DepressedClownMain
DepressedClownMain
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@SlimyTaco said:
https://forum.deadbydaylight.com/en/discussion/115990/oni-is-dogshit
Wow, you are really bad at him then. I get a great amount of kills throughout my matches. Feelsbadman.
You are playing against bots then, as his flick now is proven to be weak
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@Auron471 said:
Cypress Mori: Basekit because if there is only one survivor and they are dying, the killer won already let em see the nice animation.
Ivory Mori: kill one person if they are on death hook
Ebony: kill all survivors if they are on death hook
Key Rework:
Can no longer open the hatch.
Dull key can now be channeled for 20s, up from 5s.
All keys now reveal your aura to other survivors within a 40m radius when channeling.
Milky Glass: Reveals the location of the hatch of you are within a 24m radius of it, at great expense to the key’s power.
I agree with the moris nerf, and would like to have keys still opening the hstch but if it was closed by the killer
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@Brucecastro81 said:
Every single game there's at least one guy freaking self caring in a corner, can't those guys understand that Self care is just a time waster??
I love these players, when Im playing killer
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@Skrill0x said:
She went from being hated by survivors and loved by killers to just being hated all around. You cant play her anymore with that cooldown on high rank, I mean you barely could before the cooldown nerf because survivors at rank 4 and below know how to break line of sight but now its just impossible to ever catch someone.
Nurse was a guess game from the start, as soon as someone breaks line of sight all the nurse can do is guess whereas survivors with their superior third person vision can see you around corners. There was no reason to give her power a cooldown, absolutely none. Look at her stats now, she went from being the most liked killer to the least liked one. I feel like my sister was abused bruh....
@DBD_Pinhead said:
No one is talking about her because survivors finally got their way and had her nerfed to the ground. They don't want to be threatened so now that she's out of commission, they just pivot to the next target.
Damn survivor mains lol
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@Thatbrownmonster said:
I am currently rank 6, and plague is in my top 3 killers, I can easily get 3-4 sacrifices per match
When a dev said plague was the killer with the highest kills per match at high ranks I thought he was joking, now that I learned how to play as her I can guarantee she is indeed one of the strongest killers in the game
Since most survivors on high ranks won't cleanse you can detect easily when they work on gens, where they are when they try to stealth, and you can even tell where they are when slugged
She still needs some improvements regarding the hitboxes of her vomit but other then that she is really strong and I wish more people played with her
She is very stong if you play her right
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/951925#Comment_951925
Lol you know what a mori does correct ? This is a nerf by every standard in the book
Making it basekit to kill survivors and taking care of the emblem penalty. Yeah nerfs, i guess the person who doesn't know things here is you
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First of all, he wants to remove the emblem penalty, which is the only current penalty to using them. Also, he wants to make the ability to kill survivors during the endgame collapse basekit, what is simply stupid. Both these changes have a much greater impact than putting mories on second hook, so yeah buff
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@Oreades said:
https://forum.deadbydaylight.com/en/discussion/comment/951512#Comment_951512
I'd disagree, BNP and generator rushing is functionally the same thing. It removes steps from the game.
I'm sure this will garner a "but they still have to do the generator", thing is killer still has to manage to hook you at least once and if survivors can complete a generator before an average killer can patrol over there. They have removed the kicking, chasing, etc phase of the game.
My second game playing as a killer (ever) I had someone decked out to the nines with meta perks and a BNP completely shut down a game. Pretty much every time I blinked I was getting generator completed notifications. That game was over before it started and they knew what they where doing was patently unfun because they even apologized after the match but "they had a challenge to complete".
And that was one survivor..... the rest of them had functionally nothing on. Now imagine multiplying that by four survivors decked out to gen rush.
From that point on I fully understood why some people consider ruin to be a staple perk. Tho even then Ruin only works for as long as it takes for the survivors to get their first skill check and hunt it down. That is of course assuming that they don't just spawn next to it and remove it from play in the first ten seconds of the game. Or they can always just tap the gens which takes a bit longer but totally bypasses Ruin. Because they aren't interacting with the generator long enough at any given time to trigger a skill check.
How is doing gens quickly removing steps of doing gens?
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Your way of doing so buffs them
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This is the most killer main thing I have ever read here
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@Oreades said:
Wouldn't changing it to only apply after the struggle state just encourage people to facecamp the survivor until they are in the struggle state and then allow them to be unhooked? Thus changing virtually nothing about the current dynamic?
