Jivetalkin13
Jivetalkin13
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- Jivetalkin13
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And? You're still injured, I could still hit you again.
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If only I knew sooner!
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I mean...yeah. Technically speaking no killer needs Perks to get a 2 to 4k if your good enough.
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@TheMadCat said:
I would hate it. I mean, to be forced to do it. If I want to drop perks after I used them, I can do it without the game forcing me. Like a challenge I made for myself.
I know you're just making a fun theory but I have to admit I don't get the point of having a perk disabled for three matches. If it's for having more diversity, I don't think it's the good way to do so. Plus, imagine you had to drop your favorite/strongest perks and you are against someone who is able to use these perks again because they had their three matches done.
Running perks should be a choice, not a burden.
The point is coming up with something that everyone agrees is a worse idea than whatever BHVR is doing. It's not about what I want, but to get other people to think about what they want instead of just saying "No, I don't want this." Probably a fruitless effort, but this is just a meaningless post.
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@[Deleted User] said:
This ain’t it. BHVR’s about to nuke everyone’s favorite perks and there’s no way of getting around it. This is healthy for the game.
Didn't say I didn't agree. This is just a "what if..." discussion.
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It's hard to argue with the fact that these Perks are predominantly used above all others. Heck, even when I'm TRYING to make a fun, goofy build I find myself drawn to one or two of them.
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@StarLost said:
Eh. I tried ED - it has potential, but is also really janky and gets tedious fast due to a lack of variety. If it lasts, maybe in a year or two it'll be a great competitor.
https://forum.deadbydaylight.com/en/discussion/comment/2955608#Comment_2955608
I'm...oddly curious.
https://forum.deadbydaylight.com/en/discussion/comment/2955519#Comment_2955519
My only concern is losing the BP bonus from BBQ.
Ideally after the prestige rework, BBQ and WGLF will become less necessary.
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Break line of sight, move erratically, double back, etc. Some Nurse players are just going to be better than you and predict those things because they've played her longer. Flashlights and Flash grenades will stop her from blinking when she charges up. That's all I can say.
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Because I'm a slave to capitalism.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2959721#Comment_2959721
It's a bug that Blight players exploit to get an unintended advantage by sliding along/around an object. They're up in arms because the Devs have declared that it's definitely a bug and will be fixed.
Note: Killer main here just don't think that an acknowleded bug should be kept just because some players like it.
Thanks for letting me know. I hardly play Blight so I guess that's why I haven't heard of it.
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Probably not.
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That's a difficult question. The majority of early history licenced killers are relatively middle tier, but do have parts of gameplay they excel at.
Pyramid Head has an advantage with his power in that it doesn't take 3 hits to down someone and it can go through walls. However, you do get punished quite a bit if you miss.
Nemisis needs to build up his power and needs to get at most three hits to down with his power. While it can't go through walls, you can use it faster and get less of a penalty for missing. Also, once you get to t2 of his power you can shred through pallets like no other killer.
Both also have built in info tracking for their powers with the trails and zombies. Personal preference for me is Nemisis, but that's just because I find it easier to hit survivors with the tentacle and I like the added randomness of the zombies.
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Pretty sure I heard they were going to look at her. I'm not against her as is, especially sense her power can potentially knock anyone out of the game without even a single hook, so I hope they don't touch anything to do with the Condem build up. Definitely agree she's about to be overshadowed by Dredge though.
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Artist- the...artist.
Trickster- the theater kid
Docter- the weird one
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Assuming it swaps camera controls (which I think sounds the most fair) it would really only be effective in short bursts before people become used to it. It sounds like something that would be best used for add-ons.
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At least all the masks are unique. The crowns were all the same, which honestly doesn't feel as special. However, I do agree, I wish my mains got masks. Legion and Oni would have been sick.
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What's Hug Tech? Never heard that term before.
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@LuluTheLion14 said:
Backstory
Crystal blue lakes attracted my eyes. I didn’t say what I was thinking. Birds were chirping and flying around. Yet, I didn’t say what I was thinking. His hair and mine were as white as the clouds above us. Still, I didn’t say what I was thinking. We just walked along the never ending concrete path; it sums up my life now that I think about it.
