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DwarvenTavern

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  • My personal favorites

    Headon: (this one is iffy, meta or not) gives you the chance to fight back.

    Up the ante: Having extra luck is always a blessing in disguise.

    Diversion: I need some breathing room from the killer

    Flip Flop: it's just a really fun perk, situational as heck though.

  • I think Hag's story would be cool or Wraith. Those two were ordinary people and other people screwed them up. I would actually be super curious to see their past lives or why the entity chose them. Legion is still interesting to see, but you get a majority of it from their bio right off the bat. THOUGH, if they talked about each Legion member specifically, I'd love it

  • @Accullla said:

    I guess they have to save some for next year. Also, there are a bunch of survivors without blighted cosmetics, so next year we might get legion + oni + 3 survivors. There will probably a couple of new original killers by then who could also potentially get blighted outfits

    I really hope Ace is one of the survivors. I'm dying to know what he would look like

  • @Xerge said:

    https://forum.deadbydaylight.com/en/discussion/comment/922309#Comment_922309

    Also, the disguising feature could at least work to reduce your terror radius to 0 and at least get a free hit.

    Well. Yes. Haha, that's supposed to be the point, but you could use a fake terror radius to try and shake people off your trail

  • @CrowFoxy said:

    Let's add TF2 spy then. At first glance, you'd be fooled but then he backstabs you and you go down.

    Disguises aren't meant to be permanent. A disguise killer could work.

    I was using him as an example. See, a competitive team knows what he can do and it still fools them. That's why I'm hoping using him as a reference could actually show that it can't be obsolete by a team feature. But, everyone says the same thing

  • @Xerge said:

    Bring The Tall Man (Phantasm) to the game!

    He can not only shapeshift, but he can also throw spheres to gens and injure survivors from miles away. This would be a disguising killer that would be somewhat useful since SWF exists.

    @Xerge The Tallman? I'm getting weird slender man vibes from this haha

  • @Leyoyo said:

    Yeah and swf ? there are on com

    Yeah and? Will you run into constant four man swf squads literally every single match you go into all day? Not likely. Anway, at first glance who's going to be able to tell right away?

    "Hey, is that you?"

    "No."

    Thwack. They already got hit or they could run off the gen thinking it's you when it's really their friend. Hell, sometimes it could disrupt a team by causing extreme trust issues. Plus perks could help this killer out entirely.

    Sorry, I'm not trying to be rude. I understand why it can't happen because of swf. I still hate how one feature can change so much and prevent different things from happening.

  • @BuddyRhein said:

    https://forum.deadbydaylight.com/en/discussion/comment/919312#Comment_919312

    See above. Im not really sure how to tag you in responses in order to keep people posted.

    You can tag me like what you just did or @Majestic_Herman Let's see, I think stacks of movement speed perks would be too strong since PWYF exists. Coin for the ferryman could work like this "When survivor gets healed from the dying state, you'll get a token. Maximum of four tokens. When hooking a survivor you'll spend a token and gain the ability to see all survivors for 4/5/6 seconds." It's somewhat unique, grant it Barbeque and Chili is still the better choice, but you have that aura reading ability without a range cap. Death sense could also work like this. "Survivors who are injured will bring a sense of dread upon all other survivors. You've become obsessed with a survivor. When the obsession is injured and moves near any other survivor, they lose ability to read auras and will cause every survivor to scream and reveal their auras after 120/90/60 aura reading will last 7/8/9 seconds until the afflicted survivor is healed." Death sense seems like a bad idea. I was having a hard time coming up with something for these perks.

  • I'd actually abuse that perk with thanotophobia, sloppy butcher, and dying light. Imagine Freddy with that. You basically found a way for all survivors to rip out their hair. Not a bad concept, but it would work wwayyyy to well

  • @Hoodied said:

    *clears throat*

    *Growling and hissing noises*

    Do I need to repeat myself?

    I don't play Hag anymore, I kept getting called a hacker because of rusty shackles. Let's see... what I can suggest is that you could put them in spots survivors will run to when they're in a pinch. Stairs, houses, killer shack, maybe pallets if you're feeling confident. Though, that's a double edge sword. Hell, even chests are a good spot.

    Distance and duration add-ons will be your best friends. Even her purples are fantastic, especially rusty shackles.