I get that survivors likely hate Mories (I have not run into many of them personally) because they feel cheated but how often do they consider the tools at their disposal for ruining the killers enjoyment of the game?
In a perfect world people wouldn't need to worry about any of these things because everyone would just play to enjoy the game instead of playing to win at all cost and that goes for both sides.
Survivors arent saints, but they have no tool that changes a game as significantly as a mori
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@LordEmrich said:
They don't need to be changed AT ALL! Heaven forbid the Killers can end a game in 5 minutes like the Survivors can.
How about you enjoy the game and if every aspect of the game bothers you so much then go play another game?
Killers can end games in 2 minutes just like survivors can end games. Moris are unbalanced, stop being killer sided
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@yoboiii24 said:
So here is my idea
1. Make a groop mic chat for survivors also bring all the survivors up at the same time so killer can't tell it's a swf so thay dont lobby dodge
Idea 2. Make killer offering not show for survivors so thay dont dc
Doesnt prevent anything. Killers will dc mid match and survivors will dc when the ebony anymation starts. The best option to prevent dcs is to make the game balanced enough so people dont have a reason to want to leave the match
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@Tr0g said:
Remove the speed boost.
Remove the 1-hit into dying state.
Hex totem activates when exit gate switch is touched. Exit gates can't be opened until totem is cleansed.
Discuss.
People have been talking about totems being useless etc, well here you go. Cleanse dem boys.
I really like this idea, but not with totems. Maybe new things, like a statue could spawn and you had to cleanse it
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@Waffleyumboy said:
Put simply, replace a survivor perk slot with an ability slot. Give each survivor 3 unique abilities to choose from. Prevent ranked matches from loading with multiple copies of the same survivor (for QoL and immersion).
Some ideas (Vault speed bonuses can't exceed 20%):
Dwight - Manager: You can see a counter in the bottom left of a survivor's icon that keeps track of how much generator progress they have completed. This counter ticks up every 50% progress that survivor does on a generator. The survivor with the least counters (but not you) repairs generators 10% faster while within 8m of you. While you have the most counters generators within 24m of you have their auras revealed to all survivors and regress 50% slower. *I wanted Dwight to have something that helps objectives other than just speed increase. I like how this turned out.*
My Only Friend: *Friends mechanic introduced here. You will see an indicator at the bottom right of a survivor's icon if they are your friend. Become friends with a survivor by doing a total of one health state of healing on them, safely unhooking them, or cooperating with them for 60 seconds. Friendship ends if you unhook them but fail to do it safely.* Allows one Friend. While you have a Friend, both you and your Friend have +7.5% action speed when not unhooking each other, healing each other, or cooperating. Otherwise, you both have +10% action speed. This ability deactivates when your Friend dies. *I'm on the fence on this one, both lore and balance wise. Overall, it turned out underwhelming and exploitable but I don't want to scrap it.*
Promotion: Gains a token each time you hit a Great skill check, to a maximum of 5 tokens. Great skill checks grant +1% progression per token. Loses 2 tokens each time a generator is completed, then you Walk 25% faster per token expended this way for 10 seconds (Walk speed bonuses from this ability can't exceed 100%). *Really a throwaway slot, but at least This is Not Happening will be somewhat useful now.*
Meg - Fierce Streak: After the killer advances in blood lust tier this ability activates for 3 seconds. Getting hit while this ability is active will put you into the Deep Wounds state if you aren't in it already. If you are in Deep Wounds, your timer will instantly lose 10 seconds when this ability activates then the ability will deactivate. *I started out with just giving DH style invulnerability, but I like an Endurance style effect better.*
In Stride: When running, exhausted, being chased, and at least 20% slower than the killer: Gain 10% Haste for 5 seconds then set your Exhaustion to 20 seconds. This ability has a cool down of 90 seconds each time it activates. Can't activate while the killer is performing a basic attack. *I know this hurts low tiers like Legion and Bubba a bit, but I'm proud to have created a balanced "second chance" perk.*
Hurdles Master: Vault 30% faster (Bump the vault limit to 50% during this vault only) and become invulnerable for 1 second after the vault ends. Doesn't recover cool down while Exhausted. This ability has a cool down of 30 seconds each time it activates. *I decided on another Exhaustion perk complement. Really this will only see use in the Q&Q DWM Lithe combo but that's where it belongs.*
