FilthyLegionMain
FilthyLegionMain
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@theblimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3064792#Comment_3064792
And by the time you have hit the couple survivors doing this you eat the stun and they all escape.
That, sir, is time that no one are on gens if you're close to a hook and the whole squad comes on in. That's interaction and no progress being done. Now if you were trying to get to a far hook and one person came to ruin your attempt then that's on you if there was a closer one you said no to.
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@Warlord1981NL said:
Since DBD is now doing base kits as survivors are getting Dead Hard in their base kit, it is only fair to give a base kit to killers as well.
My suggestion for the Killer Base Kit is a weak Starstruck. It happens far too often that survivors use body blocking to prevent you from hooking a survivor. The mere notion that this can work is ridiculous and makes no sense what-so-ever. My suggestion is therefor as follows:
IF the killer is carrying a survivor;
IF another survivor is within 1 meter of the killer;
THEN survivors meeting these conditions automatically receive a wound every 1.5 seconds.
Rough game as killer?
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This will definitely go to off topic eventually but I'd suggest SCP Containment Breach. There's also Video Horror Society which is currently having the early access version being readied for release. A film I thought was neat was Freaky. The film by Christopher Landon. It's also a bit of a comedy so don't try to take it too seriously and you'll definitely enjoy it.
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Lee Everett. He's been through hell and back to protect the people he cares about and he'll definitely do it again.
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As soon as this comes out, I'm spending the rest of my days in custom with those bots unless I'm doing a tome.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3058174#Comment_3058174
If survivors are waiting for a killer lunge noise, before they press their dead hard button, then trying to fake a lunge doesn’t work to bait their dead hard.
Parries are cool, skill is fun (good reaction time), get over it.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3058150#Comment_3058150
Jagged movements and looking up don’t give the killer lunge noise. BHVR should remove the killer lunge noises if they want dead hard on reaction to still be in the game. Why do killers make a specific “you should dead hard now” sound when they lunge?
I don't even pay attention to that noise but you do you.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3058126#Comment_3058126
Because it tells many killers they should just stop using their power if a survivor is injured, and just walk up to touch range. And if they are in a situation where there isn’t enough time to get in touch range, too bad for the killer.
We were told we were supposed to be able to anticipate and bait dead hard. I still want BHVR to give us the official method to do this? Are they honestly telling killers to stop using their power so they can bait dead hard? Is there some super dev secret we don’t know about, that allows killers to use their lunge on injured survivors?
There are so many ways you can force it aside from waiting it out. Jagged movements can trick survivors into using it. I do it by quickly looking up as legion and it's almost guaranteed to work. Similar thing with cloak faking as wraith, faking punishment with PH and so on.
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@Clockwork_Enigma said:
Adrenaline
- Once the Exit Gates are powered, instantly heal one health state and sprint at 150% of your normal running movement speed for 5 seconds.
- Adrenaline is on hold if you are disabled at the moment it triggers and will instead activate upon being freed.
- If playing against The Nightmare, Adrenaline will wake you up from the Dream World upon activating.
Adrenaline causes the Exhaustion status effect for 60/50/40 seconds and ignores the current exhaustion timer.
The Problems
- There is little a Killer can do to counterplay this aside from making sure the Generators are not completed, or apply the Broken Status Effect on Survivors to prevent them from recovering to full health.
- Even then, the Survivor also has the speed boost that they are granted upon being picked up by the perk. Since this overrides the Exhaustion status effect, this makes this pretty good against unaware Killer players.
- When a Survivor is unhooked after the Exit Gates are powered, if the Killer does not apply the Exposed status effect on that Survivor, the Survivor not only gains the speed boost, but the instant full heal from the Perk and guarantees an escape--this is something that is currently being removed from the game, by the way. How this was missed is beyond me.
- Any endgame pressure that the Killer may have is completely reset if multiple Survivors activate this Perk.
- This Perk hinders the power of one Killer for no reason: The Nightmare. This is an unnecessary component of the Perk, since no other Perk directly affects a Killer's power.
- This Perk circumvents the Exhaustion status effect and basically stacks with other Exhaustion perks--this means you can potentially just use any speed boost Exhaustion Perk for its duration, then Adrenaline for its duration, too.
