IWFreak
IWFreak
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2512070#Comment_2512070
Oni - Doesn’t always have Demon Dash available.
Legion - Frenzy is just used to injure. If you’re using Frenzy to “catch up” AFTER a first hit you’re probably a bad Legion.
Executioner - You still have to get in range by catching up.
Deathslinger - You still have to get in range by catching up. AND is a slow walker.
Huntress - You still have to get in range by catching up. AND is a slow walker.
Bubba - Why would you use Chainsaw to catch up? LOL.
Hag - depends on whether you have traps in the direction survivor is running. Also very slow killer.
Clown - Can negate a bit of the distance, but he still has to actually close the initial gap.
Freddy - Can only teleport to gens, not reliable for chasing.
Demogorgon - Shred isn’t good for covering distance on flat ground versus a straight Hold W gamer.
Trickster - You still have to get in range by catching up. AND is a slow walker.
Plague - Ranged in small intervals, still has to chase like an M1 killers.
Cenobite - Chains negate sprinting but the can be easily broken.
But yes please tell me how killers all perfectly equipped to negate holding W :)
They are...
They WILL catch up, even if only just a LITTLE bit quicker than a normal M1 killer. But that little time can make the difference.
It can get you that hit at a pallet, or it can get you an extra pallet down or broken.
And depending on the situation, you can corner the survivor at a pallet in the corner of the map.
You can also try not getting stunned, or run Enduring/Spirit Fury.
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@Kasamsky said:
https://forum.deadbydaylight.com/en/discussion/comment/2510163#Comment_2510163
It's already on a SSD
In that case l, I don't know how to help further. I have an M.2 SSD, and the last patch downloaded and installed in like 2 minutes...
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/2510163#Comment_2510163
Do you have a tutorial on how to do that? Like a video of some sorts?
Whoops, I forgot to reply...
@IWFreak said:
Uhm, not really. If you don't know, an SSD is basically a Hard Drive, just like the traditional HDD. But SSD's are much faster (and more expensive).
You will have to buy one and put it in your PC, or laptop if it has space. After that, in your Steam settings, you can add a folder on that drive to install games in. When installing DBD, you select that folder/drive and it should work.
If you need more info about hard drives, there are TONS of videos and articles on them on the internet.
Here is my answer on the question...
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Uhm, not really. If you don't know, an SSD is basically a Hard Drive, just like the traditional HDD. But SSD's are much faster (and more expensive).
You will have to buy one and put it in your PC, or laptop if it has space. After that, in your Steam settings, you can add a folder on that drive to install games in. When installing DBD, you select that folder/drive and it should work.
If you need more info about hard drives, there are TONS of videos and articles on them on the internet.
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A plaster fix for the first thing is installing DBD in an SSD. It really helped in my case. It also helped against most lag spikes I had in-game ...
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@ukenicky said:
I've seen a lot of videos on this combination on Pinhead and I'm honestly starting to wonder if the interaction between Franklin's and Lament Configuration is intentional?
I get it, it makes sense as LC is an item you can pick up and carry around with you and solve at your leisure, yes but I know a lot of perks specifically won't interact with a killer's power eg. Pig with Unnerving Presence + her Jigsaw search box skill checks.
But what I've seen in these videos.. Utilizing Hoarder and Franklin's together the survivors can't even solve the LC until late in match. Chaining Chain Hunts together multiple times is just disgusting. I'm dreading eventually going up against this myself in my matches and now I really am considering getting Twins to get Hoarder (Though I think Franklin's is plenty enough). The ability to teleport to them and still knock the cube from their hands with Franklin's is just nutty. You don't even have to keep chasing them, as long as you just pick up the cube and reset it you maintain immense 4v1 pressure with the map-wide Chain Hunt.
