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Exerath1992

Exerath1992

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Exerath1992
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  • Woooo, first time my answer has been marked as accepted! Thanks @uncreative_username, feels good man lol

  • Isn't playing with the teachable called "the adept challenge" or something like that?

  • She ain't innocent, we all know she did unspeakable things during the monster wars of '42

  • -The tazmanian devil

    Speed: 115%

    Power: cyclone - press the power button to charge for up to 5 seconds, moving at 90% survivor movement speed while charging. Release to start spinning for 3 seconds for every second the power was charged. While spinning, your camera becomes 3rd person view, it is slightly harder to control movement (kinda like when carrying a survivor using buck wild) and you move at 120% speed. Instantly down survivors and break generators and pallets you come into contact with.

  • Cornfield... But i am on ps4 so its to be expected

  • Yeah the foot stomping, as people have said, makes it a bit moot.

    The foot stomping and portal use sound cues in of themselves are fine. If they just silenced his stomps while he has undetectable then it would be perfect.

  • You're welcome! Im not nice enough to give hatch, but i never face camp and avoid tunnelling if i can help it

  • @darkcloudlink said:

    https://forum.deadbydaylight.com/en/discussion/comment/1894662#Comment_1894662

    I’m not sure. It’s pretty inconsistent. Killers like Ghostface and Myers can be in a chase while cloaked/tier 1 respectively, but since Spirit and Wraith are literally invisible, I think their powers are purposefully made to not trigger chase as not to get or hold bloodlust while invisible.

    Oh, its because survivors "don't gave line of sight" of the killer. Well I could see the argument that because "the twins" is effectively 2 killers, getting chased by victor could count for bloodpoint. But on the other side of things, victors low POV and inability to see scratch malea it harder for him to spot survivors in the distance. If he could "start chases" its possible that he would hear the chase music before actually seeing the survivors, which is obviously problematic

  • Replace "banter" with "salt" and I agree with OP. Lets hash out our differences after the match, otherwise we can just ignore it

  • Female: Huntress or plague

    Male: meyers or ghost face

    Hottest in both categories: LEGION

  • Maaaaybe if the killer is within 4 meters of the hook, the hook timer goes down 50% slower.

  • I like the idea of beast of prey, but it needs something more. Maybe something that decreases bloodlust degredation when losing LOS or makes bloodlust build up faster

  • A lot of people will say its survivors grouping up and finishing the first gen really fast. A lot of people say it's any time 2 gens are completed within a short period of each other. I think those definitions are not fair because they're just doing their objectives.

    IMHO, true gen rushing is done by a SWF team who have at least 3 players with high tier toolboxes, usually with brand new part. They will spread out and very quickly complete 3-4 gens before the killer even downs someone. Often, 1 will look for the killer and loop them so 3 gens can be completed without interruption.

    I think its a bit rude, but okay if a SWAT group wants to play to win. Its in the game, so I can't be upset when it happens.

  • @darkcloudlink said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893152#Comment_1893152

    You don't need a terror radius to be in a chase, though. Think of tier 1 Myers for example. You can also have line of sight on Victor, and you can and should sprint while he is chasing you. You can fulfill all of the requirements of being in a chase, but you never actually get into a chase with him. You don't even activate spine chill against him, even though he's being controlled by the killer. Spirit literally does the same thing (the Spirit leaves her body and Victor leaves Charlotte's body) and you can still sense the Spirit with spine chill.

    Then why does a chase not start when you're chasing a someone while cloaked as wraith? And I feel like the same applies to phase shifted spirit, but am not sure on other stealth killers.

  • What button do you suggest for console? A button not dedicated to a power on some killers

  • So, the technical conditions for starting a chase are

    -Line of sight

    -survivor sprinting

    -within killers TR

    So that's the WHY, since victor doesn't have a TR. That being said, you guys should definately get something for being able to loop victor. I don't think he should gain a TR since that would cause perk synergy, but perhaps a large surv BP reward if victors pounce comes within 8 meters of you and misses.

  • I've gotten hate for the bloodhound/sloppy butcher combo because it made it a little too easy to tunnel.

    I've also gotten hate for the discordance/tinkerer combo as legion because the survivors 3 gen'd themselves and literally could barely touch a gen without me popping in like "DIDJA MISS ME!?"

