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Mister_xD

Mister_xD

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Mister_xD
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  • you dont teabag / disrespect me, i dont disrespect you.

    thats how easy it is.


    teabag me as ghostface though. i'll join the party.

  • Legion


    i still have hope for a rework though...

  • i think the only thing the perk needs is additional BPs at the end of the game.

    imagine the perk giving you 100% more BP when you escape with it... id like that...

  • i wonder what would happen if we, as the community, were to spam the license holders with this? ...

    wouldnt it be hilarious if they actually allowed it then? xD

  • plot twist:

    there is no Stranger Things chapter. Netflix was trolling us all along! :o

  • honesty, i just recently started playing him - and i played him before i got any good stuff on him so i literally ran around rank 6 with thrilling tremors tier 1 as my only perk - and i very much enjoyed him.

    he opens up so many pathes for possible mindgames its amazing!

    i cant stop playing him now... yeah okay the stalk aint amazing, but the ability to just turn off your TR and red stain is sooo gooood!

  • @snowflake102 said:

    Ok thanks anyways I will save my shards for plague:D

    But if spirit can't see blood trails then how come was panda able to see blood trails?

    could it be that he was using a red add on called "fathers glasses"? because that add on allows spirit to see blood while phasewalking.

  • @AWesley91 said:

    Adrenaline gives survivors a brief reward for a huge success, fixing all the gens.

    Noed gives killers a reward for massive failure of all gens being fixed (dependant on totems, yes) that lasts the rest of the game or until that totem is found.

    Decisive strike could be called a crutch, yes. Calling adrenaline a crutch and comparing it to noed is ignorant, whiny, or dishonest.

    just as ignorant, whiny or dishonest as calling NOED a "crutch perk for killers that rewards failure".

    the perk is 100% survivor reliant.

    do. the. totems.

  • during the phase the spirit does not show any blood, that wasnt already present when she started phasing. the only time bloodhound would help you on her is when the survivor is standing still or when you equipped the ultra rare add on that allows you to see blood.

    its a fun perk to pair with sloppy butcher, but you definitely do not need it on spirit.

  • @Peanits said:

    Not being able to down someone with Feral Frenzy is very much so intentional. Since you can vault pallets and windows like a survivor, being able to down them with Feral Frenzy as well was (and always will be, as long as it's possible) overkill. It turned chases into wait for power > use power > repeat- there was no skill involved, you didn't need to outplay the other person, you just ran out the clock until you got a guaranteed down.

    Blood and scratch marks not appearing is also very intentional. Since your power is non-lethal, the intent is to show you people who don't have deep wounds, not those that do. Using your power against someone who is already injured is silly, you cannot down them with your power.

    It's not likely that the Legion will receive a full rework. A rework would require completely changing their power (like Freddy). We do have some changes we'd like to make, but there is no exact date for them just yet. We'll squeeze them in once we can.

    so, if its not gonna be a full rework, just add an aditional power to his basekit.

    many people ask for a killer that is able to disguise as a survivor, legions trailer shows frank acting like a survivor aswell, so why not?

    Legion right now has the same problem old freddy had - actually, its even worse: he has no mindgame potential whatsoever. his power has no depth to it, its just "M2 and stab", which is very boring - for both players involved.

    id like to add, that i am not trying to hate on the "rework". this has been very necessary, since Legion had just no counterplay at all to him. the changes got rid of all the annoying aspects of him, which is a very good thing, and im very glad we got it.

    yet, and ive said so when the changes dropped and i'll say it again, they only fixed the annoying aspects of the power. legion is far from being a killer in a good spot. he needs buffs - quite drastic ones aswell. however, buffing his feral frenzy would probaply just put it back into the old annoying spot, so he should eigther get his frenzy reworked or get something else, something strong that allows for mindgames, added to his basekit.

  • "oh no, you disabeled our spuer crutches we need to win, even though that requires good aim and bad reactions on out part, we will now act like its your fault, toxic killer!" -biased survivor that ragequit the moment he got exhausted from a hatchet


    seriously though, how DARE you run the add ons you like?

    we all know the survivors rulebook for killers clearly states you eigther play without add ons, or you never use your power! look it up - its rule #287663!


    (if you couldnt tell already: sarcasm.)

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/630152#Comment_630152

    It requires the killer to fail both primary and secondary objectives

    nice try.

    thats not a requirement though, since the killer can fail as much as they want, if the survivors did the totems, the perk wont activate.

