Dreamnomad
Dreamnomad
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This is the patch notes I want to read next.
The Spirit:
The Spirit has a 50% reduction in noise range when using her ability.
The Spirit's husk no longer has any visible difference from the spirit.
The Spirit's base cooldown on her ability is reduced by 60%.
While The Spirit is phasing scratch marks appear sooner near running survivors and appear much brighter.
Mother-Daughter Ring: No longer removes scratch marks.
Father's Glasses: Survivor's suffer from hemorrhage when hit within 5 seconds of coming out of phase. Survivor blood trails are visible while using Yamaoka's Haunting.
Prayer Bead Bracelets: Completely removes the range of the sound emission radius while using Yamaoka's Haunting. Slightly increases Yamaoka's Haunting movement speed. Slightly increases Yamaoka's Haunting duration.
Dried Cherry Blossom: Slightly increases the passive phasing duration. Slightly increases the frequency of passive phasing. Moderately increases Yamaoka's Haunting duration.
Juniper Bonsai: Slightly increases the frequency of the passive phasing. Slightly increases Yamaoka's Haunting duration.
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@CoolAKn said:
@DreamnomadYeah, getting a 50% refund for all items, add-ons, offerings, and perks you lose while prestiging would be a great benefit. The idea is to make the current arrangement the "normal" for Prestige II. Have Prestige I more for learning the characters, especially the killers, with reduced availability of everything, and have Prestige III more for the experienced players to get better access to good items.
I understand what you are saying, but I don't quite think you understand what I'm saying. I'm not talking about a refund at all. What I'm suggesting would require spending extra bloodpoints. The idea being to make it so players who have reached the point of the game where they have a character they love at prestige 3, have all perks rank 3 and have used up most of their decent items/add ons have a reasonable way to stockpile up the stuff they like without getting random garbage they will never use on their blood web.
What you are suggesting is to strip away content that has already been earned by players and essentially forcing them to grind to prestige 3 just to play the game they already have been playing. That can never happen. It would be the death of this game. That isn't just hyperbole either. The game would literally die if they did what you are recommending.
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Terrible idea. You shouldn't punish those who don't want to prestige. You should only reward those who do. I have a much better (imho) idea to do so.
Prestige 1 Unlocks ability to pay 50% bloodpoints to exchange items and add ons on blood web to an item or add on equal rarity. For example, on The Trapper if you had a padded jaws on your bloodweb, you could pay 1500 to exchange it for a Trapper Sack. You would then need to pay the 3000 bloodpoints to purchase it. Only things accessible to buy can be exchanged.
Prestige 2 Unlocks ability to exchange specific offerings for offerings of the same rarity for 0 bloodpoints. No exchanging rares for party streamers or uncommons for survivor puddings. The only ones that can be exchanged are the category offerings. For instance if you wanted to exchange your sacrifice offerings for a brutality offering, you could do so.
Prestige 3 Unlocks ability to pay 25% bloodpoints to exchange items and add ons on blood web to an item or add on equal rarity. For example, on The Trapper if you had a padded jaws on your bloodweb, you could pay 750 to exchange it for a Trapper Sack. You would then need to pay the 3000 bloodpoints to purchase it. Only things accessible to buy can be exchanged.
This would make it so that players that reach the end game with a character would have more control over what add ons, items and offerings they would have access to. But players that choose not to prestige are not punished in any way.
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@Nickenzie said:
@Claudette_Baguette, I'll suggest my buffs to the Spirit!
1.) Scratch marks need to be 100% more brighter while she is phasing.
2.) Attacking a survivor within 1 second after leaving your phase should instantly recharge 50% of her power back.
3.) Her movement speed should be faster while phase walking.
4.) Her passive needs to occur more often.That's all I have against her besides her add-ons which I think you did a great job explaining on what needs to be changed about them. Good job!

I disagree with 2 & 3. I think the base recharge on her ability should be lowered. It shouldn't be tied to a successful attack. Her movement speed while phasing is already good at the base level and add ons improve it quite nicely. No change needed there.
