Mister_xD
Mister_xD
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- Mister_xD
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Comments
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he should just start with all his traps in hand and have 10 by default.
maybe add a logwood dye to his basekit.
there you go, he saves massive amounts of time in the early game and also can spread his setup over the map a lot better.
i dont know where this locker idea came from, but i personally dislike it. on some maps, lockers are ridiculously hard to get to, which would cripple him. also, by adding a locker opening, trap grabbing and then locker closing animation to him, that would take a lot more time than just picking it up - i mean, with the locker idea he'd also have to walk to a certain spot on the map to get his traps.
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this forum can be used to make suggestions to the devs.
mods and devs read all the threats, and if there is a good suggestion in one of them, they will share it with the design team, that then decides if / how they could implement that.
of course the devs can not make all suggestions become reality, in fact, most of them will not make it into the game, yet some do - even if that is in a changed way.
mainly this forum is used to give feedback over the game, which the devs do consider when making changes. good examples for that would be the Clown or Spirit buffs, when they hit the live servers.
feedback is always appreciated, so if you have good suggestions to make, post them here. its not guaranteed that they make it into the game, but who knows, some might.
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add it to Small Game.
i would not like to see this additional info being given out to everyone for free.
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i'll miss his Block (especially the Z Block) Add Ons...
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is she in one of the cars? O.o
i cant see her! D:
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freddy got released, i was hyped, i immediately P3ed him.
ffs all those lost BP...
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unfortunally, many survivors do not know how to counter a camper.
its easy af! do gens and escape, but apparently thats too complicated...
i always get sad when im the only one doing gens in the entire team, just because they all crouch around a camped survivor / the killer dares to have ruin (which they also dont find, they usually run around the map for minutes, not getting anything done .-.)
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ive had the last cathegory not too long ago in form of an SWF group xD
so basically, im currently trying to learn Huntress (im not really good at her) and i played her for that round. on top of that, i really didnt tryhard that game (let survivors alone, even though they were easier prey, switching targets all the time, not really playing with any real tactic, just having fun (ive had a nodding contest with a guy on the ground xD)) in the end, they managed to escape. i said "gg" and they immediately answered "EEEZ GAME" and such. when i aked them if thats what i get for playing nicely, they continued to spam "EZ" until i just quit the lobby.
next time i see them, i will go tryhard billy! (and i told them so, which kinda shut them up xD)
those guys are the cancer of this community ;-;
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do they have to be orange?
or can we also have like a blue one? :3
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we can nerf nurse, sure.
AS SOON AS THEY MAKE OTHER KILLERS VIABLE!
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i do not think killers need an overall buff. they are mostly fine, BUT some killers need personal buffs. killers like Leatherface, Trapper, Legion, etc.
imo killers in general are in a good spot with secondary objectives, that increase the time of a trial.
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@NMCKE said:
Just to be clear, I don't want to nerf No One Escapes Death, I just want it to activate differently, and have a more fun mechanic (while staying a strong perk). I'm saying this because I don't want people assuming I'm wanting a nerf - I just want what's best for the game just like everyone else here. I feel like No One Escapes Death is an unhealthy perk for the game overall, and it needs a rework.
I know the developers have a bad history with reworking stuff such as The Legion, but if they took my rework idea, No One Escapes Death will be a great perk in my opinion.Also, there could be perks in later chapters that create Hex totems during the Trial.
oh, i havent viewed your rework idea as a nerf to the perk at all. (otherwise i would have just said "cleanse totems" and left)
honestly, your idea is a huge buff to the perk! i mean, when having a 120 second countdown ticking down to the survivors doom and then locking them in for 90 seconds, thats like a guaranteed kill! if you happen to hit a survivor 30 seconds into the collapse, they are dead. literally. on top of that, the perk is not removable and has a fairly simple activation condition.
that is one hell of a strong NOED.
my main issue with that rework would just be, that it would kill any reason for dull totems to exist in the first place. like i said before, the devs could also just remove dull totems from the game and only add hex totems (which would actually make them harder to find, now that i think about it...) if a killer uses hex perks.