The Solution: Adrenaline
- Once the Exit Gates are powered, instantly recover one full health state and sprint at 150% of your normal running movement speed for 3 seconds.
- If you are currently affected by a negative status effect that is not affected by a Killer's Power or Hex Totem, you will instantly recover from that status effect.
- This does not apply to the Broken or Exhausted status effects.
- Adrenaline applies the Exhaustion status effect for 60/50/40 seconds, but will not apply the speed boost if the user is already Exhausted.
- Adrenaline does not activate if the user is currently hooked as the Exit Gates are powered.
This version of Adrenaline modernizes the Perk in order to make it more fair for players all around. This version of Adrenaline aims to become more balanced by reducing the sprint burst duration to be in line with other Exhaustion perks, giving it stricter activation requirements to ensure that there are no unnecessary activations or free escapes that come from it, and removes its ability to counter a Killer's power.
However, this version is not without its major buffs, as now it will completely get rid of the Blindness, Deep Wound, Exposed, Hemorrhage, Hindered, Incapacitated, Mangled and Oblivious status effects. This ability works whenever the player is not affected directly by a Killer's power or by a Hex Totem, meaning that it would apply this effect if the player is affected by normal perks or Killer add-ons that apply timed status effects.
For instance, this change would remove the Oblivious status effect caused by two of Ghost Face's add-ons, but not the Oblivious status effect caused by The Nightmare's Dream World.
As for the instance a Hex Totem's effects are timed, such as Hex: Retribution and Hex: Haunted Ground, those are exceptions to the Hex Totem rule, and those effects will also be removed.
I think this would be the best way to modernize a perk that desperately needs it. It hasn't been updated since 1.8.1, so it's way past due for an update.
What if it just unhooked you regardless of hook state but left you injured? :0
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3055392#Comment_3055392
That would put me in the same position I am right now. What if I have 3 people in my team or even 2 that dont speak english?
Then good luck.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3054701#Comment_3054701
This would only work for north american servers. I'm in the EU and my matches are full of russian who dont speak english.
How about this. If you got to select a designated language to play on, you'd automatically mute yourself to the people that don't speak that and there would be a globe icon to signal to them that you don't speak their language and vice versa if your languages aren't the same. Would that work? You could still play together, just not hear eachother.
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@Kaitsja said:
This community lacks the maturity and is far too toxic for VC. I can already see people being abused in chat for not wanting to mic up, and I can see people throwing because one or more survivors won't mic up.
Also, there are literal children who play this game. I don't want to deal with that.
What if it was a custom only feature?
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@Cybil said:
https://forum.deadbydaylight.com/en/discussion/comment/3054808#Comment_3054808
We may have to sacrifice some unwilling survivors, but maybe the devs will hear our plea.
https://us.v-cdn.net/6030815/uploads/82AXV3XPY7CB/1591228292754.gif
I want to say to anyone playing Legion this one line: "Prove your worth..."
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@Cybil said:
https://forum.deadbydaylight.com/en/discussion/comment/3054701#Comment_3054701
This is Pandora's box right here. I'd love to roll play and say some goofy stuff but I think this community it too toxic for it. I can imagine most survivors and killers taking nearly everything as a personal insult and threat to their family/
Then they can have a recording software built into the vc to report these things. I know it's BHVR here but it's possible.
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@AnnoyingNarrator said:
Picture a horror movie where everyone is in the same call. That is what SWF is.
SWF with Coms is, in my opinion, the single greatest problem in the game because it throws everything off balance.
DBD has a lot of perks that can be broken if timed correctly, but they are limited in effectiveness by that exact same timing. But if you happen to know exactly what the killer is doing at all times, it can be very easy to use these perks to their fullest effect.
As Solo Que, Soul Guard is a perk that will rarely be used. In SWF, it is a very powerful way to deny a down.
Speaking of Perks, SWF can do something so evil and so broken that I consider it to be one of the strongest things survivors can do. They can all play the same character. This makes keeping track of whose who incredibly hard and can easily make it impossible to keep track of which survivor has which perk. Combine this with the aforementioned ability to make certain perks very strong, and you can make the killer have a very, very bad time.
However, it should be noted that not all SWF are like this. In fact, most SWF are just that, friends playing a game together.
This leads us to the reason why SWF is a Deal with the Devil.
