JediWithASniper
JediWithASniper
About
- Username
- JediWithASniper
- Joined
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Comments
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New survivor Item
Dual Wield Flashlights
You thought clicky-clicky was bad before, wait for this monster!
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I’ve thought for quite some time that kindred and bbq & chili should just be basekit.
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New survivor Item
Energy Drink
Instant use, takes 3 seconds to drink, and it restores your survivor from the exhausted status to normal.
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New Survivor Item
Bag of marbles
Only works on hard floors such as buildings, won’t work on dirt. Survivor spills these while in chase, and if the killer steps on them he loses all traction for 2-3 seconds with a wobbly animation of some sort.
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New item
Flare gun
Has 1-3 shots in it depending on brown/yellow/green. When fired, it launches straight in the air, and can be seen by everyone. This item would be great for alerting other players to locations of lit totems or gens, or for distracting the killer to check out a meaningless flare off in the distance.
Then get rid of the stupid beam of light marking system.
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New perk: GENeral FOCUS
Exhaustion perk for survivors, trigger at will, survivor crouches, clutches head and focuses!!!
The auras of generators and their level of completion will be revealed to you for 15 seconds.
I don’t know what cool down should be, this would be a more entry level strategy developing perk. Might have some use for red ranks in late game. Maybe similar to DH cool down.
(Idea is based on wraith perks that show gen completion.)
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2174065#Comment_2174065
For example, Dying Light :
When a survivor that's not the obsession is hooked, all survivors get a penalty of 11/13/15% to Repair, Healing and Sabotage speed for 20/25/30 seconds.
The Obsession suffers a 25% speed reduction for actions in the altruism category
That is exactly the type of thing I have in mind. You have a sweet spot for this! Yeah, % might need some toying with, and heck, maybe a few obsession perks are only available in the obsession game type. But yeah, we need more creativity like what you’re proposing.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2153182#Comment_2153182
An idea I have is to over-buff obsession perks or at least obsession switching perks so that even when you're forced to use those perks, it's still okay
That is a large part of the idea. Not only would it give killers a reason to use obsession perks, but it would create a whole new genre of game-type perks that are specialized to win a particular mode.
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Run resilience
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@Friendly_Blendette said:
sounds cool but how about killers have limited builds too cause it doesnt seem fair for only 1 side to have a limit.
That is one of the bugs I’ve been trying to work out. I’m not sure if it is necessary to limit the killer’s build. Maybe, as long as it didn’t lead to killers not playing the mode because of it.
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I like to make each of my survivors into a different build. This way I can switch back and forth depending on my mood.
I run jake as a super healing altruistic beast with BT, we’ll make it, botany knowledge, and that other perk, can’t think of its name, but you get stacks from saving people so you can heal them on the ground faster.
I have a blendette that I play immersive with iron will, lucky break, stuff like that.
I run a vault speed build with DH and prove thyself as the extra two.
I try to think of a play style and build around it instead of just spine chill.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2096904#Comment_2096904
You do realise that the second that a team realises that someone may need to die in order for the others to escape, that solo is essentially going to be made into the SWF's scapegoat? That's how the game works as is, imagine that scenario except the killer gets an extra 3 perks in helping to kill that solo, I'm sure that'll be fun for them.
You’re assuming that the solo player is less skilled than the swf?
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@dspaceman20 said:
No this would be way too much.
So you are saying the balance issue created by comms is so minor not t doesn’t justify a single killer perk increase? Then it isn’t really an issue.
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Basically everyone is saying that SWF is not a problem...
Pretty clear to me that it’s just a pet peeve, and not a real issue.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/241541/this-can-solve-the-swf-problem
Give any solo survs 3 additional perks against nurse or spirit
Ridiculous nonsense.
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@AliceSkies said:
Honestly it’s a bad idea, because then you’re punishing other players for things they can’t control. Let’s say 3 SWF and 1 solo. screw that solo I guess? “get ruined because of pure randomness, have a good day”
This is terrible reasoning. How is the solo screwed by having a team of higher performing communicative SWF’s??? Are you saying that they are too stupid to compensate for their obvious advantage??