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I think the following 2 things should be changed for certain.
1.) There should be no discernible way for survivors to tell the difference between the husk and the killer. Currently the husk kind of shimmers and you can see it fade as the timer wears out. This lowers her mind game potential.
2.) Survivors should not be able to hear The Spirit when she is using her ability. This massively and unfairly reduces the usefulness of the ability.
Then I think a decision should be made on the direction that they take her. One path is to keep the current cooldowns, add ons, etc and increase her movement speed to be the same as the average killer. Or she keeps her current movement speed, but receives a massive boost to her ability. Such as a massive reduction in the cooldown of the ability along with scratch marks showing up quicker and more brightly while she is in phase. I think The Spirit needs to be looked at carefully though, because she isn't as awful as some people like to think and she could easily go from underpowered to overpowered if they aren't careful.
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@FrenziedRoach said:
@Dreamnomad said:
@FrenziedRoach said:
I'm opposed to any buffs to this perk. It's already possibly OP as it is right now.You have just qualified yourself as not worthy to speak about the perk.
You're not my dad, you can't tell me what to do!
FFS, you just need to do the math to understand this perk is nuts. At 5 tokens that's 75% you gain - minus the 25 at the start - that's a 50 percent heal. If that isn't OP, then the world has gone crazy.
Forget the math. Try actually playing 5 games with the perk and then come back here and apologize for wasting everyone's time. Unlike you, I have actually used the perk. I've even run it under the most ideal conditions. I played with a full SWF group using Rank 3 Empathy and Autodidact. It had precisely 0 impact on the outcome of the game.
Typically, by the time you have built up your tokens the game is pretty much over. You might get one or two full token procs if you are lucky. Which if you do the math, will have saved rough 15 seconds of healing. Don't get me wrong. It is not an awful perk. It has it's uses as a counter to mangled and coulraphobia. But you have to be either ill informed or a little touched in the head to believe it is actually overpowered.
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@Delfador said:
@Dreamnomad said:
@FrenziedRoach said:
I'm opposed to any buffs to this perk. It's already possibly OP as it is right now.You have just qualified yourself as not worthy to speak about the perk.
Why?
I don't agree with him but if people are not gonna be able to say anything about the game, mechanics, perks etc. why do we have a forum?
Because anyone that thinks that Autodidact is overpowered has clearly not even bothered using the perk. And if you haven't even bothered running the perk then you aren't qualified to run your mouth. I agree that anyone should be able to participate in the forums... if they actually have an informed opinion. This poster clearly did not.
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@FrenziedRoach said:
I'm opposed to any buffs to this perk. It's already possibly OP as it is right now.You have just qualified yourself as not worthy to speak about the perk.
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@FrenziedRoach said:
Tell you what, I'd be okay with seeing WGLF buffed if I stop seeing threads that ask for a nerf to BBQ and Chili.Get back to me when you can accomplish that :chuffed:
I can't speak for everyone, but I promise not to ask for any BBQ nerfs if they buff WGLF =p
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Here is my recommendation for WGLF:
We're Gonna Live Forever: Your few friends deserve the best team mate. Each time you complete a generator, pallet stun the killer, sabotage a hook near a carried survivor, rescue or take a hit to protect a Survivor, gain 20 % stackable bonus to all Bloodpoint gains up to a maximum of 60/80/100 %. Whenever you unhook a survivor, reveal the killer's aura for 4 seconds.
The Bonus Bloodpoints are only awarded post-trial. -
@Wolf74 said:
Not again this topic…. can we merge all that crap into one mega thread?
So we do not have to repeat this over and over...You could always choose not to comment on these threads and not bump them to the top you know...
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Check out the following thread: https://forum.deadbydaylight.com/en/discussion/19467/were-gonna-live-forever/p1
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Pretty good recommendations. Many of them still wouldn't be used though. Left Behind still suffers from the fact that it is only useful if team mates are dead. Generally speaking, proactive perks that stop team mates from dying in the first place are always going to be better. But I would say that it is fair.