On One Hand, players get to play with their friends which greatly increases the amount of enjoyment for many people.
On the Other Hand, the potential to abuse SWF to make the killer's life miserable is now there.
While I don't think that SWF are responsible for all killer's toxic behavior, I do think that it can easy lead to a sort of arms race where killers always bring the strongest stuff because they don't want to have to go up against a fully decked out SWF with a weak build.
SWF, for all of the fun it can give people, completely changes the balance of the game. What is supposed to be four strangers taken from their world and forced to work together despite their differences to escape from an crazed, unstoppable killer turns into four survivors who all have cell phones working to complete some generators in order to escape for a killer that is actually quite stoppable.
I just want proximity chat on both sides to make this game fun. That's why people love Friday The 13th The Game.
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@TheEmeraldTuber said:
For instance:
"As the end draws near, you go in for the kill"
For each generator completed, gain a token.
Each token increases your lunge distance by 5/10/15%.
Or:
"Losing your revenge infuriates you and motivates you to do better"
For each lost chase, gain a token, up to 1/2/3 tokens.
Each token extends your lunge by 50%
The lost chase thing would be great against those that try to walk the chase off in order to not lose vaults at windows.
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@jesterkind said:
It's a very good direction for the game, I like it.
Helping killers with gen defence, especially early gen defence, and improving their ability to chase so it's less teeth-grindingly lengthy to actually down a survivor who knows how to utilise the current post-hit sprint is a great mark of things to come, and entirely changing the meta is exactly the kind of bold move that's needed to keep the game fresh and healthy.
A few things look questionable, but that's what the PTB is for- and worst case scenario, something different is going to be annoying instead of the same-old same-old from the past however many years.
I admire your hope you show with your comment. If only the rest of the community had such optimism.
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Alright guys, take it easy. No need to make this into an us vs them thing. I was legitimately curious about why it existed and I now know. Nothing else needs to be said that could make people mad or something.
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@lauraa said:
I despise and loathe Hag with every fibre of my being, but I got to say the camera lock is probably the most interesting thing about her. She's one of the few actually terrifying killers in the game because I get startled super easy. And the camera moving is a unique and interesting way to mess with survivors imo. It's more engaging than, say, Frenzy Deep Wounds.
You can still loop a legion in frenzy. You just have to believe.
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@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3052676#Comment_3052676
I get what you mean, but its a part of her power, its even in her descriptions. Also, any person that knows how to play hag will not place more than 1 trap at hooks and camp there. It's not a good strategy and as survivor there are ways to go around her traps and camera flicks.
Overall, hag is a weak killer compared to other killers and especially the newest killer, who has in my opinion too many powers and not many counters or setbacks to his power, unlike hag.
Its not that its impossible to play her and be successful, but at this point she needs a bit of a buff, specifically to her add-ons which are more than meh, again compared to other killers.
The camera flick is in no way OP and without it, she'd be even weaker.
WOAH THERE, SONNY! Never said it was op. I was asking a legitimate question on why it existed and you delivered. I just hope that if they do buff hag, there will be a way to make camping less viable should she become viable.
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@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3052421#Comment_3052421
It's her power, if you want to avoid it, don't run into her traps. There are ways to go about her traps which I quite frankly am not willing to share.
This is like asking why the Clown's bottles make you move slower
I play on both sides, man. Just trying to figure it out considering I was dealing with a hag that placed every trap possible at a hooked survivor and stayed right there. Not even with my two other teammates and I could get them out. Only reason why we even all got out was because she felt bad about doing it and let us leave. EVEN SHE THOUGHT IT WAS WEIRD!
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@Maelstrom808 said:
Definitely no WASD, as you could just keep hitting back to slow the killer's forward progress. Left and right I'd be generally okay with to a degree at standard force, but with Boil Over it'd be too much.
Not possible. It's only left and right as of now and I'm glad it is only that.
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@IsJustMe said:
https://forum.deadbydaylight.com/en/discussion/comment/3046492#Comment_3046492
This people are not really intressed to watch the series.
I just don't really vibe with Netflix. Love the show, hate the company. LET ME SHARE MY PASSWORD WITH FRIENDS, DAMN IT!