He was wearing his favourite fleece, even with that large hole in his sleeve, he still wore it. He looked has happy I was when I first met him. What happened to that? His legs were tired so we sat down on a bench even though mine weren’t. His boots looked so worn out and outdated, kinda like him, but I didn’t say what I thought.
White clouds soon turned black as if the good in me had turned to evil. I held my brolly over myself as the clouds above us cried their eyes out. People evacuated the area as if they were trying to get away from me. To get away from the anger inside of me. He wanted to get under the umbrella with me, but I insisted not. He grabbed the umbrella but the Merciless wind blew it away. We both ran after it.
I didn’t say what I was thinking because I knew it was evil. Everything around me was pissing me off, even my beloved husband whom I had dark plans for.
Angry voices filled my mind and I could not resist any longer. Crystal blue water had turned black. PUSH HIM IN! Birds were screaming and fleeing the scene. PUSH HIM IN! Our hair was no longer the same colour as the clouds, as the clouds had passed on; maybe we should too. PUSH HIM IN! No one was around to witness the horror that was just about to occur. PUSH HIM IN!
I pushed him…
As he fell slowly into the water, our past flashed before my eyes. His lies flashed before my eyes. He said he loved me. But then why did he cheat? I said I wanted children, he said he couldn’t. But then how did he have kids with her? All these years, he thought he’d covered the truth. But I knew. I knew the truth. I knew everything. I even knew it would end like this with me taking my revenge and to end it once and for all. I fell in too.
(I wrote this story as a practice story for my exam next week and I liked it so much that I wanted to use it as a backstory for a new chapter concept. I got my grade back today and I got a grade 9 which is above an A and I’ve never got above a grade 7 before. So I’m well chuffed. 😂)
Power - Betrayal
Survivors have a betrayal metre. The betrayal metre fills up 1% every second they are doing an objective up to 4% every second when performing cooperative actions with 3 other survivors. Once the Betrayal metre is full, the survivor becomes exposed and is revealed by killer instinct. The survivor cannot tell a lie or truth and get rid of betrayal for 60 seconds after becoming exposed.
Power no.2 - Lies
Survivors can decrease their Betrayal by interacting with a station where they must tell the truth or a lie. Telling the truth takes away all of the survivors Betrayal and fills up The Betrayed’s anger by 50%. Telling a lie takes away 50% of Betrayal and fills up The Betrayed’s anger by 25%.
Special ability - Revenge
Once The Betrayed’s anger has reached 100%, she can run at a high speed, losing 1% of anger every second. Hitting a survivor loses 5% of anger. For the first 15 seconds of Revenge, the first survivor the Betrayed hits will immediately be put into the dying state, losing 50% of anger in the process. Cool-downs of missed and successful attacks are 15% shorter and kicking generators immediately takes off 5% of the progress. Once the Betrayed has reached 100% anger once. She can use her anger whenever she wants. Whenever her anger is above 100%, The Betrayed can see all survivors auras.
Perks: Merciless Wind, Hex: Good turned to evil, Secret Thinking
Merciless Wind
For every second a flashlight is beaming onto you, You gain an additional 1% speed boost. The total speed gained after the flashlight has stopped beaming onto you is kept for another 10/15/20 seconds.
Hex: Good turned to evil
Whilst Hex: Good turned to evil is standing, Boon totems have no effect. Snuffing out a boon totem transfers Hex: Good turned to evil onto the totem after snuffing it out. Once Hex: Good turned to evil has been cleansed, every totem on the map becomes blocked by the entity for 20/25/30 seconds.
Secret Thinking
Start the trial with one obsession.
You see the obsessions aura for 10/15/20 seconds at the start of the trial. When the obsession is in the killers terror radius, all other survivors hear the terror radius that the obsession hears.
Commenting on the perks.
For Merciless Wind is there a maximum speed limit? Or could you theoretically just get an 1000% speed buff? Love the idea and it would pair well with Lightborn, but definitely should have a cap on it.
You could probably shorten Hex: Good Turned To Evil to just Hex:Good Turned Evil or even Hex: Turned Evil. Aside from that I like the idea. From the Anniversary stream it sounds like we'll be getting an anti boon perk, but it wouldn't hurt to have a stronger one if it's a hex perk.
