Dream_Whisper
Dream_Whisper
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@Rizzo said:
The changes to Franklin's have been made because of the Vaccine with Nemesis, since a single use of Franklin's could destroy the Vaccine.
Then they could have made Vaccine not considered a Item; and make it not count as dropped item! Instead of reworking the perk entirely to being weaker and similar to old Franklin's Demise! It is a pointless change, and hurts the only perk that has potential to destroy specific items like Keys!
Item degrading is so slow and not too mention, you can still used a Key with no charges at all, to open the Black Lock Hatch to escape!
Revert the changes; and make the Vaccine function different then a regular Item! Heck, they could have make the Dropped Vaccine glow bright on the ground (aura reading) for other Survivors to find and see and the Entity is unable to destroy it, despite being drop on the ground!
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I would be fine if they at least Rework the add on, and make it a Ultra Rare or Red Color addon; instead of removing it; replace the Gen Fixing aura reading addon, and male that purple! Besides that, the addon is perfectly fine! I do not see it used alot, and I prefer silent bell or even speed addons more then that!
Wraith doesn't need any nerfs; but All Seeing Addon should have been a Ultra Red because of how strong it could be!
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Key Changes:
I would Rework keys so that; you need a brand new rare Addon, to give you the ability to more then one Survivor with you! Base key is more of a solo item, that give the individual the ability to escape quickly; either by black lock (Hatch) or Exit Gate! The key will also require a unique animation with a 10, speed up to 5 second opening animation to open up the Hatch and exit gate faster! These new changes will Changes Keys so that it offer multiple ways to escape, while not be instantly; unless you have the right speed up charge addons! The Killer can interrupt the opening animation by grabs, and forced the Survivor to reset their progress; so they need to be quiet and commit! There is a sound cue while opening thr hatch; if the killer is close and paying attention! Also, if the key runs out of charges; it becomes a new item known as the Broken Key; so that it let's the Survivor knows that it is broken and can be used ever; with a catch! The Broke Key will take 15 seconds of opening; with RNG element or 1/3% of either working and opening the Hatch, or it would reset the progress bar because of Jam, or simply not open the door or Hatch; because it makes a loud "snap" animation and breaks from your hand (while giving the killer a notification of your location)
(The Broken Key is pretty much there to remind Survivors, that it is trash and their attempts to escape is pointless)
New Item: Necklace Prayer Bead or Charm, wrapped around the Survivors hand
They can replace the aura reading addon effects with the new ones; and scrap the broken key! And make a brand new item that focus on information gathering; like a Necklace Charm; that you hold in your hand! This New charm item (not Key charm around your belt) will used addons that focus solely on information gathering like finding Survivors, items, totems, traps, killer, etc.
Map item Changes:
Maps can scrap the ability to detect traps or Killer's positions; and focus more on detecting "fixated" items like pallets, Generators, totems, hooks, exit gates, hatch, and basement!
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@Saltjar34 said:
You know, people have actually made ideas for a backpack instead. Not a huge fan of having perks that do the same thing that items do
What are you talking about; I seen Survivors with cosmetic of backpack or bag of sort! But this perk is very unique in which you can literally Cqrry 2 items in the match; instead of one; at the cost that you can use Exhaustion perks at all! This would be a useful perk when it comes to farming Items in the trial, or bringing more useful items then you usually can carry to benefit you and your team better!
But.... if they they encounter the killer with too many items; they would be in a pickle without their Exhaustion perks
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Amazing perk buff! This can work well in Ninja builds; because of the added buff of Making sounds alot harder to hear for Killer
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/2209329#Comment_2209329
Your lame attempt to disparage me is completely incorrect as I am a red rank player. "Get better at the game" is an argument made by people who have nothing to contribute to the discussion about how broken the game actually is. Most of the time no one gathers up, killers these days go out of their way to slug teams across the map when they are nowhere near each other just because they don't have enough skill to down and hook which is the intended state of play.
"Good killers try not to camp." Good killers wouldn't be effected by these changes, because they don't camp or tunnel or slug. Which is the entire point, the only killers that would be effected by these changes are the bad ones, because they are bad, they have no meaningful way to win the game other than using these cheap tactics. I for example wouldn't be effected by these changes in the least as a killer, because I down and hook every time.
Good Killer or not; can still be effected by these changes! I am a Red Rank Killer Main too, and I definitely am the type of player whom dislikes playing scummy and sit around by the hook; just so I can go find others Survivors!
But what if you get into scenarios, when Survivors are not doing Gens and focus on bomb rushing or sneaky Saves under your nose! In those situations, I am not just going to walk away and ignore the Survivors that save and heal in front of me!!
I would do whatever it takes to win and not played by their rules! I absolutely agree with you that this game is so broken and can be lean towards experience and coordinating Survivors groups with coms, no matter how decent a Killer can achieve! There are Survivors out there that are willing to throw their live on the line, to protect their teammates; so that they all wouldn't have a bad game in which they eventually all die by the mistakes they make; which I will take advantage of!
Quit twisting the argument, as Good Killer would need to slug, camp, and tunnel; when the opportunity happens! This is a Survivor mistake that can easily be avoided by either Not grouping up (Slugging), not hiding near the hook or going for a risky save (camping), or being such a bad Survivor or weak link in the group, and get good at being chase and looping! And pray that your teammates are doing the objectives (Tunnel)!
If the game is more balanced so that Survivors are encouraged not to make these mistakes, or at least be giving the tools to communicate or get better at playing Survivor; then killers wouldn't play this way! They wouldn't tunnel; because they need to stop the others Survivors from fixing gens! They would not go near the hook and wait for the killer to leave so they can stop the others from fixing gens! And of course, they wouldn't slug if they do not see or hear another Survivor close by! But the main issues also, is that Killer's time is very precious essential factor; all because of the Survivors actions in fixing gens; which is why the Devs need to do something indirectly nerf the gen speeds or at least create more objective for Survivors, so that killers can achieve a 12 Hook Game!
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Your proposal changes will not make any significant difference; but rather will create the opposite game! Mostly changes will directly NERF killer across the board, and most players thatbplay them will not want to play as them; because how easy it is to win as Survivor more! These changes will definitely Make Killer Unbearable since you do not have many good valid tactics to get Survivor's of the Gens, just so they can try to win!
You hate Slugging and camping so much; get better at the game and punished the killer when he does camping by fixing gens! If he is Slugging, it is your teammates' fault for grouping up together, especially when they are close to you! If you hate being tunnel, understand that the killer will see you as a potential weak link in the Survivor group, and will do his best to down you and end you quickly! Do better at chases and looping, and hope you can discourage him from chasing you and wasting time of the Gens! By choosing to tunnel, he literally throwing the game, and you & your teammates should take advantage of this by fixing the gens and protect you during the chase if possible!