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3047543#Comment_3047543
It mentioned it on the Quiz itself and the Tweet said "a chance to win"
https://us.v-cdn.net/6030815/uploads/SKGFPML8C4LD/gko8pyt-5b1-5d.png
That was on the quiz itself.
No I mean I didn't see any quiz advertized at all...
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Poor advertising. Didn't see it mentioned anywhere on your twitter. I'm angy >:(
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@gnehehe said:
Don't prestige before the big update ... unless you do really want the golden shower portraits 😏
Eww, I don't want piss portraits. Now I regret P3ing Steve.
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@Nathan13 said:
What’s gonna be your builds after this update??
I barely used dead hard since I didn't like the way it made me feel. Still might not use it for a bit until the heat dies down with this update after a couple weeks. It is fun though if you time it right. The best parry I could imagine for a game like this! Just hope the animation is closer to head on. That would look more like you were blocking a hit.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3047072#Comment_3047072
improvements and updates sure. I specifically answered to the old animations returning.
I really think it would be cool to have options for which animation you'd want to use depending on what stature they should have. Ranging from Terrified (Like the old animations) to Brave (Like the new animations). Having that be a feature minus the old animations of course would be amazing to have. I feel like earning the brave stature would be a good way to show how much you've progressed!
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@Mdawgu said:
Meh. Add in game coms for even more toxicity. There's no stamping it out entirely when just achieving your objective is considered toxic. Embrace it.
At least the survivors and killers will feel more human and know that someone else is there. If any harrassment is done then it can be recorded and reported. Easy. Having proximity chat with killers and survivors would be amazing.
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Just spitballing here but if people don't like the fact it gives an extra health state then why not make it into a shoulder bash with an exclusively longer exhaustion timer? It could be used to stun the killer in a variety of situations and it'll be a longer exhaustion as to not make it totally go out of hand.
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If we're going off of lore here with how the entity's realm works then I think it shouldn't give that many points to the killer or survivor if the survivor gives up on the ground. It can't really feed on hope if it's already gone.
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@GeneralV said:
All that I know about the PTB are the things I heard about.
And, unfortunately but not unexpected, I only heard about bad things.
Got back to live first day because it seemed so much sweatier than my regular games. They are already annoying enough to deal with but after seeing this, holy #########. https://www.reddit.com/r/deadbydaylight/comments/vp4o51/so_this_is_the_new_meta/
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@Beatricks said:
Nothing in the next 12 months. SWF up or perish I suppose.
Or just play with bots in custom like I will in the winter. Besides, who needs people amirite?
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@Desmond said:
https://forum.deadbydaylight.com/en/discussion/comment/3032930#Comment_3032930
High tier becease you can spam it. High mobillity killer can make the game last forever with this buff or without it. Also did you forget the good change 2.5% per kick.
I understand but I see the only compromise being that if the skillcheck was just a little bit smaller, I'd be cool with it giving that half of bnp skillcheck progress.
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@nicnc82 said:
https://forum.deadbydaylight.com/en/discussion/comment/3035364#Comment_3035364
As a killer main who patrols end game and I've had matches where the killer camps hard end game, the survivors should have counters to end game camping. So no, it should not deactivate. You shouldn't be guaranteed a kill end game
This killer main is a spy!
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3036744#Comment_3036744
you can still hit the survivor, you can also close the hatch if you find it first and start EGC.
Yes but if we don't find it first and yet they stick around just to be a sore winner... we just have to stand there and take it?
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3036670#Comment_3036670
We understand that you guys want it to be fair but shouldn't cockiness be... discouraged? I mean we can't do anything with people teabagging at exit gates so shouldn't we be able to basically get one last shot if they decide to stick around just to be rude?
Basically saying that both grab and a hatch stomp wouldn't be a bad idea. They'll just leave or they'll suffer the consequence of THEIR actions.
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@Mandy said:
The grab feature was removed to prevent matches from being taken hostage - as neither player was willing to make a move, killers wouldn't hit survivors and survivors wouldn't jump into the hatch, so the game was being delayed indefinitely.
The changes made recently to the hatch, now make it much fairer - the player who finds the hatch first gets it...as it only opens when it's a 1v1.
We understand that you guys want it to be fair but shouldn't cockiness be... discouraged? I mean we can't do anything with people teabagging at exit gates so shouldn't we be able to basically get one last shot if they decide to stick around just to be rude?
