NMCKE
NMCKE
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Yeah, it's called "free will" in the bible, you can do what you want. However I'm just suggesting this to help the killer out in a weak area which is spreading the damage. Spreading the damage is usually more time consuming than sacrificing a survivor as soon as possible, so why not buff spreading the damage? You as a survivor will likely benefit from this since more killers will spread the damage but it won't always work in certain situations such as the exit gate being opened. Overall, I feel like spreading the damage needs to be on par with sacrificing a survivor as soon as possible.SenzuDuck said:Can we stop pretending ANY change to this game will "prevent people tunnelling and camping". You guys need to stop trying to pile buffs in where you can as a "benefit" for survivors.
As someone rightly said, there's someone literally camping if they get replies to threads (lets not pretend tht isn't how he's playing anyway). Since this "emblem penalty" killers suffer for being too close to the hook I've NEVER been camped so hard in my life in matches.
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Sorry got carried away a little, it just annoys me when someone doesn't tell me why they disagree or agree with me. I wished people were less like this and are more civilized about saying their opinion with reasoning and justification.Giche said:@Nickenzie said:
BigBubs said:Oh ok , nothing interesting here.
Just like you when you don't tell me WHY you disagree or agree with something. I can't understand your point of view if you're always being vague with me.
Don't bother with this low quality bait.
Now, back on topic: @Peanits
I understand your valid points and you're completely right but my goal with this change is to give killers a reward for spreading the damage. Currently, it's more efficient to eliminate someone from the game as fast as possible (As you mentioned in your quote) rather than spreading the damage. If we could make spreading the damage more stronger for the killer, then we would see more fun games for both sides. As for learning the mechanic, new players would catch on pretty easily since "the closer you are to getting sacrificed, the more of a speed penalty you'll receive." This could be in the tip information and would make sense to understand since it's basically common sense. Overall, there's great arguments for both sides but I'd say, this is me being as fair as possible, this change is needed since the developers don't want to add a secondary objective in the game mode we have. If I recall correctly, they wanted to add secondary objectives to a different game mode in the far future. Knowing this, we will need reasonable alternatives in the current game mode to help out with the generators and fun aspect of the game, for both sides. Thank you for your reasoning and debate points, bravo!Peanits said:To play Devil's Advocate here, what benefit would this bring to the table? (Not trying to knock the idea or anything.)
For instance, wouldn't this just encourage survivors to run self-care more? And wouldn't survivors risking running around injured be beneficial to killers, making it easy to down them?
And on that line of thought, isn't it already pretty practical to injure people and force them to heal between all of the healing speed/mangling perks available?
While I can see the benefit of leaving a previously hooked survivor alive and going for another one (since their actions are slowed, and they are less effective), it would still end up being stronger to take them out of the game entirely, as that's basically like a 100% action speed penalty.
I'm all ears, but I do think that things should stay as simple as possible unless there's a very good reason to change them. There's already plenty of little details to be concerned with as a new player, and I feel like this change would be another layer of confusion on top of that.
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Yeah, you should calm down, it's just an idea and I decided to share it with the community. If you have a problem with people sharing ideas that you don't like then I suggest that you talk to some of our amazing moderators so they can close every thread that you don't agree with, probably won't happen just to give you a heads up.Dreamnomad said:You have a really bad sense of what is balanced in this game. Trick or Treat is just an unbalanced Make Your Choice. The hex is complete bullshit. Perks shouldn't injure players. Ever. Much less randomly put them in the dying state. If you want to kill survivors then it's your job as the killer to hunt them down and kill them.
Card Trick is stupid. Either it's a wasted perk slot or it unfairly counters survivor builds. It's like a messed up killer version of Sole Survivor. We all know how popular that perk is. The killer ability is just a knock off of Rose from Garden Warfare 2.

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Yes, I understand that this won't solve the issue but this change isn't supposed to solve that issue anyways. Think of this as a QoL general buff to the killer in a weak area and a buff to some survivor perks. Obviously, to fix generators, we'll need to have generator parts to slow down the game a little.EntityDispleased said:Can we stop putting bandaids over the real issue this game has? The objectives need to be extended by a lot one way or another. Healing Nerf did nothing, increasing killer animation speeds isn't doing much, the pallet changes screwed over solos while keeping swfs just as strong and along with any other change we got was just a workaround so they don't have to touch the objectives for some reason. Bring back the pallet change and extending objectives will be all this game needs right now.