I come here asking you all, and mods/devs as well I guess, is this interaction intended? Do you think it's OK? I can understand if Pinhead downs the person holding the box but Franklin's makes all of this seem way too easy. He already gets notified when someone is solving the box, can teleport to it and interrupt them and add-ons that slow the solving of this just make that even more feasible. I just don't know how to feel about it since it's such an oppressive effect for a passive ability. Come to think of it you really don't need Hoarder if you use the slow solve add on freeing up a valuable perk slot for something like Ruin to pair with nigh-eternal Chain Hunts.
Idk, I'd rather see the more active parts of his kit be improved in ways like him breaking his own chains for example or making the LC have a certain range survivors need to be in to see it until Chain Hunt begins. Idk there's so many positive changes that could be made to improve him in less, oppressive ways I think.
I wanna remind you that teleporting to the one solving the Lament automatically ends the Chain-Hunt. They lose the cube, too.
So if you wanna use this build, you will have to WALK to the one solving it. Only then you can chain Chain-Hunts together.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2489529#Comment_2489529
To me I like that trapper ain't supernatural, so I don't like the idea of teleporting traps even if it's a buff.
I would say, spawn the traps mostly in the middle of the map, so Trapper doesn't have to walk TOO far for them.
Also, nerf his bag add-ons, just a little bit, to compensate. I don't wanna know what trapper can do with 7 traps in his hands...
The tripwire also sounds really fun. Just a little slowdown in chases. It should ONLY trigger when sprinting through them.
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@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/comment/2489451#Comment_2489451
Why are you complaning then if it just affects Killer A or B. Like you said, there is no advantage in using them, so why they should be kept? To counter 2 Killers?
It's something strange and it should be removed.
Because it's a fun gimmick. I personally don't see a problem with reverse pallet stuns...
I think it is quite funny, and you have to be quite lucky to get it.
The more options we have, the better it is. Taking options away is never fun in my books, as long as it doesn't break the game or balance.
Take for example the ability to climb the rocks on Ormond or Yamaoka. That was taken away, and I am still sad about it...
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@Reinami said:
Slightly
Try again, they have not released a competitively viable killer in over a year at this point. Even after their "buffs"
I think that is more a problem with the maps than with the killers themselves. Since Nurse's power LITERALLY can ignore obstacles, the difference in viability between Nurse and other killers goes up with how strong the map is.
I think if the loops were more mindgame-able, like Hawkins or the TL Walls on McMillan maps, the difference would not be as big.
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I would be very happy if they increased the aura reading radius. Not by a lot... Just by 2 - 4 meters. So you would have an 8 - 10 meter radius around each hook.
Maybe increase sabo time by 1s. It maybe doesn't sound like a lot, but in my experience, that would be HUGE.
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I think Bamboozle is fine. Yes it is mostly used by killers like Bubba, Billy and Wraith. That is because their powers are mostly countered by windows, so it would be logical to use a perk to fix that problem.
I do agree, tho, that it will become stale pretty fast, but to be fair, that is with ALL perk combination on any killer that is used many times. Things like Ruin+Tinkerer on Blight or Thana + Dying Light on Freddy when that was still a thing.
I am already happy I don't see those combo's often. Especially multiple times in a row. I don't mind the occasional good or predictable combo, since I don't see those killers that much, except for Blight.
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Why does everyone think SBMM means sweat-fest for them? SBMM tries to put you with peeps of your skill. If you over-perform, by getting a 12 hooks/4K, you go up in rank/skill. At the same time, if you under-perform, your rating goes down.
This information tells me: just okay the way you want. Eventually SBMM will adjust your rating, so you go against people you can comfortably play against, in your way.
I have a feeling too many people do not understand this ...
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2432742#Comment_2432742
https://forum.deadbydaylight.com/en/discussion/comment/2432756#Comment_2432756
God I'm not victim lol I would've gave it back because I found another one. If I did get hooked the Adam would've t-bagged my hook which would've been fair and funny lol would've fully deserved it but I wouldn't have cared.
