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EnderloganYT

EnderloganYT

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EnderloganYT
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  • not the biggest fan of nickel-smart but I wouldn't be upset.

  • I have many choices before Xeno, but regardless I still like the films. not quite at the level of excitement i'd have for Jason or Springtrap (fight me) but I'd still enjoy it.

  • GHOSTFACE IS MY BOY

    I honestly consider him 3rd best after Nurse and Spirit because of how fast he is at getting a snowball. his power is great both out of chase (stealthily marking) and in (no red stain and you can get some stalk off mid chase)

  • I don't have a specific taste in genre, though I have been listening to more and more TLT and CG5 recently.

  • whether you like it or not, this is a strategy that can be viable. if we make this bannable why don't we make genrushing bannable?


    also obvious bait is obvious, try again some other time

  • for survivor, we need an obvious no mither buff. and a change to make DS less abusable (though not necessarily a nerf)

    for killer, what to choose, hmmmmm i'm gonna shake it up and go with furtive chase because what's even the point of it?

  • nothing compares to the adrenaline rush I get from being marked

  • HE'S MY BOY

    my favorite horror movie villain of all time, absolute CHAD, and the only really big one missing.

  • how is this proof? Noed isn't even that good on huntress since it doesn't affect hatchets. I'm not arguing with the iri head + infantry belt part, but please supply proof, because you got 3 escapes

  • only if I notice it and theres nothing else to use.

  • Slenderman is iconic, and I'd love to see him in the game.

    I went original since I know nothing about any of the others (except game, where he can't move when being looked at)

  • time to be bullied for voting the scary bear game

    jokes aside, I do love FNAF and would love to see (as beaten into the ground as it is) springtrap arrive, and we have a survivor from the games to use once security breach comes out. close second would be resident evil though.

  • NOED is balanced. I know, I'm a sinner.

  • makes them useless.

    I'd make red so you can ,ori after hooking everyone at least once, and green I personally think is fine

  • my top three

    1. Jason Voorhees. pretty self explanatory, he's a part of the holy trinity of slashers (Jason, Myers, Freddy) and the only really big one not in game as far as I know. he's also my favorite horror movie villain ever
    2. Springtrap. I know he's been brought up a million times recently, but FNaF is my favorite horror game (both standalone and franchise) and dude is cool as all hell. stan the child murderer william afton .
    3. SCP or slenderman. we have a tie! on one hand, I love SCP sooo much, and has a ton of creative possibilities. If I had to choose one of the popular ones, I'd go with 049 or 106. on the other hand, slenderman is a huge part of horror, and is what made creepypastas and scary online stories popular. one could also choose other creepypastas like Jeff, but they didn't have the impact slenderman did on the genre.

    BONUS #0 JON ARBUCKLE FROM GARFIELD. BEST CHARACTER IN HISTORY, WOULD MAKE THE ENTITY BOW DOWN TO HIM. ADD JON NOW DEVS

  • I dunno, I found deathslinger cool as hell, was excited as hell to see pyramid head, and haven't looked into Alchemist enough to decide

  • @No_Mither_No_Problem said:

    Gargamel 😤
    John Arbuckle 👌🏻

    ok I know I'm 2 years late but it's Jon Arbuckle smh my head get your Garfield lore accurate 😡😡😡😡😡😡

  • haha 2 year late review go brrrr

    anyway, I am from the future, where we have killers with guns, people such as myself who want a chapter based on that scary bear game from 2014, and still no Jason! I have come to review your killer because [reason here].

    Power: without an apt description, I can't really say much, but depending how dense he could make it, he'd range from weak to average.

    Do You See: needs a full rework since survivors are always in the fog, and with the only way to counter being periodically entering lockers this is a no go

    Blood and Life: would need to be a hex that drains all survivors if anything. my personal idea is have them on a death timer (hooks speed it up) but once the hex is cleansed the timers go away and 1-2 gens are auto completed as compensation. but to be fair, i'm no expert at perk making and my idea was very rushed

    Blight: I'd remove the gen progression slow part and replace it with more sporadic skill checks that appear in slightly different positions (not quite doctor levels, but something)

    Overall: perks need a little work and I need a better description of the power before judging that, so not too bad! a lot of todays have blatantly OP or useless powers, so I'm glad yours could be interpreted at alright. now, I must return to the future year of 2020 to continue arguing over a purple child murderer in a bunny suit.