imo we need something that puts the focus on those totems, which is exactly what NOED does.
on top of that, your idea is like a 180° turn for that perk. i cant recall the devs ever completely deleting a perk's effects and then add completely different ones to it. perks usually keep the main effect, it just changes how the effect activates / plays out. NOED has always had this exposed effect, they just changed how it activates. it went from a permanent endgame perk to a 120 second countdown to a Hex perk. your idea would not only remove that effect, it would also remove the totem aspect and add something entirely different, which is why i said it should be its own perk (or, now that i think about it, it should be a bloodwarden rework. that would fit even better!)
i hope i made this more understandable with this post.
i really dont dislike your idea, i just think it isnt fitting for NOED, honestly.
have a nice day! :D
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@MySpaceBarsBroken said:
https://forum.deadbydaylight.com/en/discussion/comment/589721#Comment_589721
You just said you werent going to answer with anymore comments. Now here you are.
Can I take it that you'll continue to go back on your word and contradict everything you say? Or is it just this one time. Can you clarify that much?
since i asked you to point out the scenes where i "insulted" you, this is a different topic. i basically asked you to do sthg for me, so i could give you a reasonable explanation to why i said this, which i did. unless you bring up any more "insulting" posts of mine, i will not be answering any of your replies, unless you bring up a valid argument to why you think noed is op and also not worth cleansing.
the other one was literally just because i had to laugh so hard when reading it xD
dont worry, wont happen again <3
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@MySpaceBarsBroken said:
https://forum.deadbydaylight.com/en/discussion/comment/589617#Comment_589617
This is where you began being disrespectful with your presumptuous TLDR for my post. Which was unprovoked because i was not undermining of your comments before this. I'm starting to think you just like hearing yourself talk
but isnt that basically what you just said?
in your first comment you said the perk would require immediate nerfs.
but when i said you should cleanse the totems, you said it wouldnt be worth it.
with other words, you were saying that you didnt want to cleanse the totems, but also dont want to be hit by an exposed status effect.
thats all i pointed out.
EDIT: @MySpaceBarsBroken (so you get the notification)
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okay, this was so hilarious i just needed to react LOL
first of all, you can NOT delete posts on this forum!
secondly, when editing a post, there is a big red message beneath said post, telling every user on the forum THAT the post has been edited and WHEN exactly that happened. (if for some reason that doesnt show up, there is also a little timer in the top right corner of the post telling you when the post has been posted. if it has been edited, that will also be shown. it looks like this: "11:46PM edited 11:47PM")
so i neigther removed posts, nor did i edit them xD
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okay, let me explain this to you:
the term "gen rush" is used by players when the survivors get a big amount of generators done within very little time. this leaves the killer with little to no chance to actually win the game anymore, especially when following the "survivors rulebook for killers" (no tunneling, no camping, no NOED, etc).
when complaining about "genrushing", killers usually do not complain about the survivors. we all got it, survivors have this one objective and therefore need to do it to win - thats fine. what we complain about is the time that is required to fullfill said objective. this complaints do not go against the survivors, but rather the devs.
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@MySpaceBarsBroken said:
https://forum.deadbydaylight.com/en/discussion/comment/589668#Comment_589668
I'm just trying to follow your structure in commenting. You start by attacking the user personally, then go into your biased views that are all dependent on strawman fallacy logic. I'd rather you keep it short so I dont have to read that much nonsense lol
LOL
would you be so kind to point out the part in my posts where i started insulting you?
cause i cant find any xD
in fact: the one starting the insults were you.
now excuse me please, but i think there are better ways to spend my time that having this nonsense "debate" with you.
this leads nowhere. give me a good reason to why NOED is "not worth the time cleansing" but also "has too good effects and should be nerfed" - which was the double standart you brought up yourself btw - and we can continue the debate. dont do so and please dont expect me to answer to your posts anymore.
