JustAnotherNewbie
JustAnotherNewbie
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Would there be any survivor buff that wouldn't feel awful for killers the first week? Same for the other way around.
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@DragonMasterDarren said:
As a flashbang enthusiast, i agree, i go full monkey mode whenever i see a chance for a flashbang save
I'm also a flashbang user. I go for both Blastmine Flashbang AND Residual Manifest for end game.
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@The_Krapper said:
The only thing holding DBD above water is the licenses they have in the game, if another game dropped tomorrow that had all these licensed killers/survivors, DBD would probably die because variety is what's helping it draw in players and stay running, many people who weren't here from the start probably found the game because of a licensed character being in it
That's how I found out about it. I think there was a video suggestion in my feed on YT and someone had a thumbnail with Lisa from SH, so I thought she looked incredibly familiar and checked it out.
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When I lag I simply miss skillchecks.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/355103/99-of-flashlight-players-are-monkeys
I had a random solo player flashlight save me 4 times in the same match the other day. Sometimes players with the flashlight mean business.
That happens like once every a hundred games though. And in your case maybe even less.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3268702#Comment_3268702
I've never learnt to use flashlights, in very low mmr they're like a beacon with "Please tunnel me !!" written in neon on it. At least, that's what I concluded after trying to bring them into games (not even actually using them...).
And I never really gave them the time of day since.
Now that the timing will be more forgiving, I might try and learn how to use them again. =)
With a keyboard it might be easier. Controllers are pretty clunky with aiming and needs a lot of set up to get into the right position.
Flashbangs are also flimsy.
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@HugTheHag said:
That's exactly why I learnt not to bring Lightborn anymore when I see a lobby with 2-3 flashlights. They usually don't land a single save, and are overly altruistic.
I do commend them for wanting to learn how to use them though, it's a really fearsome item in the right hands.
I just bering Clairvoyance if I see what I suspect is a duo SWF with Flashlights. I mean I have been there, Flashlights with controller are hard,but I'm trying to practice Flashbangs saves. Yesterday i got my cleanest one yet against a Wraith saving Elodie and then she went down a few secs later. And when I got hooked I could see her self-care from the other end of the map😂
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If I see stake out in the shrine I'm getting it and running Hyperfocus for all the killers running gen regression perks, might as well do my part for my team, although it sounds like a build that needs some time to set up, I'll just try something alternative first.
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When I looked up bias on the dictionary, your name was included.
You inherently can't feel all powerful in a PvP game unless the game is significantly unbalanced or you're stomping noobies or in general maybe having one of those rare games where it is challenging enough but you still manage to win. You can also just play a a single player game in that case.
At least you're pretty honest for a killer main saying you hate survivors and want to keep solo que in the state if currently is. I'll give you that. But you're not more important than 4 other people and your fun shouldn't be prioritized.
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@foodie said:
what in the guacamole??? its 5 euro on steam for 500 and given that 1 euro is basically 1 dollar, you can make your assumption WOOOW
Edit: I will wait for cross progression and go on Epic Games. This is a rip off!
Why such a big price discrepancy??? This is way more than just a few cents difference, 100 cells for 1 dollar vs 500 cells for 1 dollar.
I have the same prices as you and I'm on Epic. Maybe they have different prices according to regions? It is a thing in LoL as well and Europe gets worse deals for RP (the equivalent of Auric Cells)
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@Terion said:
i have to say though, all though BHVR might step in and correct me immediatly.. But i feel the incentives are pretty much... random.
As for an explanation, my friends live in germany, i live currently at least in switzerland. One day they saw 100% killer bonus while i had 100% survivor bonus on my screen..
AND ITS NOT LIKE THOSE 2 COUNTRYS HAVE A WHOLE OCEAN between them!
Might have to do with MMR? IDK.
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I am simply bad at stealth at the beginning of the game. If I start with all survivors in the same tile I simply try to leave but I always get seen by the killer.
