FancyMrB
FancyMrB
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- FancyMrB
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What killer perks would you liked to be looked at?
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That is a good question. I don't use rancor often so I never noticed this.
If you close the hatch, and the last person is the obsession, it would make sense for it work.
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I have always liked The Game map (as a survivor and killer).
Now that I have played on new Lerys I hope the Game gets the same treatment. With some updated art/lighting it could be one of the spookiest maps.
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Killers gotta do what they gotta do.
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@Dwight_Confusion said:
Its very simple. Incrrase cleansing time on hex totems.
Go from 14 seconds to 20.
Or... Buff thrill. Easy
I like this.
It would also be nice if 2-3 more totems were added to each game (maybe dependent on map size?), and hex totems were not on fire.
Not sure if this would be op, but if there were a few more totems, and none lit, survivors would have more urgency to break them. This would also help with gen speeds since survivors need to be doing another task, and make totem based perks more viable. The Hex perks would get a indirect buff, and survivors would more inclined to use small game or detectives hunch.
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On its own the new Ruin is lack luster and has no business being a hex.
It has the same issue as the orginal, in that it obvious when its in play and get cleansed in 2 min, but it no longer slows gen speed like it use to... which is the main reason Original Ruin was so popular. Yes it got blown, but at least in those first minutes it slowed gen progress and gave you needed time to either start pressure, or set up (hag/trapper).
So now we have perk that is obvious, has a hard counter, stops killers from using Pop/Overcharge, and forces killers to use 1 other perk to maybe make it worth while in the first 2 minutes of the game.
From what I have seen it will not be worth it in higher game play. Survivors will see Ruin, assume surveillance and cleanse right away.
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I have taken a break from killer. Too many frustrations (rank issue is one of them)... I mainly play survivor now and I'm rank 1... and extremely board.
Fun seems to be synonymous for easy in dead by daylight.
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I don't notice any extra tunneling because of dead hard... but i rarely use it as a survivor.
When I play killer I try and bait it out. If it gets them to the next loop then I just drop and find someone else.
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Hangman's could use a little something but your suggesstion would be a little op. Survivor is sacrificed and the gen near the hook gets regressed to zero? That is a major set back to survivors.
I like @Thomasthetrain suggestion.
Alternatively it could be cool if the perk increased the unhook speed by 2 seconds (cool down of 120 seconds). Maybe the hook could have a cool entity glow to it so survivors know the unhook will take a couple seconds longer and to be more careful.
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I don't think those perks are about 'erasing mistakes'. They help survivors survivor in certain situations... and those situations don't always happen or killer plays around them... which makes them a wasted perk slot most times.
Dead Hard is the easiest one to deal with and often messes up the survivor. Bait it out or watch them run into trees and walls with it.
Always assume DS and use the downed survivor as bait. You can also just leave them and force someone to go pick their butt up.
Unbreakable is easy to deal with. Its one and done. They still need to SC or find someone to heal them.
BT is very easy to avoid.
Adrenaline is the one I hate the most, but if goes off and 3+ survivors remain it was mostly likely an L for the killer anyways.
On the flip side killers have a ton of perks that can been seen as second chances or mistake erasers. Yes Noed is the obvious one but I see that more as the survivors messed up and didn't do bones.
Pop helps control generators, Enduring and Spirit Fury let you play risky at loops. Fire up is litterally a bonus for NOT controlling gens. Whispers tells you if someone is in the area if you are bad at finding people. Discordance is a beacon to two or more survivors. Etc.
Tldr; survivors have second chance perks to help them in tight situations and killers have a ton of perks that make up for their flaws as well.
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I always thought hex totems shouldn't be lit in general. It would help to keep hex perks going a bit longer and make totems a more must do objective. Could rework perks like small game and detectives hunch to give away the hex totem with a diff sound/aura ^^
Could make hex perks too op tho. Not sure. Would be nice to do a test with that!
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As much as I love IT his/her lore doesn't fit very well in Dead By Daylight. IT isn't a human or a monster... he/she is divine cosmic being... probably stronger than the Entity.
Plus IT prays on children which DBD is lacking (for obvious reasons).
On top of all that people above are right... Pennywise would straight up die from survivors bullying lol.
I would love to see a classic Pennywise skin for the Clown though ^^
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Love the idea of Coach being in the game! I want the whole l4d crew tbh.
Creative perks but way too strong.
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@Nonfunctional said:
I play killer because honestly at this point, someone has to.