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for the clown i would highly recommend perks that slow down the game or that help you find survivors, since he really lacks in both of those aspects.
my personal setup for him is: BBQ&Chili, Save The Best For Last, Brutal Strength, Pop Goes The Weasel - i personally dont find myself having a hard time finding survivors, so i went for perks that increase my speed in chases, since clown can make survivors slower and therefore catch up even quicker to them.
for add ons i would recommend you using the exhaustion add on, since it really gives you an advantage over them if you get the first strike with the gas.
in general you shouldnt try to snipe survivors with the bottles, but instead cut off their path. throw it in loops and they eigther try to avoid the gas, therefore moving into a spot with bad positioning or they will be unable to loop as much as they would do with other killers.
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@MySpaceBarsBroken said:
https://forum.deadbydaylight.com/en/discussion/comment/589617#Comment_589617
TLDR "I clearly only play killer and I run noed every game! I want my kills to continue to be spoonfed to me! Noed is fair🤓"
At minimum, the speed increase needs to be removed. There should be an immediate notification for all survivors that the killer has noed. And there should be a timer on how long it lasts, similar to haunted ground.
guess i struck a nerve there, didnt i?
the fact that you just immediately skipped to insults rather than argumentation only shows that you have no counter argument to mine and know im saying the truth.
you came up with that doublestandart, not me. i just happened to point it out.
and here are a few fun facts about me:
yes, i am a killer main. but thats not because i think killer is easier or anything like that, its just that i enjoy the gameplay a lot more. i do play survivor from time to time.
funnily enough, even though i always defend the perk, i never use it on the killers i leveled - who have alterantives. thats partly because i dont wanna get ######### on by every survivor out there, but mostly because i believe there are better alternatives to the perk, e.g. Bloodwarden. NOED imo is a meh tier perk (which is also why i keep defending it - ITS NOT THAT STRONG!)
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i think the only reason to why he does not have a cooldown (clarification: a legion like cooldown) on his power is, that he got released way before they started creating killers with cooldown abilities.
however, the chainsaw does actually have a short cooldown. if he happens to miss his attack, he will be put into a short time periode where he can not interact with anything and has a reduced movement speed, until the chainsaw recharges (there is a sound clue that tells him the chainsaw is ready again)
adding a cooldows to his power similar to legions or ghostfaces power would probaply kill him. he would certainly not be able to hold his top tier position, leave alone the position as 2nd best killer in the game.
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@MySpaceBarsBroken said:
https://forum.deadbydaylight.com/en/discussion/comment/589592#Comment_589592
This doesnt balance it, since finding all 5 totems by yourself isnt plausible on half the maps and the time wasted looking for them is far beyond a reasonable time to counter the perk.
TL;DR: "i do not want to cleanse totems, but i also do not want to get punished for not doing it!"
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/589592#Comment_589592
I don't like how we are using perks to create a secondary objective, which means I want an actual objective. I think I'm speaking for every here because you shouldn't be forced to run Ruin and NOED to slow the game down just a little bit. :(
oh belive me, we both want that secondary objective.
however, by taking away the totem aspect of NOED, you would literally take away any reason for dull totems to exist in the first place. the devs could also just go ahead and remove all totems from the map and only add one if a Hex perk requires one to spawn.
and you better dont tell monto this, but you actually dont need those perks to slow the game down just a lil bit! but psssst! 🤫
NOED currently gives dull totems a reason to exist in the first place and punishes survivors hard for misplays, which is what i personally really like about it.
its a gamble on both sides: the killer says that survivors will not cleanse the totems and therefore his reward (if he was right) is NOED in the end and survivors gamble any time they see a totem weather the killer has NOED or not. if they cleanse it and the killer had no NOED, thats 20 seconds of wasted time (per totem), if they dont cleanse it and the killer has NOED, they get struck by an exposed effect when they were so close to escaping. however, they also get rewarded if they gamble right, by eigther getting to genrush faster or by forcing the killer to play with 3 perks.
like i said, that system could be better, but it works decently right now.
TL;DR: i am mostly happy with the perk as is. its okay if you disagree, but i doubt i'll change my mind about it anytime soon. imo the game needs something that puts the already existing secondary objective into focus and gives dull totems a reason to exist.