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@Phasmamain said:
The problem is what happens if a nurse is fighting a 4 man? Nurse can already deal with them anyway
That’s an interesting point. That would have to be one heck of a nurse if they can take on 4 SWF that are tourney level. The 3rd extra perk slot is the one I’m not sure about. I wonder if that shouldn’t be just an additional offering.
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@Xzan said:
Thats not a good way to balance it.
Just show who is SWF in prelobby. Killers can dodge (which isn't an issue with crossplay) or use better addons (which is fair for the advantages SWF provides).
Lobby-dodging does not fix the problem. The problem is a power balance between modes, not association.
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I’d like to see the basement get bigger and killer specific, have another entrance/exit, add traps that are killer specific, ( traps for trapper, exploding wall vials for clown, electric shocks intermittently for doctor, etc...) and finally, better loot for survivors who risk going down there.
Second pipe dream, bikinis for the girls.
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@DoritoHead said:
Killer Perk
Jaws of Death: Upon starting a chase with a survivor, 1/2/4 of your perk cooldowns are refreshed. This perk becomes usable again once a survivor is unhooked outside of your terror radius.
Survivor Perk
Resurrection: If you deplete an item you bring into the trial, you will find the same item with the same addons in the next chest you search. The item will come with 25%/50%/75% of its charges remaining.
Your survivor perk is already a perk, except that you don’t have to search a chest. I forget it’s name. It gives you back 50% of your item once it is depleted.
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@DwightFairfield said:
Dwight's Special Perk;
You've been through hell and back, enough is enough
After being chased by the killer for 5 seconds, you can enter a locker and say "######### it"
You cannot be removed from the locker, you instantly teleport back home and eat a sandwich, and feel content with your life choices and decide to start life anew without needing to run in circles and perform mindless mechanical engineering tasks
Dwight's Special Perk has cooldown of 1/2/3 confused teammates, 1/1/1 angry killer and 1/1/1 rather relieved corporeal entity of endless mazes and trials
I feel like this would be a good exhaustion perk if you could enter a locker, lock it for 30 seconds, and then it had a cool down of like 60 seconds. Killers would lose their minds wondering...
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@papichulo said:
https://forum.deadbydaylight.com/en/discussion/comment/2085559#Comment_2085559
I get it. I am starting to get very cautious because if the perk isn't balanced it will either be too weak or too op.
I was thinking maybe it should be 15 seconds instead of 20. I’m thinking the speed debuff is where it needs to be.
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@papichulo said:
https://forum.deadbydaylight.com/en/discussion/comment/2085445#Comment_2085445
Perk is too weak. Make it stronger but have a higher requirement.
I’m not enough of a numbers guy to know how this breaks down with killer speed. I’m kind of just guessing at the speed. Trying to relate to haste which is 7%, and strong.
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Survivor perk
Unmotivated
For every 20 seconds that a killer chases you, you gain a token.
Up to a max of 5 tokens.
When you pallet stun a killer, 3 tokens are consumed, and the killer loses 1% movement speed for the duration of the chase, up to 5% max debuff.
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Sounds good except that your opening speeds are pretty high. Resilience gives you 9%, and that’s substantially faster. If you paired the two perks that means a gate opens in about 11 seconds.
Also, why does everyone suffer oblivious status and when? When they spawn in?
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The sweat is dripping down my buttcrack and my arm hair is standing on end.
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Borrowed time is just fine and does not need a rework.
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Browse the forums and check the news, eBay, check my small business emails or listen to educational materials.
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Survivors like you aren’t any help in the match anyway. Too emotional to be of any use to the team. At best y’all distract the killer for all of 30 seconds before going down and getting hooked.
Good riddance to the lot of you.
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@Koukdw said:
3 survivors working on a gen together is anything but gen rush.
That's not how you gen rush at all. It's super easy to counter. Just go to the gen and watch them all split up and waste time.
Gen rush is when the 3 survivor are each on their own gen (with toolbox it's even better). And that usually means you chased someone without downing them for too much time and you need to learn to cut your loss and focus an easier target.
What you are describing is just survivor doing their objective not efficiently.
Exactly. 3 gens going fast means you are just chasing one person around and applying no map pressure. Gonna lose every game that way.
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Killer bp and survivor bp are very different. 10k for a killer is basically nothing.
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So the wraith hit you twice? Show me on this doll where he hit you.