  • No way, its fine how it is. Its a high risk, high reward perk. If you need it you have to nerf the reverse perk: adrenaline. (I mean, they're not the same thing obviously, but its a powerful "reward you for playing badly, end game" perk

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889680#Comment_1889680

    then you get a dc penalty lol. it's been happening to me frequently that if there's at least 3 crossplay icons and not all of them are ready by 15 seconds i dodge cuz queue times aren't an issue and therefore it's not worth the risk. still sucks to have to find a new lobby because of the danger

    I don't get dc penalty if I close the... I mean... If my game crashes while I'm still loading in.

    But also, there's still chests

  • I think the shrieking camera lady would be cool

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889136#Comment_1889136

    Before i read the razor wire part I was kinda hoping to see it set off a Claymore mine or something equally outrageous...

    Lol I thought about that but it would have to injure a survivor that ran through it, which seemed too harsh. Oooh, maybe a flashbang though!

  • ~~Trip wire kit~~

    Appearance: A small to medium duffle bag

    Base properties: Survivors can use the item button for 6 seconds to lay the beginning and ending points of a hard to see trip wire. When the killer walks through the wire, their aura is revealed to the survivor who laid the wire and both the killer and survivor hear a jingle audio cue. Laying a trip wire uses a charge from the kit.

    ~Rarities~

    -Brown rarity: 1 charge, reveals the killers aura for 2 seconds, max wire length of 4 meters

    -Yellow rarity: 1 charge, reveals the killers aura for 3 seconds, max wire length of 6 meters

    -Green rarity: 2 charges, reveals the killers aura for 4 seconds, max wire length of 6 meters

    -Purple rarity: 4 charges, reveals the killers aura for 5 seconds, max wire length of 8 meters

    -Red rarity: 4 charges, reveals the killers aura to ALL survivors for 5 seconds, max wire length of 8 meters

    ~Add ons~

    -Brown add ons-

    -Bit of wire: adds 1 meter to the max wire length

    -Shoddy gloves: reduces the time to place a post by .5 seconds

    -Bag of tin cans: increases the amount of time the killer is revealed by 1 second

    -Yellow add ons-

    -Mountaineer gloves: reduces the time it takes to place a post by 1 second

    -Bag of glass bottles: increases the time that the killers aura is revealed by 2 seconds

    -Sack of wire: increases the max wire length by 2 meters

    -Side bag: adds 1 charge

    -Green add ons-

    -Large wire coil: increases the max wire length by 3 meters

    -Snare setters gloves: reduces the time it takes to place a post by 1.5 seconds

    -Bag organizer: adds 2 charges

    -Tangle of bells: increases the time that the killers aura is revealed by 3 seconds

    -Purple add ons-

    -Stimulant balloon: survivors are also able to trigger the trip wire. Removes the audio cue when the killer triggers the trap. If the killer or a survivor triggers the trip wire, they gain 10% haste for 8 seconds

    -High strength wire: the trip wire can now be triggered twice before breaking. Removes 1 charge (minimum of 1)

    -Red add on-

    -Razor wire: survivors are also able to trigger the trip wire. Survivors that trigger the trip wire are hindered by 10% for 5 seconds. If the killer triggers the trip wire, they are stunned for 2 seconds.

  • ~Killer perks~

    -Night Surgeon:

    When hooking a survivor, any survivors within your terror radius are aura blind and hindered by 10% for 10/15/20 seconds

    -Forgotten knowledge:

    when the killer comes within he killer comes within 8/12/16 meters of a dull totem or chest, the killer can see the items aura for the rest of the trial

    -Uncanny search:

    When you search a locker, any survivor hiding in a locker within 8/12/16 meters is revealed by killer instinct for 5 seconds. Can only be used every 60/50/40 seconds (applies even if nobody was revealed)

    -Break through:

    When the killer destroys a breakable wall, survivors within 16 meters are hindered and exhausted for 8/12/16 seconds.