If I hadn't done it in the first place is a bit of a weak argument. The man was fully prepared to kill a full team to try and kill me, just because he got outplayed. In the time he was doing nothing I did 1 gen and started following the death hook survivor for a flashlight save. Would've done more if she didn't keep coming back to the gen with ruin.
"I would've given it back because I found another one."
My dude... communication is key. Even if you actually wanted to do it, which I doubt, the other person has NO WAY of knowing that. You have to understand the other side if you are gonna be an asshat like that. From his perspective, the only thing you are is an #########, simple as that.
"Just because he got outplayed."
Just... no... The man wanted to heal you. You are abusing his altruism and mechanics of the game.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2432937#Comment_2432937
Oh I never knew you can do that. Gonna be careful from now on haha
Item tech-ing is also:
If you are injured, and a survivor coming to heal you and you both have an item, you can drop your item right before they begin to heal you. This forces the other surv to switch their item with yours on the ground, since that apparently has priority over healing. Then you can pick up the item to other survivor dropped.
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In the situation you described, lots of chases, hooks and points, for me even only 1 kill I would be satisfied with.
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@[Deleted User] said:
Cleanse them all. Yep. At that point bait the Killer to come to you (they get notified when you start cleansing, use this to your advantage), hopefully the other Survivors are not completely oblivious, and even if they are, if the Killer comes to you instead of patrolling gens, gens get done.
I cannot stress enough how valuable this is.
I did this against a PHead. I began cleansing a HEX totem, it gave me le notification of Thrill of the Hunt, and almost immediately heard his TR approaching. Just run away at that point, run to a safe spot nearby, and force the killer to make a choice. Or he lets you cleanse, in favor of protecting gens, or he chases you, in favor of the totem.
If he leaves you alone, IMMEDIATELY go the the totem again, and begin cleansing it. Not even cleansing it is fine. Just the fact you can keep the killer away (if he keeps coming back) is invaluable. Cuz that means your team can do gens without interruption.
In my case, 3 gens got done while I was harassing the killer. The I cleansed Ruin, apparently, and the killer DC'd...
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2404154#Comment_2404154
I do you one better. Everyone in Demo's outfit.
Except Demo doesnt have any
Survivors in his chains! Hell Yeah
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@Mat_Sella said:
The killer would like to use their setup effectively, you want to deny them that satisfaction.
Ultimately, they DO want to kill you, you are the one NOT wanting to do the objective.
The favor is in the killer's hands.
I personally think this is just wrong.
Yes, both the survivor and the killer act in an egoistic manner, but:
The survivor is not able to escape, otherwise he would have done it, judging from this post. So the only way to save your item is being pulled out of a locker.
The killer refuses to close the hatch, giving the survivor a chance to escape, but also, giving the killer all the time in the world to catch the survivor.
The killer had found the survivor, and the surv jumped into a locker. There is NOTHING stopping the killer, in this situation, from pulling the survivor out and hooking him. The killer is the power-role here, and if he refuses to grab the survivor out of the locker, THE KILLER is holding the game hostage.
The only reason the killer would do this is malicious intent. There is no way the map of the survivor is gonna help him escape here. It can only be malicious intent from the killer.
So I think the killer is at fault here.
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Use it on Doctor with:
Thrilling Tremors, Surge and Furtive Chase
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@Power_Guy said:
You drew that? Damn good drawing! 😀
Also; that Spirit gonna need a Harem Anime after that lobby! 😁
That belly, and those thighs...
I want them!
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@NomiNomad said:
Unless you use it for distance, which removes any and all interactivity at all.
I personally don't really mind DH, but saying it's "one of the best" is disingenuous and just shows a bias towards the perk. The main use of DH, that of dodging a hit, barely works most of the time. If that worked, I might agree that it's a well designed perk.
DH for distance is uncounterable, and as long as you have a basic understanding of loops is very easy to do. It removes any interactivity of the killer.
I think this is more a problem with the loops themselves, than a problem with Dead Hard.