Claudette - Herbal Remedies: *Here we introduce the Patched Up state. Basically, Patched Up is Injured but you leave no blood trails and your grunts of pain are reduced by 50%. The survivor retains any healing progress they have when gaining but not losing the Patched Up state. The killer receives no indication that a survivor is Patched Up on their hud. Survivors see the Injured icon with no blood. Getting hit while Patched Up will apply the Deep Wounds state and a 20 second mend timer instead of the Dying state. When the Patched Up state ends, the survivor goes back to being Injured.* Hitting skill checks while healing another survivor will give this ability tokens, 2 for a Good and 3 for a Great. While this ability has 5 or more tokens you can press the active ability button while healing another survivor who has at least 25% healing progress to lose 5 tokens and make that survivor Patched Up for 60 seconds. *I know this is kind of like Autodidact but it has its own charm that I appreciate. Progress required can always increase if needed.*
Compassion: Gain +25% altruistic action speed bonus per injured/dying survivor aura revealed to you. *The first perk in a long line to try and make use of aura reading. This is not spectacular but it's functional.*
Makeshift Bandages: +50% healing speed without a medkit. *Another throwaway slot imo. It might see niche use with Self Care but it's not really worth using outside of that.*
Jake - Survivalist: While the hatch can be seen: you see an indicator in the bottom left of a survivors icon that lights up when the survivor is within 16m of the hatch. Other survivors who have their icon lit can see your aura. You also see special Injured and Healthy icons for survivors holding keys that have a key in the icon's hand and you can see the auras of keys on the ground at a 48m range. *I know keys are slightly unhealthy right now, but they won't always be that way. I can see how this might benefit swf but it benefits solos even more.*
Be Cool: Starts with 1 token and gains a token each time you perform a safe hook rescue. When the killer would see your aura instead this ability loses one token and your aura is hidden for 7 seconds. Other survivors within 32m of you are 90% quieter and see your aura. *A neat little ability to encourage team work and healthy unhooks.*
Hook Bane: Gains a token each time you cleanse a totem. For each token this ability has, sabotage 10% faster and hooks stay broken 10 seconds longer. The auras of unbroken hooks in a 28m range are revealed to you and you can determine how much progress they have by the intensity of their auras. The aura reading range of this ability is increased by 10m for each token it has. *Here's the mandatory sabotage ability for Jake. I know this discounts maps slightly but they were already bogo. More encouragement to cleanse totems is healthy imo.*
Nea - Lay Low: Move while crouching 25% faster and you do not trigger traps while crouching or walking outside the killer's terror radius. *This one's questionable. With UE you can crouch faster than walk and even faster than Fixated. Numbers might need to be knocked down a pinch.*
Tag: Press secondary action to mark an aura directly in front of you that all survivors can see. Maximum of 5 deployed at any time. *Admittedly, I don't know how the buttons will be for ability. This does have more power in swf hands but it's fine because the ability is pretty weak.*
Street Parkour: 15% less fall stagger. Recover Exhaustion at 50% speed while sprinting outside of chase. *Here's something mega controversial. The fall stagger slightly extends chases while the recovery from Exhaustion can happen during chase. I kept the numbers super low so this ability might buy you a little time but it's mostly aesthetic.*
Ace - Coming Up Aces: Gains a token each time a survivor is hooked or unhooks themselves. Completing a chest search while this ability has 7 or more tokens will guarantee an Engineer's toolbox with a Brand New Part then this ability will deactivate. *A little something to encourage luck builds and chest finding builds. Note guaranteed items from abilities take priority over perks.*
Ricochet: This ability activates for 60 seconds after unhooking yourself. While this ability is activated, any time you would go into the Dying state you instead go to the Broken state for 60 seconds unless you're already Broken then the perk deactivates. *More self unhook encouragement that's strong but situational. As a bonus, it can't be cheesed with Deliverance.*
Life's a Treasure: This perk activates after completing a chest search. While activated: Heal other survivors 80% faster (doesn't stack beyond 250% bonus). This perk deactivates when you are hooked. Passive: +10m personal aura reading range bonus, except for Kindred. *Excellent ability for a support style survivor.*
David - Hardened: Gains a token each time the killer attacks while you're in chase, to a maximum of 10 tokens. You take 6% longer to die on hook per token. *A perk to weaken camping that compliments Dead Hard. It's not amazing but at least it's better than Camaraderie.*
Nerves of Steel: Recover from the Dying state 50% faster (does not stack). *A small compliment to No Mither. Another niche ability.*
Strength of Our Bond: Allows you 3 Friends. Passive: You and your Friends all gain 7% Haste for 10 seconds when one of you takes a protection hit. Activates after you and your Friends have taken 3 protection hits. Once activated, the next occasion that would put you into the Dying state from the Injured state is ignored. Does not register hits towards its activation until all 4 survivors have been hooked at least once. *I guess David has 3 niche abilities. This ability would be fun to try but I doubt it's any better than MoM.*
