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Humanarian

Humanarian

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Humanarian
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  • You don't need to record your own game to prove there are hackers/cheaters in Dead by Daylight. The most famous DbD streamers/YouTubers like Otzdarva and Tru3Ta1ent have already posted the videos where they have encountered the same kind of hacker. And in all honesty, this. This very fact that it is even possible to apply such cheats to the game... It's the most pathetic thing about Dead by Daylight. Not Moris or keys, not some overpowered Perks, not even the ballance.

    No. The hackers among Survivors is pretty much the definition of BHVR's "pretty good job so far".

  • Hm... Interesting. I honestly thought those topics would give birth to a bigger discussion.

  • @Rizzo said:

    Please keep the discussion civil and respectful, no need to attack others over a different opinion.

    I would very much like it to be this way, but instead I personally seem to be treated with false accusations and offensive language. At least in this thread.

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165736#Comment_1165736

    Poor try to use my own words. They don't fit in at all in what I just said. Have I told you not to get to red rank ? No ! Did I say you gain no benefits from getting at red ranks ? Yes I did. Do you have a choice ? Yes you do. If you want be a red rank just don't camp and you will get there. Or are you trying to tell me you should be able to get there even when you camp ?

    Now lets add this to what you said about DS. Lets decide not to use it anymore because you said so! Do you get not camped anymore ? Nope you are still getting camped because it is up to the killer !

    If you let survivors decide your perks that is your problem. I play what I want as a killer while I look for good combos based on the killer power.Being forced to play perks just because others are not viable has nothing to do with survivors deciding your pekrs. We overreact much here don't we? There is no way you can use eveything on the same killer unless it is a BIlly. Actually devs supported the removal of perks dependency for killers in the past when I think about it by changing some perks so you don't feel forced to use one perk or another. DS-> Enduring is the best example. Too bad nothing has be done for the survivor side ... Maybe Balanced can count for that ? Too bad they made it useless

    Have I told you not to get to red rank ? No !

    You have litteraly said "Do you want actually to be at red rank to play against the best survivors as a killer ? Hell no !", meaning that you believe yourself to be in a position to decide what I want and do not want. That is not and shall not be the case.

    Now lets add this to what you said about DS. Lets decide not to use it anymore because you said so!

    Where in my words "Decisive Strike will save you in case you're being tunneled after getting unhooked and Killer will end up wasting their time" can a plea for not using it be found? Instead, I recommended it for OP to use as a way of punishing Killers who play dirty.

    If you let survivors decide your perks that is your problem.

    Then the same goes for you. If you don't like being in a need of certain Perks against certain Killers or certain types of Killer players, that's your problem.

    I play what I want as a killer while I look for good combos based on the killer power.

    I can only wish you best of luck here.

    Be it as it may, I believe this conversation is done. I shall not reply to your further comments. Believe what you want to believe and be as arrogant and disrespectful to the others as you want to be. That's not my problem. It's actually yours.

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165761#Comment_1165761

    I'm sorry my comment wasn't really directed at you. More towards OP. This isn't the only thread he made so far, and you can tell by his comments on other threads as well he is very new to the game and is still in the "You're going to lose a lot at the start" phase, since this game really doesn't have training wheels for Killers or Survivors.

    No worries. I knew you were talking to OP. I just wanted to point out that quite some game knowledge can also be aquired through watching the experienced players (like Otzdarva, Tru3Ta1ent, Monto) play it and explain why they do what they do. And in this exact game that knowledge might even have a bigger impact that the actual in-game practice. Understanding the counter plays for the certain things can go a long way.

  • @NullEXE said:

    We can tell you're new to the game. I would suggest getting at least around 2000 hours into the game before particpating in the forum, or at least before making entire threads suggesting for large game impacting changes.

    If you took the time to learn more about the game before making your thread you would know that there already is a penalty system for camping, and that's in the Chaser emblem. You can learn about the emblem system here.