  • @LegionOfDumb said:

    Give Spirit a sweater already, its cold outside and the girl is turning blue

    Demogorogon needs it more, he's butt naked. Poor doggo

  • @Bloodwidow said:

    A wool coat with a Santa Jigsaw and little pigs 🐖 for Pig and a sweater for Freddy with a Gingerbread Freddy and mini cookie clocks ⏰.

    I could actually see that happening

  • @Peanits said:

    He doesn't like sweaters. There's no way he can fit them over that big noggin of his.

    @Peanits That's a lie! They're in their birthday suit and it's getting cold outside! They're gonna freeze to death..

  • I'm not alone... I've been wanting this for a long time. I had a few crazy ideas

    Trapper's Hallowed Blight traps. They are crudely made bear traps that have glowing nectar speckled on the trap or glowing tips, personally I prefer the speckled traps. Not too bright, not too dark.

    Huntress' Iridescent Hatchets. We all had to have seen this coming. The description of them makes it sound awesome! Imagine being able to see it in your hands? :3

    HillBilly's Aloha Saw. Remember the Master Roshi set they essentially made for HillBilly? Imagine a chainsaw with little floral patterns on it

    Clown's Bee grenades. Do I have to say more?

  • Uh... coin for the ferryman would be extremely busted on Legion. Since he does deep wounds all the time, and if it stacks on with "play with your food" you could have broke the game with Legion. I see what you're getting at though. His power seems weak with his movement speed and his normal swing shouldn't do anything special unless his power or add-ons were involved. Death sense is rather weak/strong in some regards. A weaker bloodwarden with a speed boost that doesn't have a stacking limit and you've created HillBilly's speed. I've added up the math on basic movement speed killer. Let's use Trapper. Trapper moves at 115% base. Play with your food (level three) makes him move at 130% now, combine that with CFTFM he would move at an approximate 160% three stacks of 5%? Right? That's equal to Pig's ambush attack and I didn't even mention bloodlust. If I did I'm pretty sure he would move at 190% that's max bloodlust. In other words, HE FAST.

    Edit: I didn't add Father time because at that point it would be too ridiculous.. I would have just ran around the map for fun at that point haha.

  • @shadowman0105 said:

    Maybe they can turn the chapters into seasons. Or do a love,death,and robots, style by having everything animated and based on trails then specific character arcs

    I'd love that. Honestly.

  • Look who's shittin in the tall grass...grass... grass... something like that? That happened to me and I was laughing wayyyyyy too hard. I kinda hope they don't change it

  • @KingOfBadRNG said:

    could we get Trapper Frost? An ice mask with a fur coat, shorts, blue purplish skin and, a wooden weapon with snow on it?

    or

    Yeti legion (Susie) with a white coat that has white hair coming out of it and her real hair is glowing red with a icicle as a weapon and her feet could have little monster toes (something you would see on kids shoes)?

    maybe

    Christmas spirit wearing a ugly sweater wrapped in lights her hair glows red green and blue and her eyes are replaced with Christmas lights?

    perhaps

    Nutcracker Plague with a soldier clothes and hat that cover her eyes and for the weapon she holds a rope that ties a bag of walnuts

    Finally

    Eggnog Adam

    I really want the legion skin please

    While these are fantastic ideas and thought out. I'm gonna have to disagree.. at first. I want Christmas Sweaters for all killers, it'd be amazing, honestly I love it. Though if they combined those two ideas and some killers get sweaters and others get those outfits, I'd be okay with that. I just want more killers with sweaters

  • @HarleenLizardQueen said:

    https://forum.deadbydaylight.com/en/discussion/comment/913870#Comment_913870

    I want Suzie, Ash and Jane's.....but I also want Kate and Nea's, Bill's is AMAZING. I would love to own them irl instead of just in game ;-;

    Tell me about it, I'm extremely upset that it's not available lmao. I really want Suzie's. Probably because it's extremely well designed and it hurts that Joey's isn't that good. Though, I understand why, he mainly just wears all black.

