MysticAdvisor
MysticAdvisor
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- MysticAdvisor
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Yep it is just a remnant of what once was but it isn’t sugarcoated.
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If you pay attention while the intro camera pans in the main screen you could still see the rotting pestula plant from last year in the same place as a small reminder.
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/801668#Comment_801668
We all have a job aswell. We work, we care about family, we study, we eat, we sleep etc. Why can't the devs be good? Are they working 18h per day?
Kind of senseless but ok.
We all work but I’m sure for example, if you had a job at an amusement park and you work there everyday for 8 hours or more, the last thing you would want to do is go there and be present without earning money.
Maybe with family but nah you wouldn’t enjoy it.
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Correction.
I added in the top that nah too strong also means straight up no.
but I wish I could alter the poll options:(
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@Shraar said:
Where's the "I think it's a bad idea" option? "It's too strong" doesn't really capture my opinion. Your options are Good/Good/OP/Good.
Experienced survivors are easily able to hit difficult skillchecks, so this won't affect them even if everyone is fully injured. Removing the Great Zone is just plain not fun: Survivors don't have a lot to do, let's not remove the 1 thing they can strive for while holding M1.
Also, how does this combo with Unnerving Presence? How small can those skillchecks be? Have you considered how anti-fun this will be on Doctor with Unnerving, Lullaby, Ruin, and Madness?
Overall, bad idea. Much worse than the current ruin, both in terms of power and design. This is just my opinion hopefully it doesn't come off as too harsh sorry!!
Sorry I forgot to add the “this is really*100 bad option. I can’t go back in and add one unfortunately.
However though I Like your criticism!
It introduces an argument that is logical and while this perk would become extremely viable.
All that would happen is that killers would run it 90% of the time and it becomes a greater meta.
Your also right about removing great skill checks but hey it’s just merely a suggestion.
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Finally now I can use my speedy nurse build:)
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/798504#Comment_798504
@DudeDelicious You don’t get it.
Why on earth would someone need to run an additional perk just to get the benefit that another is suppose to offer? That seems pointless.
OoO should bypass undetectable or just disable itself. This isn’t meant to turn into a killer perk just because they decided they wanted to crouch.
The whole reason undetectable was conceived was because it didn’t make sense for survivors to be able to detect you if you were “a stealth killer”.
Allowing OoO to break through unbreakable would be game breaking.
Plus the perk really is a gamble now if it wasn’t already.
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Well if you switched over your addons to chain and paintbrush or rope you could do Freddie’s very evil build I made awhile ago.
Freddies evil build or slow down build:
perks: ruin/ thanotopia/ dying light/ sloppy butcher. ( you could swap ruin or sloppy for PGTW)
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@[Deleted User] said:
just use decisive strike + deliverance
oh and eat a snicker you are not you when you are hungry
This^^^
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/799082#Comment_799082
I wasn't saying that to you :) Everyone just keeps making the other side angry with these sorts of messages.
My bad sorry lol
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/799063#Comment_799063
Saying git gud baby survivor every time spirit is brought up isn't constructive either.
^^^^^^^^^^^^^^^
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@Mert_MK said:
Glad they didn‘t listen to biased Killer mains like you.
Now „Mindgame“ those survivors while you still can.
This isn’t helping or constructive.
This is why dbd has a great divide because of the killer vs survivor mind set.
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one thing I did when starting out was I would wait for A: the killer to walk by the gen see it hasn’t been touched and walk away, or B: wait for someone to get injured or 1 minute passes before touching the generator.
I did this because the killer would spawn near me almost frequently.