Secret Thinking sounds like a different sort of Lethal Pursuer. I'm not against it, it just kind of gets overshadowed by it. The secondary effect is interesting, but could be too overpowered. Perhaps a way to resolve this would be to make it so all survivors hear your TR for (some amount of seconds) when the Obsession hears the TR. Although, that could potentially make it some weird kind of tracking perk if you suddenly see your perk on cooldown.
Sorry, I might be rambling at this point.
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It's disappointing, but survivors already have more Perks than killers do. It sucks that you have to buy a character to get any boon totem or wait until it shows up in the shrine, but not much we can do about it.
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The lore is pretty good, but what I really want to comment on are the perks.
Sight for Success just sounds like a better version of Rookie Spirit. It does what it does and more, but without the restriction of needing Great Skillchecks. However, there in lies the problem. If you just had the first part with highlighting the generator with the most progress and add some small restriction, you'd have a great perk.
Aufruden sounds interesting. It's like having that one map add-on, but as a perk. Although, I would change it to be more like that add-on and have a limited amount of uses or build up uses by doing certain actions.
Follow the Scent, I have very little to say about. I love the idea of seeing the Killers scratch marks, that's just a creative idea. Although I'd get rid of them while in chase. The aura thing idea think more about. Maybe put a cooldown on it so people can't abuse it like old OoO.
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The backstory is well crafted, definitely praiseworthy.
The power is interesting, but it feels like the numbers should be adjusted. Not every generator is going to allow 3 people to work on it, let alone 4 (maybe only on the Coldwind maps, but I can't remember.)
Also, Revenge just sounds like a less powerful Blood Fury from the Oni initially, but then all these other things seem tacked on, making it all jumbled up.
Plus, I don't know if I'm a fan of the passive causing the Exposed status. Just seems a bit like a either you'll never have it happen because survivors keep using the "station" or it'll just never trigger because survivors are efficient enough to split up and take care of generators on their own.
It's a cool idea for a power, just needs some ironing out.
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@entertainment720 said:
That is a cool power! I wonder if it would need a cooldown or minimum meter range before binding the second one?
Or is it intended to punish players who are grouping up?
I have more specific info in a comment to someone else.
I don't see how it would punish survivors who group up given you can only Lock On to one survivor at a time. Potentially one counter to this power is survivors taking turns being the closest to the killer in order to prevent the build up of the Lock On.
I guess if there is an intention it would be a sort of long term payoff snowballing killer.
An ideal situation would be Locking On to one survivor, breaking away from chase to find another, Lock On to them, Bind complete, hit, hit, hook or risk cutting the cord to find the other injured survivor, hit, hook, hook.
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@RakNieborakYT said:
Ok, the power you made is actually creative. I love it, although it needs to be tested obviously.
I'd love to see some power trivia so that i could visualise how the power actually works, restrictions the killer faces, other counters survs can use. It's only my request.
I didn't read the addons cuz it's hard a bit to read. Here is your list of addons that I improved for you so that it can me fairly readable:
Add-ons
common (brown)
- Increase the time it takes to Lock-On to a survivor by 50%. Increase the amount of bloodpoints you earn in the Devious category by 100 points.
- Bound survivors suffer from the Blindness Status Effect for 60 seconds after becoming Bound.
- Locking On to a survivor decreases the movement speed penalty by 50%.
- Cut the Cord reveals the location of the survivor for 3 extra seconds.
uncommon (yellow)
- Bound survivors suffer from the Oblivious status effect for 60 seconds after being Bound.
- Decrease the Lock On time by 30%.
- Survivors who are Bound that are healed pass the Bound status off to a survivor that begins healing them.
- Bound Survivors that heal any survivor who is not Bound pass the Bound status to them.
- Cut the Cord causes all survivors within 8 meters of Bound survivors to reveal their location.
Rare (green)
- Bound survivors suffer from the Mangled Status Effect when injured.
- Bound survivors suffer from the Hemorrhage Status Effect when injured.
- After Locking On to a second survivor reveal the aura of all Bound survivors for 5 seconds.
- Cut the Cord causes Bound survivors to gain the Oblivious Status Effect for 60 seconds.
