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Maelstrom10

Maelstrom10

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Maelstrom10
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  • @HavelmomDaS1 said:

    Same, I'm a nerd and I like when McLean talks and shows footage. He should do the stream completely alone lol

    I mean im pretty sure he streams gaming, but i would like to see him streaming development!

  • @Orti said:

    We need more McLean in general lol

    Mclean is tbh best dev

  • Honestly this sounds like one of the coolest ideas for dbd.

    This along with manipulatble map elements whether there doors that can be opened with a lever that shortens routes, destroyable windows that injure survivors when running through (like the glass window on the clown map) or even just the fire pit in the red forest actually injuring the survivor if they stay on it for too long.

    Perhaps even map hazards the killer can activate that will harm or even kill survivors for them. like dark entity ridden pirhana plants on red forest which spawn as more gens are done and will eat survivors if they get close (And have been incited to attack by the killer by being attacked by the killer)

  • @not_Queen said:

    You guys are awesome 🤗

    no u!

  • to be honest though ironically whenever i run this perk i get ultra over altruistic survivors, and when i don't i get the ultra immersed ones. im not gonna leave the hook when i get the altruistic ones because that means free saves but like i wanna use my pgtw :(

  • @BigBlackMori said:

    Or...you can succeed, do gens, or find the hatch first and escape normally. No more extra help or second chances; just play the game and win or lose off of your own skill rather than yet another handholding mechanic for survivors who failed at all of their objectives.

    This isin't extra help or second chances. this is about making it more fair for survivors and killers alike. doors are too far away to patrol properly? survivors get a nerf to opening speed to help the killer. doors are so close that patrolling is super easy? survivor gets a buff to opening speed so they don't feel like there is no chance and just dc.

    Read all of the post please. Rng is unfair on both sides and yet still a fun mechanic that keeps the game fresh, i just want to balance the game for when rng can cuck you

  • @wait4him2leave said:

    Prayer Beads = grown man screaming = fun. What other killer does that?

    Mirror myers and even just a good tier one myers tbh

  • You need to get two ranking pips ie merciless killer now in order to get adept as killer. It's not impossible just tougher.

  • Shirtless jane and micheal yes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yesyes yes yes yes yes yes

  • @Orti said:

    The issue with this is it that the buff will affect the already strong killers better then the weaker ones, so I wouldn't like this idea to be implemented

    Nurse - Doesn't need this to go across the map

    Billy - doesn't need this to go across the map

    huntress - doesn't need this, but would benefit her

    Hag - doesn't need this to go across the map

    spirit - doesn't need this to cross the map.

    The arguably 5 most powerful killers in the game would gain next to no benefit from this. a hag might for allowing her to set up traps around the map easier, but if anything i think that would be a QOL change.

    Micheal, Trapper, Clown ie killers with no movement ability or ability to attack from a distance would benefit hugely.

  • Haddonfield has killers, the game has killers, haddonfield is balanced.

    I don't struggle on it whatsoever while playing killer or survivor. The only thing that was a problem was the see through walls on loops and that's gone now. Hell the only maps I consider needing a bit of tweaking is pallet town, due to possibly to many spawning together based on the rng and ormund for the sake that the fog in ormund prevents the sight of auras.

  • Tell the whole "dbd isin't scary" to my GF who I showed it too yesterday haha. She got jumpscared by a hillbilly :p

    Though exposure to something always decreases it's fear factor. That's why your not afraid of versing your 100th Myers or whatever

  • Played a game with off meta perks as pig against essentially a 3 man where on dc'ed right after entry due to seeing i was playing the pig. i dominated within 2 minutes because they blatantly tried to loop in front of me and hide behind trees using no stealth whatsoever.

    i then got called a toxic C*** and a tunneler and screamed at in end game chat for being a try hard.

    this was rank 11.

    The perks i was running for reference, were make your choice(lvl1), noed(lvl3) (not counting due to end game barely coming into effect, Pwyf(lvl 3), and huntress lullaby (lvl2).

    Killed 2 of them before a single gen was done and all had traps on their heads, guy still alive attempts to get it off while i kick hatch despite it having no function due to exit gates not stopping it, and hatch being the same deal. catch up to him standing next to a gate doing a box rather then the gate and catch him (he was injured thus no noed even used) and all dead in a 5 minute match. hell i didn't tunnel i left people on the ground, and even completely lost a chase with the obsession 3 times to get pwyf stacks and yet im the bad guy for playing well

  • @GenSim12345 said:

    it be used to derank, and NOED would be far worse then before as it could be activated at anytime.

