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Frosty

Frosty

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Frosty
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  • Id jusy like to say that "tunneling" is a made up thing that killers consider the best option. So to even suggest that its a anit-tunneling perks is literally saying its an anti-best choice for the killer perk

  • When i started i thought camping was a good strategy because guess who flocks to a hooked survivor? More survivors. As you progress camping becomes less viable because better survivors make you pay by using the pack of pressure to do as they please, and you realise that keeping them injured/off gens buys the time needed to get the sacrifices.

    Im only assuming with the new chapter release around the corner and it being what it is, new killers are going through the learning curve. This game has ebbs and flows and we have to go with it. Soon those campers will start loosing and they'll change it up.

  • Ant good killer knows that "face camping" or even camping in general is not a good strategy unless you're in end game and its solely to secure the kill. Usually if you're being camped heavy its because the killer got salty or they are new and dont realise the error of their ways.

    So often survivors dc if they got downed to early for their liking.

    Take the L and hopefully your team capitalizes on the free time. Although i do agree hitting them in the BP would be more effective then the emblems as they currently are. Also, id be alright with a slowed hook timer when the killer was within 5 or 10 m

  • "Slugging" is a major advantage to a survivor when you consider the alternative is to get hooked. There are reasons to not go for the hook, like you see another one lurking of yonder waiting for a clean rescue.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/662278#Comment_662278

    I have mine at P3 50 with every single available perk unlocked.

    It was a complete waste of my time.

    Clown is dog doo doo

    Damn, you the real mvp. 🎊🎊🎊🎊

  • I just got my clown to 50 today, so your welcome :p

  • @Fibijean "I would love to see an in-game way to earn shards"

    Wouldn't everyone? Like you said, the allure of cool cosmetics can be quite a motivating force to do something. if you had to rob graves to find the shards how much cooler would that be. You'd only earn a small amount as to insentivise being done evey game and to not tip the balance.

    To not leave killers out, sacrificing survivors carrying shards would award them to the killer.

    At this point i think anything would be welcomed to spice up gameplay for us who have quite a bit of time invested.

  • I like the idea of brighter scratch marks, it would help so much in the corn.

    Blood clouds would be cool tool.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/659879#Comment_659879

    People only say this because they try to deny the reality of the game, whenever the survival rate was claimed to be 80% people kept saying β€œsee? Survivors need nerfed.” But now people act like survivors don’t do gens even though they do.

    I cant pretend to have a clue on survival rates. I do how ever feel they are skewed a bit. The people who play alot tend to probably do the majority of surviving vs a casual player, who i would assume would personally have a lower rate of escape.

    Some people seem fine with the game as is and thats cool, and it may be that the small amount that are dissatisfied are doing all the complaining, again skewing the stats.

    Some sort of change would be welcomed though by most, like a permanent in game bonus objective for personal gains being blood points or shards, and a fresh way of completing gens

  • This a good idea, but i dont think it should be labled as a secondary objective in which can be choosen to be completed or not. A lot of people will tear apart an idea because they get hung up on wording and not point trying to be made. More so a new way to satisfy the escape conditions of the primary objective.

    There would be kinks to work out like would the gens start making sound before filled with gas? Maybe it would just be a low rough idle as its not able to throttle up being almost empty. But still a good idea none the less πŸ‘

  • @not_Queef what would you like to see?

    My first suggestion here (and ill paraphrase) was to make lockers searchable for pieces of outfits, and over time sets would be created to unlock the corresponding piece to be worn.

    An in game objective that rewards shards would also be a big incentive. Lets say there are graves randomly generated around a map, and taking the time to dig up a grave could award a certian amount of: common-bloodpoints, uncommon-shards, rare- auric cells. Could even go as far as to make it ultra rare to unearth a survivor you dont currently own.

  • But coms already exists, although it wouldnt be perfect at least it would be more under the control of devs. Im sure harrasment could be tracked and players banned. We shouldn't not do something because the a-holes could abuse it, but because the quality gamers with respect and love for this game would use it appropriately.

  • Ya ya ya. And healing shouldnt be a thing because im sure it takes more then a med kit and 10 seconds to heal the from a large knife wound, also why only bleed out while dying and not running around injured......