  • @grtf47 said:

    @Mister_xD Repairing gens is enough especially when you have a noob on the team. I don't have time to cleanse like 5 totems, I don't know where they are and I don't have many maps. 95% of the time its an easy down for a killer but why does the killer deserve this instant down? You could say because I didn't cleanse all totems but like I said, that rarely happens. There needs to be some requirement for noed to activate because its just an easy one-hit shot for killers. Yea I also don't use decisive but at least you have to do something for it to activate.

    here is your reuirement:

    it requires the survivors to fail at their secondary objective


    a killer perk that is 100% survivor reliant is not in the need of a nerf.

  • @Viper478

    ein kleiner Tipp: das @ und der Name sollten nicht getrennt sein, da die person welche du anschreibst ansonsten keine Nachricht bekommt und dann nur auf deinen Post reagieren kann, wenn sie (aus welchem Grund auch immer) die Diskussion nochmals aufruft und dann zufällig deinen Post sieht - in meinem Falle also fast 7 Monate später.


    ich werde mich hier nicht im detail mit deinem Post befassen, da dieser sehr lang ist und eigentlich nur Copycat mäßig meinen Post genommen hat und alles verneinte, was ich sagte.

    ich hoffe sehr dass dieser Post als joke gemeint war, da ich ab Punkt 8 mein Pokerface einfach nicht mehr halten konnte und die nächsten 5 Minuten mich vor lachen kaum halten konnte.

    ich habe außerdem, um den Kontext deinen Posts besser zu erkennen, meinen alten post nochmals durchgelesen und muss sagen, dass ich mit fast jedem meiner damals genannten Punkte auch heute noch übereinstimme. Der einzige Punkt in dem ich mir selbst mittlerweile (teilweise) wiedersprechen würde wäre der Punkt 10 über camping und tunneling, da ich sagen muss, dass das Thema doch um einiges tiefer geht als ich mit diesem kurzen Punkt aufzeigte.


    Deine (damalige) Meinung ist sehr sehr Survivorsided und hat keinerlei Interesse an einem spaßigen und gebalancten Spiel für alle, sondern will nur auf Kosten anderer Spaß haben (was den Spaß der anderen Seite eher ruiniert). Dieses Mindset hat damals fast zum Tode von DbD geführt und das Spiel ist mittlerweile in einem viel besseren Zustand als damals.

    Sollte sich dieses Mindset nicht geändert haben, so tut es mir leid, aber ich hoffe du hast es den anderen Spielern mit dem selben Mindset nachgetan und spielst das Spiel nicht mehr. Toxische Spieler sind das nervigste überhaupt.

  • Interessante Idee, aber das wäre viel zu viel Arbeit für die Entwickler.

    Wir haben momentan 16 verschiedene Killer, das würde bedeuten, dass wir 16 verschiedene Spielmodi besitzen müssten, was wirklich unglaublich viel ist.

    Oben drauf kommt, dass es alle 3 Monate einen neuen Chapter mit Killer und Survivor geben soll - das wäre nicht mehr einhaltbar. Neue Karaktere würden viel länger brauchen und es würde irgendwann enorm schwer werden sich für jeden was neues einfallen zu lassen.

    Weitere Probleme können außerdem noch das Balancing sein - jeder Modus muss gleich schwer sein, ansonsten würden Überlebende irgendwann einfach das Spiel verlassen, wenn sie einen Killer bekommen der einen zu schweren Modus mit sich bringt. Aber auch Bugs würden ein ernsthaftes Problem werden. Wenn etwas verbuggt ist, würde es zum einen viel länger dauern, bis das Problem behoben ist, zum anderen würden diese Bugs aber auch schneller auftreten.

    Ich verstehe, dass der eine Modus den das Spiel bietet irgendwann etwas langweilig werden kann, aber ich denke ein zweiter, genereller neuer Modus für alle wäre besser als jedem seinen eigenen Modus zu geben.

  • 799a6842c8d0303057231d10ebf09a9c.jpg

    we might just have turned this post into a kitten post... xD

    but they are soooo cuuute :3

  • noed + insidious nurse behind the exit gate.

    see? there is quality gameplay with it (:

  • i do think kittens are cute. :3

    and i will not accept any other opinion on that matter! °^°

  • okay, since the talk about it has drastically increased, i decided to make one overall post on why i personally dislike the timer idea.

    when i created my idea of DS, i came up with the two points that i disliked most about the current version. those were:

    1) the killers ability to slug the survivor until the timer ran out

    2) the survivors ability to use those 60 seconds as a "get out of jail for free card" and go for unsafe hook rescues. the killer would be hit by DS no matter who he goes for.

    looking at those it became apperant, that both were caused by the timer the perk has. so when i created my version of the perk, my main goal was to get rid of the timer and instead give it a clear activation condition, which is "the last person that has been hooked gets their DS" that way the killer wouldnt be able to just slug and evade it, but there would also be no more than 1 DS in the game.