    ~Survivor perks~

    -Sub-Market:

    "Sometimes I wonder why they need me at all" ~ Grave Robber

    when any survivor is getting items out of the basement chests while you are in the basement, the item is automatically ultra-rare with rare/very-rare/ultra-rare add ons. When an item obtained via sub market leaves the basement, the killer gets a loud noise notification if they are within 128/96/64 meters and their aura can't be seen by anyone for 30 seconds

    -Sympathetic killer:

    "Daddy's girls a f*ckin monster" ~Shilo Wallace

    when a killer carries a survivor, they move 2%/4%/6% slower if you are within the terror radius. When you leave the killers terror radius while he is carrying a survivor, you heal, cleanse and repair generators 15% faster until 4/6/8 seconds after the survivor is hooked or dropped

    -Blood Condition:

    When injured, you bleed slightly more frequently (stacks with sloppy butcher). If you preform a fast vault or leave a locker in a sprint, there is no loud noise notification. You stop bleeding and your moans of pain are silenced 6/8/10 seconds. This can not be done again until you are fully healed

    -Weakness is strength:

    When stunning a killer with a pallet, they are stunned for 30%/25%/20% less time. Pallets you drop take 20%/30%/40% longer to break

    -Intuitive search

    After hiding in a locker for 16/14/12 seconds, exiting slowly will reveal the aura of traps, generators and totems within 24/32/40 meters of that locker for 20 seconds.

    -Prime real estate

    The first indoor generator you start repairing by yourself activates prime real estate. All survivors can see the generators aura in green as long as you are working on it. When another survivor begins repairing it with you, you both see the killers aura for 4/6/8 seconds. This has a 60 second cool down.

    -Induce amnesia:

    You are likely to become the obsession. when you are hit with a basic attack while healthy, the killer can't see the auras of generators, hooks or survivors for 20/30/40 seconds. This can only happen every 90 seconds. If the killer hits another survivor, the killer can see you via killer instinct for 12/9/6 seconds

    -Wilderness expert:

    while crouching you can see killers footprints. The footprints persist for 8/12/16 seconds.

    -Fumble recovery

    when sprinting within 1/2/3 meters of an item on the ground while healthy with no items in hand, you will automatically pick it up. This has a 90/75/60 second cool down.

  • @Exerath1992 said:

    Me in about 10% of my matches lately:

    "OKAY, guess my ears are blind now"

    Dang, now I see the joke was already made -_-

  • Me in about 10% of my matches lately:

    "OKAY, guess my ears are blind now"

  • I just want to clarify: was the killer controlling victor the whole time? I'm assuming so, because if they were switching you coulda kicked Vic.

    Solution for devs: if victor is being controlled and does not leave a 2 square meter area for 15 seconds, he becomes kickable until he leaves that space for 5 seconds

  • I agree

    People say that tunnelling one survivor while others are trying to pull your agro is inefficient. But is it? Cause those other survs aren't doing gens while they try to get your attention, and it shows that the person your tunnelling is important to the team. Maybe they have a key, maybe they have a good toolbox, maybe they're the dedicated healer or sabotager, maybe its for personal reasons. Either way, getting that one person killed early makes it really hard for the rest in late game and increases your snowball potential. Lose a few gens now to make your 3 gen easier to protect later

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885867#Comment_1885867

    One question popped in my mind.

    What it its AFK Wraith and doing gens is the ONLY thing you can do unless you have Object of Obsession?

    Doing gens, bones, searching chests and escaping is probably enough to not de-pip, right?

  • So, first I will.say the emblem system is busted. I think it should be nearly impossible to de-pip if you win.

    Beyond that, think about the POINT of the emblem and ranking systems. Its a test. Doing well at one thing well isn't enough at red ranks. You have to be good at everything, and consistently prove it. And if you consistently only doone thing in the game, then the emblems did their job: kept you from ranking up and showed you that your playstyle needs to change to continue up the ladder. Besides, if you lose some rank progress, it doesnt actually affect you negatively in any way other than reducing the difficult of the opposition. If this game was a fluke and you typically hop into chase to get that emblem up, then NBD.

  • ~Top 3~

    Plague - just so fun to vomit on people, and her powers actually effective. Either commit to the chase and keep spewing till they are broken, or quick vomit and don't chase knowing they'll either stay broken or give you a corrupted pool to use later.

    Clown - I just love smoke bombing a good loop to make it unusable. So excited for the update

    Twins - way under rated, super fun to use, i don't even slug more than 1 or 2 at a time. People just need to keep charlotte in mid map and use her to block important vault locations or doorways.

