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Kaiser_Emotion

Kaiser_Emotion

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Kaiser_Emotion
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  • i thought the observer was the entity tbh

  • @Mikeadatrix said:

    There's some conflicting details when it comes to the Killers and the in-between time they have but one dev said they are all isolated to their specific realms. Still, this conflicts with characters like Bubba and Ghostface, the mapless boys. Another dev said that killers wander the realms and if they see each other they sorta respectfully nod and move on. But that doesn't make sense with a killer like Demogorgon, an unsympathetic monster.


    both could equally be true, some might resign themselves to staying in their realm, uninteresting or uncaring to leave. probably like doctor, and demogorgon. while others stray into the other realms to just look around and see the other killers sometimes. i assume ghostface takes pictures of every realm.


    its also possible they hang out in a basement like samination animations. or just an empty void surrounded by the entity

  • doctor is my favourite killer to face tbh. especially a mediocre one that tries to shock at every pallet. honestly id rather face doctor than ghostface/myers. even pig but eh,


    doctor has no instadowns, he has no sneakyness really. hes not super fast. the only part i dont like is having potato teammates who cant hit skillchecks. hes what a killer SHOULD be. being able to find survivors, chase them normally, two hits to down, with a little bit of game slowing without it being obnoxious.

    unlike legion he cant get multiple people injured. and it takes more than one shock to slow down.


    hes quite good but more because alot of other killers are weak in comparison. with the skillcheck perks it can make him stronger and a bit obnoxious, i play him when i kinda care more about winning/getting lots of bps. and even then it heavily rellies on getting 3-5 stacks of lullaby. and you cant run ruin cause it doesnt pair with overcharge. so if u get survs who can hit checks its basically perkless build.


    id say hes a 7/8 out of 10.


    honestly if he had an addon for faster shocks hed probably be much better or even too good . since shocking takes a second you can react to it

  • honestly green mori is perfectly fine. eboni might need some nerf, but like there are killers who have no pink addons. so ebony is the only thing they can get on web

  • hm

    chucky, dracula, slade, kevin mccallister for killer


    andy, unsure, batman, the robbers for survivor

  • @Mr_Madness said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191976#Comment_1191976

    Seems like a good perk but might need some tweeks so it wont be OP some certain characters.

    if you really think that you could make it so it only effects basic walk speed. (so crouching and cloaked isnt boosted) but idrk tbh.

  • as killer i only really farm if games gone too fast and i know i probably wont pip just killing everyone there. as survivor i only really do if if killer accepts my death point as im about to go down. like a recent game with myers that let me get some free pallet stuns before killing me and ending game.

  • kinda followup like yesterday i forgot to switch to my hotspot and i literally had to just exit the game since teleporting around randomly isnt helpful for killer LOL

  • okay im just saying i have two internet sources. my main unlimited internet that has a router and my mobile hotspot.

    my router makes games unplayable and im so happy my phone service finally offered a 10gb hotspot with my package.

    my router has a normal ping of around 1000 while my hotspot is close to 100.


    i know most people have pings around 30/40 but no one else offers internet here. my hotspot makes games playable. and i almost never get bs window hits. in fact sometimes i swear my attack should hit but it doesnt. its really noticeable as huntress. when i throw a hatchet but it gets eaten by a window/pallet.


    maybe its a switch thing but its extremely easy to just dodge hits by moving slightly left or right. and while you can be hit during the vault its rare to actually be hit through a window. infact i personally have never had it happen.


    as survivor i dont really notice tbh but as killer the most recent example of maybe a bs hit was i was hag and i lunged at someone and as the animation was almost done it registered a hit. im assuming it was just the very tip of the hitbox but im not really sure.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191983#Comment_1191983

    As killer, when I can afford to do so, I always spare the weak link in the team. God, when matchmaking bugs, and puts a rank 20 baby Dwight in a sweaty rank 1 match, Dwight gets a free pass from me.

