Dabrownman1812
Dabrownman1812
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Was agreeing with you milo
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Word, kind of a bad rework as it nerfs dying light to the ground. People worry too much about tunneling, tunneling happens regardless, and unless you're freddy with class photo or black box, I doubt you could find your obsession asap anyway. So takes some time and might not even go off. I think you're too worried about the effect instead of looking at how practical it is to get off. If it's not a tracking killer especially not freddy, I don't attempt to use dying light.Milo said:@street_healer said:
Dying Light is a pretty scummy perk to use as it encourages tunneling. While tunneling is a part of the game, it's not the most fun for anyone involved. It's not fun for the survivor who gets tunneled off hook and/or camped. It's not fun trying to tunnel the obsession who might have ds and be decent at pallet looping. It's especially unfun for survivor if they use a mori to have it activate faster. It's also sucks if you're survivor and the obsession dc's early in the game so you have to deal with it. I feel like there should be away to rework so it's more enjoyable for everyone involved. Here are some of my ideas to rework it by also making it a token perk:Token By Altruistic Action:
You become obsessed with one Survivor. Your Obsession's altruistic action speed is increased by 25% Once the Obsession is killed or sacrificed, every other survivor gets a penalty of 10% to repair, healing, and sabotage speed. For each altruistic action your obsession takes, gain a token. For every token you have, when the obsession dies the penalty to survivors' repairing, healing, and sabotaging speed is decreased by 5%. You can have up to 2/3/4 stacks. This decrease in action speed only applies when the obsession has been sacrificed or killed
My thought process behind this is that to get the most out of this perk you don't want to tunnel your obsession of hook and mori them. And if the obsession dcs in early game it's not as bad for everyone else involved. I feel like this also meshes well with The Shape's other perks. As if you want to make your obsession die early with Dying Light, that contradicts not hitting your obsession with STBFL and losing chase for PWYF. With this change, you want to leave your obsession alone until later. I feel like this also fits more with obsession perks that get stronger in the mid to late game and is not a terrible supplement to or with Ruin. As it slows down the game later if Ruin gets destroyed later.
Token By Hooking the Obsession:
You become obsessed with one Survivor. Your Obsession's altruistic action speed is increased by 38/44/50% Every time you hook your obsession gain a token. For every token survivors' repair, healing, and sabotaging speed is decreased by 4/5/7%. When you kill your obsession, survivors' repair, healing, and sabotaging speed is decreased by an additional 10%.
This rework is more thematic with the original Dying Light as it doesn't discourage tunneling. But at minimum it discourages mori-ing off hook. This rework also is beneficial in the sense that it doesn't require the obsession to be dead to have some benefit.
B-but that would make the first one pointless against higher ranks. Obsessed? Literally avoid doing anything altrustic (if you want to win).
And 2nd what if they don't get saved? Then you don't get one 7%?
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Dying light is ok, tunneling increases the chances of the others escaping.street_healer said:Dying Light is a pretty scummy perk to use as it encourages tunneling. While tunneling is a part of the game, it's not the most fun for anyone involved. It's not fun for the survivor who gets tunneled off hook and/or camped. It's not fun trying to tunnel the obsession who might have ds and be decent at pallet looping. It's especially unfun for survivor if they use a mori to have it activate faster. It's also sucks if you're survivor and the obsession dc's early in the game so you have to deal with it. I feel like there should be away to rework so it's more enjoyable for everyone involved. Here are some of my ideas to rework it by also making it a token perk:
Token By Altruistic Action:
You become obsessed with one Survivor. Your Obsession's altruistic action speed is increased by 25% Once the Obsession is killed or sacrificed, every other survivor gets a penalty of 10% to repair, healing, and sabotage speed. For each altruistic action your obsession takes, gain a token. For every token you have, when the obsession dies the penalty to survivors' repairing, healing, and sabotaging speed is decreased by 5%. You can have up to 2/3/4 stacks. This decrease in action speed only applies when the obsession has been sacrificed or killed
My thought process behind this is that to get the most out of this perk you don't want to tunnel your obsession of hook and mori them. And if the obsession dcs in early game it's not as bad for everyone else involved. I feel like this also meshes well with The Shape's other perks. As if you want to make your obsession die early with Dying Light, that contradicts not hitting your obsession with STBFL and losing chase for PWYF. With this change, you want to leave your obsession alone until later. I feel like this also fits more with obsession perks that get stronger in the mid to late game and is not a terrible supplement to or with Ruin. As it slows down the game later if Ruin gets destroyed later.
Token By Hooking the Obsession:
You become obsessed with one Survivor. Your Obsession's altruistic action speed is increased by 38/44/50% Every time you hook your obsession gain a token. For every token survivors' repair, healing, and sabotaging speed is decreased by 4/5/7%. When you kill your obsession, survivors' repair, healing, and sabotaging speed is decreased by an additional 10%.
This rework is more thematic with the original Dying Light as it doesn't discourage tunneling. But at minimum it discourages mori-ing off hook. This rework also is beneficial in the sense that it doesn't require the obsession to be dead to have some benefit.
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Crazy idea, think of stacks always with survivor perks. If 2 run it they are 114 speed 3 is 121, it kills end game kills or catch up plays a killer can have, too to share.lyric said:
Maybe increase it to 9 percent and to all teammates within 32 meters of the exit gates? It needs something to make it a little more usefulNickenzie said:I'm just throwing out some ideas since the current 7% haste doesn't feel like a lot since the killer will still catch up to you regardless. However I been thinking, would it be cool if Hope gave a 1 minute to 2 minute indurance status effect? I mean it actual helps against certain end game perks and the perk will hold true to its name! If you want, you can even get rid of the 7% haste status effect if this is too much or we can chance the number values. Opinions? Please leave civil feedback below!

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Word, someone sandbagged a teammate so I camped the dude to death and I got called out on it by the other players even though that player kept putting the pallet down to block other survivors. Ungrateful.BigBadPiggy said:@Nickenzie said:
Michiko said:Idk why, but Pigs on console tend to camp and tunnel more than any other Killer on console.. why? I'm curious. I feel like Pig is meant to make the game a little longer but I may be wrong.
Eh, I never camp unless they give me a reason to such as survivors swarming the hook.
I'll camp if a survivor is not being fair to the others, Ex, Ratting them out, watching them die on hook, body blocking windows, etc.
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Spoopy tunes! Yo, would be dope to have a halloween firework and toolbox. And some halloween cosmetics. Something to make the spirit look like sally from nightmare before christmas.
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You can counter clown, just don't loop and you're fine. Learn how to circut. Many survivors don't and get stomped on.kingreaps said:In my opinion the clowns is a bit to over powered because he is way too fast and there is no counter to his power with is speed being extreamly fast -
Depends on build, I run clasphoto add two seconds and sweep, many others do too. The benefit of taking a bit to fall asleep just has to be worth it.akbays35 said:@Dabrownman1812 said:
akbays35 said:@Dabrownman1812 said:
akbays35 said:
@Dabrownman1812 said: akbays35 said:
@Dabrownman1812 said: akbays35 said:
I'm curious about this, it seems really dumb.
So you can't spin around and snipe people just because I just feel like it should be treated more like Myers stalk, if they are within line of sight they should be put in dream state, not where they are almost in melee range.