Good killers try not to camp, unless they see and knows you and your teammates are close! Good killers will slug, just so they can potential down another Survivor for team pressure, and of course, if you suck at chase and looping, the killer is going to tunnel and knock you out of the game! Do not give him the opportunity to Slug, camp, and tunnel; so that you all can escape and win!
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In a way, I Like Breakable Wall concept; but the execution and gameplay balance with them Is very poor and not really the best time or place be in any way beneficial for the killer at all!
But, if I were to be Behavior Dev; I would Rework Breakable Walls to be more Buildable Walls, Windows, or even Pallets , in the hands of the Survivors throughout the trials!
I do like the concept of Breakable Walls can beneficial for the killer to break, if it helps him break strong loops and allows him to catch up with Survivors easier! However.... Behavior is not doing very good job so far, at implement such Walls in the perfect spots in loops or map tile structures that would indeed benefit the killer in any way; in fact there are Breakable Wall placement that are so out of place, that if the killer breaks a specific Wall, they would end up shooting themselves in the foot with a waste of time, and new escape route for Survivors to take advantage of! Plus there are Walls that actually help the killer in corner the Survivors or even make such a strong Building Become less strong and more dangerous!
But.... if the Devs Rework Breakable Walls and gives Survivors a new item or perk to help with a new mechanic called "Building", they could used these new items and perks, to contribute/construct a new Obstacles at specific areas of the map to for a better defense/effective strong loop! How this will work?!? The Survivors when carrying say "a Hammer" item, goes to a empty Doorway/opening at a wall; or a spot where a pallet could spawn in; it will reveal a transparent aura of a pallet, a wall, or a window option, and allows the Survivors to build it, at the cost of charges/cooldown!
For example; Bad Survivor drop the Shack Pallet and let the killer breaks it; well, you can rebuild the shack pallet; at the cost of 50 seconds! (New Replaceable Pallet)
For example: Want to make a strong God window; you can place Sandbag/Bricks in the opening; and create your own vault point, at the cost of 30 seconds! (Breakable Window)
For example: Want to make a door opening into a Quick Breakable Wall, just spend 10 Seconds!
Of course the killer can break all of them; expect for the Pre Map Structures with their own windows! And I am sure the killer would be fine with it, considering it will make Survivors decide "Is it worth wasting my Generator Repair time, on investing in building a Wall, window, and a new pallet; so that my chase will be alot easier next time?"
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Calm down; And Think about this!
Borrowed Time is not that strong; if you suspect they are possible running it!
If you see a Rescue happen; try to go for the Rescuer first; especially if you are a instant down killer! If you cannot find the Rescuer, go after the Unhooked instead!
If the Unhook individual is running towards you, and body blocking you from the Rescuer; do not hit them yet.... Count to 12 seconds as you try to wait out their BT duration, which gives you ample time to stop them from escaping as that what they should be doing in the first place, instead of being cocky and let you hit them earlier then you want to!
Once the 12 seconds are up, then hit them, and make them regret their decision to be so Bold and protect their Rescuer!
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@bowo said:
making the undetectable status effect mask all sound cues would not be good, as it would make many killers have little counterplay. demogorgon's iridescent red moss add-on does mask his portal-emerging noises, though
Little counterplay, he is a loud killer whom used his pounce more then his portals! Sure the portal buffs help him with quicker map mobility but the undetectable status is kinda of crap when Survivors can hear him! Plus, I am perfectly fine with the map wide portal sounds! I just preferred if he just doesn't make any noise while under the effects! Survivors can still used these sounds, to pay attention to there surroundings; but they should not be given more information on his approach to them when outside the portal!
He almost reminds me of Pig, without the RBT bear traps slowdown power; yet has the ability to travel across the map!
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Old Piggy! I miss her 24 Meter Terror Radius; it was so especially and unique for her back then! I miss the old Endgame buid she could have had, when traps will Trigger during the Endgame after the last gen is pop! Now placing a trap on Survivor is useless after the final gen, and they can escape the map with it on!
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Killer Perk Concept: "Imposter/ Ingonito"
*This perk will create a Obsession, and will only spawn one Obsession per Match!
*This perks rewards you with tokens, for Each Successful Basic hit that isn't the Obsession; function similar to Save the Best for Last! Up to a Maximum of 6 Tokens; while hitting the Obsession will make you lose up to 4/3/2 tokens!
*For the cost of 3 tokens; and the requirement to hook a Survivor; the perk activated automatically; which while causes the following effects
>The Killer becomes the Very Survivor they just hooked as a disguise, and acts like a dooplinganger for 60 Seconds; or until they attack (miss or Successful attack, will make them lose it; also special attacks are disabled)!
* The Killer will be granted Undetectable status effect, and will have element of surprise on any Survivors they go after! As well as Survivor's movement speed; but they cannot crouch or do any other interaction!
>The Hooked Survivor, when the perk activates; will get their aura block for every other Survivors on the map! They creates Panic Pressures, as the other Survivors needs to figure out the Hooked Survivor's location! Thr only visually indicator the Survivors got about the perk; is that they see no aura reading of the hooks location, yet the hud profile picture is the revealed that they been hooked! (Kindred or 3rd party communication will counter it, as well as other Survivors teammates finding perks)
*This perk gives any average killer the ability to "Disguise themselves stealthy throughout the match, for limited-time " and get opportunities to strike Survivors before they realized what has happen! Plus it puts map pressure on all Survivors, for the fact that a teammate on hook, can easily feel isolated and forgotten!
Survivor Perk Concept: "Pack Mule/ Strong Back"
It grants the following effects:
*The ability to bring and carry a second Item into the Match; by equipping the item in your belt on your left side! This creates two separate "Storages", the item in your hand and the pocket item hanging on your belt, which the everyone can see visually!
*This perks disabled your ability to used Exhaustion perk, when carrying a pocket item; you will infinite be Exhausted until there is nothing equipped on the belt!
*Press the action button while walking and standing still (not crouching) to swap items
*Pocket items are immune to Killer perks such as Franklin's Demise; however you cannot used them, unless they are in your hand! Do not expect to keep a key in your pocket and be able to used the Hatch immediately; until you have it in your hand!
*Perk will allow you the ability to carry the same item, and add-ons attach to it; so feel free to run double med-kits
*You can choose to not run double items; still be able to use Exhaustion perks when not pocket anything; and if you are able to escape, keep a 2nd item you put in your pocket; perfect for item hunting builds during the match; along with Plunder's!
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I would have preferred if Laceration would have to be permanent, and the Survivors would need to stop and "Mend" in which they have to do a animation to removed each dagger on the Survivor's body! It would be quite interesting way to removed the dagger and waste time! They would have to do a couple of skill checks, to removed it properly!