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@mistar_z said:
https://forum.deadbydaylight.com/en/discussion/comment/3266915#Comment_3266915
i dont know, on killer its very tricky to catch subtle cheaters nowadays. but the cheaters seem to still be pretty obvious about it around their teammates, i've had endgame chats where the survivors were suspicious about what the sussy survivor was doing or how they did things being able to things like self heal or pickup despite them not having healing perks, medkit or boons on the map. like a few times they asked how they pulled off flashlight safe when facing the wrong direction. XD
I'm probably very immersed so I probably don't notice if its common.
It's obviously easier to catch teammates than the killer though and I also think it's easier for the killer to catch survivors.
The only three instances I remember which have been iffy with teammates is
1) afk killer and a Meg touched a gen and it auto-completed so she did that to numerous gens (idk maybe it was someone else)
2) one time a kate was being chased on the other side of the map and me and the three other teammates were doing a gen near shack and I see the gen kate was working on before getting in chase complete while she was I assume in chase and I think she was even downed. What I am not sure is if she got down because she tried to finish the gen so no cheating there or it was the other way around (someone completed Kate's gen via hacks when she went down)
3) another time which I am not sure if I was experience a bug or no, but I am downed by Trapper and I am trying to crawl away but crawling speed seemed faster as if I had tenacity (when I obviously didn't run it).
Cheating killers? Idk, I don't think I've had a blatant one and I have a hard time noticing subtle cheaters though but there have been times where I get suspicious when they know where to find survivors immediately after hooking and don't have BBQ and chili.
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Do you escapes include both hatch and exit gate escapes? Can you also track down the rates at which you escaped via exit gates or hatch and in case of hatch, how many gens were done?
Also, did you ever dodge lobbies or just played with whomever you got?
And did you notice certain builds for killers who won/lost more or was there no correlation?
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I don't understand why you're explaining yourself? Tunneling and camping are legitimate strategies currently. Do they feel bad as survivor? Yes and I play survivor 99.9% of the time, but that is simply the state of solo. Even new killers can do both those strategies just fine. BHVR approves it, I don't understand this apologism and trying to explain why you did. It's simple, you did because it's relatively simple and easy in solo survivor due to lack of co-ordination and won in the end. Tunneling is justified as long as you want to win.
Yesterday I had an Oni who was trying to tunnel out Mikaela, we somehow kept her alive for a while (I took a down for her cause she was death hook and I even took a BT hit while she was unhooking me to protect her since I could still spare a hook. In the end he did get her despite all our efforts, but the game ended in a draw. He got a 2k and we got a 2E.
That actually felt pretty rewarding because it could have ended in a worse situation (if he had strong gen defense perks he'd probably get more kills). The problem isn't those strategies specifically, it's that those strategies require co-ordination and communication to counter or perks and solo survivor lacks the first two. Tunneling and camping are not something hard to do in their current state, nor are they hidden behind a killer perk. They are accessible strategies to every killer and every level of killer can use them. It obviously requires a lot more effort from survivors to deal with it especially when solo. But that's a game-design flaw.
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Pretty awesome, thanks!
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@Halloulle said:
the bonus changes depending on zour MMR and the players in that bracket. - Personally, I almost always have 100% survivor. - And only very occasionally it's 50-100 on killer in the semi-late evening hours; between 10pm and midnight. Occasionally I have killer bonuses pop up for a short time during other times of the day; but usually for not longer than a match.
Those are the times I am used to seen the incentive change for killers too, that's why I was weirded out I saw it much earlier.
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@Seraphor said:
For some reason playing killer isn't fun?
I'm not sure why, I have a great time with my flashlight rave parties and wave goodbye to my new friends, bopping up and down as they leave through the club doors unharmed.
Oh but kill rates are 60% remember.
Every I am in a lobby with 1+ Flashlights killer will usually bring Lightborne lmao.
Just checked and incentive is back to 100% for survivors. I wonder if it is a special day in EU and people have free time?
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I don't think the survivor will be very popular. the most popular survivors are mostly female. And as for males it is usually the free ones. Felix also is appealing but I almost never see Felix in my games.
As for killer we will see. I think he has the potential to be a draw for people who like knights and stuff.
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@Zephinism said:
It's far less fun than it was. I found the sweetspot was around December 2019 (Oni release).