It's not melee range, and it's too long a range guy if it's like meyers stalk. Cause you can snipe and know where they are. Unbalanced to see someone from afar, sleep them. There's add ons to increase the range if you need. Freddy of done with all his powers in mind is op cause he can control the dream environment too, Freddy is cool how he is cause you need to find them first. Ok chase range, same difference. I think it's a substantial problem though, freddy can only get a speed increase by putting people in dream state. The dream state has such a short range and a survivor takes off, I have to chase them down, then put them in dream state which sucks if they have sprint burst (always). If they can just get the into the trans if I aim and put them on line of sight that would help with some of Freddy's power discrepancy. EDIT: I also wanted to say that Freddy's Power is really bad in general, you're having to waste so much time just to hit survivors. Maybe I need to play him more, but I feel like you cannot succeed as Freddy unless you go full tunnel to secure a 2k or depend on bad survivors.
I main freddy and 4k without tunneling, even at high rank. It's all about set ups. What kills freddy is the transition, make it 5 seconds and make it so players can't do channeling actions except unhook for transition and freddy can now defend. So now though dream transition takes time, freddy has defense. It is chase range so you cannot snipe, seeing someone from meyers long stalk range and sleeping them sucks cause you can literally spin and find people since people don't know where you are.
Well I'm a low rank pleb against swfs and the only way I can get a 4k as freddy is tinkerer, remember me, whispers, and nurses calling. Camp the obsession, get 5 hits on it, watch the gens get done in 3 mins (at most), put the remaining survivors to sleep at the exit gates, slug hook and repeat for like 5 minutes cause survivors take a century to kill. Freddy has no map pressure AT ALL, he has no way of easy downing survivors unless with perk setups, unless you go lategame obsession(dying light, remember me, noed, blood warden) and camp you are not going to even get a 2k even against a low rank derp team, objectives(gens, hooks, attacking) actually work against freddy and the less there is on the map the better off he is ironically. I suggested a range buff to give some kind of map pressure for Freddy since he severely lacks it.
There's add ons for range, so just use them
I know there is they actually don't make freddy any more effective than what he is sadly, the dream transition ones are a must have because it takes forever for them to go to sleep. It really shows that Freddy suffers from time lost more than any other killer especially since he can't interact with survivors without his power.
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Due to mechanics, it's easier to hit with the wraith. Especially with updated add ons in new patch.Demonented said:These are 3 Rituals that have the same amount of hits after using abilities. Stated by many killers, Nurse and Hag abilities are easy to utilize for a kill, let alone to tap to get the daily done, lol. So why would the Wraith have his 4 times surprise attack be reduced points when completed.
I think that since the change of the dailies and their payouts, the old challenge of them is gone. When i first started, you had to chase a survivor for a total of 5 mins. Meaning that if you did do this daily, you would forfeit the match to the survivors or you would split it up between multi games. And the payout was very nice. We achieved 90k just on the daily. It was worth something back then. Now, you can almost always complete them in one match and the payout is basically the same as bringing Bloody Streamers into the game. It does not feel like a challenge nor is it rewarding.
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There's add ons for range, so just use themakbays35 said:@Dabrownman1812 said:
akbays35 said:@Dabrownman1812 said:
akbays35 said:
@Dabrownman1812 said: akbays35 said:
I'm curious about this, it seems really dumb.
So you can't spin around and snipe people just because I just feel like it should be treated more like Myers stalk, if they are within line of sight they should be put in dream state, not where they are almost in melee range.
It's not melee range, and it's too long a range guy if it's like meyers stalk. Cause you can snipe and know where they are. Unbalanced to see someone from afar, sleep them. There's add ons to increase the range if you need. Freddy of done with all his powers in mind is op cause he can control the dream environment too, Freddy is cool how he is cause you need to find them first.
Ok chase range, same difference. I think it's a substantial problem though, freddy can only get a speed increase by putting people in dream state. The dream state has such a short range and a survivor takes off, I have to chase them down, then put them in dream state which sucks if they have sprint burst (always). If they can just get the into the trans if I aim and put them on line of sight that would help with some of Freddy's power discrepancy.
EDIT: I also wanted to say that Freddy's Power is really bad in general, you're having to waste so much time just to hit survivors. Maybe I need to play him more, but I feel like you cannot succeed as Freddy unless you go full tunnel to secure a 2k or depend on bad survivors.
I main freddy and 4k without tunneling, even at high rank. It's all about set ups. What kills freddy is the transition, make it 5 seconds and make it so players can't do channeling actions except unhook for transition and freddy can now defend. So now though dream transition takes time, freddy has defense. It is chase range so you cannot snipe, seeing someone from meyers long stalk range and sleeping them sucks cause you can literally spin and find people since people don't know where you are.
Well I'm a low rank pleb against swfs and the only way I can get a 4k as freddy is tinkerer, remember me, whispers, and nurses calling. Camp the obsession, get 5 hits on it, watch the gens get done in 3 mins (at most), put the remaining survivors to sleep at the exit gates, slug hook and repeat for like 5 minutes cause survivors take a century to kill. Freddy has no map pressure AT ALL, he has no way of easy downing survivors unless with perk setups, unless you go lategame obsession(dying light, remember me, noed, blood warden) and camp you are not going to even get a 2k even against a low rank derp team, objectives(gens, hooks, attacking) actually work against freddy and the less there is on the map the better off he is ironically. I suggested a range buff to give some kind of map pressure for Freddy since he severely lacks it.
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I main freddy and 4k without tunneling, even at high rank. It's all about set ups. What kills freddy is the transition, make it 5 seconds and make it so players can't do channeling actions except unhook for transition and freddy can now defend. So now though dream transition takes time, freddy has defense. It is chase range so you cannot snipe, seeing someone from meyers long stalk range and sleeping them sucks cause you can literally spin and find people since people don't know where you are.akbays35 said:@Dabrownman1812 said:
akbays35 said:@Dabrownman1812 said:
akbays35 said:
I'm curious about this, it seems really dumb.
So you can't spin around and snipe people just because
I just feel like it should be treated more like Myers stalk, if they are within line of sight they should be put in dream state, not where they are almost in melee range.
It's not melee range, and it's too long a range guy if it's like meyers stalk. Cause you can snipe and know where they are. Unbalanced to see someone from afar, sleep them. There's add ons to increase the range if you need. Freddy of done with all his powers in mind is op cause he can control the dream environment too, Freddy is cool how he is cause you need to find them first.
Ok chase range, same difference. I think it's a substantial problem though, freddy can only get a speed increase by putting people in dream state. The dream state has such a short range and a survivor takes off, I have to chase them down, then put them in dream state which sucks if they have sprint burst (always). If they can just get the into the trans if I aim and put them on line of sight that would help with some of Freddy's power discrepancy.
EDIT: I also wanted to say that Freddy's Power is really bad in general, you're having to waste so much time just to hit survivors. Maybe I need to play him more, but I feel like you cannot succeed as Freddy unless you go full tunnel to secure a 2k or depend on bad survivors.
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Taking transitioning survivors off gens nah, just make it so survivors can't do channeling actions that aren't saves while in transition.No_Mither_No_Problem said:There are two main factors that makes Freddy so weak.