    As survivor, if I dont have any stake in escaping (meme builds, or messing around with friends) Ill let the killer just kill me if they had a rough match. Its the decent thing to do.

    lemme check my notes lets see. i faced the same person 5 times in a row and one of them i was last person and hatch got closed i offered my item before he got to me and he let me open gate and leave. either next or previous game same person let me farm some pallet stuns before killing me. idrc about surviving i just care about bps. since its really hard getting max in every cat as surv.


    i dont really note my killer games. just my surv ones to see killer ranks and killer percentages. ironically same guy had played like 4 different killers across those games xD

  • tbh as killer i sometimes let the last person go normally if the other survs were bad/if people dced. or if they were just really good and i think they deserved it. it also gives a maybe one day the favour will be returned.


    as survivor ive seen similar normally id do the "come here" motion to say goodbye. i really think they should add two more emotes. like a wave and maybe like a shhhing thing im not quite sure.


    kinda related i had a spirit that i thought was just letting me go but it was a rancor, let the other person go since it was 2 alve 2 dead. funniest ######### thats happened to me in a while. i love killers that let you farm some before killing you.

  • @Mr_Madness said:

    Working on a New Killer called The Shadow so I can post it here and see if people are interested in the idea of this new killer but ran into a problem. I got the backstory and power ready but I can't think of three personal perks that can be shared with different killers. Anytime I think of one it usually is similar to a perk that is already in game. So I am wondering if anyone has any ideas of good perks that could work.

    ps The Shadow is a stalker-ish killer but does not have exposed status power due to the fact 2 killers already have it and can be annoying on how The Shadow works.

    i posted a seperate thread about this but you can use this if you want

    -a perk that increases killer movement speed outside of chase,

    to fit with your killer it could be called like "hunter shroud"

  • honestly a better deliverance change would be making it attached to the active button. and letting you do it in second state. i know that its somewhat balanced around the first state but having to get a safe unhook can be difficult, especially if you are found first. trying to get the perk to work normally means hhiding until someone else goes down or you know someone else is being chased.


    i wouldnt really think using it in second state would be THAT broken. but id like opinions

  • @choffox013 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189312#Comment_1189312

    But the killer have so many things to broken, and perks literally for have minimum a one kill, like noed or rencor. In a match is not really necessary tunneling or camp if u're good or decent like a killer.


    LMAO imagine thinking RANCOR is broken.

    I actually faced a spirit yesterday with only haunted grounds and rancor. It was me and anotber survivor left and she let us do the gens to rancor me since rancor doesnt work on closing hatch. FUNNIEST thing thats happened to me in a while. We even friended each other after.


    NOEDs a mixed bag. Its kinda a way to circumvent gen rush since if they finish all gens in 4 mins they probably didnt do any totems and you can snowball get a 2/3 k maybe but if all totems get done than i mean its a useless thing. Imagine if survivors had a perk that only worked if the killer doesnt do part of his objective.

    Oh wait they do. Its breakable/no mither.

  • @Steve0333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190386#Comment_1190386

    bps is more common than bound envelope because bps can be found on both survivor and killer bloodweb. But the chances of getting a bound envelope or bps on a survivor bloodweb is the same since they are both green offerings.

    My main survivor has 6 BPS and only 1 bound envelope. Ive used no envelopes but ive used at least 1 bps that i can remember.

  • Ive only gotten rank 1 killer once. When i play survivor i mess around more than i probably should but eh. Its better than hold button simulator. Id rather be chased and work on the loops for 4/5 minutes than work on a gen.


    Also i think swf matchmaking is messed up. Since im rank 4 and play with a rank 10-15 and the killer / other two survivors are always closer to his rank. While when i play by myself they are closer to my range (1-6)


    As killer i notice early morning i get rank 10s and 14s despite being rank 3 but thats probably just cause no ones playing at that time in my rank.


    Ive tracked about 80 games as survivor marking the killer ranks. And the average is normally close to my rank. Though there are extremes.


