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LordGlint

LordGlint

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  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077428#Comment_1077428

    Based on your logic, bad killers were boosted by old ruin. That's right, if old ruin outright crippled mid to low rank survivors, that meant mediocre killers were boosted to higher ranks where they could not deal with skilled survivors and would then come to these forums crying about gen times, DS, Adrenaline, BT, and other "Meta" perks.

    In reality, that means new ruin is a chance for those boosted killers to learn adaptive skills sooner, thus balancing out boosted survivors who have to learn to run killers sooner than they do bow.

    In other words, the change will be good in the long run once boosted players learn to adapt. Thanks for helping me clear that up.

    In a way I guess, since low to mid killers would stomp the survivors who couldnt handle old ruin. The problem however is that old ruin was acting as a sort of dam to keep those low to mid survivors where they were. Now that the dam is broken, they're hitting rank 1 while not being able to perform nearly as well as the survivors who were at rank 1 before. Red rank games NOW vs red rank games just 6 months ago are drastically different between the matchmaking change and now the ruin change. "New generation" red ranks are holding their teams back while a team of "old generation" red ranks are stomping. Its really hard to see how effective anything is on the killer side when theres such a divide there.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077878#Comment_1077878

    Always have the same basement spawn? I think there are always at least 2 different spawns, normal and killer shack.

    Those maps dont have a main building or "normal" for the basement to spawn in, so its JUST the killer shack. Wreckers yard is the same way with the basement slways in the killer shack in the middle of the map. Haddonfield has no killer shack and instead the basement is always in the Myers house.

  • @Archimedes5000 said:

    Change "Idea" to "Discussion" in the title

    I like the idea, but im not sure how would it affect map RNGsus

    Wrecker's yard, shelter woods, rotten field and Haddonfield also only have 1 basement spawn location.

  • @gantes said:

    How would that even make a moderate amount of sense I wonder?

    These perks already have counterplay, just like destroying totems is counterplay to NOED. The only thing that should go is locker DS.

    I actually posted something VERY similar to OP's idea like 45 minutes ago, lol. The topic we were discussing was due to a killer getting DSed 3 times at the exit gate within a minute. I had suggested what if we brought back the lanterns from the year of the boar event that killers could break in order to disable certain survivor perks. Survivors could have "hex perks" so to speak that were tied to their person lantern. If that survivors lantern is destroyed, their perk wont activate similarly to NOED. A killer wouldnt KNOW whos lantern is whos, so would only be SURE the survivor theyre about to pick up at the exit gates wont DS them if they had broken all 4 lanterns.

    Overall, I think it could be an interesting idea for not only current perks, but also future ones as well. The strongest killer perks are often tied to being hex perks, so having "hex" survivor perks would allow for survivors to have strong perks without making it too unfair balance wise.

  • @DocFabron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077793#Comment_1077793

    God do I miss using old Endgame Freddy. Remember Me, NOED, Blood Warden, and Old Ruin. Those were the days...

    For me, was Monitor, NOED, BBQ and whispers. Addons of choice were nancy's masterpiece with class photo. Having a 16 meter TR while outside of chase and being able to see the auras of ppl outside that TR was nice, while class photo allowed me to constantly keep ppl asleep and suffering from the 50% slowdown. I never liked bothering with hex perks on him since he couldnt defend totems like AT ALL.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077760#Comment_1077760

    I think making DS deactivate if you are not tunneled is an easier and more fair solution, but Hex: DS could be fun in a way.

    By not tunneled I mean:

    • Started actions (except vaulting)
    • All other surviviors are dead/slugged/hooked
    • Another DS got activated
    • Caught in a Bear Trap
    • 2 other surviviors were downed in the meantime (-30s of the timer per down)

    That would solve it I think. And you can still use the DS offensively if you tbag the killer and he is dumb enough.

    I hear ya, I was just presenting that since people often times talk about having to spend time looking for and breaking totems. Feel like killers would LOVE the option of having something to break so they wouldnt have to worry about getting hit by some of the strongest survivor perks. What would we call survivor "Hex" perks? Hex is a bad thing, so youd wanna go for something "good".