  • Favorite Power: Ghostface

    Favorite Perks: Ghostface

    Favorite character: Myers

    Favorite to play: Ghostface

    Favorite to play against: Myers


    if you can't tell, I like the stalky boys

  • Keys are with this, but I believe if one had to come first it should be red moris

    a simple a change as making everyone moriable after hooking everyone at least once is all that's needed. Green is fine though.

    for keys, have an animation play that takes 3-5 seconds before hatch opens, and MAYBE have the killer get a loud noise notification. also make survivor grabbable again.

  • oooo you've really done it now 😡😡😡😡😡

  • I'd say Myers just because Myers cool


    For survivor, Jake. same reasons, Jake best survivor, don't at me

  • aight, let's do this

    Power: I'm on the fence. on one hand, insta downs that simply need some aim and time sounds OP (not to even mention the auras) but on the other hand, you only have ten a trial. I'd need to see it in practice first

    Nowhere to Hide: the single most OP killer perk I've ever seen. free auras of ALL survivors for breaking a pallet. needs a full rework.

    Nowhere to Run/Despair: shuts down loops very easily, would work better as a second ability for a power (not this one though)

    Revenge: would make certain pallets practically unusable. Needs a lower amount of haste.

    1. old leatherface was only good for camping, and these changes are powerful, but costly.
    2. wrong section bud. this should be in general discussions
    3. this feels like bait ngl
  • i'm conflicted.

    on one hand, it's pretty balanced solo. high risk high reward

    on the other had, pretty broken with SWF

  • it's not bait, it's a piece of paper that says "eat me and you will be caught by a fisherman"

  • unless theres a blood warden or NOED i'm going for it because haha fun go brrrr

  • I assume he can get serum from flowers and use inject it to go into a powered up state

  • this honestly feels like it's ripped straight from a book

  • he used Devour Hope. this lets you mori during the mid to late game if you have enough tokens.

    More Info below (literally just the perk description)


    A Hex rooting its power on hope. The false hope of Survivors ignites your hunger.

    When a Survivor is rescued from a Hook at least 24 metres away, Devour Hope receives a Token.

    • 2 Tokens: Gain a 3/4/5 % Haste 
    •  Status Effect 10 seconds after hooking a Survivor, for a duration of 10 seconds.
    • 3 Tokens: Survivors suffer from the Exposed 
    •  Status Effect.
    • 5 Tokens: Grants the ability to kill Survivors by your own hand.

    The Hex effects persist as long as the related Hex Totem 

     is standing.

    "If you do nothing, you have their blood on your hands. If you save them, her hunger grows."

  • as killer I start out by approaching a survivor near a generator and smack it while spinning around in circles a bit (T-bag if Pig or GF). if that doesn't work, I look at their username and use that to look them up and message them to let them know.

  • good bait. it's pretty obvious, let me offer some tips to help your future baits

    1. you want to cross the line, but not too far like you did here
    2. make sure it's something people WILL call you an idiot for (I.E, DS needs a buff, weak killers OP, etc.)
    3. remember to use the comments as a way to enforce the previous two; they're a powerful tool in the hands of baiters
  • inb4 all the springtrap votes lmao


    It (2017/19) really didn't appeal to me, and pennywise was the least scary thing i've seen in a horror film that I know of. seeing him in would look goofy to me, and isn't he a cosmic entity? he could in lore possibly beat the hell out of the entity, take it's lunch money, and then yoink the whole trials idea since it feeds on fear. but to be fair I don't know anything, just going off of what I heard when I last saw him brought up on here


    and if anyone votes steve, how dare they! steve is a true icon and deserves to be a chapter smh my head /s

  • this isn't the way to handle it

    instead, we need to close the gap between the two (solo and SWF) and gives killers buffs to accommodate if necessary. all this will lead to is longer wait times which will lead to more complaints

  • I honestly couldn't care less about gender or race of survivors, at the end of the day I just want to throw some people on hooks


    and as others have pointed out, forced diversity is bad.

  • I could write some hate comment, but I won't. instead I'll just let you know that unbreakable is in the meta right now. this is not the best time to slug.

  • @NuKeD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1530057#Comment_1530057

    because it's a "crutch perk", it literally punishes the killer when he accomplished his job, it gives a second chance for the survivor when the match should be over already. i can understand if it is used singulary or if a killer is camping a slugged victim, but seriously, win the match and lose it after "winning" it, it's kinda pathetic.

    downing all the survivors is not accomplishing the killers goal. a killers goal is sacrifice/mori all of the survivors.