The first is the dream transition. It's already bad enough that Freddy is an M1 Killer, but to make things even worse, he's an M1 Killer who has to initiate a 7-second waiting period after finding a Survivor in order to be able to hurt them. 7 seconds is ample time for a Survivor to finish what they were doing, run away, get woken up, or a combination of the three. 7 seconds for the Survivor to prepare, while Freddy stands by helplessly. This needs to be fixed. So what are my fixes?
- Make the dream transition two seconds shorter, for a 5 second default. Five seconds is still ample time, but the difference between 5 and 7 is absolutely massive when Killers are running on borrowed time every match (pun not intended). It gives Survivors much less time to finish their gen, get to a loop or, God forbid, miss a skill check and wake up, causing Freddy to need to reset the transition.
- Make the dream transition cancel all interactions and prevent further from being performed. Again, we're going back to the two big issues of Survivors getting stuff done during the transition or missing a skill check. You found the Survivor; they shouldn't be allowed to sit there and prevent you from doing a thing to them while they get a gen done right in front of your face. If not this, then at the very least make the 50% action speed penalty apply during the transition.
- Make transitioning Survivors unable to be woken up. The transition is already long and painstaking for Freddy as is; giving Survs the ability to cancel it is ridiculous. He'll need to stat a whole new transition that can also be cancelled, further extending his inability to do anything.
- Give Freddy the ability to yank awake/transitioning Survivors. I know what you're thinking: "Isn't that OP? They can't see him!" But see, I think it's perfectly fine, for two reasons. The first is that his only other option is the long-ass transition where Survs can dick around without Freddy being able to do jack. The second is, he has a 24-meter lullaby for awake Survs that gets louder the closer he is. The only reason choosing to stay on a gen when you know the Killer is coming straight for your ass isn't a stupid decision against Freddy is because he can't punish you nearly harshly enough for it. If we made such a terrible play actually have consequences, then Survs with half a brain wouldn't execute it. Thusly, it would be a very stupid play and giving Freddy the ability to yank non-asleep Survs would make him able to punish said stupidity accordingly.
Now, that's just the first reason Freddy is weak af. The second reason is that even after the nonsense that is the dream transition has lapsed, Survivors can very, VERY easily get out of the dream world, meaning they are once more invulnerable to Freddy and he has to sleep them all over again. A few simple, minor changes will fix that.
1. Make healing skill checks of any kind unable to wake up Survs. The only time a Survivor isn't running Self Care is when they're running No Mither. They have literally constant access to the ability to wake up. To make matters worse, the dream world action speed penalty is actually a hindrance to Freddy here, since SC slow+dream world slow=48 seconds for a Survivor to fail a skill check and wake up.
2. Make Adrenaline not wake up Survivors. Like, come on. It's already strong enough against any given M1 Killer as it is. An instaheal and 5 seconds of Sprint Burst ON TOP of waking up is simply too much. Actually, better yet, make it wake them up, but in exchange, make the instaheal+sprint burst not take effect if Adrenaline causes them to wake up. Excellent trade-off.
3. Significantly lower the odds of Skill Checks in the dream world. They happen way too often. In most cases, if Freddy isn't running anti-skill check addons, Survivors who get away from him will need no time at all to wake themselves up. Sure, it tells Freddy where he is, and sure, it sets back the progress of their action by 5 nanoseconds, but again, it leaves them unable to be smacked by Freddy until he goes through the annoying-ass transition again.I feel like if at least a good deal of these buffs were implemented—specifically shorter transition, interaction cancel, and no healing wakeup—Freddy might be reasonably strong. For an M1 Killer, that is.
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Dope! But savior could just be a wglf buff. Great work guyScaryxTerri said:The Spider: (Benedict Baker)
The Spider is the fallen Benedict Baker who has undergone a grotesque metamorphosis having given into despair after multitudes of lifetimes in The Entity's domain, a crestfallen and broken creature it now has few traces left of the man that once was.. It is now simply an abomination of The Entity's malevolence and hunger, jittering arms and feelers thrive to obey down its torso as mulitple bulging eyes frantically search for prey rest upon its half human face. It's mouth forever drools reflecting The Entity's hunger, in a face that is both part fang edged pincers and a mouth frozen in a despaired scream. Eager to do The Entity's bidding, The Spider can channel it's hunger to undergo a greater metamorphosis into an almost undetectable spider that scurries rapidly on all it's limbs setting webbed traps that can ensnare and slow survivors that it places on pallets and windows. In this transformed state it cannot deal injury to survivors but place a multitude of traps silently and swiftly..
The Spider in this form travels at 130% running speed, reverting to it's humanoid form the spider can injure survivors and moves at a 115% normal killer speed.
The Spider's Passive Ability, Entity Born allows The Spider blessed by the entity to naturally block a window after vaulting for 7 seconds at an increase of 10% vault speed to enclose the time to trap survivors. This Passive Ability is always active regardless of form, and has a cool down of 10 seconds. When The Spider chooses to undergo it's metamorphosis, it will have to charge a total of 4 seconds in order to complete it's transformation. A loud audible bestial screech will follow indicating to survivors that the beast has undergone a transformation. The Spider's terror radius in it's humanoid form is massive. (48m) The Spider's terror radius in it's abomination form is incredibly small. (8m) With very rare addons, The Spider will be to injure survivors in its abomination form, or place traps that deal damage in it's humaniod form.
Perks
Despair: Survivors in your terror radius suffer from -20% repair, exit gate opening and healing speed. Survivors opening exit gates will be highlighted by a notification.
Entity's Scorn: Being stunned by a pallet or a survivor increases your overall lunge by 0.2% with each token. A maximum of 5 tokens can be earned, 1 token is lost when injury is dealt to the obsession.
Abomination: When not in a chase your speed is increased by 15%, when finding a survivor your speed is reduced to normal.
Lore
Benedict Baker was once a man that wanted to pass on hope to others caught by The Entity's web that had ensnared so many others, delving into his investigations and journal entries he only became more entangled in it. A lost man facing The Entity alone he took timid pride that through the weaving lifetimes spent in it's domain he would reach the heart of it and free all the others before and after him. Ultimately he did reach his journey's end at his destination. After countless decades into his journey he had found it. In a dark webbed seeped bog of unimaginable horror, he had stumbled upon a tree surrounded by a crimson lake illuminating the shadows. In it's center emanated a red beating glow of a cocoon in a spidery twisted tree at it's core. The Heart of The Entity. Slowly he fell to his knees weeping for it was the sight of his torment ending.. or so he thought. As he brushed his thin hair from his weathered scalp, he began to search for a piece of driftwood to carry him across. Slowly combing the area, he found one of adequate size tangled in the web, as he began to pull the heavy wood from its place he had entangled his hand in the webbed tree. Pulling and pushing it only drew him in more so, he began to scream as spiders danced his torso. Slowly encasing him muffling his whimpers, he thought it was his end. In a final act of desperation he heaved with all his might backwards almost entirely cocooned only to stumble into the crimson lake. Frantically twitching the spiders bite into him endlessly as he sank into its depths, his screams muffled by the water pouring into his mouth he began to hear a voice. The voice in it's ultimate dominance told him to succumb and lulled him that his rest was at hand, that his work was done that he had no hope and only to give in. That at last it was finished. For a time his cocooned body laid at the heart's depths motionless for many years, undergoing a slow change as it soaked in the heart's presence until The Entity's transformation was complete. Rising from the depths was he once most hopeful now the bringer of despair, The Spider.