Deathslingers patch brought breakable walls which is a stupid mechanic as well as the start of the 'w meta'. Pyramidhead merely cemented this as we got back to back killers you couldnt loop properly plus I find Midwich is one of the worst maps ingame.
Then we got Blight with Undying to make games even more tedious, thankfully the perk was changed not too long after. Following Blight we got Twins which I still consider to be the worst killer update patch the game has ever released.
After Onis Patch in the end of 2019, here is what we got in 2020-2022
We got 7(?) killers who change the way we loop at pallets and encourage the boring w meta.
We got undying, eruption, breakable walls, boons, scourge hooks, DMS, losing addons after escaping, 4 terrible maps (Midwich, RPD, Eyrie and Garden), Daylight Dead Dawg Saloon & Coldwind, Stranger Things removed, Hillbilly needlessly gutted, Animations & character models changed, Pinhead NFTs, MMR and linked cosmetic sets.
Here are the changes I enjoy since the beginning of 2020 - Cross platform play, DS deactivation situations, keys & moris nerfed, unable to depip past rank + rank reset rewards, bloodweb cost changes, prestige changes, seasonal event tomes.
Have you been playing since the start?
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I have no idea cause I started playing after the chapter that buffed killers hit.
From my pov it seems solo's had more agency as an individual, since their chasing power was bigger compared to now and the devs want the game to go more towards teamplay and co-ordination which is inherently disempowering to solo.
I'm gonna repeat myself again, when i joined I was surprised (negatively) at how primitive the communication between solo survivors is, simply unacceptable.
DC are very annoying indeed and disproportionately affect solo survivor but I am not sure BHVR wishes to address them yet.
As for tunneling and camping, this game has been around for quite some time. People on average get better, so killers have learned those tactics. I dunno if you've been a consistent player all along or sunk more hours say a few years ago, but in that case it's only natural you feel alienated as probably the killer base might have been worse back in the day. But these days there are so many youtubers giving advice to killers and the skill floor has been lowered recently. Plus it is just a more intuitive role and many killers have built in slowdown in their kit.
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Then according to horror lore the last survivor should be making it out of the trial 90% of the time as it is horror convention for the final girl to live. You better start advocating for that and maybe I'll take your post seriously.
Also get a reality check, at least 50% of the base is solo survivors, but I do hope whatever SWF makes you salty enough to make this thread keeps breaking your ankles.
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@Devilishly_Rowdy said:
https://forum.deadbydaylight.com/en/discussion/comment/3266898#Comment_3266898
Lol getting holed in Red Forest has happened to me too, multiple times, while trying to save someone.
Ir also happened to me a few days ago vs Nurse😅
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I play mainly survivor.
I continue to play mainly survivor because it's what I first played and I don't have time for both roles. Plus it is less lonely(even in solo) than killer. Killer is too lonely. On top of that it just feels good to outplay the killer at loops and in LoL I enjoyed playing mid and lately a bit of top which can be thought of as dueling role.
So I that's the aspect I like as a survivor.
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Sabotage should not go on cooldown if you get hit and the action doesn't not complete and maybe you should be able to always see the aura of hooks.
Calm Spirit: Remove the slow down, it's unnecessary.
Aftercare: either make it last for all match since it requires you unhook and heal others or make it count on everyone involved in healing so as to hasten its effect. Like say you are healing together with another teammate. You should gain aura reading on both afterwards.
Dark Theory: Increase the speed bonus or give it a secondary effect, like maybe reduce sounds for survivors by 50% or the opposite amplify killer breathing/sounds and make it anti stealth. It will still be quite niche. Or maybe, give a debuff to killer. Killers in the area during a chase gain BL at a reduced rate, like BL1 at 20 secs, BL2 at 30 and BL3 at 40.
Rookie Spirit: Show trapped generators in red or something as well as its current effect.
Reassurance: increase the range for activation, it is too low.
Reactive Healing: When killer has sloppy butcher and you're injured and a teammate gets injured within your range you make a sound involuntarily. Fix it, it's really annoying in itself as well as anti-stealth. Maybe also add an anti-haemorrhage effect to healing achieved this way.