- Downing one Bound survivor inflicts the Incapacitated Status Effect to the other for 16 seconds.
very rare (purple)
- If one Bound survivor suffers any status effect, the other Bound survivor with suffer it as well.
- Bound survivors no longer heal when another Bound survivor is healed.
- After Downing a Bound survivor, the other Bound survivor is inflicted with a Deep Wound.
- Survivors who are not Bound suffer from the Hindered status effect for 10 seconds after healing a Bound survivor.
ultra rare (pink)
- Bound survivors cannot heal other Bound survivors or work on the same generator as other Bound survivors.
- Cut the Cord causes two random survivors to become Bound.
Perks:
Hex: Morbid Curiosity: Idea is cool, as for the hex perk. What could be the hindered penalty?
Sealed Fate: Sounds interesting. Although 'any survivor' is not that necessary here. Just the surv who healed the obssession is ok enough.
Count Down: I think 300 seconds is a lot. And here, I'd just go with retribution and haunted ground. I get the same effects. The mix-up is nice, but I'd change the 300 seconds for sth else.
Thanks for making all the Add-Ons more clear to read. Did all this on mobile so it's harder to change font and stuff.
Keep in mind, I'm not a game designer, these numbers are just off the top of my head on what sounds fun, viable, and or fair.
As for specifics on the power, the Lock On would be kind of like Ghostface's stalk, but breaking line of sight will slowly decrease the "Bind" meter. Probably anyone within 25m you can Lock On to and it would take 30 seconds until fully Bound if the survivor just stands there. Priority would be the closest survivor, like I said, you can only Lock On to one survivor at a time. It would slow you down to 105% speed while Locking On as well. Also, you can't Lock On to a survivor that is already Bound.
As for Perks, Hex: Morbid Curiosity would probably be a 9% Hindered penalty. Just enough to be able to leave a TR, but still enough to catch up to survivors after hitting one (Unless you're up against a Double Calm Add-On Doctor, in which case, good luck.)
I should probably elaborate on Sealed Fate. The idea was supposed to be like an reverse "For the People", but the obvious counter to it would be for the Obsession to just heal themselves. It would be situational either way, but your way does sound more fair.
Finally the idea behind Count Down is that it would be kind of a midgame perk. 300 seconds is 5 minutes and the average match should last between 12 to 18 minutes (grain of salt, that's just what the first result on google says and it's sourced from this forum.) It would just be a reliable perk that goes off and makes the game more exciting for a short period.
Sorry if this was long, I tend to ramble a bit.
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@EnderloganYT said:
I'm a real artist, I know /j
https://us.v-cdn.net/6030815/uploads/KA3XDJSYMVHN/screen-shot-2022-05-15-at-12-21-36-am.png
"Save my Darling Demi, please!"
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Definitely seems like an interesting idea. Not sure if being able to teleport to survivors whose aura is shown without the use of the power is very fair though. Perks like BBQ and Bitter would be must haves on him. Maybe instead of generic auras, his power gives survivors special auras of a different color in order to tell the difference.
No Hope seems a bit gimmicky, but still a fun idea. I'm not sure how much use it could offer, especially if survivors are on comms.
No Saviour I don't get. In most situations I don't understand how it would be useful. After picking up a survivor, their aura already disappears and would come back after being dropped or hooked. Plus, it steps into Iron Grasp's territory with the decrease to wiggling. It sounds like it would work better if after hooking or dropping a survivor, all survivors then suffer from those status effects for a set amount of time.
No Light is a cool idea. Completely wasted though if no one lights a boon. Having a perk that can counter boons would probably be better if that were just a secondary effect, but that's just my opinion.
Also, if this all came to you in a dream, makes my wonder if you were actually visited by some primal fear demon.
Overall, love the ideas, love the concepts, just needs a bit of work. Keep up the creative work.
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Connection Issues. Could be the servers, could be your internet, depends on if others around you are having the same issue.
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@Shroompy said:
I mean personally I dont think a perk should just straight up become basekit, maybe a toned down version of the perk for example: Basekit gives unhooked Survivor 6 seconds of Endurance. Borrowed Time increases it to 12 seconds (current time)
I can agree on that. I just see so many people saying the some Perks "should" be basekit.
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I don't remember seeing anything done to Flashbangs in the patch notes, but I don't really understand how Flashbangs work to begin with so I couldn't tell you what happened in your case.