    Good advice. As for me personally, I bought the game 2 or 3 years ago, but have only 138 hours in the game. However, if I count the timespan of DbD gameplay videos and streams I've been watching, I'm sure it will be more than 2000. xD

    That's why I've been to Purple Ranks as a Killer. Could probably get Red Rank, but simply don't have enough time to play that much within 1 month.

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165436#Comment_1165436

    I am very aware what you meant so that explanation was unnecessary. But the qustion is why do we exactly care about rank points ? Do you get extra bonus for being high level ? No ! Do you get matches with similar rank all the time ? No ! Do you want actually to be at red rank to play against the best survivors as a killer ? Hell no ! For me this is like a win win situation. You camp you get your BPs you came for and yet you don't pip which keeps you where you want actually. Personally I keep my killer at low ranks and it feels great because I can do all the challenges without any effort.

    And imagine saying DBD has nothing to do with fun. Then why do you exactly play this game ? I really want to hear your reasoning behinde that .... /a streamer is the only thing that would make sense but I really doubt you are one/ ? But I still want to hear what other reason beyond fun you can have to play a game / that is not competitive /. People are really strange here...

    https://forum.deadbydaylight.com/en/discussion/comment/1165421#Comment_1165421

    Are you having fun when being camped on a hook for the entire duration ? Yes or no ? If it's a yes I'll need explanation what exactly gives you the joy. If no then your post is entirely redundant

    Do you want actually to be at red rank to play against the best survivors as a killer ? Hell no !

    So, you seem to be strongly against people telling the others what they want, yet have no problem doing that yourself? How very interesting... I believe, I'll answer this with your own words: "Who are you to tell me what I want?"

    And imagine saying DBD has nothing to do with fun. Then why do you exactly play this game ?

    I play for my own reasons. Piloting some Killer characters feels like fun to me, for example, but that is extremely subjective. An objective definition of fun has been removed from the game, because for the Killers playing Dead by Daylight is a torture, and for Survivors there is next to no challenge left. In other words, the competitive side of a competitive game is nearly non-existent.

    Most of the games I play are competitive, and my subjective fun comes from improving and achieving good results. However, it is only possible with the ballanced games, making that definition of fun completely out of question when it comes to this one.

    Are you having fun when being camped on a hook for the entire duration ?

    As a Survivor player, you're never on your own. You're a part of the team of 4. Say what you want about your teammates, but you are forced by the very game to be a part of that team. Those are the rules. There is no way out of it. It's not you vs Killer. It's your team vs Killer. And in order to achieve the best result, sometimes sacrifices must be made. And if the Killer is face-camping you, you can easliy laugh at their face, knowing full well that they're losing their time, their rank and even their Blood Points, if they really do nothing else for the rest of the game. So, in that situation, they are wasting time in more ways than one.

    If you're playing against the low rank Killers, try perfecting your looping skills and, perhaps, consider taking some speed/second chance Perks with you for the Trial, as well as Flashlight. Then you'll be able to have a lot of fun running around the map from the clueless low rank Killer who will have no idea of even how to mind-game you around the pallet. By the time the Exit Gates are open, they would be lucky to land even one hit on you.

    And finally...

    I don't want camping killers to decide my perks. I paid for this game and I want to play what I want .

    As a Killer main, I would very much like to take any Perks I want into a match in the game I've payed for. However... Some Perks are locked, some are not viable at all. Guess where that leaves me? In the situation of being forced to take not what I want, but what I have to. Otherwise, there is no chance of winning against good Survivors.

    So, the question is... what things should Survivors be punished for then? Because "I don't want" them "to decide my perks".

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165053#Comment_1165053

    1/ He lose bullshit. Don't make me make you a video with killer ending with 30k points after camping a person for the full duration of his hook

    2/ I don't want camping killers to decide my perks. I paid for this game and I want to play what I want . Who are you to tell me what I want to play ? Exactly you are nobody

    3/ Look at 2

    4/Good SFW will be able to do that. 4 Solo will do nothing because they don't have coordination. They are not supposed to. Also as the that person said that is just so boring. Do you know what boring means ?

