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Mister_xD

Mister_xD

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Mister_xD
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  • i really like the idea!

    but doesnt the 3 token part seem a lot like a Calm + Discipline Doc?

  • when did you apply the trap onto his head?

    if you placed the trap after the last generator has been completed, sadly it wont activate anymore, allowing him to escape with it.


    if it was ticking down, i have no idea what happened there, since Deadhard should not save you from getting killed by the RBT...

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/556654#Comment_556654

    Noed also serves as a reward for killers who screwed up their primary AND secondary objective.

    @PickCollins

    NOED serves as a gamble the killer does in which he eigther gets a powerup when he is about to lose or has to play the entire game with only 3 perk slots.

    and no matter what you say, it primarily serves as a punishment for survivors who screwed up their secondary objective. AFTER they screwed up, the killer gets his second chance.

  • @PickCollins

    ill make it quick:

    NOED serves as a punishment for Survivors who screwed up their secondary objective.

    it can be destroyed without even activating, which is enough of a downside for this mediocre perk. it is NOT the equivalent to old DS, since it HAS quite a lot of counterplay, which has not been the case with old DS.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/556638#Comment_556638

    @Mister_xD

    I would've gotten so mad. Just imagine how much BP you could've gotten! :(

    @NMCKE

    worst part is, that i watched the 2x BP event run out while in my next lobby queue xD

  • we really do not need a NOED nerf, thanks.

  • grafik.png

    that was 4 minutes before the 2x BP event finished.

    and one of the Survivors DCed during the loadingscreen ;-;

  • viable? - yes.

    top tier killer? - no.

  • its a long story which involves the old DS and toxicity.

    i think this sums it up pretty well:

    0enbgu6oowre.jpeg


  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/550519#Comment_550519

    Evil ;)

    Personally I think Thanataphobia should be 5% instead of 4%.

    With everyone injured that's a 20% slowdown per survivor which is... not that much

    If all 4 survivors are injured for the entire game then that's 120% slowdown. Which is great of course, but compared to Ruin and PGTW doesn't actually amount to that much.

    That being said Thanataphobia does have the very important effect of slowing down actions besides Repairing. Which is why I want 5% instead of 6%. 24% slowdown for gens is fair but 24% slowdown on everything? A bit much I think.

    i just want it to count for dead survivors aswell..

    is that so much to ask for, devs? Dx

  • im gonna equip sloppy over both of them though..

    i mean, they eigther take really long to heal OR they stay oneshotable the entire game, greatly shortening my chases.

    ruin is way too easily found and destroyed and PGTW is situational, but can easily help you defend that 90% gen...

  • if they would change the way hooks work on that map (lets say when a hook spawns downstairs it also spawns upstairs at the same place or maybe one hook per room - including the exit area) id be happy with it.

  • i havent heard of any wiggle time increases...

    but your assumption that it was designed to not let survivors get off the killers shoulder is correct. in fact the whole point of wiggeling is to restrict the killers possibility to select the hook you will end up on and to not have you basemented every single time.

    if there were spots on the map where survivors could just wiggle off of the killers shoulder, guess where every single survivor would go down? if they can reach it, exactly that place (looking at you, gideon meatplant). this would only encourage slugging, which is a lot more unfun for the survivors than just being hooked and killed.

    TL;DR: i know nothing of wiggle time increases, but wiggeling is also not ment to free you from the killer, but restrict their movement.

  • Wiggeling is not ment to free you.

    the whole point of being able to wiggle is to restrict the killers ability to choose the hook he puts you on, so you dont end up in the basement 24/7.

    in Hooks Comment by Mister_xD
  • i think you can.. but wouldnt that just reveal your location to him and allowing him to grab you out of it?