  • I actually agree with you on this and it's understandable why it doesn't necessarily make sense. Even Mathiue confirmed that there are going to be secondary objectives. Makes you wonder though, if they're purposely 'tweaking' killers and not doing anything for gen speeds, what do they have planned? I hope it's something really good

  • Hey buddy, I love flip-flop. It's personally one of my favorites, while I do agree it's situational, it's still really fun. Just that really small percentage helps too. I personally wouldn't use it if they changed it, unless it's another gimmicky perk. Lemme tell you, I have more fun with gimmicky perks than the meta. And Ash has a lot of gimmicky perks

  • @Spooky13 said:

    I want Oni in a WAY too small Christmas sweater that is about to burst with an Oni on it and Blood Orbs on the arms.

    I'd love that

  • @anarchy753 said:

    Doesn't have to be a sweater, but Christmas lights tie in with Stranger Things.

    We could totally have Demogorgon wrapped up in Christmas lights that turn on and flash whenever he roars.

    I can honestly see that happening, Christmas lights were an important item at one point in the show

  • @Peanits said:

    Of course, we'll keep fixing bugs, toning back things that are too powerful and buffing things that are too weak. The Doctor is going to get some much needed love pretty soon.

    @Peanits forgive me for bothering you, but is Leatherface going to get some love too? I understand if you can't mention it, but I'm just dying to know. Personally I would be fine if it takes a long time, I'll just be happy that Bubba is getting something special.

  • @ASpazNamedSteve said:

    I think Demogorgon needs a nerf.

    @ASpazNamedSteve

    ouch.

  • @Fog_King said:

    I think it would be a great idea. We already got some for The Legion, so maybe next year other killers will get them too.

    I hope so, I would be extremely excited if they at least confirmed it

  • Note, I understand why Myers can't have one. License holders want his looks to be as close to the first movie as possible. I just typed his name down because I was all giddy. I love Christmas and ugly sweaters are my favorite

  • Susie, Ace, and Ash's Christmas Sweaters is something I want now haha

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/911248#Comment_911248

    I'm sorry to hear that you are having a bad time with it. I do get these games as well and it's a pretty rough feeling when it happens.

    I know you haven't asked for my advice and for all I know you're a much better killer than I am, but here's my two cents on the situation - If you're already in a chase with somebody when the last gen pops most of the time you should be able to down them before the gates are open. When that happens and depending on the situation/survivors' playstyle and the killer you're playing you have a bunch of options to extend the game:

    • hook the downed guy and either stick around the hook - try to trade a hook or 2 with people coming for the rescue
    • hook the downed guy and go hunting - try to intercept survivors coming from the exit gates on their way for the save. Often times they put themselves in risky positions which might net you a second down. If you get that quickly (assuming you've burned through a bunch of pallets in the area) you can slug, go back to the hook and react based on what's going on there.. or just hook the second guy and split the pressure on the remaining survivors
    • slug the person and bait the others to leave the exit gate area

    It won't work every time, but at least for me these moments often get pretty intense and make up for a rough time during the main portion of the match

    I know that's good advice, but I feel like I'm cursed haha. Every time I try that, it always gets countered by the same thing and it throws me off every time. It's weird. Thank you though and thank you for throwing in your opinion into this idea. Like I said I know everyone isn't going to like the idea

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/909637#Comment_909637

    I think I understand what you mean now. However, I think your idea may backfire against what you're trying to achieve. I'd say most interesting interactions during the end-game collapse happen due to survivor altruism. Taking human psychology into account, when people are faced with a timer, most of them will try to beat it. What i think this means is that it will force survivors out quicker than now even if the timer is extended from 2 minutes to 5 minutes and potentially force them to be less altruistic during that timer - i.e. survivors will be less likely to go for a save and more likely to wait around the exit or just leave. In my experience endgame altruism results in survivors dying more often than survivors escaping, meaning that taking the other stuff I suggested into account, starting the timer after the last gen is popped will more likely result in less average kills per trial and less endgame interaction between the killer and the survivors.

    Personally I don't believe this result will be preferable to the majority of survivors or killers.

    Obviously most of what I said here is based on my own experience in the game and I might be wrong, but I feel like the current system is actually more interactive and fun for both sides than the solution you suggested.

    Edit: I missed one of the points you made regarding putting pressure on survivors before they are able to escape. I don't think it will do much though. How often are you in a game where it takes more than a couple of minutes to open or 99 the gates after all of the gens are powered? In my experience whenever that's happened was because all of the survivors were dead/slugged anyway - timer or no timer

    That's a fair point, I wish I had your experience with egc instead of my version. For me it would go like this.

    -Complete all the gens

    -99% the gates and wait for an opening

    -everyone is here, open the gates and we'll leave.