    People can already freely derank by sitting in a corner as wraith doing nothing. Noed being far worse then before? sure i can agree with that, but you have opened up a door for the survivors to just freely escape through keep in mind. It would be a huge problem when doors spawn close together and the killer could freely patrol them. perhaps if the timer was longer in a egc activated by the killer early?

  • @ReikoMori said:

    If we could start EGC whenever we wanted it would cause a huge amount of problems. The ability to force the game into a two minute sudden death and have endgame perks still be active before actually done anything to reach proper endgame would mean one side is at large disadvantage.

    Survivors would hate it as they wouldn't get to score bp and killers would hate it for the same reason. The game probably needs a proper menu based concede, but the game should just stop and points are handed out for what did happen and nothing more.

    True, Then as a counter arguement, what if there was a initial timer at the start of a match. lets say between a minute to five minutes (im not a game designer and clearly know nothing about balance hence the theoretical discussion here)

    That would allow time for survivors to do objectives, while allowing the killer to concede the gates if they feel like it no? it requires the killers to be in the match for a certain amount of time

  • @Orion said:

    Bad idea. It'd just be used to derank.

    True, thats why i don't expect this to be implemented (or atleast if it did i'd expect repercussions for people that deranked per the method.)

    EDIT: though then again, people already derank by just standing in a corner as wraith and doing nothing. If anything this would just create the problem of being majorly unbalanced towards killers. ie why its clearly a bad idea

  • Take away all current effects

    Survivors are exposed when entering the basement., and lose the effect upon exiting

  • @not_Queen said:

    If I am not mistaken, there is further plans to better the Devotion system. Let me ask around :)

    Out of curiosity did you get around to asking? Us *devoted* players have been curious for months!

    Hell i'll even take a Yes/no or a Soonᵗᵐ!

    (Not meaning to beg and plead of course :D )

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/468514#Comment_468514

    It's not so much about faking it as it is cancelling it when you realize there's a survivor hiding next to it. That way you can let go, hit them, then kick the generator before going back to the chase. You wouldn't really be able to mindgame a generator since they're irrelevant to a chase.

    True true, thats a fair point, though it doesn't come into use that often, i've seen my share of nea's tryna pull a sneaky hiding behind a gen.

    That being said while we have a difference in opinion i still think it would be a nice feature to be able to mind game at pallets :) Sure its only a few seconds saved in some cases, but it could be beneficial at view obstructed/unsafe pallets.

    To add onto this actually, i wouldn't mind also being able to "fake vaulting, or at least, the initial second before stepping over, though i have a lot of doubt that would be useful, i mean it works in spirits case because you don't know what stage of the animation shes in, but for other killers not so much. could spice up the killers shack though? (this change im not asking for and am willing to actually say is borderline useless, especially for the work to be put into it, ie having a certain point where a vault becomes committed to, making it work with different killers ie legion and myers and perks etc etc)

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/467048#Comment_467048

    @Peanits - So why can I fake kicking a a gen? Do people get any mind-game potential out of that?

    To be honest that's a fair point actually, a gen kick has far less mind gaming potential then a pallet (whether safe, unsafe or hidden from view) and yet we can cancel kicking a gen. I'm quite curious as to the case as to why we can do so I mean it's useful I suppose but again I'm curious on the methodology behind it

  • @T0xicTyler said:

    Why not? Add some variety to the mindgames!

    Only thing I see Survivors whining about is that they can't get flashlight blinds at pallets because the Killer wouldn't be animation locked.

    +1

    To be honest that wouldn't be so much of a problem Imo, as you'd just adapt to blind at safe pallets, and also there could be a point where you become animation locked, ie perhaps before the first or second strike on the pallet.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/467048#Comment_467048

    You're making the assumption that survivors have full view of every pallet. You only need to feign a break till they start running and at that point, you can collapse in on them from out of view.

    A lot of people are saying that they'll just adapt and stop leaving till the pallet fully breaks. Now let's fully follow through on that line of logic. Survivor, doesn't leave till pallet fully breaks > killer breaks pallet > survivor is screwed for not leaving till pallet fully breaks. Trust me, this adaption doesn't negate any mind game potential; it only drastically increases it.

    Thank you for wording my discussion better then i could :P

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/467048#Comment_467048

    @Peanits

    Well, with this change Brutal Strenght and Fire Up could be used more. With those perks and this change we could see more mindgames even with safe pallets.

