IWFreak
IWFreak
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I personally LOVE Hawkins as an indoor map.
Long corridors spread throughout the map, for mobility killers to get from one side to the other, with rooms between them with cramped gameplay full of mind games. And not too many ultra safe pallets, most of them are mindgamable.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2047053#Comment_2047053
Windows of opportunity is already really good actually. Watch tru3 he uses it all the time
Yup, I watch him too. I actually use Windows from time to time myself, but I just don't like the cooldown on it.
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@Phasmamain said:
These are just some ideas for perks reworks I have. Feel free to discuss these in the comments
Solidarity: when healing someone with or without a medkit you have a conversion rate of 50%/60%/70%. Survivors you are healing have their pain grunt volume reduced by 25%/50%/75%
Distortion: You start the trial with 3/4/5 tokens. Every time your aura gets revealed by the killer you use a token. Your aura and scratch marks are then lost for 5/7/10 seconds. Every 30 seconds you are in the killers terror radius while out of chase gain a token
Autodidact: You start the Trial with a -25 % Progression penalty for Skill Checks to heal Survivors For every successful Skill Check completed while healing a Survivor, you receive a Token for a maximum of 3/4/5 Tokens.
- Each Token grants you a +15 % bonus Progression for a successful Skill Check while healing Survivors. Increases skill check odds by 10/15/20% while healing
Poised: Whenever a generator is completed you and allies within 10m of you leave no scratch marks for 6/8/12 seconds. This effect persists 15 seconds after they leave the area of effect
I would put the recharge rate of Distortion on 1 minute, based on the fact you already have 5 tokens at the start of a match.
There needs to be a reason to use the other aura blocking perks, like Sole Survivor and the Off The Record.
I would further change Windows of Opportunity and Visionary to get rid of the cooldown. And give Windows the ability to counter fake pallets, and maybe even to show if windows are sealed.
This last thing I would also wish for Zanshin Tactics, and maybe go even further and make it work with Plague, so it shows infected windows and vaults.
I would love that kind of interaction in perks.
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@[Deleted User] said:
It also doesn't stop regression and makes it so you can't use POP. It's literally like repressed alliance that survivors have except you do the work for them at the cost of your own perk slot.
I mean if you are there anyways they have to leave of course, except now their generator is protected from pop, ruin, surge, everything.....
If I am correct, Gen Blockers like Thrilling Tremors and Dead Man's Switch don't block Surge's initial 8% regression.
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@wildtrapjake said:
https://forum.deadbydaylight.com/en/discussion/comment/2013383#Comment_2013383
I wouldn't remove powers. There wouldn't be much gameplay to be had then. Perhaps no add-ons so power is basic kit. The alternative horror mode doesn't have to be balanced. One would play it wanting a good scare while also knowing survival is slim.
Yes, make it hard for surv to escape, but maybe make it easier for them to get BP's.
This would be awesome.
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@KingFrost said:
Survivor Side:
Deja Vu
Babysitter
Lucky Break
No One Left Behind
Solidarity
Off the Record
Buckle Up
Poised
Flip-Flop
Boil Over
Killer Side:
Overwhelming Presence
Unrelenting
Predator
Bloodhound
Hang Man's Trick
Gear Head
Dying Light
Overcharge
Surge
Spies from the Shadows
Survivor Side:
Wake Up
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As someone who has almost no experience with playing Billy:
I also think that his nerf/tweak really wasn't that bad at all.
The one time I have played him, and at my level of Billy play, I haven't let the Chainsaw overheat once. I really think the overheat mechanic was for those peeps who were really adamant on using his ability ALL THE TIME...
As a survivor player I do miss the Billy players tho. I almost never see a Billy anymore in-game. And I think he is one of the most fun killers to play against, together with Oni, Leatherface, Demodog and Blight.
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This sounds about right.
I personally always thought it would be good to buff Solo Queue, so it is a little more in line with SWF. This mostly in the form of info about the survs. Maybe make Kindred base kit for surv, without the killer aura. And then keep the killer aura as a perk. Just so the info survivors get is a little more in line with the info you could get with comms, like where everyone is and what they are doing.
After that, it is also easier to balance killer, since the disparity between SWF and Solo is smaller.
