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Exerath1992

Exerath1992

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Exerath1992
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  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1743289#Comment_1743289

    Kay, that makes sense to me, but raises a few questions. So until the first gen is done, you're stuck in proto1 and your power is basically useless because you don't have any naturally generated alcoves, and you move slower. You can go and assimilate 2 hooks, 2 gens, 2 lockers, and 2 windows during this time, assuredly in a concentrated area to set up for a 3 gen. But the counter play for this seems obvious: survivors will 99% several gens while you're less of a threat, and then pop up to 4 all at once. Sure, then you can protect your 3 gen effectively, but you spent most of the match as an ineffective killer. Maybe including 1 alcove at the start would be smart, so the survivors don't have total control of when his power is viable.

    Also, would later gens popping move him to proto2 if he's in proto1, or is that only the 1st hook?

    I think its a fun and interesting idea for sure, but I would suggest getting rid of proto 2 and making it where you can assimilate downed survs in proto 1, and move at regular speed. When you move to proto3 (now proto2), then all the assimilated items get their debuff and you can now Insta down assimilated survs, and maybe non-assimilated survivors get a hindered or oblivious status effect. Since you have to go to an alcove to trigger it, survivors will steer clear of you when you head towards one, especially if they've been assimilated. Maybe in order to activate proto2, there has to be at least 1 assimilated survivor?

    "would later gens popping move him to proto2 if he's in proto1, or is that only the 1st *gen*?"

  • @Drae said:

    https://forum.deadbydaylight.com/en/discussion/comment/1743152#Comment_1743152

    My bad. I'll try to explain it now. The Borg's power is similar to The Shape's. The difference is that the Borg is free to switch the ranks of his power, after the first gen is completed. He doesn't have to charge a bar like Michael Myers. Instead, he can switch his power rank by interacting with an alcove. The alcove also function as a more powerful hook, they don't do anything else. The only thing that change at every power rank is how "Assimilation" work. During Protocol I, he can Assimilate only a small number of objects. During Protocol II he can assimilate survivors but only when in dying state. During Protocol III the ability to assimilate become an instadown with a long animation. that's it.

    Let's summarize with the help of the Shape, the killer that i used as the skeleton of the Borg's Power.

    • During Evil Within I, the Shape is undetectable, has no red stain, no terror radius, he is slightly slower and has a malus on his lunge range. During Protocol I, the Borg can be detected but has no red stain, no terror raidus, he is slow as the Nurse and can Assimilate objects.
    • To get to a new rank of Evil Within, The Shape must stalk survivors until his bar is full. The Borg can get new ranks of his Protocol by interacting with an alcove, at will.
    • During Evil Within II, The Shape has a small terror radius, normal speed and increased vaulting speed. During Protocol II, the Borg has a normal terror radius, normal speed and can Assimilate dying survivors.
    • During Evil Within III, The Shape can insta-down survivors for 60 seconds and has bonus vaulting speed and lunge range. During Protocol III, the Borg can insta-down for 60 seconds.
    • Only survivors with the Assimilation status effect can be sacrificed at an alcove.

    The Borg basically act like the Shape but is slower, less stealthy, more free and has the assimilation system instead of a bunch of bonuses.

    Kay, that makes sense to me, but raises a few questions. So until the first gen is done, you're stuck in proto1 and your power is basically useless because you don't have any naturally generated alcoves, and you move slower. You can go and assimilate 2 hooks, 2 gens, 2 lockers, and 2 windows during this time, assuredly in a concentrated area to set up for a 3 gen. But the counter play for this seems obvious: survivors will 99% several gens while you're less of a threat, and then pop up to 4 all at once. Sure, then you can protect your 3 gen effectively, but you spent most of the match as an ineffective killer. Maybe including 1 alcove at the start would be smart, so the survivors don't have total control of when his power is viable.

    Also, would later gens popping move him to proto2 if he's in proto1, or is that only the 1st hook?

