Avatar

DepressedClownMain

DepressedClownMain

About

Username
DepressedClownMain
Joined
Visits
406
Last Active

Comments

  • @KuromiStarwind said:

    I don't see the problem with the odd killers power having the ability to bypass a certain perk any more than OoO not affecting certain stealth killers.

    While it is good against campers or tunneling, people often use it and abuse it to simply save a teammate when they otherwise would never have done so if they didn't have BT. Often as the killer is simply walking away or in another chase with someone else.

    Owo completely destroyed those killer's powers. Borrowed is an anti camping perk, and when people "abuse" it like you said, you are the one being benefited. Just hit the person you unhooked (you avoid ds and prevent the person to heal or work on a gen for the next 16 seconds) and go after the farmer

  • @Carlosylu said:

    Ok, lets start to know how picky is our community? This post does not intend for you to critisize the things I complain about, this means for you to share what gets on your nerves and you believe should be changed.

    Survivors: I hate when they find a key in a chest and get my 4k doomed out of luck, if you brought it in I can somehow try to outplay you (no Franklins), but getting them out of luck is pure BS. I don't want keys nerfed or taken off the game.

    Killers: Ebony should activate once all survivors get hooked at least once or instead of death hook only, I don't mind tunneling as long as I get my 3 hooks, getting tunneled and insta dying after 1st hook is just annoying. I do enjoy the adrenaline of looping a tunneler if I get my 3 chases.

    Those are all my complains on both roles. Yes, I don't mind NOED, Ruin, camping, tunneling, flashlight saves, BT, Forever Freddy, DS, pink addons, etc. I believe people who complain about this things I just mentioned just ain't experienced enough to know how to outplay people who use those perks, addons, etc.

    I hate how the game punishes you for not following the meta both for killer and survivor. You have 7 perks that are genuinely good and the rest is either placebo, has an extremely low usage or just punishes you for trying to use it (aka Mettle of Man, No Mither, Distressing, Bamboozle)

  • @prismalorg said:

    I just got dead by daylight around two months ago now, and I feel I've gotten pretty damn good at it. I watch a ton of videos to learn new, and master preexisting techniques and strategies. I am just curious to hear what different peoples' opinions are for liking different killers. Personally, I like Wraith, Legion and Clown. Wraith, because he is a very straightforward and easy to master killer, Legion because playing him forces me to go for perfect games (sort of a go big or go home type killer to me), and Clown because he is really easy for me. I am rank 10 or so in both killer and survivor and I want to keep trying to get better at this game, because I have grown passionate about it. Bill is the best survivor btw :))))

    Even though he is a terrible killer, I like the Clown

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/878364#Comment_878364

    Care to elaborate on which part of my comment you are referring to, then?

    Hits over the fence are possible, that is all I'm saying

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/878353#Comment_878353

    Are you referring to killers hitting through windows? All of them have the same range, so it should be possible for every killer.

    And no, im not refering to window hits

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/878353#Comment_878353

    Are you referring to killers hitting through windows? All of them have the same range, so it should be possible for every killer.

    Look, it just happens

  • Yes it can, hag is half the size of plague and myers. And T3 myers has a bigger lunge. Also billy can do it

  • @Fibijean said:

    Last time I checked, you couldn't.

    But if that's been changed, it's probably for the same reason that killers can hit through windows - because there's no logical or gameplay-related reason why they shouldn't be able to.

    Some can, others cant

  • @Edilibs said:

    This is where I feel the game is right now

    SS: Nurse

    S: Spirit, Hillbilly, Huntress

    A+: Freddy, Hag

    A: Pig, Plague, Myers, Demogorgon

    B+: Doctor, Ghostface,

    B: Leatherface, Wraith, Legion, Trapper

    C+: Clown

    Clown is definitely stronger than Leatherface and Pig

  • You will take a hit to get in if the killer is proxy camping

  • @LordGlint said:

    BT only works in a killers TR, so if theres no TR or a really small TR... Its not gonna work too well. On the other hand if your against a Doc with a huge TR, you'll have it work even when hes on the other side of the map.

