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Hex_Ignored

Hex_Ignored

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Hex_Ignored
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  • Bunnyhood fengs and bright cosmetic neas solely exist to torment a killer. Especially if they have flashlights

  • Never! We will not stop until every single killer is on the same power level as trickster when he first came out and then will start all over again

  • I know farming is frowned upon but for this challenge it seems like a necessity

  • @selflessnea said:

    You must first ask yourself are you actually being tunneled? Most survivors don't have enough game awareness to understand when they are actually being tunneled.

    Secondly, why should you be allowed to dictate how others play the game? We have all paid for this game and agreed to the TOS. If something is allowed within the game then you are allowed to do it.

    You can't expect the people that make threads like tunneling and camping need to be removed to read the tos. Heck, mods and behavior themselves have stated multiple times that these are strategies but entitled survicors say "well I don't care what the devs say. I know I am right amd they need to listen to me!". And you are right survivors are so quick to cry tunneler when it was really their teammate who farmed them for example

    in Why? Comment by Hex_Ignored
  • Yeah ds is now so weak we really need old old ds back. Like its first iteration. That one was fine

  • No, we already had this thread and the majority said no.

  • So quick anecdote. I was playing blight and hooked a David. Before I could even turn away a meghead unhooked the David right in front of me without bt. What should I have done in this situation?

    A. Slugging the David and going after the meghead because stupidity needs to be punished

    B. Immediately rehook the David and let the meghead run so she can farm her other teammates later

    C. None of the above because obviously that would make me a trash player that doesn't know how to play the game. The logical thing to do is just standing there and letting them both walk away like nothing happend

  • I think the aura reading on all totems should return. So I can at least try to defend my hex totems

  • I agree. And when they rework a map they ALWAYS insert these useless breakable walls that are just there to justify "Oh it's not an infinite you can break the wall". The fact that we still have the corn vision problem proves that they absolutely do not care about gameplay

  • Apparently the entity doesn't only feed on the crushed hopes and dreams of survivors

  • You are obviously forgetting the strongest, most oppressive, unfun and unfair tunneling perk there is: territorial imperative

  • Have you ever gone against a killer that brought bloodhound and predator and combined it with beast of prey? Absolutely unbeatable combo that leaves the survivors with nowhere to go but a hook.

  • Because why not

    in Why? Comment by Hex_Ignored
  • @Yogerman1997 said:

    What about if every Hex perk don't be completely destroyed after the totem is destroyed?

    Ruin, keeps the increased regression speed.

    Lullaby, keeps the increased penalty regresion.

    Devour, keeps the speed bonus after hooking. (delete need two tokens to unlock)

    Noed, keeps the speed bonus.

    Blood Favour, delete cooldown from base-perk, have cooldown if destroyed.

    Crowd Control, only 1 window blocked at the same time, like bamboozle.

    Retribution, keeps aura reading after broken any totem.

    Third Seal, Only 1 survivor Blinded at the same time, every time you hit a different survivor it changes to the new one.

    ThrillOfHunt, extra 50% bonus bloodpoints in the Hunter category during all the match.

    Undying, keeps aura reading.

    Good idea. I like it

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2248452#Comment_2248452

    Pointing should also stun the killer for 10 seconds. It could be a perk called "finger guns". No cooldown.

    Actually that's a stupid idea. It should be basekit

    How long of a stun are we talking here? I think something like 10 seconds is balanced but I'm not sure.

    Also I thought that maybe if you take Jane or Jeff and repeatedly crouch it could cause a mini earthquake that also stuns the killer

  • @Aneurysm said:

    No, I want every killer to be an M1 killer with no power but also with nurse's base speed. I also want hooks removed and flashlight clicking to give points.

    Now that is a change I can get behind. Repeated crouching should also award points.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/2248355#Comment_2248355

    Still after your first chase you'll have -2 perks to work with. It's not worth it to bet on your early game without accounting late game.

    That is definitely true and everyone has to decide for themselves if they want to pay that price but I will experiment with it to see how (un)effective it really. I was not able to play the ptb but this combo has caught my attention

  • The trickster is named the trickster because the devs tricked you into believing this is a proper killer

  • @CLAUDETTEINABUSH said:

    I think that it'd be a bit of an overkill to use both of them, since they basically have the same mindset, giving you early chases. If I get lethal pursuer then I won't need corrupt, probably, if I use ruin/tinkerer/bbq

    The thing is with lethal pursuer you can see if someone spawned outside of the corrupted area and go for them right away while the others are still searching for gens. It also counters corrupt campers

  • She is slow af while crouching meaning you need to be smart about it, her dash is kinda underwhelming (though it can be really effective on shorter loops) and the biggest problem is the rng associated with her rbts. Is she fun? Definitely! Can she compete with strong killers like oni or blight? Sadly no

  • Seeing how much complaints there are about hag and wraith right now because they don't participate in standard looping really makes it seem that way

  • I would say it should get the realm beyond treatment but then I remembered that every map became worse after the realm beyond so yeah I agree with you

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2248255#Comment_2248255

    Not progressing the game by not killing me is reportable. Qualifies as holding the game hostage which is what I report for.

