NMCKE
NMCKE
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!Elcylle said: -
How many birthday spanks do you get?Khalednazari said:Can I get a Happy Birthday? 😊 THANK YOU!
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You can stop with the daily dose of salty threads, thank you!Radiant said:So killers can camp the stair to prevent unhook!And 1 gen camping comes free!Pretty good job!XD
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Lol, I smell the sweaty ochio wannabe on you.Radiant said:We will still teabag and make killers dc
Additionally, oh no, 4 more seconds to healing?! Whatever should I do?! -
fcc2014 said:
@lyric said:
theres always room in my basement for more bills

Would @Nickenzie get jealous or is that more of a wink nod open marriage?
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Elcylle said:
As a Turkish player, I want to add the Turkish language to the game.
I can't understand some parts of the game because my English isn't very good.
If you can send me a language file on this topic, I can do a run.
I want Turkish to be in this game.Seni destekleyeceğim ve başkalarının sesini duymasına izin vermek için elimden gelenin en iyisini yapacağım!
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Yes, he's very positive and definitely deserves the "Fog Whisper" title.SenzuDuck said:@purebalance said:
@Nickenzie said:
Countfunkular said:I noticed some of you this may seem crazy but he does have a damn good point. Every time I play dead by daylight it's pretty much with a friend unless I decide to play killer and torture myself for about an hour.
This game is not a symmetrical at all right now. Under the killer you don't feel like a threat just a small burden to survivors depending on would kill you play.
Honestly I would like to see all of the ranks that the Devs currently have.
Also I would like to see the streamers that they enlisted.
Developers never reached rank 1 and they gave fog whispers to streamers that DC to derank, not gonna name and shame since a mod will sacrifice me. It's nonsense currently but the game is getting better with every baby step.
At least HybridPanda plays fair.
and he's a really nice dude!
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What would you do to balance it out?Rebel_Raven said:
Imo, I don't believe you can offer a balance idea unless you think of all the ways it can go wrong. Well, I mean you can, but I'd hope that a pessimist would pick it apart, and reassemble it before it goes into action.Nickenzie said:
I think that you are misunderstanding me @Rebel_Raven because I think that you are making this look more difficult than it is.Rebel_Raven said:
So, what you're saying is that if no one, or the last person gets the key someone else had, they're basically screwed.Nickenzie said:
Not many because a survivor shouldn't be able to 1v1 a killer who is supposed to be 4 times as strong as the survivors. However, even with the odds being against you, at least you have a chance at escaping. I'll add on, if you would've search the Black Box which is really easy to do in my opinion, then you wouldn't be in that situation in the first place. You can even search hooks of sacrificed survivors to see if they had the key if you don't like to risk yourself!Rebel_Raven said:
Let me re-ask a question.Nickenzie said:
If the killer is gonna hard patrol the Black Box, then there will be no pressure on generators. Yes, some killers can defend both the generators and the Black Box but survivors can use this against them. Imagine a Hag going after a injured survivor and is about to down the injured survivor, however someone triggers her trap set near the Black Box. Now the killer is in a bad situation, she can either give up the chase and lose potential momentum or down the injured survivor while someone has the hatch key. Maybe the survivor triggered her trap to bait her than ran and hid in a locker? Now she doesn't know where the survivor that triggered her trap is at and she lost all momentum from the injured survivor. Survivors have a lot of control over the Black Box, they can bait a search and waste the killers time or search it while the killer has someone in their grasp. Even worse, what happens if the killer guards the Black Box when it never came down to the last survivor? That meant that the killer wasted all that time guarding something just to guard it meaning the killer wasted a ton of time. Overall, it just depends on the killer's and survivor's skill to be honest.Rebel_Raven said:
The killer not only knows the location of the chest, but when people are searching it.Nickenzie said:
You can search the chest at anytime in the trial, not just the end of the trial when the hatch has already spawned in. So, when there are 4 survivors remaining, search the chest when the killer is occupied and you have yourself a secured escape whenever things fall apart.Rebel_Raven said:I'm not sure how this is fair for the survivor. You'll have to explain how since not all survivor players are good at everything.
The black chest is borderline useless to them as the killer can patrol it for 30 seconds, then just beeline it to the survivor and chase them down.
The survivor still has zero chance to recon the hatch location, and has to get the key from a killer that will know their location every step of the way.
How many survivors have you met that can run from a killer for a solid 3 minutes, plus the time it takes to get to a gate that only the killer will know the location of most of the time? Then add the aura reading making it even harder.