    ~Bottom 3~

    Spirit - I'm sure ill be better once i get Stridor, but right now she's not fun and I get rolled over

    Hag - im not bad with her, she's just not fun for me. Too slow, both movement and gameplay speed

    Huntress - I do like playing her after rank reset when I keep facing potatoes who can't dodge, but she's AWEFUL to use against good survivors. I'm just not skilled enough

  • @Mistikus said:

    i have spend aorund 300$ on everything, but for now im stoping suporrting this game with money until some helf updats will be done

    Lol, you've already spent more money than any human being should spend on a game. I'm starting to see why so many people, especially survivor mains, feel entitled to bully the Devs. You spend more than $100, you start to feel like you're the reason they're still in business

  • Got the game for free a few years ago through the play station + membership, and grinded to get enough iri shards for all the non-licensed killers (including twins). I got all of the licensed killers during sales, for a whopping total of $30

  • Grogu slays fam

  • @oh_0k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1879679#Comment_1879679

    Lol no. You made a comment, I simply responded to it in a way you didn't like so you then tried to start a fight, which I don't appreciate

    Alright, totally all me, you're not rude or anything. My bad.

  • @oh_0k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1878187#Comment_1878187

    But if it didn't have the inactive period you wouldn't have to throw it ahead, you could throw in directly infront of you

    https://forum.deadbydaylight.com/en/discussion/comment/1878127#Comment_1878127

    Hey man just don't go around trying to start arguments and everything would be ok

    I wasn't trying to start an argument, I just put in a lot of thought to a response with my honest opinion and you were just like "wrong, didn't respond to my OP correctly". Seemed like someone who only wants to hear "you're right", which is frustrating

  • @DeadByDedicated said:

    Mine was probably Mad Grit.

    Meee toooo! Mad grit + agitation turned what would have been a 1k into a 4k cause they all tried to body block

  • Very important, accessibility is a moral obligation

  • @oh_0k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1877965#Comment_1877965

    So I'm suddenly "defensive" and want everyone to be exactly like me. Why are you one this post if all you're trying to do is start a fight or something?

    Wow

  • @oh_0k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1877850#Comment_1877850

    Good job ignoring the other points I made

    They are useless for map pressure because it barely gives you any extra distance

    I didn't "ignore" your other points, I didn't touch on them because I don't disagree. Its not like its a world changing update, but the pont of your post was "is there any situation the antidotes are useful" so I gave my opinion. Way to be defensive for no reason. Did you want peoples opinions and suggestions or are you only happy with comments that 100% agree with you?

  • @oh_0k said:

    I really can't find a use for the antidote at all, it's not good for chases because it can potentially harm you and the tonic is just 100% more reliable, can't use it for map pressure because the speed it gives isn't really noticeable and any distance gained from it is negated by the fact you have to reload. using it aas you break a pallet actually takes longer since you have to throw it first.

    It really should be changed, maybe remove the inactive period so it just instantly goes into effect. How about combining the two so the purple gas slows survivors and makes the clown faster.

    You're acting like using it to go around the map is pointless because you have to reload, but YOU choose when to reload. You could think of it this way: if you gotta get somewhere quick, you can get there faster for the clutch moments and deal with the whole 3 second reload after you give yourself breathing room. Here are some examples of when it could be helpful:

    Tinkerer procs and you're across the map. Use bottles to cross map faster and keep them from completing it, perhaps even getting there fast enough to utilize your undetectable for a grab.

    You hook someone, patrol away, and see someone coming from another direction going for the hook. They're too far away to hit them with tonic, but if you use antidote you may be able to get to the hook for a grab or at least to get in a hit before they run.

    You see survivors healing in killer shack with nurses. There is no opening to throw a bottle in on your side of the shack. Use antidote to increase your chances of getting there in time to interrupt

    Chasing a survivor through a cornfield who has a good bit of distance on you and is good at dodging tonics? Use a antidote since he's probably not going to double back for the benefit.

