HatCreature
HatCreature
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/653168#Comment_653168
I often say “WELL that hit me” or “that didn’t hit me” just today a Spirit smacked a bush and I got hit.🤣
OMG 🤣 best hit ever, you've become too attuned to nature.
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@Bug_Reporter said:
https://forum.deadbydaylight.com/en/discussion/83220/changes-to-plague
I love killer buffs, but Plague is already better than Huntress, she is a top tier, a buff would be cool, but not necessary, its not the devs fault that you dont have enough SKILL to play with her...
http://us.v-cdn.net/6030815/uploads/editor/hc/483wnl2r1kdf.png
You obviously can't read or understand what this thread is about.
It is about a particular problem the Plague has, weird you can't see what that problem could be.
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Well there is a Blood Hunt that ends September 9th, usually the Blood Hunt ends the day before the new chapter is released. I think one time we had the PTB on Wednesday instead of the normal Tuesday, maybe it'll happen again.
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I think it's funny when I hit someone with my saw through a window and then they DC, such privilege these children have is funny. I can only imagine what they're shouting to their friends ''OMG THAT HIT?! I'm leaving! HACKS!'' I don't know 🤣
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Well Madness Spike is better than his normal shock since it effects a large radius around him so there would be reason to ever switch to the one going forward. I mean you might but it would be debatable depending on how large the radius is.
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Splinters are cool but annoying, I keep getting the one for Cannibal and none of the others ones even though I own Cannibal.
But this would be kind of hard to do though, if you have the splinter and the Killer and you already have perks and add-ons on that Killer but you use the Splinter you're using the add-ons and perks. No you can say why not just play that killer and get rid of the splinter? Well there is nothing in the game to let it know that you own that Killer now so there isn't anything to make it stop giving you the splinter, which is where my complaint above comes in.
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@SkeletalElite said:
Not a fan of 3. Corrupt Purge is basically huntress on steroids, that's why it's in survivors control. With corrupt purge shes like a 115 bubba huntress that moves faster than huntress does holding the hatchet and can ready it faster than a huntress can ready hers.
Well she's not a 115% Huntress because she get slowed while she has Corrupt, do you like any of the other suggestions? I tried to make a mix of simple and complicated.
Also I firmly believe that if Survivors ######### up, that's their fault not mine, power role. The balance comes in not letting the Killer get it which is why the Survivors have control of her power, which is 3 is still good ;) imo
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@Milo said:
I can agree with 1. Maybe 4 but a small debuff nothing big.
The rest is a no no. Remember that Plague's Corrupt Purge is a strong tool.
I like 1 myself personally, it's a small change but it's good enough. Plague is a good Killer and something small like this is really all she needs.
I like 3rd option with timer but I made it as an attempt to turn something simple into something with depth because it's fun but punishing.
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@xnes_galax said:
I can not say if this is worth or not, especially since your killer instinct won't work (is based on YOUR terror radius), but yes. It theorically works.
True, if no one is in the TR then I can't see them and if I can see them they're in the TR and they know I'm coming anyway. Yeah this doesn't seem like a good idea.
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@TAG said:
Hm. Would I be willing to pay nearly $60 to get the entirety of the game + all the DLC Killers and Survivors (not including Stranger Things) on PC so I can jump ship from PS4? Tough question...
OMG TAG I'm doing it! The sale is HALF the cost from Steam, 35 dollars for almost all the DLC, excluding Ghostface, Pig, and Ash, on steam for all of those is 65. So on Steam it would 65 for aall the DLC without Pig, Ghost, and Ash. So if you get all of the deals on Humble and then buy Pig and Ghost on Steam it's like 40 something so it's still super cheap. I'm doing it, I'm gonna say goodbye to the PS4 on this game, for a while. Goodbye everybody, ######### it, this is cheap as f*ck.
Also there's a Bloodhunt coming in September so that helps with starting grind!!!