Imagine there's 10 gens instead of 5 and you manage to get your first hook by the time two gens were done (assuming it's a sweaty swf group), 8 gens left and you still have a good chance at not getting bullied to ######### regardless of DS or whatever other annoying perks. 10 gens is obviously an exaggeration but you get my point. -
ReneAensland said:You say discourage camping and tunneling when there's a dude in the forums camping and posting his results.
Come on.
Survivors have been hit with a pretty bad Self Heal nerf already, it'll add insult to injury to assume killers won't camp when the majority who do will continue ON TOP of another survivor nerf.
I'm for it, but what do we get in return for their nerf?
I'll add on that if a killer camps a survivor without any reasoning besides I'm just gonna do it then they will probably end up getting generator rushed. @Raccoon was getting boosted survivors, even as a solo Q survivor, they should know to do generators when the killer is camping for no reason.Nickenzie said: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. -
You're overreacting to this change since for you to receive the full penalty, you'll need to be injured and been hooked twice. Besides, would you rather give the killer more of a reason to not camp or don't give the killer a reason to not camp? You didn't even acknowledge the perk buffs as well since you only care about nerfs, not buffs.OGlilSPOOK20 said:Why? They already nerfed the speed... What more do you want? At this point you might as well just delete healing from the game dude. -
Just like you when you don't tell me WHY you disagree or agree with something. I can't understand your point of view if you're always being vague with me.BigBubs said:Oh ok , nothing interesting here.
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I know survivors have been hit with a huge healing nerf but I don't think this healing change will be game changing since it's just 2 seconds if you're facing the full penalty. Remember you face the 2 second healing penalty when you're injured and you've been hooked twice. I'll add on that this affects your action speed, it's not a mangled status effect where you take longer to heal and if you're healthy, this change wouldn't affect you. Overall, I don't think this is too much for the survivors, I think I'm directly on the line through.brokedownpalace said:Healing time does not need to be increased even more. Other than that it's a pretty cool idea, especially because you balanced it with the two perk buffs, which would actually become useful. -
@Venzhas J'adore parler en Français beaucoup! Français est mon langage préféré parse que c'est très interestant! Quoi qu'il en soit, qu'est-ce tu pense de Dead by Daylight mon amis? Pardon pour mon mal Français, je suis pas très bien mdr!Venzhas said:Hum, sorry, I mean the Hatch... you know we don't have so much decent english teaching here in France. :'(
Translation: English
I love speaking in French very much! French is my favorite language because it's very interesting! Anyways, what do you think about Dead by Daylight my friend? Sorry for my bad French, I am not very good lol. -
I like the x1.5 bloodpoints week since you have 5 days to take advantage of it while the x2 bloodpoint event has only 2 days to take advantage of. Meaning if you have something going on during that time, you basically miss out on the x2 event. The x1.5 bloodpoint bonus is mathematically proven to give you more bloodpoints since the extra days of bonus bloodpoints will pass up the amount bloodpoints that you can earn in a x2 weekend.
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Eh it depends on the meta, Alert is pretty good right now, in fact I use it on my survivor so Card Trick might catch some survivors with this perk. Dark Sense is another perk but it's not as good as Alert so I wouldn't see Card Trick getting survivors with it as often. Kindred can help you see all survivors for potentially two minutes and it's not limited by a range requirement unlike BBQ. Rancor is great with Card Trick since you can possibly find your obsession and mori them. The key add-on is pretty useless so I wouldn't see Card Trick catching survivors with this add-on.SolarFoxVB said:Then I'd say that I have to agree with alivebydeadlight with how situational it is. Only Kindred, Alert, Dark Sense, the killer key stone, and Rancor will allow this to work (it already happens with Object of Obsession, so I felt it was meaningless to mention), so that's 4 of the 107 perks in the game, and only 1 add-on. I understand that sometimes it's nice to have this situational stuff, but unless the situation actually arises, a perk slot is wasted, like with Calm Spirit.