    Unbreakable is literally about slugging, no matter the reason behind it. having a tough game? slug if you want but don't be surprised when they use the perk for its intended purpose.

    and it does not at all fit the crutch perk definition. a crutch is a perk used to make up for ones own lack of skill. unbreakable isn't made to make up for a lack of skill, it's made to counter a playstyle.

    playstyles should have counters: without them it would almost always be a guaranteed win when done. sure, something that takes skill should be given a benefit, but slugging takes no more skill than playing normally. plus it makes 4/5 players unhappy when done in a match. so a perk should be there to counter it by all means since the majority of the emotions shared by slugging is negative. and since we're talking about emotions, we gotta bring up

    the Negativity bias

    the Negativity Bias is essentially the notion that, even in equal values, negative emotions will have a stronger impact on a person's psychological state. so even if the happy killer players emotions were worth 4 sad survivor players emotions, the survivors should be prioritized in this situation. let me give an example

    Person A will be the killer who just slugged all 4 survivors (and promptly sacrificed them) successfully, and Person B will be one of those unfortunate souls who were slugged in Person A's game

    From A's perspective, this is a moment where they're like "nice" and carry on. very little impact is made, and they'll most likely forget within an hour unless something really cool happened that match.

    From B's perspective, they very well could wonder "why? why do I play this game when it's full of toxic strategies that cause me to hate said game? why do people not acknowledge this anymore on the forums? why is that guys happiness above my own?" they then either carry on, with it influencing their day at least a bit, rant about it on the forums if this pushed them over the edge, or even stop playing the game all together (you've seen it, a post saying someone's leaving DBD because of the toxicity in game will appear every few months. and think of all the people who left without telling the forums!).

    Now imagine B's perspective times 4, since we have to account for Persons C, D, and E as well, who all had similar experiences.

    In short: the survivors experience HEAVILY outweighs the killers in this scenario (not to say it can't be flipped where the killer experiences a negative experience, such as an undeserving DS strike) and Unbreakable is here to prevent this by providing a way out of the negative circumstance. hell even slugged survivors without unbreakable get happier when they see someone get up with unbreakable, since it means they have a chance to be healed up now. and yes, the killer may experience a negative emotion from this, but it won't be nearly as strong as even one survivors negative experience (last I checked having your game plan foiled isn't as bad as losing all your progress and the game before you really should have) and having 1/5 people have a bad experience is much better than having 4/5 bad experiences.



    and again I need a reason it's unbalanced. Technician is a crutch for people who can't hit skill checks, but it's not breaking the game by any means.

  • oh boy.

    I never argued that the game isn't survivor sided: I think it currently is.

    what I'm saying is that without a dedicated build, slugging isn't gonna work out for you. you are allowed to slug, that's fine by me, but it isn't going to go in your favor unless you are truly dedicated to the craft.

    Unbreakable as a perk is designed to counter sluggers. what you're asking is to remove a fairly well balanced perk because it didn't let you win with a strategy the perk is meant to counter. the only issue is its obvious synergy with DS, but changes to DS is the much better alternative to deleting the only good anti-slug perk.

    you are getting mad at a perk for doing what it's designed to do.

    but I haven't seen any actual arguments from you thus far, so let's hear it: why is unbreakable unbalanced or unhealthy for the game?

    P.S: killer main, just thought I'd mention.

  • Universal monsters like Frankensteins monster? well Frankenstein's monster is a def no, but things like dracula could work. as long as it works well I'm fine with it.

  • bro you high?

    just hook them after downing them. slugging isn't a very viable strategy without dedicated builds, and even then unbreakable is there. literally just hook them. simple. don't down them all first, down one and then hook them. repeat.

    unbreakable is there to counter slugging. you can counter it by not slugging.