Most Jungle Gyms are pretty survivor sided, there is almost no mind-gaming, provided the survivor knows how to run them.
I think the game as a whole would be much better if the Jungle Gyms individually were much weaker, but more of them on a map, so there are less dead-zones. And I mean it in a way where there is CONSTANT mind-gaming and checking required from BOTH SIDES. Not drop the pallet and you are safe, more drop the pallet and you can mindgame. Like Midwich or Hawkins.
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@Northener1907 said:
They have their own maps. Blight, Trickster and Twins needs maps.
Clown and Plague indeed do have their own maps already.
For Clown is Father Campbell's Chapel.
For Plague is Temple of Purgation.
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@DeadByFrameLag said:
Spirit is totally fine and loopable like every other killers. Doesnt need a nerf or anything. The only thing i would do is fix the sounds and add walking sounds when the spirit walks. For everything is else is fine.
This!
For example: add the sound bug back she had a while back, where you could hear her Husk's sounds, but at her actual location. I LOVED it. It is really scary to hear a killer you can't see coming.
Maybe, in return, give her a little more base movement speed while phasing, while also nerfing speed add-ons?
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@MrDardon said:
- Change his reload: Make it if you press "active ability" you gain your Bottles back like you do with Blink Charges, they charge within 2 - 3 seconds but you can walk around normally during that time.
- Give him 10 bottles by default.
- Give him Red Head's Pinky Finger by default.
- Remove his cooldown entirely when throwing bottles.
If that's to little let me know, but I think if Clown worked like that I think many people would hate him.
I would indeed HATE this, but that would be accreat with the other S Tier killers. I personally would just increase the duration of the gas clouds. Maybe a solid 10 to 15 seconds? Shutting down a full loop with 1 bottle. Slightly increase the affected area, too. And then add an addon increasing the duration further, but decreasing range.
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@Itslat3ncy said:
If the game was optimized it wouldn't be a problem, but they still havent fixed the lag and frame drops. To be honest I dont know why ppl are playing the game in this unplayable state unless you have a really good pc because any action freezes the game.
Install DBD on an SSD, it is a quick fix for the lag spikes
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Trail of Torment - show the aura, but only WHILE kicking the gen, so perceptive survivors can see it coming.
Surge - Remove the cooldown, it's pointless...
@pwncxkes said:
I think these are all great tbh, nothing game breaking but it makes the perks better but I thing I would like to add is that Windows of Opportunity should always be active
I 2nd removing the cooldown of WoO
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@bm33 said:
I feel like they've put more random stuff close to windows that I get caught on. They have like little invisible walls that stick out enough to screw you over when moving.
This, shack on Badham also has those ######### hotboxes all over. It throws me off like hell...
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@WexlerWendigo said:
Spirit in the current state is not sustainable, and she either needs to be nerfed, or preferably made harder to play and easier to counter, but gives a huge reward for learning, like Nurse.
Regardless, there is much more work that needs to be done on buffing the weaker killers.
Trapper - Is in desperate need of a brown bag to be base kit. This would do so much in improving his add on variety, and make him more viable. I feel like he’s one of the easier killers to make decent, as he just needs simple changes.
Trickster - I think main event needs a big buff, to have use other than pelting someone saving from a hook. It should also be able to be stored until needed. An idea to change it would be when main event is active, for a time, it would take less knives to down a survivor.
Myers & Pig - Both have extremely unhealthy add ons that need to be replaced. This should be covered for by improving their base kit, whether that’s making Pig move faster in stealth, removing tier 1 for Myers, giving him more abilities in tier 3, etc. They’re outdated.
Legion - Needs to be reworked from the ground up, there’s no easy fix that will make him strong AND fun to play against.
Hillbilly - Give him some useful add ons, instead of butchering a killer and completely ignoring him after.
Ghostface - Needs faster recovery basekit. To compensate for this, the recovery add ons would be nerfed, and his other add ons would get a complete overhaul to improve variety.