    Which means absolutely nothing because it working against a killet that is far equals it not working

  • @Andreyu44 said:

    Yeah,thats a big nope,thank you

    Borrowed time is supposed to counter campers no matter what.

    This is BS.

    Yeah, everyone knows it is bullshit

  • @megthomas_ said:

    Like...I should be given a pip if anything, it isn't my fault that the killer or one of the survivor quit right at the start of the match.

    i think killer or survivor should’nt lose their progress due to that

    Because this game is garbage lol

  • Simple, buff both. No mither would be a joke even if it ws the only anti slug option

  • @Derplrord4 said:

    So as of now, whenever a player disconnects while loading, the game ends as soon as it starts. The problem with this is that players that did not leave will De-Pip. This is not fair to the remaining players as we took the time to wait for load times and etc. To fix this I would like to see either players do not De-Pip or the game continues with -1 remaining gen X number of players who left.

    Another problem I find is the struggling mechanic. When hooked for the 2nd time or your hook meter reaches below half, you enter struggle state. Currently, if 2 or more survivors remain in this state players in struggle state may struggle and earn blood points for their efforts. However, if the survivor enters struggle state when they are the last survivor they are immediately killed by the entity and gains minimal or no blood points. I understand why this decision was made as to end the game as soon as possible to keep it fair to the killer but this is not fair to the struggling survivor. I would like to see either the struggling survivor is killed by the entity and gains maximum struggle blood points or the y are allowed to struggle throughout the entire phase.

    It only appears as a deppip, when you get back in the lobby it shows the original rank

  • @AkiTheKitten said:

    This again? The devs don't believe she's broken, she needs no nerfs. Juke her when she phases and she's a slow m1 killer with no power for 12 seconds

    Assuming you have Iron Will, walk through her and she doesnt have father's glasses

  • @Resurrect said:

    I might have misunderstood. If so I apologize.

    "There's a mind game when there is TWO-WAY Unknown"

    Does this not already exist?

    Spirit goes invisible . .

    • Can't see survivors

    And survivors . .

    • Can't see spirit

    Both parties are hoping to guess right?!

    Not really because

    Survivors can't detect Spirit

    Spirit can detect survivor

  • @Seltas0208 said:

    Seeing as everyone's so confident to list how freddy "needs" nerfing or ghostface, or plauge, or event the goddam wraith (all threads I've seen) lets go over some "fair" survivor nerfs

    Prove thyself : the repair speed thinge has now been decreased by 50%)(10% - > 5%) to promote healthy gameplay

    *if this ever got concidered then I'm screwed. I love this perk*

    Dead hard : exhaustion increased by 20 seconds as the amount of time it can buy you in a chase is "too valuable" or something like that

    Adrenaline : no longer picks you up from the dying state and can't heal you imediatley after being unhooked. Alternatively it becomes a heal over time effect instead

    Sprint burst : if you run over a pebble you fall over and get put into the dying state

    Diversion : the pebble is now a nuclear bomb and kills everyone on the map, this should promote less dcing as nobody will be alive to do so

    Desicive strike : as its original purpose after the rework has been warped into "60 invincible seconds" the timer has been decreased by 40% (24 seconds at rank 3) and the timer expires once another survivor has been hooked, as you shouldn't be able to just go for a unsafe hook or do a generator in the killers face and get rewarded for it (by getting the desicive) but to compensate it now gives you a 5% speed boost for 5 seconds after using the perk. This then causes exhaustion for 80 seconds

    Self care : this is a communist society. If you attempt to heal yourself you shall be thrown into the gulag and moried by the huntress

    Spine chill : no longer works against killers with the undetectable status affect

    Premonition : kicks spine chill in the back and does work against the undetectable status affect

    Comodius tool boxes : decrease the generator repair bonus to less than the engineers toolbox.