  • @DocFabron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077770#Comment_1077770

    That's true. Back in Freddy's F-tier days, this would be problematic on a huge scale. Now it doesn't really matter if it wakes you up. I wouldn't shed tears if they removed that.

    That use to be the reason I brought NOED on old Freddy, so I stood a chance at the endgame. Currently... it still sucks but at least I can hit ppl. It just makes me at least a M1 killer with no power (not asleep and no gen teleports...)

  • @28_stabs said:

    Healing perks and items can be nerfed. Survivors have no trouble to tank any amount of damage. IMO, only helping each other should allow fast healing. Then fast healing would require survivors at least to co-op. Items shouldnt be stronger than co-op actions.

    Toolboxes, obviously, shouldnt speed up repairs after Ruin nerf. They must be completely changed. Repair speed boost should be removed. Toolboxes should only decrease failed skill check penalty (help noobs) or give bp bonus for hitting great skill checks.

    DS need a tweak. If survivor do anything but healing onself or running away from killer, DS deactivate. BT could use a tweak, too, because survivors run behind killer and instantly unhook. There is no counter to it when 2 survivors do it. BT should have activation delay of 3s. If I camp, ok, you can use BT, if I dont camp, get punished for unhooking in my face.

    Feel like BT isnt too big of a deal since in cases like you described, you can still trade hooks with whoever is being dumb. Typically you could hit them before the unhook, and then again immediately after. At the same time, while the BT timer is long enough to allow the survivor to run to a pallet, its not SO long that they can get anything done object wise, like cleanse a totem.

    The part I hate is when a survivor goes for a dumb BT save like described, but due to the rescuer having an active DS, I cant trade...but thats a DS issue and not BT.

  • @DocFabron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077703#Comment_1077703

    No. They just need some slight reworks. And by they, I mean DS. Deactivate it upon working towards the objective or performing Altruistic actions. Done.

    Dead Hard is fine.

    Unpopular opinion but Adrenaline is fine.

    BT is fine-ish. It's only problematic when someone unhooks in your face before you can even leave. But I have no idea how they can fix that.

    Yeah, I pretty much agree with all this, although I still think adrenaline having a special effect that only makes sense with a single killer to be...odd. Its not as bad now though since Freddy's rework as it use to be.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077751#Comment_1077751

    Hmm that would be a good way to prevent tunneling in the basekit, should DS ever get the MoM treatment.

    Just imagining a survivor with an active DS jumping in a locker, only to see the killer break the lantern next to it and the perk icon going dark, lol.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077701#Comment_1077701

    Slugging isn't always a waste of time, but neither are dull totems so I guess you have a solid point. Kind of nitpicky though, but I can't be one to complain.

    Feel like a good comparison for "eating the DS earlier" is if I told you to counter Spirit fury+enduring by just getting hit when its better rather than working towards not activating it at all. Frankly, if killers could deactivate strong survivor perks by just breaking a totem...they probably would. Would be a good way of recycling those lanterns from the year of the boar event. Imagine if each survivor was assigned a lantern, and breaking said lantern could guarantee you wouldnt get hit by that particular DS. You wouldnt KNOW which survivor's lantern you broke, so unless you broke all 4 lanterns, you couldn't be 100% sure the survivor infront of you could still have it or not. Just spit balling here.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077658#Comment_1077658

    Hmm yea survivors wasting 70+ seconds off gens...noed didn't do any work I guess. They were off of gens because of the mystical fae that influenced their minds from the Far Realms right? Pesky fae...

    Feel like that would be more appropriate to compare ppl slugging to avoid DS as opposed to eating it. Your spending time in an effort to avoid the perk activating. Your not activating NOED earlier or anything. I'm not telling you "Well, just get 1 shot when you can afford it better".

  • @cipherbay_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077658#Comment_1077658

    Not to mention that you are running a game with essentially 3 perks since NOED has no value while gens are up.

    Meh, that can be said about any perk thats not ongoing. A survivor running DS can easily say the same thing, that they were only using 3 perks until so and so condition happens.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077632#Comment_1077632

    They're just as unrealistic as eating a DS early/mid game. You see it in extreme situations: extreme survivor control and extreme killer control respectively.