I like what you did with Hope, but I would take it a step further. The problem with Hope is that it competes with Adrenaline. I like where you went with giving it a bonus when a generator is completed, but what I think should be done is make it a direct counter to the killer perk Bitter Murmur. I would like to see it look like this:
Hope
Each time you complete a generator you gain a 10% Haste Status Effect, you don't leave scratch marks and the killer can't see your aura for 5 seconds.
As soon as the Exit Gates are powered, you gain a 5/6/7% Haste Status Effect and the killer can't see your aura for 120 seconds.Your suggestion for Beast of Prey can't work the way you describe. What happens when the killer have 2 abilities that use the same button? If I'm playing as the clown and I'm chasing a player, if I activate the ability button do I reload my bottles or lose the red stain? I think it should do the following:
Your lust for a kill is so intense that your connection with the Entity is momentarily lost, making you totally unpredictable. The Red Stain disappears for 15/20 seconds when Bloodlust activates. [rank3] The Red Stain disappears when you are in a chase. [cooldown removed]
For Dying Light, I assume that text is in addition to it's current text? Because otherwise it would be utter trash. Insidious is a direct nerf. What is the point of a time limit? The idea is to bait survivors. 10 seconds is pointless. I like your suggestion for Monstrous Shrine. Spies from the shadows is a pretty terrible idea. Can you imagine trying to look for your hex totem with all the crows auras showing up? Surveillance isn't awful, but I would prefer to see it look like this:
Surveillance: Unlocks potential in one's Aura reading ability. The last regressing Generator reveals the auras of survivors within 9/12/15 meters.
That would turn one generator into a spy camera for you. Your suggestion for Play With Your Food is interesting. But it does seem a little concerning too. So if I have one extended chase with my obsession, I can down the obsession, hook her, and then still have a 10% movement boost until I down another survivor? Can you imagine running sloppy butcher and nurse's calling with that? You don't need to down the survivors. Just hit them all and keep them from working generators while breaking all the pallets in a region while the obsession dies on the hook. Once the pallets are destroyed and you have control of the generators just finish the remaining 3 at your leisure. There are a lot of ways to break this ability. 10-15% movement speed bonus is massive.
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@Wolf74 said:
@Dreamnomad said:
Anyone that wishes to continue disputing the disparity between BBQ and WGLF,
I am still waiting on your thoughts on the things I said…
-Killer are the only ones that will for sure play the whole match, no matter what.
-Survivor can get items during matches (and keep them)
-Survivor can use the same items multiple times, while killer lose their stuff every match.
-Killer are way more add on dependent to perform well and therefore need to burn more bloodpoints.
-If survivor would gain equal or more bloodpoints, why should anybody want to play killer (when the game is higly favoring survivor anyway)?I'll be happy to address these points.
-Killer are the only ones that will for sure play the whole match, no matter what.
This is because killers are the only ones guaranteed to live each match. Survivors assume 100% of the risk in this game. Survivors also gain 0 bloodpoints when just dangling on the hook being camped. They also get 0 bloodpoints in the long game while they are crouching around looking for the hatch. They also gain 0 bloodpoints waiting in lobbies.
-Survivor can get items during matches (and keep them)
-Survivor can use the same items multiple times, while killer lose their stuff every match.This is true. They can also lose their items very easily. I would argue that even if survivors had a stockpile of 1,000 flashlights that the killer has the advantage when they show up with a chainsaw or whatever. Killers also have perks that counter items nicely. Namely Franklin's Demise, Lightborn, and Hangman's Trick.
-Killer are way more add on dependent to perform well and therefore need to burn more bloodpoints.
This is a false premise. There are currently 14 survivors with a total of 56 available perks available. There are 13 killers with a total of 51 available perks. Therefore if your goal is to max out all possible perks then it actually takes more bloodpoints to achieve that as a survivor compared to a killer. You can also earn bloodpoints as either a survivor or killer and spend them on which ever you choose. The point I'm making is that this game is a grind no matter how you play and all players need bloodpoints.
