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NMCKE

NMCKE

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NMCKE
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  • powerbats said:

    @Master said:

    @Nickenzie said:
    Dudddd said:


    Nickenzie said:


    Radiant said:

    I hit super hard against the event.

    Lol, you got banned, that didn't take long!

    The forums should be renamed to “baby killers safe zone.”

    To be honest, I don't care about who gets buffs or nerfs. Survivors can get buffs and I wouldn't care and same thing for the killer. However if you are gonna suggest a buff or nerf, you gotta have a reason for it since buffing or nerfing something just to do it is bad balancing.

    This duuuud should be known to you by now, and yet you keep trying? :smile:

    Oh he is but throwing some good zingers for laughs in for everyone else on the forums is nice.

    This was the fastest ban I have ever seen on the forums (Not surprised since all he did was start trouble) and I didn't want to deal with OP.

    Besides, I think he needs some time to think about his actions anyways.

    This thread is derailed so bad.
    Master said:

    @Nickenzie said:
    Dudddd said:


    Nickenzie said:


    Radiant said:

    I hit super hard against the event.

    Lol, you got banned, that didn't take long!

    The forums should be renamed to “baby killers safe zone.”

    To be honest, I don't care about who gets buffs or nerfs. Survivors can get buffs and I wouldn't care and same thing for the killer. However if you are gonna suggest a buff or nerf, you gotta have a reason for it since buffing or nerfing something just to do it is bad balancing.

    This duuuud should be known to you by now, and yet you keep trying? :smile:

    I'm just nice. :p
  • Radiant said:
    I hit super hard against the event.
    Lol, you got banned, that didn't take long!
  • @Nickenzie said:
    My toxic K

    thats quite toxic

    Usually whenever you see a K from me, it usually means "Whatever you say" "Definitely" "Cool".
  • I think a good idea for a rework would be that whatever gen you finish, the sound of the gen goes off but it doesn't show the killer the aura of what gen was done and the killer would have to remember what gen aura went missing. 
    This would be a good buff as well, as usual, great idea @EntityDispleased.
  • If you wanna delete a discussion, tag a mod such as @Peanits and give him permission to delete your thread. I made accidental duplicates before and I had MandyTalk delete them for me, I wished they could have gave you the option to delete your own threads. :angry:
  • If you are the last Survivor remaining in the trial, your Action speed is increased by 15/20/25 % and gain 10/30/50 % more Bloodpoints for actions in the Survival Category if you Escape.

    Affected interaction speeds:

    • Repairing a Generator.
    • Sabotaging a Hook or a Bear Trap.
    • Self-healing.
    • Vaulting speed of Windows and Pallets. (Not sure)
    • Searching a Chest.
    • Opening an Exit Gate.
    • Cleansing a Totem.
    • Searching a Jigsaw Box.
    • Attempting to free oneself from a Bear Trap.
    • Snap Out Of It progression from being afflicted by Madness (Tier III) from Carter's Spark.
    I feel like Left Behind should give you benefits more quicker in my opinion since if you are the last survivor, you'll either get caught at a generator or escape through the hatch. I don't think this would help a lot since if you are last without the hatch, you are likely gonna get caught regardless of your benefits since eventually the killer will find you. Here's how I would make the perk better while remaining balanced for both sides.

    Left Behind: As each of your friends fall to the killer, a deep determination makes you thrive to complete your ultimate goal: Escape! Every time a survivor is sacrificed or killed, gain a 15/20/25% repair speed increase for 30 seconds. If you are the last survivor remaining in the trial, good repair skill check success zones will be considered as great repair skill check success zones and you'll gain a permanent 25% repair speed increase.

    Basically you'll get the benefit of the perk while not being so overwhelming. Additionally, being the last survivor makes you a old BNP and you can burn through generator after generator if the killer ignores you.
  • Clauds said:
    Who in your opinion needs to be nerfed/buffed ? I’m more of a survivor main, so I don’t have any great ideas. But I feel like Freddy should be buffed/have more power. (From what I saw) In my opinion he looks pretty weak. (But it could be the exact opposite, go ahead and reassure me of that lol)
    Survivors need more stealth buffs such as more hiding options. Killers such as Freddy, Leather Face, Trapper, Doctor, and Pig need some buffs.
  • With Thanksgiving coming up in about two weeks, many games will be starting their special events for the holiday. I was wondering if DbD would also be doing something for Thanksgiving. I'm not expecting anything to happen because The Hallowed Blight just finished last week and the Bloodrush event is currently active, so doing a third event so soon might be too much, but I just thought I'd ask.