This is my take, at least.
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@IWFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/1977428#Comment_1977428
Hold up... Are you sure? I know what most add-ons do for hag (just don't know their name), but can't remember that one.
It should either be:
survs don't get a notification, or Hag can't teleport to them.
Alright, did some digging.
The addon combo I meant was this:
But the Scarred Hand and Waterlogged Shoe both remove the ability to teleport.
While Rusty Shackles gives the survs NO notification on trigger.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/1977426#Comment_1977426
It doesn't notify Hag when a Survivor hits the trap. The Survivors see it as normal.
Hold up... Are you sure? I know what most add-ons do for hag (just don't know their name), but can't remember that one.
It should either be:
survs don't get a notification, or Hag can't teleport to them.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/1977104#Comment_1977104
Actually, I technically DID cover that.
"Are there counter-intuitive combinations in the game? Absolutely."
Also, I'm am currently looking at Hags Add-ons, and while there are several that remove teleportation to TRIPPED traps, they don't disable all add-on modifications. As far as I can tell from looking them over, no add-on outright cancels another out. Some major benefits can be lost, but most of the add-ons still have some kind of functionality when combined.
I'm guessing those add-ons are "no notification on tripping a trap" and "traps have hitboxes" (I'm not sure, I'm not versed in Hag add-ons)
But... It would be damn funny to not be able to walk over a tripped trap you can't see...
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I personally think Buckle Up doesn't need that big a buff. Just remove the range limit on it. Maybe even apply it to yourself: When you are down, other survs can see how far you have recovered through your aura.
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@Raja said:
Why didn't they?
They didn't give them their own maps, cuz they were (are) busy with reworking old maps
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@Hyd said:
I wrote in-depth about abilities, perks, etc for a licensed Killer from Doctor Who, The Angel, that utilizes this kind of concept. Check it out below:
https://forum.deadbydaylight.com/en/discussion/208641/new-killer-the-angel-weeping-angel-from-dr-who
My guy, this sounds so much like The Fallen (hope I'm right with the name) from the game Damned. That would be an awesome idea tho.
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I think it is still there, should try it out the next time I get the Chapel.
@Chchchcheryl said:
Which window?
A Window in the Chapel
The one that should be there.
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In my opinion it is not JUST a tactic. Yes, it is a tactic, and viable. But you are an ######### for doing it.
But that also depends on the circumstances: if there are only 2 gens left to be done, and all 4 survs are alive, go for it. It might be your only way to a 4k. But at the beginning of the match, just to get someone out early? In my eyes, that is an ######### move, considering you are wasting someone's time. Maybe they were waiting 10-15 minutes in queue to find a match, only to get ROFL stomped and tunneled.
In my opinion tunneling is a tactic for the late game. Not the early game.
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/1953819#Comment_1953819
i guess you never tried to play with friends or maybe you dont have those or you didnt even tried to search about how it actually works but "Give the leaver penalty to the WHOLE premade group." when 1 person has penalty everybody in SWF have to wait for that 1 penalty
I think he knows. But I think it is more for the situation where, if they go solo, they all separately have the DC timer.
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@TAG said:
My main issue with the Plague is that against Survivors who are comfortable enough to not heal, you effectively have no power unless you have the Black Incense equipped. To fix that, I'd want the Plague's Vile Purge to have use outside of making Survivors sick (such as making regressing gens regress faster), and/or I'd want there to be more of a necessity for Survivors to cleanse at a Pool of Devotion.
Why not let the Plague see the aura of every object that is infected? Maybe even auto infect things she interacts with, like vaulting windows and kicking gens.
I think that would give survivors all the incentive to cleanse.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/1908405#Comment_1908405
Thats why I added Blindness as well.
I didn't think of that... Good thinking!
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@MrDardon said:
Ok, that's my personal wishes for the next big update (not 4.5.0. cuz this one is pretty much already set in stone, probably not 4.6.0. either since it's gonna be a chapter update so probably 4.7.0.)
Killer related:
Update to Huntress Add-Ons:
ULTRA RARE:
- Iridescent Head: Survivors who are hit by a hatchet from more than 24 metres away are put into the dying state no matter which health state.