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I agree! 😎👌
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Type ( New killer chapter concept: Slender man from the abyss) into the search bar below. sorry my link tool isn’t working.😕
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@TeambossFloze said:
I was just thinking what itd be like to have a killer that you cant look at, If you look at him then your screen gets affected, you show up like on a heatmap or something, I don't know..just like the idea of having to traverse the map without having the camera on the killer at all, so when in a chase you can't turn camera back or anything like that...dunno just an idea that came to my head really
I actually made a slender man chapter
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@Ersh said:
Really good concept. The details of powers and the perks seems pretty good overall and I love the intergration of obsession mechanics into the addons, only other kills doing that being Myers and Freddy. The one thing that stood out to me though is that On Guard with OoO is kinda OP, so maybe make it have a cooldown or not get activated by the survivor revealing their own aura to the killer with other perk interactions like OoO, Mettle or Babysitter.
A couple questions though:
Would sabotaged machines come back after a period or stay perma broken. And can the killer pick up machines to be moved around.
Good point about on guard, I’ll change it.
Yes, machines can be moved around.
The laser head is the only machine that can’t be sabotaged.
The Machines aura is lit up red if sabotaged.
You can quickly repair it if you interact with it, or if you have hang mans trick they automatically come back after 30 seconds.
Without a perk though, they automatically repair after 160 seconds.
Final note: some machines can only be placed at pre set locations such as ( windows, corners, by walls, on generators) this only applies to laser head, led strip, maybe speakers.
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/780324#Comment_780324
Caution is definitely good, especially with bamboozle if the survivor continues trying to loop the same spot even without the window there.
It's cool basing perks off of lore, sometimes you don't see that. Chosen One was definitely a good idea, even with what I said.
Technophobia is a cool idea, you could even make a completely new killer based on it since it's a good idea. Even with it not being much of a perk with how much it does, still amazing.
Also- someone actually agreed with the stupid stuff I say? Amazing. xD
Glad you liked the ideas.
Yep I’m just glad someone actually acknowledged my posts presence.
Usually these things go quickly into the 3rd and 4th pages.
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@Critical_Fish said:
Caution is amazing, and so is the power itself. A bit odd the terror radius is 20 meters for a very non-stealthy killer, possibly change it to 24? Your choice, just thought it was a bit strange. The killer is also a fair bit like the Trapper, so 115% movement speed would probably be fine. 120% is a bit excessive though, even for consideration, seeing as he's a normal person.
Technophobia is very much a killer's power more then it is a perk. A bit too game changing I'd say. Maybe a debuff to all action speeds that increases depending on how many people are on generators? Just a suggestion, a good concept but I think it's more suitable as a power.
Chosen One is a bit too complex for what it actually is. I think it should just be an obsession perk. It'd make being the obsession a downside, but fixing a problem with the game with a perk isn't a good solution, it would still be a good perk.
These are all just things I think, and if you don't agree feel free to ignore me. Over all a very good concept, and with a few changes it would be great.
(I didn't bother to read add-ons or anything to do with the Survivor, as add-ons are weird and it's hard to nitpick any of them besides iridescent ones, and I know nothing about Survivor)
Thank you for reading this mess of a response.
Thanks!
I actually agree with everything! I definitely can tweak some things.
Yeah originally I thought of caution as a perk to shut down chases and loops faster, and Chosen as a more lore themed but info giving perk.
Technophobia, I wanted it because it sounded nice but definite changes are needed.
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Also let me know if any ideas or constructive criticism! Thanks for reading!
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@8obot1c said:
Nope we don't need any extra hits
Cmon at least give em credit for putting effort into this.
Nice story and concept btw.
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Perks:
No Mither: You leave no blood trail, you make 50/75/100% reduced noise, you will not appear broken on the hud, you start the trial healthy tho perk activates once injured.
You may recover from the dying state 2/3/infinite times.
Monstrous shrine: For every survivor you hook in the basement gain a stackable 10/15/20% blood points bonus at the end of the game and 1 stack.
2 stacks: While a survivor is hooked gain a 10% movement speed increase for as long as they are hooked( gain an additional 5% movement speed for every survivor hooked).