Plus, it would be kinda cool if the knifes have some random effects, like Scream at random; or they start bleeding out timer if they fail at skill checks and they need to succeed at more skill checks to fixed their bleed out!
Maybe even a slow down in movement speed; by 1% for each dagger; so having 7 dagger on you can make you moved at 93% movement speed!
While makes Survivor's suffer with slow movement speed and some random effects; would help with tricksters chasing potential!
These different buffs, all together will help with his chase potential; as well as his ability to pressure multiple Survivors instead of just one Survivor! (His power forced him to tunnel a Survivor, which make him quite difficult in a 4v1)
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Irl shard is quite lazy, and doesn't help with bad Huntress players to be able to get free downs! I love the new proposal; as I wouldn't be mad at a Huntress whom can instant down me from across the map!
As for the Solider addon, I would definitely Rework it do that it allows Huntress to remove some Hachets instead; up to a Max of 3 total; but... everytime they land a hit with the hachets; they gain back a hatchet out of thin air! Very terrifying as well as Exciting to have a "Infinity Hachet" Huntress whom can land every hit with her throws; worthy of a powerful Ultra Rare addon!
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The Devs made it very clear that Camping, Slugging, and Tunneling are not bannable offense! Yet many Survivors and generally Dead By Daylight players dislikes/hates these practices; especially when they are around since the game's release!
They try to ban aid fixes the issues/bad practices, by simply adding new perks to counter, and punished the killer with Bloodpoints! But, unfortunately; that is not what will help solve the problem for all players!
There is always going to be bad/worse/toxic killers players that do not have many options, suck at playing killer and take advantage of the weak Survivor, or simply very "determine" to kill this one player off to feel good; regardless of the losing game or lack of Bloodpoints!
There is always going to be Entitled/bad/toxic Survivor players that want to complain that the killer used such tactics; because they prefer "to dictate how they play and have expectations from the killer on how they play, by their standards!" Along with playing so bad and not utilizing their perks/teammates, or even just want to make killer miserable because they want to have fun and not the killer!
It is a Lose-Lose situation for both sides; and it is a very difficult game mechanic/practices to Rebalance to fit both side's standards of abusing them!
For killers, they need more encouragement, less reasoning to camp, slug, and tunnel; as they would things like rewards like more gen pressure or Bloodpoints rewards or even the satisfaction of doing well in chase or using their power to go take down many Survivors other then the same one, in a row!
For Survivors, they would need more information, more resources, or even have some guts to engage with the killer and offer to risk their life to help their friend!
The point is.... no matter what they do with the game; these practices are always going to exist; it would be near impossible to make both sides stop complaining about them/ stop playing with these Killer's tactics! All I can say;
For Survivors: Quit Complaining, accept the inevitable fact that the killer will used these tactics on you and your team, and learn to adapt and get good with countering them; as well as accept the losses and just die on the hook!
For killers: Try your hardest to not used these tactics; unless the situation calls for it; such as gen rushing, seeing multiple Survivors group up, etc. Do not let others Survivors' tell you how to play the game; they need to understand that "Your the ######### KILLLER" and you are a force to be reckon with! If they hate you for how you play to win, and they suck at surviving; that is on them!
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@[Deleted User] said:
I don't think the issue here is the map offerings. I think it's the maps. If all maps were reasonably balanced map offerings wouldn't be a big deal. They might just be fun time to time, like if the killer wanted to play scratched mirror Myers on Léry's or Hawkins, or something, like you mentioned. I don't think that's such a big deal.
That said, I agree with Phasmamain that I hate that they're rare. I never use them personally so they're just a waste of BP whenever I'm forced to buy one.
True... I do not like fact there are some broken/strong Survivor sided Maps in the game; especially after some of them just had graphical updates that didn't address some of the balances issues in those maps! The fact these worse maps exist, and that any party can use a offering to send you there; is exploiting abusive; as it sort of cheating to give Survivors (or killer in special situations) a advantage! That and the other new map offering, the one that allows you to completely deny any map offerings; is rarely used and rare to find in the bloodweb!
Whiles every other map offering is more common then the new Offering!
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@DoctorMadness said:
https://forum.deadbydaylight.com/en/discussion/comment/2129577#Comment_2129577
The game isnt balanced towards swf lol
True; but you cannot lie to yourself! Survivor overall, have quite bit advantage then the killer, if experienced and effectively play the game without mistake! It just as worse, as SWF; because of the ability to communicate with each other; Solos on the other hand do not have that communication luxury, plus the possibility that matchmaking is crap and you got bad Survivors!
I am not blaming swf; I am implying that they have more advantage then solos; and they need to be tone down; while solos get some buffs!
If I were to make any changes, I would have taken Otz's advice, and make it so that SWF cannot used map offerings at all, while solo players can!
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A perk I like to see change the most; is No Mither!
This is a joke perk, that gives the killer the information that you can be tunnel easy or killed quicker too! High risk, with not much reward for you; since the Killer can easily not give you the opportunity to make those benefits work! You cannot be slugged, as you have Infinite Unbreakable; your always broken; meaning the killer chase time is cut in half as they just need to hit you with a basic attack!
It would be nice, if this perk gets a Rework that offer amazing benefits; while adding elements of risk! I would make it so that you are Healed; and always gets the exposed status effect all the time, without the killer knowing! (Which means you still get one hit down; but not Tunneled for because of broken status effect!
To add more benefits; the perk will make you bleed faster while downed; you have a faster recovery rate with Infinite Unbreakable; and... best part, teammates can not heal you at all!
The new No Mither would always grant you the ability to get back on your feet faster, while sacrifice your own blood to get up! You will be broken; while down or injured; but you start of the match being fully healed and exposed! You can heal yourself; but then you will be always exposed! No blood pool will be made, yet bleed faster on the ground from 4 minutes to 2 minutes! And you since you will have a 50% recover speed; you get up more often and back on your feet! Just like David King!
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@dspaceman20 said:
What's wrong with unbreakable? It doesn't really need a nerf does it?
This perk can be bit strong in SWF, when you cannot effectively slug; and can easily recover 20 seconds instead of 30 seconds; which makes being picked up quite easier! The ability to get up and 100% recover one time is strong benefit! Sure there would be scenario you will get easily pick up; but... the Unbreakable can be way to easy to get out of a tough situation such as slugging!
If I were to slightly, I would reduce the time it take, from 25% speed down to 15 or 10% faster recover speed! Which would make Tenacity a good senergy with it; along with No Mither! (Even though, no one runs No Mither, as they scream... "Impossible to Slug, Killer")
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The new killer is Tryant, with legendary skins for Mr.X or Nemesis. Would be cool to have a 2nd killer being a Mutant like Lickers or Hunter; but they can be responsible maybe.