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3033145#Comment_3033145
IMO, the people who install PTB are usually those who finish the event in 2 days after it starts. :D
So they would not lose many PTB testers if they extend the event.
I barely finished it in time for ptb, actually.
Some of the challenges were really annoying. -
Claudette to Meg because Legion. Easy.
Don't remember who I was before Legion... -
@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3033411#Comment_3033411
yup exactlly what i said to the op. Same issue slender kind of has.
Though people just make games about it anyways and take creative liberties. The best I can think of is that they do research on the wiki and make something of that and perhaps talk to a few of the admins.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3033396#Comment_3033396
Theres an area that looks like a small subdivision with 2 tunnels on either end. If they make it small and the houses packed in tight I think it could work as a center. Then you could have other offshoots be the weird locations connected by the yellow backrooms.
Theres one in particular that I liked that was trying to emulate the outside wall of a building filled with windows. That ones creepy to me for some reason.
Unfortunately, there's the issue with finding the person that originally created the concept. Didn't the whole thing originate from a 4chan post?
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@BenZ0 said:
Standing very obvious openly close to the hook and expect me to just leave for no reason?
I had a game where the ENTIRE team stood next to the hook everyone staring at me.
They all complained at me and said ppl like me ruin this event bla bla. I tried to explain them to not stand openly next to the hook and expect the killer kindly to let you unhook and learn to hide close to it till he leaves. Ofc they didnt really engaged to that conversation and kept insulting me that I am a camper and have no skill etc.
I dont care about the insult and whining, I just cant get this in my head how ppl like this who obviously dislike camping alot dont do ANYTHING against that or try to play around it. They even feed into this camping playstyle and make it even easier for me to get kills like that.
I just get mad at my teammates for just standing there and NOT doing gens. Hell, I do a gen in front of the killer's face if they're near the hook to say "Hey, get your arse over here before you throw the game!"
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@Clockwork_Enigma said:
Imagine the average Dead by Daylight player. In fact--imagine ALL Dead by Daylight players sorting through their perks time and time again, having to go through multiple different pages to find their personal perk, but no more!
Presenting Perk Categories, something this game desperately needs for better quality of life.
https://us.v-cdn.net/6030815/uploads/HJAWEKIQU43C/example.png
As you can see from this wonderful example presented to you by your friendly neighborhood Nemesis, Perk Categories would basically be the next step in giving that Survivor or Killer the tools they need to combat the dreadful monotony of sorting through pages of perks.
How does it work?
Simple, when you use this new system, pressing on each category will highlight it, and it will remove all perks except for the ones in the selected category (or categories), making it far easier to find the perk you need for that match you're soon to be participating in.
What are the Categories?
There are a total of 6 Survivor and Killer categories each. I will go over each below:
Survivors
- Objective: Perks that require an objective to use or activate on, such as hooks, generators, gates or chests.
- Healing: Perks that affect healing speed, the act of healing or grant the Endurance status effect.
- Exhaustion: Perks that cause the Exhaustion status effect upon use, or affect Exhaustion speed.
- Special Ability: Perks that grant special abilities or items that activate after certain requirements are met.
- Totems: Perks that allow you to Bless totems or locate their position.
- Enhancements: Perks that affect the base statistics of the Survivor or their Items.
Killers
- Awareness: Perks that give the Killer an easier time locating Survivors or other objects through auras, screaming or subtle clues given to them by The Entity.
- Hexes: Perks that allows Killers to start the Trial with powerful Hex Perks.
- Scourge Hooks: Perks that allow Killers to use deadly Scourge Hooks.
- Slowdown: Perks that slow down any aspect of the game, either through slowing down progression, regressing objectives or cause an objective to be stalled momentarily.
- Enhancements: Perks that affect the base statistics of the Killer, but do not give them any awareness. This includes Obsession Perks.
- Effects: Perks that give the Killer the ability to afflict certain effects on Survivors, such as Blindness, Oblivious or Exposed, or give themselves the Undetectable status effect.
With Perk Categories, Survivors and Killers alike would have a much easier time to change their Perks whenever they want to at a click of a button, rather than having to go through multiple pages to find their desired perks.
The option would always be there, too, granting genuine benefits to players without costing too much time to develop.
