GolgiNea
GolgiNea
About
- Username
- GolgiNea
- Joined
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Comments
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@Jack11803 said:
MY EYES! That color is so blinding! IT BURNS, GET IT AWAY! AWAY!lol you're everywhere Jack!! XD
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@Peanits said:
@Kamikaze_Rose said:
@mdg2018 said:
I heard we weren't going to get him at least anytime soon, I feel that consoles should get an exclusive survivor since PC got one... just my opinionThey didn't intend for Bill to be exclusive to PC, just like they didn't intend for Legacy to exclude those who came after Nov 2016.
Legacy is totally intended to exclude those who came after the cutoff. It was made as a reward to those who had prestiged before the bloodwebs were made significantly easier. Basically, giving it to people who came after that and get to level up with cheaper bloodwebs is just a huge slap in the face to those who had to grind relentlessly to get it in the first place.
If you came after that, your reward is not having to grind anywhere near as much.
I wish XBOX & PS4 could get some of the colorful outfits (such as the twitch shirt).
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Lol I'm a derp xD
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Ok woooooooo?
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@GolgiNea said:
<fontcolor=#800000> Did i do it? Lol<fontcolor=ff1453> Now ive done it?
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<fontcolor=#800000> Did i do it? Lol
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@Jack11803 said:

It’s bad quality I know

I cant read the 4th one down :[ Lol
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@NinjaBanana said:
I love her name. I like your drawing, I would love to see another tall Survivor like Laurie. Not sure about the outfit, reminds me a bit of Feng and Meg, but I like her hairstyle!I agree with you ninjabanana!
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@Jack11803 said:
@GeneratorJake said:
Let killers be able to use the hatch to escape their hell.Is it true!? Has daddy Jake graced us with his presence! If you are an imposter, I will personally call upon my cult to crucify in a locker.
Lol #########! XD
Btw how are you typing in green?! -
@Xhaviour said:
Just Wanna Hear your OpinionMy Opinion : No She dont Belong to This Game, There is a Reason Pallets , walls, Windows are in this Game.
You also dont Implement Jets in Need for Speed .
I love the nurse, and I do feel she belongs in this game.
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@Jack11803 said:
Would a chapter be possible, and would anyone want it. The franchise has plenty of material that could fit in DBD, especially RE1. This chapter, unlike other ones, could include 2 survivors, as well as a killer.The killer should be tyrant, with one of his kit abilities being a global heartbeat, having huge synergies with terror radius perks. His action ability could be a circular 360 swipe, with a cool down, or perhaps a grab, with a small time frame to save the survivor from being downed (with best add ons, killed).
All perks stats are at tier 3, unless I say otherwise while explaining
Tyrant -
Perks would probably not synergies with heartbeat, as there’s already many perks for that. If bloodlust is to stay, it could be a perk involving that. If not, other perks involving a speed burst when starting a chase (sounds OP I know).
Thirst for Death - Your innate hunger to kill your prey empowers you, when a chase begins, your speed raises to 140% for 1.5 or 2 seconds. (Killer doesn’t have exhaustion, keep that in mind)
Next perk could involve rage, with getting tokens for each stun
Lust for Revenge (WHOOOO! *totally not a MGSV reference
) - Your prey escaping greatly infuriated you. After each stun you gain a single token. Once 2-3 (haven’t decided) tokens are gained, you are able to one hit ANY survivor with your next hit. (Survivors gain exposed status whenever you have enough tokens AFTER THE FIRST ONE HIT DOWN)Lasting Scars - The idea that you’ve maimed your prey, and have them cowering in fear brings you content. Every time a survivor is unhooked 36 meters away, you gain a stackable bonus of 15% stackable to 120% (You are not meant to always get every stack of you kill everyone. It rewards for not camping and tunneling, as almost every survivor would need to be hooked all 3 times)
Survivors could be either Chris or Jill from RE1 as well. I’ll go over possible perks. Anyone is free to suggest what they could do for perks too.
Jill Valentine -
Master of Unlocking - directly mentioned this name, because it’s too good of an opprutinity to miss, anyone who played the game would know why. Keys are 100% more efficient, (maybe increase aura range for add ons; maybe that’d be too strong) and ability to unlock hatch with a 20 second action. Action gains an additional 20 seconds in length for each living survivor, (so entire team doesn’t instantly escape.) Unlock progress resets of action is interrupted.
Acrobat - Heightened flexibility allows for the user to crouch further to the ground, and slow vault ( a certain speed depending on level, can’t decide what %) faster.