Not sure what to do about Clown, his chase is already quite strong. He’s an awkward one to fix.
Either way, the devs really are slacking on improving the weaker killers. Pig, Legion, Myers and Ghostface especially have been ignored for too long.
Hoe I would fix them:
Trapper: You are right on the money! Give him Brown Bag base-kit. Nerf his bags slightly.
Trickster: I haven't played him much, especially after his buff. It would be awesome if Laceration gave an extra effect. Like, give aura reading, based on the Laceration meter.
Myers: remove reduced movement speed and lunge from Tier 1. An addon pass, removing problematic ones (mainly Infinite T3 and Tombstones). I don't know much more about his add-ons, so I'll stay away from those.
Ghost face: his add-ons are trash. He is in bad need of an addon pass. Fix his reveal marker. Maybe give him an addon that uses this? Like make reveal range bigger, but also MUCH longer, so you can use it to find survs. Maybe even make them not look at you. His reveal also has to be consistent. If he can be revealed, he should be able to mark that person in that exact spot.
Ms. Piggy: make her animations quicker, by a little. She feels slow with everything, especially without add-ons. She also should get more addon variety. Give her an addon that gives her Surveillance only while crouching?
Legion: In my opinion, not really much needed regarding his power. Maybe a few number tweaks? Fatigue could be a LITTLE shorter? His add-ons are dogshite, tho. He can use more variety in his add-ons. Maybe an addon that gives him Instinct when hitting someone while carrying someone?
Hillbilly: fix his animations. I don't really know about his add-ons. I think it is a good thing his charge speed add-ons have a negative now, but besides that, idk...
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2246579#Comment_2246579
This becomes difficult when there are only 3 survivors and the group has rules in about no tunneling or camping.
In if you are in a custom game group, tell them to stop using the perk. If they are gonna take advantage of you not being allowed to leave them, you should be able to take advantage of them wasting a perk, by leaving them.
You could also try Nemesis + PWYF and/or bamboozle,
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Instead of Starstruck, use Forced Penance. Survs in your TR get a notification of Starstruck when you pick up, but Forced Penance only gives a notification when you hit the survs. Forced Penance is also 100% value when carrying another survivor, cuz of protection hits. This also makes them an easier target for Victor, since they can't heal for 90 seconds.
But this is only for altruistic teams bodyblocking.
Agitation, Starstruck with Infectious would also be a good combo.
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@Dodgingbears said:
To grow his stream, DBD is a very small community, relative to what he is doing now.
Then LoL is not the right game to play. If you want to grow a watcher base, you want to play a newer game. Older games already have many people streaming it, having built their own community. It is really hard to get between there.
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@FrostySeal said:
He used to be fun, balanced, and strong but since his rework unless your already extremely good with him there's no point in trying to get good as Billy. Your better off playing Blight or Oni since they're not only much more stronger but ten times more fun to play as.
The only thing that needed a touchup were his charge add-ons. I do like the idea of the Heat mechanic tho.
But I hate that they also had to change his animations and all that.
I do like some of the new add-ons tho. It is pretty fun/scary to see/hear a silent Billy charging at you.
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@GeneralV said:
Oh well, this... is a difficult question.
The thing is, A Nightmare on Elm Street already is my dream chapter, so I have no idea how to answer.
I see what you did there...
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When the amount of gens done > amount of survivors alive, the hatch spawns.
So when 2 survs are alive, 3 gens need to be done to make hatch spawn. Naturally that means that when 5 gens are done, the hatch will spawn, since 4 is the max for survivors in a game.
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I don't know the exact numbers, but I think the width is more in the range of 1 - 1.5 meters.
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@overchan said:
NOED should generate a lit totem at the beginning of the match but it only gets its effect when the last generator pops, this way it wouldn't be so OP since you wouldn't need to get rid of 5 totems to prevent 1 hex, but it would still be a pretty strong perk.