Smash Hit: either add some more speed to it or increase the stun duration by 1 second. This perk relies heavily on resources AND stunning the killer. So when the resources end, like say you had a wasteful teammate, it's pretty much useless.
Blast mine: everytime the killer kicks a trapped gen he receives an additional 0.5 second stun. This can stack up to 4 times for a maximum of 6 seconds, or instead make it scale with co-op gen or toolbox so it takes less time to charge than currently.
Flashbang: Store two flashbangs at a time but have a cooldown of 45 seconds after using one. Or instead make it work as a secondary item. Currently it can be dropped by Franklins as well as be unusable when incapacitated.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3266933#Comment_3266933
The agency as a solo player is a big thing. One gripe I have is that killers have all the tools to play as competitively as they want in any given match without losing anything strength-wise. Solo survivors aren't afforded that luxury. They'll always lack information or survivability or utility. A solo player can't bring all 3 and still have a full meta loadout.
I'd personally play ranked for the most part. The only reason I retired from comp was the prohibitive time commitment. I'd honestly play a lot more DbD if a ranked mode was offered. Top 500/GM/whatever would give me something to strive for.
Omg, you might be the only poster here who gets the lack of agency for solo survivor and how bad it feels. I wish he held a bit more power, so some of who are less scared of the killer could take him on and actually have a chance of surviving instead of just being camped and left for fead by teammates.
I am kinda surprised at how they've done nothing with the obsession or the whole final girl trope. When I started playing I thought the obsession was special or had a special role, but as it is now more often than not, when killer brings obsession perks your teammate obsession can really give you a hard time. I wish they incorporated that a lot more in the gameplay and the obsession had more agency as opposed to being an enabler for the killer at worst. The only benefit the obsession has is when they run Object of Obsession.
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I think I can recall a very obnoxious Feng Min unhooking me right on top of the killer (we were at 4 gens not even late game) like the killer was standing 1m away.
Most of the times though they just wait for the killer to leave or maybe they cannot see the killer is close by still. Probably have also made the same mistake.
The most obnoxious tunneling I've witness has been a Nemy on Lerys. I was on death hook so I was careful to got for the save, so I made sure he was chasing Jane first which he was cause she got injured and went for the unhook, but what do you know. 5 seconds later he's already back, he was really determined I guess.
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It's because you have good ping probably, try having a bad ping. You'll have twice the range from survivor POV.
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@tippy2k2 said:
I do not
Mostly because I'm always paranoid that I'm going to end up being the dead weight. That's the day I'm going to completely forget how to Survivor and am missing every skill check and running the killer for ten seconds before going down...
I also really don't like doing VC for some reason and I imagine if people on the forum were wanting to team up, they'd likely want to VC while they were at it...
Aww that's adorable, getting performance anxiety. I totally get it but as I haven't really tried playing with anyone from here I haven't been in your position yet.
I can understand not wanting to do VC with strangers, can be awkward. Plus the way someone comes off in the forum is probably entirely different to how they are irl. I think there are many people like you who dislike VC.
A few randoms have added me on DBD from playing solo together and occasionally I get invited to play together but we never VC, it can be a bit more reliable than getting complete noobies (though not always), yesterday or the day before I was playing with a Cheryl who was trying to do the whole Flashlight thing but she'd go down pretty fast (I swear 99% of Flashlight player wannabes are complete monkeys, me included), so I cannot say she was that reliable despite being brought by my stranger buddy. But hey at least you wanna what to expect in those cases, no random variables and all😄
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@NoOneKnowsNova said:
I've played Paladins with @GoodBoyKaru a handful of times...dbd however? I spread my bad luck when playing that.
I did mean DBD😜
Just wanted to see if people get to know each other through gameplay or just post here to rant only.
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I just want more agency in my games as a solo player if they don't split the playerbase. As it is now, us solo players are suffering the most for BHVR wanting to make the game more "balanced" by making it more team-oriented for survivors but at the same time not offering any tools for solo survivors. Frankly it's contradicting and I've felt this way from when I started playing this game.