I'm doing gods work. You're welcome.
Entity bless you ♡
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/956287#Comment_956287
If you avoid chases and the killer you will most likely not pip.
Enjoy that green rank teammates lol
Rank 1 survivor. Always have spine chill.
Stay frosty!
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Spine Chill is amazing if you play to avoid the killer and chaser. It also give you a nice little speed boost.
To each their own!
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Pig is my second most played killer and I really enjoy her. I agree she needs a little something something.
The only two buffs I want to see for her are:
- Crouch speed increase.
- Traps are on a 2 minute timer (scrap tampered timer and maybe replace with a 'delay growl from charge' add-on).
Those are just my ideal changes ^^ She is still a really good killer regardless.
My general build for her is Ruin, Sloppy, Brutal, and Fire Up. Sometimes Thana.
I use the add-on that increases jig saw search, and I love rule set no. 2 ^^
If you boop the snoot you will live ♡
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Role switch button and ability to select 1 challenge for Survivor and one challenge for Killer.
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Good overall assessment. I agree with a lot of it ^^
I am close to tier 70 and I have played on average 5 hours during the week and 5 hours on weekends. Last weekend I played 6 hours in a single day which really helped me to reach the finish line, but that is not normal for me.
I remember buying a few tiers because I had some cells to burn (I think 400).
All in all I feel it is a bit too much for the average player (assuming most of us work, have school, have families/friends, and responsibilities).
I think 50 tiers would be nice.
As for the challenges I would like to see less stuff that makes me play a certain way... the basement challenges for example. No killer wants to be 'that guy' and the basement ones really force you to play like a jerk.
I do love challenges that are tied to characters and certain perks. Those are a lot of fun! Really enjoyed the Trapper ones. I never really gave that killer a shot and now I love playing him!
My biggest gripe would be this:
PLEASE, let us activate 1 challenge as a survivor, and 1 as killer.
Very annoying to switch between roles AND have to go into archives to switch challenges.
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Sorry you had poor matches. Def stick to swf if that is what makes the game fun!
I do much better as a solo survivor and find games are easier. Plus the killers I go against know what they are doing so they are less inclined to camp and tunnel.
Solo or swf working through Ruin is DBD 101 lol.
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Piping as survivor is super easy. You just have to play and do a bit of everything. Escaping is not required.
Work on at least 2 gens.
Cleanse at least 1 totem.
Safe rescue one person.
Heal one health state.
Get in chase with killer.
Ta-da. That's a pip. If you do even a tad more AND escape. That's a double pip.
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Honestly a Five Nights Map would be amazing and unsettling. Giant party pizza place, doors you can open and shut, the animatronics whispering. Maybe the power source is a secondary objective? If you don't keep it replenished it gets dark and the killer can have night vision?
Sounds like a fun idea!
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I love the idea for casual mode but the only difference would be Casual is for fun and Rank is for people who want to climb the rank ladder/ get exclusive rewards.
@ALostPuppy is right though about it causing a divide. Wait times are already too long and having a Casual/Rank mode would be bad.
I can dream though ^^
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Mine would be:
- Bring back the role switch button.
- For the archives, be able to activate one challenge as survivor and one as killer. I forget to make the switch too often.
- Better Totem spawn locations, or re-think the Hex system.
- Change Myers back so tier one is immune to detection perks. I like when killers were more unique and situational.
- Casual Play and Rank mode. Casual would be for SWF and having fun, and Rank would be Solo only and be tied to unique player rewards. I know this last one is a dream request but there you go!
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If survivors can't see exit gates or the hatch without a perk it should be the same for killers running their hexes.
The Hex Perks are perks... and part of those perk types is seeing your hex totem(s).
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Merry Christmas!
I hope everyone has time to relax and enjoy the day!
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An all inclusive one-way trip to the Entity's Relm! A true dream vacation!
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/944140#Comment_944140
SWF gets it for free - They want it for free.
They expect that all killers will be buffed to compensate for this (somehow) after they get it.
I mean, it would be interesting to see how the game/killers would all be balanced for this suggested changed. It would be a lot of work.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/943958#Comment_943958
Why do you need indicators for survivors working on gens or healing? You have perks to specifically show this- even if survivors just got a perk. Empathy is the best fit for seeing survivors in a chase, but even that is flawed if multiple survivors are injured or if the survivor hasn't been hit yet.