-If survivor would gain equal or more bloodpoints, why should anybody want to play killer (when the game is highly favoring survivor anyway)?
I find this to be the most ridiculous question of all. Why would anyone want to play killer? Because it is more fun! Playing as the killer makes you the star of the game. You get to set the rules and pace of the game. You get to murder everyone while they can literally do nothing in response. I think the better question is why anyone bothers playing as a survivor? Don't get me wrong. I'm glad they do, but I still haven't really figured out why.
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lol, my experience has been survivors throwing the rock at me as if it would stun me or something.
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@Wolf74 said:
@Dreamnomad said:
Anyone that wishes to continue disputing the disparity between BBQ and WGLF,
I am still waiting on your thoughts on the things I said…
-Killer are the only ones that will for sure play the whole match, no matter what.
-Survivor can get items during matches (and keep them)
-Survivor can use the same items multiple times, while killer lose their stuff every match.
-Killer are way more add on dependent to perform well and therefore need to burn more bloodpoints.
-If survivor would gain equal or more bloodpoints, why should anybody want to play killer (when the game is higly favoring survivor anyway)?I'll be happy to address these points.
-Killer are the only ones that will for sure play the whole match, no matter what.
This is because killers are the only ones guaranteed to live each match. Survivors assume 100% of the risk in this game. Survivors also gain 0 bloodpoints when just dangling on the hook being camped. They also get 0 bloodpoints in the long game while they are crouching around looking for the hatch. They also gain 0 bloodpoints waiting in lobbies.
-Survivor can get items during matches (and keep them)
-Survivor can use the same items multiple times, while killer lose their stuff every match.This is true. They can also lose their items very easily. I would argue that even if survivors had a stockpile of 1,000 flashlights that the killer has the advantage when they show up with a chainsaw or whatever. Killers also have perks that counter items nicely. Namely Franklin's Demise, Lightborn, and Hangman's Trick.
-Killer are way more add on dependent to perform well and therefore need to burn more bloodpoints.
This is a false premise. There are currently 14 survivors with a total of 56 available perks available. There are 13 killers with a total of 51 available perks. Therefore if your goal is to max out all possible perks then it actually takes more bloodpoints to achieve that as a survivor compared to a killer. You can also earn bloodpoints as either a survivor or killer and spend them on which ever you choose. The point I'm making is that this game is a grind no matter how you play and all players need bloodpoints.
-If survivor would gain equal or more bloodpoints, why should anybody want to play killer (when the game is highly favoring survivor anyway)?
I find this to be the most ridiculous question of all. Why would anyone want to play killer? Because it is more fun! Playing as the killer makes you the star of the game. You get to set the rules and pace of the game. You get to murder everyone while they can literally do nothing in response. I think the better question is why anyone bothers playing as a survivor? Don't get me wrong. I'm glad they do, but I still haven't really figured out why.
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@PureHostility said:
You will see that survivors have much higher BP per hour potential, especially nowadays, with MASSIVE lobby times for killers.
Except that wasn't remotely the case. I played roughly an hour and a half for each.
