JediWithASniper
JediWithASniper
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- Username
- JediWithASniper
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What if the radios were not an item, but a interactive feature of each map. A radio will spawn in maybe five locations like totems, yes, using rng, everyone’s favorite. They can’t be moved, but they can be turned on or off by survivors. Then they play sounds every 10-15 seconds that can distract the killer. Not noise notifications, that is a bit obnoxious.
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If you’re using this strategy, my thought is that it’s better to cleanse obscure totems that are hard to find, and leave 1-2 that are easy to find like the hill totems. It could be you that noed gets, and when you’re sitting on a hook, your memory doesn’t do any of the other players any good.
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@HaunterofShadows said:
ruin, tinkerer and undying
Haha
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I know, inner strength and self care is dumb. I’m debating those two for the same slot
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I was kind of leaning towards this build, especially after some of yalls suggestions, just not 100% on the fourth perk.
FTP
Inner Strength
Lucky Break
?????
I never have trouble finding injured survivors, so bond or empathy are not ideal. Kind of thinking Iron Will, Resilience, or Self Care.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2245114#Comment_2245114
So it's better for them to spawn there instead?
Well, honestly they don’t bother me. I’m a survivor main though, and it seems most of the complaints about them are from killers. I play a bit of killer, but not enough to really see them as a problem.
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@Salty_Pearl said:
https://forum.deadbydaylight.com/en/discussion/comment/2245929#Comment_2245929
I feel like making it give you exhaustion would be too much of a disadvantage. Plus it's not a speed perk so the status effect wouldn't make sense anyways.
The point of it is that iron will is an immersion play, so if you are running it as a passive buff while playing non-immersive, (which is how i and most people use it) then it gives you big advantages.
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My thought on Iron Will is that it should be an exhaustion perk. The trigger can be like dead hard, where you have to be injured first, and then you can activate it, and it gives you maybe 45 seconds of its effect, triggers the exhausted status for 45 seconds after the Iron Will effect wears off, then it can be used again.
Personally though, I don’t really think it needs to be changed all that much. An alternative fix would just be that Iron Will afflicts you with the exhausted status as long as you use it.
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@gilgamer said:
Breakable walls should be something a survivor has to build themselves its dumb that they spawn there, makes any map they're on worse.
I tend to think that building them is too strong and would fundamentally alter the gameplay of the whole game.
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As a survivor when I load into a match and hear Nurse’s screech! Best sound ever.
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Typically I only give hatch to survivor’s who massively outperform their team. I am a survivor main that only plays solo queue, so I understand the struggle of a bad team and having to carry them.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2229234#Comment_2229234
If it were a band-aid fix, people would just tell killers who lost their totem to run them. If those perks were band-aids, they were absolutely terrible which means they can be safely incorporated to buffed totems
I guess I don’t understand what you are trying to say exactly. Do you mean that my idea is bad because there are totem protection perks, or that it is good and the totem protection perks will be even better with this idea?
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2231328#Comment_2231328
Hag would like a word with you.
Long as I get to bring my flashlight.
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he used to be top tier, but now he’s old hat. Wish he was dangerous to play against. Some guys on this forum say he’s still really good, but we all know that the really good killers are the ones that get played the most. Except trapper, he doesn’t count.
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@jakesotto said:
https://forum.deadbydaylight.com/en/discussion/comment/2230693#Comment_2230693
But if you dont want to play with that person who buddies you, then you would have to dodge the whole lobby and wait for a new one. Why not just add someone as a friend? That way you have their permission to play with them.
That’d be a better idea. if when you buddied up with someone they had to confirm it first. I’m going to edit my post.
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@jakesotto said:
I would rather have endorsement and avoid as teammate features. The thing you're mentioning is something that the other player might not want placed on them. You could just add the person as a friend to play with them in custom games/public games as survivors. Otherwise people might just buddy every farmer they encounter just so they only get farming killers.
That was the point of being able to avoid someone. If someone else selects you as a buddy and you don’t want to be, the icon will show up in the lobby. Then you just UN-buddy them.
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Definitely these:
Spine Chill - I can always tell when people are looking at me. I assume they are all stone cold killers, and the adrenaline helps me do things 9% faster.
Resilience - Any time I am injured my focus level rises and I accomplish tasks much faster.
I also know how to shine flashlights in peoples faces to make them want to kill me.