2 Survivors is either going to be Chris Redfield and Jill Valentine, or Claire Redfield and Leon S. Kennedy! More characters can be legendary skins; but these 2 duo have to be the iconic 4 characters to make it!
There needs to be a new map; it can either be Spencer Mansion from the first game! It could be Raccoon City ruins, Raccoon City Police Department, or even Umbrella Underground Facility like the Hive under Raccoon City! It is a must have, after a year without a new map! (Graphic updates are nice; but we need new map for once)
Good amount of Legendary Skins/Reskins for original Survivor/killers, I am definitely confident they are going to implement!
Preferably a Good Killer Power/ perks for both sides; I would love a pyramid head strong killer on release; otherwise they would disappoint qlot of fans (Resident Evil players/Dead By Daylight players alike)
Bonus: For the 5th anniversary, they dramatically change the game, in which Genrushing isn't a issue! Just like the Resident Evil games; what if the Survivors need to go find parts, figure out puzzles, or do more objective, or even... allow the ability for Survivors to build build able walls/"fight" back the killer! These changes dramatically change the pace of the game, and give Survivor more things to do, besides Genrushing and looping chases! Imagine the fun for both sides, if killers do not have to worry about gens popping so fast and Survivors can do more stuff like bring a melee weapon and stun the killer or have to go explore the map to find a item like a gas canister or a wrench to fix the gens faster! They can even increase the gen repair to about 3 minutes; but they can dynamic reduce the time to 80 seconds; if they find parts they need!
Those are my Resident Evil X Dead By Daylight anniversary wishlist!
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Gen Tapping should be reworked in which, you cannot spend less then a second to undo the action of one Killer's damage! It should be.... When a Survivor works on a gen; it takes double the amount of time it takes to fix a gen from regression! If it takes 2 seconds to damage a gen, it also takes 4 seconds to fix it back up, so that it doesn't Regress!
Or at least, buff the regression rate for both base killer and Hex Ruin; to do double it! The new implemented regression will do 1/2 charge per second, instead of 1/4 when you kick a gen; and Hex Ruin will passive do 1 charge regression per second, as long as it remain on the map!
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Anyone that complained about Barbecue and Chilli; is very much a troll! I think it is very good perk, to help new Killer player with farming BPs and convince them to not tunnel or camp the Survivor they just hook! The most likely reason on why he wouldn't care; is A.) He just wants the Bloodpoints! B.) It pointless to go to other side and stop them from completing the gen rushing Survivors! C.) HE knows that Survivors are either too close to the hook or hiding in a locker; which makes the aura reading perk not so reliable all the time!
Good Survivors know about the perks aura reading limit and hide very effective in a locker, used perks like distortion, and also move one way, and then change directions as soon as the effects wear off!
It is a well balanced perk that doesn't need any changes!
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I do not mind if Survivor hide all the time and not do any gens; because they are being useless and immersive scared cat baby Survivors! I would love it if the Devs incorporate a "Hide And Seek" game mode; that involves no gen repair and focus entirely on hiding or chases, for a certain time limit! No exit gates are available; yet multiple hatch spawns are available! Less hooks for killers to do, like 2 hooks per Survivor; while Survivor would have to play immersive for like 10 minutes; and run perk builds to help with stealth or chase!
But since; such proposal gamemode doesn't exist; the biggest issue that Killer's have with Survivors in high ranks; is their objective time is not on par with Survivor's objective time! More specifically, 4 Survivor work on only 5 out of 7 gens across the map; and then open the 2 exit gates or be toxic by bring a key! They expect us to not slug or tunnel, but it not easy chasing very good Survivor mains at solid loops/map tiles, pressure every Survivor at once, and keep them from Genrushing or finding the hatch; before we can chase, down, and hook all 4 Survivors 3 times (12 hooks)!
Keep in mind, the Killer's worse mistake is wasting time on a Survivor they cannot catch easy/ much better to target the weak; in Genrushing Simulator 2021! (TRUST ME, I have many scenarios in which by the time I enter my first chase, and I able to manage to take them down, by a minute; 2 to 3 gens have already been completed in the background)
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I dislike it when Survivors do that; waste so much of my killer time crawling far away; even after losing with their team! I say stubborn and that the killer should be rewarded for having to deal with Survivors that hide in the corner while bleeding out!
But at the same time; 4 minutes is way too long to bleed; if only they can buff it so that it last for 3 or 2 minutes; then I am super down with that! A bleedout timer is not okay; because it doesn't give killers the hooks they need for their emblems; and in SWF case, you can let one of your teammates escape through the hatch by straight up dying to bleed out; unfair to the killer going for a 4K!
The lower timer; would pressure teammates to come save their down Survivors faster then normal!
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If only if Survivor can be instructed by just standing for just a second! Like.... they need to be not facing the gen in order to be not grab at all; it seems very exploitable if Survivor ping doesn't match Killer ping, thanks to dedicated servers and the likes; a Survivor can work on gen/unhook a fellow Survivor in front of the Killer's face; at the right moment when before they can tap the attack button at the same time; the Survivor gets hit and can do whatever they want in front of the killer!
Or at least, make it so that Attack Louge (not just pressing m1/ quick tap on console button) allows to Killer to be able to grab any Survivor if they are close enough by a meter! I remember the old grabs in which you can pull the Survivor off the window and toss them on the floor before being pick up (it was a slow Animation; but it was amazing to enjoy)
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If Dead By Daylight is a Single Player game, it understandable that you wouldn't want to play the game with such penalties mechanics!
However; Dead By Daylight is a straight up online Mutltiplayer Game; that requires decent Internet Connection and commitment to you and the rest of the players in those matches! Penalties may seem harsh; but they are there to ensure nobody abuse the rage quiting mechanics and make the game unfair or unfun for the rest of the team/ Survivors end! So, you need to deal with it! If you are not having fun, and do not want to play the game; take a break or Uninstall; otherwise, just put up with wasting 5 to 10 minutes or so of waiting to not be allow to queue! You have no one to blame; but yourself!
Your opinions do not matter; over the fact that majority of the player base do not like rage quiting as a common practice; as it creates a imbalance for both sides when it happens! (3v1 or 2v1 or 1v1 for Survivor end; killers getting less Bloodpoints/emblems/interactions)
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2087594#Comment_2087594
That's not true, killers can return to tunnel and if they see you've done anything they will tunnel.
Then do not fix a generator in front of the killer; DS is meant to work for only tunneling bad killers; not average good killers! If you struggle to loop or hide effectively; you are the weakest and pathetic entitled Survivor main Period....