However, I'll buff this perk to give more value to the killer and provide a secondary effect. I will highlight these new changes in italics and bold. -
Yeah, you have a point but... This only works when you are in Kindred range tho 8m and it encourages the killer to not camp and go chase some survivors. I'll say that this perk can either be OP at times or a complete bust, it's the situation mostly.SolarFoxVB said:How would Card Trick work with Kindred? It would be pretty unfair to get free BBQ because somebody brought Kindred 3
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At this point, I'm willing to take anything. I want the Entity's interest reward, free bloodpoints for doing absolutely nothing is really cool.Vadim239 said:Agreed. I think everyone will be much happier to play longer, if there is some kind of reward for devotion
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When you hear the developers say play civ
When you see four P3 Claudettes
When you're about to die to a camping Leather Face
When you're about to die to a Reverse Bear Trap (Had this happen to me before when I was Pig) -
@Raccoon, use NOED, Insidious, Ruin, and Franklin's for the game for me!
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It's true, you can't always dribble and Enduring doesn't prevent the survivor from hitting the skill check either. Enduring just increases the recovery from stuns which helps against DS but a survivor can still make the most from it.KingB said:@wimlin Dribbling only works if the survivor goes down near a hook. The skill check isn't hard to hit once you have a ton of hours in the game. And those are the only time its a problem is when those people are using it. There is no true counter, show me anything in the game that's ridiculously strong but has no true counterplay. Are you kidding? Play killer, the game is unbalanced at the top. That's why there's all these threads complaining about Gen rush, because the survivors can do their objective so much quicker than killer. -
Same, basically anything will do for the devotion rewards.Jed said:Well anything is better then nothing. Hell I would be fine if we just got more more shards added to each level everytime we increase the devotion level.
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Each devotion level could increase your BP cap by 200,000 up to a maximum of 1,000,000 increased. Devotion level should also make you get additional shards perk level up.HuN7r3sS said:Could you give some sort of reward for making it to devotion please? Right now it's basically just prestiging your player level. -
I agree with @Mister_xD , if this perk gets this buff then I would want to see Iron Grasp get the same treatment.Mister_xD said:only when you buff iron grasps stats to 50/75/100% decreased struggle effects too.
iron grasp is ment to be the direct counterplay to boil over, so i dont see why the survivors perk should be superious to its direct counter from the killer side.
if one of these two perks has to be stronger, it should be the killers perk, not the survivors. -
For the first perk idea, I suggest reducing the values for every tier by 1 because this perk makes you go out of your way to break a pallet that's already ready to be used which can allow survivors free roam of the map. Additionally, you need to have some competition against Spirit Fury and make both options equally worth a perk slot.SolarFoxVB said:Destructive Ambitions - The very thought of a survivor thwarting you fills you with rage. After breaking 5/4/3 dropped pallets, you gain the ability to break a pallet that is still up. Doing so rewards double the amount of Brutality points as a dropped pallet break.
Lingering Wrath - As your victims escape, your wrath still lingers. For every survivor that has escaped, gain 3/4/5% movement and action speed, as well as 6/12/18% successful and unsuccessful attack cooldown (I know this one is very iffy to use, but it is useful if you force people out of the exit gate often).
Determination - Your determination to get out of this mess will allow you to prevail. For every 30 seconds that you are within the killer's terror radius, you gain a stack of Determination up to 1/2/3 stacks. To use a stack, you must stand still and press the active ability button (Standing, not crouching), which will start a 10 second bonus to action speed of 15/30/45%
Any modifications to this post will be in italics. If a change is changed again, it will also be in bold. I will be glad to hear feedback however criticizing, so don't hold back!
Destructive Ambitions - The very thought of a survivor thwarting you fills you with rage. After breaking 4/3/2 dropped pallets, you gain the ability to break a pallet that is still up. Doing so rewards double the amount of Brutality points as a dropped pallet break.
This perk is really balanced to be honest but I wouldn't mind adding more bonuses to it such as the exposed status effect and decreasing the current bonuses to compensate.
Lingering Wrath - As your victims escape, your wrath still lingers. For every survivor that has escaped, receive a token up to a maximum of 3 tokens. Every token grants a 3/4/5% movement speed increase and action speed, as well as 10% successful and unsuccessful attack cooldown. When you have 3 tokens, the last survivor will suffer from the exposed status effect and can be killed by your hand.
This third perk is solid, great job! However I want the bonus effect to last longer while decreasing the speed just a little to compensate and give the killer some reaction time when you have 3 stacks.
Determination - Your determination to get out of this mess will allow you to prevail. For every 30 seconds that you are within the killer's terror radius, you gain a stack of Determination up to 1/2/3 stacks. To use a stack, you must stand still and press the active ability button (Standing, not crouching), which will start a 30 second bonus to action speed of 10/20/30%.
Again, everything I said above could be unnecessary but I'll let you decide that!