Just slug the last 2 people if you're that bent out of shape about hatches, or find the hatch and strategically position yourself, and the 2nd to last alive.
Or stand on the hatch, and get ready to hurt them.
Short of sitting there and waiting for a killer to grab someone, there's not much that can occupy the killer. Maybe if the killer is chasing someone.
The killer may not have to be far from the chest to guard it.
Hag, and maybe the nurse could just teleport back to it. Heck, hag is basically designed to guard stuff like that.
Trapper can basically deny the area, too.
Agitation and/or iron grip to help make sure people get hooked near the chest.
How many survivors have you come across that can dodge you for 3 minutes solid?
Then you add in the ability to see their auras so they literally cannot hide, joke as effectively, etc.
The chest wasn't my only issue with this. I still don't see it as particularly equal for survivors.
If someone doesn't get the key they have to memorize all the sacrifice locations, provided the key even drops there, get the key, and survive vs a killer that can effortlessly track them for 3 minutes, plus getting to the gate.
Also some troll survivor might just drop it somewhere.
No, that's not really a chance. May as well have an I win card.
That end game is thoroughly one sided.
Plus the killer can tunnel the one with the key, use Ferguson's and basically destroy that end game. Even if it was a hook death, it's an insane stipulation.
They can tunnel the hell out of the last person period.
So, yeah, it's not really giving someone a chance.
The only chance, I'd say they have, is if they get the key just as they become the last alive, and getting out of the hatch in about 30 seconds if they're lucky and blood warden or other aura reading perks aren't on.
If you find the chest, wait for someone to occupy the killer then search it for the hatch key. Now you can either do generators, be altruistic, or do nothing but you probably won't pip. When you see the hatch aura after 30 seconds, run to it and open the hatch. Killer having a standoff? Exit gates will open in 3 minutes. The survivor has a lot of control in my opinion.
PS: I appreciate the civil conversation that we are having, even though we disagree with each other.
This one is a doozey, imo.
I'm making it sound harder because it can get that hard, or worse.
Your scenario is the survivor that gets the key stays alive the whole time and gets that chance to use the hatch.
Pretty sure no killer will let that happen if they can do anything about it.
You aren't accounting for multiple scenarios that will just annihilate any chance a survivor has under that system. Largely when the 2nd, 3rd, and maybe 4th person has to own the key.
If you find the chest, you alert the killer getting the key.
The killer finds you, tunnels you, kills you because no survivor should be able to 1vs1 a killer, and people really hate hatch plays, so they want you dead.
Key drops at the hook if everyone else is lucky.
They have to remember what hook that is, if they're lucky for it to drop there.
The killer has a huge opportunity because a survivor probably won't wait until the very end to find it meaning it could get lost very early in the game. That is a long time to remember that one spot.
Then the end game. The killer manages 3 deaths, maybe 10 minutes later. 2 gens are left. They killed the guy with the key. Maybe a few key owners.
The hatch isn't open. The killer can use their full arsenal to find the last one. Aura reading, traps, etc.
The survivor has to remember the hook at best, at worst where the guy with the key got hit first. They don't know who has the key, so that's 3 possible hooks. If the killer has the park that makes people drop stuff, that's 3 hits that could have happened anywhere on the map.
Say the survivor manages to find the key.
They have 30 seconds to get their bearings provided the killer isn't on them, and get to the hatch, and that's against a full perk killer.
If the killer is camping the key, they spot the survivor, and chases them down in a heart beat. No chance. There's no realistic play a survivor can make in 30 seconds to get the killer off the key, get the key, and get out. Any longer and the killer has full aura reading.
30 seconds of fruitless searching could easily doom a survivor. Zero chance, realistically.
That's just off the top of my head.