    I think its a fun and interesting idea for sure, but I would suggest getting rid of proto 2 and making it where you can assimilate downed survs in proto 1, and move at regular speed. When you move to proto3 (now proto2), then all the assimilated items get their debuff and you can now Insta down assimilated survs, and maybe non-assimilated survivors get a hindered or oblivious status effect. Since you have to go to an alcove to trigger it, survivors will steer clear of you when you head towards one, especially if they've been assimilated. Maybe in order to activate proto2, there has to be at least 1 assimilated survivor?

  • @HittingOnHook said:

    https://forum.deadbydaylight.com/en/discussion/comment/1742510#Comment_1742510

    Would you agree with underage survivors then, just because they are not monsters?

    One of the survivors from the silent hill chapter is under-aged, right?

  • I think the twins look super interesting and have a lot of potential. Very creative, and I could see some fun plays coming out of it. Great job this time around @Almo

  • @80sDeathGrip said:

    https://forum.deadbydaylight.com/en/discussion/comment/1737894#Comment_1737894

    i’d be happy to read that. but seriously, as far as this concept goes, voldemort being in the game would be really fun. whenever you post more concepts, feel free to let me know. i’d read them in a heartbeat.

    Thanks man, I have a lot of fun making these so I appreciate it. I have a "what if" friday the 13th one coming soon and have been considering a no country for old men, brightburn, alien, predator, the babadook, it follows, pans labyrinth, or don't be afraid of the dark (a swarm of tooth faeries)

  • Could you give me some feedback on this post? People say the killer power is too complicated so im trying to figure out a better idea/simplify it.

    https://forum.deadbydaylight.com/en/discussion/184340/new-season-idea-repo-the-genetic-opera#latest

  • @80sDeathGrip said:

    i’ve been a huge harry potter fan since i was 10. as much as i like this concept, i don’t think any harry potter characters would fit well into the DBD universe. but that’s just my opinion.

    Totally fair feedback. You a fan of Repo! The Genetic Opera?

  • Then you have to give killers thanataphobia as basket for gen rushing

  • @Exerath1992 said:

    He's definately rough to play. He excels at injuring and finding survivors with his power, but sucks at downing, so you have to bring some perks to help his weakness like unrelenting, bamboozle, fire up, devour hope, or play with your food.

    And enduring so you can bait them into stunning you with a pallet and recover super fast. Combine that with the one that auto breaks every 3 pallets you get hit with and he can really surprise people. Its just a harder playstyle to pull off

  • He's definately rough to play. He excels at injuring and finding survivors with his power, but sucks at downing, so you have to bring some perks to help his weakness like unrelenting, bamboozle, fire up, devour hope, or play with your food.

  • No famous streamers but if I kill a team with a ttv name in it, I check if they're streaming and comment to them compliments and/or constructive criticism.

  • My favorite moment was when i was running insidious and the 2 chainsaw silencing add ons. I never camp, I usually use it in a chase, but this opportunity was perfect. I hooked someone in the basement in the neighborhood then went to the front porch. I could see between the trees someone way down the street beelining for the save. I ducked to the side of the porch hidden by trees, waited for insidious, and feathered my chainsaw till they came up the porch stairs, since they couldn't hear my chainsaw with no TR. Hit her just as she got in the front door. Hooked her and thought "lets be toxic" and waited at that front porch again and did the same thing to the next guy. The 3rd guy came through the backdoor and saved both but i got one on the way out and they never fully recovered. I eventually snowballed a victory. They musta had brown pants after that

  • @Moundshroud said:

    Please consider turning back on the protection to prevent Smurfing. The Killer should be selected to match the color Rank of the most potent in the group, not the weakest. It is NOT averaging the Ranks of all involved. I have watched one game after another pulling 2-3 Red Rank Survivors for a Green Rank Killer as long as the group made sure they had single Purple in their midst.

    I have this problem too. I am rank 11 and went against a rank 2,3,6,6 team. I got stomped.

  • @Exerath1992 said:

    Normal movement speed is 110%. He gets bloodlust stacks every 12 seconds instead of every 15 seconds, gets a .4 m/s speed boost from each tier of bloodlust rather thwn .2, breaking pallets doesn't end BL and can break things 10% faster from each tier of bloodlust. Can activate power to end bloodlust to give himself a buff based on how high BL has gotten.