    Since i made it very easy for the killer to remove DS from one survivor, i allowed the Survivor to keep the perk active, until it gets taken away from the killers actions.

    i felt like adding another way for the perk to run out would just have been an overkill at that point.

    i get your point @HatCreature, but i just do not think of this scenario ever happening if you're a decent killer. all you gotta do is hook someone else and the perk is gone. that is not too hard, especially if you have BBQ with you, since your next victim is already shown to you. yes, potentially you could get D-Striked by someone that you didnt intentionally tunnel, but again: that scenario is very unlikely to happen for decent killers, unless you always run back to the hook immediately instead of committing to the current chase / hint where someone is, which is exactly what DS is trying to punish.

    timers in general are way too exploitable imo, which is another main reason why i didnt want to include one. i have seen the suggestion of the timer simply stopping in certain scenarios, which sounds good at first, but there are possible "counters" to it that eigther are just stupid or make no sense. pretty much all of these have been previousy seen on Legion and had to be removed due to the killer exploiting a tactic called "moonwalking" (chasing a survivor without being in a chase, therefore waiting fot the timer to run out). this would be just as absurd as the current slugging, which is why i think its not a good idea to add. how about the timer stops when in the kilelrs TR? stealth killers would be able to just turn their TR off and then wait for the timer to run out / the survivors could always stay near the killer and would never lose their DS again. or what if the killer didnt find you, chases someone else, your timer runs out and then the killer spots you again and immediately starts tunneling you, before you even had a chance at healing or anything, would that be fine?

    a timer just has too many flaws and is too vague. a clear activation condition is much better imo, since it allows the killer to play around it. the killer knows who has DS and who hasnt, currently you cant say that properly. i see a ot of players who cant tell weather someone has DS or not and i see a lot of players trying to wait out the timer, but then waiting far too long, leading to rather boring situations where the survivor cant do anything, the killer can neigther and its just annoying.


    i hope i could make it more clear now, why i didnt use a timer for my idea and why i personally wouldnt want to include one eigther.

    have a nice day / night!

  • @Wuhelm said:

    Nothing is wrong is current DS it is a waste to talk about when we have so many other issues. DS is working and most player are very happy with the change.

    you didnt read my comment, did you?

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/627273#Comment_627273

    Except that slugging is a lousy counter, especially against people on comms. They recover and then get up, unless you literally stand on them, which means you are probably losing at least one gen.

    you would still have one person down and one rescuing them, which would mean 2 people off of generators at that time.

    thats better than taking the DS or just ignoring them.

  • the chainsaw has the exact same range as the hammer, therefore he can attack through windows and over fences, if you are too close to them.

  • @HatCreature said:

    This has no counter play, old D-Strike had an unofficial and sloppy counter that Killers had to come up with which was never reliable. Current D-Strike has counterplay and can be worked around by slugging or not going after them again.

    Your version punishes the Killer for not tunneling, so if I hook you then come back to the hook as you get rescued and but chase the other guy that's not tunneling. So lets say I chase them but lose them, no idea where they went and I'm at a loss. I walk around and hear a Gen being worked on, see you fully healed and it's been well over a minute and chase you down and BAM D-Strike. That is clearly not a tunnel yet I got punished for chasing you and not someone else, that's not fair that I just happened to find you and get punished for not avoiding you.

    in terms of counter play: read the perk description again, especially the last point. there are literally 3 counterplays to this perk running around the map, waiting for you to hook them.

    now, lets go through your scenario:

    the first thing that came einto my mind was "that is very unlikely to happen", since you not only have to lose your first target, but also have been playing for over a minute without a new hook and then happen to find the one guy that just has been on the hook.

    but lets assume that has happened: you can always just slug them and go for someone else or take the DS like a pro and redown them. hitting the DS still deactivates the perk (sory if that hasnt been clear, ill edit the main post). honestly, i'd say ignore that dude / slug them and search someone else. it isnt too hard to do so, especially with tracking perks (BBQ would basically counter the perk now by showing you a new target to go for). because technically speaking you kinda tunneled there: you hooked the same guy twice without hooking someone else.

    the perks idea is to punish you for going for the person that has just been hooked, so i dont really see the problem there. its working just fine.

  • @Chaddad2169 said:

    https://forum.deadbydaylight.com/en/discussion/comment/627230#Comment_627230

    So was Vigil before the exhaustion nerf.