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Probably obvious, but still have to ask. Did you submit this to BHVR?
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Easy way to prevent that if you're having trouble, have someone else mend you. You won't get any sort of status after mending if someone does it for you, just make sure to mend them as well. Or run Vigil, it'll reduce the time you have those sort of status effects.
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Most likely for Ringu, they were still developing the Haddonfield Update or there wasn't a great location that could be used for a map. I'm not very well versed in the movie, so I couldn't tell you if there absolutely was or wasn't.
As for Pinhead, 2 reasons, he's kind of a hard killer to play. Aiming his possessed chain is hard to do and takes more practice than a lot of people are willing to give. Also, the NFT controversy and the voice removal. I won't go into details about the NFT thing, if your interested there are plenty of people on YouTube that can explain. The voice thing, probably left people thinking they were falsely advised about all that would be apart of him. He got those lines back, but the damage was done.
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Forgive me forum, for I have sinned...
It was late one night and I had just prestiged my Sadako. I didn't have many perks and had only 3 slots to fit the Perks.
I get into a lobby and to my horror, I see all 4 survivors holding flashlights. I was missing Lightborn and I knew this would be no easy task.
The offerings were shown and to my dismay I see two Petrified Oaks and knew what would be in store for me in moments. A gang of flashlight wielding maniacs with Perks designed to make it impossible for me to hook anyone. Boil Over, Sabatour, Breakout, and who knows what else!
As the match started, that was when I made my decision. Slugging was the only way I was going to make it out of the nightmare with my sanity and temperament intact.
I down the first survivor, then I feint the pick up, and attacked the would-be blinder. It went on like this for a couple minutes until two people were down and the other had fallen back.
However, I did eventually hook someone. They picked up there fallen comrade and the game continued. I was relentless, I had to be. I had to see what I had started to the end.
By then end, 3 people were sacrificed on hook and 1 bled out. I do not regret my actions, I just wish it didn't have to come to that.
As for that Michael, no idea, some people are just jerks.
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@humanbeing1704 said:
All the time actually here's the last hatemail I got
https://us.v-cdn.net/6030815/uploads/8I0AJTW61MBT/f46a4714-7cea-472f-ac1d-fe99b3b92593.jpeg
They seem like they would be a lovely person to meet in real life. ///sarcasm///
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/2928986#Comment_2928986
What do you mean "What's wrong with that"?
What are you suppose to learn in 3 minutes when you maybe spent 30s barley learning anything?
Games are only as fun as you make them. You can get no kills or no hooks and still figure out how to have fun. If you are getting pissed off at how fast a game is going, so what? The next one could be better. If it isn't, the next one. If you've truly lost hope that you won't have fun, shut the game off.
All this assuming you are bored of the Perks you're running and aren't having fun anymore. The words above are for anyone that might feel that way. Not specifically you.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/321296/whats-stopping-you-from-using-different-perks
As a survivor: Nothing, I reframe from using meta perks because they cover up for a lack of skill
As a killer: we're forced to run meta perks because of we don't, the game ends in less than 3 minutes
Okay. That means you can get to the next game faster, what's wrong with that?
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@carl1982 said:
https://forum.deadbydaylight.com/en/discussion/comment/2928800#Comment_2928800
You are sad for playing dbd
No, I'm just playing a game I like for fun. I'm sad for reasons that matter. :P
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@carl1982 said:
https://forum.deadbydaylight.com/en/discussion/comment/2928744#Comment_2928744
To laugh at you all constantly being in misery about this game.
That's pretty sad. You are a sad person.
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Blood Echo and Mindbreaker. If you know how to keep people injured, I can guess you probably won't see any Exhaustion Perks being used. Something that I don't think some people know is that Mindbreaker pauses Exhaustion time while working on a generator.
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@BrokenSouI said:
Legion is still legion. They're still a trash tier killer who can't down you with their power. And the odds of you getting 5 stabs per power are slim to none, and you just waste your time traveling around the map trying to get it
It's easier when there are four survivors off hook. Once one is hooked it gets tougher.
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It has happened in the past, however so far this recent patch has seems relatively stable. A hotfix should go out in a week or two for any recurring issues.