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I had an idea but since it was in Feedback Suggestions it did not get any comments or traction, here's the link https://forum.deadbydaylight.com/en/discussion/81990/2-v-8-new-game-mode-light-the-way#latest
It's my version of a simple 2v8 mode made from assets that are already in the game, simple tweaks to how the game works all designed to find the hopefully perfect way for the mode lots of people want.
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The only change in the bloodweb is about more Uncommon add-ons than before, the change is there but it SO SMALL that i makes no diference.
Every BW has 3 Purples and MAYBE 1 or 2 Ultras every now and then, and then the same number of Greens and yellows but I think the amount of Browns varies per web. Sometimes a Purple is a perk so you can miss out on a really good add-on.
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I know everyone hates Haddonfield but I love that map on Ghostface, I get it a lot so I've gotten used to it. It is a very difficult map as Killer and not everyone can do well on it, it needs the Badham treatment so it can get some sort of balance change hopefully. I don't think it would be hard if they got creative.
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So I will be the first to actually respond to the topic of the thread.
WAY before Ghostface was leaked, WAY before, I found a fan creation for technically an original Killer, it was Ghostface but they made their own version of the Killer while making it obviously the same guy and that was the intention.
Their version had GF ''Mark'' Survivors as ''Viable Imposter'', once the power was ready GF and the Survivor would switch places, the Survivor would teleport into a locker across the map and GF's POV would switch to wherever the Survivor was standing. Now whenever that Survivor was switched that Survivor model would do an animation of putting on the GF mask and cloak then taking out the knife.
This was basically the whole shtick of the imposter killer with Ghostface being anyone, a stealth Killer by switching with Survivors instead of pretending to be them. This fan chapter had its own Survivor and perks and most of them were obsession based, this thing was the SH*T. I really wanted this version of Ghostface and every time I saew a thread about getting GF in the game I shared the link and eventually told the concept because I forgot what it was called.
We can still get this idea but it wouldn't be Ghostface and you might think this is weak but there's a lot I forgot so this is just the gist.
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This seems fair, the perk itself meh. The whole concept is bad only because all of the buffs it gives you really aren't that important because you get it at the end of the match when everyone is leaving. Yeah sure you can break that pellet faster but even you break it faster and get a hit they get a speed boost right out of there, the vault is inconsequential unless you have Bamboozle to block it but even then it doesn't matter because they're all going towards the Exit. Remember Me is better at powering up the Killer at the end game than Fire Up is.
I think this perk would be good if it also gave you decreased cooldown on missed and succesful attacks BUT didn't stack with STBFL or Unrelenting, kind of like how M&A FOV doesn't stack with Shadowborn. This way you have an actual buff that is needed during the end of the match because more often than not that 1st hit is basically letting them go ''go on get out of here''.
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Came up with another idea ;)
What if Pig's traps had a proximity trigger to Gens? Get too close to a Gen while wearing one for too long and POP! This means no one can do Gens before taking their trap off, meaning whether the trap is on or not it is still slowing the team down.
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In another thread about the RBT I had mentioned that Pig's traps should change how they work when the last Gen is completed so they can do something else and give Amanda her power back.
So instead of her RBT popping skulls when the timer goes off, instead if you put a trap on a Survivor after the last Gen is completed what if:
1---You can see that person's Aura?
2---The trap has a 1 minute timer that starts automatically, the timer restarts if they are downed/hooked, there are only 2 Jigsaw Boxes for them to choose from. The End game collapse pauses until the trap is removed.
3---RBT have a proximity meter to the Exit Gate and if they get too close it activates killing them instantly. If the collapse timer has not started then RBT timer starts automatically, if the collapse timer starts while someone is wearing a trap then it pauses. And by Exit Gate I mean the entrance to the Gate, not inside the Exit, so people with a trap can't open the Exit.
Basically every fix we can possibly give Pig is to PAUSE THE END GAME TIMER. So there is the fix.