O-I-<
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2034844#Comment_2034844
https://us.v-cdn.net/6030815/uploads/IU17VCHOH3VD/image.png
Like this one you mean?
I saw it in the spawning camera rotation.
There are a lot of really bad ones also. Totem spawns need some review for realsies.
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You might have good internet, and a terrible router rented to you by your internet company. Solution: buy a good router and cancel the rental.
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@Raja said:
I have faced one since returning after leaving before pyramid head chapter.
Not that good anymore. Hardly anyone plays him. Used to be a scary killer like nurse, now he’s not as dangerous as bubba.
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@MadLordJack said:
Wait, doesn't this force killers to camp the hook in order to take away a health state? Also, doesn't this encourage genrushing, because there's little reason to go for the unhook thanks to strategically sacrificing health states?
The idea is that once you hook one person, you now have time to chase others. If at least one survivor doesn’t pull off for the save, the killer is completely free to pursue other survivors and hook them. The game currently, heavily encourages gen rushing, and does nothing to persuade campers to stop camping. Perhaps if survivors only had a single respawn, then their incentive to go for hook saves would be sky high. But at lower ranks, survivors would never win. So maybe you just need a game type selector in matchmaking that lets you select #respawns.
What do you think?
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2026781#Comment_2026781
That's what I think would happen, I would just leave someone on the hook to genrush for the simple fact that even if they died they would respawn back into the trial
I edited a couple points. The idea here is to buy the killer time to chase survivors. You may strategically lose life’s, but if the killer downs two people, you are in much rougher shape in this scenario than in current game form, don’t you think?
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@WeenieDog said:
If the survivor gets saved, does that count as a life? or do they have to die on hook 2 times before they are out? If it doesn't, I can see it increase camping.
45 seconds is pretty short, and then you respawn elsewhere. So you can’t be camped out of game like you can now, and survivors have way less time to make a save, so they either pull off gens fast for a save, or they lose a life and a minute.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2022872#Comment_2022872
Because she takes no skill. She teleports straight to a survivor 2 times and they're a guaranteed down. Literally all there is is putting distance between you and her, which doesn't do much against any killer anyway.
Um... no one in DBD agrees with you that nurse takes no skill.
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I would be ok with shortening it by 1 second.
You know, you always need that 1 second to get away.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2023135#Comment_2023135
WEAK
equips addon that makes bell global
WEAKEST
equip add on that makes wailing bell sound like spirit is phasing.
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No. I’m a survivor main. I’m just saying, a spitting animation? Seriously?
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2022967#Comment_2022967
Spitting yhe killer if he's in front of the hook 😂
Maybe you shouldn’t be on the game design team.
what about patting your head and rubbing your stomach while on hook?
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@gendoss said:
How could you have joined 2019 and have 443 posts but not know what Thanatophobia is...?
To be fair, some people suffer from thanataphobia in real life...
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2022958#Comment_2022958
Not always. That's why we need a new gesture only for this. How about survivors spitting? :D
Like spitting bars or what? 😂😂
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Already have that. Arms fully raised up and down means camper. Arm twitches means all clear.
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You have good nurses, and insanely good nurses. Even against insanely good nurses you should have some matches where you get more than 12k points. On the regular good level nurses, you should have plenty of high scoring matches. Nurse is difficult to play against because you have to throw everything you know about chases out the window.
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What about something like this:
Moris are basekit, but you can’t use them immediately. I’m thinking something similar to rancor. Each time a gen is completed, the mori meter fills 1 notch, up to 5 notches. As the killer you can activate it when you reach 3 notches, and you get 120 seconds to unleash your mori on anyone regardless of hook state. If you wait for two more gens, you gain an additional 60 seconds to unleash MORI’s. This way, it can be used as a progress impediment for survivors when gen 3 pops, or if you wait till gen 5, it’s an end game build.
Then NOED and Rancor become irrelevant, and can be deleted.
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Interesting idea. Make for a cool killer power, like he’s got a massive axe or hammer that he smashes the ground and you get that area quake effect that staggers everyone within like 10 meters or something. Then one of his perks could be like you said, when he drops it creates a stagger effect.
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Oh how I wish they would add a text chat option for ps4 and cross play chat. I’m always impressed by a good pig gutter.