Killers have surveillance, nurses, bbq, bitter murmur. Survivors have nothing; the only way to get this info is to pray they're chasing the obsession or to play with some friends.
So your argument is the killer should just use perks... but survivors shouldn't use their info perks because... they aren't good enough? Because they are conditional?
The killer perks are also conditional and not perfect... shock.
Bond, open hand, spine chill, kindred, and empathy are all options if you want info on players.
I use bond and spine chill for example!
If Bond goes off it lets me know what is happening near me. Does someone need a heal? Is someone else working on a gen nearby that I can help with?
If Spine Chill goes off and no one is within range then I know the killer is coming just for me and to dip. If I do get in a chase with the killer then Bond lets me know where not to go. Don't wanna be leading him to my teammates working on gens.
If Spine Chill and Bond go off it lets me see the person in the chase or if they are hiding and the killer is now heading my way.
If neither are going off then I know I am safe to go gens and totem.
Tldr; we don't need a chase indicator.
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@Johnble said:
https://forum.deadbydaylight.com/en/discussion/comment/943035#Comment_943035
I honestly see about 50/50 as far as salt goes. Survivors complain about killers and their perks. Killers complain about survivors and their perks. Its almost like people forget this is a game and take it too seriously.
Exactly ^^
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I am with you Exerlin...exactly the same.
I am not a good survivor and I'm rank 2... almost rank 1.
We can be frauds together ;__;
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How do you know they are lying? Better yet, instead of accusing people for camping just move onto the next match.
The scratch marks don't have to be right by the hook area either.... can't count the number of times I have seen scratch marks along the walls or in the distances heading towards the hook.
Sometimes you don't even need scratch marks. Survivors near by startle crow, rustle grass, or their breathing gives them away.
Survivor are not always as stealthy as they think they are, and instead of realizing the mistakes on their end they rather blame the killer for 'brain dead camping'. Of course this is DBD so its always the killer doing something wrong am I right?
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@AAAAA said:
https://forum.deadbydaylight.com/en/discussion/comment/940761#Comment_940761
It's instead of the current effect, not in addition.
Oh, well then I think that would be an interesting change. Would be double cool if the survivor had a counter animation to it! Like kicking the weapon away from killer or throwing dirt in the killers face to get away.
That would be fun ^^
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I think that is too much power for single perk... especially one that is already top tier.
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This happened to me this weekend (PS4)... poor Trapper.
I then got a mean 'GG EZ Toxic Trash killer' messages because I apparently tunneled... All 4 survivors got out ;___;
Felt bad man... had to get a drink after that one.
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The thing about Ruin is that it is only really effective at lower ranks. At high ranks its blown in the first 2 min, and Survivors know how to work through it.
It is a good tool for new killers to help them get a flow for the game since time managment is a huge part of playing killer.
It is also a good learning tool for survivors since you need to learn totem placement, how to hit great skill checks, and also time managment and prioritizing tasks.
Why learn tho when you can just delete a pesky perk eh? ;)
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@Clevite said:
Gotta disagree. Play some games without it and the clock in your head will adjust. Gotta break chases sooner sometimes.
Split pressure as much as you can and you can still do fine.
I started playing without Ruin for the first time this weekend. Overall its been a rough go but you are right about the 'clock in your head' adjusting. It takes time but I think I am seeing some improvement ^^
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My friend once said SC holds players back from being great.
I traded SC for Bond and I never touched it again ^^
I am no sure what kind of buff SC could use. I think its serves it purpose pretty well and is a big help for new players.
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I wouldn't say I feel like a master, but I am most confident with Hag and Pig ^^
Their playstyles suit me.
That could also be why I struggle to get to red ranks... I know they aren't the 'meta' killers but they do have their strengths.
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I can't seem to get past rank 8 so I don't think I have any productive tips for you. If I may ask, do you main a killer to get to red ranks or do you play multiple ones?
I do want to say I understand how you feel. Games feel like they go by too fast and I'm lucky if I get one kill. I can get most of them on the hook a couple times but by the time the last gen is done Adrenalin goes off and they all body block for their friends. Not saying that isn't allowed, its just what can I do lol?
If I do manage to get someone who is on death hook they DC before I can hook them.
Playing killer lately has been painful, especially with the amount of hate messages. I have never played a game where I get this many messages with such awful comments.
Thanks for creating this thread! Going to follow to see if I can learn a thing!