  • killer if your above rank 12

    survivor before that

  • I only do it when the positives outweigh the negatives, or if someone's especially toxic

  • @Dabomb932 said:

    tldr: add-ons are wack for killers, too many of them in blood web, decrease amount of em

    as a survivor, add-ons are are needed to make items usable, and the add-ons are divided into four categories/ items so you essentially have 25% of add-ons usable at any given time. killers have one power, and without these add-ons they are already 4k-able, it depends on your knowledge and gameplay (obviously) but there are so many add-ons that are just ridicules. im refuring to the availability in the killer bloodweb, and how big an amount you can get just from basic leveling. the last couple of months, no exaggeration, EVERY killer has had full add-ons, and theres no reason not to. i think add-ons need to be nerfed, in amount and/or effect. if by amount i think it should be decreased by about 30-60%, because to be par with survivors, it would be 75% and with effects it would change around the board. i like how certain perks change powers in a certain way, like freddy bringing fake pallets instead of blood traps, but to many of them are, "the survivor dodged my attack, instead of rewarding the survivor, give me more chances" and that can be game-ending

    im sure this is controversial, as killers are designed to be overpowered, but it doesnt seem fair to survivors. the powers are already designed to be able to sweep away survivors, and to be able to increase these powers so frequently isnt fair. i have no idea what will fill the bloodwebs instead, but it shouldnt be game changing add-ons

    this is a top tier bait, good job on making me laugh

  • @Dabomb932 said:

    tldr: add-ons are wack for killers, too many of them in blood web, decrease amount of em

    as a survivor, add-ons are are needed to make items usable, and the add-ons are divided into four categories/ items so you essentially have 25% of add-ons usable at any given time. killers have one power, and without these add-ons they are already 4k-able, it depends on your knowledge and gameplay (obviously) but there are so many add-ons that are just ridicules. im refuring to the availability in the killer bloodweb, and how big an amount you can get just from basic leveling. the last couple of months, no exaggeration, EVERY killer has had full add-ons, and theres no reason not to. i think add-ons need to be nerfed, in amount and/or effect. if by amount i think it should be decreased by about 30-60%, because to be par with survivors, it would be 75% and with effects it would change around the board. i like how certain perks change powers in a certain way, like freddy bringing fake pallets instead of blood traps, but to many of them are, "the survivor dodged my attack, instead of rewarding the survivor, give me more chances" and that can be game-ending

    im sure this is controversial, as killers are designed to be overpowered, but it doesnt seem fair to survivors. the powers are already designed to be able to sweep away survivors, and to be able to increase these powers so frequently isnt fair. i have no idea what will fill the bloodwebs instead, but it shouldnt be game changing add-ons

    this is a top tier bait, good job on making me laugh

  • @Dabomb932 said:

    tldr: add-ons are wack for killers, too many of them in blood web, decrease amount of em

    as a survivor, add-ons are are needed to make items usable, and the add-ons are divided into four categories/ items so you essentially have 25% of add-ons usable at any given time. killers have one power, and without these add-ons they are already 4k-able, it depends on your knowledge and gameplay (obviously) but there are so many add-ons that are just ridicules. im refuring to the availability in the killer bloodweb, and how big an amount you can get just from basic leveling. the last couple of months, no exaggeration, EVERY killer has had full add-ons, and theres no reason not to. i think add-ons need to be nerfed, in amount and/or effect. if by amount i think it should be decreased by about 30-60%, because to be par with survivors, it would be 75% and with effects it would change around the board. i like how certain perks change powers in a certain way, like freddy bringing fake pallets instead of blood traps, but to many of them are, "the survivor dodged my attack, instead of rewarding the survivor, give me more chances" and that can be game-ending

    im sure this is controversial, as killers are designed to be overpowered, but it doesnt seem fair to survivors. the powers are already designed to be able to sweep away survivors, and to be able to increase these powers so frequently isnt fair. i have no idea what will fill the bloodwebs instead, but it shouldnt be game changing add-ons

    this is a top tier bait, good job on making me laugh

  • we really just need to make things such as DS less abusable and I'd be happy. it's meant to be an anti-tunnel, but to counter tunneling it threw the baby out with the bathwater by countering killers in general.

    one of my main issues with DS is that they can do whatever they want with little drawback for 60 seconds. plus, I could hook another survivor (or even two, I've had that happen to me before) and still get hit with DS. all it needs is to be based more on actually countering tunneling, rather than just giving 60 seconds of free time.

    BT I feel has one issue: it allows dumb saves to be viable. if they unhook before I get the chance to run away, they still get the reward. just make it so the killer has had to be nearby for at least 3-5 seconds before it can activate.

    Unbreakable is fine, it's just the stupidly broken synergy with DS, because then there is no counter regardless of what you do.

    NOED I'm fine with (hint hint, my PFP) and all we need is a totem counter either basekit or on something like small game.