Want to proof everyone else wrong; I expect you to get good at the game, learn to understand what the other side struggle with; ans understand that world doesn't revolve around your entitled demands! The fact is... DS was broken for the fact it grant 60 seconds of immunity, which hurts the Killer's precious time! It not possible for the killer to achieve their 12 hooks games; not without tunneling the weak and defenseless Survivor such as yourself!
You hate killer tunneling you so much; get better at loops and hiding; make the killer regret chasing you, by wasting their time; and you will win! (With good teammates)!
Bad teammates, or solo queues; are going to suck for you; which is why friends are overpowering; especially when not all the players in your ranks are low to average rank Survivors!
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@Lily0 said:
I agree that kicking gens without perks is pretty useless, but they shouldn't overbuff it and make bad 3 gen situations for survivors already bad.
I think if they increase the base regression to 50% (its 25% now) and survivors cant just tap it to stop it from regressing its fine
True; but Survivors these day need to be aware of all the Generator positions are and make good decisions in finding them and working on specific gens to avoid a 3 Gen scenario! 3 Gen scenario are a Survivor issue more then a killer strategy; because in those scenarios; the bad Survivors play too safe and work on all the far gens safely and let the three closest gens be left for last!
Remember a Killer's time is more precious then the Survivors, as a second he spend chasing a Survivor, the other 3 are popping gens
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@Harold_Shipman said:
I;d say either/or, maybe not both. Honestly, if you had the mini pop effect, you would WANT them to gen tap, because you could kick it again for another 5% regression anyway.
Not a bad idea; either one would work just fine! More towards Givin killer 5% regression per kick, because he is dealing with 4 Survivors and is in need of some regression to compensate!
Plus, if Survivor keep on gen tapping; with the killer close; they will be punished by letting the killer keeps on regress on all the progress!
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The game started off for me as fun ans exciting over the years; especially with all the new content and some nice quality of life improvements..... but, I think the game is far from being perfect, considering the recent past few update and what Behavior has been doing with their game lately! They changing too much about the game, that it ruins the gaming experience for both my solo Survivor experience and more active killer main experience!
The devs really need to listen to the feedback and community, not relie on just statistics and their own experiences! The game is too fast pace for killer to not be able to 12 hook games, when Survivors can Genrush and relie on "Second Chance" meta perks to win! The game feels more Survivors sided, matchmaking is broken, and I am just simply done with trying to support the toxic community aspect (Cult of Behavior, Entilited Survivors Mains, etc.) or the greedy Devs!
What I truly want from this game, if they want to make me Change My Mind and make me want to play it and support it more is:
*FIX THE GAME (optimization issues, bugs, game breaking exploits)
*Balance Changes (Nerfing Meta Perks, while buffing the weaker to useless perks)
*Maps Changes, Not Pretty maps alone (I am still upset about the new Game)
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1939827#Comment_1939827
Love that 2nd idea of gen regression if you throw one of his bottles at one. Though, this might be better as an addon instead because I feel like it'd be quite OP, especially at a 3-gen.
Well, that can be avoid if people know how to not to do a 3 Gen! Sure thr killer can be good at pressure Survivors and force them to do the far gens which creates 3 gen scenarios! But, like Pop Goes the Weasel; just simply do not tap the Generator in the Clown's vicinity; as clown will notice the gen progress and or Survivors touching it; and throw a bottle towards it! Plus, if they hit the bottle on the gen multiple times; and the Survivors stay put and keeping repairing after the bottle hit ans effects! They are playing dumb by allowing the killer to fully regression the gen to more progress lost then 10-15 second every time! Simply put; you need to mentally not work on the gens when he is close or group up and fix it quickly!
Also, if he running Pop Goes The Weasel and has this power by default together; he cannot used them both at the same time; especially on a regressing Generator! He would have to kick it, leave it alone unless he found someone!
But if a 3 gen happens, then he just as strong as Doctor and well, Survivors screw themselves up for that! Decent Survivors would understand the map and Generator spawn points; and plan out their gen fix accordingly; especially the perks they have to help them find gens, and a map to run!
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If I were to buff the power more; I would make it so that each bottle would not only slow the Survivors down but also buff the Clown's movement speed! But not in separate bottles! The Survivors have pallets has counterplay; so clown should have a way to fight looping!
Also as a add bonus; thr bottles effect Generator's repair and make it regress! Sure, the gas will start the regression cycle; but what if the bottles when it hits the Generator directly as sort of a Micro "Pop goes the Weasel" and make it lose 15 seconds worth of progress for free! (Keep in mind, the bottles cannot be used again to regress a regressing Generator with sparks on it; that would be OP)
These new changes would make clown a scary killer to be chase by; while not wasting even more bottles deal with the fact that Safe (God) & Average Pallets would deny him a hit around the loop! Plus, the Bottles effecting Generators would be a massive improvement in rewarding good clown players that have excellent throw!
Since he coughs alot; I would assume that he used to the bottles effects alot and just simply gain benefit of speed boost instantly per bottle throw regardless!
If you do not like these buff suggestions; just Rework his power entirely as it has too many counterplays besides the safe pallets drops and antidote giving Survivors advantages!
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The Hud is terrible; it all over the place and makes it hard to get good information! I love the old UI in which all the information I need were all on the bottoms, especially the corners!
The portraits is neat, so is the hook tally mark and hook counter concept! But; why not give the killer both information regardless! And also, why would the colors changes to dimmed white to Red Colors! This game is very dark and it hard for me to see very clearly the text and information; it like the Devs are literally Brightness Blind as they do understand that dark Red or dark colors is not good for their horror game! The original hud had a amazing Bright White colored text which makes it distinctive different then the new hud!
They need to Revert the changes immediately, or gives us the option to have the old hud back! The old Hud is fine and works just fine, with no complaints and issues! They should have not released this, at all!
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For those that think it is OP; Keep in mind that what makes this perk most commonly used; is not because of aura reading effects but the Bloodpoints Bonus is grants! The thing I hate with other perks that grant Bloodpoint Gain; is that they do not offer any Bonus Bloodpoints that Barbecue and Chilli has! Gaining extra Bloodpoints just to fill the bar, is laughable as it not really worth the effort that is fill up the Categories!
If only they all grant Bonus Blood points; Barbecue and Chilli has one other nice effect in which it gives killer useful information to go find other Survivors in a distance, especially if they are on a gen across the map! Not too mention, they can hide from it effects by either hiding in a locker, used distortion perk, or be close to the hook! So it not that strong!
Until they fix the grind or at least buff the other Bloodpoints Gain perks like Hex: Lullaby, Beast of Prey, etc. This perk is very good, not Meta
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I do like the way the perk punished decent killers for "Tunneling" when they are not technically Tunneling! Especially when they can easily used the 60 seconds safety net to progress the Generator repair/totems, go for risky saves and plays in front of the Killer's face; especially in SWF teams with Stacking DS and many second chances perks like Borrowed Time, Unbreakable, etc.