    Ghost faces detection : when survivors reveal ghostface they get exposed due to slasher movie reasons. Fair and balanced as all things should be

    Falling from heights : of you aren't running balanced landing you suffer from the hindered status affect for 1.5 seconds

    Pallets : the killer has to actually be under the pallet to be stunned. Seriously. A trapper was farming and stood away from the pallet, not even his toes were under it and poof. Pallet stun.

    Blendets : every survivor that isn't a blendete gets 8000 bloodpoints in survival of the blendete gets killed. Dcs, or is moried

    This has been a small list of balance changes that need to be implemented oh *totally a survivor main BTW* that would increase the longevity of the game.

    Stop asking for nerfs. Unless a killer has a 100% kill rate it doesn't need nerfing as soon as another gets nerfed. And even then those stats are just stats. Peanits constantly says not to base entire arguments on them

    Like. I could say that TRAPPER of all things needs nerfs because he's way too popular. Trapper. The killer only big brains can use effectively (otz. Could beat einstine at chess. While blinded by a flashlight).

    Thanks for coming to my Ted talk gamers. Have a good day

    The best part about this post is how the reactions of everybody show how great your idea is

  • @Elk said:

    https://forum.deadbydaylight.com/en/discussion/108400/survivor-nerfs

    Sprint Burst is still too strong.

    Sprint burst : if you run over a pebble you fall over and get put into the dying state

    It needs

    Sprint burst : Running away from the killer gives you an ego boost. If you run over a pebble during your 3 secs of speed increase, you fall over and sprain you ankle. You get put in the dying state for the rest of the game. Any survivor healing you makes you scream in pain revealing the locations of anyone near you of 16 meters.

    Still too strong but it will have to do.

    Lol

  • @UlvenDagoth said:

    That made me chuckle.

    I just cringed HARD

  • @RainbowPatooie said:

    Finally got enough shards to unlock Ace, and I keep getting tunneled and camped despite playing normally (like I'm not being toxic or anything that i think might be seen as that). Do you guys normally target an Ace if there's one or something?

    I dont really tunnel any character.

  • @SecondSelf said:

    I would like to try to convince BHVR not to give exclusives back for free. First of all if you are going to make exclusive items free it is an all or nothing deal, either bring back all exclusives or none. I looked at the exclusive items you are bringing back and it doesn't include Nea's "HYPE" shirt and I looked to see if it was being sold on Ebay, and it was for 2.5k. Apparently one of the reasons you are bringing back exclusives are because they are being sold for crazy amounts of money, So you have to bring back Nea's "HYPE" shirt if you do this. Also Legacy will most likely be sold for money on Ebay and other websites as well, and in the case of Console fairness it was impossible to get Legacy because the opportunity ended before Console DBD came out so if you do this Legacy needs to come back as well. You can't just keep some exclusives exclusive or else that won't fix the issue those that weren't left out will still be sold for ridiculous amounts of money on Ebay and other websites. So Legacy, Bloodletting, All of it needs to come back. All or Nothing.

    One other thing I would like to point out is that it is just a very scummy thing to do, like in the case of Deathgarden, people paid for the game only for you to make it free, now there are some people who say it was their choice to spend the money but if you said "Deathgarden: Bloodharvest is gonna be free later!" No one would actually buy it, also the meg cosmetic would need to be given to the console players as well because PC can get it for free while Console players can't.

    Dear BHVR, ignore this user please.

  • @BillyBlazeKeen said:

    I rather died on hook than be farmed. Please, this one is low hanging fruit, just a kick or something, I'm so tired of being farmed over and over by people that is trying to get the achievements for the rift.

    Dont worry, just keep trying and as you get lower in ranks you will get better teamates that will only farm you when needed (and have BT)

  • @NMCKE said:

    Prologue

    His perks are kinda lackluster in most scenarios, and often don't pack a punch on survivors, especially experienced survivors. My goal is to make the perk better at what it does, not make it a meta perk. 🤗😁

    Mindbreaker

    Your distressing presence drains and weakens your prey.