I do try to be civil, thanks. I appreciate the civil discussion with you, too. -
I think that you are misunderstanding me @Rebel_Raven because I think that you are making this look more difficult than it is.Rebel_Raven said:
So, what you're saying is that if no one, or the last person gets the key someone else had, they're basically screwed.Nickenzie said:
Not many because a survivor shouldn't be able to 1v1 a killer who is supposed to be 4 times as strong as the survivors. However, even with the odds being against you, at least you have a chance at escaping. I'll add on, if you would've search the Black Box which is really easy to do in my opinion, then you wouldn't be in that situation in the first place. You can even search hooks of sacrificed survivors to see if they had the key if you don't like to risk yourself!Rebel_Raven said:
Let me re-ask a question.Nickenzie said:
If the killer is gonna hard patrol the Black Box, then there will be no pressure on generators. Yes, some killers can defend both the generators and the Black Box but survivors can use this against them. Imagine a Hag going after a injured survivor and is about to down the injured survivor, however someone triggers her trap set near the Black Box. Now the killer is in a bad situation, she can either give up the chase and lose potential momentum or down the injured survivor while someone has the hatch key. Maybe the survivor triggered her trap to bait her than ran and hid in a locker? Now she doesn't know where the survivor that triggered her trap is at and she lost all momentum from the injured survivor. Survivors have a lot of control over the Black Box, they can bait a search and waste the killers time or search it while the killer has someone in their grasp. Even worse, what happens if the killer guards the Black Box when it never came down to the last survivor? That meant that the killer wasted all that time guarding something just to guard it meaning the killer wasted a ton of time. Overall, it just depends on the killer's and survivor's skill to be honest.Rebel_Raven said:
The killer not only knows the location of the chest, but when people are searching it.Nickenzie said:
You can search the chest at anytime in the trial, not just the end of the trial when the hatch has already spawned in. So, when there are 4 survivors remaining, search the chest when the killer is occupied and you have yourself a secured escape whenever things fall apart.Rebel_Raven said:I'm not sure how this is fair for the survivor. You'll have to explain how since not all survivor players are good at everything.
The black chest is borderline useless to them as the killer can patrol it for 30 seconds, then just beeline it to the survivor and chase them down.
The survivor still has zero chance to recon the hatch location, and has to get the key from a killer that will know their location every step of the way.
How many survivors have you met that can run from a killer for a solid 3 minutes, plus the time it takes to get to a gate that only the killer will know the location of most of the time? Then add the aura reading making it even harder.
Just slug the last 2 people if you're that bent out of shape about hatches, or find the hatch and strategically position yourself, and the 2nd to last alive.
Or stand on the hatch, and get ready to hurt them.
Short of sitting there and waiting for a killer to grab someone, there's not much that can occupy the killer. Maybe if the killer is chasing someone.
The killer may not have to be far from the chest to guard it.
Hag, and maybe the nurse could just teleport back to it. Heck, hag is basically designed to guard stuff like that.
Trapper can basically deny the area, too.
Agitation and/or iron grip to help make sure people get hooked near the chest.
How many survivors have you come across that can dodge you for 3 minutes solid?
Then you add in the ability to see their auras so they literally cannot hide, joke as effectively, etc.
The chest wasn't my only issue with this. I still don't see it as particularly equal for survivors.
If someone doesn't get the key they have to memorize all the sacrifice locations, provided the key even drops there, get the key, and survive vs a killer that can effortlessly track them for 3 minutes, plus getting to the gate.
Also some troll survivor might just drop it somewhere.
No, that's not really a chance. May as well have an I win card.
That end game is thoroughly one sided.
Plus the killer can tunnel the one with the key, use Ferguson's and basically destroy that end game. Even if it was a hook death, it's an insane stipulation.
They can tunnel the hell out of the last person period.
So, yeah, it's not really giving someone a chance.
The only chance, I'd say they have, is if they get the key just as they become the last alive, and getting out of the hatch in about 30 seconds if they're lucky and blood warden or other aura reading perks aren't on.
If you find the chest, wait for someone to occupy the killer then search it for the hatch key. Now you can either do generators, be altruistic, or do nothing but you probably won't pip. When you see the hatch aura after 30 seconds, run to it and open the hatch. Killer having a standoff? Exit gates will open in 3 minutes. The survivor has a lot of control in my opinion.