The only change to NOED I really want is give the survivors the exposed effect IMMEDIATELY after doing all gens, just like Rancor does. Which will give the survivors at least TIME to react to it...
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Give back the synergy her dash had with the perk Coup de Grace, same goes for Demogorgon. I loved it, dashing from one end to the other end of the Mount Ormond main building. And it didn't cost you a stack of it...
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Firstly, she does have counterplay.
My problem with her is, you don't know what Spirit is doing half the time. So you also don't know if your counterplay or attempt at it is working, until the last second, when she stops phasing.
When you are injured, there is even less you can do against Spirit.
For me, it is the lack of interactivity with the killer. It is the same reason I LOVE playing against killers like Billy, Oni, Blight and Demo.
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/2170612#Comment_2170612
its still possible to walk over it, but i think you need to be a 115 speed killer for it (i couldnt do it with spirit but i did it with wraith)
You still can with survivor too.
I have done it multiple times. Then again, that was on PTB, I don't know if they changed anything in Live servers from PTB.
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/2171465#Comment_2171465
There's a really simple solution to this but it might throw off balance so I'm not saying it should be implemented.
Allow killers to move during the swing cool down. That might be a bit too powerful though.
That would indeed be too powerful. The amount of bodyblocking killers would be at an all-time high.
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To be fair,
I LOVE the idea of PoTD leaving a Trail. It would give PHead so much more options.
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@GeneralV said:
As unlikely as it is, I really want her as the killer.
I can see it happening. Since the release of RE 8 is in May.
It would be an interesting move to put the Antagonist of VIllage as a new killer in DBD around the same time of release.
And I would LOVE seeing Vampire Cougar coming to DBD. Although I don't see the map happening, since they are in the middle of reworking old maps. But maybe they will, since it is Licensed.
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@zombitehdeath said:
I have a change for need that might encourages hooking instead of killing and I hope I can put it in here
No one escape death
You are determined to please your master.
For every hook gain a token up to the maximum of 12 token
For every 3 token gain a affect:
3 token gain 100% more bloodpoint in the sacrifices category
6 token gain a 7% haste for 60 seconds after hooking a survivor
9 token survivors suffer from the exposed status affect for 30 second after hooking a survivor
12 token gain 100% bonus bloodpoints in all catagories
This change doesn't change the core of the perk while make it less annoying
I actually like this...
Reward the killer for playing well. It is like an extra "F U" to the survivors when they finally finish all gens. It also shouldn't feel like bullshit like before, when the killer gets his movement speed buff and one-shots.
I personally am still for an immediate warning for survivors if they are exposed. But that is my opinion.
@DrNick said:
Some Perks are just Trash and Nobody uses it (Yeah im talkin about Monstrous shrine, Hope and Fire Up)
Some Perks are just... Evryone uses it... (BBQ, NOED, Selfcare, Dead Hard...)
So here are my suggestions to Rework/Buff or Nerf these:
BBQ: fine as it is you can easily outplay it
NOED: No HEX anymore BUT (Survivor mains will complain instantly) for every totem left you gain 1% movement speed (so just cleanse and stop crying instead of genrush)
Selfcare: Fine as it is
Dead Hard: You shouldnt Dead Hard over a Trap otherwise its fine as it is.
Fire Up: Srsly? look at this useless perk you get max 4% Action speed for each finished gen... Make it 10% and people will use it.
Unrelenting: do it for Special attacks too and it would be nice. A shorter cooldown after a chainsaw sprint or faster recovery speed after smashing with the Oni would make it easier (they still suffer a cooldown so dont cry surv mains)
Play with Your food: useless 1 hit and you lose 5% movement speed. Useless with Blight or Trickster cuz after a rush token is consumed (not the first) you lose a pwyf stack (should only be consumed when you swing your weapon) 3 blades with the trickster and its gone... Wow make him even more worse thanks for wasting our hopes and Money...