    It would be cool if we had a Thanksgiving rush where we get a x1.5 bloodpoint multiplier.
  • This thread has been closed.
  • SenzuDuck said:
    You always post “stories” like this and have never once posted a screenshot of the chat, I wonder why?
     
    A mod will close the thread because it's "Naming and shaming".
  • SenzuDuck said:

    @Nickenzie said:
    SenzuDuck said:

    "If you do anything survivors have to do to survive, I will camp you" Ergo, you will camp regardless of what the survivors do, thanks for letting everyone know.

    I wished there was more stealth options for survivors, pallet looping and being pallet looped is so boring.

    Even if there were more "stealth" elements it wouldn't matter with the plethora of aura perks killers have.

    They could make you immune to aura reading when hiding in a locker or a new hiding spot such as under a table. It's at least something to help bring stealth back to the game.
  • SenzuDuck said:

    "If you do anything survivors have to do to survive, I will camp you" Ergo, you will camp regardless of what the survivors do, thanks for letting everyone know.

    I wished there was more stealth options for survivors, pallet looping and being pallet looped is so boring.
  • make the perk leader give the obsession status to be used. sfws that abuse ds also abuse leader if leader is confined to one person like decisive think of the massive decrease in gen time only one leader and one decisive but the leader wont work unless the their near the team think about it it fixes almost every problem with sfw other than a few things i wont even touch.

    long story short if only the obsession can use leader then we have a bit of balance with ds

    Or support my thread about the proper DS nerf. ;) It got many up votes, hopefully you'll enjoy!

    https://forum.deadbydaylight.com/en/discussion/23199/the-decisive-strike-problem-rework/p1
  • What if Tinkerer gave 0 TR for the rest of the match after all the gens are powered? What do you guys think?
    When you say "All", I'm assuming that you mean that "Tinkerer will reduce your terror radius to 0 when all generators are completed for a infinite amount of time." I'm kinda iffy since some killers like Nurse, Billy, Spirit, and etc can thrive without any counterplay and while some killers wouldn't be able to make use of the 0 TR. I don't think your idea is bad but I feel like we can take a different direction with the perk. In my opinion, I just feel like tinkerer needs a secondary effect overall. What it does now is underwhelming and isn't practical to use since most killers cannot make use from it. So why not make the perk decrease your terror radius every time a generator is completed while keeping the current effect?

    Tinkerer: Your senses allow you to sneak up to your prey. When a generator is repaired to 75%, see a visual cue in that generator's location while your terror radius is reduced to 0 for 10/15/20 seconds. Every generator will permanently reduce your terror radius by 1/2/3 meters.
  • Clauds said:
    Okay, so I see that a lot of people are saying how Palet Looping is annoying. Of course it’s annoying. But getting looped the whole game is really the only thing that bugs me. What am I suppose to do? Run in a straight line where I am most certainly going to get caught and hooked. In my opinion Pallet Looping isn’t all the bad. As long as you don’t do it the whole game. And are strategic. What’s ya’lls opinions?
    It just depends really, sometimes you can't really hide. Some survivors are good at mind games and decide to use DS to make them even more difficult to hook. I'm more if a stealth survivor since I'm terrible at chases but I did run killers on 5 generators before.
  • @Nickenzie said:
    only1biggs said:

    @Raccoon said:

     @only1biggs said:
    

    Insta Saw, Ruin, NOED Billy is your idea of nice!? LOL

    This has to be bait

    Ruin didn't do anything, and I have no idea if NOED would :(

    So you wasted two perk slots? On Billy.

    Try spirit fury with enduring....REALLY put that insta saw to use buddy :')

    Let me guess, you cut loops really wide and wonder why you're not catching survivors quicker?

    You don't have to be a complete jerk to @Raccoon, maybe act more civilized?