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@UnKn0wN45 said:
https://forum.deadbydaylight.com/en/discussion/comment/2927175#Comment_2927175
1) Sounds super fun, would it work (kind of like) twins?
2) That sounds kind of like adept Wraith on steroids xD
3) That... That's an amazing idea! That would be awesome, like the frost giant in smite? (if you are familiar with the game and character)
1. You'd probably have to get a hit on someone with one power in order to mark them. Then afterward you can take control from a certain distance away and do stuff like drop pallets, go in lockers, vault windows, etc. (Basically Incapacitated, if not they gain that status effect while controlled). Survivor meanwhile has to complete a series of skill checks in order to break control.
2. Pretty much. Wanted a killer that gave the feeling that you can run, but you can't hide. Would be cool if it had a special attack like Demogorgon, but a shorter range and could be chained 3 times.
3. (Never played it, but I have heard of it.) I can't decide if making the obstacles pop out of the ground like Hag traps would be better or if using it as an ability mid chase would be more advantageous. On one had you could set up an area before hand and prevent trapping survivors to hold the game hostage, but on the other using it mid chase has a lot of potential to shut down strong loops.
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A killer that can take control of survivors briefly, moving them out of position in order to strike.
A werewolf killer that can track the trail of a survivor, bypassing perks that block sound, scratch marks, blood trail blockers, and aura blocks.
A killer that can make obstacles that survivors can't pass through, but the killer can.
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@GamerEzra said:
https://forum.deadbydaylight.com/en/discussion/comment/2919208#Comment_2919208
He can hit over them as well but it would be funny tho. He should at least be able to do the other things. He could break a wall by using his attack.😂
https://forum.deadbydaylight.com/en/discussion/comment/2919209#Comment_2919209
You need Charlotte to hook. Some maps have windows that deny you from using Victor which is really bad,
Maybe I could see breaking wall and snuffing totems, but pallets and vaulting windows would definitely be too much.
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@IlliterateGenocide said:
I wouldn't mind if they gave us some night time variations. they would have to make a new skybox but i think it would make every match feeling a lil more diffrent
Early on in the game there were offerings that changed the amount of "moonlight" on the map. It would adjust how bright or dark the trial would be for that game. They were removed after some time because of complaints that you could stack some up and make it impossible to see. Plus, it makes games more consistent.
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@GamerEzra said:
Let Victor vault windows, break walls and snuff out totems / activate Hex: Pentimento. Myabe let Victor break pallets as well.
I think Victor is fine the way he is now. If you did all that, you might as well remove Charlotte entirely.
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My advice, take a break. Play some other game/games for a while, then come back if you want. You're under no obligation to play if you don't want to and that's fine.
If you want to keep playing, the I suggest using Perks you normally never use. Just play around with stuff and go wild. You might find some fun in lesser used perks.
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@GoodBoyKaru said:
Honestly they need a whole kit rework and/or the solo queue overhaul to be remotely near healthy for the game but I doubt we'll get that. Like, I'm talking Freddy level, or at the absolute minimum Doctor level.
I wouldn't go that far, but who knows. Maybe if Charlotte gained a 5% increase to movement speed while separate from Victor it could incentivize using her more.
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I have no problem with NOED, but justifying something potentially unhealthy by using other Perks as examples isn't the best argument that could be made.
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Love the design. It really brings everything I love about the Blighted skins too life on a character that realistically, I don't expect to get any skins any time soon. One thing I would change is making the knife gloves into needles, but I also think it looks like Freddy's New Nightmare Claw hand look, so either is cool.
Side note, ever think about drawing a Blighted Demogorgon?
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Not sure what it would be called, but the power goes something like this.
First part of power: A short range AOE attack that effects 8 meters around the killer with a 1 second charge time and 3 second cooldown. It does one damage state to a survivor if they are caught in it. Area can be adjusted with add-ons.
Second part of power: After hooking any survivor one time, killer can interact with them on the hook and apply (unnamed effect). (Unnamed effect) allows the killer to see the perspective of the survivor when activated again. Can be done unlimited amount of times until either survivor is hooked again or (unnamed effect) is applied to new hooked survivor. Add-ons can apply status effect to survivors near applied effect survivor when perspective is switched.