    Please don't tell random people how to have fun in the game and say things like "understand the game" when you clearly don't understand the core of gaming which is having fun. That is your problem if you are okay to play like this not his

    1/ He lose bullshit. Don't make me make you a video with killer ending with 30k points after camping a person for the full duration of his hook

    I'm talking about rank-deciding points. Since you obviously insist on me being more clear, I'll clarify: Killer is losing the points of his Chaser Emblem. To be more precise:

    • -3 points: deducted each second you are within moderate proximity (16 metres) to a hooked Survivor (only applied after 10 seconds)
    • -7.5 points: deducted each second you are within extreme proximity (8 metres) to a hooked Survivor (only applied after 10 seconds)

    Bronze Emblem: 650 Points

    Silver Emblem: 1 230 Points

    Gold Emblem: 1 800 Points

    Iridescent Emblem: 2 550 Points

    In red ranks, EVERY Emblem must be Iridescent in order to get 2 rank points.

    2/ I don't want camping killers to decide my perks. I paid for this game and I want to play what I want . Who are you to tell me what I want to play ? Exactly you are nobody

    I thought OP wanted to get better at the game and learn more about it's mechanics and the ways of countering the certain things. If that's not the case with you, I wonder why you bothered reading it at all.

    Please don't tell random people how to have fun in the game and say things like "understand the game" when you clearly don't understand the core of gaming which is having fun.

    Dead by Daylight has nothing to do with fun. If fun is what you're looking for then you would need to pick up a different game. Either that or find yourself a good SWF group.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165341#Comment_1165341

    The "we" was referring to us as a forum - that is, we, the collective members of this community. I'll edit the comment to make that clearer.

    That would, indeed, make it clearer, thank you.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165329#Comment_1165329

    ... Did you miss the part where I said I'm not a developer?

    It brings up the question: why do you speak as if you're a member of Behavior team? "We often get bogged down with criticism and complaints here on the forums..." Who are you refering to as "we" then?


  • @XRuecian said:

    I was at least lucky enough to get BBQ/Chili like over a year ago in the shrine. TBH it doesn't feel like leveling a single killer to level 50 is really that hard, i could level one killer to level 50 in one day pretty easily starting from 0 BPs. The problem for me is that the majority of those games i will play to grind up to 50 will be frustrating and unfair rather than fun.

    I am an adult of 28 years old. I have a job and the other things that keep me busy. I have only the evening and weekends to play games or do other things I enjoy. And Dead by Daylight is not the only game I want to play. So, I really don't have much time to spend mindlessly farming Blood Points, especially if I care not for the Killer I'm forced to level up. I would like to just enter the game and play the Killer I enjoy playing. With the Perks I'd like to use. Alas, I can't even buy that. Only grind.

  • @XRuecian said:

    I do watch otzdarva, but the majority of perks he recommends i just do not have access to yet. No pop, no play with your food, no discordance, no corrupt intervention, no make your choice. Also, regardless of what kinds of tips he can give, Trapper still relies (maybe more than any other killer) very good map knowledge. There is no way for me to learn the maps other than to just keep playing the game, it will come with time. I also have stopped playing trapper because in order to keep him playable i have to keep refreshing his addons, which doesn't leave me with many BPs to continue unlocking things i need from other killers.

    And that's exactly the problem I was refering to in my original post! Some Killers really need specific Perks in order to be playable, but no! You want the Perks? Go waste months farming Bloodpoints and leveling up the Killers you don't enjoy. Because there's no way around it, unless you believe in the random Shrine of Secrets.

  • @XRuecian said:

    My favorite killer is trapper but he is almost unplayable without very specific addons and relies heavily on perks to help his heavy weaknesses. So i don't even get to play him. I can have fun trapper games if i am playing against people in the mid ranks, but he just has too many disadvantages against red ranks. It wouldn't feel so bad being put up against red ranks if the game wasn't so competitively oriented. I have to struggle through a frustrating match that i cannot enjoy because i know i am going to derank/miss out on points/waste addons on an unwinnable game.