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@GhostrickSpecter
Hello, I will review your killer's strength!
Your killer strength rank is: 5/10 Points
Pros:
+Tremendously Great at tracking Survivors.
+Potential Power in a chase due to the plushie power.
+Ambush Potential due to low terror radius.
Cons:
-Can't end chases reliably and effectively.
-Power can be made completely useless by sabotage.
To see whether or not a killer is high or low tier is on their ability to end chases reliably and effectively.
Your killer doesn't end chases reliably and effectively but has potential with the benefits from the plushies. Overall, this killer is exactly like the trapper but instead has traps that sense and alert you on the survivor's locations. This is why I rate your killer's strength at 5 out of 10 but don't be discouraged, the concept is a solid 10++! Keep it up!
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Last update, they are gonna fix the bug!Nickenzie said:
Update, they have opened my ticket (wow, that was fast). I'm pretty sure that they are aware of the issue right now.Nickenzie said:
Talking about this? I got it as well.ConfusedGamer said:I keep running into "Initialization Error" I have restarted the game 22 times (Yes I Did that).
I hard reset my Xbox, 4 times. I really don't want to reinstall my game out of fear of losing all my progress for the past year and half.
After the failure of Hollowed Blight, I couldn't possibly fathom BHVR missing the mark again.
OH wait... they did it again.
And to make this 2 hours of misery even more enjoyable. This is literally the ONLY night I can play this game, I have to work double shifts for the rest of the week and miss the blood point event.
Great Job. I hope not-a-queen read this. I'll gladly send you my player ID if you ever read this.

I can't believe I have to do this but I might have to go to support.deadbydaylight.com
Wow, everyone was saying that the tickets take forever but they was so wrong! Best customer support I've ever seen in a gaming company!

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You are someone else sometimes.Radiant said:They are afraid of the post-event, post-nerf shitstorm so they just made a recorded video (discussing other topics) and probably (hopefully) working hard to recover from the failure before going live again.
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It depends since if a survivor is running "Dark Sense" "Alert" "Iridescent Stone Key add-on" "Object of Obsession", you basically get free aura reading. It just depends on the survivor's perks to be honest and there's no range requirement or cool down.alivebydeadight said:card trick is situational
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Update, they have opened my ticket (wow, that was fast). I'm pretty sure that they are aware of the issue right now.Nickenzie said:
Talking about this? I got it as well.ConfusedGamer said:I keep running into "Initialization Error" I have restarted the game 22 times (Yes I Did that).
I hard reset my Xbox, 4 times. I really don't want to reinstall my game out of fear of losing all my progress for the past year and half.
After the failure of Hollowed Blight, I couldn't possibly fathom BHVR missing the mark again.
OH wait... they did it again.
And to make this 2 hours of misery even more enjoyable. This is literally the ONLY night I can play this game, I have to work double shifts for the rest of the week and miss the blood point event.
Great Job. I hope not-a-queen read this. I'll gladly send you my player ID if you ever read this.

I can't believe I have to do this but I might have to go to support.deadbydaylight.com -
Talking about this? I got it as well.ConfusedGamer said:I keep running into "Initialization Error" I have restarted the game 22 times (Yes I Did that).
I hard reset my Xbox, 4 times. I really don't want to reinstall my game out of fear of losing all my progress for the past year and half.
After the failure of Hollowed Blight, I couldn't possibly fathom BHVR missing the mark again.
OH wait... they did it again.
And to make this 2 hours of misery even more enjoyable. This is literally the ONLY night I can play this game, I have to work double shifts for the rest of the week and miss the blood point event.
Great Job. I hope not-a-queen read this. I'll gladly send you my player ID if you ever read this.

I can't believe I have to do this but I might have to go to support.deadbydaylight.com -
The swamp gives me depression whenever I load into the map, both survivor and killer.Khalednazari said:The Swamp. Even though it's size is reduced, it still feels big. The gens are really spread out. -
Toxicity, nuff said.
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It should make blood stay on the ground for a longer duration and cause more bleeding, just like bloodhound.SmokePotion said:This mechanic seems kinda useless. It's not that hard to follow a blood trail normally.
It also doesn't make a whole lot of sense. This human being is profusely losing blood, and suffering no ill effects.
I think when a survivor is hemorrhaging one of two things should happen.
1: (the less op answer) Make it slow all actions speeds until healed.