    (killerinstinct =/= aura reading, so it reveals you when inside a locker)

  • so he's not a tornado anymore?

    i cant complain ^^

  • here is my rule:

    4° dont give a ######### about the first 3 rules and play the game the way you want to play it. if your succesfull, it worked, if your not succesfull, you might want to change your strategy.


    now, regarding the first 3 rules:

    1) camping: i agree that its not necessary to do so, but being within a 32m range to the hook (base TR size) is not camping. camping is when you stay very close to the hook with the intention to not let the survivor escape.

    2) tunneling: as sad as this may be, this is literally an requirement for any low - mid tier killer to stand a chance in high ranks. dont tunnel and get genrushed. yes, you may have 3 ppl on their deathhook and kill one of them when the gates are powered, but that does not reward yo uwith the needed emblems to win.

    3) yeah, because its my fault this dude can not accept a defeat. i can agree on giving the last one the hatch, if the game was fun, but just allowing them to do a gen? no.


    do me a favor and dont try to tell players how to play this game. you can do whatever you want, some things pay off and some do not. if you want to play with that rule set, no problem. but dont tell others they have to play with it when they want to be a "good killer". thanks.

  • pallets that are reffered to as "god pallets" are ones with no mindgame potential from the killers side. pallets a killer has to break in order to progress the chase, since they can not mindgame around them or bloodlust the survivor - its 100% safe to use.

    such pallets can be found in multiple places, yet the shack pallet is the most well known. other instances where a god pallet can be found would be the cow tree on the farm, or almost every pallet on the game (SAW map), especially the 4 pallets placed around the basement and the ones behind stair cases. (there are more, like the preschool basement pallets, but i wont list them all)

    such pallets are the strongest looping tool survivors have, which leads to them being very careful to when they want to drop it, some survivors even let themselves get hit to avoid dropping a god pallet and instead loop the killer on it.

    "wasting a god pallet" is when you drop it too early in a chase, for example if you could have easily run to the shack window, but decided to camp the pallet and stun the killer with it, without using the loops it provides you with. also, many call it a "waste", when the pallet gets dropped early in the game and then gets destroyed, since the survivor should have gone for one of the many other pallets that are still up at that point.

  • why would you run the perk in the first place?

    if you want the games to end even faster than they already do, you might aswell not play at all. whats the point in queueing up for games when they are over within the next 5 minutes?

    just to ruin a killers fun?

    to tryhard and get the redranks easily? (which wont work, since that requires the game to actually go on for a certain amount of time, so you basically get punished for genrushing with wake up)

    i mean, you dont get many points, the round is so short that i doubt anyone had a lot of fun (especially the killer. boi i can tell you its massive amounts of fun when you check your first gen and they already completed another) and you also dont really get any good emblems, besides maybe unbroken and lightbringer.

    so if you know its bugged, why abuse it?

    i can really not see any reason to do so, other than to try ruining someones (the killers) fun.

  • the problem is, that there will pe players that will not play the actual game, but just farm in KYF matches with their friends until they maxed everything out.

    even at a reduced rate, 5 bloody party streamers and they will make a LOT of points.

    to prevent such farming games, this mode does not reward you with points.

  • think rewards, not punishment.


    or do gens.

    ez counter.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/547634#Comment_547634

    Most survivors refuse to counter NOED, so it goes from "gamble" to "damn near metaphysical certainty".

    It's like camping. You know you're taking a gamble that survivors will make their way to the hook, but then you also know they'll do it in the vast majority of cases.

    thats true xD

  • there is no rule that forbids you to play with NOED. if you want to do so, do it.

    dont listen to the crybabies that try to tell you that "NOED is an OP crutch perk for babie killers", and play the game the way you want to play it!


    if you wanna hear my opinion on weather you should run NOED or not, i would not recommend the perk.

    its not because its "OP" or "unfun" or anything like that, but because i believe there are many better alternatives out there. NOED is simply too much reliant on the survivors - and if they cleanse totems you basically play the entire game with only 3 perks. if you want to run a good endgame perk, id recomment Bloodwarden. Survivors dont hate you for it, its relatively easy to use and its very effective. or run both, if you like to see the world burn! >:D