    Injured survivors who repair a generator suffer from the following:

    • The Oblivious status effect.
    • The Exhaustion status effect.

    Once the injured survivor stops repairing the generator, these effects will persist for 6/8/10 seconds.

    Cruel Limits

    Your ties to the otherworldly manifest when your prey attempts to get away.

    When a generator is completed, all vault locations are blocked by the Entity for 20/25/30 seconds.

    When all generators are completed, all vault locations within 32 meters from the Exit Gates are blocked by the Entity for the remainder of the Trial.

    Surge

    Your eerie presence charges the air and interferes with technology.

    Hooking a survivor will cause all generators within 32 meters to immediately regress by 5% and start regressing at 150%/175%/200% than the normal regressing speed.

    Epilogue

    Feedback is much appreciated! 🤗😁

    I wouldn't mind if cruel limits just blocked the windows forever. When a gen pops, 2 or 3 maximum would be blocked, and survivors would still have pallets

  • @PinkJokester said:

    I see this everyday, when a Killer can't kill anyone he sluggs you and waits for the other players to pick you up so he can just slug them too. I know "Unbreakable" is a perk you can use but it shouldnt be a perk you have to use every game just to counter bad or salty killers.

    So why not make it so you can get up on your own after some time the killer doesnt pick you up or you cant hear the terror radius anymore?

    I think unbreakable should be more than once, but the basekit should stay the same.

  • @pandorayr said:

    The maximum fps is 120 DBD now has a cap.

    https://www.youtube.com/watch?v=-9JA7o4r0As&t=

    But the guy in the video say while it is unlilely, I can be banned.

  • @JHarsch said:

    So do the bare minimum and get rewarded for it?

    @NoMitherPlayer said:

    Some killers accept to loose a possible 4K by avoiding to camp, slug or do things that makes the game less fun for their survivors. Then, even if they played very well, were very active and globally good they still black pip even with a 2K which is supposed to be a good result, right?

    Perhaps capping the chase bp to 10K instead of 8K? Campers don't get much in this category ok it's allowed but reward the nice plays. A bonus for gen kicking or finding a survivor far from the hook? A bigger bonus for taking a new chase while 1 is hooked? Globally, rewards for being active and not under the hook which requires less skill.

    I honestly think the cap should be 10k, not 8. I sometimes max objectives with 2 coop gens, and the rest of the time avoiding doing the objective to farm something else. Seems like a good change to me

  • @DuckApproved said:

    Freddy-

    Freddy has no counter-play for any of his powers. You cannot interact with any of his powers in order to give Survivors a way to counter his abilities. When Freddy uses his dream snares he has no cool down or slowdown when putting them down. This almost always guarantees a free hit or down when trying to loop him. Also if you choose o disable the snares he gets a notification and can put them down again immediately. Then with his Dream Pallets, survivors can put them down, although similar to his snares he can put them back up almost immediately. While as a survivor you can remember where real pallets are, this is a unrealistic expectation for an entire team to do. Ways to provide counter play for survivors would be to give a cool down on his abilities for 20 seconds for each use. Also for his teleport make to so he has to commit to teleporting it and can't cancel it, giving survivors more options for counter-play. Another option for counter-play would be taking out the timer for the dream state and make Freddy have to manually put survivors into it. This would give survivors ways to counter his Swing Chains add-ons. Also a small quality of life change would be when survivors are put into the dream state and miss skill checks to wake themselves up, Freddy doesn't gain a notification, this would give survivor play styles more options for counter-play while still punishing them for failing.

    Ghostface-

    Ghostface and his Night Shroud ability is one of the best stealth abilities in the game, with no down sides. He has power creeped almost every other stealth killer in the game. He also has no down side when being broken out of his ability. Also with the broken reveal mechanic with his power when he leans around a corner makes him uncounterable. Ways to give survivors a counter to his power would be to make the reveal mechanic actually work when a survivor looks at him. Also since he has no warning before he strikes unlike Wraith they should either give Ghostface a warning sound or something before he attacks or give him 110% movement speed. Also another quality of life change would to give his addons that give his power a faster recharge rate a slight nerf.