But I personally would LOVE add-ons that give her different traps, variety <3
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@WTBacon said:
Had a random idea.
Workshop Grease:
- Jigsaw Boxes Removed
- Reverse Bear Traps replaced with Generator Traps
- Failing a Skill Check has an increased regression penalty
Razor Wires:
- Jigsaw Boxes Removed
- Reverse Bear Traps replaced with Generator Traps
- Leaving a Generator early causes you to scream and become exposed for 15(?) seconds
Interlocking Razor:
- Jigsaw Boxes Removed
- Reverse Bear Traps replaced with Generator Traps
- Leaving a Generator early while in the Healthy state will put you into Injured
Your 4 RBT are replaced with 4 GTs which can be placed on any Generator, and cannot be removed, so you have to choose carefully.
Add-ons like Utility Blades (Survivors caught in a Reverse Bear Trap suffer from the Haemorrhage Status Effect) apply to survivors that are currently repairing a Generator that is trapped.
Last Will increases available Generator Traps by 1, similar to Reverse Bear Traps.
Rules Set No. 2 now also disables the survivor's ability to see the auras of Generators that have a trap on them.
Bag of Gears and Crate of Gears will now also slightly/moderately increase time to repair trapped generators. Will need to be small though, or else it will be too strong (14%/30% like with RBT would be WAY TOO STRONG)
Amanda's Secret removes auras of trapped Generators (like Rules Set No.2) except for The Pig, and it gives you a notification and reveals the auras of survivors that leave a Generator early.
Amanda's Letter just reduces Generator Traps by 2.
I like where you're going with this but I want to put in my own version because this is cool.
So Pig has her RBT BUT she gets an add-on that places a trap on all the Gens that is similar to the Jigsaw boxes. So instead of going directly to a Gen and working on it, Survivors have to place their hands into a contraption to cut themselves and when they complete the entire action the trap around the Gen falls apart and now you can work on the Gen. So basically you have to use a Generator based Jigsaw box before working on the Gen.
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I think a potential buff for Pig would be to change what her RBT does once the last Gen is completed.
Right now her end game is crippled because they can't turn on, so unless you're planning to slug at the end with Rules no. 2 and Slow Release Toxin they don't do anything except give you points.
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Isn't the long que time for high rank Killers because there aren't many high rank Survivors so it takes longer to find people near your level?
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Well that's an endgame build so you can't really go wrong with that.
I bought the game for Freddy and I'll just slip in my personal favorite builds for ma boi.
Dream Master---Thanatophobia, Knockout, Sloppy Butcher, and Devour Hope. Add-ons: Swing Chains with Black Box or any rope with the Blindness for Snares.
Basically everyone gets the debuff from the dude who's slugged since he's asleep and injured. But they can't find him because of Knockout, healing is even worse, and if they aren't looking for their friend they're worrying about Devour ;)
My World/Power Glove---Agitation, Iron Grasp, Save The Best For Last/Mad Grit, and either Make Your Choice or Devour Hope. Add-ons: probably won't need any but you can use a Drawing to make Gen teleporting quicker. Hook only in the Basement and your Snares will alert you when someone goes for the save and hopefully a Gen is above it. If you don't want the Basement build then ditch the instadown perks and go for full on ''Power Glove'' and use STBFL and Mad Grit, this is Freddy's version of Fruit Ninja Spirit.
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The wiki says the Bloodhunt is on September 5th, is there an earlier one or is that the one you're talking about? September 5th is also my berfday so that's cool.
I will probably have to answer the phone or check in guests while I wait for my lobby.
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I really enjoy stupid Survivors, I love bad situations they make themselves but they blame on me; this is one of them.
I've had people criticize me when I play Basement Freddy, I use the Snares to let me know when people go for the save and they call me a tunneler/camper. But the funny part about it is, my Snares wouldn't let me know they're down there if they just WOKE THE ######### UP before going for the save 🤣
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@NoShinyPony said:
@HatCreature Correct, there wouldn't be any unhooking anymore and everything that's related to it. No small changes.