    I do actually kinda think this but i get were not playing an escape simulater and certian things are going to have to be accepted.

    Not to mention if a killer is running around a corner backwards, then they are coming around blind. Which should be an advantage for a survivor.

  • Omg

    A) it doesnt take long to figure out the real meaning

    B) I've had to look up pretty much every effect multiple times because the name does not give a discription of the effect applied. Mangled, broken, hindered, exhausted. Did any one know what these ment and how you were effected by them from the name alone???

  • @WickedMilk03 said:

    https://forum.deadbydaylight.com/en/discussion/comment/658855#Comment_658855

    I like this except instead of not being able to walk

    do this number: No walking while carrying gas, the survivors have to get gas canisters from white chests.

    There are 3 white chests per map with equal distance between them.

    A survivor can drop the gas canister (but obviously dropping items takes long so you would need to pre drop it before you get caught)

    The killer and survivor can both see a dropped canisters aura.

    The killer can break the canister: resulting in the survivors having to go all the way back to the box.

    Gasoline would be required after a gen is completed.

    Gens would only be 60 charges.

    Once a gen is repaired it cannot be regressed and the killer would have to instead worry about the gas.

    Beautiful, im not a nitty gritty numbers guy, more a like a broad idea kind thinker. Im under them impression the more constructive conversations we get going that generates positive input, the more likely the ideas are going to get on the radar of devs.


    @prayer_survivor i think if done right, as in not to necessarily extend the amount of time it takes to satisfy escape conditions, but to alter how they are met, it would bring about a fresh way to play. It could also bring about the necessity of team work, and not just 3 people gang banging the same gen while one is being chased.

    Again, im trying to get ideas circling that (most) everyone can agree on.

  • No one wants longer gens, thats so uninspired. The method in which they are completed needs changed. Finding parts and bringing them to the gens to be installed would seriously limit the rush ability.

  • @WickedMilk03 said:

    https://forum.deadbydaylight.com/en/discussion/comment/657712#Comment_657712

    An objective that requires the survivors to be on the move more often, resulting in more stealth based gameplay, more time for pressure lacking killers to stand a chance. Shortened gen times however. A required secondary obj.

    Ok, i can run with that. Lets say that generators needed parts to be completed. Maps could say have at least one vehicle somewhere to rob spark plugs from or something like that. Other parts could be found say in the basement or even just scattered around like totems, not impossible to find but not glaringly obvious nor always in the same spot. And the "repair" phase would be installing these parts. Maybe a jerry can would need to be found and brought to the gens, and the running action is blocked while carrying for the first 3 gens because gas is heavy.

    Further more maybe certian tools could be found like a ratchet or funnel to speed up these actions, but there would only be one of each a game.

    Not saying its perfect, but something to start a conversation around.

  • @Ark_the_Bonsai i hear ya, and im all for keeping this game healthy. It would just have to be done with care.

  • @Ark_the_Bonsai said:

    https://forum.deadbydaylight.com/en/discussion/comment/658769#Comment_658769

    Are you really against the side that needs to have more people playing it having more incentives to balance out the matchmaking? This isn't a game where we can have a 50/50 split on the community. The killers have to be a minority for the asymmetrical aspect to work.

    And yes, survivors can balance out their bloodpoints to match that of a killer but it requires a lot more spread out attention. As a killer all of your points come from doing your one and only objective. As a survivor your points are spread out amongst a multitude of different things and survial points are incredibly hard to come by outside of outright leaving.

    Note that I'm looking at this purely from an "incentive to play" perspective. I tend to prefer playing killer myself just for the playstyle but tend to play a lot of survivor just because the matchmaking is faster. Incentivising more people to play means more survivors to go against the minority killer. If you perfectly balance incentives then there will be an equal (relatively speaking) number of players on both sides and this is BAD for an ASYMMETRICAL game.

    I'll never understand why other killers hate the idea of survivors getting a few more bloodpoints when it's obviously beneficial to the games health.

    As far as I've seen, a survivor who survives makes the same amount of points give or take a a bit, yes, they can earn more then the killer. hell if they played a good game and got killed they can still score heavy. The only ones getting boned are the one's out early.