Salvager - Usable once on each item. Experience with having to scavenge for scarecrow materials helps you make do with little. (Similar to streetwise and ace in the hole) Items dropped, (includes manual drop) from survivors are repaired of 30%? Of their Charges. Item, (can make a third add on possible if item already has 2, its part of her thing to have more inventory) gains an add on that is of (depending on tier, starting at common) rarity. Add on is not able to be taken out of the trial, has an icon to indicate which add on it is. Yes this could be used for free add ons. Not that OP though. Not like they’ll get a needle. Also supposed to help with key.
Chris Redfield -
Survival Instinct - Having gone face to face with death itself, you are able to tell it apart from other sensations. When the killer hooks/hits (haven’t decided) another survivor, you see their aura for 3 seconds, and a sound notification to tell you when it occurs. (3 seconds is a short time to react, hence the sound cue)
Toughness - Prevoius hardships have made you tougher. Once per match, you are granted endurance, and have a bleediut timer when hit anytime. Perk is spent unless another perk has granted you temporal endurance. (Again, not that strong, as you have zero choice when it’s used, and the killer is totally gonna down you. Best abUSED lol for bodyblocking that clutch hit to free your teammate, then running off and healing. PERK ONLY WORKS FOR OBESSION, AND INCREASES YOUR CHANCES OF BEING IT. Remember me benefits from this perk
Compatriot - You’ve always held your friends dearly. (Totally a “friendship power!” perk) You heal downed ally’s, and unhook teammates 50% faster (DOES NOT STACK WITH BONUS FROM DYING LIGHT)
Map could be the Arklay mansion, or the laboratory as an extension to the Léry Memorial Instute realm.
Add ons for tyrant could include, grab is much longer, but mori’s survivor (ultra rare) and add ons increasing grab speed, as well as range, status effects, flashlight resistance during it ECT.
Mansion would always have an exit at the main hall, and lab at helipad entrance. (Depending on how similar the maps are to the original game)
I love this idea!
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@AlexAnarchy said:
Please post the link to this extended hook time in ptb.
It's really just common knowledge except for the braindead.
Rude. What's really braindead is stating "facts" without citing evidence. If your statement is true then you should have no problem proving it. If your next response is anything other than proof then I'll consider that an admission of defeat. Show me.
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@AlexAnarchy said:
I'm fully aware of the video from another post you linked it in whereas I wasn't before so no need. That still doesn't change what the original way the game was intended. The flaws that got exposed after the game was out long enough made it mandatory to camp which is why that 3rd video came out explaining why they won't punish camping.
Against a full premade svf I totally understand the need to do it, against 4 complete randoms including those with either no gear or very low stuff it's problematic. This is really true on certain maps with certain killers like Lery's since hook one in middle of map with the Doctor with extended Electrode radius and you make it nearly impossible to get the remaining gen done.
I've had maps where 2 gens are within 10-15 yards of each other and there's a huge 30+ ard range of los for the killer and nothing to hide behind. Those are suicidal to go for especially when you're down to 1 or 2 survivors unless a premade, killer on far side of map, or you've got perks to do 1 of them in under 10 secs.
That said I'm really hopeful they'll continue to make it not so oppressive for killers in the future so that while they have the advantage they're not guaranteed an ace every time either against 4 randoms. For svf groups give the killer a buff against them, say for each member of svf the killers aura reading ability is increased or speed against them etc.
The svf can still do well but won't be able to just faceroll the killer either, that way the games more fun for both sides. Since right now randoms are frustrated and killers are deservedly frustrated.
Actually that video alone is not the reason they won't punish camping, They did attempt too at one time in a ptb where the killer being close too the hook caused the survivors time on the hook to get longer and longer so survivors started abusing this by forcing the killer to camp and once the devs got a look at this going on massively in the ptb no less, they shut down that idea and swore to never punish killers for camping cuz any form of punishment would be abused by survivors.
Just so your informed.
Please post the link to this extended hook time in ptb.
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Killers, please use perks against healing if it's that bothersome.
Nurses calling, thanatophobia, clown perk, distressing or whatever else make a good 4th perk.
Self care takes so long to complete anyway, just leave it. -
@Runiver said:
People do teabag at exit gates as a reflex now.They don't even realise they teabag anymore.
They wanted you to chase them so youd leave the hook.
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@Caretaker said:
Not sure if this was more appropriate here, or in the Survivor side, but I'd like to answer the age old question of why killers don't show mercy. This is why. I hooked everyone twice, before moring, then she drops a pallet at the end of the match and teabagged at the gate. I'm super confused. I don't get why giving everyone a fair chance, nets me BM almost every match. I get more GGs for playing how I hate to be treated as a survivor. What is even going on?A lot of people now view teabagging as a "butt dance" and try to be cute, or to hold your attention to distract you. It is usually used in a negative manner when the intent is to taunt after a stun or right before escaping because the killer camped or tunnelled. A lot of times the intent is to try to communicate.