Cosmetics
As the abomination you are, you no longer require the semblance of who you were. Benedict is the first of The Spider but any survivor may become a Spider after losing all hope in this realm. So similar to The Cannibal, the first four original survivors would be Spider cosmetics faces. Dwight with his bloody tie, half dwight face and then spider. Meg in her tracksuit, Jake in his parka and Claudette as follows as Spiders for the cosmetic. And in your second transformation the faces of the survivor are seen in a frozen scream stretched on the back of the The Spider's abdomen.
Vigo Azarov
Vigo Azarov is one of the few to ever willingly seek out the entity's domain and a stout disciple of Benedict Baker's entries. Vigo is the daughter of Azarov murdered by Philip Ojomo, who after a lifetime of investigation into conspiracy theories and doing detective work into missing persons cases packed her things and set in search of the entities domain, determined to save what tormented souls captured, both survivor and killer alike.
Tough and resourceful beyond measure, the years have only sharpened her and dulled her emotional grief. Not only losing her father, only to discover who he truly was in the aftermath she had also lost her sweetheart, Philip. After decades of scorn from colleagues and determination in search of him and others she has found her true calling here in the The Entity's domain. Paired with her goggles atop her head and armed with her conspiracy jacket she steps willingly into the fog..
Perks
Determination: Plus 20% increase to healing, repair and exit gates when the killer is in a 32m range.
"I was taught good lessons by a bad man, keep focused and we can see it through."
Beacon: After years of brushing over Baker's journal, you have learned The Entity's only few weaknesses is light. Once per match using the activate ability, you may drop a flare that will blind the killer for 5 seconds. While this perk is in use you will not leave scratchmarks or blood for 5 seconds.
"You can't hurt, what you can't see."
Savior: When in 32m range of a hooked survivor your aura is highlighted to all other survivors, and that you intend to save. Altruistic actions are performed 15% faster. When hooked survivor is saved you will earn a stackable 25% increase in altruistic bloodpoints. This is stackable 4 times per match.
"Let me save you, so I can save HIM."
Lore
Vigo grew up under a tough iron clad hand in her father's home, he was strict but he cared for her future, after a few bribes and dealings he made sure she went to some of the best engineer schools in the country while he tended to his own business ventures. During college breaks she would come home and help out the family business as a mechanic taking apart cars for scrapes for resale on the side. It also meant Vigo got to see Philip more often then not, he was a foreigner but he worked hard and he always smiled to her when she passed by. She hoped he'd ever work up the courage to ask her out one day, but she decided she would get the jump on that ahead of him instead. She was her father's daughter, better to act first and worry later. Each summer they seemed to grow closer until she decided she would own her pa's business and take Philip up for a lifetime kinda question. That is until a fateful day they both left her life and she found nothing but grief in it's wake. Tormented uncovering her father's real business, she left town and the business behind starting a life in San Diego questioning everything in her life and where Philip could be. With side buisnesses under her belt as a renound tech expert she had time to delve deep into a fascination of the deep web and linking several missing persons cases she began her lifetime hobby of searching for those missing. After deep research talking to a sick mother searching for her daughter Megan she stumbled upon a backpage with the notes of a listed Benedict Baker on several pages worth of unbelievable surplus. Yet she felt she had found something more then a detailed hoax. Maybe she had found Philip. Packing her resources she quickly left for a trip deep into the Pennsylvania barrens of a rumored fog that lingered there and the last inklings of a missing state singer last seen there.. finding the site she encountered the dark fog and willingly embraced it. She would save who she could, maybe she could still save him.
Map:
The Bog (Swamp Map Offering)
The fallen place of Benedict Baker, it is a decent sized map made up of web covered trees and many small ponds centered around a small clearing with a red glowing lake and in the center lies the Heart of The Entity. A red mist covers the lake and surroundings making detection hard but due to the amount of ponds there are many vantage points for the killer to see clearly when not in a chase. There is one basement shack in the far bottom east corner of the map, the wood is black and encrypted with mold, scrawling symbols, and skulls. This basement is slightly darker themed as it looks to be a ritual sacrifice chamber. Many skulls line the walls and all hooks, and candles make up most of the lighting on this map. There is also a semi large abandoned black church building to the north of the map, with lots of pews to hide in for cover and confessionals to serve as closets. There are many symbols carved into trees, as well as pleas for help and suffering. Spiders seem to dance about generators and lockers and branches can be seen above with coccooned bodies in the air similar to the cow tree. This map has a much darker feel to it then any other previous map. People with arachnophobia beware.
I recently decided I would make a chapter concept that would tie in the abundant lore that's offered through Benedict's Journal Entries and tie another killer's back story to form one central arc chapter to the many that have passed. This is purely fictional and my concept idea, that being said I would hope to see this killer or any of this concept to be implemented in the game would give me great satisfaction. If you have any thoughts or notes or critism I welcome it. Thanks.
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Also for bbq, the range is 40 meters and greater which isn't small, someone could not be going for save just in range to not be detected and killer camps cause of a missing person in range, camping puts killer at disadvantage and shouldn't be done unless gates are open or for the noob meyers camping to get off dying light. I do agree over altruism is a problem but it's not ridiculous like no auras go off on bbq. Especially with the 2.0 aura change people can hide from bbq.PigMainBigBrain said:@PhantomMask20763 said:
Ok you know what I'm sick of seeing all these threads asking to punish the killer for camping and I propose an idea to help stop it. How about instead of punishing the killer for staying near we reward him for leaving. Maybe give him a slightly faster movement speed for like 10 or 20 seconds or maybe more bloodpoints for staying away from the hook. That way the killers will only camp when it's necessary which is basically when the survivor is hooked right next to an open door and his teammates are really close. There we reward the killer for leaving and if they stay at the hook they gain nothing extra no punishments and no reward except that one kill that they get for sticking around. Also to everyone saying theres no counter to camping just focus on the gens and save if you have borrowed time. There a simple solution to help stop camping. If you have any feedback I'll be happy to have a friendly discussionIts not the killers fault for camping. Camping is a made up word by survivor players to excuse themselves from farming each other off hooks like points, say you're running BBQ and get 0 survivor auras working on any of the gens outside of that hook, that basically lets the killer know that all 3 of them are camping at the hook waiting to get blood points from the save....THERES NO REASON TO COMPLETELY ABANDON THE HOOK AT THIS POINT BECAUSE NONE OF THE SURVIVORS ARE DOING GENS!!!
The only people camping are survivors...camping each other. You see it constantly, 2 or 3 survivors hiding right by the hook and racing each other to go for the save, so with whats coming it should stop that because if you're in the terror radius or too close to the killer this coming patch you're going to get punished for making an unsafe save which = less points in altruism. As a matter of fact the new survivors perk will only give you its effect after you perform a "Safe Unhook". Its a good mechanics change. Survivors shouldn't camp each other causing the killer to have to hard camp a hook. Survivors also shouldn't be running hard loops around the person thats hooked (literally had this last game where a ming literally did all of her pallet loops right next to the person that was on the hook....why the hell would you do that and spook anyone from making the save? You literally forced your team mate into the struggle phase for no reason because you couldn't just pull me into a chase AWAY from the hook?!?! Its not like I'm going after anyone but you, the other person is on the hook.....so....run me away?