- Iridescent Belt (previously "Fine Stone" uncommon): Hitting a Survivor with a hatchet won't consume the hatchet.
VERY RARE:
- Infantry Belt: Stays the same.
- Begrimed Head: Survivors who are hit by a hatchet will suffer from the Broken Status Effect for 90 seconds.
- Glowing Concoction: Stays the same. (pretty underrated Add-On)
- Yew Seed Concoction: When out of hatchets, see Auras of lockers withing 48 metres. Gain the "Undetectable" Status Effect when out of hatchets.
RARE:
- Pungent Phial: Survivors who are hit by a hatchet from at least 16 metres away will get the "Hindered" Status Effect for 25 seconds. (-15 % movement speed, previously -3 %)
- Flower Babushka: Stays the same.
- Rusty Head: Survivors who are hit by a hatchet suffer from the "Mangled" Effect until healed.
- Venomus Concoction: Survivors who are hit by a hatchet will not hear a Skill Check warning sound for the next 60 seconds.
- Yew Seed Brew: Missing a hatchet will increase your base movement speed by 0.2 m/s for 20 seconds. During those 20 seconds you cannot throw hatchets.
UNCOMMON:
- Deerskin Gloves: Buffed the value from +20 % to +35 %.
- Manna Grass Braid: Stays the same.
- Leather Loop: Stays the same.
- Oak Haft: Stays the same.
- Shiny Pin: Buffed the increased movement speed while holding a hachet from +5 % to +12.5 %.
COMMON:
- Amanita Toxin: Displays the target location of hatchets.
- Bandage Haft: Stays the same.
- Berus Toxin: If a Survivor enters the basement, all your hatchets will automatically refill.
- Coarse Stone: Removes the warning sound when a hatchet is fully charged form the Survivors PoV.
PERKS:
- Territorial Imperative:
- - Any Survivor who searches the basement chest will suffer from the "Exposed" Status Effect for 60 seconds.
- - The Survivors Aura is revealed to you for 4/5/6 seconds when they leave the basement.
- Beast of Prey:
- - When chasing a Survivor for at least 16/14/12 seconds, gain the "Undetectable" Status Effect for 30 seconds.
- Hex: Huntress Lullaby: Renamed to "Huntress Lullaby"
- - Survivors receive a 2/4/6 % extra penalty when missing a Repair or Healing Skill Check.
- - 3 to 7 Tokens: Shortens the Time between Skill Check warning sound and Skill Check for Repair and Healing actions.
- - 8 Tokens: No Skill Check warning sound for Repair and Healing actions.
- Monstrous Shrine:
- - Allows you to teleport to any generator while inside the basement.
- - Teleport action takes 5 seconds.
- - When teleporting to a generator, Monstrous Shrine goes on cooldown for 120/100/80 seconds.
- Distressing:
- - Increases the Terror Radius by 6/7/8 metres.
- - Survivors inside a chase suffer from the "Oblivious" and "Blindness" Status Effects.
- - Gain 200 % more Bloodpoints in the "Deviousness" Category. Bonus Bloodpoints are awarded post Trial.
- Hex: No one escapes Death:
- - When the Exit Gates are powered, all Survivors suffer from the "Exposed" Status Effect.
- - Missed Attack cooldown is reduced by 40/45/50 %.
- - This effect persists as long as the related Hex Totem is standing.
- Insidious:
- - When within 6/8/10 metres of a hook with no Survivor on it, gain the "Undetectable" Status Effect.
- - When leaving the hook area, you stay undetectable for the next 8 seconds.
- - Basement hooks will not give you the "Undetectable" Status Effect.
- Iron Grasp:
- - Removes struggle Effects while carrying a Survivor.
- - The time to wiggle from is increased by 5 seconds.
Survivor related:
PERKS:
- Decisive Strike:
- - When getting unhooked by another Survivor, Decisive Strike activates for 60/70/80 seconds.
- - The timer pauses while getting slugged or while being chased.
- - If the Killer picks you up while the Perk is active, succeed a Skill Check to stun the Killer for 6 Seconds and get a 5 % "Haste" Effect for 5 Seconds.
- - The Perk gets disabled once when used.
- - The Perk deactivates as soon as you do any actions after getting unhooked.