    No because you have the ability to progress the game (aka do gens) and by the way have you not read the mod post that is in this very thread?

  • @th3 said:

    If I go against a killer and they want to farm I just play normally and then report them after.

    Not reportable though

  • Clown for pop goes the weasel

    Oni or blight for a fun and strong killer

  • Your bait used to be much better but unlike other baiters you at least tried so: mediocre bait; 6/10

  • I would like a cooldown reduction for I'm all ears, thrilling tremors, surge, trail of torment, dragon's grip and oppression (and eruption). Also surge (and eruption) should apply 10% instant regression because it baffles me how a survivor messing up a skill check does more damage to a gen than a killer perk

  • @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2247978#Comment_2247978

    They should nerf/rework/remove all killer perks which give killers an unfair advantage. No perks take skill to use, which means they're all on the same level of unfairness as old Freddy.

    Only balanced perks should remain, like Monstrous Shrine and Dying Light.

    No dying light is a SLOWDOWN perk so it is absolutely broken and anti fun. Also monstrous shrine has INSANE synergy with basement hag and basement trapper so this perk needs to be removed from the game asap

    But yeah all killer perks are disgustingly oppressive and anti fun, they reward the killer for playing like an idiot and are in dire need of a tone down, especially broken stuff like bloodhound and predator

  • Absolutely I would even argue killers should be unable to pick any perks at all. I mean how dare they pick perks that synergize with their power? It's ridiculous

  • Bunnyhood fengs and bright cosmetic neas are to be avoided at all costs

  • @sulaiman said:

    Yes, your points are valid, but should also be valid for others.

    "noone wants to play killer" ...against an swf. But a random killer doesnt have the opportunity.

    "its not as fun to do a meme build on someone you know"...because you cant behave like you want, and you cant pretend anymore its ok.

    SWF abuses the disability of killers to opt out, because they would for the same reason noone does that in kyf.

    Exactly. No one wants to go against swf willingly so they have to force killers into it by not revealing swfs. Just goes to show that swf is fair and balanced

  • As I said in the poll just remove them. The only purpose they have is clogging up bloodwebs much like hatch, basement and hook offerings

  • Just make all seeing purple swap rarities with all seeing pink and then you will see it a lot less. Wraith's base power is fine and in my opinion iridescent add ons should be really powerful and not garbage like Pyramid head's

  • I am still convinced that the trickster is a practical joke from the devs so this barely surprises me. He needs some serious buffs

  • This is another post that proves that skill bases matchmaking cannot come soon enough

  • Just remove them. All they do is clog up blood webs. Heck, get rid of the hatch, basement and hook offerings as well while we are at it.

  • Yeah I mean have you seen oni? He can brutalize me any day but the mask stays on during the slaughter

  • Because we still have no "early game warm up" and these two perks are the next best thing

  • The year is 20XX. All killers have been "adjusted" to 105% movement speed and a single use of their power per trial. The dbd forums are still flooded with killer X is op/unfun/brainless/etc. threads. /s

  • @twistedmonkey said:

    At this point I would say just remove breakable walls. They simply don't work in game how they are implemented.

    They were meant to be a way for killer to chose how to open up the map but in reality they don't give a choice for the most part. You either have to break them or leave up a strong loop or its silly to do so as it opens up a good loop. They are really just a time waster for killer.

    Adding a perk to survivors would do the same as they would just break the ones which would open up stronger loops.

    This. Many breakable walls a really just pre dropped god pallets but there are some that you might not want to break because they impede survivors and since this is the ONLY positive about breakable walls, I do not think a perk to negate it would be a good idea.

  • The devs tried something like that and survivors abused it so...

  • @DawnMad said:

    Thrilling, Dragon's Grip, Oppression and I'm All Ears need long cooldowns. They could be reduced slightly, maybe make Oppressions and Dragon's Grip 60 seconds like the others, but making them too low could make these perks broken. Think of a match with Thrilling were half the time when you find a generator it is blocked because the killer is abusing it by picking up and dropping, or slugging multiple survivors and picking them up in a way where Thrilling would trigger multiple times. Or a Dragon's Grip with a low cooldown on a 3 gen scenario against a Nurse or a Spirit. Or I'm All Ears on a Pyramid Head and he sees you through walls every time you vault a window.

    Trail of Torment could get a cooldown decrease, it would make the perk stronger which would be nice. Eruption needs a lot more than a cooldown change, it's effect is way too weak for how much setup it requires. Surge's cooldown of 40 seconds is also not really a problem, I think a slight range increase to it would be much more useful.

    I get what you are saying. Making it too low would obviously be broken but let's go over each one individually.

    I'm all ears: basically the killer counterpart to quick and quiet. Like quick and quiet I say we reduce the cooldown to 20 seconds from 40. I don't think that would make it broken.