    The difference being that eating DS early isnt countering it, just using it up at a more opportune time (assuming the survivor decides to use it). DS is still getting value, even if eaten early whereas NOED being cleansed robs it of value.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077569#Comment_1077569

    There are a ton of perks that give themselves away. Self Care, Urban Evasion, BT, DS, Kindred, Better Together, Prove Thyself, We’ll Make It, etc. etc. Most of those perks are ones people wouldn’t care about, but I’ve seen people in this forum say that they’ll sandbag teammates who run Urban for example.

    Most of those perks dont give themselves away until they're being actively used. Your not gonna spawn in and know that THAT teammate has selfcare while THAT one has DS. Perks that offer buffs like leader might get shown early on, but no one is gonna know you have BT until your applying it to them.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077569#Comment_1077569

    Point got, but...

    • Open Handed
    • Up The Ante
    • Fixated (unless you spawn alone and stop moving while others are watching)

    Are you suggesting that someone would see the speed increase of fixated if I'm walking around?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077549#Comment_1077549

    Isn’t it better for those people to dodge before the match then? That way they can’t sandbag you in game. And with the way lobbies work now, they’ll just be replaced by another survivor.

    How would they know I'm running fixated though instead of adrenaline for example unless I tell them? No-mither is the only perk that tells my teammates right away what I'm using.

  • @DocFabron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077543#Comment_1077543

    I hope the MMR is very strict about who it pairs people up with. Escape/death ratio shouldn't be a major factor in it. What I think SHOULD be, is how many generators you've powered and either your average chase time, or your overall total chase time in minutes.

    Same for killers. Rather than basing it on how many kills you get, base it on how much pressure you can force on to survivors. Base it on how many hooks you get per game, how many times you've successfully used a killer's power, etc.

    I get what your saying, but we'll just have to wait and see. I remember a game as Billy where I was getting absolutely schooled all game. I think I had MAYBE 2 hooks by the time the last gen was done... Managed to catch someone opening an exit gate and landed a chainsaw. Put that guy in the basement, only to have 2 of their teammates turn suicidal and go for REALLY dumb save attempts, which resulted in a 3k with all 3 of em being hooked in the basement at the same time (the last guy was smart and just left, lol). Technically I won cuz I got a 3k, but even the entity knew that match was horrible and gave me my rightful "entity displeased". So, with the new MMR system...would this match be considered a win or a loss? We'll just have to see.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077534#Comment_1077534

    I see what you’re saying, but I just don’t see it happening that often as to be a problem. People who would dodge because they saw an off-meta perk would never get any games, and if they’re that much of a control freak about other people’s perks they’re probably in a 4 man SWF already.

    I remember while playing Overwatch...there was the normal Meta team loadouts. In Overwatch, players dont get to see what your picking before the game starts, so when you picked Torb or Widowmaker instead of whatever hero is the Meta pick..."Well, I guess we're throwing guys" -proceeds to spend the rest of the game charging off the map-. Point being... I've already seen this play out in other games, and you DO have people that will say screw you before giving you a chance.

  • I'm willing to give the change a chance, I'm just saying that CURRENTLY theres alot of reasons compounded ontop of eachother that is making the spud count high. I'm not saying for sure the MMR change will fix it, but...I'm also not saying it wont.

    Just happened to have posted this for another thread, but I think it fits in well here...

    20200113132302_1.jpg 20200113132315_1.jpg

    This was about a week before the ruin change. Theres no reason a rank 16 survivor shouldve been in the lobby to begin with really, and the entire game consisted of people who were allergic to touching gens because ruin was up. The ruin change just made it easier for these guys to hit red ranks (not that it really mattered because they were gonna be in whatever lobby anyway), while this is likely to be the same sort of people your talking about selfcaring in a corner.

    I can HOPE the MMR change will sort out this lot out of my lobbys...and we just gotta see if it works or not. Only time will tell on that one. While I'd like to speculate on its effectiveness, I'll also admit Ive been wrong in the past when I judged something before trying it out. When I first saw the Freddy rework, I thought it was a change for the WORSE and that his snares would be useless. Fortunately, I was wrong there.