I stick by my statement. Survivors kill each other more than I ever could as a killer main, and I play pig....which is literally the anti camping killer in this game, she can get away with completely ignoring unhooks after a trap....so if I'm ever camping, that means survivors are [BAD WORD] up ROYALLY!
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Sucks for them, that's up to the player. I 4k with freddy, 9 seconds to sleep due to photo. Freddy has nothing for chase. I disagree on killers power forcing it and I believe it's more about time. Gens get done so fast. Not many perks to actually effectively slow the game down.PigMainBigBrain said:@DemonDaddy said:
I have to agree that those perks do provide an incentive and reward the killer; however they are meant to reinforce that play style. This cannot be said 4 Killers not running these perks . As it is right now killers are forced to make a choice to stay nearby and Chase The Rescuer or head out and search hopefully finding someone before the save. It's a question of risk versus reward and unfortunately right now it seems a little more rewarding to stay nearby and possibly get two survivors compared to one hook and searching.Personally I prefer to go on the hunt as standing there is kind of boring, but I do see the Merit for people who aren't particularly good at chasing down survivors.
Hopefully as the devs add new content and objectives we will see a decline in camping play stylesSome killers are bad at the hunt though. People always get on leatherface for being campy...but he literally can't help it some times. The dude is basic. Its all about pressure and time in this game, and he controls neither of those aspects. If he hooks someone...ok then what? What other pressure does he have to shift a chase within the next 60 seconds of hooking someone? He doesn't have traps of any sort, he can't teleport across the map, he doesn't have some aura that shuts down your ability to stealth and makes people scream, and he doesn't have stealth to make people question where he is giving him an opening to catch someone who thought it was safe to move/be less hidden. He can 1 shot down someone but that requires him to be on top of them already at which point the chase has started.
On top of this, they don't give killers enough perks to deal with time, so even if leatherface wanted to play similar to pig or trapper or hag and shift his pressure away from a hook, there's not enough perks to shift the time of gen rushing and other aspects over. So he basically has to constantly be on top of survivors in extremely short chases to be effective because he has no presence anywhere else.
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People bad at chase will most likely camp to at least get 1k or engage in a chase with the rescuer.PhantomMask20763 said:Ok you know what I'm sick of seeing all these threads asking to punish the killer for camping and I propose an idea to help stop it. How about instead of punishing the killer for staying near we reward him for leaving. Maybe give him a slightly faster movement speed for like 10 or 20 seconds or maybe more bloodpoints for staying away from the hook. That way the killers will only camp when it's necessary which is basically when the survivor is hooked right next to an open door and his teammates are really close. There we reward the killer for leaving and if they stay at the hook they gain nothing extra no punishments and no reward except that one kill that they get for sticking around. Also to everyone saying theres no counter to camping just focus on the gens and save if you have borrowed time. There a simple solution to help stop camping. If you have any feedback I'll be happy to have a friendly discussion -
I dont think soiled panties will come in due to the well, overtly sexual child thing it is and is just meh. Just update an already made add on lol. Nice concepts though. The rework idea is cool, not sure how it'll work. If the devs took off aura reading from the dream, he's gonna be weaker so I believe they should add effects or update it to be honest. Freddy I feel like is like the doc, not fun to play against but fun to play as.RabidWabbitz said:There are some great ideas here! I especially love the half generators being in the dream world. I really hope the Devs take a look at this and think it over.
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It's not melee range, and it's too long a range guy if it's like meyers stalk. Cause you can snipe and know where they are. Unbalanced to see someone from afar, sleep them. There's add ons to increase the range if you need. Freddy of done with all his powers in mind is op cause he can control the dream environment too, Freddy is cool how he is cause you need to find them first.akbays35 said:@Dabrownman1812 said:
akbays35 said:I'm curious about this, it seems really dumb.
So you can't spin around and snipe people just because
I just feel like it should be treated more like Myers stalk, if they are within line of sight they should be put in dream state, not where they are almost in melee range.
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So you can't spin around and snipe people just becauseakbays35 said:I'm curious about this, it seems really dumb.
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Taking longer to die if within a certain area of hook for x amount of time and not in chase good, free escape bad. The warping idea is horrible but I understand it's frustrating, not all camps are the same. If gens didn't get done stupidly fast which is an issue that effects a lot of what killers can do or can't do, then maybe we can talk about camping. But gens get done too fastgrayon444 said:Before anyone storms at me like a madman i know that face camping is not deserving of a ban but it is an a*hole thing to do so i came up with a solution. (keep in mind that this is ONLY a suggestion)
If the killer is standing ?m near the hook, the hooked survivor will be teleported to another hook in 30 seconds. (if the killer hasn't moved out of the area) Both the killer and the survivor will get a notification that the survivor has been moved onto another hook.
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Freddy needs tuning and buffs like hag, not rework. Seeing survivors is the only strength he has,don't take it away devs!
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No mither is hard mode, not supposed to have useful benefits on its own. Not supposed to be meta or useable. Supposed to have a lot of drawbacks. Devs said this I believe.MrMadMask said:Well, you know it.
It's a perk,
it's a meme,
it's NO MITHER!
Uff. This perk was useless since release, and still nothing has been done to it. I mean, it's the only perk in the game that is not useless, but directly harmful towards the survivor running it. So, here's two possible suggestions to make it good, or at least decent. Also, this is one of the first times I post on these forums, since until know I used to write stuff like this on the Steam forums, but if there's a place the devs are going to keep an eye on is their own forums, so here I am.THE REVOLUTIONARY OPTION
Welp, not REALLY revolutionary, but innovative. So, the devs have given us the new broken effect in the PTB, so might as well play with it. Instead of being permanently injured, the survivor will start the trial at full health, but if hurt by the killer, will receive the broken effect for x seconds. Not going to write values, I'm here just for the idea. Also, the killer shouldn't be able to see if the survivor is under the broken effect. All the rest remains the same, meaning that at the cost of temporary injures, you will be more stealthy when injured and will be able to get yourself up as much as you want.
THE "KEEP THE PERK'S IDENTITY" OPTION
Alternatively, we can just keep the sacrifice of half of your survival chances to give a good reward. First of all, the survivor starts the match at full health and the killer cannot see the broken icon that appears on the bottom left corner. TThat's necessary. Then, you add that exhaustion recharges at 50% speed while running. I think it's a good trade: half your HP for the ability to use Exhaustion perks multiple times in a chase. Still, this is an idea and can be discussed etc.
So, feel free to discuss the topic, unless you're planning on insulting/harrassing others, in which case go to the Steam forums. That's the place for salty people.
Also, to anyone who saw the half-discussion that was brutally cut, just forget it. I accidentally hit Enter while out of the writing part and the discussion was posted, and I have no clue on how to delete it.
Having said this,
See you in the Fog... -
Lol
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Not really lolpowerbats said:
Did it look like this?