    Power at BL1: gain 10% haste for 30 seconds

    Power at BL2: gain undetectable for 30 seconds or until a survivor is hit

    Power at BL3: hitting any survivor within 30 seconds reveals generator or gate progression based on aura intensity for 60 seconds. Hitting healthy survivors for the next 30 seconds applies the broken status effect for 60 seconds. Hitting an injured survivor in the next 30 seconds inflicts all survivors not in the dying state with aura blindness and reduces all repair, sabotage and cleansing speeds by 20% for 60 seconds

    And when you activate your power, you get the all the buffs from the lower BL tiers as well

  • Normal movement speed is 110%. He gets bloodlust stacks every 12 seconds instead of every 15 seconds, gets a .4 m/s speed boost from each tier of bloodlust rather thwn .2, breaking pallets doesn't end BL and can break things 10% faster from each tier of bloodlust. Can activate power to end bloodlust to give himself a buff based on how high BL has gotten.

    Power at BL1: gain 10% haste for 30 seconds

    Power at BL2: gain undetectable for 30 seconds or until a survivor is hit

    Power at BL3: hitting any survivor within 30 seconds reveals generator or gate progression based on aura intensity for 60 seconds. Hitting healthy survivors for the next 30 seconds applies the broken status effect for 60 seconds. Hitting an injured survivor in the next 30 seconds inflicts all survivors not in the dying state with aura blindness and reduces all repair, sabotage and cleansing speeds by 20% for 60 seconds


  • @NuclearBurrito said:

    The MEDUSA

    Movement speed: 115%

    Terror Radius: 32 meters

    Power: Petrifying Gaze - Hold M2 for up to 5 seconds to charge Petrifying Gaze. While charging you are undetectable and all Survivors that have you in their line of slight are revealed by Killer Instinct. When you finish the charge or release the charge early all Survivors that have you in their line of sight will become petrified and will also gain the Oblivious status effect for 60 seconds.

    Petrified Survivors will remain petrified until either 30 seconds pass, they become hit with a basic attack or another Survivor helps them out of their petrifaction through a 6 second channel. Petrified Survivors also passively have the Endurance status effect while they are petrified. While petrified Survivors cannot move or preform any action.

    For each Petrified Survivor the Medusa moves 0.2 M/S faster.

    Note: Line of slight isn't counted like it is with Ghostface. If ANY amount of Medusa is in ANY part of the Survivors screen then she is considered in their line of slight

    Perks and addons coming soon

    What I don't understand is this part:

    "When you finish the charge or release the charge early"

    Wouldn't that mean you could activate it and instantly trigger it, so you can just freeze anyone instantly if they're looking at you? It should have to fully charge to get effect.

    I think it would make more sense that if they're looking at you and you release early, they get hindered for an amount of time relative to how much it was charged.

    Also, gorgon powers work when you look them in the eyes. So I think the full freeze should only happen if you and the survivor are looking at each other in a 90 degree cone (like OoO) when you fully charge the power. Otherwise, they just get hindered.

  • @zippie said:

    Have it be a ritual sacrifice. When bringing a mori the map will randomly spawn a special ritual area (like a circle surrounded by candles). The ritual area is always illuminated for the killer. After a survivor gets downed after already being hooked, the killer can attempt to get the downed survivor to the sacrificial circle to perform a mori.

    This gives survivors two counter plays when previously there were zero. The killer has to spend precious time picking up the downed survivor to get them to the area, gives the survivor wiggle time and can allow teammates to go for flashlight saves/body block to save their teammate.

    His kinda defeats the whole purpose of moris, which is to be able to kill someone quickly if certain conditions are met. This nerf is too extreme. Iri moris are the only one that needs a rework, and I'd say having them only usable after 2 or 3 gens have been completed is fair. Or, after you get at least 3-4 hooks, you can then mori anyone who has been on the hook once

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1731273#Comment_1731273

    Also... so according to your theory, a killer NOT running BBQ (or any of the myriad tracking and aura reading perks and add ons) hooks someone, decides NOT to camp, and thinks “you know what? I’m not going to check on gens first”, and simply has the innate ability to automatically detect a survivor that has practiced good stealth for a few years in this game from halfway across the map in an area that makes no sense for the killer to check first after hooking someone?! When there are no scratch marks to spot?! No disturbed crows?! And no grunting?!