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Okay, here is actual evidence. This isn't a massive sample size, but it is consistent with my experience. I ran 5 games as wraith with survivor pudding. Perks I was using were Nurse's Calling, Brutal Strength, BBQ, Ruin. Add ons were Windstorm White (considerably increases movement speed while cloaked) and Blind Warrior White (mangled and hemorrhage with surprise attack). Results were:
Game 1: 77,000 (4 tokens)
Game 2: 89,730 (4 tokens)
Game 3: 61,550 (3 tokens)
Game 4: 92,757 (4 tokens)
Game 5: 90,594 (4 tokens)Total: 411,631 (19 tokens)
Average: 82,326 (3.8 tokens)I then played 5 games as Feng Min using survivor cakes running the following perks: Borrowed Time, We're Gonna Live Forever, Self Care and Deliverance. I used a green flashlight with green add ons. I made every possible attempt to earn tokens for WGLF. Results were:
Game 1: 26,236 (1 token)
Game 2: 73,320 (3 tokens)
Game 3: 16,608 (0 tokens)
Game 4: 39,468 (1 token)
Game 5: 25,112 (1 token)Total: 180,744 (6 tokens)
Average: 36,148 (1.2 tokens)I played those as rank 1 killer and rank 8 survivor. I wasn't sandbagging to taint the results. They were my honest best effort with both. As far as time per game goes, my total time playing as pretty similar. I didn't run a stop watch though. I feel like if my sample size was larger the results would largely be the same. Anyone that wishes to continue disputing the disparity between BBQ and WGLF, I challenge you to perform a similar test and post your honest results.
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+1. Good suggestion.
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In my opinion, she needs a buff. Either she should have normal run speed or her ability should be massively improved. Also, that dumb add on that makes her passively phase more should be changed to something different and that should be part of her base kit. It does make her look cool, but has no strategic element. Definitely not worth an add on slot.
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@Wolf74 said:
@Dreamnomad said:
@Wolf74 said:
(coughIF you are telling the truthcough)
I wish there was a way to have stats generated for PS4 players. Outside of posting a few hundred post game screenshots, I'm not sure how to prove it to you.
Maybe you should start streaming on twitch on load up videos on YouTube,. I would watch your videos to learn how to get better as a killer.
If you think all killer are so terribly fine now, you must be a killer god.This is getting off topic, but I can't stream because my internet isn't good enough. I have uploaded a few videos on youtube under username EQ2lornick. I'm not amazing at video editing though. If you want to talk about this stuff send me a private message though so the thread doesn't get completely derailed.
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@Judgement said:
@Dreamnomad said:
Stop making assumptions.Don't bother arguing with Wolf74. He doesn't bring anything constructive to the table at all and resorts to the 'killer main' argument.
I agree with this change to WGLF, but I think it shouldn't require 5 tokens. That's five hits that you need to take which can be nearly impossible to manage without self-care, medkits, or SWF teammates, or Survivors who are actually dependable, which is quite rare.
I'd reduce the required WGLF stacks to two, 50% each, to a maximum of 100%. Or make it four stacks, 50% each, to a maximum of 200%.
Losing a health state and risking being tunneled to death afterwards, or potentially never getting healed, is too dangerous to require so many tokens for so little reward.Well, I was recommending 5 stacks because of the number of different ways in which they could be acquired. Finishing 2 generators, landing 2 pallet stuns, and making 1 hook rescue for instance is not atypical for a survivor. I personally wouldn't care if they kept it at 25% per token. I just think WGLF should reward different objectives other than just hook rescue and body blocks.
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@xxaggieboyxx said:
@Dreamnomad said:
The wraith doesn't need anything. He is in a pretty great place now. If you aren't performing well on him now then it is your fault, not the wraiths.debatable... go play at rank 1 without the most crutch perks and add ons and see how well you can do.
the first few days dont count as far as saying something is good because once people learn the changes and adapt. wraith is still gonna be bottom tier
Why would I play without good perks and add ons? That would actually taint the results since I don't typically play like that. It is true that his weaknesses are the same ones that he had before. Pallets and windows. The difference is that he can move so fast in stealth that you can make up for those short comings in map pressure.
For instance, when you catch a player working on a generator you can hit them, take the time to kick the generator, go invis and catch up in a very short period of time. That isn't something most killers can do. If you play the long game, and don't over commit to chases eventually the pallets run out and there is almost nothing survivors can do at that point.
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@Wolf74 said:
(coughIF you are telling the truthcough)
I wish there was a way to have stats generated for PS4 players. Outside of posting a few hundred post game screenshots, I'm not sure how to prove it to you.
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If you aren't performing well as wraith then you need to get better. Bottom line. Sometimes I feel a little guilty playing as wraith now, he is so good.