Monstrous Shrine: Rework it completely that survs cant sabotage hooks OR (that means not both surv mains dont cry) Survivors die faster on hook and have a reduced success chance to escape without Deliverance (If you are near to a hook they die slower against campers and that the surv mains wont cry)
HEX Crowd Control: Why is it a Hex? srsly? That is just a sad depressed version of Bamboozle... increase the block time and dont make it a hex so it would be nice.
Coup de Grâce: receive a token when a totem is cleansed. Consume the Token when you get a successful hit only.
Hoarder: Decrease the Chance for survivors to get no more items of Ultra Rare or Very Rare Quality.
Blood Warden: It should activate when you Mori a survivor too.
Insidious: You should be able to activate it every 120 seconds for 60 seconds (Prevents at least a bit leatherfaces from basement camping)
Territorial imperative: Should activate when survivors are in the Killer Shack or Near Hooks (Exposed effect when in the Basement ONLY when you are further than 32 Meters away)
Those are the Perks sliding through my mind which should be buffed because nobody will use them except for Test Builds or Achievements.
I LOVE your suggestion for PWYF. Only consume a token on an actual INJURE. Same goes for Bubba: consume a token for every survivor he hits, not every token.
The Unrelenting one I also like, but then, in my opinion, they should take away or greatly reduce cooldown and reload add-ons. Especially Deathslinger and Huntress. Bubba also has a brown cooldown addon, which may have to be looked at, if this is happening.
There are a few I am not a fan of: especially NOED and CC not being a hex.
The Blood warden one I am also not a fan of. It is a hook perk for a reason. I don't like the idea that a killer can block survs from leaving for a full minute, without moving from their position. Same goes for PHead, I wouldn't be a fan of Blood Warden triggering from caging someone.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2109672#Comment_2109672
That’s another reason Calm Spirit needs a change.
I personally like the counters. It adds interactivity and dynamics. I personally don't like it if things CANNOT be countered. Things like Plague with healing: you can't heal yourself or others who are sick. At the same time there is NO SINGLE WAY to counter the coughing from being sick. Iron Will and Calm Spirit both don't work. Windows Of Opportunity doesn't counter fake pallets, which I also don't like, and I would love to see.
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@RiskyKara said:
What is SBMM
Skill Based MatchMaking
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This... would actually be pretty funny. If it works...
First things first: how is the line going to behave? Is it gonna ignore terrain? So just pass through it, as Trickster walks around it. Is it gonna twist around it? Which actually is pretty hard to do, and I can imagine be borderline broken or not working as intended in this game.
Second, for the range until the lines break: how far would be balanced? I would personally say almost as long as a jungle gym, maybe slightly longer.
BTW, I myself was thinking about giving the Surv a slight debuff for each point of Laceration they have. Maybe give the Killer aura reading from a certain distance. The distance becomes smaller with each point of Laceration.
Anyhow, the Killer should be able to leave a surv with Laceration points on them, and still get something out of it. It should maybe even stay longer before it decays.
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A Doc with Distressing and both Calm add-ons would give him a TR of a little over 50 meters. The chances of you spawning inside that on Glenvale are actually quite high.
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I also would like the killer to be the power role. At least the game be slightly killer sided.
How I would imagine this game becoming that is by:
- Making maps smaller. So gens are closer to each other too. Something like Glendale. This so the killer has more chances to break off a chase into the next one, or check on gens. At the same time, survivors should be in the TR more, so they have less the feeling off safety. (This is what I imagine l, at least)
- Make loops less safe. More loops like the TL's, maybe SLIGHTLY unsafer, but more of them packed together, so there is CONSTANT mindgaming, and no pauses in between, which are created by Safe Pallets and windows.
At the same time, make most walls and rubble higher, mostly for (or against) ranged killers, so they don't get too easy downs at these now smaller loops.
There should probably be some killer specific changes, if this would ever be done... (One can dream). But this is the idea I had...