    I’ve prided myself on being able to spot Blendettes and be sensitive to crow activity very well because of how important it is for Clown to get into fresh chases. But even then, that’s only AFTER there’s been a reasonable and compelling reason to be in that area to begin with. I’ve never been so lucky to hook someone and go “I bet they’re in that deadzone over there out of the deadzones and remaining gens a survivor could possibly be.

    I need to stress as well that this kind of killer “luck” has only been noticeable to me for a little over a week. I’m always patient when I die in a match I find a bit too sus, and wait till I can finally see a killer loadout to answer what might have happened. It’s only recently a small number of killers have popped up with nothing in their load out to explain what happened, other than suddenly these players are magically psychic.

    And that part where you talk about the killer going to check a dead zone? I do that as killer. I think "these are careful survivors, if I were them I'd be hiding in that dead zone over there, probably behind....hmmmm... THIS ROCK! YOU AINT SLICK!" And smack em while they think they're safe.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1731273#Comment_1731273

    Also... so according to your theory, a killer NOT running BBQ (or any of the myriad tracking and aura reading perks and add ons) hooks someone, decides NOT to camp, and thinks “you know what? I’m not going to check on gens first”, and simply has the innate ability to automatically detect a survivor that has practiced good stealth for a few years in this game from halfway across the map in an area that makes no sense for the killer to check first after hooking someone?! When there are no scratch marks to spot?! No disturbed crows?! And no grunting?!

    I’ve prided myself on being able to spot Blendettes and be sensitive to crow activity very well because of how important it is for Clown to get into fresh chases. But even then, that’s only AFTER there’s been a reasonable and compelling reason to be in that area to begin with. I’ve never been so lucky to hook someone and go “I bet they’re in that deadzone over there out of the deadzones and remaining gens a survivor could possibly be.

    I need to stress as well that this kind of killer “luck” has only been noticeable to me for a little over a week. I’m always patient when I die in a match I find a bit too sus, and wait till I can finally see a killer loadout to answer what might have happened. It’s only recently a small number of killers have popped up with nothing in their load out to explain what happened, other than suddenly these players are magically psychic.

    I think there's a bug that makes it where you don't always see all their perks. And for the Freddy one, did you just hop off a nearby generator in the last 45 seconds?

  • Love the Def Leopard reference

  • Anybody have ideas on how to simplify the repo mans power? Or a better power all together?

  • @Parallax said:

    I really thought that Voldemort's power would be avada kedavra and the ability to apparate. I wasn't disappointed with what the concept actually was.

    Thanks! Obviously the real voldemort would be throwing out forbidden spells constantly, but that would be too OP for this game, so I figured a mori would be more balanced. Plus, if you think about it, voldy does like to play with his prey a bit, he's been abducted by the entity so he knows if he kills everyone instead of sacrificing them the entity would be displeased, and he did have the killing curse backfire on him once before, so there are reasons he may rely on more basic spells

  • Its a try-hard game. So try hard buddy. Just don't be mad when the killer tries hard too

  • I think if a survivor is body blocking a killer it shouldn't force the killer to go around. They should be able to be moved slightly, but as it stands a survivor can block a corner and the killer has to go around. They should be nudgeable, but not to the pount where you could easily push a survivor into a corner

  • @Sonzaishinai said:

    Monstrous shrine. It isn't even a contest tbh.

    Blood favor can score you a free hit if you manage to catch 2 survivors sitting at the same loop. Sure doesn't happen nearly often enough to make the perk good but it happens.

    Monstrous shrine litterally does nothing in 99,99% of the matches and i'm probably being generous with that estimate

    I think monstrous shrine is underwhelming. What if it made 2 basements, but each only have 2 hooks in them?