If they were to split it I would personally want to keep the pips and grades for casual, just make a different ranking system for ranked. Or remove de-pipping from casual and let it stay for ranked. And maybe award more BP for playing Ranked (like 2mil) since it would become more of a sweatfest therefore more grinding and maybe more focusing in one role.
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Out of all your points I'd strongly agree with point A, not sure about the rest. Maps with low walls and rocks really make it hard to "counter" Nurse and not many people mention it.
But I do think people are more ok than they should really be with Nurse. One thing I hate more than sweaty Nurses is "nice" Nurses giving hatch (though if they give it to me it still makes me happy, ngl). I've said it before and I'll say it again. If killers played less nice the stats would be different. Now they don't need to run 4 slowgen perks to make my point (although that would help immensely) but Killers have more agency. if they see the game is going well then can loosen up and allow one or two survivors to escape. Now maybe those aren;t killer mains? Who knows. The thing is killers don't always play for the win and if they did, their killrates would also be better (and let's not forget how common de-ranking is).
The problem with Nurse is that she's a free character and noobs play her, so she sucks. Her skill floor is high as others have mentioned here but everything else is easier for Nurse. She doesn't need to learn looping, camping and tunneling are even easier with her (she can momentarily leave hook and come back 2 seconds later lol).
No one complains about meh Nurses, those are fun to verse because if you know how to play them you can run them more than other killers as you don't rely on the limited resources of the map (basically you have unlimited resources). But that doesn't stand against more experienced Nurses and if they run aura reading then good luck mind-gaming them.
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I play with crossplay on. I am already on PC so even with it off it won't really save me😝
I'm really bad at spotting cheaters unless they're obvious, this forum has certainly made me paranoid though. Do we have any stats on how common it is?
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Ok I can recall three funny stories.
1) I was hooked and Mikaela was coming to save me through Temple of Purgation but she holed herself. It was really funny. Sucks I don't have it recorded.
2) Another time I was playing in a Yamaoka map vs Oni I believe. And I am frantically running (I was probably injured) and I see Mikaela in a corner and we're both so fat I can't go past her so killer downs me. ALso up until that point she probably was still searching a book and doing no gens.
3) Today we were playing vs Ghostface and she unhooked me, I caught him with my eye trying to stalk us so I try to reveal him from an angle. We were in the bathrooms at Lery's and she was behind me so after i revealed him (I was injured and on death hook) I try to gain distance and what do you know it's Mikaela being slow and bodyblocking me and she didn't even try to take aggro for me, needless to say I died 10 seconds later.
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I'll probably play normally, then probably die and see megs crouch-walking or hiding in lockers and no gens being done. Getting war flashbacks from earlier game.
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@nora_the_explora said:
https://forum.deadbydaylight.com/en/discussion/comment/3266233#Comment_3266233
No it’s a bot , I’ve had those before, they usually swing constantly and walk in a straight line for a couple of seconds, there’s a famous one in uk servers called “free pips” they usually have thousands of hours on the game if u check their profile. They are usually in low mmr lobbies or u get them when u start loosing a lot of games in a row
When I started playing the game I'd get hose quite often.
I don't think I get them anymore or when I do it's like 1 in 50 or 1 in 100. Idk. But yeah, pretty common. There was a day I think when I'd gotten like 5 AFK killers.
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3255020#Comment_3255020
I'd still call it luck of the draw, they werent good as killer but it also meant that you or your team didn't do any bones. Mostly because you didn't "feel" like you needed to, because you gauged and correctly assumed as skilled players that you were against someone less skilled. So it allowed them to come back in the end game thanks to NOED, yes it sucked that you basically ran the killer all game and got your objectives done but you still messed up because you assumed that the killer didn't have NOED.
Uhh I always try to do totems if I come across them for this reason. It's just hard to co-ordinate in solo.
And if killer is pressuring hard then there's no time to do totems, especially when more than half the killers are running slowgen perks.
We simply come back to the same talking point solo survivor is trashfire.
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Urban evasion better get a buff.