    They want to force low rank killers to go against survivors who are 6+ ranks over them, have every second chance perk in the game, and are sharing information over coms? Sure. But i better get a 100% free safety pip and get a BP bonus to compensate for the bullshit i have to suffer through.

    If you really enjoy playing Trapper, I would suggest you go watch some of Otzdarva's videos on his YouTube channel "not Otzdarva". He's an absolute master of Trapper. You can try to mimic his build and game decisions in your game, I'm sure that his videos can provide you with a lot of insight on Trapper gameplay.

    My favourite Killer is actually Legion and in order to win I have to play really dirty sometimes. No camping or tunneling, but slugging? Yes, please.

  • Dear memeber of the development team, please, log out from your secondary account.

  • And remember, kids: without the Killer players, this game does not exist! :3

  • @XRuecian said:

    Right after i posted my comment earlier i queued up for a game. After a 5-10 minute wait, I ended up going against a full premade SWF of rank 3 and 2s. I am only rank 12, still haven't had time to grind out and unlock the meta perks/killers, so as you can assume it was just a fiesta of chasing as they beelined from one pallet to the next, and having all 4 of them bodyblock, sabotage hooks, and borrowed time/adrenaline run to the gate when i finally managed to hook one at the end. What a nice ranked experience. /s

    There are only so much Killers worth playing in the game. That's why I want to level up Oni and try certain effective builds on him while I still can. If it's against Red-Rank SWF at any rank, then why not just forget about FUN alltogether and bring out only the most effective Killers and strategies? Not that the devs are going to care about certain Killers' pickrate going all the way down to 0% one day.

  • @XRuecian said:

    As soon as you get past rank 8~ the game quickly becomes more and more survivor sided.

    I used to think the game was more killer sided when i only mainly played survivor. I suck as a survivor, and i thought it was just because killers were too strong, and thats just how the game was. But then i started playing killer more, and now mainly only play killer. And as soon as i got up in ranks a bit i realized i was just so so wrong. Unless you are a master Nurse or Huntress, then survivors are the ones who hold the advantage. ESPECIALLY if the killer is playing fully sportsmanlike and trying to avoid killing people on first hook, not tunneling, etc. In order for a killer to play 'perfectly' he has to get 10-12 hooks. 3 hooks per person for the first three people, and 1-3 for the final person. Do you have any idea how difficult it is to hook 10 people before 5 generators get completed? Hell, it's usually only 4 generators, since the first gen is basically free for survivors in most game nowadays.

    It is surprisingly easy for a single skilled survivor to waste enough of your time for all of the generators to get done. First they can loop you around a car 5 times before they need to drop the pallet, then after they do they can run around it an infinite amount of times as long as they dont make a mistake, so you are forced to break the pallet. Except while you are breaking the pallet, they run to a new loop and repeat. And then IF they make a mistake and you do get a hit, they get speed boosted, and it repeats. And then, if they use deadhard well enough, it can get them through another mistake, so now you have to hope they make an extra mistake. And if you down them and they happen to have competent friends, you might get flashlighted and have all that time wasted. All of this for just ONE of your needed hooks.

    There are only like three killer's who have enough power to be considered on par with survivors at rank 1, the rest of them have to try extra extra hard and rely on survivors messing up to succeed.

    The reason you likely felt like you were hit even though you had already dropped the pallet is because of dedicated servers. A big enough discrepancy in latency means that the killer probably had hit you a half a second earlier than you actually seen, and the server had to put the hit through. Just on your end, it happened to look like you dropped the pallet early enough. The exact same thing happens to me in the opposite direction sometimes as a killer. There have been times when i SWEAR that my attack should have landed as they vault through a window or before they reach a pallet, but then they will basically 'blink' forwards and drop the pallet on my face. There is no way for the devs to fully fix this. Everyone has different latency, sometimes its just enough to make timing difficult.

    I honestly don't think that even the most toxic of the skilled Red-Ranked Survivors would say that the game is Killer-sided. Basically, saying that is a sign of a "l2p issue". The OP needs to get a better game awareness, unlock more of those useful Survivor Perks and get better at looping and mind-gaming.