Feng - On the Grind: You repair generators 2.5% faster for each generator that needs to be completed, but with 10% reduced skill check success zones. *Gen speed is always tricky to deal with. I kept the numbers super low to reduce the usefulness of this ability severely. It can still save a ton of time but it's not very oppressive for the killer.*
Hard Carry: Repair generators by yourself and heal yourself 10% faster while more than one survivor is dying, hooked, or dead. *Another ability for the objective focused player. This used to be a worse Resilience but I scrapped that idea.*
Mechanically Obsessed: you become obsessed with one generator. You can see its aura and repair it 12.5% faster, it can't be blocked by the entity and regresses at 50% speed. You repair all other generators 20% slower. When you complete your obsession you gain a new obsession otherwise this ability deactivates. *A fun little idea I had. Encourages interaction which is nice.*
Why dont you buff the useless perks? Also, vault boosts cant go over 15 percent, not that it matters
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@humanbeing1704 said:
just curious because whenever I get that sneaky feeling I quickly leave
No, I never open the gates and you should do the same
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@immortalls96 said:
Keys and moris are a hot topic again and I wanted to share my proposal for a creative way for both to still be relevant while also making them fair..ready?
Moris..cypress turns into base kit..The ivory and ebony offerings become after second hook..but your no longer penalized for sacrifice emblem as they count as a hook sac, it also boosts your total bp by 25 percent for each sac AFTER other offerings and perks...this will justify rarity and still make the offerings worth picking.. Now here's where it gets fun..during the egc..killers can mori anybody who's been hooked twice previously..now this is base kit and I feel itll solve the following.
1..The killer has almost 0 tactical reason to open the doors normally..this will light a fire under survivors to flee and give that tactical last stand to killers at a risk
2..DS..very controversial but my only issue with it is its god like power in the end game..this offers a meet in the middle..as you cant be moried till after second hook you get to keep ds in the back pocket if you play well during the match..plus the killer has to open the door first...while also not allowing cheesy free escapes when you rightfully should have died..
3..JUST IMAGINE THAT INTENSE ATMOSPHERE AND FEELING OF POWER GUYS..lol all holes aside it would suit the EGC and its doomsday vibe...along with bringing any trial to a close with a photo finish via base kit cypress mori..also as a side not..remove mori spam to avoid misuse
Now it's time for keys They reward failure and instantly make the killer lose in what was likely an upper hand scenario for them..keys will gain aura reading on ALL team mates at base..they have few charges to start so it's not super busted but useful for solos and helps shorten that swf gap..in exchange..keys will no longer be able to open hatches EXCEPT during the egc..this keeps the challange for it unchanged and still uses it as a clutch tool for the sole survivor as the egc begins when the hatch closes as well..
Issues I think would be solved
1..green keys would be less of a meme
2..the key rewards survival over failure and gives killers a chance to fight against it without hatch standoffs or a mori /tunneling the key to death which only half works anyway
3..its one less bm tool in the game..same with the loss of mori spamming
As you can see..it shifts these items from power shifters to solutions to some of the games issues while remaining a valid part of the game..I really think I struck gold with this idea..question is..what do you guys think?
You are buffing moris
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/948567#Comment_948567
Well yeah that's why slugging is in the game.
So you slug the third survivor until he either dies or dcs. The last survivor can still hide
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@Dr_Trauts said:
tbf, the evil incarnate achievement requires you to have an ultra rare, or two in fact. so with this achievement now requiring an ultra rare its just become a lot harder, but not impossible by any means.
Yeah but you need to grab a survivor after 3 blinks on your line of sight
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@Ni7rogen said:
I've been playing with him lately, however I feel no reason to get his perks, as they're boring and do nothing that interesting, please, feel free to type your thoughts about this idea, I really want to know what you all think specially about the last one, Vigil, and remember, keep it civilized, thanks!
-Wake Up!-
The lights have been activated, this is your chance, wake up!
Unlocks potential in one's Aura-reading ability.
Once all Generators are powered, you will wake up and remain woke for the remain of the trial, recover from Exhaustion Status Effect instantly if Exhausted and the Exit Gates are revealed to you.