These perk changes will now add a downside in which you cannot rely on it to win the game as quickly or as efficiently! Which in turn helps average killers play well; unless of course, they are straight up Tunneling you and not pressuring the other Survivors besides you!
I do not understand why Survivors Mains are defending such a strongest Second Chance Perk in the game! Especially when most of our meta killer perks have been nerf down!
(I played both sides equally, more towards Killer; as long Solo Survivor Queue times exist)
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These windows is among the many reasons I hate Haddonfield with a Killer's Passion! It simply takes no skill to run into them; especially the balcony in which you are virtually untouchable by a decent Survivor!
Playing as Trapper can be very satisfying to such down two of the six possible windows! The worse are the one are a straight drop down next to basement, the other is in the 2nd floor that goes straight down to the ground! It just simply never possible to catch anyone at all! Only thing great about the Infinite House; is that the basement is in the center of the map; since there is no killer shack!
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Rank Reset, More specifically Being able lose Two colors instead of one! I dislike the fact that I am stuck in Red Ranks all the damn time; Even rank doesn't even matter
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If would have nerf Mori better; I would make it so that the killer has to hook every single unique Survivor; instead of 2 hooks per Survivor! This change is not really good, because achieving two hooks on all four Survivors is not really easy to do; in Genrushing Simulator 2020/21
My change is like Barbecue and Chilli, you need to find Meg, the Dwight, the Claud, and the Jake; and hook each one at least once! The mori is activated as soon as you found and hook everyone first! This prevents the tunneling killer from chasing the Dwight in the basement, after being unhook ans being Mori! It also forced the other Survivors that haven't been hook before; to play very immersive and stay hidden and Alive; to ensure the Mori is activated yet!
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Personal, I think Object of Obsession reworks be more like... if you are the Object and you get discovered and chased by the killer! Their aura is revealed to every other Survivor, in the map; as well as a Slight Haste speed boost, to make the killer go on a guessing game on whatever or not you have Object; and that the killer is giving that Survivor too much of a advantage and are just wasting their time chasing them!
Way much better, then.... "I can see from across the map, call you out and remind the killer that we can see their strategy and movement, and there is nothing you can do about it, you dumb killer main!" The current Object of Obsession not going to be the strongest perk to run in Solos, which is majority of the playerbase; as they would rather run meta perks like Exhaustion based perks, Adrenaline, DS, etc. To help them Survive better; while this perk would most likely will get them tunnel and killed!
However, when in high level ranks; especially in SWF teams with coms! This perks gives the experience player so much information about the killer; that it literally sucks the fun of the game and encourage a more toxic behavior in which you can literally annoyed and ruin any gameplay the killer can achieve throughout the match! It absolutely destroyed any Trapper plays, as Objects can either disarm the traps they placed or called it out to their team and have this disabled it or be aware of it! It takes away the element of "Surprises" and spook factor in this online horror game; and that is not cool if any Object users used this to their advantage!
My proposal rework, is to not punished the Killer for playing the game; but rather punished them for constant chasing the Obsession running it!
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The real issue is not Crossplay (as it increasesthe amountof players to find for your games) , the problem is that you have way too many Survivor Players and not enough Killer players that want to play at the same time!
Playing Killer is not only way to easy to load up (as they are many a Survivor lobbies); it also quite frustrating and very difficult to play a normal game without dealing with sweaty Survivors all/most of the time they play! It is not just me, I am sure you can ask any killer player as to why is not really fun to play the game, through their prospective!
If the Devs bother to balance out the health of the game more then making graphical updates more and make playing killer not only fun but also less frustrating then it already it is! I am pretty sure more players will more likely play as killer and fix the Que time issues!
Another important advice for any Entitled Survivor Mains that like to be toxic and say BS about my thoughts and opinions on the matter, heed this warning very clear:
"Without us Killer players, you have no Game.... PERIOD"
You may Flashlight clicking us, teabag, send personalized messages about how bad of a killer we are; but I am WARNING you; I maybe a killer whom is meant to be the major Obstacle/Hazard in your games; but I am also the important factor in your games, too! We would really appreciate it, if you can cut down the toxicity and be polite and thankful to the killer you encounter more, especially if they have a bad game! The more you make them frustrated, the more likely they would not want to play Killer at all or take a break; and you make loading up Que time games more difficult then it needs to be!
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Personal, the Twin killer is pretty much a Terrible Joke Killer the Devs thought is a good idea; for Survivor Mains! And I understand that I am being a bit salty about the new Killer's powers! But, there are too many flaws and ill conceived issues with the killer to make them a viable fun killer to play, not meta or overpowered killer!
Every Killer deserves a counterplay and drawback, that effect their Strength and weaknesses of their playstyle! But, the devs fail to give this killer some decent strengths and amazing qualities; rather they gave them too many counterplays Survivors can abuse, even after the new changes they mentioned in their recent post!
Victor has the micro Demogorgon Shred based range attack, that can latch onto any Survivor they successfully attack! But, what does this do.... 3 Status Effects that supposedly weakens the Survivor's ability to not heal, do Gens, and blinds them of the Killer's position! Sounds great on paper; but from gameplay I view; it is very weak and not grand enough for the killer to take advantage of! That Survivor carrying Victor is not feeling threatened or concerned about Victor at all! They can still run around and do chasing and drop pallets and vault windows, not having to worry about going down to the dying state at all! That Survivor can literally hold Victor hostage, with no real consequences to it! Their new proposal change, is to allow the Charlotte to see Victor after 45 Seconds and be able to recall them; how pathetic!
If I were to something more drastically amazing, as a Developer, for the new Killer, here's what I will do instead:
Victor's new Incapacitated status effect should; have extra benefits besides the ability to not do Gens! It should block the Survivor's abilities to drop pallets or vault Windows at all times, as long as Victor is on their back! This puts the Survivor at a really dangerous position, in which the killer can easily tunnel that Survivor and easily down them; where they are really vulnerable and very weak by Victor! That Survivor would be:
*Broken= Always Injured and cannot Heal
*Oblivious= Cannot See the Red Stain/Hear the Killer's Terror Radius
*Incapacitated= Cannot Do Generators, Drop Pallets, and cannot Vault Window/Pallets
*Victor will constantly reveal nearby teammates' auras, if that Incapacitated Survivor decides to run straight towards his teammate for support! This makes amazing opportunities for Charlotte, to make great decisions making and options on what to do! Either Chase and tunnel the very vulnerable Victor carrying Survivor, or.... used them as a Mobile Survivor tracking beacon and aid her in finding nearby Survivors close to them!
That, or do a simple Bleedout Timer; in which Victor will Incapacitated that Survivor and forced them to remove them as soon as possible before he Rips that Survivor's back and make them go down into the Dying State!