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You just played the game how it's supposed to be played. I dunno why you're bad at it. Like if they had DC and you just ended up sweating it I could understand maybe feeling guilty, but the problem isn't the Meg. This is how the game is designed. Playing in a way you might enjoy most is currently sub-optimal.
I mean you made a good choice. It also happens to me when I'm playing survivor. Usually against Nurses. I'm not that good but sometimes I do decently against them and then they abandon me and go for a different teammate and you know what? It works out pretty well for them. The only thing I can think of is getting injured to bait the killer into a chase. I feel killers are more likely to abandon the chase if they cannot seem to get the first hit fast enough.
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I play survivor 99.9% of the time. We can indeed be salty and go like "tunneling and camping killer". My personal favorite that I use when I go up against an extremelly sweaty killer is simply to wish them to get 10 SWFs in a row. One time there was a flashlight duo bullying a newbie Wesker and they were like trash killer at the end and I simply told them it's not nice cause he has only one perk and they were like ok and didn't say anything further.
As for when I've played killer a couple of times I haven't really received much hate in post game chat. Maybe I've received thank you for hatch and that's about it, or people complaining about their two teammates who left them to die. As I have crossplay on, obviously most people can't communicate with me.
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I actually might have made a couple inspired by horror games I'd like to see in DBD.
First it this. The only perk I can think is maybe Sharpened Senses and A friend Indeed.
As you can see a friend indeed is a whole paragraph and hard to actually fully charge. In essence by your teammate doing certain things with/for you, they get a total of 4% movement speed maybe permanently. What would make this rather broken is being able to turn all teammates into Flash.
This perk set is inspired from the game Haunting Ground (or Demento) which is a capcom game and is basically a hide and seek game. The last perk tries to emulate some of the interaction you have with the dog. Obviously the survivor would be Fiona (and the killer I would like it to be Daniella the maid)
The next set was made for Alyssa in Clocktower 3 also by capcom. As I feel she is a more confrontational heroine considering she can really take them on with her magical powers, but I had to make her perks more grounded. But since it's allowed to make them broken here we go.
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I feel the first one now that I see it again is meh. The second one has potential. I would increase the duration from 5 seconds to 30 seconds maybe. Basically it turns killers into M1 killers, so it's strong against Nurse, Albert Wesker, Blight, Twins, Pinhead etc. I would maybe even turn off their secondary power. Like say if Pig has a trap on your head but she suffers from this debuff and a gen is completed your trap doesn't start countdown. Overall I feel it would be a very interesting perk and you'd probably get tunneled out by killers, but that's the whole idea of this build to get the killers focus on you. The last perk also has a lot of potential I feel, as it is great for extending chases.
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The next two sets where inspired by Fatal Frame/Project Zero.
First Fatal Frame 2. I thought of the twins Mayu is more interesting imo. I wanted her perks to revolve around both being a nuisance to your team and being useful by dying maybe and it was a difficult concept because people could use it to be a-holes in solo.
Of the three I think Sacrificial Lamb has the potential to be most broken, since in essence it makes basement hooks useless while you are on. Maybe to make it more powerful, I would add a cooldown to basement hooks after you get rescued so your rescuers if they fall down, don't get immediately hooked and obviously make it apply on every hook, so killer cannot hood two people next to each other and patrol them. The first one is a bit confusing I believe but I was trying to implement the idea of being a nuisance (like bringing the killer to your teammate who's working on a gen). Granted now they are adding a similar perk for Vittorio by rewarding teammate with gen-speed (and it did cross my mind as well when I was making this but I didn't want another gen speed perk).
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As for my last perk set, I wanted it to belong to Miku from Fatal frame.
Steady Hand: Activating this means you succeed in every action for 5 seconds. Your skillchecks don't miss, you can always get a fast vault no matter the angle, your unhook action always complete even if you get grabbed or hit, your sabotage action also completes etc. After use it is put on a cooldown of 45 seconds.
This has great potential and a lot of uses, it is a perk I was worried could be quite powerful with the fast vault, but thankfully I don't have to worry about it here.
From beyond: Your otherworldly guardian is dead set on protecting you. Every time the killer tries to reveal your aura, the aura of a wraith in a different part of the map is revealed instead. The wraith will never appear in close proximity to a teammate.
