpscare but whatever. You are clearly dodging the fact that i gave a suitable answer to your question.


    Also, The Pig's Ambush ability is literally made in such a thematic way as to be a jump scare.


    There are a few things you could do with a robotic or pupeteering themed killer if you turned on your brain and think about more then just Fnaf= kids= dumb = must not be in my game

  • @Maperson said:

    Okay, tell me what Is his real power? Don't made up some power, tell me what did he show in that game? Tell me the map? Besides that, i think there are still horror movie icons that should go first.

    His power is actually the same as Caleb Quinn AKA the Deathslinger. They are both engineers with a great knowledgeof machines.

  • @Chloan said:

    Did I get your words right? One of the ideas is to change DS so that during the chase the timer stops?

    I heard something like this from Scott Jund and I absolutely disagree. Making the DS timer stop in a chase or when the surv is on the floor will only push players to abuse this perk. They will simply run around the killer and be completely invulnerable.

    If they do this, they will constantly give the killer bloodlust and effectively make him zoom across the field.

  • 9) Tea-Bagging and Flash Light Spamming

  • @YaiPa said:

    mori:

    • instakill a survivor AFTER a hook (which means you have to down someone first);
    • can be used on every survivor;
    • is an offering, hence it can be used only before the match, hence survivors can prepare themselves before;
    • if the match goes very well and you don't use the mori, you basically waste it;
    • counters major meta perks but requires hard tunneling, potentially wasting you much time.

    key:

    • can open the hatch, multiple times;
    • let escape every survivor through the hatch, even with only one key;
    • you can literally do nothing and still get a free escape, because hatch spawns NO MATTER WHAT;
    • if the match goes very well and you brought the key, you get to keep it if you escape;
    • can be found in chests during the match, giving you an immense power the killer couldn't prepare before to face.

    seems pretty clear to me.

    This

  • on a serious note, I also think he should be a low mobility killer but also get a smaller terror radius.


    Something like 12 meters and add a Huntress like effect where instead of a heartbeat, you hear the iconic "Ch Ch CH. Ha Ha Ha" sound effects that Jason is so well known for.

    I like the idea of him being able to walk off stuns but like i said, he needs to have low mobility for this.

  • @TunnelVision said:

    We could also allow him to throw his machete and give him a much much bigger broken hit box like huntress!

    I'm sure everyone will welcome this idea ;)

    the first time he hits you, you get instantly sacrificed

  • I changed the effect to be the equivalent of what scot suggested

1 2 3 4 5