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The wraith doesn't need anything. He is in a pretty great place now. If you aren't performing well on him now then it is your fault, not the wraiths.
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@Wolf74 said:
Stop comparing WGLF and BBQ.
BBQ was changed to solve survivor issues and still survivor complain.
After WGLF got introduced the lobby waiting times for survivor skyrocketed, because to many player switched to survivor to farm BPs.
They needed to give killer a similar perk to balance things out.
And at the same time they gave BBQ the aura read to reduce camping by giving the killer a reason to actually leave the victim.
So no, BBQ is not more powerful than WGLF, because basically all it does is made to benefit the survivor.
Stop being greedy, survivor are already in charge of the game, no need to cater them even more.
They do not need as many bloodpoints as killer, since they can grab stuff during matches and can keep the same items for several matches while the killer always lose their stuff.Stop making assumptions. I'm not some "greedy survivor". I primarily play as a killer. Every now and again, I feel like playing as a survivor but lose motivation when it comes to how many bloodpoints I earn. As a killer, I earn 50,000 or more bloodpoints per match consistently (with survivor pudding it's typically 80,000 to 90,000). If it's less than that, it is usually because one or more survivors disconnected or the survivors were all just killed too quickly. Once in a blue moon, I have a terrible game and only hook 2 different survivors. And I still get around 30,000 blood points! You just can't help but get lots of bloodpoints as a killer running BBQ!
On the other hand, playing as a survivor is a total gambit for earning bloodpoints. Sure, sometimes I'll have those games where I run We're Gonna Live Forever and get 4 tokens and manage to escape or at least die last and make around 37,000 or so bloodpoints. Then sometimes you get those games where the killer stumbles across you first and you either get camped or your team mates farm you and you get under 5,000 blood points. From where I sit, the survivors assume 100% of the risk with 50% of the reward. I honestly don't know how my lobbies fill up reasonably fast.
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@newbkiller said:
But if you are cooping on a gen you immediately now the killer after the gen regresses and yeah I understand it's hard to keep track of him but if you can that's an issueWell, the killer really shouldn't be spending all that much time working gens. You'll never stop all the generators from being finished by just sabotaging. It's just meant to be a tool in the killer's toolbox to help him blend in with the survivors.
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@Utna said:
@Dreamnomad said:
@Utna said:
@dbd900bach said:
What about betrayal a game mode where one survivor has to sabotage his teammates to help the killer. Such as messing with gens the exit gates or leaving trails for the killer to follow. Something along the lines of betrayalInteresting idea indeed, but this will likely never happen because of players using voice communication, and telling each other who the betrayer is ... unless you make it as a KYF mode, where everyone's got to be invited ; or for solo survivors only.
Alternate game modes can play by alternate rules. Such as restricting SWF from playing.
I bet the devs are designing game modes where group of friends can play ... There are so many SWF players right now ; I bet that's how people want to play the game.
And there is nothing wrong with that. But there are certain fun and creative alternate game ideas that might require restricting SWF.
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The killer already has that information. It's just a clarity thing. This information would be available to survivors as well so they can more easily keep track of who has been hung how many times. All I'm asking for is known information to be displayed in the UI.
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This seems fair to me. There really needs to be something for getting to rank 1.
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Survivors don't have knives, axes, chainsaws, claws, or clubs. One of the very few "weapons" survivors have is the 3rd person perspective. This is something that should absolutely not be nerfed.
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@Utna said:
@dbd900bach said:
What about betrayal a game mode where one survivor has to sabotage his teammates to help the killer. Such as messing with gens the exit gates or leaving trails for the killer to follow. Something along the lines of betrayalInteresting idea indeed, but this will likely never happen because of players using voice communication, and telling each other who the betrayer is ... unless you make it as a KYF mode, where everyone's got to be invited ; or for solo survivors only.
Alternate game modes can play by alternate rules. Such as restricting SWF from playing.