I don't think this is gamebreaking but mostly an interesting perk and I tried to make it as a reference to her brother.
Repel: You have learned to look at evil in the eye. When being chased hold the action button to charge and look at the killer, by releasing the button at the right time you stun the killer for 3 seconds and repel them 15 m away if you released it at the time of the attack. If you released kit anytime earlier than the time of the attack you stun them for 2 seconds. Afterwards you suffer from exhaustion.
Of the three this might indeed be the most broken, as it is basically a counter to dead-zones and very frustrating for the killer. The idea was to implement the gameplay mechanic of the Fatal Frame game which is basically to look at the ghosts in the face and when they get close in that instant they try to attack to snap their picture and repel them (as in counterattack). The only thing I dislike is the name, as I don't feel it's catchy or fits the game it is inspired from.
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Reassurance and Reactive healing. Reactive Healing cause most killers bring Sloppy Butcher. Reassurance because I am usually too far away and if I go close I may as well unhook them.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3262790#Comment_3262790
Yes, the idea was to have 3 charges of Reassurance and that you could use up them how you want. I think I looked up how it works right now and somehow got it all mixed up in my head and bamboozled myself ;D
So here you go: at the start of the trial you get three charges and can spend them any way you want: all on that one poor hooked survivor, or on three different ones or any combination, but you only got 3, so that it limits the abuse potential. 1:30min of extra hook time (or 2:04min with Kinship) should be plenty for a single survivor running this perk. I think we need a hard limit on Reassurances use, but the two uses we got right now are nowhere enough.
Do you get only two uses in total, or a maximum of two uses per hooked teammate? Because I thought it was a latter, like you have "unlimited" Reassurance with only the hook states limiting. Like say someone gets hooked once, you reassure them. Then they get rescued and later get hooked again, one more reassurance. Or a teammate gets hooked you reassure them but they still end up progressing to second stage, can't reassure them now cause hook state has not being reset at any time. But in the same game you can also reassure your other teammates. Do I understand the current version wrong, cause I can't say I really run it.
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People did talk it up, but Hyperfocus was the real game changer instead.
I still feel Reassurance can be a decent perk, but it is stronger imo when killer is facecamping at 1 gen left and you can slow down the progress of the hook until the team assembles for the rescue and of course this is about any killer. Insta down killers still remain highly dangerous regardless.
If you have reassurance and are at the other end of the map where the hook happened, you have to run all the way there just to press a button and then hang around or maybe go back? How is that not a net positive for killer? Instead of one teammate not doing objective due to being hooked, you have a second one.
Reassurance only makes sense if you happen to be close to the hook in the first play and Reassuring people who want to kill themselves🤣
Plus, I don't think the killer should be able to know when the survivor is being reassured. Just let them wait there wondering why it's taking so long.
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I totally agree with the range increase. If a survivor is getting camped and you have re-assurance on, you have to stop whatever you're doing (probably a gen) and run all the way there, which for the killer is positive because you are wasting time, then activate and perhaps put yourself (and subsequently your team) in a huge risk when killer can instadown, and then you maybe decide to hang around or go back to the gen, which is also wasted time not working on a gen, which is considered the facecamp counter.
I'm a bit confused about the charges. Do you get only 3 Reassurance attempts the whole game but now you can reassure the same person twice granted they've not left the hook?
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/3262286#Comment_3262286
You are totally right atm it's ######### it's a team game somehow and not a team game at the same time. Bhvr need to sit down and either make it an actual team so you have the weapons of a team and can communicate one way or another and organize or they make it a true 1v1v1v1v1 and give the survivor weapons to win cause they individually played good and change the game to accommodate to that so the killer has a chance to fight that fight 4 times
Yeah, it feels they are half-hearted about what they want the game to be, so it's pulled in different directions. They are trying to accommodate both competitive and casual people, and I understand competitive can become stale. Like I'd seriously hate it if to be able to stand a chance to win at all I'd have to be running a gen build, that's so boring. When I'm just trying to have fun I run a full blind build like Blastmine, Flashbang and for when Flashbangs are out, Residual Manifest, coupled with dead hard. But I'm still quite bad with it and as I play on controller, flashlights are pretty awkward for me🤣 But I would like to get better at it and I would like for it to be viable, but it's harder to pull threw and you kinda need to manage your flashbangs since they don't stack, maybe playing it with a SWF would be easier to pull because of co-ordination and all.