    He started a thread saying he was NICE, with that build and I'm being the jerk? LOL

    I'm just calling him out. What the hell are you doing? :')

    You are assuming he's a trash killer by saying, "Let me guess, you cut loops really wide and wonder why you're not catching survivors quicker?" Additionally, why does a build make him toxic all of a sudden according to your quote, "He started a thread saying he was NICE, with that build"? He's just playing killer and @Raccoon playing killer doesn't violate any mentioned rules. Here's a link to Dead by Daylight's code of conduct, you should get familiar with them.

    https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest

    End of our discussion.
  • @Raccoon said:

    @only1biggs said:
    Insta Saw, Ruin, NOED Billy is your idea of nice!? LOL

    This has to be bait

    Ruin didn't do anything, and I have no idea if NOED would :(

    So you wasted two perk slots? On Billy.

    Try spirit fury with enduring....REALLY put that insta saw to use buddy :')

    Let me guess, you cut loops really wide and wonder why you're not catching survivors quicker?

    You don't have to be a complete jerk to @Raccoon, maybe act more civilized?
  • Bonjour @Patricia!

    I have a idea on how to rework Decisive Strike and would like to know if the Dead by Daylight team can take this direction on the perk, just like they did with Deliverance! Here's the link to the Decisive Strike rework, it was up voted by a lot of fog travelers, hopefully this will satisfy!

    https://forum.deadbydaylight.com/en/discussion/23199/the-decisive-strike-problem-rework#latest

    Can this be a possible rework for Decisive Strike?

    Merci beaucoup! :)
  • Blueberry said:

    This feels like a nerf to me, not a buff.


    You are getting good at not telling me WHY you disagree with me. Please tell me why you disagree with me so I can improve my idea.
  • Cetren said:
    What I wanna know is where Piggy stashes those RBT's o .O
    She doesn't, you can watch them materialize in her hands when she goes to put one on. 
    Ooo I know where she keeps them!

    In the Entity's realm.

  • To bad we won't be able to report comm abuse to BHVR on console. Just had a guy threatening that hes going to ######### my dog...
    That's nasty, ew.
  • Nickenzie said:

    @Nickenzie said:
    TheEliteTurtle said:

    This perk is completely overshadowed by We'll Make It. Botany Knowledge definitely needs a buff to make it worth it.

    Yes, please buff this perk to make it even more OP! :)

    My Pharmacy and Botany Knowledge combo will be even more powerful!

    Who TF runs pharmacy?

    This guy right here. It's dirty, here's the math of this amazing combo!

    Emergency Med-Kit Charges with New Botany Knowledge 30%/35%/40% efficiency: 40 Charges, enough to heal yourself twice with a 40% increase to healing speed.

    Since the Emergency Med-kit has a efficiency bonus built-in to it, let's say it adds a 10% efficiency bonus since I don't know how much moderately is. We're talking about a 48 charge Emergency Med-kit without add-ons, enough to heal yourself three times. Dirty, please make this more broken so I can keep using this combo!
    I love doing this! I usually run Self-Care too so I can get an extra 20% efficiency. I wonder how much better it would be to throw Streetwise in there too :lol:
    I'll do the math for you my friend.

    Emergency Med-Kit: +10% Efficiency
    New Botany Knowledge: +40% Efficiency
    Self Care: +20% Efficiency
    StreetWise: +15% Efficiency

    Total Charges:

    65 Charges, enough to heal yourself three times! :lol:

  • @Nickenzie said:
    TheEliteTurtle said:

    This perk is completely overshadowed by We'll Make It. Botany Knowledge definitely needs a buff to make it worth it.

    Yes, please buff this perk to make it even more OP! :)

    My Pharmacy and Botany Knowledge combo will be even more powerful!

    Who TF runs pharmacy?

    This guy right here. It's dirty, here's the math of this amazing combo!

    Emergency Med-Kit Charges with New Botany Knowledge 30%/35%/40% efficiency: 40 Charges, enough to heal yourself twice with a 40% increase to healing speed.

    Since the Emergency Med-kit has a efficiency bonus built-in to it, let's say it adds a 10% efficiency bonus since I don't know how much moderately is. We're talking about a 48 charge Emergency Med-kit without add-ons, enough to heal yourself three times. Dirty, please make this more broken so I can keep using this combo!
  • This perk is completely overshadowed by We'll Make It. Botany Knowledge definitely needs a buff to make it worth it.