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@MySpaceBarsBroken said:
The Factual Truth:
Noed is single handedly the strongest killer perk by far.
Noed is currently a huge crutch for killers (you can easily get a 4k with the game starting with the gates powered.)
The perk itself is overpowered, and needs a massive rework/nerf. Sooner rather than later since its crippling the game.
It involves an incredibly low amount of skill and takes away from the fun, and the integrity of the game suffers.
@MySpaceBarsBroken aaand you completely forgot to mention the part where survivors can prevent it from activating by simply cleansing some totems ^^
dont worry, i gotcha. we dont wanna forget anything here, do we? :D
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honestly, that should be its own perk.
NOED serves as a punishment for survivors who ignore their secondary objective and it really should stay that way.
we need something to make dull totems worth cleansing and therefore getting the focus off of gens, and NOED certaintly does that.
i like the current NOED, it could be better, but i like it.
the one thing that really NEEDS to stay imo is the totem aspect - we can discuss the rest, but the punishment for failing at the secondary objective for survivors should really stay.
i made my own idea of how i personally think NOED could be changed in a different post, ill leave the link to the full thing down below, but the basic idea is that NOED lights up all totems and allows immediate kills (like a tombstone), but therefore breaks a totem for each survivor killed.
link to the discussion (comment is on page 4): https://forum.deadbydaylight.com/en/discussion/76413/people-that-complain-about-noed-myself-included-how-would-you-change-it/p4
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you underestimate Trapsy.
i mean... he can literally wipe out the entire team at once.
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i LOVED the old animation.
the new one really doesnt look good :(
they can keep it for Iridescent Stone, but the base animation should really be the old one.
actually, when it was first introduced in the PTB, many actually thought it was just a placeholder xD we were wrong :(
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i rarely buy skins, unless i REALLY like them.
the only skins i've purchased with money by now are:
Hallowed Blight skins (Doc, Wraith)
MacMillian Miner (Trapper)
Pig Leather (Pig)
i feel like with lower prices i would buy them more often... :(
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no pay2win please
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i would move plague down to D tier and raise Trapper and Doc to C tier.
other than that, i mostly agree with it :3
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@Dr_Trauts said:
https://forum.deadbydaylight.com/en/discussion/comment/586733#Comment_586733
they did, it was called BBQ and chilli.
But survivors got it nerfed.
and with that nerf, encouraged camping.
its funny how things turn out, isnt it?
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here is my idea:
REWARD KILLERS FOR NOT CAMPING
thanks.
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does it have a cooldown?
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we need more #TrapperLove in here.
TRAPSY DESERVES THIS RANK, LEAVE HIM ALONE! D:
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honestly, i personally wouldnt like that.
it would be literally impossible to get all your killers to rank 1 in one season. also, if you have a personal ranking system, that would mean that you as a rank 1 killer would have 15 "smurf" killers that can be used to stomp low rank survivors, which would be no fun at all to play against - for both.
if you wish to learn a new killer i would recommend you to wait for the monthly rank reset. you can always start a new killer once the game resets you to green ranks and then see how far you can get with that killer during this season.
you can also try to depip as killer (just go in a game and watch some youtube videos while the survivors win and leave) and then start with the new killer once you hit lower ranks.
i personally just go for it and see how it works out! at one point you will stop depiping, which is the current rank you belong to with this killer. just get BP and start leveling some characters while you lose. you also learn how good survivors counter your killer, which can help you ranking up later on!
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@Nea_Death_Experience said:
https://forum.deadbydaylight.com/en/discussion/comment/583487#Comment_583487
i did not say take away noed. I love noed. I cleanse totems. I think all killers should run it. Doesn't phase me. Just make it so killers cant use noed to climb that is all this is about.
oh... im sorry, apparently i misunderstood something in your original post...
i thought you ment to change NOED in a way that i charges up hits over the game when the killer is attacking the rescuer after a unhook (or sthg similar to this), which would ofc take away the totem effect the perk currently has.
i read it again and i think you just ment to decrease the BP and/or Emblem gain you would get for using NOED / attacking the unhooked guy to make it harder for killers that use said strategy (NOED / tunneling) to rank up - or rather who rely on this.
welp, a little misunderstanding on my part, i apologize xD
i still like the idea though! :D
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since its running on a timer that will forcefully end it, it is not taking the game hostage.
its rather just a douchebag move from the killer.