If I am trying to escape or pip I go with something a lot safer for solo survivor like DH, Distortion, Clairvoyance (also great for finding chests) and Resilience. Could probably swap Resilience for unbreakable for those times killer slugs for the 4k. Obviously if I had more co-ordination I could probably run a lot more team-oriented perks? Although Distortion can work pretty well in a team if you have communication.
Probably having a ranked (sweaty) mode and a casual mode would do this game a lot of favors, but I'm not sure it has the numbers to support that player divide.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/3262256#Comment_3262256
All you say is true but the other side is not defenseless either survivor can Brin Gen perks to and toolboxes to counter gen perks.
Certain things need balance I know that and bhvr should start working on that like some perks being to much and camping and tunneling. But from the killer perspective I can tell you it always feels crappy when you played good and had a good game you could get the 4k you played good for and then rgn hatch hits you
From the survivor side I can tell you that also playing good having no hooks and saving people and then getting denied hatch feels very unfair. it's not my fault if the game puts me in the same game as a Bill who can't do gens and a David who dies 10 seconds in a chase. I'm not giving my hook state for these kinds of teammates. And then I save them, heal them do 2 gens. Killer tried to chase but leaves after 20 - 30 seconds of not catching me and I still die because killer wants to slug, or because killer found hatch and I can't open the exit gates in time.
You don't know the killer is bringing gen perks, but the killer knows when you're bringing a toolbox. Should I bring gen perks everytime then? Perhaps. Maybe it's my fault for not bringing the most optimal build.
But still who played better, me or the killer? I did everything that's there to do as a solo survivor, but all I hear people say is "you win some you lose some" and that I need to play as a team-player, but the game currently cripples your ability to play co-ordinated.
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@Okonar_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3262248#Comment_3262248
Yea I know how it goes, I play solo q only as well. You see all 4 together, run the ######### away and 5-10 seconds later one of the 3 goes down 😂
Survivors get the false sense of security while sticking close to each other, when they should be doing the opposite. I get a lot of discordance procs while playing killer hehe
I try to tell them, but you can't communicate at all this game. If one goes down that's the best possible scenario, now seeing a second down soon after the first is a nightmare. I haven't even found a gen I want to do yet.
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@Starrseed said:
The hatch Mechanik is not great but it should be hard to still escape as the last survivor when you Team didn't manage to fix the gens your team lost just like it's way harder to secure a kill when all 4 are alive and the gates are powered (some killer might be a exception here)
Shouldn't it be a bit harder for killer to also get 4k?
It's difficult to get your first hook and 1st kill, but then it gets easier. And when it's 2 survivors left with 3-2 gens more to do it's even easier, heck even if they complete the last gen chances are they are both going down near the exit gates. Survivor should have come back mechanics in those cases even if one can escape. Thematically even it makes sense as final girl etc.
Killers can turn games around in end game if they are bringing certain perks. If they brought gen defense and slowdown perks, then they should have peaked mid game and if 3-4 survivors escape it is kind of on the killer. If survivors use end-game perks, they are not even guaranteed to make it there most of the time. But killer is always guaranteed to play late game.
As survivor even if you're good you still have a high chance of dying. Slugging for the 4k is a ######### mechanic and basekit unbreakable in this case, when only 2 are left would make sense for this kind of situation.
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@Okonar_ said:
Weird take, but okay. Hatch is a free extra chance to escape, most killers nowadays are bored to slug for the 4k. Don't take it too serious if you get the hatch or not, its a 50/50 anyway.
I very commonly see people slug for the 4k. I'm not sure if it's a 50/50. Would probably need statistics from BHVR if they can track it, how common it is for a survivor to escape via hatch after 3k with all hooked and slug at last 2 survivors.