  • Sounds like its not happening anytime soon. But... What would his powers be? I'd say he's 110% speed but his m1s can break pallets and doors as fast as chainsaws. Not sure on actual power though...

  • Maybe fake the pallet break when going after someone with a flashlight? That's what I do. Stand at the pallet like im gonna break it and look at the ground till they give up trying to blind. Sometimes they waste a bunch flashlight before they figure it out

  • Damn, that nurse shoulda stuck it out. Its never over until the fat lady sings

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1718857#Comment_1718857

    I think Legion just needs a full rework. Frenzy would be too weak if it didn't basically give the killer a free first hit, but the free first hit followed by holding M1 all match is just boring and frustrating to play against. Frenzy also be too strong if it could down people, though, because the first hit with it is basically free, so in order for that to be balanced you'd have to make it way harder to land even first hits during Frenzy, and that would basically kill the whole hit-chaining "frenzy" aspect of the power.

    One idea I have for Legion would be to give Frenzy an effect similar to Blight's rat/crow add-ons. Like imagine this: Frenzy starts off giving you no movement speed boost and killer instinct is removed throughout. However, you retain the ability to vault pallets and windows at the usual speed. You also retain the ability to see scratch marks and blood trails. If you land a hit, it does damage for exactly one health state (i.e. no deep wounds, but you can down people with your power). Any survivor hit during a given Frenzy will glow red when in your direct field of view while your power's up to make it clear they have already been hit. After each hit you land, your power bar will refill and your movement speed will increase. Being stunned by a pallet, missing an attack, or running out of time before landing an additional hit will still end Frenzy. Hitting someone you have already hit in a given Frenzy will also still end Frenzy, but this will apply deep wounds to that survivor to prevent consequence-free body blocking, and to give Legion more gadgets on their metaphorical utility belt. The default cooldown would have to be substantially increased over the current 20s in order for this to be balanced (or they could to add some sort of mechanic for charging up the power like the other power surge killers have), but still, this would be the basic idea.

    This solves a bunch of problems with the current Legion:

    • Without killer instinct survivors would be able to use stealth as a counter much like they can against other power surge killers.
    • Legion's power would now actually be useful in the chase, and survivors would therefore have to respect them more for that reason. However, a Legion still wouldn't be able to down a healthy survivor during a given Frenzy, so both sides would have an opportunity to make plays in the chase.
    • Without deep wounds, survivors wouldn't need to spend the match holding M1 or just holding W once the deep wounds indicator pops up.
    • This version of Legion would encourage healing instead of discouraging healing, which somewhat counterintuitively could make Frenzy more effective at wasting time than it currently is. It'd be much like playing against a Spirit or Hag in that staying injured would make survivors very vulnerable to Frenzy, so healing would probably be a smart play. This also would make Legion less of a noob stomper, because new players usually try to heal whenever possible even against the current Legion.

    But it does create another problem:

    • This could really encourage Legion to camp hooks and/or tunnel people.

    If this is the only issue with the idea they could get creative to address this, perhaps when also working out the power recharge / build-up system. Other power surge killers are really well suited to camping and tunneling too, but only while their powers are up, and their powers also take some effort to trigger. They either have to slow down for a second (Myers), or stop to drink from a pool (Plague), or stop to hulk out for a second (Oni), and that's after they've done the work to fill to power gauge to begin with (forced cleanses and walked to a pool, stalked people, sucked up blood orbs).

    I mean... That's a whole new killer basically.

  • My win condition: scare em. If i get some good jump scares I feel good. If they all escape with poop in their pants I don't care if the entity is disappointed.

  • Gah, he's fiiine. If you find having to mend boring would you prefer if he can down you while in frenzy? Do you want mend to be replaced with oblivious and blindness? Like, you have nothing but complaints and no solutions.

  • I say discordance or tinkerer. I gotta get my gen info!

  • Killer main here. The answer to your question: its their objective to do gens... How can you be mad? If you have a gen control perk like discordance or tinkerer, you should be able to contest the rush better

  • 1) Never give hatch unless their team clearly screwed the last player

    2) no face camping unless they teabagged mid chase (if you think you're THAT good, ill make you suffer)

    3) try to avoid tunnelling unless it seems to be a swat team.