    You'd be getting chased and recover from exhaustion even faster 😂

    yeah xD

    ive had some very annoying experiences with both of these perks as killer back in the day...

    now i think both should be buffed (not to the level they have been on before, but on a good, solid level)

  • @Chaddad2169 said:

    https://forum.deadbydaylight.com/en/discussion/comment/627220#Comment_627220

    Saboteur and Vigil are now best friends.

    Used to be meta until nerfs completely destroyed them

    yeah...

    to be fair though: the sabotage meta was horribly broken xD

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/627219#Comment_627219

    Whoops, didn't see the last part! My apologies, I like this version!

    ah, okay xD

    i was just about to type an long explanation to why i personally wouldnt have liked a timer, but you saved me from that xD

    thank you for your feedback though ^^

  • Claudette.

    because she is the only survivor i ever leveled xD

    (no, not because "invisible ninja claudette", but because the game was new and selfcare was considered to be the best perk ingame together with sabotage)

  • instaheals.

    because they are broken the way they are right now.

  • no u

  • you can get any killer for free via shards.

    you can also spend those shards just on the perks you like in the shrine of secrets.


    the only killers that are literally unobtainalbe with shards are licensed characters, for different reasons (licensing).

  • yes.

    because i signed up to be a terrific monster walking through the trial, killing everything that crosses my path. i didnt sign up to be the clown at a birthdayparty of 9 year olds who do nothing but make fun of me and mock me.

    if you disrespect me like that during the trial, i will make sure to end you.

    depending on the levels of toxicity and my mood, this can mean anything from "i will tryhard this game" to "i will facecamp you until you freakin die".

    be disrespectful to me and i shall be disrespectful to you.

  • legacys wont be coming back anymore.

    sorry, but they are a relict of the past.


    unless you had legacys before and lost them to a bug (like some players) you should also not be able to obtain them anymore.

  • i think some must haves would be BBQ and PGTW.


    some other strong picks would be tinkerer, thrilling tremors, surveillance, overcharge


    some generally strong picks would be sloppy, ruin, noed, bloodwarden, nurses, enduring, spirit fury

  • i wouldnt mind that.

    id like the devs to add the old hatch grab back for survivors who used a key though.

    so both OP things get a slight nerf. and dont mean just a free kill / escape.

  • i do like the ideas, but there are a few issues with 2 of them.

    for the trapper, this has been suggested for a long time now, but we gotta remember: he only has so many traps and he is also not carrying one with him all the time. where would he take that trap from? and why cant he use it after the mori / in general?

    i personally really like his current animation (even though its very simple), yet i too would suggest some minor changes:

    the look he gives the survivor in the end should be reduced. instead, he could give the survivor a final slash in the head and then pull his weapon out by lifting it up (with the survivors body on it) and then using his foot to stomp the survivor to the ground and seperate them from his blade.

    now, for the wraith - and i'd like to add that this is an amazing idea and ive thought of it aswell at one point - the problem is, that the devs would have to create a model for every single survivor and every single cosmetic they have. that woudl be a LOT of work and they said before that they are rather "lazy" and instead of modeling everything they just add tons of blood to make it look good. this is also why there are no survivor organs lying around / the survivors torso being ripped open after the hags mori. personally, i wouldnt be able to telly you how i'd change the mori, but maybe he could turn the survivors heads by 180° (breakign their neck) after slashing them with his weapon as a finisher?

    the nurse one, i really like the idea. its cool and would certainly be easy to add.


    all in all, really cool ideas. just sadly not all of them are convertable :c

  • i like the current system.

    however, instead of noise spamming you, the crows should make a loud noise once and then reveal the survivors aura to you (trumping any perk / item effects that could possibly prevent your aura from being revealed), until they move again.


    however, i do not think you should be able to gain crows while inside the killers terror radius. you wont lose them, but you also wont get any. i feel like that could be a needed buff to stealth play (ive gotten crows before, just because i had a good hiding spot and the killer kept running around me .-.)

  • last time i didnt ready up i was on the toilet and the lobby was found and the the offering screen appeared by the time i had returned.

    i faced a tryhard SWF group that round who gave me nothing but salt and "EEZ" in the chat after the game (even though i have played very nice, not been rude to them or anything).

    i learned from that.

    i will never lobby queue again when im not sitting in front of my screen xD

  • @MegChicken said:

    https://forum.deadbydaylight.com/en/discussion/comment/624040#Comment_624040

    Lmao what. The perk will never be used more than once in a chase. Did you stretch before reaching this far?

    it would be hardly a chase if the killer wouldnt be able to move.

    you have read my comment, right?

    a 15 second cool down, but a 16 second stun time would not work, periode.