    What do you guys think?

    Only nurse and spirit were bad. Freddy, Ghostface, Billy, Hag and Demo are all fine and balanced. After the nerf, all bhvr has to do is balance the bad killers

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/876142#Comment_876142

    If it does then it’s bugged, the description says it only protects the item if you die; and even then if you drop said item or use it the black ward won’t work.

    Oh that is sad because the black ward just gives the killer the addons, doesnt matter if he loses or 4ks

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/875751#Comment_875751

    But a black ward won’t protect your key if you use it on the hatch.

    Oh really? I thought the black ward guaranteed the item to stay in your inventory

  • @Luigifan64 said:

    So I know the wedding ring was ultra rare at one point before it got changed to very rare, but I have a very simple idea for a good ultra rare addon.

    Ultra Rare Addon: Bloody Keychain- A stylized keychain that has been soiled by blood and dirt over it's many travels. It seems to have a connection to it's holder, staying with them through thick and thin. You do not lose key and it's addons on death or on opening the black lock, lose this addon instead.

    It seems a little useless to me because you can just use a black ward, which is cheaper

  • It is not really a woosh, it is just that there wont be a single discussion that can go further than the forums if people just reply "if you nerf this, nerf that" or "nerf this first"

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/875001#Comment_875001

    No, they're not. Bloodpoints are awarded separately from emblems. You get bloodpoints for things like placing traps, hitting objects with Vile Purge and using Chainsaw Sprint without hitting anyone, but those actions don't affect your emblem points at all.

    Yeah but when you place a trap for example, that contributes to the deviousness emblem

  • @Owari said:

    https://forum.deadbydaylight.com/en/discussion/comment/875004#Comment_875004

    If the game clearly survivor sided, why they cant buff killers? For example: make a legion hit effect(forgive how it names) after every hit. This will be kind of bleeding effect

    I really cant understand this but I was being ironic if you are argumenting against me.

  • @Rin_is_my_waifu said:

    Fix or delete keys

    This is a post about moris.

  • @DarkPit said:

    100% yes. The devs killed instaheals, but why not ebony mories? They are just so unfun unfair and imbalanced

    Because the game is CLEARLY survivor sided

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/874869#Comment_874869

    I'm not talking about bloodpoints; I'm talking about emblems. Big difference.

    Bloodpoints are the emblem system working tho

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/874305#Comment_874305

    They don't count as a hit as far as the emblem system is concerned. I only get credit for M1 hits with emblems.

    You get 300 bps every time a survivor becomes broken

  • @projecteulogy said:

    https://forum.deadbydaylight.com/en/discussion/comment/874317#Comment_874317

    actually it works on 3. Lerys, The Game, and the new lab.

    I don't want a revert. I would like to see having a cooldown on players who you extinguish evil from, so you can't just neuter Myers' being able to tier up by successfully kiting him around.

    The time myers takes to walk the whole hawkins map is over 45 seconds. And in that map, you have gens in open corners, so people will just see you aproach

  • @DarthRane said:

    https://forum.deadbydaylight.com/en/discussion/comment/874323#Comment_874323

    Yeah I already had this conversation with someone else so I'm not going to repeat everything all over again. I'll just say this, no one cares about randos with no coordination that's all those stats reflect but nice try.

    But randos with no coordination seem to be the majority of red ranks im afraid

  • @DarthRane said:

    Okay can we do something about this stupid system so killers actually have a chance.

    Why do you have gens at SUCH A LOW time requirement to be finished?! I'm so tired of basically being required to bring one crap gen perk (ruin) and a supplemental gen perk to stand a chance at high ranks.