    4) go for good jump scares if I have a good build for it. If they escape with brown stains in their pants, I don't care if the entity is disappointed

    5) try to enjoy myself

  • If they do a range nerf for iri heads, it should be small, like 6 meters. But if the survivor is good, it IS really hard to hit them up close when they start juking.

  • I think the iri moris should only work once you've gotten 4 hooks. Then you can mori anyone you've hooked at least once.

    The keys are a bit busted too though. They should only let 1 surv through unless all gens have been completed. Plus, they should take as long to use as it takes to open an exit gate, and should make a loud noise while opening, like the exit gate does.

  • *SOB* she just wanted *SOB* a baby!

  • Sounds like a bs match. I woulda just started memeing. But the D/C penalty is still a good thing because people quitting on first hook was a much more common problem that ruined everybody's game. Report the hacker, make a video of it if you can, and help BHVR fix it.

  • @Xbob42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1711859#Comment_1711859

    And it's stupid, that's what. There should not be survivor-exclusive routes. That's not how the game works. The fact that you replied with this drivel is impressive in its pointless defense of poor design.

    Frankly I don't understand why killers and survivors just don't have the same collision box, for the environment that is, not for each other. It might make a few clipping issues in areas like this, but I'll take a minor cosmetic discrepancy over a gameplay discrepancy any day of the week.

    My point is its a rare, random tile conflict. While it does give survs a route that gives them an extra 1/2 second lead, its really not that big of a deal. Much less annoying than the hill bug, the survivor sound bug, the hooking bug, or the grab bug. I'm not saying its "totally cool", im just saying there are bigger issues to deal with.

    @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1711859#Comment_1711859

    You can't always "go around" the tree. Sometimes these fatshame spots are positioned in a way that the survivor can simply go back through the gap before you can reach them.

    In this specific situation, if you can't hit a survivor whos trying to exploit this, you're just a bad killer. If you're talking about other day-shame tile glitches, that's a separate issue.

  • -_- and? Who cares, the tree is tiny, go around. Sure, its not ideal, but geeze, not a big deal buddy. (Killer main here)

  • Sure, camping sucks, but you have 2 options.

    1) gen rush and abandon your friend.

    2) have one person sneak up as close as possible. Have a 2nd person stand in plain view of the killer at a distance. They can gesture and tea bag to taunt the killer into a chase. If you get the killer to follow, then the hiding player can unhook.

    Most killers who face camp just don't want to waste time searching for the other survivors, so if you dangle some bait, most of them would take it.

    I know face camping sucks, but it just means the killer is bad or the person being camped is extremely good, using OoO, or disrespected the killer like with mid chase teabagging. Sure, its not fun for the person camped, but its also not out of character for a serial killer to take the scummy route.

  • Killer perk build: tinkerer, pop, agitation, true grit. You surprise grab someone with tinkerer, clear anybody else out while carrying using agitation and TGrit, then pop that gen so tinkerer can re-proc, rinse and repeat

  • Lol get some gen control perks like discordance. That perk is the most underrated in the game, imho.

  • Killer cause I don't have friends and the randos ruin the game

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1709313#Comment_1709313

    yeah, OoO only light up when the survivor can't hear the terror radius and is within the max range. It's why you can't see the auras of killers in chase unless you're oblivious or something. It also lights up when the killer is undetectable, but you can't see the aura then.

    Hmmmm. I don't use anything that gives oblivious, but I've definately seen the obsessions aura during the chase when OoO is the only thing that would cause that. Does the OoO only work one way with undetectable? (Killer can see obsession but they can't see killer)

  • I got plague recently and all 5 of my games have been 3k or 4k with her. I'm a rank 10 killer and she's only level 20 so far.

    I think the trick is if you vomit on someone and there's someone else you can switch to or a gen you can contest, just leave the one you're chasing unless they're a bad surv and you think you can down them in 30 - 45 seconds. With this strat, you basically keep the survivors infected as constantly as you can, that way you have pools of corruption all over the place that you can use constantly in late game to pull out a clutch victory.

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