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/547631#Comment_547631

    People who use NOED often don't get to all gens being done either, and they do it with three perks. ;)

    yeah, NOED is like a gamble you take. you play with a handicap, but therefore have the chance of a big power up when you're about to fail.

    the whole "chance" part is why i dislike the perk though. you basically give yourself a handicap but there is no guaranteed power up in the end... and if there is one, it can easily be removed.

    id rather have a consistent perk that will stay with me the whole game than a perk that is reliant on luck and can be removed (yes, i generally dont run Hex perks)

  • why cleanse totems and use the implemented counter play if i can also go on the forums and cry about NOED being "OP", so the devs take care of it for me?


    by the way, i WOULD agree with them IF NOED had no counterplay. but it has. a lot.

    so if you have problems with NOED:

    1. cleanse 5 totems before the last gen is done
    2. remember the totem locations and search for the burning totem once the last gen is done
    3. cleanse totems that are hidden well and leave the ones at the gates / the one next to the gen your currently repairing, if its the last gen. then search for the burning one.
    4. open the gate and leave
    5. be stealthy in the end game
    6. be decent at looping with windows (cuz pallets are mostly used up) and stall the killer while your team gets the totem done / the door open.
    7. dont be overaltruistic (important!)


  • @redsopine01 said:

    https://forum.deadbydaylight.com/en/discussion/comment/544490#Comment_544490

    I was ghostface somone locker jumped gets slugged taking to basement another makes noise hook grab out of the locker hook rush save slug hit slug 3 hooks 2 suicide last goes for save slugged both

    seems like 110% your misplay there. LUL

    i dont see where the survivors could have screwed up there at all xD


    i would like to see something implemented for the Emblem System that counts your kills and prevents you from depiping with a 3k and from not piping with a 4k.

    would be SO MUCH BETTER that way... but nah, why reward killers for dominating the game, am i right?

  • QAOOSCQFYMVO.png

    have a fun time with Civilization V! :D

  • @Jdsgames said:

    This would work for lower-tier killers. However, this would make higher tier killers extremely overpowered. They need to make all killers roughly in the power range of Huntress before you can balance out the survivor objective. Right now due to the extremely wide power spread it would be impossible to implement a mechanic that didn't heavily make certain killers impossible to play against.

    and yet, they are doing exactly that.

    secondary objectives are about to come to this game, weather you like it or not.

    they already tested out possibilities for secondary objectives and how they affect the game. the Hallowed Blight Event itself was a test run for such possible secondary objectives, and so was the Luna New Year Event.

    what exactly its going to be is unknown, but it sure enough will stall the game out.

  • no. you won too fast, you depip!

    what do you complain about? its clearly your mistake that they decide to hookrush LF! they all 4 stepped into a Beartrap and you wipe out the enitre team asap? you screwed up, obviously. you clearly deserve to depip for a 4k!


    (for anyone who has not been able to tell this was sarcasm: THIS IS SARCASM!)

  • new killer = OP killer.

    thats how this works. give them some time to find out that GF still gets looped and genrushed easily and they will stop complaining and recognize him as the mid-tier killer he is.

  • @MegsAreEvil said:

    NOED shouldnt exist as a reward for doing nothing. Thats the point why killers always complain about new survivors perk to get them trashed (like MoM or DS). Double standards on high level.

    NOED has PLENTY of counterplay.

    DS or MoM hadnt. so they needed to be changed.

    thats how easy it is.

    @MegsAreEvil

  • cough Trapper cough


    restricting their Trap areas even more would be extremely dumb though...

  • pre nerf Freddy?

    okay... lets see if i remember all of this correctly (feel free to correct me if i did a mistake)

    his Terror Radius was 16m instead of 24m

    he did not get a slowdown after pulling someone into the dream

    he could perform actions a lot faster after pulling someone into the dream than now (they extended the animation)

    he was fully visible during the dream transition phase.


    i think that was it?

    its been such a long time, im sure i forgot something... again: feel free to correct me / add things if you remembered somethingn else.