    Yes, please buff this perk to make it even more OP! :)

    My Pharmacy and Botany Knowledge combo will be even more powerful!
  • Nickenzie said:
    Did the last thread that had that pic get so bad we needed ANOTHER post about it?

    https://forum.deadbydaylight.com/en/discussion/30342/brainstorming-swf-vs-solo-balancing-ideas#latest
    Wow, you did one better, you didn't tell me if you agreed or disagreed about my suggestions while not telling me WHY you disagree or agree. You also get bonus points for attempting to derail this thread.

    Now your punishment...

    You falling for that wasnt punishment. Just wanted to see you soames that again in a shoddy defense to nothing XD.
    I don't comprehend your English, sorry mate.

    Let's stay on topic.
  • Master said:

    @ReneAensland said:

    @Master said:
    Or they simply give us ingame voice comms. But even then, other games consider the advantage of picking your own premades that big that they introduce separate ranked queues for premades :wink:

    Hell no. It didn't work for Friday the 13th, the developers regretted it.

    Voice comms within the team, not with the killer

    Still though... There would be so many angry kids screaming over the mic.

    "STOP FACECAMPING ME YOU [BAD WORD] NOOB [BAD WORD]!"

    "COME GET ME YOU [BAD WORD]! YEAH, YOU BEHIND THE ROCK! I DONT CARE THAT HES CAMPING, SAVE ME!"

    "WHY ARE YOU TUNNELING ME WHEN THAT GUY IS BEHIND THAT WALL?!"

    "YOU FARMED ME! [BAD WORD]!"
    Dead by Daylight would be a lot better if this was a thing! :lol:
  • Did the last thread that had that pic get so bad we needed ANOTHER post about it?

    https://forum.deadbydaylight.com/en/discussion/30342/brainstorming-swf-vs-solo-balancing-ideas#latest
    Wow, you did one better, you didn't tell me if you agreed or disagreed about my suggestions while not telling me WHY you disagree or agree. You also get bonus points for attempting to derail this thread.

    Now your punishment...

  • I feel like the trapper is missing arm day or something, and the pig must be buff as hell under her costume.
    Think about it. The trapper can carry one normal bear trap without any add-ons. The pig can carry 4 reverse bear traps. That's bear traps that have been modified with locks (man the trapper must be jealous of that) and a timer among other things.

    Not to mention the Trapper is such a messy person, he just leaves his bear traps laying everywhere after they are used. Not even open to catch any prey. The huntress has to look down on him, how she keeps her spare hatchets in the tool boxes like a responsible killer.

    The trapper really needs to get his ######### together. Who agrees?

    Trapper should start with having 2 bear traps in his inventory and can hold up to 2 bear traps in his inventory. The bear traps should start off already armed in certain pallet loops to save him time by going to pallet loops and not risk getting seen by survivors. Talking about survivors, the trap hit box should be moderately bigger so survivors cannot walk past them easily. Finally, survivors should have to go through a 5 second animation when entering a bear trap to prevent instant escapes and have a progressive increase to the RNG action. It should be like this, first attempt: 10% chance to free yourself, second attempt: 20% chance to free yourself, and etc.
  • Nickenzie said:
    Known exploit. Be thankful they were generous and didn't use a Splinter to force you into a perkless DLC killer.
    I'm dying right now, they think that killers are strong enough to warrant a hacked DLC splinter on them! 😂
    I've seeen screenshots of teams using splinters and losing, somehow.
    Unbelievable.
  • Blueberry said:

    These survivor perks are almost all way, way overpowered lol

    Time to use this meme.


    Tell me WHY you disagree with me? I wanna know your point of view and what's your thoughts on the killer perks?
  • ad19970 said:

    Personally, i wouldn't mind if survivors got like a 10% or 15% decreased repair speed while injured. Would probably nice. However that's all I would change. No increased penalties for getting hooked, especially since finshing gens gets harder and harder the further the game progresses since there are less gens a killer has to protect. And definitely no healing speed decrease in my opinion. The healing speed increase we got last patch was already enough.
    Personally i just want them to finally buff Thanatophobia. I want to use that perk so bad instead of Hex Ruin, since it actually rewards killers a bit for not tunneling and camping, but right now it just seems quite useless with it's extremely low values.