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very interesting idea. i dont dislike it, but there is a simple problem i have with it:without the current NOED, there would be no punishment for survivors not doing the secondary objective. with other words, survivors could always ignore dull totems without having to fear any consequences and therefore focus gens, leading to an easy genrush with no counters.by taking away that aspect of NOED, we'd need to get something new to give dull totems a meaning in the game.scratch that, i misread something.
xD
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i guess because the cosmetic comes with its own sound effects?
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wanna know why?
survivors hold the power role in this game, so any post asking for bigger survivor buffs would obviously break the balance in high ranks even more, therefore not many will approve the idea.
if its a good idea with counterplay - that is balanced for both sides - i doubt it would get lots of hate from everyone. of course those ideas would also have something good for killers in them, since that is how balance works.
the only reason why we have seen so many killer buffs (and killer buffs only) in the last time was, because the game was heavily unbalanced. Survivors had received multiple buffs over the last years while killers have not seen any, so it was their turn.
right now the balance is okay. we do not need uffs for one side only. if we get that, it could break the balance easily - especially if we're talking about survivor buffs since, like i said before, they already hold the power role. killer only buffs therefore dont hold that weight, since killers are not holding said power role.
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im sorry, but i really dont think exhaustion perks need any buffs.
they are already the strongest perks survivors have, letting them use them more often during a chase would do nothing good to the games overall health.
also, this would only really buff toxic behavior...
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go to the options.
then change the struggle key from "spacebar" to "mousewheel down"
there you go.
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honestly, i dont think we need buffs for killer right now.
what we need first is the devs finally fixing objective times and map reworks.
oh, and the emblem system needs some reworks (e.g. a "cought" score event for the chaser emblem that counts grabs or a "trapped" score event for the chaser emblem for trapper specifically)
i dont think killers need an overall buff, rather fixes at some points (e.g. trap hitboxes).
the only killers i see actually needing a real buff right now would be Bubba and Legion.
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it got lost somerhwere in this mess of loops and second chances... bullying the killer has taken its place since then :(
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in a chase, his ability is great.
sadly, you dont get anything else out of it.
he is lacking map pressure and tracking ability.
those make him "weak".. :(
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Trapper.
you think you can run away?
oh boi... irl a beartrap will do A LOT more damage than in this game xD
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is this a hidden "BBQ and Nurses are OP" post?
seriously?
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i'd recommend A Nurses Calling first, since its a great utility perk for nearly all killers. secondly id say go for Monitor & Abuse, its also great - especially on Myers.
Brutal Strength is not a perk i would recommend you to get, since i believe there are way better anti pallet perks out there like spirit Fury and Enduring.
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BuT I NeEd To GeT My FrEe EsCaPeS
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o/
play sthg else for some time and you'll find yourself wanting to play this game again.
thats what happened to me (twice) ^^
till then!
have a good one
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@NuclearBurrito i do agree that 7 heals without being downed is quite a lot, but still... if you heal one grounded survivor tats immediately 2 tokens for you - combined with lightweight thats minus 5 seconds of scratchmarks, which is a lot.
now, since you mentioned DH, that perks also has 2 drawbacks. or better, one condition you need to fullfill and one drawback. the condition would be that you need to be 24m away from the hook, while the drawback would be that it can be destroyed, removing all of its current effects.
imo your perk kinda lack said drawback, since -1 token for going down is really not much.
if you were to change it to "only works outside of a chase", i would be 100% for it, its just that on maps like lerys, having literally no scratchmarks can be immensly strong and can immediately throw the killer off of your trail, allowing you to have quite a lot of easy escapes inside of jungle gyms or on said maps.
so yeah, outside of chases as a stealth perk i would love it! but during chases it could be a little too strong...