  • another one of these...

    let the Doc give you some advice for dealing with NOED:

    9euzaavexidx.jpg

    that should solve all your NOED problems :)

  • uh...

    now that you mention it... im gonna look for it next time i spawn there xD

  • yeah, she is too strong.

    that is where everyone can agree with you.

    but she is also the only killer that actually has the power to call herself "killer". her presence is the scariest thing in the entire game, because you know once she finds you, you are dead. thats honestly how it should be with all killers, yet the trend drifted off to "ha lul you cant even touch me, your not scary!"...

    stealth is pretty much the only way to win against a good nurse. yet, thats also very hard, since the nurse can equip perks that help her get rid of that weakness (not completley, but stuff like BBQ or discordance can really help her out). in a chase, your going down, unless you somehow managed to trick her and sneak away .

    there is also the problem, that you cant really nerf her without completely breaking her. she is already extremely hard to master, so making her even harder will probaply not affect the really good nurses that much, but actually the babie nurses who themselves are already getting bullied enough.

    if you ask me, she is okay the way she is right now, as long as the game stays the way it is. however, when the game changes to the killer's favour, then nurse needs adjustments.

  • @Jed_Olsen said:

    Or you could just y'know leave the hook and check gens or something like that. People who camp and tunnel only do so to cause grief nothing else, its not a tactic or a play style its just a straight up dick move

    @Jed_Olsen yet you dont stand a chance on high ranks without tunneling the first guy to death.

    not if your not playing Spirit, Billy or Nurse that is.

    believe me, i tried. i could not get past rank 4 when playing nicely.

  • The Trapper: because you can start mindgaming and predicting them even before the chase started and he really pays off when you did it correctly. its also such a rewarding fealing when you trap someone...

    The Doctor: because he is a really fun killer to play and i think his power is very unique and fun to use. i especially like timing those shocks right and then denying them the ability to drop a pallet.

    The Hillbilly: because i need someone to play in high ranks..

  • @DudeDelicious yet it makes the game a lot less stressfull and takes some tension away from you, allows you to do mistakes once or twice.

    i agree, its not an requirement (i dont run ruin neigther), but not doing so is like playing hard mode.

  • @brokedownpalace said:

    It's not.

    i literally place 3 traps as Trapper and they did a gen. and that scenario happened more than once. a lot more.

    i try slowing the game down with Sloppy Butcher, but holy ######### the genrush is real...

  • @Paladin_Goo said:

    https://forum.deadbydaylight.com/en/discussion/comment/539223#Comment_539223

    Same could be said for Shelter Woods, which is extremely killer sided, though. Like any game, people will have their maps they perform better on. That's just how it works. I'm not saying Haddonfield is perfect, cause it totally needs a rework, but it's not under any circumstance unmanageable. I just 4k'd on their as Billy not 10 minutes ago.

    a 4k on that map is the result of the survivors screwing up. that wont happen with decent survivors, unless they get really overconfident at one point, resulting in the teams ultimate downfall. that is not how majority of the haddonfield games go and we both know that.

    also, imagine the round with a wraith or clown. would you still have been able to get that 4k?

    also also, there is a difference between "people performing better on a certain map" and "people getting hard carried by the unfair map design".

    and did you hear from the shelter woods "fix"? they "slightly increased the amount of pallets" on the map, so you now have one every 15 meters. yes, the map used to be the most killersided map in the game, but if you can manage pallets you can buy a LOT of time for your team without going down on it.