    It's always been like that for me, always. I know killers can open the gate, but I just find it odd. Everytime I open the gate, my plan for it immediately backfires. Maybe I'll keep trying.

  • @Almo said:

    The EGC is doing exactly what was intended. Stopping matches from ending with the Survivors just running around with an open gate against a Killer who is unable to pressure them enough to leave. They can try this with a 99% gate, but the Killer can just open it and force the match to end.

    @Almo I'm sorry for bothering you, but I actually just did a match were the survivors did exactly what you mentioned. It happens a lot, and since you can 99% a gate, it just shows the fact that survivors can still control the end game. I could have opened the gate, at that point it's just admitting defeat. I like to imagine that there's nothing wrong with that, but with certain survivors who know how to work around it, it's essentially no different than what it was before. One time I got insulted for essentially giving up and wanting them out of the game. "GG EZ bot, baby killer, etc." That's the main reason why I made this post and how I'm trying to find ways where it can work out for both sides.

  • @karatinac97 said:

    Hmm, I like it as it is. It's mainly to stop the butt wiggles at the gate. I'm a survivor and hate em too, unless they are doing it to fellow survivors then I might join lol. But usually I'm straight out the exit unless someone needs help.

    How long does it take to open exit gates? That would greatly affect it. Very specific example: if you were against a Trapper with both gates trapped which are close together, you're screwed if the EGC has already started after gens.

    Sometimes you just need that extra bit of time before the gates are open. I know for a fact that if this had been implemented I would have been killed by the EGC a lot more. I think this would give too much free pressure for the killer, especially against new players.

    I also had a thought about that too, what if you can't place traps directly under the switch? I understand the gate opening time, that one is interesting. But, there's only really one perk that does that and that's remember me. It's already been nerfed heavily before. It's still rather strong. That's why I suggested we increase the timer and team work will make a big difference too

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/909589#Comment_909589

    Honestly, who cares if you're right?

    Assume none of it is relevant and I completely missed the point and they BUFF EGC for killers.

    It's not going to change my totem/hook farm lol, and in all honesty if this forum and the devs think that's the best way for a game to conclude. Then this game has become a joke.

    It's not really suppose to be a buff ;~; I'm just trying to throw out an idea both sides can benefit from. I get bloodwarden can make it a huge buff, but that's why I also suggested they increase the egc timer. So it wouldn't be too much of an issue while even giving more points to everyone.

  • @Almo said:

    The EGC is doing exactly what was intended. Stopping matches from ending with the Survivors just running around with an open gate against a Killer who is unable to pressure them enough to leave. They can try this with a 99% gate, but the Killer can just open it and force the match to end.

    It can still do the same while even giving the option for more egc points.

  • @Galklife said:

    EGC cant be buffed because bloodwarden exist and EGC after closing hatch is meant to be killer sided (but it already dont need buff) but EGC after doing 5 gens is meant to not keep killer hostage + it already gives killer 1 EGC kill if he wants to keep surv hostage on pallet loop

    Same thing can happen if you're an injured survivor. Honestly I don't see too much of a difference.

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/111766/end-game-collapse

    I don't see the point though. Are you suggesting it as a means for the killer to sacrifice more survivors by preventing them to open the doors? If so, the perk blood warden does exactly that. It's really fun to use.

    Otherwise, if the point is to just finish the game as quickly as possible once the gens are done, I don't think that's a good idea. Some games fly by really fast and both the killer and survivors can use the time before opening the gates to make up the bloodpoints that they didn't manage to get during the main part of the match. I think initiating the endgame immediately would force the survivors out too quickly, denying both the killer and them the opportunity to keep playing and try to salvage a game that went by too quickly.

    No, let me try again. Okay, I find it extremely awkward that the big game changer happens as soon as the survivors are given the option to escape. What's the point then? Sure you gain extra points, but it's extremely situational. I'm saying if they changed it after all gens are completed they could do it this way.

    -More EGC timer, so instead of 2minutes and thirty seconds, it could be five minutes

    -Giving more survivors and killers the ability to GAIN those extra EGC points

    -Matches could also end quicker

    -it'd be interesting for both sides.