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@konchok said:
I literally started to play pig yesterday. It took me 2 days to go from rank 20 to rank 10. Now, to be fair I really like the pig and the build that I've got on her. But give me a break if you think that playing killer is hard.
Going from rank 20 to 10 very easy for both Killers and Survivors lol
When you get your pig to rank 3 let us know!
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I just got a thrashing from a survivor even though all 4 got out... I was playing Trapper and I got stuck in an endless trap loop... felt bad.
Git called a toxic trash tunnler...
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oh no... Yes that needs to be fixed.
We should be playing in matches where everyone is with 2-3 ranks of one another. I already wait 10 min for a match, I don't mind waiting longer to have fair one.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/937437#Comment_937437
You missed the point I was trying to make, but I'm kinda to lazy to explain myself a 3rd time. Read again what I said, maybe you understand it
I have missed your point, and that is why I asked for reason why Kindred should be base kit...
Your original post implies that Kindred should be base kit since Solos don't have the communication that SWF do... yet when I suggested open coms for all (which address your post's issue) you say it's not about giving solos coms. Hence why I asked for clarification.
If you are too 'lazy' to have a discussion. Don't start a thread in the discussion forms.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/937471#Comment_937471
I dunno how that will work out though. Remember the Hallowed Blight event in 2018 when every survivor was killing themselves for the petals? It was boring to play killer because you just destroyed everyone and frustrating for survivor because everyone killed themselves for the petals.
If a secondary objective was added for survivors, it can’t be a huge objective or matches will be super boring and predictable.
Ah I missed Halloween 2018. I think I started playing NOV 2018. I remember being around for the Christmas event.
I will youtube it to see what you are talking about ^^
As a survivor I always though having something else to do would make the game a bit more fun.
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No, its part of the game ^^
Of course it doesn't feel nice to be stunned, but if you see a flashlight bring lightborn or franklin's... also using trees and walls when picking up is good idea.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/937418#Comment_937418
2nd objective is the one most important buff killers need
I would love for a secondary objective to be added.
Give something more engaging to survivors to complete and prolong the time of matches. Hopefully we see something like this soon ^^
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/937216#Comment_937216
I personally (and I think many others who play solo a lot) dont want to the game balanced around voice coms. It shouldn't be needed/required to talk, just to be able to enjoy the game and be strong in a team. Apex legends for example: no voice communication between solos, yet they found a way to give them tools to combat others who are on voice coms. Are these tools 100% equally strong as voice coms? No, on some aspects weaker, in other aspects stronger. But it's the main thing needed and provided to balance and it works
I personally (and I think many others who play solo a lot) dont want to the game balanced around voice coms. It shouldn't be needed/required to talk, just to be able to enjoy the game and be strong in a team.
The whole reason people want Kindred Base kit is because some people are on coms, and some are not. No? So how can you say 'don't balance around voice coms'?
What is the argument for Kindred Base kit then?
If we do as you say, and this discussion isn't about communication, and just having information readily available, then you are just asking for a 5th perk slot... which is why the Devs are not keen on it.
Apex legends for example: no voice communication between solos, yet they found a way to give them tools to combat others who are on voice coms. Are these tools 100% equally strong as voice coms? No, on some aspects weaker, in other aspects stronger. But it's the main thing needed and provided to balance and it works.
Apex Legends is a Battle Royal... Dead by Daylight is an Asymmetrical Survival game. What works for Apex will not work for DBD. That is comparing Apples and Oranges.
With Apex every team has the same objective, they just have to out perform the other teams. With Dead by Daylight the Survivors have their own objective, and the Killer their own, which contradict one another.
I know Survivors don't like camping and tunneling but that is just part of playing killer. Killers don't like looping and stuns, but that is just part of playing survivor. That is how Asymmetrical game are
The game was designed for lack of information on the survivor part. Having swf changed it a bit but it's not enough to be a bother. I am not saying they can't be powerful, but most swf are just chatting and playing together, not going full pro team.
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I know I am on the unpopular opinion side but I don't think it is a simple as Kindred Base Kit = SWF.
At the end of the day you are giving survivors a fifth perk slot that solo and swf benefit from. Everyone now has automatic information without communication.
I think the better solution is to just add coms instead of making perks 'base kit'.
There is also always the option to just run Kindred and/or party up with other people.
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@Pulsar said:
BT isn't overpowered per se, just overtuned and power crept.
DS is just flat-out annoying, the ONLY change it needs is to be removed when you hook another Survivor.
I really wish DS would be changed to this.