As for the new changes; just make it available instantly by Defualt; Charlotte deserves the right to see where Victor is at all Times, even on Survivor's back; plus the ability to recall them at any time is should be base kit!
The Devs should not cater toward Survivor Mains, and make the Killer viable strong and a threat more then a complete Joke and worthless Killer! They should have known that Lockers could easily counter Victor; they should have known that Survivor will be able to crush Victor whenever they miss a attack or if the player swaps killers! And of course, the worse problem; this killer is too complex and waste too much of your time as killer!
The biggest weakness toward being a Amazing killer Main; is that Time is not on your side when Red Rank Survivor can Gen Rush and finish the game before you can play the game well and have a chance to enjoy amazing game! I am telling you, this killer is not worth my money and will be to frustrating to play as!
And if you are reading this comment Devs, Please reconsider buffing The Twins so much more then what you proposed!
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Here's how I vision the Rework to be!
Clown has 4 to 5 bottles by default! With a new reloading mechanic; which he can choose to wait 4 to 5 seconds to reloading all of his bottles or individually reloading one bottle per second! Plus, every time you down ans hook a Survivor; the bottles are automatically reloaded all together! This makes great clowns player that consistently down and hook players; get rewarded; while still having the counter play being if he not good at throwing and landing bottles at his target constantly will struggle to waste extra time by reloading bottles consistently!
The Clown also can have another mechanical when it comes to bottles effects! He could have a built in bottle consumption, in which he drinks a bottle and gets a massive speed boost which allows him to close the distance faster! It will duration will last, for the same effects as the bottles gas lingering effects! Or better, he could have the bottles directly effecting work on Generators like as if he kick it and made it regress! For example, their a Survivor from a distance or on the 2nd floor of Saloon; i can used the bottle and throw it very accurately and hit the Generator from a distance or on the balcony! Not only are the Survivors directly effected by the gas; but the Generator they are working will loose about 15% of progress and begin Regressing as if it has a miniature Pop Goes The Weasel! It rewards Clowns for landing good hits with the bottles, with great ranged throw; as well adds some micro map pressure! Obviously if he throw a bottle at a regressing Generator; the effects do not apply, so he has does decide to used pop and Kick or throws his bottle when necessary!
And finally, Remove the loud Grunt sound when vaulting, breaking, etc. No other killer has this, and more unnecessary sound cues that Survivors do not need to take advantage of, on such a struggling bad killer!
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@Pipefish said:
https://forum.deadbydaylight.com/en/discussion/comment/1762141#Comment_1762141
I disagree, NOED takes skill to snowball. I don't think tokens are needed as it can be cleansed at any point once it comes out.
Its essentially the killers second chance perk. Survivors get so many of those that I don't see why people are so upset about the killer having one.
Not Really, The perk is passive and requires nothing but to equipped it; until the Survivors cleansing it! You can be a noob and bad killer, and get a huge benefit for no means to earn it!
That is why Survivors have a tough time find it, why they rather leave then stay to find the totem, and why Survivor in groups are very good at locating and cleansing the totems more frequently!
The perk needs to be reworked so that it grants such powerfull benefits with a new mechanical that rewards you for playing well!
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It is a very situational luck based Hex perk with a very powerful effect! Sure this perk can be counter by Survivor doing more bones then ever; sure it can be counter by good Survivors that can avoid being hit; but it also has the random effect of securing you Killer Victories by being able to down multiple Survivors at once; with no work involved!
I like Hex: Devour Hope; basically it has the token based reward for playing well in hooking Survivors and getting away with free downs and mori! While... Hex: NOED is such a lackluster perk; you can down a Survivor, put him in the basement, stay nearby with insidious or face camp or something bad or new players will do; and suddenly gain the ability to instant down Survivor attempting to go for saves or escape! The killer did nothing at all to earn great benefits to be a lethal threat! And that is what I would want to change about it!
Make it token based perk; that rewards you for playing well until the very end; as soon as the exit gates are powered, this perk lights up and grants the ability to used limited amounts of instant down, up to a maximum of 4 instant downs for playing killer well! It would be really nice, if the killer is good at hooking Survivor so well, that they earn tokens per hook! Out of the 12 hooks, if the killer is able to hook any Survivor 2 times or a maximum of 8 hooks; with a maximum gain of 4 tokens to instant down! "They would be in for a surprise No one escape Death vibe; because they are on their last hook!" But if course, if the totems is found or all cleansed; then the killer does lose it benefits! It meant to be a high risk high reward perk, yet rewards you for playing well
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There is quite alot of Game Breaking Perks, items, offerings, etc.
As a Killer Main, I can say the same for Survivors with Map Offerings, OoO, Stacking Meta "Second Chance" perks, SWF (with coms), keys, and also the Gen Rushing tactic without any 2nd objective, besides Totems!
But, as a solo Survivor Main; i can say the same for map offerings that favor Survivors, Camping/Tunneling, NOED, newbie teammates that stay immersive and refuse to help, and broken addons like Huntress's IRD shard!
Let's just face the fact the Dev's priorities are not on point; with these "Nuclear options" still in the game, and that they make the game unfun to play against, for the other side!
And this is not a argument, or a legally cheating; i am pretty sure neither sides want to lose and feel miserable when it happens! I have this mentality as either side; in which I do not want to enter and play a match; know the exact results on what is going to happen!
Killer: Full Squad of Blendettes with key, toolboxes, and medkits; all escape on Osmond or Auto haven, they send me, while running stack perks and Object of Obsession!
Survivors: The Killer is a toxic Spirit or some top tier killer; with Epony mori; send us to Underground Complex or game, with slowdown perks; tunnels and camps me in the basement the entire game; or downs all 3 with a NOED!
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I do not believe, the new killer is licensed to be honest! Yet, it seems to hint at the possibility of a female Windigo killer; that attacks on 4 legs! So it hard to understand! Regardless, I like concept of a possible Ambush based killer
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If only the Devs buff Killer in which Kicking the Gen Grants 5% to 10% Instant Regression; maybe it would be worth the kicks! But sadly; Kicking doesn't grant that "Minimum Pop Goes the Weasel" benefit I wish, it just cause the Gen to spark, and begins the slow Regression process speed! 1/4 of a second of Repair is not worth the effort; when any hidden nearby survive can Tap the Gen and stop the Regression!
If you are running any Regression perks and builds, go for it; if not Do not Bother with Kicking Gens, you will waste time trying to waste Repair time that isn't even worth the effort! It 2.5 seconds that Survivors can used to Flee or Hide; while you are busy!
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The Trapper is perfect fine; just need a couple of tweaks and Buffs to make him viable with the average killers!