  • The Fear status effect already exists in the game, though not in a sense you've proposed. As a Killer main, I get that status effect every time I'm about to press "Find Match" button.

  • However, i would not be against letting people just buy perk unlocks, so that they don't have to buy an entire killer or survivor to get the meta perks. But what would be even better than making them purchasable with money is just to increase how many perks are available in the shrine now. The shrine has existed for years, and 4 perks at a time back then was fine because there were half as many perks as there are now. Now that there are so many more perks, the chances of the perks you want showing up are much lower.

    Well, I think Shrine of Secrets is just a joke. First, you need an extremely rare and hard to get currency to buy perks there, and second... There should be a perk shop instead, where you could buy an unlock for any perk at any time with the real money. That, indeed, would be a good alternative to buying Blood Points and would help avoid infinite best addons problem. Having all the perks allows players to experiment, which, in turn, makes the game more fun to play. But right now... I believe, being the novice Killer player with no perks at all is worse than Hell.

    Speaking of which, I believe the real life maniacs should go into Dead by Daylight after death. Would be a perfect Hell for them.

  • @Sunbreaker7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160503#Comment_1160503

    I wouldn't agree on the lag part. When a game lags, I miss my timing, as that is something one can not count for to happen. It's iregular.

    So, you're uncomfortable with playing as a Survivor when your game lags? Well then... Try playing Killer. You won't stand a chance at all.

    My point is that your problem is with the lag, not with the game. Get rid of your lag or just accept the consequences.

  • Dear halalmike, I'm not sure how new you are to the game, but there already are quite a few ways of punishing camping.

    1) Killer is going to lose points for remaining close to the hooked Survivor.

    2) Borrowed Time perk allows to safely unhook a Survivor when Killer is still close, he won't be able to insta-down any of the two.

    3) Decisive Strike will save you in case you're being tunneled after getting unhooked and Killer will end up wasting their time.

    4) If Killer camps you on your first hook, he's wasting time, because he's not pressuring the gens, and they fly in current meta. Good Survivors will be able to do 2 or even more gens easily before you get into struggling phase (half of your death timer on hook).

    Please, make sure that you really understand the game well before asking for the changes to be made.

  • @XxkuroxshiroxX said:

    Omg, that would be super awesome!

    We would see Huntresse's face (a bit of it) in a skin for the first time wouldn't we? I wonder how it'll look like

    Indeed... Though half of her face would need to be distorted. However, another idea is replacing The Huntress entirely with Twisted Alice while wearing the skin. That would, of course, include replacing her original humming with Alice's one.

    I just can't help but feel as though Twisted Alice would be a perfect skin on The Huntess! And there's more than one reason for that.

  • Hm... This is strange. I actually expected DbD community to be way more active.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/733426#Comment_733426

    I'm not saying they shouldn't have weaknesses. Every killer should have counterplay, but I was just saying that their weaknesses shouldn't overshadow the strengths. The Demogorgon is the best example of this. Shred is unwieldy, and the portals aren't completely reliable if you don't know how to use them, but you can still work with it and succeed.

    Absolutely. That's why stealth killers got buffed recently.

    I didn't know that the Reaper could use their power to move on the z axis, not the y or x axis. That would be handy to know.

    Not really, since the mark would be gone at that time, and they'd have to hook them to reapply it. So, only 12 teleports per game. It could also be used as a pseudo tracking ability, since it's risky to use the teleport, since you'll lose the tracking aspect. It has risks as well as rewards, while the current version of Marked has a very big reward for little risk. Just a thought.

    It's just that Mark of Death is designed around the idea of no mortal being able to escape Death. And the key work here is "escape". That's why the power's design is to prevent an escape, not to help catch up to the Survivor that's not escaping yet. Besides, there is a reason why it's the Secondary power, not the Primary one. It is an addition to the Reapers kit, not the basis of it. Thus, it should feel like an addition.