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The corn is great. We just need more of it.
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@Saltjar34 said:
Then what would be the point of totem protection perks?
Aren’t those just bandaid fixes anyway?
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2222030#Comment_2222030
That's literally the same thing. How could one person abuse the system anyways?
The problem with this system is ANYBODY who plays killer consistently and is good and gets 4ks is going to be reported DAILY. Survivors will also be reported I just think not AS often.
Right, but an average threshold of disgruntled survivor reporting can be tracked, and an average created. It would be when abnormal consistent levels of discontent are created over a period of time, and then an investigation or autobahn is triggered. In many other games in times past, you could get a guy banned by grouping and spamming bad reviews. Time is the great delineator in this equation. The algorithms must demonstrate abnormal activity, not just survivors who are mad at good killers.
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The auto ban system should be based not off a certain number of reports, but on a consistent weekly number of reports that show bad behavior. That way, if you have a bad opponent who abused the system, it will only show up as a random spike in the data analysis as opposed to a regular higher than average number of complaints.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/251971/unbreakable-needs-this
an exhaustion perk that you can use once... there adrenaline but that perk has been out of the meta for so long cause of how bad it really is, so idk i think its fine as it is.. tho they could ad a requirement, like second wind or deliverance has mabye?
Well, I was kind of thinking it would just be a single use so that it couldn’t be chained together with exhaustion perks. Honestly hadn’t thought of another use requirement.
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@kazzymoyashi said:
https://forum.deadbydaylight.com/en/discussion/comment/2209677#Comment_2209677
Given that, that would be more possible and feasible for sure. Though I still don't think killers need it as a base, personally. I can see where your idea comes from and commend you for it, but honestly, besides getting the achievement for rank 1 - what makes you want to be at red ranks? That's the only issue with auto NOED - red rank killers don't generally need it and it's mostly effective at the yellow and brown ranks unless it's a specific killer that is being used that might not has as much pressure - but that can be managed with learning how tiles are and utilizing perks to help balance. Green to Purple ranks don't really need it unless you end up with a full red rank swf, in which case, just accept the loss and move on? I still don't understand the competition this game brings to people.
I think I agree with almost all of that. This is kind of just an idea to solve the never ending problems that certain perks create. I try to think in terms of incentives for players to behave in certain ways. For example, how do you get a NOED killer who averages 1-2 hooks in the main game to get more hooks? How do you get survivors to actually want to do bones? To me it’s a matter of what appeals to each side. Killers want power, survivors want to escape. With those end goals in mind, NOED as is gives a killer a lot of power without any investment, whereas the survivor investment to prevent it is huge. I’m just trying to find creative incentives for both sides that encourage a healthier game.
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@megswifey said:
https://us.v-cdn.net/6030815/uploads/EUFP4HHW25PS/imlookign.jpg
you had me in the first half but I love this idea!!! I love how it forces people to get more hooks that way they can get up to a minute of exposed effect on survivors, and pairing this with no way out would be a great end game play lol! I hope the devs see this idea :)!
Theoretically they will see it since they say they read this section. I’m glad somebody likes it! 😁 My goal was to provide an incentive for NOED fanatics to get more hooks in regular play to get full use, but also to encourage survivors to DO BONES as they say, but with an incentive of prevent a massive NOED that lasts for a 100 seconds.
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I could maybe compromise that part a bit. Would you replace that with nothing?
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@kazzymoyashi said:
https://forum.deadbydaylight.com/en/discussion/251657/noed-should-be-basekit
I completely disagree. A strong killer doesn't need to rely on NOED, simply done. A lot of matches are completed before end game even begins, let alone needing NOED. If you're struggling to the end, then sure, have your crutch of a hex totem. Not to mention, if this was even viable, you DEFINITELY would not be able to block exit gates - that makes No Way Out (trickster perk) absolutely useless and that would need a rework, which ultimately makes this a moot point. Furthermore, you math does not add up as the more hooks a killer gets, the totems would not equate based on your numbers. I.e. You state it needs a base of 30s, okay, but 10 seconds for each hook - if it's fully maxed out, that's an addition 120 seconds. You're saying totem cleansing would relieve 50 seconds as there are 5 totems per game... So 150 seconds for NOED...but cleansing all totems takes off 50 seconds? That doesn't add up as you said if all totems are cleansed, NOED would deactivate.