PS: I appreciate the civil conversation that we are having, even though we disagree with each other. -
Not many because a survivor shouldn't be able to 1v1 a killer who is supposed to be 4 times as strong as the survivors. However, even with the odds being against you, at least you have a chance at escaping. I'll add on, if you would've search the Black Box which is really easy to do in my opinion, then you wouldn't be in that situation in the first place. You can even search hooks of sacrificed survivors to see if they had the key if you don't like to risk yourself!Rebel_Raven said:
Let me re-ask a question.Nickenzie said:
If the killer is gonna hard patrol the Black Box, then there will be no pressure on generators. Yes, some killers can defend both the generators and the Black Box but survivors can use this against them. Imagine a Hag going after a injured survivor and is about to down the injured survivor, however someone triggers her trap set near the Black Box. Now the killer is in a bad situation, she can either give up the chase and lose potential momentum or down the injured survivor while someone has the hatch key. Maybe the survivor triggered her trap to bait her than ran and hid in a locker? Now she doesn't know where the survivor that triggered her trap is at and she lost all momentum from the injured survivor. Survivors have a lot of control over the Black Box, they can bait a search and waste the killers time or search it while the killer has someone in their grasp. Even worse, what happens if the killer guards the Black Box when it never came down to the last survivor? That meant that the killer wasted all that time guarding something just to guard it meaning the killer wasted a ton of time. Overall, it just depends on the killer's and survivor's skill to be honest.Rebel_Raven said:
The killer not only knows the location of the chest, but when people are searching it.Nickenzie said:
You can search the chest at anytime in the trial, not just the end of the trial when the hatch has already spawned in. So, when there are 4 survivors remaining, search the chest when the killer is occupied and you have yourself a secured escape whenever things fall apart.Rebel_Raven said:I'm not sure how this is fair for the survivor. You'll have to explain how since not all survivor players are good at everything.
The black chest is borderline useless to them as the killer can patrol it for 30 seconds, then just beeline it to the survivor and chase them down.
The survivor still has zero chance to recon the hatch location, and has to get the key from a killer that will know their location every step of the way.
How many survivors have you met that can run from a killer for a solid 3 minutes, plus the time it takes to get to a gate that only the killer will know the location of most of the time? Then add the aura reading making it even harder.
Just slug the last 2 people if you're that bent out of shape about hatches, or find the hatch and strategically position yourself, and the 2nd to last alive.
Or stand on the hatch, and get ready to hurt them.
Short of sitting there and waiting for a killer to grab someone, there's not much that can occupy the killer. Maybe if the killer is chasing someone.
The killer may not have to be far from the chest to guard it.
Hag, and maybe the nurse could just teleport back to it. Heck, hag is basically designed to guard stuff like that.
Trapper can basically deny the area, too.
Agitation and/or iron grip to help make sure people get hooked near the chest.
How many survivors have you come across that can dodge you for 3 minutes solid?
Then you add in the ability to see their auras so they literally cannot hide, joke as effectively, etc.
The chest wasn't my only issue with this. I still don't see it as particularly equal for survivors. -
If the killer is gonna hard patrol the Black Box, then there will be no pressure on generators. Yes, some killers can defend both the generators and the Black Box but survivors can use this against them. Imagine a Hag going after a injured survivor and is about to down the injured survivor, however someone triggers her trap set near the Black Box. Now the killer is in a bad situation, she can either give up the chase and lose potential momentum or down the injured survivor while someone has the hatch key. Maybe the survivor triggered her trap to bait her than ran and hid in a locker? Now she doesn't know where the survivor that triggered her trap is at and she lost all momentum from the injured survivor. Survivors have a lot of control over the Black Box, they can bait a search and waste the killers time or search it while the killer has someone in their grasp. Even worse, what happens if the killer guards the Black Box when it never came down to the last survivor? That meant that the killer wasted all that time guarding something just to guard it meaning the killer wasted a ton of time. Overall, it just depends on the killer's and survivor's skill to be honest.Rebel_Raven said:
The killer not only knows the location of the chest, but when people are searching it.Nickenzie said:
You can search the chest at anytime in the trial, not just the end of the trial when the hatch has already spawned in. So, when there are 4 survivors remaining, search the chest when the killer is occupied and you have yourself a secured escape whenever things fall apart.Rebel_Raven said:I'm not sure how this is fair for the survivor. You'll have to explain how since not all survivor players are good at everything.
The black chest is borderline useless to them as the killer can patrol it for 30 seconds, then just beeline it to the survivor and chase them down.
The survivor still has zero chance to recon the hatch location, and has to get the key from a killer that will know their location every step of the way.
How many survivors have you met that can run from a killer for a solid 3 minutes, plus the time it takes to get to a gate that only the killer will know the location of most of the time? Then add the aura reading making it even harder.
Just slug the last 2 people if you're that bent out of shape about hatches, or find the hatch and strategically position yourself, and the 2nd to last alive.
Or stand on the hatch, and get ready to hurt them.
Short of sitting there and waiting for a killer to grab someone, there's not much that can occupy the killer. Maybe if the killer is chasing someone.
The killer may not have to be far from the chest to guard it.
Hag, and maybe the nurse could just teleport back to it. Heck, hag is basically designed to guard stuff like that.
Trapper can basically deny the area, too.
Agitation and/or iron grip to help make sure people get hooked near the chest. -
You can search the chest at anytime in the trial, not just the end of the trial when the hatch has already spawned in. So, when there are 4 survivors remaining, search the chest when the killer is occupied and you have yourself a secured escape whenever things fall apart.Rebel_Raven said:I'm not sure how this is fair for the survivor. You'll have to explain how since not all survivor players are good at everything.
The black chest is borderline useless to them as the killer can patrol it for 30 seconds, then just beeline it to the survivor and chase them down.
The survivor still has zero chance to recon the hatch location, and has to get the key from a killer that will know their location every step of the way.
How many survivors have you met that can run from a killer for a solid 3 minutes, plus the time it takes to get to a gate that only the killer will know the location of most of the time? Then add the aura reading making it even harder.
Just slug the last 2 people if you're that bent out of shape about hatches, or find the hatch and strategically position yourself, and the 2nd to last alive.
Or stand on the hatch, and get ready to hurt them. -
Hello @Hybrid_WolfHybrid_Wolf said:@redsopine1 said:
Was you hooked first before getting that one?No it was my first time being Hooked and like i said i safely saved someone
This is a bug and will be patched in the mid-chapter update. -
Yes, I would rather lose to a survivor skillfully out playing me for 3 minutes instead of getting the escape for free.se05239 said:@Nickenzie said:
-The Hatch will only spawn into the trial when there is only one survivor remaining in the trial or when all five generators are completed.-After being the last survivor for 3 minutes and 30 seconds, the exit gates will automatically open.
So a survivor who is only good at looping can win games now. No point in bothering to do gens or anything, just survive until last person and loop and then escape when the doors open?
Fun, fun. -
No sympathy from me, DCing is a issue and everyone knows that. People that say "I'm doing it to derank" are just using that as a excuse most of the times. Additionally, why go to lower ranks to destroy survivors or killers that are less skilled than you? It makes you no better than the common Ochio wannabe in my opinion.
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I highly doubt that survivors will overwhelm the killers since most players play both sides and if the survivors do overwhelm the killers, the developers can easily sort that out independently. Vice versa if the killer's overwhelm the survivors. It goes both ways.shasta said:
As I do agree killers need certain QOL changes more than a buff, if you did this then survivors outnumber the killers and it would become worse than what it is now and actually backtrack, the only real answer is forcing devs from both sides to constantly stay at rank one and be unable to pop below it to always have a idea of what’s going on at the topNickenzie said:
They could just open a random thread like they did with the lore questions and ask for balance advice. Then they can look at the majority and ask the community if they agree with the majority before they actually start to balance the game.Lowbei said:...or we can ignore the problem and enjoy the mediocrity.
For example: "Remove LF from the game" and it was upvoted 10 times with 30 LOLs.
Obviously you can tell that a bunch of inexperienced survivors made that balance suggestion and can be easily be disregarded.
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Basically this here, couldn't have said it any better than @Tsulan ^^^Tsulan said:The amount of disconnects stands in no correlation to the amount of lag switchers.
I've over 1000 hours and I can count the lag switchers I've seen on 1 hand.
Almost every match has people disconnecting, because there was no apparent punishment.
Also, the switch from peer 2 peer to dedicated servers is way more complicated than you think. It's probably not even possible, since it may be hardcoded.
Coding something like dedicated servers is tough work and can take up to 6 months to implement if BHVR was only focusing on implementing dedicated servers or more than a year if the team works on it slower than normal. Basically, it's gonna take awhile to program in since the game is built for peer to peer connection and not for dedicated servers. However, this can be added in later! -
I agree that the game is in a better place than before, you got a great point there. However the problem still stands with going against SWF. 4 equally skilled players going against a equally skilled killer that is not the Nurse will get destroyed, period. I know that teamwork overwhelms the power role but currently it's too easy to have great teamwork in my opinion.shasta said:
Over the past year killers have been getting buffed slowly , people act like the game is unplayable even if they 4K every game because they don’t want a challenge they want a easy win that they don’t have to stress over , killer is more stressful because your objective can elude you but it’s not very hard, if this were a year ago I may agree with you but the game right now is in a very good placeMrbombastic said:
Thats obvious code to give major buffs to killer got it 👍se05239 said:If the majority is SWF players, then the game needs to be balanced around SWFs. And this doesn't mean providing solo survivors with the same knowledge as SWFs (because that'd make SWFs even stronger) but rather power up the Power role's influence on the playing field.
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They could just open a random thread like they did with the lore questions and ask for balance advice. Then they can look at the majority and ask the community if they agree with the majority before they actually start to balance the game.Lowbei said:...or we can ignore the problem and enjoy the mediocrity.
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More like a killer life support system.Tsulan said:We could start a killer support group.
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I agree with this, @Peanits this idea above me is worth a shot!powerbats said:@Mrbombastic said:
Or they could not nerf hangmansI run Hangman's' on several killers including my Trapper and it's super op if you think about it 10 seconds is broken. It'd be far better to make it less op like they want to do but not go so far.
Tier I - Hooks respawn after 60 seconds.
Tier II - Hooks respawn after 45 seconds
Tier III - Hooks respawn after 30 seconds.Then as an added protection bonus
Tier I - Hooks that respawn are immune to sabotage for 15 seconds.
Tier II - 30 seconds
Tier III 45 seconds.
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Yay.shasta said:
Can’t believe I’m saying this but I actually agree with you on thisNickenzie said:I know that a lot of killer mains are upset with how poor certain totems can be! I'm looking at the person at BHVR that came up with the hill totem with the devils eye! So, here are my solutions on how to make Hex perks less of a risk to run!
1.) Needed: Huntress Lullaby, Third Seal, and Devour Hope won't be lit until they receive their first token. Additionally make more totem spawn rules to prevent survivors from spawning directly beside a hex totem.
2.) Needed: Slightly nerf Thrill of the Hunt but make it a regular perk, not a hex.
3.) Optional: Hex totems will be blocked by the Entity for the first minute in the trial.
4.) Optional: Totems are not visible when standing outside 16 meters from the totem.
5.) Optional: Change maps to be more dynamic (Not flat like auto havens) with better geography to give more places for totems to hide in.
6.) Optional: Add more LoS blockers to totems to prevent them from being seen.
Okay, that's all I have for totems changes! Please tell me what numbers are your favorite and why. -
Do you need me to pray for you? You seem like you really need it from reading this and yes, I been in your situation before (currently in your situation right now) and I definitely feel your pain.ShrimpTwiggs said:This thread seems chill. I could really use that right now, since I'm stressing out like crazy. It's currently four in the morning where I am and I haven't gotten a wink of sleep because tomorrows the first day of my first job. I have to get up in two hours.
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1.) Yes, great job, basically everything that you said except for NOED, Ruin, and Thrill of the Hunt is how this buff would work. NOED, Ruin, and Thrill of the Hunt will remain unaffected while other hex perks will light up once you do your condition to gain your first token with the exception of Huntress lullaby. There is two ways to light it up Huntress lullaby, getting your first hook or a survivor missing a skill check since the perk adds a additional regression penalty to failed skill checks.CoolAKn said:@Nickenzie said:
I know that a lot of killer mains are upset with how poor certain totems can be! I'm looking at the person at BHVR that came up with the hill totem with the devils eye! So, here are my solutions on how to make Hex perks less of a risk to run!1.) Needed: Huntress Lullaby, Third Seal, and Devour Hope won't be lit until they receive their first token. Additionally make more totem spawn rules to prevent survivors from spawning directly beside a hex totem.
2.) Needed: Slightly nerf Thrill of the Hunt but make it a regular perk, not a hex.
3.) Optional: Hex totems will be blocked by the Entity for the first minute in the trial.
4.) Optional: Totems are not visible when standing outside 16 meters from the totem.
5.) Optional: Change maps to be more dynamic (Not flat like auto havens) with better geography to give more places for totems to hide in.
6.) Optional: Add more LoS blockers to totems to prevent them from being seen.
Okay, that's all I have for totems changes! Please tell me what numbers are your favorite and why.
- I kind of see the need, but not really. What would trigger the totem for each perk? How it could work - Devour Hope - first unhook, Huntress Lullaby - first hook, Thrill of the Hunt - starting to cleanse, Third Seal - first hit, Ruin - starting to repair a generator, NOED - first hit after Exit Gates are powered. Changing the trigger would nullify Haunted Ground because if survivors know a hex isn't lit until it triggers, they will avoid totems lit at the start of the match. For the second half, yes, they need to spawn totems away from survivors and objectives (at least 16 meters).
- I had an idea to re-purpose each Hex Perk to be more beneficial to the killer, rather than being an "all in" risky perk. It would be a passive effect (effect increased per tier level) and a hex effect that is constant in all tiers until the totem is cleansed.
- Devour Hope - Exposed status effect is removed completely. Perk would grant a speed boost whenever you hook someone. Hex would allow moris at 5 tokens.
- Huntress Lullaby - Perk would increase regression penalty of failed skill checks. Hex would delay the sound of skill checks.
- Third Seal - No longer limited on how many survivors are affected. Perk grants a temporary bonus to killer's aura reading range when a survivor is hit. Hex removes aura reading of survivors when they are hit.
- Ruin - No longer limited on how many survivors are effected. Perk slows down survivor's generator repair speeds. Hex causes -5% skill check progress (how it works normally).
- NOED - Perk gives killer a speed boost when the Exit Gates are powered. Hex allows survivors to get one hit downed.
- Thrill of the Hunt - remove being tied to a hex totem. Cleansing time adjusted to apply a set bonus to all totems, not based on how many are left.
- Haunted Ground would remain the same. If there was to be a passive ability, the hex effect would be the same in all 3 tiers. The passive ability could make the other totems to blend in more with whatever they are near (if they are against a grey wall, the totem would take on a more grey appearance).
- Fair suggestion, or just have each hex effect undergo a "decay" state where the effects dissipate over 30 seconds after they are cleansed.
- I don't think they should be invisible from a certain range, but would not mind if they blended in better than they do now.
- Auto Have actually has some pretty good hiding spots for totems. Killers need to be able to give a totem placement survey to report bad spawn locations.
- Same with #5, they just need to get rid of the bad spawn locations.
The notification system is fine as it is. I'd be fine if they increased the overall cleansing time for all totems.
2.) Your ideas can work, I like the idea of it doing more to aid you instead of building the perks tokens up to gain a benefit from the perk. You should make your own thread about your ideas, great job.
3.) Either my idea or what you said, I don't care which one it is but I prefer your idea more since it's more natural and hearing your hex getting destroyed doesn't it's gone, you still have 30 seconds remaining to gain value from the perk.
4.) Agreed, it was just an idea dump where you can see which one of my ideas would benefit totems the most. When you said blend in, are you referring to the Haunted Grounds passive ability? It would be cool if totems were already like that without the perk.
5.) Sounds cool, the developers should do this.
6.) Same as number 5.
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Agreed.KingB said:I would advocate also that they take away the notification of hex perks (except maybe third seal). -
Developers never reached rank 1 and they gave fog whispers to streamers that DC to derank, not gonna name and shame since a mod will sacrifice me. It's nonsense currently but the game is getting better with every baby step.Countfunkular said:I noticed some of you this may seem crazy but he does have a damn good point. Every time I play dead by daylight it's pretty much with a friend unless I decide to play killer and torture myself for about an hour.
This game is not a symmetrical at all right now. Under the killer you don't feel like a threat just a small burden to survivors depending on would kill you play.
Honestly I would like to see all of the ranks that the Devs currently have.
Also I would like to see the streamers that they enlisted. -
Are you talking about removing a RBT in terms of searching a Jigsaw Box?HellDescent said:@Nickenzie I heard the time it takes to remove a trap is not affected
Assuming that you are: Before the Spirit update (2.2.0), this was true, her Jigsaw Boxes was bugged when you used "Bag of Gears" or "Crate of Gears". Apparently the add-ons weren't working as intended to increase the search time a survivor has to completely search a Jigsaw Box from what I have heard. I have went against a Pig using an these add-ons before and after the 2.2.0 update, there is a huge difference now when searching a Jigsaw Box! Is this the answer that you was looking for? -
Pig main here, they fixed those two add-ons in the Spirit update!HellDescent said:Anybody?

What's wrong? -
Yes, the perk can be reworked to negotiate this.Global said:Will Balanced Landing negate this?
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That sure does tell me a lot on why you disagree. Seriously, why do you disagree or tell me something that you would do to it that makes this a better idea?brokedownpalace said:Nah. -
I have mixed feelings about it and I think that there's better ways to solve the pallet looping problem such as more LoS blockers!TheMadDoctor said:@Nickenzie said:
TheMadDoctor said:
TheLegendDyl4n1 said:@TheMadDoctor said:
Hear me out mates. One issue with the higher ranks is running around a single pallet before finally dropping it after circling it many times. So here's an idea, why not have killers be able to drop the pallets during chases? Keyword, DURING CHASES, you can't run around dropping pallets then breaking them to make chases impossible...cause that would be broken. Killers should be allowed to drop them during chases to speed things along.
ok do us all a favor and throw out your computer then go get it delete your account and throw it out again
Jesus christ man it was just an idea.