    Also true. and there are quite a few unsafe pallets with not much around them mind you. Hell even some safe ones would become unsafe if their hidden around corners, out of sight of the survivor

    I still think it would be a nice change haha, not one you'll use all the time, but one that can be useful some of the time, to help survivors pressure even more

  • @artist said:

    psst. hey buddy. i can get your in game resolution to -120% boosting your fps by a nice amount. just make sure no one's following u and you'll have your game like mine in no time

    https://us.v-cdn.net/6030815/uploads/426/PJVCM8BX7D8Q.jpg

    Yes please I want 900fps

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/466508#Comment_466508

    It's not about bumping. Some threads just require short answers. For example, threads asking for Legacy just require two letters: N and O, in that order.

    Also bingo. not everything needs to be written like Shakespeare

  • @JawsIsTheNextKiller said:

    I think this could get some use on unsafe pallets! They let you cancel gen breaking which I have never got any use out of (because I tend to not do it in a chase) so faking a pallet break should be relatively easy to implement.

    Bingo

  • What if instead of having more or less pallets. have a killer addon that makes pallets already used. so there essentially a window vault you can break at the start of the match. Have a survivor one, that adds an extra pallet that is already used, with a cap of 2 (maybe no cap if balanced) extra pallets per match.

    Survivor addon - ultra rare - after all pallets have been spawned, generate an extra pallet in the used position at the start of the match

    Killer addon - rare - Convert two pallets spawned at the start of the match, to the used position (With maximum distance from each other)

    Killer addon - ultra rare - convert 4 pallets spawned at the start of the match to the used positon (With maximum distance from each other)

    This forces the killer to still have to get rid of the pallets, but allows them to get rid of them passively as they come across them, along with the fact that it makes them far less useful to survivors.

    The survivor addon to add an extra pallet in the downed state isin't overpowered because, the killer still can just break it if they find it before you get any use out of it

  • @MystiKasT said:

    https://forum.deadbydaylight.com/en/discussion/comment/465555#Comment_465555

    Not many these days are able to discipline themselves to such a degree. Kudos to you! Thank you for playing fairly.

    :) thank you

  • Honestly they could just buff the saturation by about 20% on all areas of her clothes in photoshop (excluding blood textures, by overlaying them on top with an invisible layer) and it would probably fix the issue by a large margin.

    personally i don't have an issue with claudette being so dark, but at the same time i can understand why people miss her. its why despite her being my main i refuse to use p3 clothes and bought an outfit specifically for her so i could be less toxic

  • @Delfador said:

    What I don't understand is what the ######### we are supposed to do with that decreased terror radius in a chase? I just can't see any reason to use that perk.

    They really want to make these terror radius perks waste of a perk slot. Tinkerer, dark devotion, this new perk are all garbage imo.

    It might be overpowered if it worked outside of a chase with M&A (with full tokens, no terror radius for 24m tr killers, 8 meter for 32m tr killers)

    I think they can nerf the numbers a little bit and make it permanent and active outside of a chase.

    For an earned perk akin to stbfl I think that just having the tokens be permanent would be fine.

  • Can confirm, I deffinately want less clothing on my claudettes, Kate's and Jane's 🤔 and maybe a beach map.. with a blood red dawning sun to fit the game of course

  • @drekin7979 said:

    Hoffman was a bit of a unit. Wish he was in as he's the best Saw character in my opinion. Interesting point: In Saw IV, after Agent Kerry is found dead in the angel trap, Agent Strahm comments that Kerry weighed approximately 130 pounds while Amanda Young weighed only 107 pounds according to her previous arrest report and therefore couldn't have placed Kerry in the trap on her own (it was Hoffman who placed Kerry in the trap). So taking that in to account, in Dead by Daylight we have 107 pound Amanda hoisting up the likes of Jake and Jane over her shoulder, walking whilst holding them as they struggle, before launching them on to a meat hook! 😃

    Damn dude the entity mustard helped Amanda get them sweet gains 💪💪💪💪

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/61945/the-game-is-called-dead-by-daylight-right-so

    That's cool. Would make hiding around in dark places a little harder.

    But how would they handle indoors maps?

    Simply flag those maps to not have that effect (except within exit gates)

  • @Guertena said:

    there's one from the movie i'm in love

    My @Peanits is erect

  • Added artistic representation @KingB thought you might get a kick out of it

    @Peanits How do you feel about this leatherface change?