Bloodpoints and Emblem points aside, you would also have to work on the balancing, because with respawning, survivors wouldn't need time anymore to go for unhooks.
It would change the game significantly and as I wrote above, I have no idea whether the majority of players would like to have such big changes.
I don't think the Devs would do it BUT if they were interested in going in that direction they could do a poll. Or we could a poll and maybe if the community responds to it with enough positivity then maybe the Devs would consider it. But I don't think they would since like you said it changes the game. I actually made a 2v8 mode thread with this idea in mind that no one commented on.
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@Rivyn said:
O, I especially love 2 and 4. I've had the same thought process for 4. I wouldn't mind a skill debuff, but why not change it up and make skill checks more difficult? Either of them is fine by me. That idea for a base Black Incense is nice. Maybe even give a puke trail like a blood trail?
The skill check would be a cool effect, the sickness is making your hands shake so skill checks could be harder. Maybe it brings in fake skill checks where the whole thing is red and if you try to get it then the Gen regresses, those you need to ignore.
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@NoShinyPony said:
@HatCreature I believe I said it a couple of months ago: If you really want to get rid off tunneling, you have to remove hooks and let survivors respawn instead. But then, this game wouldn't be DbD anymore. I don't know what the majority of the playerbase would prefer.
So to be honest there isn't a whole lot of difference between being hooked and re-spawning. You're still in time out. The real change from this would be the ripple effect that comes with it, hook perks and less Altruism. I would be ok with respawning, especially if they did a really sick animation like a pool of black bile just spits you out onto the ground and you steam for several seconds. But if they did do this it would take quite a bit of work to fill in the gaps it leaves.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/647716#Comment_647716
And there's the rub. Save for Badham, chases are yours to lose. You cannot win against the killer by yourself. If you are the runner, you need your teammates to do objectives. If they blaze down the gens then the killer likely runs Noed and you go down. If they don't blaze down the gens then you lose bc pallets are finite, entity blocker, and tier 3 Bloodlust all exist.
This is where the BS about "infinites" come in. "Infinites" only exist if the remaining 3 Surviviors finish the game before all the "you suck at chases so here's the bones we're gonna throw at you to help" mechanics come in to save killers from losing outright. I constantly find myself wanting to side with Surviviors on issues of game balance bc killers spend all their fkn time complaining about how survivors get all these second chance perks but second chance mechanics literally exist to save them when they're bad at chases.
This is what has always confused me as a survivor and killer player. If I were to camp somebody the counter to that would be if all the Surviviors genrushed and punished me for camping by applying pressure through gens. But let's say I run Noed, suddenly the counter to both my camping and Noed is to somehow genrush and not genrush at the same time. This means camping suddenly becomes a lose/lose
Basically, the game needs changes, core changes. You described the game's biggest problems and it all ends up to lose/lose. The Gens and Hooks do not go well together because they create problems.
I believe Deathgarden solved this problem, they don't have Hooks, they respawn. They don't have Gens, they drain one object and pour that into the main object. If you lose all your lives you get executed. This version of DBD simplified what DBD has and this also means no NOED or getting looped or unsafe hook saves or gen rushing. If DBD took those design tips from Deathgarden we wouldn't have as many problems as we do now because the design is simple and takes into account core problems.
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I can kill people as my favorite slashers and it isn't weird.
I also really love the science behind perk builds, it is very enjoyable to combine perks together and see them compliment each other in strange and unusual ways. Enduring and Spirit Fury is a classic but Furtive Chase and Dying Light with an Ivory Mori isn't something that actually benefits you but is fun to pair together because both of their features combined create a situation of duck, duck, goose. Weird perk combos like that is fun to find and I imagine creates some funny or scary situations on the Survivor side, I wouldn't know since I don't meet any Killers who do what I do on the PS4.