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@Kebek said:
I just need to stomp on people whenever I get the chance with the mori. I don't kill them (unless they are obession then I'll collect their finger) but I just stomp them few times and then leave. Eventually I'll hook people and kill them that way but If I'm not pressured I'll just keep stomping on them.
Is that weird ? I don't mori spam on any other killer ever but this one is so freaking funny that I can't help myself. Does anyone else have this issue since I find it pretty weird that something so simple can be so hilarious.Btw I do it max 5-6 times so I don't hold them there too long that would be nasty just a few stomps. This may be the only reason I'll P3 him since stomping on people with bloody shoe might be even more fun.
Lol i've seen & love his mori as well! It looks super funny, I agree. xD
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@Airtime said:
Glad to see people agree with me on the Doctor. By far the best killer and chapter IMO.
1. It had the best build up and reveal
2. An electric killer
3. Based off of a real doctor
4. Feng min.
5. The look of the treatment theatre (game play wise it sucks)I love the treatment theater! Lol

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They said they may make hex totems look just like dull totems for killer and survivor. That could be a better fix to what you're asking

Dull totems! Hexs' in disguise! XD
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@Saint_Judas said:
In theory I like the mechanic to close the hatch. I'll admit, the free hatch game was aggravating, you get 3 kills and then... its a hunt for some guy who's going to vanish anytime he hears you coming then randomly find the hatch and escape without you knowing, or else you end up doing the 10 minute long hatch game if you happen to find it first. So yes, I agree not having a hatch game is great, and I love the encouragement for the last remaining survivor to do the objective and have to play it cautiously. It also encourages more end-game perks, Left Behind and Sole Survivor especially receive very little use unless someone is trying to get adept Bill/Laurie. I also don't think the patrolling is a problem either, because anytime a killer is not chasing that is generally what they are doing, trying to punish them for patrolling generators just because there is only 1 person left is basically punishing them for being good enough to kill the other 3. Does that mean its very unlikely the survivor will manage to get out? Yes, especially if there are only a few gens left. But its fair, if they want it easier, they should work more to keep the team alive.However.
Being able to close the hatch multiple times does pose a problem. Unless the survivor finds the hatch the first time before the killer, this means the hatch might as well not be an option. While I don't support free hatches, I also don't think a mechanic that can allow the killer to pretty much delete the hatch is fair either. While it is true that to keep it closed they would have to be relatively the same distance or closer to it then the survivor, I still find it a very unfairly punishing mechanic, especially if the survivor managed to do all the work to repair a gen only to have it shut instantly again.
My suggestion isn't to remove the closing mechanic though or implement a new objective, but perhaps just to give the survivor a chance if they finish a gen. A couple ways to do this.
Respawn the hatch on generator completion. Not my favorite idea but very fair, now the hatch is somewhere else and both players must find it once more
Give the hatch a timer before it can be closed again. Not absurdly long, we are assuming the survivor might know where it is, and the killer might try to camp it, so likely under 30 seconds, perhaps 15-20. Longer then a key use but not long enough for the survivor to drag it out, if they fail to get to the hatch then the killer once more can close it My best suggestion however is to scale the time the hatch stays open with how many generators are left on the map/to be done. It is not as hard to do a 1v1 when there are 7 gens on the map vs just 3-4, if there was only 1-2 generators left before exit gates they deserve more time and kudos for managing that gen then if the team still had 3-4
I love these suggestions and i think these could make it more fun for both sides! Your ability to keep from being biased is great too. We need more people interested in the fun of the game for everyone rather than taking sides and putting others ideas down. :P
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@dannyfrog87 said:
@GolgiNea said:
The killers ability to close the hatch is not ballanced at all. You're lucky to make it that far in a trial to begin with, let alone complete one more gen to re-open the hatch. It will be nearly impossible to get a hatch escape with the killer just patrolling the last remaining gens.Here are my suggestions on making it more ballanced:
Remove killers ability to see gen auras when one survivor remains in the trial.
Remove the ability for the killer to grab a survivor from the hatch if the survivor has found the hatch first or has re-opened the hatch.
Give the survivor a significant speed buff to completing the gen they need to re-open the hatch.
Hatch can only be closed by the killer once per trial.
Alternative switch for the hatch to be re-opened that the survivor & killer have to find somewhere in the level.A combination of these suggestions could make the hatch change more ballanced and more fun for everyone.