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I see what you mean, interesting point. Also questionable due to autodidact being out soon.scumrrado said:Thanks for the constructive responses everyone! :chuffed:
I think I need to clarify: I wasn't asking to have the same timely hook experience as everyone else. I don't think anyone wants to wait for the last survivor to slowly struggle until they die. That's a waste of time.
I was asking for the equal opportunity to do my attempts to get off the hook, using whatever luck/odds I have stacked into the match. If the last survivor was not hooked for the entire match, regardless of if their teammates escaped or died, they should have the chance to attempt to get off the hook themselves. If they fail those attempts, they can die instantly because struggling is useless. If they succeed, they should still have a chance to flee. Sometimes, the exit is within a few meters and escape in such a situation is totally possible. It just doesn't seem fair that all other survivors can attempt to escape the hook on their own except for the final survivor, who according to the rules of horror should have the best odds of living!

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It doesnt matter that's why, no borrowed time, no control, just get smacked back down. It doesn't matter. With the update amd controlling your character now maybe, but chances are super slim and only freddy can be screwed over by that.scumrrado said:I played a game yesterday against the Nurse. My friend was hooked, right in front of the hatch. The killer camped her until she died, making me the last survivor. I was hiding in a locker right behind the hook near the hatch.
The moment the Nurse left the hatch, I darted for it. Unfortunately, she came back and caught me. I had never been hooked or even damaged the entire round. I helped light 4/5 generators. But I get hooked and die instantly because I'm the last survivor...
I understand that it's a team based game, but at that point the killer already has a huge advantage. I should at the very least be able to make attempts to get off the hook. Every other survivor had that option. Why not the last survivor? All the luck perks and offerings in the world are just thrown away.
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You sound like a cry baby, d strike announced to be fixed in next patch, sprint burst is common but fairly weak as it cannot activate mid chase and doesn't help. If sprint burst is your issue you just might need some more practice as killer, freddy clown or nurse, I sprint burst isn't an issue even when I run class photo to give them a plus 9 secomd head start. Adrenaline isn't bad since it is end game only. Sucks but hey, conditional. Also in the upcoming patch some long loops has been outright removed. You will be fine. Selfcare is getting a nerf in the fact that it's gonna take longer to heal. Also hard to be a veteran and scared, only new killers n such can scare with jump scares, repetition desensitizes people.mcNuggets said:It's been like 2 years.
2 years of self care, decisive strike, sprint burst and adrenaline crutch.I just played a round without self care, it felt awesome.
I actually feared the killer as they could insta down me.
I was [BAD WORD] frightened, then I equipped self care, decisive, sprint burst and good ol adrenaline back.
Then again there was no [BAD WORD] challenge at all, I wasn't feeling scared, I was feeling superior...
The only situation I really felt helpless (which should be all the time the killer hunts me in my opinion) is when I am the last survivor alive.These 4 (maybe more) perks are 0% balanced and way too user friendly and overpowered (adrenaline is actually ok, if the "devs" finally fix gen rushing).
But even without perks, a proper team can still gen rush or loop for a really long time at given places.Whenever I play survivor, I dominate the killer almost every game.
I just dominate them over and over again. It doesn't even feel like fun anymore.Whenever I loose, it's due to the killer facecamping/tunneling (the real tunneling) me, being a nurse or due to HIGHLY incompetent teammates.
Never because I really got outplayed until my death.It just bothers me the game is balanced around overpowered perks, poorly placed map structures and exploits.
As killer you are forced to run Ruin, as survivor you are forced to run self care + any exhaustion perk.
If you don't equip those perks and none of your teammates does, your chance to loose is significantly higher (like 80% higher if you are a bad player).Without perks (mainly as killer) only if the opponent is #########, you are able to win those games then.
Please devs, finally adress these issues.
They suck, I was used to the game being a competitive horror game, but the horror aspect is completely gone, due to overpowered perks, (infinite) loops and gen rushing.
Since I entered red ranks I don't feel the fun I had when first playing dead by daylight.Just try to balance both sides equally. For once.
I wanna get frightened as survivor and make people frightened as killer, that's the only reason for me I actually began playing this game.I stopped playing this way, because I can't anymore due to me being rank 1 and everyone being in tryhard mode there.
I am now using crutch perks, crutch strategies and in general don't bring fun to survivors/killers I verse.I don't want to play that way, I really don't want to.
But everytime I try to play for fun, I get dominated, and people are always sofucking toxic (for no reason), they make me angry as [BAD WORD] and I return to playing like a bastard. always.I don't wanna stop playing DbD, just because the balance is screwed since the release.
Just have a great day and try to be less toxic, dear players, maybe we can until the game is fixed, create a enoyable experience for every player.
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Him idk, a cenobite who isn't in charge maybe. I don't think pennywise belongs either cause he's well, literally a cosmic god. Idk why entity will invite a god. The guy isn't a god @pinhead so maybe.
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If the devs even admit killers struggle since they have been pretty happy catering to survivors because they are a large player base, you should actually believe them. Finally, the plight of many killers are being heard. I hope it gets answers, games go too quick without ruin against average skill, not even the pros. The pros, it goes lightning fast.Zarathos said:
Statistics and proper collecting of information are the best means to record and prove your point as feelings are arbitrary perspective and opinions that vary dependant on indiviguals. What do you regard as too powerful.ryguy said:
I actually play both killer and survivor fairly often. And playing through both sides of the spectrum I saw the killers are a bit too powerful. Regardless of the statistics, from MY own play through experiences. That's what I saw and still see.Zarathos said:
Buddy I know you think survivours are the only ones getting nerfed but you are not paying enough attention. Or you never played killer to a reasonable standard. Because if you did you know that machine gun huntress and instasaw billy got nerfed on the same patch as exhaustion got nerfed. Also there buffing pallet droping.ryguy said:And with this the survivors will take a huge nerf while the killers get even stronger. Where is the balance because this is looking completely one sided now. The killers are already faster. They can one shot you. Now it'll take a millennium just to heal yourself. Seriously, the survivors are getting slaughtered. It's not about "getting good". This seems killer oriented now.
I recomend you do your research before stating your feeling on the games balance. They nerfed collision radius of trappers traps on updates and are adding buffering to the traps so a friend disarming the trap makes it passable. Because as we all know trapper needs to be nerfed right? (sarcasm).
The dev team is finally plugging up some of the timesink areas so you dont get looped all day around the storehouse. But apprently you think thats unfairly killer sided right? I have no words for survivours like yourself who makes these kinda comments and dont even pay attention to the details. Unlike survivour every perks change has a massive impact on the effectiveness of a killer. For instance the tinkerer change dramtically reduced the effectiveness of the huntress as preping jatcjets around wjndows requires significantly more time.
2k 4ks bare in mind to pip a killer need on average two kills. This is the victory conditions of a killer. It should be the average.
My point is there are a lot of nerfs and buffs to both sides and you stating an opinion based off of feelings is propagating untruths. Stealth players got calm spirit buffs which straight up negate an aspect of the doctors power may I remind you.
I have debunked every point you have stated and you still think killers are too powerful. It took me around 6 months to get my killer to a good standard, survivour took less then a month to get good with. It looks to me that the survivours role is lacking in mechanical depth.