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So when you hit someone they get a boost of speed and a lot of time they make it to a window or a loop and that cooldown prevents you from continuing the chase, you literally stop moving and then keep going when you're done. STBFL at 8 stacks makes this less punishing, that stop is more of a slow and when you have someone go for a save at the hook you can down the Rescuer AND the RESCUED with 2-3 swipes all in quick succession. This moment at the hook is when you see its benefits the most and why I sometimes run this perk on my Basement Builds because I have so much speed I can usually down everyone down there.
I would say STBFL is a good perk to use if your other 3 perks are a build in themselves. For Example Enduring + Spirit Fury is a combo, STBFL, and then Ruin makes a complete build for Pallets, Gens, and Speed. STBFL is a bonus perk to add to a build of 2 or 3 perks.
Agitation and Iron Grasp=Basement Build of 2 perks, anything after these two is a bonus because your entire playstyle revolves around the Basement. STBFL is for downing everyone down there and Devour Hope is a bonus treat to let them they're ######### and that your boot is theirs to suck on. In this case STBFL was 100% ok to put in your slot because your entire build consisted of 2 perks leaving breathing room for STBFL.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/649084#Comment_649084
Do you think Oblivious status effect will work for Huntress and Freddy's Lullabies too?
Well as of now The Demogorgon is the only one to have this feature, this is new. When we get another sneak peak at new perks and one of them has an Oblivious feature we NEED to make sure the Devs don't forget about lullabies from Huntress and Freddy.
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Only Thrill of The Hunt lets Killers know when a dull totem or Hex totem has been destroyed or is actively being cleansed.
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Hmmm, adding in Base game modifiers for high ranks wouldn't be a bad idea and actually make the game feel new and fresh when someone transitions from mid to high.
But if you make Survivors Oblivious when working on Gens then Ghostface and Pig barely have any use for their stealth mechanics, well mostly Pig since Ghost uses it for Instadowns.
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If I have had a REALLY bad time, found first and then unhooked but somehow unfortunately found again before I've even healed or done a Gen, that slug instead of a hook is nice. I don't expect it but I appreciate it, playing Killer is hard, anyone who plays Killer and says it is easy is lying or only plays at low ranks OR has ungodly good luck with ######### players, and because it is hard I understand that slugging is not always a good option when you can hook me.
I slug when a player looks like they haven't had a chance to actually play the game or if I want to increase pressure. If I am playing my favorite Freddy build I slug because it hurts the entire team, I have yet to go against a Freddy using my technique so I can only imagine how it must be feel that sweet misery of a slow death.
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Omg...OG Ghostface was easy to break out with practice and this one is too, they made it even easier to break him out like a week after he was released, making it any easier now will be torture.
He can be detected from 32m away, his Victim's Detailed Routine makes it 28m and that should be changed to make it 24.
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Babysitter will be good with Borrowed Time just in case you can't make the quick save and the person gets hit anyway but the bright side is if they get rid immediately then they still won't have scratchmarks or blood for the duration of Babysitter.
Second Wind turns off when you go down while Broken so if you have D-Strike then you won't get healed if you escape. I don't know if you can this perk more than once since you can get hooked twice though.
Inner Strength gets deactivated after healing in a locker BUT turns back on when you cleanse another totem so you can basically reload.
Cruel ''Confinement'' sounds very map dependent so this could be a hit or miss, if you get Lery's it's powerful, if you get Rotten Fields not so much. I would run this with Tinkerer and only on speedy Killers or those with instadowns so they can maximize whatever potential the perk can give. I personally think it should work like Bitter Murmur and block ALL VAULTS when the LAST Gen is completed for a certain time. Or maybe switch it up and block Vaults in YOUR TR when a Gen pops.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/647844#Comment_647844
https://www.twitch.tv/videos/470813433
At about 26:00 they start discussing the pounce attack.
At 28:30 they discuss the killer instincts.
Janick: "A more advanced thing, when you hold your power button..."