While opening the Exit Gates, reveal your Aura to other Survivors in the trial.
While Wake Up! is active, you open the Exit Gates 10/20/30% faster.
I'm incredibly freaked out about how Adrenaline wakes you up but Wake Up! will not, the gate opening is really irrelevant at the moment, I doubled the effect to increase the odds of surviving with it, I removed the 128 meters because it feels really irrelevant, as you will always see the exit gates, also, I wanted to recover from any exhaustion effect you may have, this maybe could get interesting plays, so you regain the ability to use your exhaustion if already used before, while I feel fine the Adrenaline wakes you up, I think Wake Up! should make you immune to sleep again.
-Pharmacy-
You have a knack for finding medicine.
Searches through Chests are 10/20/30% faster, the noises they cause along with their hearing distances and while opening it are reduced by 8 metres.
Alongside the Chest reward, Pharmacy will guarantee an extra Emergency Med-kit on the first completed chest search, afterwards the possible extra rewards can be Emergency Med-kit or inferior.
Pharmacy is underwhelming, it does the job one time, this is my current issue, I feel like Pharmacy should give an extra Med-kit rather than replacing the original reward with a Emergency Med-kit, giving an extra Med-kit always alongside the original item you can get may save you in some situations, however, in total, without Coin offering, will give you two extra Med-kits and the first is a Emergency guaranteed, I reduced the speed of Chest search due to having double reward feels potent, also, I specified it also reduces the sound when you open the chest, and not only when you search through.
I have no idea to be honest, while Vigil it's okay, it's like, I never felt the difference, this is my rework idea, please, tell me about this, because I think this could get out of hands easily.
-Vigil-
You look over your friends even in dire situations.
If an Ally takes any damage that doesn't put into Dying State on a 16 meters of range and is Exhausted, you will exchange 15/20/25 seconds of Exhausted Status Effect with them.
You do not recover from Exhaustion while running.
You cannot use Vigil on the same survivor for 60 seconds.
This will bring a lot of juice, the thing is, I'm not really sure how strong this could be, I'd really like your thoughts about this one, also I added the Vigil cannot be used on the same survivor due to Legion sometimes decides to strike you twice in Feral Frenzy and I never understood why, unless you used the other add-on which removes a bit of times when you hit twice, still pretty pointless.
I think these perks would still be pretty bad, mainly Vigil because if a person took a hit exchanging exhaustion would just make you two exhausted and both would have to stop sprinting, which is impossible in a chase.
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@johnmwarner said:
I'm just looking to level a few of my lesser played killers, maybe get some more items on my survivors I can buy all the perks from Shrine that I have for 600k extra BP is there any real reason to save them? I don't spend them on outfits or characters.
CoSmEtIcS
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@FogLurker said:
https://forum.deadbydaylight.com/en/discussion/comment/948024#Comment_948024
I had read the name wrong at first glance, didn't remember DBD being that kind of game lol. Back on topic though, I actively try to avoid camping and tunneling so the game seems fair for everyone. The longer the game goes on, the more points I end up getting in the long run. Especially with me using killers like Legion, Hag, and Plague; I mostly try to play for fun. Surprisingly, I dealt with more toxicity when I first started the game and was low rank as opposed to now in red ranks. End game chat is mostly just the usual "gg" and "wp" for me.
Lol man r/dbdgonewild
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/948033#Comment_948033
Grab isn't needed if there is a channel time but other than that yes.
Grab is needed because on 1v1 the killer can't do anything if both are close to the hatch
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@iamscumqueen101 said:
https://forum.deadbydaylight.com/en/discussion/comment/948024#Comment_948024
You bet your sweet bippy it is
But like, not joking this time you shouldn't camp because some people are jerks, most people are nice and when you camp everyone you just keep the cycle going
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@underlord99 said:
Alright here me out guys , what if NOED was basekit ?
I believe this would give survivors a great second objective(cleansing bones) while at the same time slowing down the game .
Remember survivors would be able to get rid of it by simply cleansing all unlit totems
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DS basekit. Gives a great incentive for killers to not hook
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@Jgold1376 said:
https://forum.deadbydaylight.com/en/discussion/comment/947034#Comment_947034
In what way should keys be nerfed?
Multiple people can't escape together and it doesnt trigger endgame collapse. Also, opening hatch with a key takes time, and you can be grabbed out of the hatch
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@Jgold1376 said:
As we all know, mories can quickly end a game, and completely eliminate certain perks( i.e DS) from the game. Would it make for a better experience if the killer had to hook you twice to be able to kill you. Seeing as you're dead on hook already.