absolute rubbish. a guy in my game made it that far he did one and abit gens before i found him. its about time a change like this happened. so no these changes are not needed. if you cant even manage to do a gen. you dont always deserve a free win. more fun for everyone. how is it fun if the killer suddenly cant grab the survivor and just stand and look and be like oh yeah "il do nothing"
You're only touching on what you dont like. My suggestion to have an alternate switch or key for the hatch somewhere hidden from the survivor AND killer can be a more fun equalizer for both. That way if the killer wants to camp all the gens to make it impossible to do one, then the survivor can look for the key or alternative objective. And if the killer is looking for the key it gives time for a gen. It helps make it more fun for both sides.
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@Zagrid said:
I saw a streamer called Scottjund do a hatch standoff for nearly 2 hours and he won it because the survivor tried to jump in. Next time, it was a hatch standoff lasting nearly 1 hour but Scott did not win because what he tried to do was disconnect before the survivor could get the hatch, but it failed. The hatch closing I think is balanced because if the killer finds the hatch first the survivor lost the hatch, they should not feel entitled to get the hatch after having a killer dominate a game, the killer wants to win sometimes you know?If I have gotten 3/4 kills already I call that a win. The end 1v1 should be fun for both sides dont you think? Something needs to give because whats in the ptb right now regarding the hatch is not fun. There is no hope for the survivor at all when its at this point in the trial. Its 5k points for escaping, maybe if they gave a bonus to survivors points based on emblems they recieved post trial, an escape would'nt mean so much. Killers generally get way more bloodpoints than survivors anyway, even with 3/4 kills.
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@AkimboJEsus said:
I like these changes. It keeps the spirit of the game alive: Hide and Seek
I love the hide and seek aspect of the game as well, it helps to immerse yourself in the game more. I did like their suggestions also!
@Jack11803 said:
No, no, no. The hatch changes are horrible because of what they will cause. As a doc main, I’m mad they’re changing it. Can’t wait to have a survivor hide and do nothing every match for 40 minutes.Either kill them completely super easy like reveal aura, or just keep the hatch as a free win, anything in between will cause games to be held hostage amass.
The games are already held hostage. That's why these changes were made. Ever had a standoff at a hatch? Both sides hold the game hostage. A survivor stands at the hatch and the killer waits for them to jump in because the survivor is invulnerable. And unless your The Pig, you can't really leave the hatch without the survivor totally getting into it.
I think he was mentioning how now a survivor will have no hope of getting anything done at this point so they will be more enticed to just do nothing and hide. Its pretty much impossible to complete a gen with the killer just mindlessly doing nothing but patrolling gens at this stage in the trial. When people say "Its not impossible!" they must be referring to the small chance that your killer has to go afk, theyre slight derpy, or they dont mind if you do what you need to do to get out.
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@Peanits said:
I don't think it's that unfair, actually. Being the last one alive doesn't warrant a free escape. If the killer finds it first, that's fair game, he beat you to it. If you manage to get another generator done, you get another shot at it.I think if you have survived thus far as to have the hatch as an option being the last survivor in the trial it should be not only a skill test for the survivor, but a skill test for the killer as well. Its not fun when theres no hope of escaping. Why not level the playing field a little at this point? Some of the suggestions i've seen could make it more fun for both the killers AND survivors.
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@BrettClaudio said:
Perhaps after the Hatch is closed, if the Survivor powers a generator, the Hatch then respawns elsewhere on the map so it becomes another hunt for both parties? Other than that, I don't think any changes need to be made to this new mechanic (at least on paper, we haven't tried it yet lol).I do like this suggestion as well!
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@SnakeSound222 said:
You posted this same thread twice. Once in here, and once in balance suggestions.http://forum.deadbydaylight.com/en/discussion/895/hatch-change-suggestions#latest
I want more survivors to see this post so i posted it here as well. I've looked all over for this discussion so i could make my suggestions but i couldnt find anyone talking about it. I also see a massive difference in the positive vs. negative responses between this page & The other. I want the devs to see both sides

Also: An edit to OP, I made the suggestions not for all of them to be considered at once, but adding even just one of the suggestions to the change could make it way more fun for everyone. Not just killers... It doesnt take much skill to patroll gens when its 1v1 lol.
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@MeowLux said:
TL;DR Hatch changes are fine, currently the hatch is a free win for the survivor. Some power back to the killer would be nice and your chances of surviving when being the last survivor should be minimal and not guaranteed.The hatch is already a free escape for the survivor if he finds it first. If the killer finds it first he should win, if the killer finds it, but the survivor finds it too, the killer should win, but this isn't the case right now. The Hatch is a 100% free win for the survivor as long as they aren't dumb.
Survivors already made several mistakes to get into that situation. The hatch changes are completely fine and bring some power back to killers.The killer has a massive advantage at finding the hatch first. They dont have to sneak around to find it.
https://www.youtube.com/watch?v=fpirjArpqA4