    Basically, tonics are for area denial, anti looping, tight spaces and for dropping on the head of unsuspecting survivors when you know you can land the hit. Antidotes are for when you have to get somewhere in a time sensitive situation such as to contest a nearly completed generator, unhook, heal, escape or sabotage. You also use it when a survivor has broken LOS and is unlikely to double back. Also, each antidote cloud decreases travel time by .9 seconds, so if you use them effectively, all 4 bottles will get you somewhere 3.6 seconds faster, so even with reload time you shaved half a second off. Not much, but it could be useful. Its a very tactical change and i am excited about it

  • Killer main here. Entitled people are on both sides. I feel the game is 85% well balanced lol. I will always give people crap for facecamping though

  • The purpose of this is so that the arms will feel more natural. If the camera were at their head it would look like your arms are way too far below you in first person games

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/219760/why-do-you-killers-tunnel-from-start-to-finish-just-for-one-kill-then-let-everyone-else-escape

    You will have to forgive me but I don't think you will be any harder to kill loading up on the so-called Meta Perks. I'm not sure how this myth got started, but the common Survivor Meta Perks don't ensure your survival; more often they don't do squat for you. They only become really strong when spammed by a SWF. You shouldn't let one bad match tilt you. It is the wrong attitude to have in this game, and it will diminish your fun.

    You should probably stop using the word "toxic" and ignore anyone who throws it around willy nilly. There is no such animal. There is just what is legal under the rules and what isn't legal. You got tunneled? So what? It happens to everyone now and then. To some people, it seems to happen all the time. Weird; I don't know what to say to that, except that the only common denominator in all those matches is the guy/gal getting tunneled. Perhaps they should own up to being a factor in it themselves.

    By all means, play as hard as you want. I never understand people who aren't giving a 100%. Just keep silly statements about codes of honor and that to yourself. That is just pathetic, passive aggressive nonsense. The only thing one has to do to be a "good sport" playing Dead by Daylight is:

    1. Don't cheat, either by hacks or lag spikes.
    2. Don't disconnect; if you start a game, finish it.
    3. Be humble in victory and gracious in defeat.

    And for the record, getting tilted and ranting about toxic players isn't being gracious in defeat.

    Face camping is the only thing I would add to your list. I know its "legal" but it is just about the rudest thing in the game (I only play killer, keep in mind)

  • A few things come to mind

    1) They're bad at the game and just want to feel some kind of accomplishment

    2) they just got rolled by a good team and wanted to make someone suffer like they did

    3) They're just mean spirited

    4) they had a sacrifice daily or were trying to do something specific for a tome and you were just a means to an end

  • Oh, I also gotta say, I'm disappointed there's no acid blood aspect. Like " healthy survivors who stun you with a pallet or perk become exposed for 30 seconds". Perk or power, I just love the acid blood!

  • So i really like the general concept, but the power feels underwhelming. In its current state its a weaker version of pigs crouch except you can vault and move up walls.

    Power suggestion - make it 100% move speed with undetectable, 100% survivor vault speed, can go up certain wall paths (kinda like when you are playing as the infected in left 4 dead).

    I would add a secondary ability. Like, make it a "young queen" who can lay a certain number of eggs on the map and when survivors walk or run within 6 meters a face hugger jumps out and works basically as if victor were attached to them

    Perks

    I like a concept of heat vision but the problem is there are killers that already use the alt ability button, so there would be a programming conflict. I would make it a condition such as "after using a break action"

    Cold bodied has some potential but needs some tweaks. First off there's no level up stages. I would say "survivors more than 64/48/32 meters away can not read your aura while walking, running, or performing interactions" something to that effect

    Hive mind is confusing and able to be countered by survs. If they know you have it, they could start co-opting on something and stop to reset the 16 second timer. I would rework to say "survivors get a 8%/12%/16% speed reduction while doing cooperative actions. If any survivor preforms cooperative actions for a cumulative 30 seconds, all survivors aura are revealed for 6 seconds, which then deactivated hive mind for 120/100/80 seconds." Something to that effect

    These are all just suggestions, do as you want with them. I have several chapter concepts under my belt and I love seeing other players come up with their own. I also know what its like to have a concept picked apart repeatedly, so don't get disheartened.

    @Toxicboii said:

    Heat Sense: I don't imagine myself or anyone using this. Radius is way too small, you'd have to be blind to not see somebody within 8 meters.

    Cold Blooded - This perk has NO REASON to exist. None. It's just- What made you think this was a good idea? Why? Are you honestly that f#cking idiotic to think an aura color change would make a difference?

    Hive Mind: Not a terrible idea, just lower it down to activation with 2 people instead of 3. However I do think the secondary effect is excessive.

    Way to be a jerk for absolutely no reason. These are for fun and he took time to share it with us. Give people who are trying to be creative a little bit of slack

  • I just think buffing the post-uncloak speed boost duration would be enough

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