    I'm not interested in making this a definite way to kill, I just want egc to be slightly more interesting and more beneficial. (Point way)

  • @Khar said:

    If the EGC started as gens were finished that would be really cool. It'd apply so much pressure for survivors to escape ASAP and killers to make a last ditch effort. Bloodwarden would probably have to be nerfed a bit to compensate, though.

    If they increase the timer, they wouldn't have to nerf it too hard

  • @Sign_Spinner said:

    Ok, so your point is, since it can be countered, it should be buffed?

    Think about how many things can be countered and then think again about it :)

    You may see it as a buff, I just see it as.. weird. It can completely avoided, so it honestly feels like old dbd. I even said they can increase the timer too. Maybe I didn't specify that part. But, whether it's three minutes, four minutes, five minutes, etc. It would feel slightly better than it starting after the gate is opened. Plus, it could potentially offer more ways to get points as well.

  • @darktrix said:

    EGC kills me more times than the killer. Common scenario for me - last survivor, killer finds hatch before I do, killer proceeds to patrol exit gates since they are usually right next to each other.

    I find a nice quiet place to die.

    I was mainly trying to focus on the gate end game collapse, not hatch end game collapse. But, it's still a valid point.

  • @Brucecastro81 said:

    The EGC is not meant to get you kills, is meant to stop hostage situations and give survivors a reason to not open the door, and you can just open one if they 99% the door

    I never said it should guarantee kills, I just said it seems flimsy. Awkward. I even said they could increase the timer. I'm not expecting it to kill, I just want it to not be avoided by doing one thing and how it's odd that it starts as soon as a gate is opened. I mean, grant it. It does sound like I want it to kill, but I really just want it to feel.. I dunno, less clunky? Maybe I could have explained it bettee, but after seeing the comments, I can safely say no one agrees

  • @joshuashep22 said:

    From my testing the perk seems very underwhelming for example decisive strike is a perk survivors do not have to work for but yet it provides a very powerful benefit whereas second wind can be countered easily and survivors have to work for it's negligible effect overall I think the perk should be repurposed or buffed in a unique fun yet fair way. My proposed changes would be to give the user 32 seconds of the endurance status effect when being unhooked or unhooking yourself acting like a personal borrowed time that can be used with deliverance what are your thoughts?

    Not gonna lie, at first I didn't like the idea, but it does actually seem beneficial. I'd say if you unhook a survivor safely you get it to activate. But, I feel as though 32 seconds seems like a long time for borrowed time. I'd say 20 seconds or 25

  • What about Shirtless Leatherface or Ace Visconti?

  • @LegionOfDumb said:

    How about make his chili add ons actually do something?

    That's pretty much spoken for it's self. Since the devs mentioned it.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/906847#Comment_906847

    Honestly I'd love to see him get an interesting and unique power. That would be rad.

    Same here, I had an idea, but it's invalid now lmao

  • @coppersly said:

    If it's anything like the recent "addon" rework we got then you can expect Bubba to have a new power :)

    That will be amazing

  • @supersonic853 said:

    Chainsaw dance no longer ends. Here comes bubba the chainsaw engine.

    That will be terrifying, I love it

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/902787#Comment_902787

    Well, have you seen what it's like when red-ranked survivors play against a brand-new Killer? The killer will be lucky to land even a single blow on them.

    I have seen it, experienced it too. I do get what you mean. I just find it odd that it's as one person stated a pvp, while it's obviously true. It just feels odd. It just feels like a competitive mess. I wish it felt like more of a horror game instead of meta free for all.

  • @YummySushiPJs said:

    Why would somebody who has hours and hours of in game experience want to play with somebody who’s just installed the game for the first time? It’s no fun for either of the people involved. Having a ranking system makes total sense to me. This is why I hate rank reset as a killer, as I always end up with genuine potatoes in my lobby and it’s no fun for me as I’m used to going against rank 1-4 survivors.

    I get what you're saying, but it can get countered fairly easily. I was rank nine and I was put against red ranks. Now I'm seven and it's just constant red ranks, that one makes slightly more sense

  • @Monlyth said:

    One-sided slaughters aren't very thrilling, because if there's no hope of victory, why would you even play?

    One-sided games pitting veteran survivors against noob killers aren't very thrilling either, because the survivors never actually feel like they're in danger.

    I get the first part, but the second part I don't. Well, I suppose there is a chance you'll run into survivors like that, but mostly it's just positive reactions or toxic reactions.

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