  • Why not have it as just a standalone option? as in you can select it before readying up in the match, makes all your addons perks and offerings voided and perhaps gives a bloodpoint/xp incentive for doing so

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/459199#Comment_459199

    Black-circle pop-ups are not audio.

    If i make someone's Madness increase a tier, i won't hear it, but i'll still see it, right?

    Yup! you'd just have to be alert enough to see them, and well if the alerts behind you, you likely won't know it goes off unless you happened to turn around

    and by black circle pop ups do you mean generators popping or window vaults? because imo you shouldn't hear the window vaults but the generators popping should stay

  • @Boss said:

    Well Wraith has "The Beast" - Soot.

    Hillbilly & Cannibal have Speed Limiter, though that Add-on is situationally stronger on Cannibal.

    Trapper has the no-damage Add-on.

    There's probably others i can't think of right now.

    I don't think we're in need of a Perk which does this.

    I mean, it would be difficult to add anyway.

    Have a Perk that makes the Terror Radius much bigger without benefits?

    Doctor is happy.

    Have a Perk that makes you have to deal an extra hit to down them, but doesn't make them have to heal another health state?

    Hillbilly doesn't care. (Mostly.)

    Have a Perk that doesn't allow you to equip Add-ons?

    Nurse doesn't care. (Mostly.)

    It's not easy making a Perk that can fulfill all roles.

    Well, not for me. Maybe it's easy for you, reader.

    I mean if you looked at my post, my perk would take away all survivor related audio. the only benefit would be having no terror radius (or an incredibly small one), and quieter weapon/power audio. meaning you'd have to visually find each survivor. no locker noises, no footsteps, no breathing moaning screaming nothing. i think that would be a good difficulty perk. You gain the ability to jumpscare and suprise survivors easier, but lose the ability to track and find them

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/459189#Comment_459189

    @Delfador

    Yh, while Freddy's idea is good on paper, it's bad on practice, but at least it's original and even fun. Bubba's power is just the nerfed version of Hillbilly's, it's not original and it's not fun...

    yeah man, thats exactly what i have been feeling. i want something original, yet on the same tier of fairness and viability that hillbilly has. i think bubba can fill that role and even be even somewhat more true to the movies by making him just a swirling bumbling death machine that bumps off walls rather then into them.

  • I'd say distressing is a good start. many people will like to dictate what perks to use but honestly doctor is incredibly flexible build wise, and distressing just outright buffs him no matter what

    ruins always good, unnerving presence (trapper perk) and coulrophobia (clown perk) can be good.

    iron maiden (legion perk) denies his one counter to his terror radius which is getting in lockers,

    try pairing any add-on "series" together, because most of their effects stack, the range add-ons are always good (electrode series) because having that extra shock range to deny unhooks, pallets, and vaults is always golden.

    try looking up brickys video on the doctor, coming from one doctor main to another (while it may not be the most up to date video) it goes hugely indepth on all of his addons and all the perks that are incredibly useful on him. monto is another good source for build ideas from impossible skillchecks doctor, to stealth doctor (yes you can actually turn doctor into a stealthy killer! etc etc

    if possible try getting into a custom game with friends, and practice using your shock to deny survivors using pallets and windows :) as well as learn how to swap inbetween treatment and punishment mode and when to fake it.

    try to start of every match by being in punishment and swapping to treatment when you believe survivors might be near, (unless using omega terror radius build, in which case just go treatment ;) )

    Hope i helped!

  • @theArashi said:

    I'm all for jumpscare killer perk.

    I have to use perks and addons for it.

    It's sad that many maps are too open for it to work...

    True, but even on open maps i think it would still be fun to have that aspect available

  • @NuclearBurrito said:

    Distressing

    thats not a difficulty perk. hell on some builds and killers it is even extremely good..?

    i mean i don't ever pull it off doctor, its incredibly good on legion, myers can have some fun with it and addons, and on anti heal coulrophobia builds its nasty

  • same here. the myth that ruin is required makes me sad.

    pop goes the weasel is infinitely better anyways

  • @Visionmaker said:

    That's not No Mither-style hard mode by any means. The benefits outweigh the risks.