    To make matters worse in games where I'm cleaning house (no Mori mind you) I don't even pip. Literally just had several games where I sacrificed 3 survivors one got away through you handicap safety hatch and didn't pip and BARELY safety pipped. Why do I have to basically LET survivors get unhooks in order to guarantee a pip. And just as a kaveat to the people who are gonna say "yOU sHOuLDnt Be cAMpiNG" this isn't camping I play hag so super altruistic teams get wrecked. Cause they trade places (at best) or both get caught (at worst)

    But if I chase every survivor hit them all get maybe 2 hooks I still don't pip. You are basically forcing me to let trash survivors get free unhooks just to ensure that I'm even pipping.

    And that's not even counting matches where I 4k and STILL don't pip. You ranking system requires killer to just play nice. And let survivors win.

    It's no wonder every other game as survivor I'm getting killers who try to farm. Because the system actively to encourages you to play like trash

    Oh and don't get me started on now running into sooooo many damn trappers that i can't even enjoy a switch from killer because i can almost guarantee the killer is trapper. It was a nice novelty at first but I'm tired of seeing trapper now.

    Balance your dang game for Christ sakes

    According to the game stats, all killers can get 2ks on red ranks so that is on you buddy

  • @AkiTheKitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/860730#Comment_860730

    Well that's just your opinion, but this was for the better. Now Mirror Myers is balanced cause it has a counter. Normal Myers isn't even worse, you as Myers spend little time as T1

    Mirror myers was always balanced. It only works on one map, and all you need to do is find one pallet and wow the killer lost all his ability.

  • @last_juggernaut said:

    Ever since the "undetectable status effect update" Myers have been severely nerfed due to this new status effect being slapped on him. Granted, he now has 0 terror radius but can be detected by spine chill 36 meters away. This is causing him to lose all his stealth ability when trying to stalk a survivor.

    A survivor running spine chill or premonition immediately runs away and looks for him as soon as the perks light up. its being extremely hard to keep up in the start of the game which is very crucial, given he already has very low speed and gains no bloodlust. Also, his lunge is way too small. Undetectable status effect is severely hurting Myers and ruining one of the most fun builds in the game, the scratched mirror.

    How was this a good idea to give a killer who is already handicapped to begin with, more negatives? The Undetectable status might be a minor buff for all other stealth killers but for him, its a massive nerf. A nerf that he didn't need in the first place.

    I suggest that you could give him the status effect if you must, but only the 0 terror radius part. He already had the immunity to every detection perk in the game to begin with in his base kit. He had that immunity for a reason, to compensate for the negatives that he had to start the game with. This made him unique, now he is just another run of the mill so called stealth killer that is not stealthy at all. His EW1 must be reverted back to complete detection immunity like it was previously. The new status effect is basically making him a M1 killer with all the negatives and no positives.

    Please change him back as he was. This change was completely unnecessary and was a horrible idea to begin with, to one of the most balanced killers that was fun to play with and against. He didn't need any changes. Please let him be as he was and not add unnecessary status effects on him.

    I think all killers should be imune to detection perks, but aura reading should be kept on perks like dark sense, alert and breakdown

  • @cache said:

    The hatch spawn wasn't made with the understanding that people would soon be quitting just to either cuck their killer (a favorite pastime for many) or give their friend a free escape (also cucking said killer). Three games in a row (purple) have I experienced the instant hatch escape upon disconnect. Is this honestly not seen as an exploit of in game mechanics? I don't believe this was the intended use of the hatch spawn, this seems so far from fair for the killer to reward survivors for their failures. It is ruining my ability to enjoy the game at all now.

    ExPlOiT

  • @Monlyth said:

    It's a consistent pattern with Plague; on virtually any other killer, I can get lots of emblems. On Plague, it's rare for me to even get a Gold emblem in any of the categories unless I 4K.

    Infections should count as a hit, especially since cleansing counts as a heal.

    They already count as a hit, they give you 300 bps.