- Unbreakable:
- - You can recover 50/55/60 % faster.
- Distortion:
- - You start the match with 3 Tokens.
- - For the next 8/10/12 Seconds, when your Aura should have been revealed to the Killer, it will not be revealed and you will not leave any Scratch Marks during that time.
- - Escaping the Killer during a Chase will refill 1 Token and you cannot get up to more than 3 Tokens at a time.
- Lightweight:
- - While sprinting, press the active ability button to not leave any Scratch Marks for the next 30 seconds.
- - The Perk has a cooldown of 80/70/60 seconds.
I'll probably edit this if I have any more ideas but for now it's done.
I would not give the Oblivious status effect to distressing. While OoO is a thing, that is a bad idea.
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Let survivors be able to SLOWLY push charlotte from her position, if Victor is being controlled. That would be fun.
To compensate, let Charlotte switch faster to and from Victor.
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I personally would say, don't nerf SWF, but buff Solo Queue. To bring them a bit more in line. That way it should be easier to balance the game.
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The hitboxes of survivors are huge, too... I think the hitbox is 2x as wide as Dwight
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I would love the ability to choose the position of the icons myself.
I liked the placement we have now, in the bottom-left corner, so would love the ability to put them there again.
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The one thing I can think of in this situation is:
Slug them to death. Literally, slug them until they die.
Other than that, if you can, try to drop the surv you can't hook, pick him up again and try hooking him again. There was a bug a while back which prevented killers hooking survs. You could mostly fix that using the trick above: dropping and picking them up again.
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@Xzan said:
Key nerf next pls. :)
I second this!
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@Patrick1088 said:
https://forum.deadbydaylight.com/en/discussion/comment/1778896#Comment_1778896
What does Dead man's Switch do? I'm fairly new and haven't heard of it.
Dms activates when you hook the obsession for 45 seconds.
If a surv working on a gen lets go of that gen within that time, the gen gets blocked for the remainder of the duration.
It works with doc cuz you can force people of gens with your power.
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@Lyfe said:
Spirit has counter play! You just have to um... guess. Yeah, you just have to guess. Gitgud and guess better baby survivor.
That's the part I hate most. I know that is one of the best things you can do against her. Guess what she is gonna do and be proactive.
The worst thing you can do against a spirit is wait to see what she is gonna do (since you can't). You have to always be moving, vaulting, dropping pallets in (hopefully) an erratic manner and hope she doesn't catch on.
And sometimes (or mostly, depending on your experience) she does catch on, and that can be frustrating as hell.
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I personally love playing on Hawkins Lab and Midwich.
I hate playing on Shelter Woods
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@JoeyBob said:
It should only for the first hook. As it is now, it causes way too much pressure. It's better than like 90% of the other killer perks, which just illustrates how much a nerf is needed.
To be fair, as a surv main, I think Pop is in a good place right now. I personally think a problem is that other perks are far too underwhelming.
I think killers do need strong perks like Pop, Corrupt or Ruin. The problem is that those almost are the only great perks killers have. There is not enough room for variety.
I would love to use Hangman's for example, but 8 (or 6, can't remember) meters is just not enough.
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@yobuddd said:
Lol, I wonder, would that be further than The Pig’s sneak attack?
Pig's sneak attack was affected by Coup de Grace, making her dash twice as long.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1743387#Comment_1743387
WAIT PIG'S DASH IS VIABLE NOW?!
You can literally go from one end of Ormond main building, to the other end, with that dash... Only the startup is a little slower than normal.
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It works on many killers with an alternate attack
For example, it does work on Demogorgon, Ms Piggy and Oni's abilities(the rest I havent tested). The best part is, if you use them with those abilities, you dont lose stacks.
It does however not work for the chainsaws.
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As far as I understand, you hear the whooshing if you get in her terror radius AFTER she began phasing. The terror radius of phasing Spirit, that is. Not the terror radius of her clone she leaves behind. You will not hear whooshing if you stay out of her terror radius, or stay in her terror radius while she is phasing.
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I think some more unsafe windows would be pretty good too, like the log on the Swamp.
That would partly fix the problem PrettyFaceKate mentioned in regards to Enduring.