  • @[Deleted User] said:

    I don’t think “dodging” is a good reason to avoid adding QoL changes to solo queue. People dodge for all kinds of reasons - items, skins and usernames, to name just a few. But those things aren’t hidden. Why is this any different?

    If people want to dodge, they’ll dodge. They’ll go back into their 10 minute queue times and over time, become less inclined to dodge for silly reasons.

    I'm less likely to be dodged by my teammates for bringing a medkit as opposed to a flashlight as I am for bringing a perk loadout that doesnt fit with their idea of "whats the best loadout". The game would end up just having abunch of elitists that insist that everyone runs 4 out of a list of like 6 perks, and if you dare run something like Fixated...not gonna play with you.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/128357/survivors

    I run aura reading perks a lot as survivor since I play solo, and the number of useless Urban Evasion and Self Care players I’ve seen in my matches lately is depressing. And just think, after the next rank reset they’ll go down to purple and then right back to red ranks again. 😁

    Unfortunately between broken matchmaking, the ruin change making potatos easier to rank up and the rank reset change making it harder to push potatos back down... You have alot of potatos in red ranks.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077494#Comment_1077494

    https://forum.deadbydaylight.com/en/discussion/comment/1077491#Comment_1077491

    The best way would be to just give an option to reassign controls on consoles too. Its nothing bad, ot just requires devs to put some effort.

    I feel like a problem is alot of actions are currently lumped together. Reassigning your "action" button to R2 instead of R1 isnt gonna help you. They need to split up the "action" button into separate things.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077478#Comment_1077478

    Maybe, I'm not sure what the solution is. I still support DS as an anti-tunnel perk, being tunnelled is grim especially with survivor queue times being what they are.

    I've always said the same, that I have no problem with the perk acting as an actual anti-tunnel. Thats one reason why I've never really had a problem with BT personally. BT's timer is short enough that its unlikely to be protecting someone who I stumble across working on a gen or cleansing a totem.

  • Maybe to the same button to put objects down. I dont know about console, but for PC the button to drop an object isnt shared with anything else. I dont foresee a problem that could arise if when I pushed that button...it swapped out the object in my hand for whatever object im currently over if I have one in my hand.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077428#Comment_1077428

    Something to note, if you edit in something to tag someone, it won't notify them.

    Now, about your what was saying, I'm talking about how bad evidence doesn't make a fact incorrect.

    If I tell you Huntress can M1 survivors but show you a game where I can only use hatchets, does that make the fact wrong? 😁

    Of course not, facts are proven and bad evidence can't change that.

    I'm not trying to disagree with you on that, but rather get your thoughts about what I posted. Thanks for the tip about editing btw.

  • Ive run into this alot... The amount of times I'll go to pick someone up, only to vault a window... Its kinda a catch 22 since I've sorta been trained to beware of possible flashlight saves while picking up, so if I turn AWAY from a window when I pick up, I'm leaving myself open to a flashlight.

  • I'll gladly yank someone from a locker if they do that, im just saying "Just eat it" isnt a fair "counter". If someone jumps into a locker while im chasing them, I'm gonna yank them out as opposed to some people who just walk away at that point. Why would I let you stay in that locker when walking away is giving you the same exact benefit of using your DS, only your now keeping it while possibly healing up with inner strength and prepping a head-on, lol? Nah, you get yanked out and you better not have been trying to bluff having DS.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077450#Comment_1077450

    Hmm I never thought of it that way...a free perk and all it costs is my life. Thanks for pointing that out mate :)

    It only costs you life if you get caught in the endgame. The perk doesnt give just your location, but your entire team's so the killer is equally likely to find one of your teammates during the endgame. In return to having to play defensive during endgame, you get a nice boost for the rest of the match.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076585#Comment_1076585

    Yes because that's not abusable by swf at all. Not to mention the fact that end game altruism leads to nothing but more points for both sides. But yeah, let's give killers more power in endgame :))

    How WOULD that be abuseable by SWFs? Serious question.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077305#Comment_1077305

    Hard disagree. Nurse basekit change is a design flaw, DS is a design flaw, and moris are a design flaw (at least in terms of balance). Good design is fun, what else would it be?