    But, as it's true with any Power of any Killer, you can use the Add-Ons to make it more useful than it is by default. And if you would prefer your playstyle to be based around Mark of Death more than around Ghost Form, you could play with Ouija Board and Grim Sickle Add-Ons, which would do nothing to enhance Ghost Form and make the chasing easier or give you any additional game progression control, but would significantly enhance the usefullness of Mark of Death, allowing you to base your build and strategy around that exact Power.


  • @Babacaxi said:

    But I think u should put a survivour like, a guy that is like ace but always goes to cassinos and always win, so he is very lucky, and have already escaped death, but the entity didin't liked that so brought him to the other world to see if now he can escape death!

    A nice perk could be like:

    Try Me

    Calls the attention of the killer, becoming the obssesion, and gains the ability to see all the vaults and pallets in the map for 5 seconds, to have a better idea of where to go

    For its activation a injured friend need to be chased, and while the chase u can activate it!

    Thank you for your comment. The thing is, I'm not offering a complete chapter, I'm just creating a concept for the Killer. Survivors are just not my thing


  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/716304#Comment_716304

    A killer shouldn't require perks to be good. Their perks are just supposed to be thematic bonuses/playstyle changes that they can teach to others. Mad Grit, PWYF, and BBQ change the way you play in a game. But they do not cover up for weaknesses. Mad Grit allows you to welcome bodyblockers, PWYF rewards you for losing a chase with a single survivor (obsession) for a speed boost, and BBQ allows you to not waste time with searching certain areas for survivors. They don't inherently make up for killer weaknesses.

    Perk combos are standard form though.

    The new mark of Death is kind of a punishment during the early middle game. I'd say it'd pair really well with the new Dying Light.

    The Grim Sickle Addon seems interesting.

    The clown does almost the same thing, ending chases quickly, yet is considered weak. The Reaper does almost a very similar thing.

    If you had an addon that allowed them to teleport at any point to a marked survivor, at the cost of a shorter wraith form duration or something, then it might be useful... idk...

    Evry killer has their strengths and weaknesses. If there was a Killer without any weakness and with absolutely no counter-play... well, that would be simply unfair, would it not? Some Killers put a lot of pressure on the group of Sirvivors, causing them to spread out. The others have a huge map pressure due to their mobility. There are those who have the tricks to end the chase quicker. But no Killer is allowed to be good at everything at once. And to compensate for that, the Killers find their unique combo of Perks and Add-Ons, maximizing their chances of success.

    And Survivors can find the Perks that are especially efficient against certain Killers. Like the Object of Obsession is effective against The Ghost Face.

    The way The Reaper is designed will make him more efficient on the certain maps. "The Game" map, for example, because he could use his main power to change floors on the fly without having to use the stairs. Allowing him to teleport to the marked Survivor at any time would be practically like allowing him to cheat, since it would be like camping without losing points while also being able to do anything in the mean time.


  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/716269#Comment_716269

    You can play really well, yet lose because of one mistake. You'll most likely black pip in that situation, while the SWF group doesn't care/is toxic.

    I'm just saying that your killer has no gen pressure, and you sacrifice that for one possible endgame down. They also have no tracking abilities, so they're unable to find survivors any easier than a killer that's good at that like Legion and Doc.

    The Reaper's pressure related to gens can come from perks. What if Tolling Bell perk gets combined with Bitter Murmurs? Of course, there's always Hex: Ruin, Corrupt Intervention, Thrilling Tremors.

    But you're correct. The Reaper's strong side is not the gen pressure, but the power to deny the loops, and a player would have to play around that aspect, mastering Ghost Form and trying to get as many downs as fast as possible.

    Whispers can do a lot to help locating the Survivors, also don't forget about the Add-Ons. Necronomicon gives The Reaper almost cheating powers in chasing a Survivor around the loop. And Pocket Watch could be used to slow down the gen (or any other) progress while you're using Ghost Form for a loop shortcut on the Survivor you're chasing.

    I've adjusted a couple of things about Mark of Death and reworked Grim Sickle Add-On. Check those out~!