Absolutely YES
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@Cixon said:
Here's how I think Decisive strike needs a buff and no, this doesn't make the skill check bigger.
This buff actually adds a new playing field into the way the perk works. Making it a very good perk if you play it right and lessen killers waiting out the strike timer. It actually makes Decisive strike make more sense.
Decisive strike is great and only works in so little ways that it really doesn't shine too well and shouldn't work how it does now. It only has one purpose and can only be used once. With this buff, it adds a new way as to how this can be used. READ BELOW:
- **Saving Decisive Strike for your last hook instead, activates the timer once in dying state.**
- **Succeeding the Skill Check in any occasion will disable Decisive Strike for the whole trail.**
- **Avoiding the Skill Check with no input saves it for next opportunity.**
As you can see, it allows to be saved. It also works differently for your last hook and timer begins once downed. You can also miss a Decisive strike if you choose to and not having to lose it for the whole trail only if no input is given. This makes more sense since Decisive strike is suppose to be a one time windowed opportunity.
Once downed to dying state on your LAST hook, the killer can choose to ignore you until the 60 seconds ends, allowing you to crawl to safety and get helped which if that happens, you cannot use it again once timer ends. Or the killer can pick you up and get stunned.
Decisive has a timer like it usually does for every other hook but it works different for the last. If you haven't already used it. With this buff, you can hope to mitigate face campers and Decisive Strike avoiders alike and have a better time with yourself.
I am fine with being able to save it, but I dont get the first change
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@iamscumqueen101 said:
Simply put I started camping because I got so sick of giving good matches win or loss everyone got over 25k bp and yet I would get salt/hate told to die accused of stuff I didn't do didn't matter if it was a max points 4k game or a measly 1k game I would get this hate.
There is only so much someone can take before they decide damned if you do, damned if you don't. I never claimed to be the best killer, I never used add-ons or perks like ruin, I played trapper see and yet still I recieved threats of death and just disgusting hate so it became less stressful and more relaxing to camp.
No doubt people will demonise me if they read this and spout the tired ignorance that all campers are inherently bad players whatever you can do that, this is simply for those who may question why some camp, understand that I got so very tired of the mindless hate for doing my job as killer, just the complete lack of empathy from people, I was always the scapegoat for anything. Win fairly no 'camping', 'tunneling' hate mail even if I get beat by the survivors same result hate mail. So yeah I started camping at least the hate mail is now somewhat valid and i have no shame in it... Put up with the bs of second chance survivor perks, infinites and camouflaged survivors and still get hate nope rather camp.
Maybe you can deal with being treated like fecal mater in the gristles of footwear by strangers in online video games good for you but that is not for me choice between fair games and harassment or camping and harassment I choose camping. Middle aged men and women telling me to die that's where I draw the line.
Your reason to camp is your name
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@CLAUDETTEINABUSH said:
Moris allow you, in the best case, to completely kill by your hand an entire survivor group.
Moris in my opinion aren't balanced, but I can clearly see why the devs added them in such way. You need to hook a survivor in order to gain acces to a channel that last some seconds and allows you to kill them, while the survivors are probably doing gens.
Here is the problem tho; the only thing you sacrifice in order to gain access to a Mori is some bloodpoint offerings that you can't use since you are allowed to have one offering and have some luck to find them in the bloodweb. The drawback is minimum and I think that they are the most game-changing offerings.
From a balance perspective, though,it is hard to nerf an offering. Some can argue that they can make them usable after hooking the survivor twice,but will make them useless since you can hook them to die. How about removing them as offerings and make them perks or/and add-ons, then they will be used rarely and it won't be worth to bring.
In my opinion I think that in order to make them more balanced there should be an objective to fulfill in addition of 1 hook. For example; protect 4/3/2 totems or hook 1/2/3 survivors in order to activate, then the survivor must be hooked at least once in order to kill them by your hand.
I know it sounds like a big of a nerf but I can't think of anything else, what do you think? Remember that moris are important additions to the game
It should be usable after hooking a survivor twice. You still deny DS, sabotage, saves, unbreakable, body blocking and other game mechanics.
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@Icomplain said:
I am "sweaty" for playing the best way possible with these perks, as soon as i got my fifth token, they disconnected one by one, and the one i murdered dced mid animation.
haaa feels good to dominate and make them rage quit <3
Congratulations I guess
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@Jesya said:
https://forum.deadbydaylight.com/en/discussion/comment/947999#Comment_947999
Yep.