  • agreed. i fcking hate that map more than anything. i play perfectly and still only walk away with a kill or two, just because the map is so extremely survivor sided.

    also @Paladin_Goo Trapper might sound strong on that map on paper, but in reality you get easily destroyed. there is just too much you'd need to cover with your traps than you even have traps - 6 traps is not enough at all. thats enough to shut down the myers house efficiently, but if you try to play world wide trapper (placing your traps in different areas) the chances of them actually walking the one path you shut down are simply too slim. there are too many ways around your trap locations. and without traps you get easily looped to death. all they need to do is stay outside the house / houses you shut down and loop you on a different location. his basement play on the map is good though (which is why i said shut down the myers house (which needs at least 3 traps, that also are not guaranteed to catch someone))

  • for instaheals i think it would be better if they worked a bit like BNP. you go to a survivor, activate the item and you get a skillcheck. hitting the skillcheck will use the instaheal like its working rn, missing it results in the loss of your add on / the healing progress (whatever is more balanced).

    just something that prevents survivors from running up to their downed friend and onetap them, while the killer is still in the hit animation.


    mories, if you ask me, are fine. you need to hook a survivor before being able to apply the mori, which allows everyone to have a second chance. there has been a time where that has not been the case, during which mories were definitely overpowered, but that is long gone. they are ultra rare (at least the one that actually matters) and with the current gen times i do not think we need to restrict them any more, otherwise that could easily kill them (like the good old "only allow a mori when you hooked a survivor twice". i especially do not like that, since we're talking about an ultra rare offering that would do nothing but add a different animation for a survivors 3rd hook. that could also just be in a killers basekit at that point. mories would have no impact on the game anymore) and honestly: how many times do ppl actually face against an ebony mori? when i play survivor i rarely see those pop up...

  • @AStupidMonkeyy thats a trophy. trophies are ment to be challenges you need to go through to achieve a reward in form of said trophy. that does not mean that his entire playstyle is ment to be used that way.

    its the same as with the adept achievements. you CAN play killers / survivors with only their 3 teachables, but that does not mean that you HAVE to play them that way. its the same for GF: you CAN go in for the grab, but you can also stalk them. doing what a trophy wants you to do usually comes with a disadvantage for you, which is why you get rewarded for doing it. in GF's case that disadvantage would be that they can dodge the grab attempt when they notice the sound and start running.

  • the range of those sounds is 8m. outside that survivors wont hear the warning.

    i think this is ment to stop you from just going up to them, grabbing them off the generator instead of stalking and inflicting the exposed status effect on them.


    i do not think you are ment to just sneak up on them and grab them off of stuff. thats Myers thing. GF should focus on stalking, peeking around corners from the distance and then going in for the kill when you exposed one or more.

  • i only get add ons / offerings out of my boxes... not a single cake so far :/

    therefore i get at least 1, mostly 2 cakes in every bloodweb, so yeah..

    eigther im extremely lucky, prestige levels actually do something now or killers have a better chance at finding those...

  • 92% here

    some of these questions were kinda ridiculous if you ask me xD (like, when was the first time Not_Queen appeared in a stream? or whats the exact description of susies mixtape?)

    i would have loved to see some more stat reliant questions though... like "what is X Killers movementspeed?" or "how long does it take to cleanse a totem?"

  • @NurseMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/537700#Comment_537700

    You may still get the cells, it's a good result.

    Let me guess: Wrong on the not_queen question? That one got me anxious but logic helped me out even when I absolutely never watched a dev video. D'X

    yeah, that question got me xD

    i scored 92%.

    i failed at the question regarding susies mixtape (i mean... i dont like legion, why would i know all the mixtape descriptions? xD), fengs nickname in video games (wasnt sure between 2 of the 4 answers and chose the wrong one) and the survivor offering that increases everyones luck (yeah, i am stupid. but since they had 4 answers that all sounded kinda similar, i couldnt decide and picked the wrong one LUL)

  • yeah...

    ive just had a survivor refusing to farm with us and then say "reported" in the end chat... LUL what a party pooper xD

    (3 cakes and a party streamer - he made 12k points that round while everyone else had 20k+)

  • GYLCW3W03RSM.jpg

    dont fall for it.

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