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Also, I miss that nick show
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Pennywise is a god once again, not something with humanity. Pennywise doesn't fit and is overrated. Read the book and saw the movies, his lore does not fit I feel with the entity. An ancient god of consumption who lives in an alternate plane made of energy that can shape shift and made beside maturin and the other. Why would the entity bring in something that is as strong or stronger than it. The entity is the unchallenged god of the realm.PigMainBigBrain said:@PhantomMask20763 said:
Now I really like the original killers because I love to see the awesome stuff the devs can come up with but I'm getting the feeling they might be done with the licenced killers. The only likely candidates left are possibly Jason, a slight chance for ghostface even though he's human and a very low chance for pennywise considering he's his own entity and all. I think we're just going to see original killers from now on although I could be wrong, we never know.Theres way more possible than that. And every year that theres new horror movies, even more.
Jason may not happen due to legal issues.
Jeepers creepers is confirmed never happening due to the creator being a...well...sicko...
Pennywise should have been there instead of clown
Chucky has been fawned over for a while.
Ghostface is possible.
The Grudge girl is possible, (just talk to the creator, he's a really nice japanese guy, he'd love stuff like this)
The Nun is new and god damn is she nice with the fear.
The Ring girl would be in heavy contest with the grudge but still possible.
Slenderman is a free agent, nobody officially owns his lore/image as he may legally be considered along the lines of myths and legends etc.
Smiley is a decent one nobody really remembers.
Mama is a god damn terrifying ghost.
Hellraiser may or may not be possible considering where he came from but is a horror movie classic.
Left 4 Dead special zombies, the fact they have Bill, but not any of the zombies is a shame, Tank would be a god damn nightmare.
Exorcist, if they could get that girl in that'd be another contender with the grudge and Ring. And an icon and legend among horror fans. Got a chance to meet the actress, she's strangely creepy even then.
Insidious- If we got the red faced man holy ######### that would be amazeballs. Or any of the insidious demons.
The Leprechaun- I know its a funny character, but if they can pull of chucky (if ever) then they can pull of the leprechaun.Theres hundreds of movie monsters they could bring into this games, and iconic horror sets they could add in. The killer menu would look like a Mugen character select screen. But in all honesty, when you consider they'd have to also make 3 perks per new killer, plus throw in a new survivor with 3 more perks, we may never even see a fraction of the iconic killers and monsters reach this game because everyones so obsessed with the meta and technicalities and trying to make this game a damn E-sport, that it misses out on the potential to be the best horror game on the planet....period...
Which is a shame.... I really miss when survivors were afraid... I feel like the cast from AAAhh!!! Real Monsters, sitting in a school lobby full of other killers, moping about how we can't get enough scares on the humans....its sad...
They don't even scream at us anymore....
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Was a joke, relax. This was geared toward people who say killers are op. I'm a survivor main myself, you sound bored attempting to correct me. Also, only an idiot brings up the rule of exception, there is always exceptions unless someone says "all" or "every." For example, girls like getting flowers, there's obviously exceptions which is different from every girl likes flowers as a statement. If someone didn't use inclusive language, expect exceptions. That's elementary guy, have a goodnight.powerbats said:@Dabrownman1812 said:
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There is no fear if you have a greater chance to live than to die. Survivors want a game of tag, pg e for everyone stuff.
Spoiler alert, making sweeping generalizations that have no basis in fact make you look foolish and as bad as those you say are wrong. Most survivors want an actual challenge and a game based upon evading the killer. We graduated elementary school (most of us if this forum is any indication that is) a long time ago. So no most survivors don't want a game of ring around the rosie.
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No pennywise, he is a god, why would cosmic god be in this game, doesn't fit entity's mo.
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There is no fear if you have a greater chance to live than to die. Survivors want a game of tag, pg e for everyone stuff.SnakeSound222 said:
Spoiler alert: the Killers are supposed to be stronger than the Survivors.ryguy said:And with this the survivors will take a huge nerf while the killers get even stronger. Where is the balance because this is looking completely one sided now. The killers are already faster. They can one shot you. Now it'll take a millennium just to heal yourself. Seriously, the survivors are getting slaughtered. It's not about "getting good". This seems killer oriented now. -
Freddy is more about his dream power rather than stealth, I get why people say stealth but freddy isn't about stealth. He's about using the power to hinder and track. Also, the lullaby isn't directional.akbays35 said:I really feel like Freddy and Wraith have trouble with their stealth and that they can't effectively mind game since their stealth transition reveals where they are and where they are attacking from.
Freddy has a giant tell of where he's coming with his radius and that his image shows when he puts in dream state, I think his rare add on that hides him in dream transition should be part of his kit, this would give him a better spook factor and increase his chances for attacks.And with the Wraith I'd go the opposite, when he bing bongs out of stealth a hallucination or multiple hallucinations with add ons of him should appear randomly like Doc to throw off survivors of where he's coming from.
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Not even madness stops a hook savethekiller490490 said:Also during the transition survivors should be halted of any channeled actions INCLUDING hook saves. Any of these can't be done during the transition either. Only pallets, windows, and the hatch can be interacted with. Would let Freddy do normal killer things like defending a hook and this would end the whole thing where you just fail a skill check mid transition. -
What I meant was 10% per survivor, so it would go up to 40% if all survivors are at least injured. Dying light is weak and freddy and meyers can pull it off the fastest with a mori. Thanato's strength shouldn't be with super high numbers, but with enough of a hindrance that people are forced to heal. The intent was for it to be combined with nurses, what would be nice I admit is if thanato and sloppy made you recover from the ground slower.PigMainBigBrain said:@Dabrownman1812 said:
Wolf74 said:Why Thana shoud be "stronger" (in term of numbers)?
Because survivor do not stay injured for long.
Anybody and their mother is running Self Care and you can't keep more than one injured for a significant amount of time.
And Dying Light sucks balls, because 4 gens will already be done, before it will even show ANY effect.
For some killers, some killers can get dying light off quickly, and there's remember me for the late game. Also look at the numbers, they don't apply to injured survivors according to post, but dead. I'm saying buff the numbers to 10% reduction and keep a reduction permanent for dead survivors, nothing too drastic. For slowing down the game, there's always going to be an issue of that unless the add other objectives. The fix isn't to make thanata better or worse, the fix is adding mandatory objectives besides gens and gates for survivors.
Also 10% is lower than the current 15%.... thats an overall nerf because the stages before that would be in weak incriments of like 3, 5, 7, 10..... that would literally do nothing against the speed perks survivors already have. One yellow toolbox might completely negate that, and thats not counting add ons.
I would also note, that whoever the unlucky bastard is to get mori'd within the first 2 minutes of the game...its not fun. Not fun for the survivor to get into a game and pretty much be denied points from the jump. Yeah some killers can do it, but if you're running an ebony mori to pull it off....what the hell is the point of slowing down the game? You can just kill everyone and be done.....
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For some killers, some killers can get dying light off quickly, and there's remember me for the late game. Also look at the numbers, they don't apply to injured survivors according to post, but dead. I'm saying buff the numbers to 10% reduction and keep a reduction permanent for dead survivors, nothing too drastic. For slowing down the game, there's always going to be an issue of that unless the add other objectives. The fix isn't to make thanata better or worse, the fix is adding mandatory objectives besides gens and gates for survivors.Wolf74 said:Why Thana shoud be "stronger" (in term of numbers)?
Because survivor do not stay injured for long.