McCote: "When you hold your pounce."
Janick: "You become connected to the upside-down and can sense your portals... and get killer instincts on survivors around them."
This is the conversation that confuses me and we'll get confirmation on during the PTB.
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In theory yes but you'll find a lot of maps have more pallets than Vaults.
Farms will have little effect with this perk as it's mostly loops, tractors, and Vaults on the edges of maps. The Swamps, Red Forest, and the Game will have barely any use from this at all. But in contrast, all the maps that give Billy a hard time with lots of loops and walls will be great with this perk so this combo is VERY map reliant.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/647839#Comment_647839
This is accurate, and I can imagine add-ons decreasing the travel time or increasing how long it takes to destroy a portal. :)
I'm very excited 😁 I haven't been this excited to play a Killer since I bought this game to play Freddy.
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Well The Demogorgon's portals have a lot more going for them than JUST teleporting. They can take away your TR to people trying to destroy them giving you an easy attack on them. They can also reveal Survivors to you if they're nearby and this is its BASE power, the Mint Rag on Hag is an add-on and an Ultra Rare at that. Hag is good for chases with her traps while the Demo is good for map pressure, the fact that Survivors can see your portal makes it powerful.
Place a portal near the Exit Switch and they have to decide whether they want to try and open the Exit or destroy your portal, either way you know they're there and they won't get away. In small maps he'll have even more power, if they try and destroy a portal you have more time to sneak up on them. Lery's will be a nightmare because there are so many walls and tight corridors, there won't be any escape if the player is decent at navigating.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/647817#Comment_647817
Not possible to implement at this stage from a logistical point of view. The animations ect don't allow for that sort of thing.
Also it's pointless, you don't have the ability to gain information during that time in order to justify such a decision.
I agree, this type of teleportation is different, more focused so canceling it gives you no benefit.
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The portals also have a Killer Instinct feature we are not 100% sure about. They said hold the power to see if anyone is near your portal with Killer Instinct. The PTB has not come out yet but this seems strange to me, what button are we holding? We already have 2 different buttons for the portal and the lunge.
The PTB isn't here yet but right now I have a feeling this is a high tier Killer, those portals make it a powerful end game Killer. Basically, the smaller the map the weaker the Survivors because they have less breathing room. If done right, every match is a 3 Gen match, if the values for the portals are in the right spots then this Killer has huge potential if you think outside the box.
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@NuclearBurrito said:
Regarding the portal:
- It also has a stealth effect for bonus utility. We do not know the duration of this
- We do not actually know how the red glow works. It could appear when you start to come out, it could appear when you finish coming out. All we know is that it also appears when disabling a trap.
- You already can pick any portal. No idea where you are getting this forced location idea but they specifically sated then if you are on a portal then you can travel to any other portal.
He means once you pick a portal you have to go to that one while Freddy can cancel it and maybe choose a different one.
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The loops also worry me, there are LOTS of windows on the 2nd floor in the offices.
Also they have said that the reason they haven't put in the parameter of no totem next to gens is because it would limit the possible spots it can be since there are 7 Gens placed all over the map so putting a radius on them would hinder spots.
I don't know how they place totems, maybe it is similar to how they place hooks? Hooks have designated spots on the map and each hook has a radius, any hook within that radius is cancelled out and does not spawn. I don't know if they have the same system for totems but in theory they can do this with Gens and just a smaller radius as there are only 5 totems which are small.
Or they can pick up the community suggestion of ''leaves/trash in every single totem location possible and Survivors must move trash/leaves first to see if a totem is there or not''.
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So I am a solo, I view my team as a liability because most of them suck. I would rather play by myself than rely on others, I enjoy being self-sufficient and Self-Care is just what that is. If I am injured I will usually only heal if I feel the situation is necessary, like no one is going for the save or I need to open the Exit etc. When Inner Strength comes out I'll be using that instead because it saves time, I will want to find a Med-Kit in case of emergencies but if I don't I can still help my team by destroying a totem.