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/716191#Comment_716191

    It's weaknesses are (Besides BT/DS):

    Adrenaline and SWF teams.

    When I evaluate a killer concept, I try to think: Is this going to be viable in red ranks?

    Short answer: No.

    The mark of death mechanic as you have designed it, would most likely be abused by coordinated teams. They would try to absolutely protect the Marked survivor, and make sure they can make it to the door for any possible plays. As I see it now, there are no downsides to being marked besides the teleportation, which already is situational. If they are at the open gates, they are already gone. Even if there is an exposed effect, they will still take enough hits for them to get out and for you the killer to lose the other survivor. It's a losing situation no matter what you do. Either you get 1 kill, or none. I'm trying to help avoid that kind of situation.

    On top of that, you're assuming the hatch grab is coming back. If it doesn't, then there's no point in teleporting to a hatch survivor unless you have a window where you can close it before it expires.

    I predict the worst possible scenario. With Demo, I was prepared with strategies for the endgame, even if I was doing well, just in case.

    The hatch grab is no longer a thing? Well, it appears, I'm not exactly up to date with the current meta! If so, I'm going to change the Mark of Death the way you can grab the marked Survivor out of the Hatch!

    As for what you're saying about SWF, well... if the Exit Gates are open and all 4 Survivors are still alive, that means you're most likely losing 1 rank point as a Killer. So, I don't really see the point of considering the inability of Mark of Death to magically turn the obvious lose into a win a problem.

    Mark of Death would show it's full potential when there are no more than 3 Survivors left for the End Game. Just imagine hooking and marking a Survivor just as the last generator is finished, then downing the other one on the other side of the map while not having to worry about the one you hooked even if the 3rd Survivor opens the gates and unhooks them. In that situation 1 Survivor is busy hanging on the hook, 1 Survivor is busy running away from you, and that leaves only 1 Survivor to open the gates and unhook the marked Survivor. And you could have Hex: Inevitable End on top of that all!

    So, you down that other Survivor that you're chasing, the gates open, then you activate Blood Warden while the one who opened the gates helps the marked Survivor to heal faster so they could escape. The game is far from over, my dear SWF comp!

    I'm not trying to say that it's the best Power a Killer could have, but I would like it to be tested on PBE or something before making any changes to it. I definitely don't want to bring something imballanced to the game. Instead, my intention is to bring something that would be highly rewarding to those who can master it.


  • @Raven014 said:

    I like the concept. Seems strong in a chase, maybe is viable, and worth getting if they released.

    The perks seem good, the kit seems like it'd be good, an the addons are alright. However, the Marked for Death Mechanic seems to be the only weakness.

    It's got a concept, but I think it'd be abused by survivors for saves. If a survivor knows they are marked, then they'll use that to save a survivor that's being carried (especially a weakness with SWF). If there was an extra penalty to being marked, like they actually can't leave until the mark has been used...

    Or... hear me out here, you could mark all survivors for death. Then, if a survivor is outside your TR, you can teleport to them, with a slow animation that warns survivors, that removes the mark after teleporting. It'd be a pressuring tool more than a F*** You to that marked survivor.

    And, they can mark Survivors with a seperate ability, similar to what Freddy used to do with his sleep beam. Heck, it could also make survivors suffer from Oblivious.

    This would allow them to have more options then just being good in a chase, which is what makes clown weak currently.

    Well, that's the whole point. I've designed Mark of Death that way specifically for it to have possible counter-plays. That would make it good in the hands of an experienced player, but terrible in the hands of those who would use it carelessly.

    The point of that Power is this: you could hook a Survivor close to the Exit Gates, use Mark of Death on them and then go chase the other one on the other part of the map. Usually, in that situation, one of the Survivors would open the Exit Gates next to the hooked Survivor, unhook them and have them both escape. But since the Survivor is marked, there are two possible scenarios. One: they condemn themselves by walking into the Exit Gates zone and having The Reaper down them instantly (if The Reaper players is good enough to react immediately to the sudden teleport). Two: they spend time healing before walking into the Exit Gates zone, which ensures their survival.