    Here would be my take:

    Sadist:

    • All hits to injured survivors (including M2 powers) grant Deep Wounds status.
    • Killer noises and TR reduced by half.

    i actually think the risks are quite high. think about it - no footstep noises, no getting into or out of locker noises, no survivor breathing/injured noises, no screaming, no fall grunting etc, no notification noises (but they'd still appear) You lose essentially one of your best senses for locating survivors and have to purely rely on visual information (and i even said maybe decrease scratch mark length, so you'd more purely have to rely on just seeing survivors and their bloodstains) The trade off being that the survivors can't hear you coming, thats not really that strong a benefit since many perks would reveal the killer anyways, along with the fact that it would basically just force people to play against them like mirror myers (but if mirror myers was slightly better at chases and had no locator ability.)

    for fairness sake maybe the perk decreases terror radius by a set amount (like 26 metres) in order for there to still be a terror radius on some killers unless paired with monitor and abuse.

    i think the only killer this would be "mid tier with" is with a quiet billy, by essentially acting as a more powerful version of tinkerer, however it would limit his already shoddy ability to find survivors. hag might gain some use from it, posssibly but i don't see her being stronger with it

    all killers would still make footstep noises mind you.

    putting it on nurse would be useless, you'd hear her blinking toward you

    putting it on spirit would harm her unless using her ultra rare as you'd always hear her phasing (or never hear her phasing)

    huntress would be revealed by her humming and hatchet alert sounds still.

    pig would still have her warning noise

    myers... he's an odd one, he'd be able to stalk you and have a much easier time doing so. but at the same time he'd be still able to be looped and countered as normal, he'd just get to tier 3 easier (which alerts survivors mind you)

    wraith would still be revealed by the bing bong of his bell,

    trapper would still grunt,

    legions frenzy would still make their huffing and puffing

    etc etc. spine chill, premonition, alert, obj of obsession, etc etc would still outright reveal the killer no matter what. so i think its quite a balanced perk losing all survivor related hearing at the expense that they have no early warning that your coming

  • Honestly not a bad idea change. Might be a little strong (and synergize heavily with legion) I could deffinately see this put into the game. It has counter play (healing) and bonus effects are lost upon teammates dying. It would be an extremely good Early game perk provided you can injure many people, but drop off late game as survivors slowly drop off. You won't always get it to proc it's main effect (like dying light) but when you do it'll be oh so satisfying.

    My one suggestion is that when survivors die off the bonus effect isin't lost, instead it just simply doubles for 30-60s upon all alive survivors being injured (with the cooldown of course and excluding solo survivors.) This would mean it would continue to be useful with a 30% debuff when three are injured and one dead and a 20% debuff with two dead two injured etc


    I like it though ! Thumbs up! :D

  • @No_Cluie_Louis said:

    https://forum.deadbydaylight.com/en/discussion/comment/457684#Comment_457684

    But then wouldn't that mean it only counters certain killers, as it wouldn't affect nurse or billy (no one runs the mangled billy addon), and whoever else

    Hmm true. Though it could be made to instead negate the effect of healing through mangled? That way it effects all mangled related status effects while also making it so you don't have to wait for it to wear off.

  • @No_Cluie_Louis said:

    https://forum.deadbydaylight.com/en/discussion/comment/457663#Comment_457663

    The problem with passive ones, is the most common cause of the status affect mangled is sloppy butcher, which doesn't go away over time, it only goes when your healed

    So in that case it wouldn't apply 🙂 similarly to how hemmorage is also applied by the same perk until healed. It wouldn't counter sloppy but it would counter other things

  • @No_Cluie_Louis said:

    I actually quite like this idea, it would be nice to have some new items. Some of them are obviously a bit unbalanced, but the main concepts are great.

    EDIT: I would suggest that rather than addons being destroyed on use, you instead have the 'use' button to control the the usage of the amulet, so you actually have a chance of escaping with it. For example, the ultra rare exhaustion addon could allow you to click the 'use' button, and take a given number of seconds of the exhaustion timer, at a cost of charges. Similarly, you could click the use button to remove any status affect similarly. There could even be an animation to do it, in order to prevent people using it quickly mid chase to remove exhaustion

    True true! I was thinking the only ones that auto work are the low tier ones, being sort of a "passive set" but being able to control the higher tier ones and having an activation time would make them more balanced :)

  • Potentially losing an item to Frank's already makes it strong enough an item denial perk. Instead buff the under used perk overwhelming presence to inflict it's debuffs similar to leader (still effects you for 10-15s out of the killers terror radius) while increasing the rate it consumes items by at least 25%. You already have essentially half an item with overwhelming presence. Make it actually effect survivors more often/ for longer and there's your item denial in a nutshell.

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