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@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/647728#Comment_647728
If the player doesn't like it or feel things are unfair (killer or survivor) they will continue to DC. As someone once said "If they ban me that's a vacation."
Stupid, but true indeed.
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This will hopefully happen less often when the Dedicated servers show up. In the mean time I would use Devour Hope, at least you won't get the DC in the beginning of the match and might get Survivors who think they can find the totem before you get the 5th stack.
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These are interesting, I like the Multiplier idea because it kind of has the Double BP Weekend that everyone loves in it. I also like that they aren't Killer specific because I hate getting one for a Killer or Survivor I don't enjoy playing, at all; and since I'm on console it really hurts when I re-roll my daily and get one for Nurse. I unlocked all the teachables from every Killer, I don't want to play them anymore and don't want to be persuaded to with points.
Your challenges are tweaks on ones we already have which is cool so not much changes, the insane ones are def insane, 4 hooks before a Gen is completed? Rare or you're playing very well with everything going your way. 3 Protection Hits? If I could get 3 Protection hits I would be running MoM in my builds lol
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The problem in your games is you, you yourself need to get better so that you can survive when the odds are overwhelmingly against you.
Now I sound like a generic ''git gud'' spokesperson but no I'm giving advice. If your teams are constantly going down to ######### killers who need to camp and need Moris and NOED then your teams are lacking the most important role, The Runner.
You need to learn how to kite and loop hard, you need to learn the loops, what's safe and not safe, the windows, don't throw down pallets early etc. You need to be the one who runs that Killer around the map until he gets tired of you or until your ######### team can do the Gens. I learned how to do this and everyone who does doesn't have these problems that much. Now you may still die because your team sucks ass without lips but you will die knowing you got better and that you died with honor, you were the very ######### best and everyone who dies after you is a ######### stain someone else will find because they can't loop for more than 5 seconds.
Everyone has a different strategy when they do this, mine is Dead Hard. I will loop windows and normal loops etc and I will switch it up and move to another one sometimes without dropping pallets. When I get hit I drop the pallet the next time around and force them to break it and drop their Bloodlust giving me more time to go to another loop and Dead Hard will get me to another pallet somewhere far away from everyone. Dead Hard extends chases like you would not believe if you don't already use it.
So become a Runner and kite that Killer for the team and die with your middle fingers out or escape with your head held wherever you hold it whether you're prideful or not. I hold my head down because I respect the Killer since I would rather be the one sticking my claws into people's backs than running away from it.
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So for 100% clarification, Trapper---catch 3 people in Bear traps or catch 1 poor individual 3 times, hook any of those people and the condition will be met to Mori those people that were hooked and got caught in a trap?
The Mori offering will increase how many of those people can be Morid? So I am assuming at base 1 of those people who got caught and hooked could be killed unless you had an offering increasing to another of those caught Survivors.
If that is the case I like where this is going.
A lot of people say Mori them on last hook but this adds DEPTH to the game and to the match. Right now you pop a Mori and whoever is hooked is like ''FU*K!'' With your idea it would be a progressive power in the match similar to Devour Hope, which is my favorite Killer perk. Once you trap 3 people everyone knows at that moment ''aw crap he's about to kill one of those fools, he's primed and ready''. The Killer is ready to Mori, NOT the Survivor, because right now the Moris are dependant on hooks making the Survivor prepared when it is you the Killer who should be preparing for yourself.
Now I know you're thinking about other challenges for other Killers but that is already solved as each Killer has their own Daily that is tied to their ability and your Trapper idea is exactly what his Daily is, trap 3 people. So each Daily for each Killer revolves around their ability and those Dailies could be what activates their Mori.
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When the PTB comes out these kinds of threads will have more credibility, we don't even know what the real numbers are yet and I still have questions about the Demogorgon's ability so when that comes out our suggestions might change or be more spot on.