    Thrilling tremors: already has the requirement of downing someone, gives pretty decent information but is plagued by a cooldown other info perks do not have. Reduce cooldown from 60 to 45 seconds.


    Surge: has so many requirements (m1, down, within range of a gen) in addition to a 40 second cooldown. While it may be better to buff other things (maybe 10% regression like a missed skill check and/or allow m2 abilities to trigger it?) as well I think reducing the cooldown to 30 seconds is fair.


    Trail of torment: becoming undetectable while a gen is regressing is nice and all but again 60 second cooldown is a bit long. Making it 45 or maybe even 30 seconds would be good imo. The thing with this perk is that survivors get a warning that it is active and they can freely disable it, and even if they don't after one hit it's effect is gone anyways.


    Dragon's grip: simply make it work like make your choice and starstruck where the cooldown starts with the duration of the effect OR reduce cooldown because 80 seconds is way too much.


    Oppression: again 80 second cooldown is too much. It would be a decent info and a bad regression perk a la overcharge but is held back by its cooldown. Reduce it to 60 seconds at least.


    Starstruck: this one I think has such a good effect that the cooldown is justified. What is also great is that the cooldown starts while the effect is active, which is what should also apply to dragon's grip.


    Eruption: while I never played the ptb just reading the effect makes this perk look really ... situational. I think like surge regression should be 10% (like a missed skill check) and cooldown needs to be reduced. I also read a thread where it was suggested that you can still "mark" gens for eruption while the perk is on cooldown which I think would also be really nice


    There. I am not saying give all these perks 5 second cooldowns like spies from the shadows, just make the cooldown reasonable for what the perk does.

  • Twins have a really cool chase theme in my opinion. It's just that you never hear it because you never chase with Charlotte and victor has no chase theme

  • Weak bait; 4/10

  • I agree. Now not only do I have to deal with corn blindness but also barely visible auras. I am shocked to say this but I think I hate the coldwind maps more than the swamp maps

  • But isn't it a requirement to have some form of anti loop in this game? I mean even wraith got a little bit of anti loop with his extended lunge. Old freddy is just m1 knife hand man in this regard or am I forgetting something?

  • You can buy oni, deathslinger, blight, twins and trickster with shards so I would not buy them with auric cells. I would go for the cannibal/leatherface. He is a decent killer and comes with BBQ which cuts the grind in half and is a decent tracking perk.

  • Killer perks:

    The Bad Touch: your touch puts a curse on objects. After you perform 1/2/3 basic attacks against a pallet it becomes blocked by the entity for 10 seconds. The bad touch has a cooldown of 30 seconds.


    Demise's Reflection: survivors trying to catch a glimpse of you only see their impending doom. If a survivor would read your aura, your aura is not revealed, you can see the survivors aura for that duration and the survivor screams and reveals their location for 2/3/4 seconds.


    Foul play: to complete your goal you do anything you see fit. You start the trial with 1 token. Consume a token to break one upright pallet. Foul play regains a token everytime a survivor dies by any means. Increases pallet breaking speed by 5/10/15%.


    Psychedelic Trip: your mere presence messes with the senses of survivors. If a survivor has an active aura reading effect, they will see 1/2/3 fake auras (these auras will obviously look like whatever the original aura reading would have revealed and if a killer or survivor was revealed the fake auras would move as well)


    Hex: Deceit: all of your hex totems look like dull totems and survivors will not get the cursed notification. Reveals the auras of all survivors within 1/2/3 meters of an active hex totem.


    Snuff Out The Light: your intense hatred for light incures the curiosity of the entity. After kicking a generator it becomes blocked by the entity for 30/45/60 seconds. Blocked generators can continue regressing. Snuff out the light has a cool down of 120 seconds.


    Sadistic: you know how to hook them for maximum damage. If a survivor is unhooked that survivor suffers from deep wound, haemorrhage and mangled. It takes 15/20/25% longer to unhook a survivor.


    Cheap Trick: you never played fair so why start now. The first survivor you hook instantly loses 20/25/30% of their hook progression and is faced with a tremendously difficult skill check. Failing this skill check immediately puts the survivor into struggle phase. Changes hook struggle skill checks to hard skill checks.


    Simmer Down: your cursing powers grow with the hope of the survivors. Gain a token for every completed generator. Every token results in a stackable 3/4/5% reduction of generator repair, totem cleansing, chest opening and rummaging, healing, unhooking and exit gate opening.


    I know about the power level of some of these but since they will never make it into the game I thought who cares.

  • Okay I worded that quite poorly. What I fear is that it will soon be "normal" for hexes to be cleansed before you even start your first chase

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2241530#Comment_2241530

    Okay, but that’s the gamble of hex perks? Even a mediocre player can win a game if ruin/devour stays up.

    Of course I know that a hex is not meant to last all game. My concern is that totem spawns are often questionable and we are getting more anti totem perks (counterforce) so I fear that soon a hex will be gone 30 seconds into the match without having done anything

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