    I feel this can go both ways :/ also swf might be messing it up like mentioned above.

  • Its really only disadvantage if theres only one surv left.


    I tend to agree with the fixed distance argument. Since having them like 40 seconds from each other is painful. Especially when ur a slower killer like huntress/hag

  • For people saying gates too close are a disadvantage. If there are 2 or more survs left at gate time. They can each get a gate and killer cant stop both of them.

  • Im thinking some mix of legion/billy/clown


    Survivors can really be anything

  • I really think the entire offering grid needs reworking.

  • Same reason BPS are more common than bound envelope

  • The thing is i do think ebony should have a bit higher restriction. But the other 2 are fine. As well as the mori perks. Infact i think rancor needs buffing to actually work if hatch it closed.

  • Thats my opinions since i play both sides. And do feel bad when a key team happens. But its much rarer than just genrush squads.

  • @Cheers said:

    At the moment, many people including myself believe both are unbalanced and unfun to come up against, so here is how I'd change keys and moris.

    Keys

    • The Killer can now see the hatch a generator earlier then survivors do.
    • A key can only allow for the user to go through the hatch.
    • The killer can grab any survivor that uses a key on the hatch.
    • Once the killer closes the hatch it cannot be opened with a key.

    This allows the killer to prepare for if people have a key, and although everyone can still escape the killer can put an end to it.

    Moris

    • Cypress memento moris stay the same.
    • Ivory memento moris and Ebony memento moris need you to hook every survivor at least once rather than only one survivor.

    These changes both promote an anti tunneling playstyle and makes it so that the killer has to put alot more effort in to using it. One good survivor? Doesn't get used. A survivor that's a blender using urban evasion in the corner? Doesn't get used. It now requires much more skill.


    Ill go in order.

    Do you mean see as in spawned in or aura reading? ((I really think killer should gain a perk that lets them see hatch))

    Only user or make the animation last longer so two/three people cant hop in right in front of killer.


    Hatch standoffs would happen again which is precisely why closing started.


    Perhaps "once the hatch has been opened once by a key it cant be reopened by another key" instead.


    Moris:


    Okay


    Ebony either that OR a survivor has to be on deathhook to mori. Ivory Mori is much more balanced but maybe make it so you need to have at least 2 hooks so far(maybe not someone on death hook im unsure). Ivory moris adds a ton of pressure without being game ending for the entirety of survs. Especially if a good team where 2-3 gens get down before the first hook.



    Personally ive only used keys and moris for challenges/if i find a key ingame.(which i find raw more often than with perks to help me find them lol)


    Another key change idea would be they dont drop on death unless they were found in the map? Unsure if thats codable doe.

  • @Booper_Of_Snoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153007#Comment_1153007

    Never said they didn't, However, your argument was that challenges don't utilize the use of KILLERS in them, and that they only use perks.


    that is factually incorrect. i just said "would have something to do with perks"

  • to 100% complete a tomb you need the killers perks.

  • @Booper_Of_Snoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151045#Comment_1151045

    Ahem "Playing THE SPIRIT hit two survivors after post phase"

    "Inflict Madness 3 as THE DOCTOR"

    "Kill all survivors in a trial 1 time by any means as THE SPIRIT"

    "Kill all survivors in a trial 1 time by any means as THE DOCTOR"


    ahem

    Damage 4 Generators while using OVERCHARGE

     Finish repairing 1 Generator 

     and escape the Trial while using POISED


    perks are also used

    IconHelpLoading generators.png


  • i play alot of killers. i just normally preform worse with some than others and end up not using them for a while.

    i also play both sides so note that.

    like my level 1 trapper sometimes does better than my level 44 demogorgon

  • @Quattro_LV said:

    Why have the splinters been removed? They were a goodmechanic for trying a new killer out without having to purchase his DLC. I understand that most proplecan try a new killer in the PTB, but thats only for when a new killer comes out. Also it was nice to play DLC killers when spending money on buying them was not an option.