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I guess you missed the part where I said, "All players and the killer will appear as an identical survivor." The vote is just so players have a chance to be their favorite survivor. Regardless of the chosen survivor, all customization options will be the same for everyone so all players look identical.
Your suggestion for skill checks is a good one. I was going to handle regression with his perk: Generator Saboteur: After successfully completing 3 skill checks while working a generator, the next skill check you fail will damage the generator by 50%. This way the killer can "pretend" to be a survivor more easily and the payout for spending time on generators is more strategic.
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@Orion said:
All Thanatophobia needs is to trigger from dead Survivors. The perk is literally called "Fear of death", and yet doesn't trigger from Survivors actually dying - that's a big mistake.+1 to this idea. OP's suggestion is... well op =p [for those new to forums, OP is Original Poster or overpowered]
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@Bravo0413 said:
Dreamnomad said:@dbd900bach said:
What about betrayal a game mode where one survivor has to sabotage his teammates to help the killer. Such as messing with gens the exit gates or leaving trails for the killer to follow. Something along the lines of betrayal
That is a fascinating idea. I think it needs fleshed out more though. Does the killer know who the co-conspirator is? Can the killer see the co-conspirator's aura? Can the co-conspirator unhook survivors (seems broken)? The game balance needs addressed too. It is balanced around the concept of 4 vs 1 not 3 vs 2. What do the 3 "real" survivors get in the way of compensation for being sandbagged by a team mate?
I almost feel like in order for this to work it needs 2 things. 5 survivors instead of 4 and some way for the real survivors to punish the fake survivor. It would be pretty awesome if 2 survivors could capture the fake one and put him/her on a hook =p
Yeah like 2 reg survs are able to tie the sabo but the killer can save em and interrupt the 2 reg... the killer doesnt know and can kill the sabo survivor at the start of the match and will need the sabo survivor to build a bond with the killer
I think there needs to be some kind of forced cooperation between the killer and his co-conspirator. If the killer doesn't know who the conspirator is, the killer will definitely kill him/her. I think the co-conspirator should have some unique perks to help accomplish this. Something like:
Feign Death: Playing dead is a great way to bait other survivors into a trap. You can't die due to bleeding out. Grants the ability to fully recover from the dying state. Increases dying recovery by 30 %.
But I'm Your Ally: Sometimes an ally just needs to be reminded they are an ally. Wiggle free from the killer's grasp 100% faster than normal. The killer is unable to hook you and does not gain bloodpoints from harming you.
Killer's Aid: The killer only does superficial damage to help you blend in with survivors. Unlocks the ability to heal yourself from injuries caused by the killer without a Med-Kit at 150 % the normal healing speed.
Survivor Saboteur: Failed skill checks on generators regress the generator by 15%. Unlocks the ability to repair the killer's hooks without a toolbox.
This would allow the co-conspirator immunity from being killed by the killer and dissuades the killer from even trying due to gaining no bloodpoints. But if the co-conspirator betrays the killer and attempts to body block for survivors, the killer has the ability to at least get him out of his hair for a while. To help motivate the co-conspirator to help the killer, the co-conspirator gains 50% of bloodpoints earned by the killer. The co-conspirator also earns bonus bloodpoints for regressing generators, repairing broken hooks, pointing out survivors locations, and body blocking survivors being chased.
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@dbd900bach said:
What about betrayal a game mode where one survivor has to sabotage his teammates to help the killer. Such as messing with gens the exit gates or leaving trails for the killer to follow. Something along the lines of betrayalThat is a fascinating idea. I think it needs fleshed out more though. Does the killer know who the co-conspirator is? Can the killer see the co-conspirator's aura? Can the co-conspirator unhook survivors (seems broken)? The game balance needs addressed too. It is balanced around the concept of 4 vs 1 not 3 vs 2. What do the 3 "real" survivors get in the way of compensation for being sandbagged by a team mate?