    But if they decide to heal, they'll have to spend quite some time doing so, especially if Eternal Rest perk or anything else that gives an Action Speed penalty on Healing is active. In that time, the Killer could already return to check on them.

    Even more so, chasing the marked injured Survivor to the Exit Gates makes it almost impossible for them to survive. If The Reaper uses the lunge attack at them and misses, it could trick them into believing that they have enough time to escape while the Killer's attack is recovering, but Mark of Death cancels any animation The Reaper is locked in, including recovery. If the Survivor enters the Exit Gates zone in that scenario, they would practically condemn themselves. But a clever Survivor could try and outplay The Reaper in that situation by using Dead Hard!

    Of course, there is a case of Borrowed Time or Insta-heal, but it's okay to have something that could counter that power. Most importantly, that power could provide some epic hatch catches.

    Besides, why assume that all 4 Survivors would be alive by the time the Exit Gates are powered?


  • @Ark_the_Bonsai said:

    I like it overall, though a few notes.

    The cooldown before he's allowed to attack is definitely needed but he shouldn't also be both slowed and have a power gauge. tbh, I don't think he really needs either with the stun but he definitely doesn't need both (If I were to choose, I'd let him move at normal speed but keep the gauge)

    Inevitable End is a bit much, but only because paired with noed it would literally be unbeatable. If you stack a killer speed boost on a survivor speed penalty it's already gonna be ridiculously powerful. I'd recommend just keeping the switch block (because I ######### love the idea of blocking the exit switch. Imagine the switch is blocked, then they break the totem, then Remember Me kicks in, then blood warden kicks in. You're not leaving my game damn it)

    Everything else is pretty damn good IMO. He himself would be an average tier killer that would excel on small, tight, and/or indoor oriented maps.

    I especially like Tolling Bell and the Mark of Death (Well, I specifically like the idea of combining the mark with Blood Warden)

    I've tried to keep my concept as ballanced as I could, but, of course, the end result would depend on the ballance team. I've planned Hex: Inevitable End to be a reverse Hex: No One Escapes Death, and put the small Movement Speed penalty purely for the sake of the perk having different ranks.

    There is a problem combining those two perks together though. First, you would need enough Dull Totems for that. And considering just how fast the Survivors run through the gens these days, I doubt clensing the Dull Totems would be that difficult for them when they begin to expect the Killer to run both of those Hexes. Also, a lot of Killers run Hex: Ruin, which already takes one of totems away. And finally, taking both Hex: Inevitable End and Hex: No One Escapes Death means that you're using 2 perk slots for something that won't even do anything until the End Game, making your early and mid game much weaker.

    As for the cooldown, I've mentioned that when the countdown of 1.5 for ending the Ghost Form begins, the Power Gauge is not being consumed. You could choose to end the Ghost Form while still phasing through the walls and since it'll be active for 1.5 more seconds, you could save time and catch a Survivor by surprise with how quick you retain your ability to attack after just phasing through the object and denying them their loop.

  • @Pugpablo123 said:

    https://forum.deadbydaylight.com/en/discussion/90380/the-reaper-killer-concept-with-perks-and-add-ons

    Although this is extremely well thought out, I do not understand how ghost form could be useful, especially in outdoor maps. Perhaps you could inform me?

    Why, of course! Basically, my idea behind The Reaper's gameplay is making him a reverse Nurse. While Nurse can go through the walls by blinking, but then needs to hit the target quickly, because then she's slowed and has to wait for fatigue, The Reaper goes through the walls by phasing, yet cannot attack immediately and has to wait for 1.5 seconds for the Ghost Form to end.

    Ghost Form can be used on many maps to deny Survivor any loop. It's also worth noticing that Ghost Form could be deactivated right after activating, beginning the countdown of 1.5 seconds while the ability to phase through is still present. That could win the time, catching a Survivor off guard with regaining the ability to attack right after phasing through the wall.

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