2: (The more realistic answer) Put the survivor on a timer like Borrowed Time.
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@brokedownpalace Honesty, I think that the 10 second benevolence timer should be reworked since if you take that risk and you ended saving that survivor even through the hooked survivor was downed, you shouldn't get punished. You should lose benevolence when the hooked survivor gets thrown back on the hook within 10 seconds. The 10 second timer will pause when the hooked survivor is in dying state or on the killer's shoulder. That way, you can do more risky actions rather than suffer benevolence to save someone. However, I'm talking about unhooking someone with the wrong intentions though, like to do it just ruin someone's day or you're new to the game.brokedownpalace said:
I do take a risk. Often I will let the killer hit me then while he's in the weapon cleaning animation I will unhook. The killer could do two things, line up behind me to hit me, or move around and hit the unhooked survivor. Either way, I'm talking about when a survivor is about to enter phase 2 or die. There is NO reason not to take that risk. At the very least, if the killer hits the unhooked survivor, you force him to pick up that survivor and hook him again, wasting time.Master said:@brokedownpalace said:
I'm not sure why you're conflating exhaustion reset with unhooking, but it's fine and does not need to be reverted. This is how balance works.Sometimes a risky unhook is necessary, for instance it's much better to try to get a survivor unhooked if they're about to go into phase 2 even if the killer is nearby. Sometimes it pays off, sometimes it doesn't. Getting 0 BP is way too harsh. It's fine as it is now.
Your opinion is how balance works? How do you mean that?
If you go for a risky unhook, then YOU should feel the risk, and not the victim on the hook that is farmed by you
OR the killer could get greedy, down the unhooked survivor and chase after you thinking he'll get 2 for one. Then your other teammates come in and heal the survivor on the ground. -
BigBubs said:
Lol , I thought it was a thread by a survivor complaining about being farmed but I see it's a crybaby killer who wants his easy camp and be able to down people right off the hook to easy eliminate them and completely ignore the unhooker and go around them to hit the unhooked, which kinda totally the opposite of fixing the farming xD
Pretty sure the devs won't listen to this crybaby idea.
@Sinner @BigBubsSinner said:OP is just a noob camper that wants more camping buffs.
Yes, I can definitely tell that you two are the bigger baby in this thread, do me a favor and grow up. Perhaps giving me reasoning on WHY you disagree with me can help me make both sides happy but that's just too much to ask for isn't it? -
I'm focusing on the idea, not the OP and if the OP is attacking you --just ignore him/her-- a mod will take care of it. Shutting down a idea because you and the OP have a conflict sounds a bit silly. Anyways, back on topic, I feel like a totem counter will encourage survivors to waste time searching for totems instead of working on generators since they always will be paranoid of NOED. If NOED gets destroyed by this then it can be reworked to repair a totem and then activate.Tsulan said:
Do you really wonder why I'm shutting this idea down? With the way OP attacks everyone?Nickenzie said:
They can add more dull totems to waste more time to conpensate for the totem counter for both sides @Tsulan and again, stop shutting down ideas. At least give this idea a chance and suggest compensations to see if this idea can work. Currently playing solo survivor is so boring and adding a totem counter can encourage survivors to hunt for totems and waste more time.Tsulan said:
Please stop insulting yourself. That's embarrassing.AnotherRandy said:
Your the only one without a brain. SWFs are already counting and telling each other how many are left. If I play swf with friends the killer has no chance to get his noed, we won't pop the last gen before we found all dull totems.Mister_xD said:noed is weak enough already, you dont need to show the survivors how many more totems there are left.
that would be just as dumb as showing them what hex affects them, as any survivor with a brain can figure that out for themselves too. but no! we can not expect survivors to actually use their brains and start counting to 5, this would be too much.
Solo is a different thing, there is no "beeing dumb to count" cuz there is no communication. This will just buff solos, think before talking
NOED is already weak, this would be a buff to solos and SWF. Since they wouldn't require even basic math.
Solos can count destroyed totems.
Why do you want a even easier and brainless game? Right now you don't even have to pay attention while playing.
I'm all in for a game with less indicators. Not what we have right now, where we get a warning of UP even before we hear the heartbeat.
I also don't think that more totems would do the trick. -
Tsulan said:
Just don't award a stack after an unsafe unhook. Problem solved.Nickenzie said:
The only reason why I increased it to 2 stacks is because survivors will do anything for BP so why not use that to encourage safe unhooks?Tsulan said:I'm ok with those changes.
Maybe 2 stacks is a little to much. But the rest sounds solid.
Is this what you was talking about?Nickenzie said:-We're Gonna Live Forever will now award two tokens when the survivor gets the “Safe unhook” scoring event instead of awarding tokens when performing a unhook.
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The only reason why I increased it to 2 stacks is because survivors will do anything for BP so why not use that to encourage safe unhooks?Tsulan said:I'm ok with those changes.
Maybe 2 stacks is a little to much. But the rest sounds solid. -
Yeah, I get around 2 DCs on average in every game. It's pretty bad.HellDescent said:@Nickenzie I forgot about that. Now I know why all those survivors dc from my games today
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This or because you didn't want to farm which is completely acceptable since BP Multiplier =/= Farm.HellDescent said:Maybe it's just that week of a month for some people...

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❤brokedownpalace said:
Likewise. I would debate more but I've got a headache lol. Good night.Nickenzie said:Great points @brokedownpalace and thank you for being so civilized. -
It depends on the killer's skill and determination because most smart killers will usually tunnel the easier target. If I farm a survivor and they SB away (Exhaustion Reset), eventually the killer will catch up to the survivor and the survivor will start back at square one which is no fun for the unhooked survivor. I understand your valid point of delaying is all apart of playing survivor but the bigger question is at what cost? You are ruining someone else's experience just so the other three survivors can do generators and escape. Like you said before, sometimes you may need to perform a risky unhook but if you find yourself in that situation a lot, then there's a perk for that situation to give the survivor more of a fighting chance to hide and break the chase.brokedownpalace said:I'm not sure how it's delaying the inevitable. Often times the unhooked survivor gets away. Like when the unhooker takes a hit, like you said in your second example. Or the killer loses track of the unhooked survivor, or the unhooked survivor can make it to a good pallet or window and get some distance. The whole point of playing survivor is to delay the killer from downing and hooking you so there's more time to do gens.
"And as for your second point, you cannot always take the hit."
You're exactly right, great valid point! However you wouldn't be in that situation if you never did the unsafe unhook in the first place.
Overall, I understand both sides of the argument but I really feel like we need to prevent this from happening in the first place rather than accepting it and making it more acceptable. Great points @brokedownpalace and thank you for being so civilized. -
I will give my opinion on why I disagree with the exhaustion changes and will provide you my reasoning. Basically the exhaustion reset is delaying the inevitable from happening which is the hooked survivor being downed again and being hooked again. Since the exhaustion reset is delaying the inevitable, the unhooker won't be punished with the benevolence penalty and since there's no punishment... There's absolutely no reason why you shouldn't farm survivors. Does this help with the clarification?brokedownpalace said:I'm not sure why you're conflating exhaustion reset with unhooking, but it's fine and does not need to be reverted. This is how balance works.
Sometimes a risky unhook is necessary, for instance it's much better to try to get a survivor unhooked if they're about to go into phase 2 even if the killer is nearby. Sometimes it pays off, sometimes it doesn't. Getting 0 BP is way too harsh. It's fine as it is now.
For your second point, just take a hit for the survivor to prevent this. Tru3ta1ent does this a lot and it's flawless tactic since you're wasting the killer's time. -
Lol, I'm just pulling your leg my fellow friend!Master said:@Nickenzie said:
Master said:@TheEarthkin said:
@Master said:
@TheEarthkin said:
Just had a match with Bubba and he ran Insidious lvl 1.
After I unhooked the first surv I saw that he was insidious camping (just really bad).
So with the next hooked survivor he learned his lessons and charged up his chainsaw. But insidious still triggered?
So ez stealthy camp/facecamp with bubba. I could even think of a huntress with insta-down addon.
Do you think this should be allowed?
I just love 1-post guys like you
Hmm. Just think of it. Why could I have one or even two posts? Maybe I just joined the forum and wanted to start off with a post, like everyone else? Or did you join the forum to spam every sub-forum with over 100 posts each? :')
I just love 1-second-thought guys like you.
I always read the post first because I dont give a [Censored] about that number.
Then I see the quality of the psot that clearly comes from a completely unexperienced player that only has played survivor so far (or even new with both roles). I look at the number of posts and I am confirmed

@Master This forum is supposed to be child friendly, I edited your quote

The game is rated 18+, why should we be child friendly?

However I agree, insidious needs a huge buff. -
They can add more dull totems to waste more time to conpensate for the totem counter for both sides @Tsulan and again, stop shutting down ideas. At least give this idea a chance and suggest compensations to see if this idea can work. Currently playing solo survivor is so boring and adding a totem counter can encourage survivors to hunt for totems and waste more time.Tsulan said:
Please stop insulting yourself. That's embarrassing.AnotherRandy said:
Your the only one without a brain. SWFs are already counting and telling each other how many are left. If I play swf with friends the killer has no chance to get his noed, we won't pop the last gen before we found all dull totems.Mister_xD said:noed is weak enough already, you dont need to show the survivors how many more totems there are left.
that would be just as dumb as showing them what hex affects them, as any survivor with a brain can figure that out for themselves too. but no! we can not expect survivors to actually use their brains and start counting to 5, this would be too much.
Solo is a different thing, there is no "beeing dumb to count" cuz there is no communication. This will just buff solos, think before talking
NOED is already weak, this would be a buff to solos and SWF. Since they wouldn't require even basic math.
Solos can count destroyed totems.
Why do you want a even easier and brainless game? Right now you don't even have to pay attention while playing. -
@Master This forum is supposed to be child friendly, I edited your quoteMaster said:@TheEarthkin said:
@Master said:
@TheEarthkin said:
Just had a match with Bubba and he ran Insidious lvl 1.After I unhooked the first surv I saw that he was insidious camping (just really bad).
So with the next hooked survivor he learned his lessons and charged up his chainsaw. But insidious still triggered?
So ez stealthy camp/facecamp with bubba. I could even think of a huntress with insta-down addon.
Do you think this should be allowed?
I just love 1-post guys like you
Hmm. Just think of it. Why could I have one or even two posts? Maybe I just joined the forum and wanted to start off with a post, like everyone else? Or did you join the forum to spam every sub-forum with over 100 posts each? :')
I just love 1-second-thought guys like you.
I always read the post first because I dont give a [Censored] about that number.
Then I see the quality of the psot that clearly comes from a completely unexperienced player that only has played survivor so far (or even new with both roles). I look at the number of posts and I am confirmed
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Hate:
DS
NOED
SB
Love:
Playing against the Pig
Playing against the Nurse
Being stealthy
Giving the last survivor the hatch -
Exactly, the unhooker needs to get a exposed status effect when they perform a unhook when the killer is like 16 meters away. However the developers want to make unsafe unhook acceptable which is ironic.Blueberry said:Instead of making survivors learn when to make good saves or not at all, they just make enough changes to where it doesn't matter if you make a good save or not.
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I like this system, however I will suggest something to add more variety if you don't mind. There should be one more league since I feel like 3 leagues isn't enough for the Dead by Daylight community. So, what do you think of this @popoles?popoles said:I propose this:
Ranks 20 -15 will be only one, a "Bronze Rank*".
Ranks 14 -8 will be only a "Gold Rank*".
Ranks 7-1 will be only a "Diamond Rank*".
And:
Don't do rank resets.
Each rank will have its own "Levels*" that you go through with pips.
Bronze Rank:
Has 2 levels, each has 4 pips to complete.
Golden Rank:
Has 3 levels, each has 5 pips to complete.
Diamond Rank:
Has only one level, to maintain it. (You can have up to 4-5 pips to make sure you won't de-rank after one bad match.)
Make it harder to get pips. You can now get to the higher ranks if you play enough.
Also, if you will ever reach the Diamond Rank, you can NEVER go back to the Bronze Rank. (To prevent noob stomping.)
Reason?
Because right now higher ranks have almost all survivors/killers at the same level of experience.
*Can't think of some other name for it, feel free to change it.Bronze Rank: 20-16
Has two levels with 5 pips needed to proceed to the next level.
Monthly Rewards: NoneSliver Rank: 15-11
Has three levels with 5 pips needed to proceed to the next level.
Monthly Rewards: 500 Iridescent Shards and 100,000 BP (BP reward will ignore the BP cap)Gold Rank: 10-2
Has three levels with 10 pips needed to proceed to the next level.
Monthly Rewards: 1,500 Iridescent Shards and 500,000 BP (BP reward will ignore the BP cap)Iridescent Rank: 1
Must play at least 5 games a week to stay at this rank or else get demoted to gold rank. Can only depip twice in every 10 games, depiping more often than what's said above will result in a demotion.
Monthly Rewards: 2,500 Iridescent Shards and 1,000,000 BP (BP reward will ignore the BP cap)
Bonus: 10% chance to receive 100 Auric Cells. -
Then how does sound as a solution? All killers will have the rank reset starting rank of your highest ranked killer. So, if I'm a rank 1 Pig (My highest ranked killer), then my other killers will be at rank 10.Tsulan said:
No, that would be terrible. Killers are to much alike. It would turn into a massacre.Nickenzie said:
Just because I'm good with Pig doesn't mean I'm good with Nurse. Yes, some basic stuff about killer will carry over but overall, I wanna start over on a new killer that I'm bad at. Additionally, rank 20-15 queues are bad so wouldn't this fix that issue?Tsulan said:No, no, no, no, no!
Problem number one: if you play with many different killers, then you'll never reach high ranks.
Problem number two: people would heavily abuse it.
Do I need more reasons?
If you guys are gonna disagree with something, at least say a alternative or suggest a solution instead of completely shutting down a idea. -
It's still boring to cleanse totems and work on generators. I wished that there was unique skill checks for generators and totems.Tsulan said:Survivor mains: I want secondary objectives, doing only gens is boring.
Also survivor mains: I can't be bothered to cleanse totems, pls nerf NOED. -
Just because I'm good with Pig doesn't mean I'm good with Nurse. Yes, some basic stuff about killer will carry over but overall, I wanna start over on a new killer that I'm bad at. Additionally, rank 20-15 queues are bad so wouldn't this fix that issue?Tsulan said:No, no, no, no, no!
Problem number one: if you play with many different killers, then you'll never reach high ranks.
Problem number two: people would heavily abuse it.
Do I need more reasons? -
Well, to be honest, I didn't want to hear salt from killer mains and decided that tier 2 was fair for both sides even through tier 2 doesn't say rather or not the killer is camping.Nos37 said:@Nickenzie said:
Simple solution is making Kindred tier 2 baseline for all survivors. This gives the killer his sacrifice and gives the survivors their opportunity to properly rush generators if the killer is camping.How will the Survivors know if the Killer is camping if it's Kindred II, not Kindred III?
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Yes, I agree with @Visionmaker. Solo Q survivors experience is basically terrible since you just don't know what's going on most of the times while SWF do. In better words, here's one of my favorite quotes in case my change to solo Q survivors gets out of hand.Visionmaker said:@Blueberry said:
@Nickenzie said:
Blueberry said:@Nickenzie said:
Blueberry said:
The killer buff during chase is just random and doesn't have any logical reasoning behind it. It also just wouldn't be a good idea, we already had that issue back with the "machine gun" build issue if you were around then. Also, I'm down for Kindred 2 being at base to bring solo up to swf par however your changes to Kindred would defeat the purpose of a lot of other perks like Bond and Empathy. If you kept Kindred the same or changed it you would have to give some massive as hell buffs to killer and add some other HEAVY things to slow down the game. I don't think you realize just how much of a massive loss of time that would do to the killers...who are already way, way behind on time in the current game WITHOUT adding that. Kindred doesn't buff the killer, read the bold for a quick summary.
Kindred: Your loving heart burns evil and protects you from harms way. When in a chase, all survivors except you will see each other's aura. The killer's attack recovery time and speed penalty during the attack recovery time towards you is increased by 5/10/15%.
Jesus, you actually want that hindrance on the killer ALSO? Read what i already wrote on my last post, these are just insane buffs on the survivor side that would absolutely destroy the what little balance there is.
You're overreacting, 15% is not the end of the world for the killer and it only affects the killer when he attacks a survivor that is using the perk. It's not like Open Handed where it gives the 15% to ever survivor.
My point is that even WITHOUT that 15% effect, this change would MASSIVELY put the game out of balance when it's ALREADY in a massively out of balance state. If you want to push these changes, you need to offer some very extreme killer buffs to compensate alongside them.
Yeah, bullshit. The game is already at a killer favored death ratio with SWF factored in, yet killers are continuously getting buffed with little regard for differentiating solo and SWF players.
Every killer buff is mostly a nerf to solo survivors. With killer queues already staggering due to the lack of current survivor players, we need changes to improve solo survivor experience.
And I say this as someone who can barely stand to play killer because of the 5-10 minute queues that only fill up once a 4-man SWF rolls around.
Doc_W__HOLLIDAY said:I agree. If solos get buffed to SWF levels, just imagine the sexy buffs killers will be able to get