  • Slugging is something I've only started doing. Some times hooking a survivor in the end game and not camping is almost guaranteed to result in a rescue and escape, especially with 2 survivors left to help. A suicide option would then let the last alive who insist in being altruistic leave with out feeling guilty, and those are some of the sweetest sacrifices for a killer.

  • @ShyN3ko said:

    I read your text and my english is not so good.

    So I was reading this in the first time:

    "The survivors could find clothes in lockers, because they are complete naked"

    I love my brain sometimes :3

    Its kinda weird too draw stuff with my brain..............

    Haha, wouldn't that be golden. Start the trial naked and dress your self through out the match.

  • @WickedMilk03 said:

    https://forum.deadbydaylight.com/en/discussion/83878/something-everyone-could-agree-on

    this just wouldnt help. If a swf decides they only wanna win they could still do it. Or what if your teammate goes for clothes instead of going for a hooked teammate. Angry you would be.

    A real secondary obj must be added. One required to escape.

    And your suggestion would then be?

  • Ita just people man. Just played a game where the surv's played a "great" game and had the gens going in like 3 min. (I dont want to hear a word about map pressure) all the lame perks us killera have come to hate. And the one surv who would have been sacrificed dc'd. There buddies all scroed 20000+ so why leave? Cause people suck

  • @csandman1977

    Thank you, i feel most people would like another opprotunity to earn different outfits.

  • @ElusivePukka

    Agreed, although im sure some one would throw salt on this, it would vastly improve the overall quality of life in the game as a whole.

  • @ElusivePukka said:

    Lunar Vessels should just come back as a feature called "Golden Lanterns" or something. You'd go in, grab a lantern, and if you escape with it you commonly get a moderate sum of BP, uncommonly a slight amount of Iridescent Shards, or rarely a pittance of Auric Cells.

    Or we could do something with the golden toolboxes, maybe a series of increasingly difficult skill checks on a hidden sigil nearby to unlock 5/10/15% bonus BP gain in all categories for all survivors, and every survivor could do this once per match.

    Very cool idea, further more seems easy to implement and ultimately has no draw backs. Although it really doesn't offer killers much, but if this gives them the opportunity to get more kills im sure they'd be happy.

  • @Peanits said:

    That's a glass bead. It's a map add-on that allows you to play a marker that other survivors can see.

    thanks, I'm quite new to the survivor side of things.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/654282#Comment_654282

    You do not understand what I am trying to say. I do not mind losing, because it is also a part of the game. I do not mind it when I have fun matches where I can earn BPS and I like versing skilled players. What I do mind however is the fact that most killers can be bullied hard, because survivors know they can get away with it. Skill is no longer involved in matches with instaheals, DS, meta perks, bad maps when you play killers who will struggle. Being pressed for time and knowing there is little you can do about it is frustrating to say the least. Each gen done for a regular M1 killer is a huge loss, because you can still be chasing one and others are free to do gens even faster. They will escape with no pips - safety pip at best, with little to no BPS but will still bully you because they escaped. What I care about is not winning or losing - it's the quality of the gameplay and matches. I'd love to play as immersed Myers to give survivors a scare once or twice and roleplay a little bit but I can't. That is the problem and issue most killers have. It's not about getting kills but survivors who do not even have to try to survive in a horror game.

    If there was a nail, you just hit it on the head. Most games become a race against the clock, and in efforts to keep up gen pressure involves breaking chases which hurts emblems. Even with 2 kills its possible to not pip or even de-pip In fast games depending on how shafted you get on emblems. Is this every game, by no means. But when i try and play builds on killers i truely enjoy it very often falls through. So i gotta run builds i find rather lame just to try and rank up. Which then encourages the typical meta builds which encourages more typical meta builds.

  • I dont see the big deal with voice comms. Yes, you will come across annoying/rude people but an individual mute option could remove the one potential spode and allow the other 3 to carry on. Then you could even make it sonthe killer hears survs when in a certain proximity. πŸ‘

  • Just played a game like this, i was constantly chasing people off gens, kicking them, getting downs and hooks and still the game ended ultra fast. The first gen was done before i got half a lap around the map. Not to mention i worked real hard and managed to down two on their way to the gate but there is only ever one hook within reachable distance so number 2 wiggles free, because he nearly had crawled to safety at this point and the close hook was holding the what ended up being the only sacrifice of the game.