What do you say?
What's funny is that mobile had this from the beginning. They're planning on adding bots to custom like mobile did so this COULD happen.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3033355#Comment_3033355
It doesnt have to be repetitive though. There are several sectors within the backrooms.
Of course. There just needs to be a main building or any sort of landmark. They're all indoor maps so that's a plus for killers.
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I remember making a post about this before and I bet a few others have. People said that it would be too repetitive but the eerieness would be nice.
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@Desmond said:
My honest review of Developer Update | June 2022
Generator speeds :
In live build 80sec is enought some trails take forever. The only thing that needs nerf Prove Thyself.
Kicking a generator 2,5 progress down is nice change to punish survivor for touching kicked gen.
General Killer improvements :
Average kill rates what you mean Trapper , Wraith , hillbilly , Sadako , Dredge , Deathslinger , Pig , Doctor , Shape , Freedy? Yes those killers have low Kills per trail.
Why is that? Some need Skill but most need change or buff.
Bloodlust speed should be removed completly , breaking time is lower why not cap perks to 25% max vaulting ,breaking.
Reducing the distance is fine just remember MR. Tricker is not Overpowered for how easy his knives can be spammed.
Camping & Tunneling :
Ok 5sec endurance fine 7% haste uhh idk.
Perk changes :
Ruin why , Killer doesnt hit anyone and still can get value out of this. Ruin deactives after 1k fine just change it to lowering any survivor health state will instantly removes 10% of all generators no explosion if nobody works on it will regress normally.
Pop : Why not just make it 20% instead of this huge nerf.
Corrupt : How about hooking?
Tinkerer : very nice
Noed : ok
All scourge hooks : make them strong but also , hook will sabotage itself for 60sec after the unhook so the killer cannot use the same one in short time.
Dead hard : stronger but shorter.
Decisive strike : I dont get why its called anti tunnel while the timer can run out , on the ground or being chased , makes no sense. While you are on the ground its something like being chased.
But yes once Endgame starts it should be completly off. Since Ringu this perk should have been like the Tapes. Same goes for Pig bear traps.
Borrowed time : 15seconds is a lot , instead it should stay 12sec + adding haste for 12sec.
Iron will : I already said just revert the change 0% volume all the time even with perks like Stridor.
Self-care + bottany : oh so you want to push this combo ok might be good.
Overcharge : its already high tier this will make it impossible to finish any gen with against mobillity killers. Just make it if survivor hits the skill check 5% of total generator will be added along with your change. OR just dont do anything.
Coulrophobia : its pretty high tier but why not.
Dark devotion : holy yes.
Jolt : yes since it was not huge range.
Lethal pursuer : Yes.
Thanatophobia : but what about Plague full infection change?
Scourge Hook: Monstrous Shrine : At least someone knows how the game works.
Saboteur : Nice
Off the record : Are you joking? how about Making this perk have the same thing as borrow time just for yourself + with current effects.
Lucky break : a overpowered perk that almost nobody uses , why not buff it good one. Just change to blood only with survivor needing to do short interaction that will hold the blood for 30seconds.
Sole survivor : holy jesus this change is almost what Left behind needed.
Distortion : Yes this one might be meta.
Lightweight : Why? the killer will be like wow i got cheater in my lobby. Let it be 3sec.
No one left behind : nice
Dark sense : what? that is powerfull.
Tenacity : nice change i bet now killer cannot slug.
Hope : Yes why not just Killers need changes.
We’re Gonna Live Forever : finnaly i can pick up someone without them being downed for short period.
Overcharge being high tier? Against baby survivors maybe. Let me guess, you can't hit the skillchecks and you're mad about it getting buffed. You could also practice with this skill check simulator. https://breakmedown.github.io/dbs-release/
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3031162#Comment_3031162
Nah. It’s too good an effect to just exist without strings attached. It would be same if u could bless every single totem in the map instead of one at a time.
Best I can do for you is a 40 second cooldown.
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/3031037#Comment_3031037
I was thinking that too, but then I remembered it's only on scourge hooks.
Honestly think they should remove the scourge hook requirement. It isn't that much anyways so locking it behind specific hooks is a bit... eh.
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Are you going to make a description for these perks or are you just going to leave it up to the community?