No, I said that it is possible to get it to zero. A lot of killers who run NOED get 2 hooks or less and rely on NOED to pick up the pieces in the endgame. I’d be fine with making each totem worth 15 seconds.
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@Yords said:
That would inadvertently nerf all hex perks except for haunted.
That’s a good point. What do you think about the idea that hexes should affect gameplay in ways other than just one hit downs? Btw I added an edit to the post
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@MJ_Out said:
Mmh. Actually I like it. Maybe I think it would almost impossible for survs to leave, if there were one or two deaths til the endgame starts. So the "gates are blocked" is a little bit to much, I guess. Or we leave the "Cleanse Totems" counter there, so the survivors keeps their "obtional second objective".
I added an edit that I meant to include in the original post. Are you thinking that you keep it as a hex perk still? As a secondary way to end the killer’s reign of terror?
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I was literally just thinking this yesterday. I’m totally down. Sometimes there are survivors who just need a good blinding.
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I think it’s really because he is a nuisance killer.
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I think I’d have to say doctor.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/2207374#Comment_2207374
Point was to stop gen rushing
Even if you gen rushed, you would still have that extra step of fueling before the generator could be started.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/2207347#Comment_2207347
They need to find a key that randomly spawns anywhere to unlock the generators then they need to find gas in order to start em.
Trying to fix it so games don't end too fast. Since
At the moment its gen rush after gen rush.
I’d be fine with after each generator is fixed, it has to be fueled in order to start it. But I think the key thing is too much. Keys should unlock special chests that have better items in them.
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@snowflake102 said:
Take a look at my idea though. Tell what you think
Do you mean that they find one key, and then they can work on all the generators after that one key is found?
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2207289#Comment_2207289
You don't need the stun; the Killer, if it's a safe loop, would have to break the pallet to continue. And breaking pallets also breaks Bloodlust.
That’s true, however, I don’t see the frequency of bloodlust being broken rising at all because of a chase timer.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/2207295#Comment_2207295
It just sounds like it will be. For some reason. For example they set fire stuns em then gets stunned by pallets. Cause you can just hear the complaints if this was added. Just my opinion. But my idea would be to have survivors find a gen key in order to start the generators. But the generator key will be randomly spawned in somewhere but be careful it could be a fake key.
I don’t see how losing a health state and having to mend for a stun is op.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/251473/new-interaction-for-survivors
No that will be to op
Why?
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@Power_Guy said:
Eeeh, I disagree.
A timer like this, and Survivors would know exactly when Bloodlust is going to pop, and wait until that exact moment to drop a pallet.
You have to get the stun though to negate bloodlust. Anyone who plays much already knows when it’s going to pop and drops that pallet.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2203619#Comment_2203619
Because then the survivors could exploit it. If someone is dead on hook, they can just DC and give their remaining teammates free additional gen speed, and boom the 3-gen gets overcome. There's a reason Prove Thyself and stacking on gens has been nerfed.
Four survivors can do gens way faster than 3 survivors with a 3% bonus to gen speed. This bonus is only applied if you have somebody DC in the first 3-5 minutes of a game. Not any time someone feels like it.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2200965#Comment_2200965
Absolutely not. We're only talking about point benefits here. Your idea would break the game.
Seriously? Because 1v3 isn’t the game being broken? 3% isn’t that much.
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Killer gets a 1 hook sacrifice.
Remaing survivors get a 3% boost to gen repair speed.
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Love it
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I don’t see a totem.
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I think it’s good, but needs an additional factor, which is that wall creation must be done outside of the killer’s terror radius. As long as the action was begun outside, then it will be completed regardless of the killer’s location.
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It took me forever to get good with flashlights. I still feel a bit klunky with them. If you lower the skill threshold for new players, you will frustrate killers and massively boost red rank usage.
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Nurse is the most fun killer to verse. She was even better to go against before her big nerf last year.
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@Kebek said:
Ok this was wholesome and I didn't expect it.
I kinda did a bait and switch...😂
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As long as you don’t start answering yourself when you speak out lout you should be good.
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@KolbyKolbyKolby said:
Keys should unlock a special chest that's hidden around the map, and inside the chest is a big mallet.
You can hit the killer or other survivors with the mallet, it doesn't hurt or stun them, it's like using a foam hammer, it just squeaks.
Yeeessssssss!!!!