    In all fairness toward Rancor, the obsession is gaining something in return in the form of aura reading that their teammates dont have. This doesnt act as JUST a warning for rancor, but is useful in itself in that the killer is GIVING the survivor Dark Sense for the tradeoff that they have to be extra careful during the endgame. Its similar in a way to OoO whereas yes, you get something strong...but youd giving your opponent something in return.

  • Have you tried just going for the unhooker instea of the freshly unhooked? No no, not THAT unhooker, the OTHER unhooker... What do you mean they ALL have DS active at the same time and can now just nosedive the exitgate because even if you slug, they'll crawl out?

    In all seriousness though, moments like this are just rough to watch. This is why some people will purposefully eat the DS early so it doesnt pop up at endgame...which isnt really a fair counter IMO. Thats like saying the counter to enduring/spirit fury is to stun the killer to use their spirit fury up NOW so they wont have it for the NEXT pallet.

  • @FSB75 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077388#Comment_1077388

    Fair enough. I guess I'm just not getting basement luck cuz mine's always in a corner by one or two generators

    20191231032242_1.jpg

    I actually screenshotted when I got it because of all the gripe on the forums, lol. I didnt try to force the challenge, just had it selected for awhile and took advantage of a game where i had some good basement pressure going on. The rank 17 actually surprised me, because they were actually decent compared to their teammates. I was actually surprised to see that rank in the scorecard.

  • @Warlock_2020 said:

    I'm a mediocre killer who is colorblind to the point I can't see most survivors if they don't move because colors blend for me. That said, I get red ranks easily without ruin and I run Trapper. I'm nowhere near as good as many of these streamer killers, but even I know the ruin changes are not crippling. They are crippling to many killers who relied too much on a perk that was ok at best. The perk often got eliminated early and only crippled mid to low rank survivors. Killers love to talk about survivors needing to adapt to changes, but they don't like to take their own advice.

    When I play survivor, I see around 70% of the killers rely heavily on survivor mistakes and stupidity to succeed. They tunnel way too hard at times and bank on survivors not countering their tunnel, or complain about gen rush when they do.

    The OP is absolutely correct. This coming from a severely colorblind Trapper - by no means a power killer.

    I feel like you accidentally stumbled across the problem without even noticing it. Ruin was crippling to low and mid rank survivors. The ruin change acted to hoist these same survivors up. All of a sudden, you get survivors who cant run a chase to save their lives mixed in because its easier for them to pip up, even if they didnt actually get any better. I can stomp on newbies all day who've been given a red rank, I have no doubt about that. I can ALSO stomp on their rank 14 teammates who are still coming into my lobbies.

    20200113132302_1.jpg 20200113132315_1.jpg

    This was about a week before the ruin changes, where I ended up stomping on a group of survivors that were pretty much scared to touch gens. Game was over fast with only a single gen being done. This game doesnt at all properly illustrate how games at the higher ranks should go, but now...

    20200129235156_1.jpg

    This was a screenshot on rotten fields. Judging by the ranks, you might assume these guys did WAY better...but that wasnt the case at all. Still kept seeing survivors on my BBQ running on the opposite side of the map from where any gens were so they could heal up. Still managed to score loads of hits because although the ranks are better...they werent any better at actually leading chases. They DID manage to get 3 gens done as oppose to just 1 (im guessing the boxes factored into that abit), so these guys who gave me all sorts of free hits and went down again after 3 seconds of me recovering from a DS stun... They're gonna get queued up for ANOTHER match where their in over their heads, unless the matchmaker screws up again and tosses em a rank 14 killer.

    Point being, the ruin change is just hoisting bad survivors up ranks for killers at that rank to stomp on. Its been the case that rank in DBD doesnt mean much, and thats even more the case now. Throw in a busted matchmaker... I can show you screenshots of me stomping teams that shouldnt be in my lobby all day whether they have a red rank icon or not.