Anybody and their mother is running Self Care and you can't keep more than one injured for a significant amount of time.And Dying Light sucks balls, because 4 gens will already be done, before it will even show ANY effect.
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Exhaustion not recovering while running I think. Makes sense with lore, you should rest to recover from exhaustion, not run. Survivors had so many tools, the killers are supposed to be strong and scary. It sucks how much of the killers time I waste due to mechanics of the game but hey, I don't wanna get caught. Infinite heals just make medkits irrelevant. Be cool of they had a perk that isn't sloppy butcher, but puts the broken status on survivors.xmenfanatic said:What was the originally proposed change that caused the survivors to post bad reviews?
I’m really curious what change would cause that reaction. I wouldn’t mind the ability getting a nerf myself, I never use it really. Maybe make it so that each time you do it, it takes a second longer? Something should change about it.
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If an injured survivor is running you around it's a dead perk, rather be 9-10 and affect injured, hooked, dying, dead. So you can still have utility and slow the game down when someone comes off the hook.
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My point of bringing out dying light is to show that for the 25% there is a price. Why should thana be so much stronger and easier than dying light, that mechanically is horrible. Since it isn't just hurt it isn't bad but but it makes it useless if no one is hooked, dead, dying. Lower the numbers but make it work even when injured. So being either really strong or nonexistent is bad if it's not permanent like dying light.PigMainBigBrain said:@Dabrownman1812 said:
Numbers too much large and makes dying light not worth it. It's simple, -6 or -8 for each injured, hooked, dead. You're trynna make thanata super op. Or too strong since op is thrown around too much. Than affects everything, not just heals like sloppy. Dying light is 25% but requires focusing on one survivor, they have trade offs to prevent them from being too strong. I get what you're trynna do but it's too extreme. Even 9% each like an anti leader is good. Devs are thinking bout increasing heal time so keep that in mind.Dying light is extremely situational, considering you have to pretty much go through a series of steps before it even becomes active, which is why most killers don't run it without a mori. If they even run it at all.
You have to spend time tunneling the obsession > Down them > hook them > let them get off the hook > tunnel them again > down them > then mori <------------And thats assuming you find them in the first place and even after all of that you still only get 25% which is still stronger than Thanatophobia which encourages the opposite of tunneling and camping and popping an early mori.
Thano does not effect trap disarm timers, toolbox searching, or jigsaw box searching, so no it doesn't effect everything. And if you take into consideration the actual bonus on speeds from toolboxes, med kits, leader, no one left behind, botany, autodidact, and We'll make it..... the numbers from perks like Thano, Mangled, and even Dying light are meaningless....
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Leader has too big of a range, imagine 4 people running that lol 32 is crazy, not all perks are to be meta canuse think of that stacked with leader stacked with a toolbox, cancer. The rest is good. If there's two strong gen rush perks the meta would be sprint burst, selfcare, leader, prove thyself and people will blitz through gens. Can also be abused with a long range as someone can loop a killer with a gen within 32 meters and give someone on a far gen permaboost. 32 meters is so abusable.
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Ruin isn't broken, this works anytime except with over charge and is just a consequence of abusing the skil check window but I see what you mean. They only have ghost kill checks for overcharge which it would be cool if it was universal.PigMainBigBrain said:@Lonnye said:
That's the problem ... Grinding 9k without ruinI would like to introduce you to the pig, who can easily farm without ruin, actually....ruin might be a bad idea for pig (offsets the pressure ya know?) your helmet is basically a free ruin, pushes them off gens giving you time to bust heads. I only wish more killers had options like this.
Doctor with max insanity is way stronger than ruin as well, pushes them off gens, so they have to snap out of it just to start working again.
I don't play it because I don't have it, BUT, that being said, if you are on a killer that can be easily gen rushed, I recommend noED or possibly just a false flag thrill of the hunt just for the sake of pushing focus off of gens temporarily. Besides..... once you actually get ruin, itll be gone in 30 seconds of the match starting anyway. Its literally like a lightbulb at night to survivors they all run to it.
Oh and one more thing, ruin is broken at the moment, even if you have the perk survivors can spam tap the gen button and avoid skillchecks anyway so....thats just one more factor that makes it bad until they fix that exploit.
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PigMainBigBrain said:
@Lonnye said:
That's the problem ... Grinding 9k without ruinI would like to introduce you to the pig, who can easily farm without ruin, actually....ruin might be a bad idea for pig (offsets the pressure ya know?) your helmet is basically a free ruin, pushes them off gens giving you time to bust heads. I only wish more killers had options like this.
Doctor with max insanity is way stronger than ruin as well, pushes them off gens, so they have to snap out of it just to start working again.
I don't play it because I don't have it, BUT, that being said, if you are on a killer that can be easily gen rushed, I recommend noED or possibly just a false flag thrill of the hunt just for the sake of pushing focus off of gens temporarily. Besides..... once you actually get ruin, itll be gone in 30 seconds of the match starting anyway. Its literally like a lightbulb at night to survivors they all run to it.
Oh and one more thing, ruin is broken at the moment, even if you have the perk survivors can spam tap the gen button and avoid skillchecks anyway so....thats just one more factor that makes it bad until they fix that exploit.
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Numbers too much large and makes dying light not worth it. It's simple, -6 or -8 for each injured, hooked, dead. You're trynna make thanata super op. Or too strong since op is thrown around too much. Than affects everything, not just heals like sloppy. Dying light is 25% but requires focusing on one survivor, they have trade offs to prevent them from being too strong. I get what you're trynna do but it's too extreme. Even 9% each like an anti leader is good. Devs are thinking bout increasing heal time so keep that in mind.
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Freddy is an end game killers, people falling asleep isn't the issue, the issue is it doesn't stop people and how self care is a strong counter. Freddy is like the doc, because he tracks and hinders, he isn't supposed to be fun to play against but supposed to be fun to play as. Survivors hate the doc more than nurse because of his powers, despite the nurse being god and doc being an ant to her.
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They have way more than 25% debuff already. Freddy isn't supposed to be fun to play against in the same way the doc isn't. Freddy is relatively simple to fix, no channeling actions in transition except for hook saves like madness, 5 second sleep time, can't wake up from self care, remove the slow down from paintbrush. Done.
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Some people do camp for no reason early game, it is a tactic that weakens the teams. I hard patrol if I see two survivors in the area. You get more points for hooking so I'm not afraid of survivor unhooks.
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Too bad lol jk, but it shrine encourages variety not meta, I play with and without ruin. It's easier on freddy as you can get the remember me or dying light off guaranteed.Lonnye said:Ya ik but I'm killer main
Do you all play with ruin? And if you tried playing without it how was it for you?
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Self care is plus half the time, 12 seconds plus half is 18. 100% slower is double the time added, 50% is half time added. They are talking about, not confirmed, talking bout making it 16 seconds. Half is 8, so that's 24 not including sloppy butcher. Almost 30 second heals sounds pretty good.Bravo0413 said:
It takes 24 seconds atm for self care I thought... and with just the increase in time it would take like 30 or 32 sec... I may be wrongDabrownman1812 said:They are thinking of increasing time it takes to heal, up to 16 seconds, which is 24 seconds with self care and to wards 30 seconds with self care mangled.