I almost feel like in order for this to work it needs 2 things. 5 survivors instead of 4 and some way for the real survivors to punish the fake survivor. It would be pretty awesome if 2 survivors could capture the fake one and put him/her on a hook =p
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@Nickenzie said:
chemical_reject said:I love that lock picking chest instead of generator repair idea. Rewards could be good items or open the chest and get like 10,000bp or somthing.
Ooo, I could use my Plunderer's and Ace in The Hole combo if you get items!

Sure! That would work.
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There are some interesting ideas here. Most aren't very realistic or feasible though. Hex worship is insane. Your hex totems would basically be immortal. Plus it does wonky things for bloodpoint farming. About the only way I could see this working is if it were something like this:
Hex Worship: The entity lend you his power to raise a hex totem up. If hex has been knocked out raise it up in 12/9/6 seconds. Revived hex totems take tremendously less time for survivors to destroy and give less bloodpoints for being destroyed.
My Favorite Child, Hex: Eye Mist, Young Blood - I don't see these as worth using as a killer.
Hex: Bonemeal and Hex: Burning Lantern - Both of these fill the same game space as Hex: Haunted Ground, but Haunted Ground does the job better.
Candy Skull- Pairs a little too strongly with BBQ.
Stage Performance- completely broken. So I just jump through a window 6 times and I have 200% runspeed until I hit a survivor? I don't think the game could perform at those run speeds. That is so fast that it would be incredibly difficult to even control.
Pin Down- This perk is completely unnecessary and trollish. Killers already have deerstalker.
Honestly, looking through these perk ideas, most of them are unnecessary and compete for already used space in the killer arsenal. About the only one that I think fits a hole in the killer's perk toolbelt is Cut Through. It might need some modifications, but it would be nice to have an option to stop survivors from body blocking while carrying to a hook.
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I just had another idea for an alternate game mode.
Garage Sale: Items are scattered all over the map. Generators require toolboxes to repair. Healing requires a medkit (even to heal other survivors).
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lol, need to clip those fingernails...
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I've only ever played on the console and I enjoy it. I'm not saying that anyone else is telling a lie in the thread. Sometimes I get lag when chasing or being chased. When I first started playing, I did get lots of nasty "friend" requests accusing me of camping or tunneling. To be fair, I was camping and tunneling a lot though. The funny part is that I don't go out of my way to do those things anymore and now I get called "sweaty".
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@Ghost_Potato said:
Make it so if you are rapidly hitting crouch after a pallet or at the exit it will cause a disconnect. Flagging them for a ban if they do it too much.Wow dude. This is an awful idea. You need to grow thicker skin. If you are the killer and a survivor is annoying you by doing this then you already have the tools to get your revenge. Use your club, knife, claws, etc to mess them up, throw them on a meat hook and watch as the life fades from their eyes.
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@Boss said:
I have NO clue what to do for Nightmare except to disable the ability to get out of the Dream World with Self Care failed Skill Checks.
I've heard rumors that the plan is to make it so that the dream world fog is less obnoxious for Freddy and to make it so when a survivor is transitioning into sleep they have 0% action speed so he can actually interrupt totems, gens, heals, etc. I don't know if there is any truth to it, but they seem like reasonable changes.
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I liked all the Asian themed skins. Hopefully there will be one available for all characters in the future.
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There really is no association between Leatherface and Hillbilly. They both use chainsaws, I get it. But they play completely different. Leatherface is his own killer. He should be judged on his own merits. About the only thing I would like to see done with Leatherface is to make it so if a pallet is dropped within 4 meters of him, his chainsaw charge time is greatly reduced for 2.5 seconds. This would basically give him a free brutal strength type effect independent of his add ons. That and fix the bug where sometimes he is penalized with the stun rampage instead of breaking pallets when he runs into pallets. Do those two things and I'm happy.
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@Alphatitan_94 said:
@not_Queen said:
Soon™Omg i found the elusive internet troll and shes a fiesty one
What is so elusive about internet trolls? You can't walk 5 proverbial feet on the internet without tripping on one.