Currently sitting at rank 5 and getting rank 13 killer and survivors.
It's been such a fun day. 😒
Im rank 4 and get rank 1 killers with rank 17 perkless survivors
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@iamscumqueen101 said:
https://forum.deadbydaylight.com/en/discussion/comment/947999#Comment_947999
I solo queue all the time and I rarely die
Wow dbd gamer right there. You are either extremely high ranks or are extremely lucky with your teammates
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@bilaueta said:
I saw a few clips from people who were about to complete the six feet under challenge but surprise one survivor DC's just because. In the post game chat they say things like "No challenge for you lol"
https://us.v-cdn.net/6030815/uploads/788/EA2DDQ0AFGYL.jpg
Credit to u/CaptainRikkai on reddit for screenshot after one guy Dc on last basement hook
How in the hell is this funny? One thing is poking at someone and irritate them a little to have a laugh (like bodyblocking someone in a corner for a little while) but this is just being a ######### thinking its fun.
It is not fun for anyone to have a player DC, either as a survivor or as the killer (although the second case would work on their favour) and specially when trying to complete a master challenge like this.
And dont come at me with a "oh why should I stay in a match that is not fun for me?" Because 90% of the time you Dc because you got caught in due to your lack of skill. If you can tell me to git gud as a killer when you escape by hatch after I destroy your team then Im in all the right to say that you should be the one to get better and stop ruinning other's fun
Oops this turned into a rant much faster that I expected, my bad. Just dont DC please many people are really struggling for that challenge and its already hard enough without people DC'ing to screw up the killer for no reason
I don't think he wanted to be funny, but were you camping? He really had no reason to be upset if you were just doing your challenge normally. (I'm only asking because when I were doing my survivor challenges I got matched against 7 people basement camping for the mission)
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@TheCoolDBDGamer said:
Why the heck would you over nerf nurse like that devs? You've lost 95% of the Red Rank Nurse Players since you reworked and nerfed her.
Of course she was OP at low ranks, but at red ranks against toxic coordinated swf groups, it's a must to have old nurse/Spirit.
I would agree if all the people that stopped playing Nurse didn't rely on the overpowered addons and mechanics
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@CLAUDETTEINABUSH said:
The penalty is active only by people who dc. So if you wanna leave the game and don't want a ban wouldn't be easier to hook-suicide?
If hook suicides go under the radar of bans,is there a healthy way to ban people who kill themselves in the hook?
Let me know down below
People did this for the whole duration of the penalties...
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@iamscumqueen101 said:
Give solo players more bonus bp at the end of the match than those in swf
Still not worth it. Solo queueing is literally going into a match you are guaranteed to lose since matchmaking is terrible. Only when facing a terrible killer you can do something
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/944455#Comment_944455
Some trolls survivor can abuse this tbh.
Better this: If a killer cancel the mori animation 5+ times they can't use their mori on that survivor.
Or once they start the mori animation they can't cancel it.
Or maybe remove moris
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@TheTexasRattle said:
Talking about your personal opinion when you are in a game and someone immediately suicide on a hook.. I find it completely unsportsmanlike & find it the same as Dcing only with slightly more respect for the killer.
This is NOT a suggestion for it to be bannable or removed just wanted to know opinions.
Literally the same way everyone does about dcs
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@MegHasCuteFeet said:
pleas buf deceivable stroke
Deceivable stroke lol
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@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/946501#Comment_946501
There was a good post about that. The fact that most swfs get 50% kill rate by just vibing, playing silly and otherwise socializing with each other, is insulting, because for that 50% kill rate against a group, that doesn't even take the game seriously, killers have to sweat their butts off.
I can't argue that. How much you have to sweat against a team seems to personal to be used as an arguement
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/946769#Comment_946769
but an SWF doesn't need to use a perk slot
Oh well that is true the swf can have one more perk then
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/946501#Comment_946501
The things in these suggestions isn't even a very try harding amount of information. Things like "everyones on a gen someone come get the save" and "my gens almost done can someone else save" or "killers on me"/"killers off me" are all things me and my friends all tell each other when playing.
That leaves the terror radius indicator that I suggested, which while me and my team don't often share this information, it is a pretty effective substitute for sharing the location of the killer. Thing's like "killers near shack" or "killers at the school" are things me and my team tell each other a lot.