    I never see adrenaline as a problem (but to be fair I run NOED so it kinda counteracts it) but my main gripe is that you don't need to necessarily do anything. I'd just add that it only works if you completed the equivalent of at least 1 full gen that match.

    essentially, the main issue is that most perks should be based of rewarding good performance or giving you a tool to help with weaker areas that you still have to utilize skillfully, not covering a weakness up (and then some) for free. I've got some examples.

    NOED: rewards keeping at least one dull totem, or you could say it provides a tool for people who struggle with taking out survivors before all gens are completed, but doesn't outright hand them kills.

    Saboteur: provides a tool for those struggling to keep their teammates alive that must be utilized skillfully in order to derive benefit.

    Spine Chill: provides a tool for those who struggle against killers sneaking up on them that still must be utilized skillfully (you have to decide whether to run once you see it light up, or if you should stay for a bit

    Blood Warden: rewards you for getting a last minute hook by blocking the gates.

    need I say more?

  • @PigMainClaudette said:

    This is just a reminder that yes, there are indeed survivors who do bones in order to try and counter NoED. These players also generally don't gen-rush.

    When these players come here and say that NoED is indeed a terrible perk and needs changing, they're right. They do not need to "git gud", they do not need to hear "Just do bones." and they do NOT need to hear a garbage spiel about how easy the perk is to counter, the killer is "oNlY pLaYiNg WiTh 3 PeRkS!" or the points of DS/BT/DH/UB being perks and can be stacked.

    To now make the "Do bones" argument null and void, I will now highlight every way that this argument is totally invalid:

    • Survivor perks, such as Decisive Strike and Unbreakable are used with the hope that they are NEVER ACTIVATED. Well, for a lot of their users anyway. People can claim this as being perks down, much like the arguments for NoED.
    • The so-called Survivor equivelant, Adrenaline, is only a small and temporary boost while NoED is permanent if activated. Yes, the health state is temporary, but there are several killers that have base-kit instant downs so this really shouldn't be THAT big of an issue.
    • NoED does not discriminate between those who have done totems and those who do not. This leads to several cases like mine where I am commonly doing 3-4 dull totems MYSELF and getting killed after only one hit and hook. I am being punished for others failing, not my own failure. I know that Survivor is technically a team game, but there is a point where the individual should not be punished for the failures of the team.
    • It creates bad habits. Rather than actually adapting to applying pressure through various means, or learning how to improve in chases, NoED is used as a safety net in order to get kills that one would not normally be able to achieve, making them think that they are more skilled than they actually are. Rather than getting better at their role, they are telling others to do way more work because they refuse to adapt.
    • Counters to a majority of Survivor perks are merely a change in mindset or playstyle, such as trading hooks to apply pressure and avoid Decisive Strike AND Borrowed Time. NoED requires survivors to go out of their way in order to stop one of your perks.
    • The "counters" are also indirect and limited, also chewing up valuable perk slots for other perks to counter some of the more unsavoury tactics that killers use and are not perk dependent.

    Main point here is that yes, I do the dull totems. They are more bloodpoints and cancel the perk. I AM NORMALLY THE ONE TO GET HIT BY IT. Most of these games, it is also the first hook that I will be placed on and will also ultimately kill me.

    There are also many issues that I have with NoED on a fundamental level as a perk, especially with it's activation for both general activation and notification of it's activity. Every other Hex perk requires ONE totem to be destroyed, where as NoED can have up to 5 required, before endgame.

    All exposure effects outside of NoED and Devour Hope also give instant notification. Devour Hope also has a lengthy list of requirements to activate outside of "be loosing" in order to achieve the same effect. Devour Hope is also a TEACHABLE perk, one that should be more powerful than base-perks as you have to do a lot more work for them to become available.

    So, fellow killers, while you lot think up of an actual excuse for NoED being the way it is, I'll be off actually doing the damn bones whenever I decide to indulge in a little bit of Survivor while I try to progress my Archives. In the meantime, whenever any of you argue about Decisive Strike, Borrowed Time, Unbreakable just remember this advice, since it's ok for YOU to give it: Just don't tunnel, camp or slug. Never mind that the survivor ran at you or started working on that generator or unhooking that other survivor in your face. Kinda hypocritical, isn't it? That's how I feel every time I hear the phrase "just do bones".

    I did them, so now what?

    if one properly does bones, they shouldn't be hit with NOED

  • someone make a killer concept now

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