  • One big problem i have with running perks to counter these problems, is that now one is assuming to to run into said exploits every game, thus we get everyone running similar perks.

    If as a killer i can hit you while carrying a survivor, then you are most likley trying to body block, and i shouldn't need to run a perk to stop this. Survivors should be exposed while the killer has a survivor on the shoulder.

  • Persoanlly, if a player brings in a tool box, that means they dont have an instant heal, which is fine by me. Tool boxs are also the only way to sabotage hooks (i think)which is a vastly under-utilized mechanic. Sabo the hooks close to the gates and with out iron grasp you usually cant make the next closest hook, they wiggle free and make a clean escape.

  • @SureSpear said:

    To be more clear: killers used to have unique "touches" to their hooks. For example, Trapper's hook would look like this:

    https://us.v-cdn.net/6030815/uploads/429/C5MCHYN4MHGH.png

    If you're saying to yourself "Wait, that's the MacMilllan Estates hook," you're exactly right. These days, hook styles are locked to maps, not killers. However, Hooks originally spawned with different styles depending on what killer was being played. This was eventually changed to hooks being tied to the map a killer is tied to in lore (MacMillan Estates for Trapper, for instance), because Survivors would know what Killer they were playing in to long before encountering the killer. This knowledge proved to be too much of an information advantage. To give a killer not only a unique twist to their hook but also a completely unique model would add a whole new layer of broken to a problem the devs addressed long ago.

    Fair enough, i could see that being a problem. Maybe just dracs map could then use coffins instead, like a creepy castle setting. Any thing to throw some spice in game.

  • @FishFry247 said:

    I'd say thrill of the hunt is kind of a waste on that build but other than that it seems good and also who is it on?

    I use it to keep presure on totems, but it is the one perk that can be swapped out depending on the killer and mood. I first used it with the spirit, and the only other killer i currently can run it with is wraith as no one else has the perks yet. But im working on it. Sometimes if the circumstances line up, ill down a surv, open the gate, hook the surv, and let the chaos insue as what they think should a clean resuce and escape becomes a blood bath.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/654133#Comment_654133

    It's not considered cheating, but it's also totally unnecessary. You get used to where to aim without a crosshair pretty quickly.

    I respect that. But i couldnt figure it out, And i still miss. I would deffenetly not use it, if even a blip of the center came up as the hatchet reached full charge. Because it doesn't take much deviation to miss, especially at distance and a miss gives the runner a big lead.

  • @iamAlpha800 said:

    https://forum.deadbydaylight.com/en/discussion/comment/654117#Comment_654117

    I've also been playing Huntress a lot lately on PS4 just to get the achievement. She's really fun to play.

    Im not sure if people will dub this as cheating but i dont care. If you place a piece of stickey tack or something of the sorts in the centre of the screen, its a game changer. Before that i could only land post vault/pallets throws. And i think this is fair seeing as im still robbed of hits due to large hit box of cover vs the small hit box of survs.

  • @SureSpear said:

    https://forum.deadbydaylight.com/en/discussion/comment/654099#Comment_654099

    A werewolf killer would be dope. We need more classic horror monsters.

    For real, or even Dracula. I mean the possibilitys that could arise from a vampire killer are limitless. Coffins instead of hooks, make him slightly op but mega vulnerable to flashlights.

  • Huntress because i love the idea of hurling hatchets

    Wraith because being able to get right up and close to survivors with out them knowing is sweet. Especially when running the add on that breaks cloak when breaking pallets or kicking gens. The oh $hit moments it creates.

    Clown because of the ability to stomp loopers by littering a loop with gas and running bamboozled. Killer shack loop is my advantage now.

  • @SureSpear said:

    https://forum.deadbydaylight.com/en/discussion/comment/654056#Comment_654056

    The Doctor is fine. It's just a matter of learning to play around his effects. Technically madness is "cleansable", even if it is a pain.

    But back on point: How do you get around the system limitation that makes it difficult to implement non-humanoid killers? Does Greyback just not run on all fours?

    absolutely, but we're here to talk about how cool a werewolf could be, get the creative juices flowing, maybe even to the point were there is a demand for one to be created. I think itd be a great use of unlicensed chapter, although im well aware this post is gunna fade away.