    This just ends up coming as a quick 180 when you get a team of actual good survivors stomps the killer into the ground, even though they have the exact same ranks as the team before them. Am I saying I should win every game, gimme my 4ks? Course not. Im saying I dont wanna be stomping on newer players who shouldnt be in my lobby, and I'd like the comparisons for these matches to be fair. Show how it works against decent teams who WERENT just given the ranks.

    I suppose the silver lining though is I get to play around with lesser killers due to the likelihood of me finding teams out of their depth. I always enjoyed playing as Myers for example, even at high ranks at have always done pretty well with him...

    20200124034325_1.jpg 20200124034335_1.jpg

    Legion though has always been a huge migraine that I quickly regret whenever I think of a build that could be fun, only to get reminded...its still Legion. Now though, even with Legion I can clean house as long as the teams arnt ACTUALLY good.

    20200123015909_1.jpg

    sidenote, this game was alot of memeing around from the survivors, it just happened to be the only screenshot I had on hand of a Legion matchup. The build you see is what I've been running to 4k alot.

    @NMCKE thoughts on this?

  • I managed to finish this one on the first tome by just doing abit of slugging with Billy near the basement. I wasnt running agitation and all that to try to get someone to the basement from across the map, but rather I just kinda guided the game toward the middle where the basement was at (map was father's chapel). No one DCed, but that mightve been because it was less obvious what I was after. If you're dragging them halfway across the map with a basement build...they know you want the basement. With my game, they probably thought it was coincidence that the basement just happened to be close.

  • @Elk said:

    Im not saying it is a true counter, but at times I don't do last gen(Depending on the Situation) and hide in a locker. Or if luck is on my side I run one way until aura reading is gone, then go the other way.

    The killer isnt seeing auras though, so they wouldnt see which direction your running to begin with.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077172#Comment_1077172

    Yeah, it sucks to be the obsession when Rancor is in play, but usually you know from the time the first generator pops, if you're paying attention, that it's in play. It's not like random chance screwed you over at the very end. Just like half of the perks in the game, once you realise it's in play, you adapt your strategy accordingly. And sometimes you still get outplayed, and that's okay. It doesn't make the perk itself unfair or unhealthy.

    Also, getting killed at the last minute is far from having everything you worked for ripped away from you. Rancor is far less punishing than, say, facecamping. The survivor still gets most of their bloodpoints, and they will almost certainly still pip if they did well the rest of the game.

    I find it funny when Nemesis swaps the obsession at the end, so the guy who hasnt seen the aura reading from rancor all game gets blindsided, lol.

    You dropped your firecrackers but WHOS LAUGHING NOW!!!!!

  • Feel like it would be better if the last perk is bloodwarden or rancor

  • @TraitorousLeopard said:

    I like the idea of Bubba's skin-masks for the original survivors-expanding those to the entire Survivor cast would be great.

    Maybe give something similar to Huntress; unique masks (in the style of her original bunny mask) for sacrificing a specific survivor X times.

    David -Lion Mask

    Ace - Snake Mask

    Kate - Horse Mask

    Etc.

    If anyone's giving a horse mask, its gonna be Laurie... just look at her

  • Gimme Bunny Feng!!!

  • Are you asking if your gonna get banned because someone managed a hatch escape?

  • @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1075896#Comment_1075896

    That would be a better choice for sure. Heck, even bait skillchecks with a sound, but no skillcheck appears. Since the Doc is about insanity, it would work. You'd think you were hearing a skillcheck, but in reality, it was the madness.

    Except someone would find THAT annoying. Ultimately, theres someone out there for each killer that HATES facing that particular killer. You see threads on here from time to time asking "Which killer do you hate going against", to which pretty much every killer in the game is listed off. This doesnt mean those killers should be changed, just that people have their own opinions on things.

  • Dang, I'm really surprised so much of the killer community has PhDs. You go guys, able to study hard and still have time to play videogames. What do you think it is about DBD that apparently attracts so many people of medical occupations?

  • The answer is obviously Freddy...

    It would pretty much be this, but with 17 "pinballs" instead of just 1

    https://www.youtube.com/watch?v=5gdzR73BMYI


  • @pemberley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074141#Comment_1074141

    Yay, my reference went noticed! Except the difference, of course, is vault tunnel snakes rule and dbd tunnelers drool.

    I completely understand. My steam name is a movie reference, but I get 10 times more people making Leeroy Jenkins jokes than actually know it.

  • @Kenidur said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074141#Comment_1074141

    I like the idea of a 10 ft snake as a killer! Silent, strong, swift! But one major downfall, windows..... 😂

    I was just talking about a gang of teens who think they're tough but are ACTUALLY completely harmless, but then I remembered we already have that.

  • @pemberley said:

    Because honestly...it SUCKS at doing its job.

    Killers are getting negatively affected by it by survivors who know full well they have immunity and who use this perk to taunt and bully.

    Solos are hurt by it because they don’t have the assurance of a swf to try to protect them from a genuine tunnel snake.

    And it just plain sucks at defending against tunnel snakes in general. On one hand, killers KNOW off the bat they’re safe if no one brings an obsession perk - they’re free to tunnel. On the other hand, tunnelers will purposely try to eat dses so they can continue tunneling.

    In summary: it rewards the toxics and is unfairly punitive to those genuinely trying to be a good sport.

    You talking about Tunnel snakes just makes me think about this lot from fallout 3. New killer maybe? lol

    image.png


  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072736#Comment_1072736

    Yeah we’ve had this argument before...

    Asking the survivor to run around the map checking every nook and cranny for 5 totems which is almost an extra generator in time just for cleansing along nevermind searching, all to stop the killer from going god mode with a speed boost and instadown = fair and balanced.

    Asking the killer to not pick up someone who got off the hook less than a minute ago to avoid a 5 second stun = “OMG DEVS OP NERF PLZ!!!”

    If there was a special item on the map that could negate one of the more powerful survivor perks if the killer took the time to break it... they'd probably do it

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072402#Comment_1072402

    I agree, but these guys backed up the meme name. Some players are just easily triggered.

    MoriMeDaddyMyers backed up the name too... Its weird when you get followed around by a survivor who's trying to feed you free stalk and give you a free kill. As I type this, I look over at a screenshot I have on my 2nd monitor and notice one of the names...

    20191207214143_1.jpg

    Some people are cringy...

  • @FireHazard said:

    @Oicimau

    It really just boils down to "What's the easiest way to complete this challenge?" to you being camped during EGC is seen as toxic to get the 2 Survivors sacrificed during the EGC challenge done, but it's something that the Killer is either forced to do because it's the only way he thinks he'll be able to do that challenge... or because it's seen as the easiest way to do the challenge itself.

    That's kind of why some Killers will use builds they'll never normally use to get it done, since it's the easiest way to get it over with. I had a Spirit use NOED, BloodWarden, Blood-Echo, and another perk I forgot to just get 2 Sacrifices in the EGC, they intentionally (or literally) played terrible until the end so they could achieve this, so in a sense it might seem "toxic" since they wanted to take the easy way out to get the challenge done, rather than take another route that's a lot harder to do.

    basically what i'm saying is...

    If a Killer needs to use a distasteful build or strategy to get a challenge done because they don't have any other options... than they'll do it.

    If a Killer wants to take the easy route and use a "toxic" build to get the job done quickly, than they'll also take that route.

    The challenges itself can cause toxicity depending on if the Killer enjoys it or not, but I don't really think either of the options above is causing intentional toxicity in-general, it's just to get the challenge done and that's all.

    For the challenge your talking about, I saw an Otz video of him demonstrating how to do it by using old Doc and just went in with the intention of more or less copying him...except I instead just won the game and hooked the last 2 survivors after I myself opened the gate to start the EGC. The only thing that was really different about it was that I bothered to open the gate at all and I didnt once swap over to Doc's treatment mode until the very end, therefore effectually making me a powerless M1 killer. Funny how that happens, lol.

    Different note, I havent been keeping up with the challenges this time around...Is the 2 EGC kills challenge on this tome too?

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