3 stacks: hooking a survivor anywhere will offer a 5% blood point bonus and 1 stack/ after hooking a survivor all vaults are blocked for 30/60/90 seconds in the hooked survivors proximity of 30/40/50 meters for 30/45/60 seconds.
5 stacks: When a survivor is unhooked all vaults will be blocked for 30/45/60 seconds in a 50/60/70 meter radius/ If a survivor is rescued while the timer for vault blocking is active 3/4/all downed pallets in the area will be broken by the entity.
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I was playing David against a tunneling wraith on the groaning storehouse and the infinite window along with 2 pallets in the main loop spawned.
He instead tried to mindgame me around the walls that have holes in them. Lol
He thought since he hooked me once He could do it again but nope.
I wasted 4 gens in total and while I was running to the last loop by the exit gate.
my teammates opened it and as I was running out the wraith dced.
He was salty after words when he should’ve just abandoned chase.
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@8obot1c said:
Im going to put this, but not give an answer >:)
No so evil!!!!!!!!
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@ChiTenshi said:
The concept of generators (or some generators) having additional requirements could potentially help with game-pacing and spice up stagnant strats, but this is too in favour of the Killer.
The Survivors would never be able to finish any gens mid-late game as the Killer increases their presence patrolling the remaining gens.
I see that, if you could make a change what would you make?
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@Fibijean said:
I'm not sure what you mean by this exactly. Are you talking about different game modes, like minigames, or just maps with more different gimmicks, like the sliding doors on The Game? If the former, I guess it could be nice but there's a huge amount of more pressing issues in the main game first. If the latter, I agree that that would be pretty fun and I'd like to see more interesting map mechanics implemented in future - although I do have my reservations about how it would affect map balancing.
Yeah not new game modes but maybe different types of gimmicks for each map that is more than doors that open when the gen pops.
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@KillermainBTWm8 said:
I bought a killer with no power.
Not true! They do have a power! I call it...
M1! Hahahahahahahaaaaaaaa!
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This sounds similar to my robot concept.
Also nice job!
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Anything that changes This game up is welcome and having “special maps” would be a welcome change.
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It’s bad because if you stumble upon survivors like me and keep chasing even though you realize over time the gens are gettin done yet you do nothing about it. You deserve the loss.
Also if a survivor is a good looper and you just followed them off the hook, what can you expect?
DS, Insta heal maybe?, wasted time as the player may be a good looper, Dead Hards a good one.
or borrowed time.
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I see someone found my hatch idea lol
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@Tensor said:
https://forum.deadbydaylight.com/en/discussion/comment/765148#Comment_765148
Very rare that they will have 4 keys. The ones that do are probably going to have completed gens and could use the keys on the hatch to escape anyway.
1 Gen to make power for the elevator, that seems fair. You should be able to get one down while the other 3 are being chased.
Im not sure how to deal with the "person hiding in the corner" thing, as this is frustrating as h3ll. Perhaps they need to have completed 25% of a gen, cleansed a total, healed someone or a combination (maybe BP based) before they can escape?
I like that idea, It ensures that every survivor that has contributed to the match can have a window of escape.
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@Mr_K said:
The EGC solved a bunch of issues with the game. What we have now is far better than what we had before.
I see no reason to change the end game further.
Fair, I guess I just wanted to fantasize about a different looking version of hatch to be honest.
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@Tensor said:
I think you just want to guarantee 4 kills to be honest.
The hatch used to need 2 gens to be completed. Why would the dev's go back to that?
Well I guess it could only be 1 but at the same time I don’t think a single survivor should sit in a corner the entire match waiting for people to die just to rush to the hatch with left behind.
Plus this idea could potentially grant the escape of every survivor in the match if they all had keys.
I don’t see how this would guarantee 4k’s?
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@grtf47 said:
@MysticAdvisor The last thing I need as a survivor main going up against a prayer beads spirit or snare Freddy is a bunch of switches that need to be flipped on before being able to start repairing a gen. Your idea is really good but it wont work with the current state of the game. Totems are enough as a second objective and those are time consuming especially against a good killer.