  • @SureSpear said:

    https://forum.deadbydaylight.com/en/discussion/comment/653918#Comment_653918

    Possible, but I feel like that would make it too close to the Doctor's madness ability.

    This is true, although i feel it would be more well received by the community, as it requires a hit to be landed vs being in close proximity. I don't play the doc often and survive almost never, watching my gf survive against the doctor though i find him quite annoyong. Ideally killers should be fun to play, and not fustrating to face. But none the less, i do like the idea of becoming "moon-touched" and it implementing a cleansable affect.

  • @ChicoRockz said:

    I don't think it should be built in. That's too lazy a work around. How about making gens require gas before they're even powered and if the person that is carrying the gas gets downed the container has to be refilled. Another way to counter the speed of gens getting done is to change the skill checks to QTE. If the skill check was a random button to press every time there would be a greater chance of people messing them up.

    I've often thought that a simple change to how the gens get repaired would shake things up a lot. I like the idea of needing to bring gas to the gen, i also think that there could be spark plugs scattered across the map kind of like totems. And each gen would need one, or 8 and thats what takes time. Find a pack of plugs and start installing them (the repair phase) while someone finds gas. Filling of them gen with gad could only take a few seconds, but survivors cant run with the jerry can

  • I love this idea, to have it work in the current game style would probably be impossible, as it would probably require certian perks to be locked to survivors and or removed completely. And this fan base loathes change. Id persoanlly like to see a rainbow 6 seige style, where survivours essentially take on rolls, some can loop better, repair faster, seak out totems, or even be an all around solo pro, and only one of each survivor can be ran a game. It feels sloppy to have 4 clauddets with nearly identical perks, i know this game isnt based in realism, but something could be done to avoid facing clones, which can add to a different level chaos when a 4 man swf chooses to bully. Doesn't happen often but it has happened.

  • @SureSpear said:

    Here's an idea for the power to play on the lycanthropy concept:

    When you attack a survival in beast mode, They have thirty seconds to cure themselves at one of the moonlit grottos around the map. When the countdown completes, they are Moontouched. The auras of moontouched survivors , as well as the auras of survivors within five meters of them, are revealed to you if you are within 28 meters.

    I love it, or even if moontouched caused them to howel at random intervals, which could play into pin drop.

  • Yes @Nos37 couldn't have said it better my self.

    @Shaped I don't think its over kill as its not directly punishing anyone, but rewarding the people camping tries to hurt. If you dont Like it you could still camp but from far enough away to not give the bonus, and creates an honest chance of rescue. Or even just make this a perk to be ran.

    An other idea would be to blind/stun a killer for being to close to a rescue. Say its the energy released from pulling a survivor out of the grasp of the entity.

    I don't log nearly enough hour's to ever reach red or purple ranks before a reset, especially during our busy work seasons, so a de-pip penalty is relatively inconsequential when i do camp (they always deserve it) but if i knew that in trying to punish one i was helping 2 or 3, i wouldn't do it. Rank doesn't matter, killing does.

  • I like the idea of a werewolf. Might be off base from your idea but..... What if the wolf could take human form, and mimic a survivor, having to transform before being able to strike. The mind games that could be played.

  • Its not rocket appliances, im sure no one would camp if it would pretty much cause for easy escapes. Unless you like camping for that one kill, then thats probably all you're going to get


  • @toxicmegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/652504#Comment_652504

    when you put it that way, you think it's realistic for someone to teleport gen to gen, be invisible, blink through walls, chainsaw sprint like billy, vomit endlessly or teleport to traps? this game isn't about reality bruh.

    Obviously not, but even a normal human could put someone into a dying state and hack them up. Being able to jab a needle while running and have it instantly mend wounds is weak. I get why its used and if i played that side id use it cause imma try and win. Id could live with it if it worked after standing still for a couple seconds.

  • @toxicmegg said:

    then rework moris and instadowns as well

    I think its a lot more realistic for a person to be instantly dropped and or killed, then it is that a person can just fix what could be the 5th wound of a game while sprinting.

  • What about giving hooked survivors a deny rescue option. Or even as a rescue is performed a blinding light of the entities dissatisfaction would blind the killer while within a certian distance and/or while observing said rescue. Giving a potentially tunneld surv a chance to make some ground.

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