    I think they should give 700-800

  • @NMCKE said:

    Prologue

    Okay, I just recently came up with a rework for both perks, and I'm very happy with them.

    Please take some time to leave me some feedback below if you have any questions or suggestions! 😁🤗

    Left Behind

    You won't give up under impossible odds, you must finish what you started.

    When you're the sole survivor during the Endgame Collapse, the timer is slown down by 50% and all generators remain unblocked by the Entity.

    Progression made on any generator will be reduced by 100%/75%/50% when the Endgame Collapse initiates.

    Completing a generator during the Endgame Collapse will respawn the hatch in a new location and in the opened state.

    Sole Survivor

    Being the sole survivor makes you feel lost in darkness.

    When you're the sole survivor, become completely invisible to the killer's perspective when you're further than 40/32/24 meters to the killer.

    When opening an Exit Gate as the sole survivor, receive a difficult skill check.

    Succeeding the skill check will grant 50% bonus progression towards the Exit Gate.

    This effect has a 30 second cool-down after use, and this effect cannot be used within the first 15 seconds of the Endgame Collapse.

    Increases your chances of becoming the killer's Obsession.

    The killer can only be obsessed with one survivor at a time.

    Explaining Left Behind

    Left Behind gives the last survivor a second way to escape by offering them to complete a generator during the Endgame Collapse. However, since the timer is slown by 50%, the killer will be able recognize this and know that the survivor has Left Behind.

    This gives the killer counterplay because they will know the survivor can be doing a generator to respawn the hatch and escape. If the killer guards the Exit Gates too much, the sole survivor will be able to respawn the hatch by completing a generator, but if the killer is lucky, the killer can still close the hatch again.

    Remember that the survivor is on a timer, and completing a full generator takes 1/3 of the Endgame Collapse to complete.

    Explaining Sole Survivor

    Sole Survivor is the stealthy version of Left Behind where you try to open an Exit Gate undetected.

    You will fully cloak yourself when further than a set distance to the killer. This helps you approach the Exit Gates in the killer's line of sight, but keep in mind they can still see the progress lights on the Exit Gates and your scratch marks.

    The killer can counterplay this by catching you in the act by patrolling or searching the area for you after they seen a progress light appear. If they waste too much of your time by searching, you will end up dying to the Endgame Collapse.

    Unlike Left Behind, the Endgame Collapse isn't slown down by 50%, so the survivor has to act fast and play around their perk cool-down timer.

    Epilogue

    Hopefully, this will solve the problem with Left Behind and Sole Survivor. This should put them more in line with the new game mechanics, and should provide survivors with more opportunities to escape while having counterplay for the killer. 😁🤗

    Please, any feedback will be greatly appreciated, I worked so hard on making these perks more fun and fair for everyone! :)

    That is awesome.

  • @AGM said:

    Clown has one major downside: no map pressure. One idea to fix that might be to give clown an energy gauge. The gauge would allow the clown to sprint. Once the gauge runs out, it could be refilled by the Clown breathing in the dust from his bottles.

    In this way, Clown will now have the same gameplay as before, but Clown will be able to traverse the map much more quickly.

    Any other ideas?

    Bad idea, you dont fix killers by making them be able to traverse the map fast. Wraith is arguably the best killet to detect survivors, but he cant chase and that makes him bad. Clown's biggest issue is the fact he simply has no chase reduction abilities, since if you throw an awesome bottle at a survivor, they just put down the pallet and move to the next one

  • @bendermac said:

    In it's current state it's way to powerful and therefor it needs to be changed

    • reduce stun by 1 seconds to 4 seconds. It was increased to 5 seconds due Enduring having an effect on it. The effect is no longer there, so it should be changed
    • Either make the non obssesion wiggle to 35% until DS can be used or turn off DS if somebody else gets hooked while you're downed.

    Now why do I suggest this: Simply because the perk has way too much strength, especially in the end game.

    Here we go again bois

1 … 13 14 15 16 17 18