    its outdated since youtube exists now. it was kinda meaningless since you become perkless meaning they are useless at high ranks. also you can get them even if you have the killer purchased so it can eat 7k points in a bloodweb. overall it was a good idea at first. but now its purposes arent really useful anymore. imo they probably should have just added u could keep ur current perks or lowered it to 4k

  • @DwightOP said:

    I can tell you why exactly. This is a move from bhvr to generate more money. They will sooner or later introduce licence master challenges in the rift. From a business POV it's just the best way to disable these offerings so everyone has to buy them characters in order to finish challenges.

    I personally don't own Freddy. Will never buy him. I have many splinters and wanted to use them in case Freddy challenges appear. Well I guess bhvr smelled this one and reacted.

    uh you realize the challenges most likely would have something with his perks...and splinters make it so you are perkless. so you wouldnt really be able to do that.

  • How is "it works post obsession death" a nerf. Unless you only read the first post and havent been keeping up with the entire conversation.

  • @FleshTorpedo said:

    How about you all stop asking for nerfs to killers and their perks. Git Gud.

    Im a killer main?

  • Id assume the average game would become 15%/20% (3/4 stacks with no obsession hooks)

  • I believe this would be the wording. Correct me if im wrong

  • You become obsessed with one Survivor.

    Your Obsession gains a 33% Action Speed bonus to unhooking and healing other Survivors.


    Each time you hook a Survivor that is not the Obsession and the Obsession is alive, gain a Token and each time you hook the obsession, lose a token.

    No matter if the Obsession is alive, Survivors other than the obsession get a stack-able 3/4/5 % penalty to Repair, Healing, and Sabotage speed for each Token.

    You can only be obsessed with one Survivor at a time.

    "This isn't a man..." — Dr. Sam Loomis

  • Correct. Only gain while obsession is alive

  • Killing the obsession early means you get less stacks. Killing the obsession later means they get more benefit. How about the only change being lose one stack on obsession hook + works post obsession death?

  • You basically lose a perk when the obsession dies/dcs.

  • @hex_genrush said:

    No that gen speed boost to much

    That was actually a point of debate in my head too it isnt entirely necessary tbh but i really wanted to balance around it effecting the obsession now.

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/127236/thoughts-on-this-dying-light-change

    Its a no from me. 35% gen speed for 2% percent more for stack? That isn't even worth until you have 7 stacks which is a very good scenario and the game would've been ended before that, because the obsession has 35% bonus gen speed.

    So, to sum up, this perk makes a survivor have 35% bonus speed in repairing and you need to ignore him for it? It's the same as ignoring a survivor with the quickest toolbox that exists...


    The math should work out to 2 stacks overwhelms the negative.

    5% x2 x 4 is -40% total with +35% to just obsession.

  • @yandere777 said:

    #########. No. 35% to repair speed is wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy too much. The perk would be 1000% worse from that change alone. Dying light is fine right now as is. No need to change what ain't broke

    @Waffleyumboy said:

    I think it's fine right now, just needs to slow down the obsession (maybe 1% to repairs and healing per token?)


    I think adding gen was necessary since now the tokens effect the obsession. Also the perk is no longer dead post obsession death.

  • I honestly think RBT shouldnt be able to be removed before its activated. Though i can see it being annoying for survivors. A better compromise would be

    -Rules Set #2 being BASE pig

    -Rules set #2 changed to "Survivors cannot remove RBT that are not active"

  • Weird normally i find killer games instantly but survivor games take a few minutes. Might just be cause i play late at night or early day

  • I'd like an actual ingame timer that starts at 0 and ends when all 4 survs are either dead or escape. Just so i can see how long each game lasts total and what not. Maybe it could be placed beside the gen icon above the survs.

  • The problem comes where you can depip with only two kills at higher ranks. Though id argue 2-2 is a tie while 3-1 is a win and 4-0 a vict'ry.