    This is fine as well, just helps out with the generators a little.
  • Known exploit. Be thankful they were generous and didn't use a Splinter to force you into a perkless DLC killer.
    I'm dying right now, they think that killers are strong enough to warrant a hacked DLC splinter on them! 😂
  • Peanits said:

    Just some feedback for a couple:

    Losing End: This would probably just be unfair to killers. For this perk to activate, they would have to either hook two survivors three times and the other two survivors twice, or hook three survivors three times and the remaining survivor once (although in this case, the hatch would probably be available anyway). They'd be doing extremely well at that point. The perk would basically deny the killer their well deserved sacrifice points.

    Also, the action speed boost would be massive. This would punish the killers who leave the hook and don't tunnel by giving the survivors massive boosts.

    Calm Spirit: I don't think this is a good fit for the perk. Calm Spirit implies that you remain calm, while the speed boost is like an adrenaline boost because you're panicking. It's also a stealthy perk to begin with, so I feel as though adding additional chase power is the wrong way to go there.

    No Mither: I'm okay with extra bloodpoints, but I don't think it should instantly fill all your categories. This would just promote hiding in lockers for the whole game, maybe even bringing a key and slipping out through the hatch for an easy 64k BP.

    Card Trick: Might be a little close to Object of Obsession, but for killers. I also don't think killer aura reading perks are common enough or useful enough to warrant it.

    Blood Warden: I don't know how to feel about this one. I think there's plenty of close calls that would be completely denied just because the killer brought this perk. Normally the killer has to work for it, but with this buff, it's just a free two minutes to run around with NOED. More importantly, normally you have to hook a survivor, giving the other survivors something to do while waiting for the gates to unblock. But with this, they'll open a gate, see it's blocked, and then go play hide and seek for two minutes while it unblocks. I can't see a lot of good outcomes for changing it this way.

    Remember Me: This would likely be a downgrade. If every other survivor can just break the hex to avoid the penalties, they will simply open the gates while the obsession hides or stalls. If the obsession is the last one up, they'll just take the hatch preferably anyway.

    Dying Light: I'm strongly against perks that will just make the game unfun for someone. I feel like this perk is going to ruin the game for the obsession, causing them to be slugged for the whole game. As is, it's not great in that regard, but if they get camped on the hook it'll at least be over in only two minutes.

    Hide and Seek: Minor nitpick, but the majority of lockers share tiles with potential hook spawn, so the extra wiggle progress would likely not make a difference. The only exceptions that I can think of are unique tiles, like upstairs in the ironworks, although you can still probably get to a hook from there as well.

    Okay, thank you for the nice and civilized feedback @Peanits, I'll tell you my reasoning and will make some changes according to your criticism!

    Losing End: Yes, I definitely agree with you, I went over board with the speed increase just a little much, I often underestimate how strong % increases are but I do feel like the 10 token benefit to open the exit gate without needing to complete all generators should stay for multiple reasons. It's actually rare to see a killer hooking everyone to their death since it's more efficient to tunnel and even camp someone who's good to eliminate them quickly. Since every survivor can be hooked three times, that's a total of 12 Tokens (You would be sacrificed already). 10 Tokens would be 2 sacrificed survivors and 2 survivors on death hook or you being at the struggle phase while everyone else is sacrificed. In the situation where having 2 survivors being able to open the gate assuming this situation happens, is reasonable since it's less about playing hide and Seek world champion and more about doing something to get caught or escape.

    Calm Spirit: My thinking with the additional sprint burst was to give the survivor a way to break the chase more easily via hiding behind line of sight blockers. I can add on to it, maybe causing exhaustion for 40/30/20 seconds while Calm Spirit ignores exhaustion. This would prevent massive perk combos and encourage breaking a chase.

    No Mither: Yes but again, if you do nothing just to escape through the hatch, you'll depip. Additionally, escaping requires you to do generators and doing no generators means no hatch. This wouldn't be much of a problem and if it does happen, they will like depip.

    Blood Warden: Yes, but it gives you time to go after other survivors when you couldn't. Additionally, you can see survivors progressing the exit gates so you can see where they walked off to when they opened it as their aura fades away. Think of it as, you're staying for two minutes longer, period. You could get some nice synergies with BBQ, Rancor, some killer powers and find more survivors.

    Hex (Remember Me): I think you miss read the perk because it's a HUGE buff. Currently the obsession doesn't face the exit gate penalty regardless of the amount of tokens towards Remember Me. Now with this version of Remember Me, the perk will still continue to affect other survivors and you can still gain tokens on the perk but the obsession just won't suffer from the exit gate penalty after being cleansed, that's all. Additionally, there's no maximum amount of tokens in this perk since the obsession can open the exit gates normally if it's destroyed meaning you can get 1 billion tokens if you absolutely wanted to (would take forever tho).

    Dying Light: Would granting the obsession the ability to recover from dying state be a good compensation? However the obsession can only recover at 50% than the normal recover speed. Thoughts?

    Hide and Seek: I think this perk is actually balanced to be honest. I wouldn't change it.
  • Vadim239 said:

    @Nickenzie said:
    I'd like to add on to your idea about getting bloodpoints on a devotion. Maybe add some shards in there as well and give us a offering called "Gold Bloody Party Streamer" that gives everyone 500% bonus bloodpoints in all categories for all players this trial.

    I think that is a fun idea, only if the entity give one such offering per devotion level. That wouldn't be so strong.

    Yeah, only one for both sides every devotion.
  • Vadim239 said:

    @Nickenzie said:
    The bloodpoint cap is 1,000,000 bloodpoints meaning it's impossible to gain anymore bloodpoints beyond that point without hacking. This reward ONLY should go above the 1,000,000 bloodpoint cap just in case you forgot to spend your saved up bloodpoints.

    I think it's not a problem to spend all your bloodpoints at 99 level.

    It isn't but it would suck if you lost your devotion reward because you forgot to spend them all.
  • Vadim239 said:

    @Nickenzie said:

    If the reward goes over the bloodpoint cap then yes, this would work.

    Thank you. Do you have any more ideas about the reward system?

    I'd like to add on to your idea about getting bloodpoints on a devotion. Maybe add some shards in there as well and give us a offering called "Gold Bloody Party Streamer" that gives everyone 500% bonus bloodpoints in all categories for all players this trial.
  • Vadim239 said:

    @Nickenzie said:
    If the reward goes over the bloodpoint cap then yes, this would work.

    What do you mean "bloodpoint cap"? Do you think BP rewards should go up to a million?

    The bloodpoint cap is 1,000,000 bloodpoints meaning it's impossible to gain anymore bloodpoints beyond that point without hacking. This reward ONLY should go above the 1,000,000 bloodpoint cap just in case you forgot to spend your saved up bloodpoints.
  • @Nickenzie said:
    Yaboi_Gengarboi said:

    So it's been quite some time since the hefty emblem system that...did nothing. What is the point in a ranking system when all the good players derank to bully the noobs?

    Some extra bloodpoints at least would be nice and encourage people to rank up.

    My solution, bloodpoint multiplier:

    Rank 10: x1.1
    Rank 9: x1.2
    Rank 8: x1.3
    Rank 7: x1.4
    Rank 6: x1.5
    Rank 5: x1.6 and 10% Bonus shards during level up
    Rank 4: x1.7 and 20% Bonus shards during level up
    Rank 3: x1.8 and 30% Bonus shards during level up
    Rank 2: x1.9 and 40% Bonus shards during level up
    Rank 1: x2 and 50% Bonus shards during level up

    Let's say that you will level up to rank 75 on your next game at rank 1 and will get 40,000 bloodpoints on that game.

    Results:

    80,000 Bloodpoints instead of 40,000 Bloodpoints
    450 Shards instead of 300 Shards

    i was also thinking of a multiplier, but I don't think it should go up to 2. I think the max should be 1.5

    A multiplier of 1.5 is fine as well, as long as it gives players a reason to care about rank, the better.
  • So it's been quite some time since the hefty emblem system that...did nothing. What is the point in a ranking system when all the good players derank to bully the noobs?

    Some extra bloodpoints at least would be nice and encourage people to rank up.

    My solution, bloodpoint multiplier:

    Rank 10: x1.1
    Rank 9: x1.2
    Rank 8: x1.3
    Rank 7: x1.4
    Rank 6: x1.5
    Rank 5: x1.6 and 10% Bonus shards during level up
    Rank 4: x1.7 and 20% Bonus shards during level up
    Rank 3: x1.8 and 30% Bonus shards during level up
    Rank 2: x1.9 and 40% Bonus shards during level up
    Rank 1: x2 and 50% Bonus shards during level up

    Let's say that you will level up to rank 75 on your next game at rank 1 and will get 40,000 bloodpoints on that game.

    Results:

    80,000 Bloodpoints instead of 40,000 Bloodpoints
    450 Shards instead of 300 Shards
  • Vadim239 said:

    I have an idea.
    When you reach the 1st devotion - entity gives you 50 000 BP,
    for the 2nd devotion - 100 000 BP,
    for the 3rd devotion - 150 000 BP,
    for the 4th devotion - 200 000 BP,
    for the 5th devotion - 250 000 BP,
    for the 6th devotion - 300 000 BP
    for the 7th devotion - 350 000 BP,
    for the 8th devotion - 400 000 BP,
    for the 9th devotion - 450 000 BP,
    for the 10th devotion - 500 000 BP, (the highest BP reward)
    for the 11th devotion - 500 000 BP, (the highest BP reward)
    for the 12th devotion - 500 000 BP, (the highest BP reward)

    People, What do you think?

    If the reward goes over the bloodpoint cap then yes, this would work.
  • Spork said:

    Doesn't seem like it.

    "Is Bond used for anything other than Sandbagging?"


    Use Sole Survivor ;)

    Don't, it doesn't hide your aura from your teammates. :lol:

  • I doubt that I'm the only one wondering, what is the point of this? So confused.

    Coming from someone who's never had a game held hostage I guess.
    Guys, give @brokedownpalace a break. Obviously he had good intentions with this, let him change his idea to make it better.
  • Incarnate said:

    @Vadim239 said:

    @Incarnate said:
    Interesting ideas..

    Would'nt be bad for a devotion system specifically for characters too.

    The devotion is the account level, Not the character level.

    I know, thats also why a devotion system would good for characters too, not just character levels, but something more than that. Like when you actually achieve level 50 with the character. I know you can prestige the character, but prestige simply means to just obtaining a few extra cosmetics and thats it. Many aren't even interested in prestige, which personally I'm not either.

    So like if one achieved level 50, then thereafter you could then have devotion levels, which could yield various types of benefits - which in my opinion also should be visible to others.

    This would be cool, shows you how much you love your selected survivor or killer.
  • Chi said:

    If that got into the game, I would go full killer main.

    I wouldn't because I can adapt just like any survivor main.
  • Malakir said:
    Nickenzie said:
    Yes, you heard that correctly my fog travelers. I feel like injured state should have more of a punishment while not being so overwhelming to the survivor.

    Injured State

    Upon being injured, suffer a 10% action penalty to all actions until healed.

    Injured survivors who have been hooked before will suffer a increased action penalty:

    Number values are rounded to the nearest whole number!

    Injured, Fresh Survivor
    10% Action Penalty

    Generator Repair Time with Penalty:
    89 Seconds
    Healing Time with Penalty:
    18 Seconds

    Injured, Been Hooked Once
    15% Action Penalty

    Generator Repair Time with Penalty:
    94 Seconds
    Healing Time with Penalty:
    19 Seconds

    Injured, Been Hooked Twice
    20% Action Penalty

    Generator Repair Time with Penalty:
    100 Seconds
    Healing Time with Penalty:
    20 Seconds

    Compensation

    Three survivors can now heal a single survivor simultaneously instead of only two survivors.
    This mechanic will encourage killers to NOT camp and tunnel since they now get rewarded for going after other survivors.

    Perk Changes

    RESILIENCE: You are are motivated in dire situations. When injured, grants immunity to injury penalties and increases your action speed for all actions by 6/9/12%.

    This now gives the survivor a incentive for staying injured but is now a risk and reward perk.

    THIS IS NOT HAPPENING: You perform at your best when you are under extreme stress. When injured, great skill check success zones and good skill check success zones are increased by 30%. Everytime you're hooked, great skill check success zones and good skill check success zones are increased by 6/8/10%.

    Same reasoning with Resilience, gives you a incentive for being injured but is now a risk and reward perk.
    nope. Healing nerfed more to 18+s and beyond its stupid. I think its pretty balanced the way it is now

    What do you mean all action? Even vault and dropping pallet? If it means that its a big nono

    Increase the generator time.. I think its a dumb idea, already right now you almost fall asleep doing those things (I watch YouTube while repairing) increase that would be way too boring

    The compensation so now three people can heal isn't a compensation at all. Not even close, its just dumb since in the first place be spread out I the most optimal way and even if not you would be too rarely close together or know where others are. It just doesn't work

    The perk buffs are kinda okay even if the numbers might be too high. Just a bad idea overall I think. Already stand behind a thing for more than a minute is boring, I'd rather have another obj than hold a button longer
    "nope. Healing nerfed more to 18+s and beyond its stupid. I think its pretty balanced the way it is now"

    You have to be hooked twice and be injured to suffer the 18 second healing penalty, if you're healthy, this won't affect you.

    "What do you mean all action? Even vault and dropping pallet? If it means that its a big nono"

    No, I would've said all interaction speed and action speed if so and it would contradict my thread if so.

    "Increase the generator time.. I think its a dumb idea, already right now you almost fall asleep doing those things (I watch YouTube while repairing) increase that would be way too boring"

    Again, the increased generator times only affect you if you are injured, not healthy. You will have to deal with it or we can use @Boss + @Well_Placed_HexTotem idea because when the developers read the Q&A about generator parts and gas cans... This is their response. "That's a interesting idea, what do you think?" "That would be great mechanic for a different game mode in the future!" So, they like the idea of a secondary objective but they don't wanna add it to the current game mode or else they would've said that in the Q&Q. My idea is alternative, yes it's not good but what else can we do if they don't wanna add secondary objectives?

    "
    The compensation so now three people can heal isn't a compensation at all. Not even close, its just dumb since in the first place be spread out I the most optimal way and even if not you would be too rarely close together or know where others are. It just doesn't work"

    You don't like the idea of three survivors being able to heal one survivor because it rarely happens? Who cares, it's just there just in case it happens, think if it as a QoL buff for survivors.

    "The perk buffs are kinda okay even if the numbers might be too high. Just a bad idea overall I think. Already stand behind a thing for more than a minute is boring, I'd rather have another obj than hold a button longer"

    The perk buffs gives survivors more of a risk and reward play style which we need more of since killers are getting stronger by the second. Your last sentence about a secondary objective is already answered in my third response to you, the developers aren't interested in adding them in this game mode but in a different future game mode.
  • Mister_xD said:

    just give bonus BP for it.
    this perk is supposed to be a hard mode for survivors, so i dont think it should be buffed, but instead reward you for using it.

    Vote up.
  • we suggested dozens of solutions, for months, and nothing done yet

    can we have an official contest or brainstorm to help the devs? @not_Queen


    I made a DS rework and @MandyTalk actually liked the idea of it. Hopefully the community manager will support my idea.

    Here's the link:
    https://forum.deadbydaylight.com/en/discussion/23199/the-decisive-strike-problem-rework/p1
  • This doesn't even make sense. There's plenty of things that could use nerfing in the game. But this is just pointless. If anything survivors should be benefited for staying injured and not healing. It's putting them at a disadvantage.

    @GrannyonAcid
    I'll try my best to tell you my reasoning and justification for this. Basically in the game in patch 2.3.3, it's more efficient to eliminate a survivor ASAP instead of spreading the damage. Since the killer is weak at spreading the damage, why not bring that up to par by these injured penalties? It's more fun to the survivor, the killer doesn't feel pressured to let a injured survivor go free, and it slightly helps out with the generator situation.

    For the perk changes, survivors barely have any risk and reward perks such as Deliverance so why not have more of them? Once a survivor gets properly balanced, they will be desperate to increase their strength by using heavy risk and reward perks that can extremely benefit the killer more than the survivor.
  • Boss said:

    I'd just prefer a speed penalty while injured, many wouldn't like more generator time. (And since they got the devs to cancel a proper Self Care nerf, their complaints would work.)
    Or make the injured Survivor get slower if they run, decreasing the speed continuously if they keep running.
    But they can regain their speed if they don't move.
    Walk speed wouldn't lower or raise the movement speed.

    Yes, I would love this idea actually since survivors don't get longer generator times while killers get rewarded for spreading the damage more. Hey, you should put your idea with @Well_Placed_HexTotem since it would be a nice addition to the game. Here's his quote from my thread if you haven't seen it already! :)
    I’ve long thought there should be some accumulative effect on survivors for being hooked. Like, hooked once, they limp and have an action penalty. Hooked twice, they move as if injured, have an action penalty, and maybe make more noise. All of this can be tweaked and countered via perks. 

    But it woukd give the killer incentive to spread spread the love around, and give survivors a reason to use something other than SC/DS/AD/exhaustion perk.

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