Well yes, that is true that you can say things like that but they dont have a great impact in the game. When I'm solo, I will just run Kindred so I have all that info, that info
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@Headlock said:
I've been thinking about this for a good bit
Now as it goes for my understanding the current game is a lot better than the past version of the game. But how can we make it better?
Maps.
I do believe that maps right now are the biggest issue. Loops that spawn right next to each other and some maps that have no loops at all or dead zones. along with spawns for totems but this is mainly older maps. God windows are also a need of fix IMO, just a doorway would be nice. The loop can be strong but some counterplay would be fun.
Perks.
A lot of underused perks along with very very strong perks on both sides. I'm sure that both sides hate having to see the same thing over and over. I understand there is a meta but I think we should have different builds or perks that combo really well It would be bit fresh air in this game, instead getting a new skin. We could see what perks that don't get used and buff them a bit.
Killer powers.
I do believe that over time we have gotten better killers. so many amazing ideas and killer powers have come from the devs but looking back on a lot of killers like wraith, clown, trapper or pig and watching them get outshined by better killers like hillbilly, oni, nurse and so on. I'm not saying buff them out there skull but its been a good bit now. some of these killers have been cut and dry. Let's shake things up a bit.
Survivor objectives
It would something new or amazing to bring into dbd with something still pushing to there end goal of escaping the game.
Like gens that need parts/gas that is on the map or different type of exit gate.
PTB's
there should changes and we could test them on the ptb with the servers and the feedback we can see what's fair and unfair. or try buffed killers or perks or different ob
Or have community ideas or input with the game.
I only agree with the map issues, howevet except 5 killers all are viable
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@rickyray101 said:
I've played way too many matches where the killer would camp their hexed totem because the survivors could cleanse them. It's annoying enough if it's hex ruin or devour hope but to make more salt in the would they won't leave the totem if they see where it is. If survivors can't see exit gates or the hatch without a perk it should be the same for killers running their hexes.
Can you stop complaining about everything?
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@avilmask said:
Here's an argument: if one survivor leaves, it's a bad game for everyone, but everyone also have to keep going, because the trial doesn't end instantly. When killer leaves, it's a bad game for everyone, but everyone just start searching for another.
Anyway, one person shouldn't be treated harsher compared to another just because they play a different role. That's some weird discrimination.
All should get #########
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@SkeletalElite said:
The gap between solo and SWF can easily be solved with an update to the HUD. New HUD will have the following information
- Totem Counter
- Action a survivor is currently doing (gen,healing, totem, in locker, ect.) + progress bar (can just be a rough estimate rather than exact)
- Chase indicator (already exists for the obsession, should be one for all survivors though)
- Terror Radius Indicator (activates on any survivors in the killer's terror radius)
This would make SWF more comparable to solos in the most important ways in that it enables solos to make a decision based on what their team is currently up to. Your teammate just got hooked and both other survivors are on gens that are almost done? Guess I'll get the save. This is one aspect that makes an SWF much stronger than solos. SWFs don't fail to get saves because they assume someone else will do it and SWFs never send too many people to unhook unless they plan on double healing.
An SWF also always knows when the killer is chasing one of the others in their party and therefore know that they are safe to get things done without worry of being interrupted. Additionally a terror radius indicator can be used to roughly estimate the killer's location, but not anymore than SWFs are capable of doing already. To some extent it will also help to tell the rest of the team who the killer is (someone being chased but not in the radius? Must be a stealth killer I need to lookout.)
The totem counter is something SWFs know, if one of them cleanses a totem, they'll tell the others and so everyone knows how many totems are left.
All of this is information that is available to all SWF teams for free. By adding this information to the HUD of all survivors, the game can be more balanced. It is very difficult to balance the game when you have 2 types of players with radically different power levels to balance around. By putting everyone on an even playing field the killer's can be buffed and designed in ways that are fun and fair for all players, survivors and killers.
This would be awesome in game, playing solo queue really is hard
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@Avilgus said:
Did you know that the benefits of SWF come from voice chat ? An external tool ? There is no reason to generalize these advantages, already BS, to everyone...
Honestly, not really. Most swf groups arent the tryharding hell, they are just people chating about life. The real reason why swf is strong is because you dont have Claudette Self Caring on the corner, a random dcing or some idiot that do things.
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@kreeper124 said:
I'm normally not one to complain, but SWF is just too much the way it is. A full group of 4 experienced people with comms just make killer rounds pure hell to play. I understand playing with friends is fun, but the games not balanced to have all 4 people have comms against the killer
The third friend seing this dude post:
