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Maelstrom10

Maelstrom10

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Maelstrom10
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  • I go by two systems

    Did i have fun? = win

    Did i survive/kill two people/pip? = win

    if i did either of those things i consider it a win.

    though im competitive as ######### usually and only ever really want to ever double pip, or play for fun.

  • @Rydog said:

    Infinite Distortion tokens please. ;D

    (For real though, I do think it needs more than 3.)

    Distortion just needs a way of restoring tokens : keep the max at 3 and start with 3 so its useful out the gate, but maybe every totem done one can get an extra token.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/659609#Comment_659609

    I would agree if you managed to land a pebble right on a generator, but if I see a pebble out in the middle of nowhere, there's a pretty good chance I'll be able to tell that it's a pebble. It's not often you'll see someone miss a healing skill check in the middle of the map outside of rank 15. If they do, that's a hell of a ballsy play and it worked out for them. Good on 'em.

    I was actually thinking more about throwing it at loops, things such as t-walls out of the killers view, or after a gen has been done to make the killer believe your traveling in one direction whilst you really go in the other. may not work on every killer, but simply having the opportunity more often could make it more useful (thats just my opinion though)

    that being said i've always wished for some kind of "arc" or way to tell where your pebble will land, would make it a lot more tactical

  • @Peanits said:

    I'm not sure how Poised fits into that. It just activates whenever a generator is active, it's not a token based system.

    Diversion, I'd be against though. Controversial opinion, but the less it's used, the better. If I start seeing random loud noises all over, I'm going to catch on right away.

    At the same time, the more it's used, the more fast actions may be dismissed by the killer as a "pebble". Works both ways after all.

    And by poised and dark sense I meant perk limitations overall, that's my unpopular opinion in that some things should just stack

  • I love both the game and lerys. plus lerys is kind of bad for some of the top tier killers (billy/huntress/nurse) though experienced players can make those maps work.

    Plus its good for head on, the houdini build, and just generally a cool and well designed map imo. i've never really had trouble surviving on it as survivor, if anything i have more trouble on haddonfield as killer and the huntress map/mount ormond as survivor

  • Hate to break it to you but never.

    Gens aren't really done too fast anymore, its more a question of applying pressure as killer and when all killers will be given the ability to do so efficently. This is why fast/mobile killers are so effective (ie billy, nurse, hag, spirit) because they can apply pressure and cross distances. huntress is also up there due to her hatchets being able to apply pressure from a distance, And why i believe freddy to now be top tier as he can now pop on right to gens and slow surviors which acts as a pseudo parrellel to billy having both the ability to end chases quickly and manuver to protect gens.

    Gen speed will never be and should never be increased. thats both boring as survivor, and does not create any higher a skill cap for killer. A lot of things need to be done to fix pressure within the game, but gens themselves are not really the problem imo.

    There are perks to help with apply pressure to gens specifically, ruin pop and corrupt intervention are all good for this (and surge when it comes out) along with even brutal strength on specific charecters like freddy. However i will always say that while those perks are all really strong, their just failsafes and that the chase is the most important part of dbd. being able to find and down a survivor maintains true pressure within a match.

  • I haven't honestly had to many problems with the mobile version imo, excluding a ton of visual bugs. Not saying the problems Don't exist just that I personally am not experiencing them.

  • But survivors do. There's only three global events that allow survivors to gain survival bp, hook escapes (a 4% chance unless using perks or specific offerings,) wiggling off the killers shoulder (won't usually happen unless your team is incredibly altruistic) or surviving the match. Surviving the match is the only real way that survivors can garuntee points in this category, whereas all killers have ways of passively generating points in all of their 4 category's during a match.

    Tldr: survivors are effectively limited to a potential 24,000-29,000 bp excluding specific killers and match specific actions that are very hard to make occur. This in conjunction with other category's possibly not being maxed out by the end of a match results in far lower bloodpoints gain for survivors

  • @Ksoni said:

    https://forum.deadbydaylight.com/en/discussion/83968/survival-bloodpoint-category-and-events-that-should-be-added

    I think the amount of bloodpoints each side gets is in the good spot. Survivors shloudn't earn as much bloodpoints as killers, because survivors gameplay is not as stresfull and challanging as killer's.

    I play both sides extensively. One side shouldn't have a limit on xp simply because it's easier then the other.

  • Generator should not be blocked but i agree with the rest of the suggestion! Honestly though i really hope for an ultra rare addon along the lines of - the entire fog on the map (ie the whole map) is gassed, slowing down survivors (the slow is less effective however) his bottles however, would be stronger and take the gas up to full strength. ie all survivors would be slower during loops (maybe by 3/5%) and be coughing the whole match.

  • @Groxiverde said:

    https://forum.deadbydaylight.com/en/discussion/comment/654879#Comment_654879

    Sorry I've never used that perk and I thought it was only useful for beginners, to know where to loop. Is it more useful than that?

    Woo helps you keep track of loops broken by the killer in areas you haven't been in, and to run to a safely loopable area when the killer comes near. Think of it as a budget alert with tracking, that also indicates the good areas

  • @hitherefriend said:

    what is his terror radius while in frenzy

    32m same as out of it i believe.

  • @beatddb said:

    https://forum.deadbydaylight.com/en/discussion/comment/650641#Comment_650641

    This might be a personal thing, but I see the killers names more "symbolic", for example:

    Michael Myers is "The Shape", Freddy "The Nightmare", Amanda "The Pig", Rin "The Spirit" and so on.

    Every killer has their own name and then its used "The ____" to describe it, personally I don't think having both of those things the same it's good, I think it would be better:

    The demogorgon - The monster

    than:

    The demogorgon - The demogorgon

    Same with Ghost face, I think it's way better "The Ghost" as a symbolic name than "The Ghost Face"

    The shape and the nightmare are both official names for those charecters and I believe even Amanda has the title of pig since it's symbolic within the saw movies

  • Not a bad build but I wouldn't say it's the best build on him. Freddy's mostly about exhibiting pressure early mid game, even if his perks act otherwise. BW, noed and RM are all fallback perks imo. If anything I'd say you'd be better off running brutal strength (to shred through pallets making every loop unsafe with his traps) pop goes the weasel (for gen regression) a tracking perk, bbq or discordance are both good for that, and either ruin or a perk that pairs well with addons (ie pillbottle with monitor and abuse, or tinkerer with the class photo etc)

  • I really wish that was a thing and still hope for something like it in the future. even if its just texture packs to refresh the game for older players, or resizing and replacing ui elements i'd be 1000% down for it

  • @Mister_xD said:

    what if insidious would reduce your TR by 4/6/8m (does not stack with other perks) and made you immune to aura reading (your aura does not get revealed at any time during the trial)?

    i believe that would fix the perk and made it actually worth using from time to time without overpowering it.

    Could also be a really good balanced change

  • @TAG said:

    For me, it's less that it would be too strong with Monitor and Abuse and more that it would be too similar to it.

    Tbh you could say the same about monitor and abuse and distressing though, both increase terror radius. that being said i do see your point.

  • I don't disagree that some of these loops need adjusting. however i also feel that a lot of them are just RNG based and not map problems per say (except haddonfield that just needs some badham treatment.) Personally don't feel that some of these should be outright "removed" but simply adjusted. like as an example, the wretched shop could just have only one of those windows spawn at a time, i've seen two pallets spawn in there, one of which is really unsafe, but the window loops make the other pallet (if it spawns and rng is on your side) really strong. simply making a lock that, if one window is open, the other can't be even if the map has open positions.

  • Undetectable isin't likely to as big a deal as everyones thinking. most cases you can simply just rely on your eyes rather then perks. pig, ghostface, wraith, and myers all have ways to detect them outside of their terror radius. wraiths blur, pigs crouched form, ghostface peeping and myers height/breathing all give them away and if they sneak up on you despite that they've done their job. this will simply stop people from relying on perks so much and allow stealth killers a much needed buff, improving both their play (through a physical buff) and yours by forcing you to become better at the game.

    also these perks are all likely going to be still useful anyways against stealth killers, and will likely have some way to ensure they work on stealth killers imo. i don't think they'd cripple spine chill.

  • @Rydog said:

    A stacking TR reduction would be too strong. Monitor & Abuse already does this well on its own.

    Insidious does need a redesign, though. Maybe it could, like, turn off TR for 15 seconds after hooking a survivor, or something.

    I have to disagree and say it would'nt be too strong simply strong. there are a lot of strong perk combinations in the game (ie spirit fury/enduring, devour/thrill, unbreakable/dstrike etc.) if anything, this would add to the pool of viable perk combinations.

    on the other hand switching off terror radius for 15s also sounds really cool, but could be paired with bbq and chilli, to approach a survivor completely undetected which would be very strong (just like my idea, a strong perk combo but not broken.) Add on devour hope, and its likely any m1 killer could approach you before the cooldown on insidious would be up, thrill of the hunt to protect the totem on top of that and you've got yourself a hook and stealth build.

  • All maps need the badham treatment technically, but i disagree on the priority of the swamp maps. honestly that gen spawn can be pretty rough, but so long as you don't leave it till endgame it is alright.

    however that being said i feel one should atleast spawn under the deck rather then ontop. that way theres atleast a line of sight blocker. Could be done as a simple map adjustment rather then a full rework.

  • @Catbucket said:

    Can we stop asking for nerfs/buffs for things we havent seen in action yet? Especially things that seem mostly fine at the moment? The amount of times ive seen buff/nerf, too strong/too weak posts about this new content already is completely absurd.

    Yeah well you didn't even read the post seemingly since I even agreed and said it didn't even likely need a buff, if anything I just want the ability to see others scratch marks

  • @GeneralSpudmuffin said:

    Okay, maybe no injure. Maybe just a loud noise notification and leaves them Deafened for a nice duration?

    Why would that be necessary when the clicking of the flashlight will already reveal the survivor to the killer? They will likely lose the item in the process unless they can get away in time.

  • @GeneralSpudmuffin said:

    https://forum.deadbydaylight.com/en/discussion/comment/647874#Comment_647874

    Or, when the flashlight is at 5% left, the flicker makes bulb explode, injuring them and giving them Hemorage. It can't down them, though, that'd be too strong...

    That would make the addon weak, risky horribly ineffective....

  • @yobuddd said:

    I like the idea in general, but I have one concern. If the flicker uses battery, then one actual use of the flashlight with its extreme battery consumption will render the flicker effect useless after just a few minutes of gameplay. The flashlight will be dead and destroyed after all.

    I think it would be fair to NOT make the flicker use up any battery because the sound and visual aspect of the flicker already comes with heightened risk of detection by the killer. That alone balances this out I believe.

    Could just use up the add-on when the flashlight is near dead

  • @GeneralSpudmuffin said:

    This sounds pretty neat, actually. Especially if it functions separately from the terror radius like I assume you meant it to.

    Yeah it would be separate from terror radius. Also gives sort of that horror vibe like something's coming near hahA

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/646042#Comment_646042

    I see but from a user stand point of build making it would be like doing calculus to determine if your build meets the pip standard. Let's average it out to 75 perks that is what 225 perks considering tiers? Even if it did tell you all this it would be a clutter of information new players would certainly not like.

    75+75=150+75=225

    huh? where do you get 75 perks from? or 225 perks from? all perks would show what "pips" they have at which tiers, and then its a simple matter of "oh i can fit 16, this has 4 at this level, this one 3 etc all a matter of addition and simple addition at that? im really confused.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/646002#Comment_646002

    Ok at least I can get the concept now. All the text confused me. However, he is right perks like Decisive Strike and say maybe Adrenaline really don't have tiers. A couple second reduction in exhaustion speed is not really worth lower pip amounts. This means all Tier 1's of perks would not be able to have the same pip value. So you would get cheated builds. If all perks worked feasible with something like for example Iron Will that has a large gradient between tiers. I could say a mechanic like this would be a decent idea.

    3rd rule i wrote on the image: i do understand the text was incredibly lengthy and not all of it is easy to gather at first glance.

    --- In the post i stated that some meta perks that cannot have tiers will always have the maximum amount of 4 pips. things that can be totally game changing or super situational but powerful will always be rated at 4 pips no matter what level they are. the level system for those perks would simply be there to grant a form of "hard mode" for people who don't want to go perkless, but who want to make it more difficult on themselves.

  • @Jdsgames said:

    I would generally say I am smarter than the average ape. However, I don't understand how this would benefit the game at all. You can use more perks only if you don't level them up which removes the point of leveling your characters. I am genuinely confused by the whole layout seeing up to like 8 perk slots.

    You'd still get to level up your perks, however you could purposefully select lower levels of the same perks you've already leveled up in order to use more perks. You'd still have access to the higher level variation of the perk you'd just be using a lesser variant in order to get more perks :)

    So as an example, say i leveled iron will to level 3 (just as an example,) but that takes up 4 pip slots. i could choose to use iron will level 2 in my loadout, along with another few perks as iron will level 2 might be worth less "loadout pips". effectively i'd be nerfing the overall perks, in order to be able to use more perks, or lower tier perks.

    I'd still have iron will level 3 however, and would be able to instantly swap it back into my loadout, it would just cost the usual 4 pips out of 16 effectively limiting the amount of extra useable perks.

  • @se05239 said:

    You forget how many perks in the game are "one-point" wonders. This idea of yours would cause too much damage.

    What exactly do you mean by "one point wonders" please elaborate on how it would cause too much damage as im unsure as what you mean by that

  • @ad19970 said:

    Both of these perks just need some small buffs honestly. Not make them dependent of each other.

    True. i just thought it would be a nice addition

  • Edited my post to include my further thoughts on the perk and propose further changes as i was not aware that it only activated upon being unhooked/self unhooking.

  • @Kabu said:

    Would love this +1

    Sadly it seems the devs are against this for whatever reason though.

  • Bond is really an incredible survivor perk. i wouldn't say its absolutely neccessary as it relys mostly on playstyle but the thing about bond is it fits into pretty much any play style amazingly well. having the ability to see the killer chasing another survivor near you, or be able to find and help other survivors near you (similar to empathy) or to find them on gens is always incredibly helpful and allows you to optomise your play.

    there is no right or wrong way to level charecters in dbd. i personally prefer leveling david first for his two perks wglf and dead hard, then dwight for prove thyself and bill for borrowed time and unbreakable.

  • Huntress lullaby doesn't rely on kicking gens though only missed skillcheck's

    realllly hoping pop goes the weasel and overcharge pair with it though. if pop pairs with it, the game/lerys maps are going to become HELL if it procs in just the right space, getting possibly two or more gens with the perk, plus pop if you just hooked someone. with the setup required to get pop, and then down someone else after the timers already done due to initially downing the person with pop goes the weasel and then being on both timers essentially i think it would be fair but incredibly strong.

  • @HP150 said:

    Second Wind seems kinda bad (it's one heal per game... granted it's a passive heal which I guess is nice if you're being efficient and don't want to waste time healing. But it is a highly situational heal that you have a good chance of never seeing).

    Fixated is a perk I'd recommend to players who are new since a lot of time it's hard for them to grasp the concept of not sprinting everywhere, but who really buys DLC characters when they're just beginning the game? Otherwise I'd just recommend Urban Evasion.

    Inner Strength is the wild card and will really depend on how meta the perk is... there's only 5 totems on any given map so if everyone is taking it then SOMEONE is going to have a tough time activating it.

    The rest of the perks range from decent to great.

    All-in-all, seems like one of the best chapters perk-wise for Survivors (not counting how broken release Decisive Strike/Borrowed Time/Mettle of Man were).

    afaik second wind isin't limited to once per game, it simply activates and deactivates. says nothing about it being a single use.

    that being said it does sound hard yet worthwhile to proc.

  • I think it should be 32m or the killers terror radius but only if its larger then 32m.

    that way it garuntees good use out of it even if your a killer such as ghostface whose terror radius is usually small until AFTER you down the survivor. Along with guaranteeing usage on someone like the doctor, or terror radius myers or anyone with a larger terror radius.

  • @Fab said:

    Won't work. It's not progression based, it's an insta heal after the time is up.

    I'm saying that it should work, not that it will haha.

  • @Science_Guy said:

    Why would you stack Solidarity to half heal you when Second Wind already fully heals you anyway? Not to mention Solidarity requires you to be injured and SW doesn't. Am I missing something?

    And Second Wind makes you broken anyway.

    I believe second wind requires you to be injured but makes you broken whilst healing you. Solidarity would halve the time taken for second wind to heal you making it an extremely fast passive heal. Pop on botany and a medkit to heal the other survivor ultra fast and your basically healed too.

    Basically you'd only ever have to heal other survivors and then you'd get healed yourself

  • @[Deleted User] said:

    Two gens tend to pop within the first minute or so. Delayed by maybe 10~30 seconds if Ruin is up. Feels like it'd make it worse, to be honest.

    What I do wish is that it started off with 1 token though, instead of only gaining maximum power when the game is basically over.

    That could also work to be honest. Just seems like it gains power to slowly for it to be useful, like by the end of the match most pallets will be gone, you are less likely to vault and more likely to chase to an exit gate etc.

    @[Deleted User] said:

    I think Fire Up is perfectly fine.

    I wouldn’t say no to a 5% boost per token though.

    I wouldn't say it's perfectly fine, it's useable but at the same time it lacks potential. It gains power to slowly to feel useful to me like, by the end of the match most pallets are gone etc etc

  • This daily should be reworked to mark 6 survivors. Marking is somewhat of a common occurrence for a good ghostface, however leaning and doing a full stalk is not the best option and can be somewhat hard to achieve.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/641250#Comment_641250

    Yeah, 700 points in a category that's really easy to fill. It might as well not be any points for a survivor DC'ing to begin with. You miss out on so much points if a survivor DCs, its a punishment.. not to mention that you might not even rank up if a single survivor DCs.

    Which is why the husks will be a very good thing for killers, allowing them to complete their trial as normal and also why survivors should have some form of equivalent even if its not a husk like i said.

  • @KillermainBTWm8 said:

    Guys you all forgot Nea was a killer!

    You know I'm starting to think I should go back to school... 🤔

  • @se05239 said:

    1. I agree with your opinion on channeling.
    2. I'd prefer it if you got three dailys with one free "retry" per day, replacing those that you didn't complete. You know, like real dailys. Buff BP for each daily and add a small amount of shards too. Perhaps add a big Weekly challenge?
    3. Four perks in the shrine is good enough but the randomness factor makes it way too common for several weeks in a row with perks coming back.
    4. Gain add-ons through playing in a trial, that's added to your inventory? I'd have to disagree. Breaking chests would be cool, though. It'd require more chests to be added to each trial to compensate.
    5. I disagree with this. It should be a commitment.

    What if one of the shrine perks was replaced to always be something you don't have? 3 rng, one rng but based on what you don't have.

    With the chest thing yeah that's why I said there should be a larger potential for more chests based on rng. 3 chests per match is small but I don't think there should be lower then that excluding offerings. That being said more maps should have 4-5 chests very commonly.

    I still think that add-ons should be allowed to be gained though. Atleast to replace not having an add-on in your slots already (ie if you have no or one add-ons it gives you a random one).

  • I would like a perk like that. would pair exceptionally well for stealth playthroughs with iron will and urban evasion. Could have a downside like making yourself harder to heal, offsetting the power of the perk.

  • @BreadLord said:

    bruh, do u know how to count?

    i wasn't counting default survivors, only dlc's. that being said i forgot to account for bill so yeah i don't know how to count

  • Could be the one killer with an immunity to light. That would be actually quite cool tbh, can't blind it therefore things like flashlight saves etc are impossible. would have to be balanced in other ways though

  • @se05239 said:

    It always have been.

    The very definition of an exploit is to use something to gain an unfair advantage and in this case, survivors are using their smaller collision boxes to GAIN DISTANCE on killers by pressing themselves closer to objects than a killer can.

    Uh didn't the devs specifically increase the killer hitbox so that this could occur though? i believe they also talked about this and the balance of it in a dev stream ages ago, and how around the same circular or square loops they have to and do account for the distance lost by the killer. the killer has a larger hitbox yes, by design but they are also much faster by design to make up for the gained distance both from pallet blockages, window vaults and looping.

    Looping isn't an exploit. things done to loop infinitely are, such as windows not being blocked by the entity, or theoretical infinite's being abused (ie like some of the old loops and how they had to take specific windows out because killers cannot catch up even with bloodlust or with window blockers simply because there's no route for the killer to take).

    Simply running around the same pallet/object isn't an exploit if the killer refuses to break the pallet. as they will have to when the survivor eventually throws it down because no matter what, on every loop a killer is always going to be faster then a survivor.

    I mean Badham is the perfect example of balanced looping. technically most pallets on there are unsafe, being both infinitely loop able, and easy downs, depending on how good the survivor/killer is at both mind games and how ballsy they want to be towards each other at getting/dodging strikes. yet all the "loops" can be broken, by the killer.

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