Fair, I respect your opinion and I understand time is against killers and survivors.
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@WickedMilk03 said:
May I self advertise my idea???
My bad I meant to say your own idea like you saying I have my idea
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feel free to leave a response.
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Survivors: Nothing
Killers *exists
Survivors: click click*10
Killers: this perk
Toxic Survivors: Screaming in purgatory.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/753427#Comment_753427
The Queen ? Me and my friends always have fun bullying any Nurse.
Sure there's the one odd God Nurse but how often does that really happen ?
(Rank 4 here)
All I meet is: Hillbilly, Huntress, Ghostface and like I said maybe a God Nurse once in a blue moon but most likely a trash Nurse.
Dude, it’s hard ok?
The nurse has a big learning curb!
I agree you have to be a god or spend a lot of time before mastering the nurse.
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Quiz has ended any votes/ comments after this one will not be scored.
Correct answer: The huntress b/c her powerful hatchets can hit anywhere depending on the map, unfortunately she is map dependent and needs to refill hatchets with a movement speed of 110%.
Winner: @brokedownpalace (+1.5)
Soft answer( Myers)winners:
@Micheal_Myers (+0.5)
@Spannungsstoß (+0.5)
Attention: If you disagree with any results you may debate and “soft score”.
If you didn’t receive points even though yoU Voted it could be because you never commented.
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At least 10 votes have been casted!
hurry and place/ say your vote!
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@Todgeweiht said:
Demogorgon would be my pick but he is not there.
Sorry I could only have 10 options max😕
hint he is I would say not the most balanced.
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I think somewhere along the way people forgot that killers are supposed to be stronger than survivors.
Now with moris I would make them more rare in the blood web.
I wouldn’t touch it just affect its rarity.
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What is this?
WhAT iS ThIs????!!!????
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So in short instead of the killer hitting you 3 times and then you being invincible the next hit.
Now (changed) you must earn 3 protection hits.
However, the protection hits can only be earned by (protecting a survivor from the killer) now unfortunately the game isn’t the best at detecting protection hits.
After 3 the previous effect occurs your immune for 1 hit, and then after healing your auras revealed,.
now what they said is the perk can now be triggered 2 times.
so you can now get 3 more protection hits to do it again.
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@HaterMcTater said:
https://forum.deadbydaylight.com/en/discussion/comment/757916#Comment_757916
I'm not being rude as I'm genuinely curious, what perk(s) do you think need desperately addressed over NOED? I think NOED could do with a change since it's been in the game for so long promoting the same mentality issue.
Forgive me but noed punishes bad survivors and currently is in a ok spot.
You could easily prevent it.
other perks that desperately need the rework/ tweak more:
Monstorus shrine
Shadowborn
Mindbreaker
Beast of prey
Insidious
Hangman’s trick
Overwhelming presence
Tinkerer
Furtive chase
and so on.
There are tons of not viable perks that no one wants to use/ or are extremely unhealthy( Insidious)
The devs have limited resources let them work on the ones needed most.
The truth is noed is viable because survivors don’t do totems.
This perk is completely countered by cleansing totems instead of rushing gens.
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I don’t think noed needs a rework right now.
We have other perks that need to be desperately addressed.
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Nurses base kit nerf is basically you have to wait 1/2 extra seconds for your secondary blink she is still S tier imo.
She can completely negate survivors defenses.
spirit can easily trick survivors but still has to abide by the laws of physics.
Billy can quickly get rid of loops and insta down when conditions are right.
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It seems at the moment every nurse player is running away towards the spirit’s phasing bus.
lol
I bet the nerf won’t be that bad.
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Hmm fun concepts, but the killer community would tear your arm off first before ever letting anyone touch the nurse.
She is the queen on top still is( except spirit is quite close as well)
You could use this for other killer concepts.