He is a Trapper, meaning he is very defensive territorial based killer! You want Survivor to come into your territory full of traps and herd them towards it; by hooking one or more Survivors, protect a perfect Three Gen area, as well as placing hidden and not hidden traps in conventional places that Survivors would run into! He doesn't need any Ranged attack, because that would be overwhelming overpower and defeat his background story/simple power mechanics!
The Trapper needs:
*2 Traps, instead of one Base kit capacity, which allow him to used other addons besides being limited to just one!
*Bear Trap RNG spawn placements needs to be more centered of the entire Map, instead of just spawn mostly in the side or corners of the maps! It waste precious time to go fetch for one Trap, from across the map; beyond your territory in which you will be unable to capitalize on Survivors Mistakes in stepping into traps!
*Injury Survivor, getting caught by the trap needs to be punished by Insta down or for fairness, Deep Wound effect, as they need to waste time healing; when freeing themselves from the trap by themselves! However, a teammate can help them get off the trap and be rewarded with no punishment, which promotes Aultristic plays!
*Survivors rescuing another Survivor from a bear trap, need to be slightly increased in the time it takes to get out of the trap; besides less then 2 seconds! I would make it between 4 to 5 seconds; so that it gives Trapper a chance to catch up!
*Bear Trap RNG needs to be reworked to be more fixated Time Set; when it comes to getting caught in a trap and struggling to escaped from the trap by yourself! Between 8 to 12 seconds! There are most common inconsistent with the escape time by Solo Survivors; in which they get caught and escape in less then 3 seconds in most games, or very unfortunate games in which it takes them more than a full minute to escape from the trap, because the Entity has forsaken with very bad rng!
**Dead Hard can be quite high skilled and powerful Exhaustion perk; when the skilled Survivor knows where your trap is placed and go straight through it without being caught! Instead of doing any changes to Dead Hard, I would make make so that Trapper doesn't step in his own traps when not carrying a Survivor! But I am not sure if that is a bit much, but I like the idea of Trapper being a aggressive killer whom can be careless when not focused on Survivors! Simple change would be to make it so, when not carrying a Survivor or chasing another individual; he doesn't get caught by his own traps! This makes it possible still used Deas Hard through the trap; but... Trapper would not be so clumsy when walking through his traps outside of a chase! In fact, the best way to get him to fall for it, is to get him to carry a Survivor or be engaged in a chase first!
** Object of Obsession is a very broken and not fun Survivor Perk; that can really make playing Trapper in the high Ranks impossible to play well against; because the user can literally know and call out to their teammate/or disable themselves if the killer ignore them! Free Aura Reading on all the traps the killer just places in the early game can really hurt you one simple killer power! A bit off topic; but Object of Obsession needs to be Rework so that it doesn't directly effect the Trapper; when used by Experience Good Players whom can ruined his power! Preferably the Trapper getting his aura reading block while placing traps or have a full 60 seconds or less of being undetectable; to give him a grand early game opportunity to place his traps!
The Trapper is by far not the weakest killers; he can be a excellent Snowball as well as a effectively anti-looping killer, if you play him right! As long as you knowledge his strength and weaknesses, and adapted to it and develop a strategy! Like most to all killers, he prays on mistakes Survivors makes and bait them towards his power; kinda like Huntress when wielding a Hatchet! Sometimes, the act of holding a bear trap and setting it up in the middle of the loop and fake cancel; can bait Survivors towards fleeing from the loop; just like the Huntress whom holds her Hatchet ready and threatens the fleeing Survivor by baiting them away from the closest safe loop!
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If I were to go completely Original Killer concepts, here are some Ideas!
The Maid: Trap based Killer that creates Fake Hatches (Trap Doors) in which she can not only teleport to; but also Capture Survivors that triggered them with a Slave Collar and Chain that ensnare them; slow them down in place and they have to run and flee away before they can get hit by the Maid! She is kinda of a Mix of Trapper and Hag; but has a slow movement speed; spread 8 of her traps, and used a Sharpen Broom Stick as her weapon! She floats and teleports to only her traps; the traps can be deceiving and look like the Black Lock the hatch!
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Not really surprised; that the Devs find the Stats more appealing more, then the Community Feedback! Like all they got to do, is not listen to their guts and let the people speak in action! Like..... Quit thinking about buffing weak perks, instead of doing anything about nerfing and reworking meta perks; when meta perks exists and occupied 90% of Red Rank Games! These perks literally overshadowed every other perks, just by being too darn powerful useful and never let the players down!
There is more good reasons OLD Hex: Ruin was Meta Killer perk; it band-aid fix the Dev's decision to not give Survivor 2nd objective and making the overall game get done way too quickly (Genrushing) before the killer can effectively get all 12 hooks! It just not possible to do; unless you run that perk; back in the old days! Now, more powerful killer perks are losing their edge and becoming Dull or slightly weaker strong perks; while completely ignoring the strongest Survivor Meta perks that still plagued this game! Adrenaline, DS, Any Exhaustion Perks (Sprint Burst or Dead Hard), Unbreakable, Borrowed Time, and of course Object of Obsession!
These perks make playing as killer very frustrating and hard to play; when going for a 4k, 12 hooked, gen defender "Perfect Game" as the devs intended! I would not be surprised if they played more Survivor sided, and not bother playing as much killer, beside Testing; and be like... "This killer is too powerful, we might need to slightly tweak them, to be more fun for us Survivors"
Ranting about the Devs; because I just simple cannot stand their priorities choice and ignorance towards the health of the game and the community! I believe in them, but this update on PS4 is not helping me!
Devs should just simply listen to the community more carefully and discover the root of the problem; and simple take their feedback and fix it; instead of redefining it to their own appeal of what the game/perks should be!
As Killer main with occasional Survivor, I expect Killers to be the powerhouse Obstacle until the very end; especially against a competent Survivor team whom stand together and overcome the threat! Dead By Daylight should not be entire one sided, especially on the Survivors side; as it would make the killer feel like a pushover laughing stock and not a legit threat! Keys and Mori are not fun, Bad maps like Haddonfield and Osmond Resort need massive reworks, and perks like Object of Obsession are not there for the purpose of High Risk and High Reward!
It is used by very effective Competitive Survivor in their SWF team, to call out the Killer's positions all the time, and make any elements of surprise complete obsolete! Playing as Trapper, forget about it; are you a stealth killer; they would make eaay educated guess on whom you are since there are not many stealth killers! Survivors outside of Red Ranks and SWF, would tend to avoid using this perk for the fact that it draws tunneling killers! No benefit from it, if you are not good at the game and die quicker because of it! OoO exist to simple give SWF a free exploitable perk mechanic to ruined the Killer's ability to ambush and effectively used their power to win! Does that sound like a "Perfect Game" to you, Devs?