  • there is a huge difference between you "not having fun" and the overall games balance, but ok.

  • @ASpazNamedSteve said:

    https://forum.deadbydaylight.com/en/discussion/comment/624049#Comment_624049

    I just don't count totems as objectives, unless they're lit.

    They achieve absolutely nothing (except waste survivor time) unless every single one is cleansed, if the killer has 1 specific perk out of many.

    Just in the same vein as old DS and MoM for me, rewarding someone too much for too little (or no) effort.

    pretty much what @Kaelum said.

    on top of that, id like to add that NOED is MENT to be a gamble on both sides of the game.

    the killer gambles that the survivors wont cleanse totems the second he puts on NOED and the survivors gamble the killer wont have NOED the second they decide to not care about totems. or if they do totems, they gamble that the killer has the perk. whoever wins the gamble gets a big reward (killer gets an instadown, survivors eigther get to rush gens or to kill a killers perk before it even activates)

    you see, the very second you decide not to cleanse dull totems you pretty much announce to everyone "I bet the killer has no NOED". when you lose that gamble, thats not the perks fault, its your own.

    so you have no reason at all to complain about NOED. the only time i can understand why someone would complain is when you were actively looking for totems, but you couldnt find all of them by the time the others did the gens. and even then you shouldnt complain about NOED, but rather your team for rushing gens and not giving any shits about a possible NOED.


    the big difference between NOED and old DS or MoM is, that NOED has counters - quite a lot actually. both of those survivor perks in the past had no counter whatsoever, they were pure frustration to go up against, since you could do literally nothing to fight them. thats not the case with NOED.

  • @ASpazNamedSteve said:

    It's simply a badly designed perk in my opinion. Rewards killers with cheap downs because... ????

    the survivors completed their objective?

    Makes no sense to me, never liked it.

    the opposite is the case.

    it "rewards the killer with cheap downs", because the survors FAILED at their objective of cleansing totems.

    its not a reward for the killer, its a punishment for the survivors.

  • @YaiPa said:

    At least "noed nerf" threads can bring changes to the game. The "bring legacies back" threads are more useless.

    the devs have stated multiple times they do not wish to change noed.

    just like they have said multiple times they do not wish to bring back legacy.

    both threats are equally useless.


    BUT people like me who want their LOST legacys to be RETURNED to them have a good point and deserve to be heard. its not my fault the loss of progress bug was a thing! why do i get punished?

  • in a desperate need of the freddy treatment.

  • i love it when survivors complain about second chance perks.

    the irony is amazing...

  • so, it adds 30 seconds of exhaustion, right?

    when you stun the killer and immediately reenter the locker, you are exhausted for 15 seconds - 4 of fwhich the killer is unable to move. now group up with your friends, go to the red forest, in a locker gym and stun the killer one after another.

    you would apply 16 seconds of stun time, yet you only need 15 seconds to reenable the perk, which could lead to toxic 4 man teams abusing this perk and keeping the killer hostage by not allowing them to move at all, forcing DCs.


    i like the idea, but such an scenario should NOT be possible.

    sorry, this gets a no from me.

  • i like the idea.

    i would say it should remove all status effects from you (unless exposed is applied. this shouldnt be remoable) therefore consume the add on.

    the pink one could work for all effects besides exposed and the purple one only for healing debuffs, maybe? (mangled, hemorrage, broken)


    though i think they could also stay the way they are right now, IF there is a skillcheck involved. something to waste some time, so its not just a literal onetap, to prevent toxicity.

  • you do realize that would not only punish campers, but greatly affect the overall game experience for all killers, right?

    by having every hook state being 80 seconds, survivors would have tons of time to just finish the stuff they were currently doing before even trying to go for the safe, which means a LOT less map pressure for killers and an even greater genrush overall.

    im sorry, this is really just not a good idea.

  • here is my (rather simple, but effective) buff idea:

    • Trapper starts with all his traps in hand and can carry them all at the same time
    • Trapper has a total of 10 traps (number can increase with add ons)
    • Trapper has a build in logwood dye in his basekit
    • TRAPPER GETS HIS OLD TRAP SET ANIMATION BACK (!!!) (the new one sucks.)
    • escaping the trap is a set action instead of RNG. (the time can be increased with add ons)

    now fix his emblem gain and trap hitboxes and oh look! a actually good killer!

    EDIT: almost forgot... remove the trap deadzones. those are ridiculous. especially with the multidirectional unhook mechanic those are very unnecessary. and ffs why can i only place my traps ~5m away from each other?

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