@TheMadDoctor, you gotta ignore certain people. They are uncivilized and can't have a discussion without them insulting you!

However just ignore them!
I kind of got that idea, what did you think of it?
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I asked and they answered my question saying that there is no escape, you get flushed away.Salty_Pearl said:Will they go back to the time when they were taken or will they go to the "present"? Would this apply to the Killers too?
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Yes, indeed!Kind_Lemon said:Woah, that Knockout effect would be cool in-game.
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Pig is one of the few killers that don't need Ruin in my opinion since her RBT can slow down the game. However it is risky so I'll usually use Jigsaw Annotated Plan + Last Will to negotiate the risk slightly.Salty_Pearl said:@purebalance said:
Who's looking at jigsaw boxes until you're already ahead? If anything you really don't need them on pig anyway considering you come naturally with a game slower.Her RBTs really don't slow the game down unless a survivor doesn't get the it off on the first Jigsaw Box. Besides, RBT activate when a generator is complete and survivors can get it off even when it isn't activated. Also, Hex Perks really don't work well with Pig because she can't defend them and is too slow in stealth mode.
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See, it can be tweaked for hiding purposes! But since hanging off a ledge is technically dying state, wouldn't the killer see that someone randomly entered dying state and start to check all of the ledges?xmenfanatic said:What if you could hang off of a ledge for a good four minutes that doesn’t reduce your dying meter, and this new meter restarts every time you start to hang off a ledge.
It gives you the ability to pull yourself up at a 100% chance every time, but if a killer grabs you while the survivor is hanging, you automatically go onto their shoulder like when you’re found in a locker or grabbed off of a gen.
Maybe the visual effect of the killer “grabbing” you could be forcing you to drop and you land on the ground in the dying state.
BUT if you let go, you don’t go into dying state, you instead drop to inured if full health, or if already injured you acquire a negative status effect to reflect further injury, like mangled or broken.
It gives survivors a new way to hide, and killers a new way to grab their victims. Survivors can choose to let go, and doing so will give them a chance to escape but they will be easier to track.
I really like this idea but I feel it needs to be tweaked.
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They can add new hiding spots for survivors such as hiding under a table or hiding in a trash can. Survivors have more ways to avoid the killer besides chases - Stealth and Losing the Chase.purebalance said:@Nickenzie said:
Mashtyx1 said:@NextKillerSpongebob If the devs remove pallet looping what are survivors supposed to do against the killer?
Hide instead of getting into the chase in the first place.
The game is balanced around chases. If they remove pallets and loops they'd have to buff survivors and then you'd cry.
Out of curiosity, do you think Nurse is OP? -
@TheMadDoctor, you gotta ignore certain people. They are uncivilized and can't have a discussion without them insulting you!TheMadDoctor said:
Jesus christ man it was just an idea.TheLegendDyl4n1 said:@TheMadDoctor said:
Hear me out mates. One issue with the higher ranks is running around a single pallet before finally dropping it after circling it many times. So here's an idea, why not have killers be able to drop the pallets during chases? Keyword, DURING CHASES, you can't run around dropping pallets then breaking them to make chases impossible...cause that would be broken. Killers should be allowed to drop them during chases to speed things along.ok do us all a favor and throw out your computer then go get it delete your account and throw it out again

However just ignore them! -
Whenever a report happens, it should automatically record the game. I don't like how the ACM don't have this technology yet lol.DeadByFlashlight said:@Peanits said:
Did you manage to grab a video of it and send it to https://support.deadbydaylight.com/hc/en-us (along with reporting them in-game)? If so, yes, it will be dealt with.
The support should be able to take a look at the game data, see that it lastet a 1 hour and that should be enough.
that the players have to provide video proof of such things is just absurdI really hoped it would get better with the new report system, but apparently nothing has changed at all
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I don't want fall damage (but It's a good idea tho) because a survivor can randomly walk of the ledge and enter dying state if you was injured.Boss said:This seems like a road to eventually implementing fall damage for Survivors.
Balanced Landing being a Perk to negate it.
I want a new unique dying state. If you look in the video, you can see that there are two ways that you can enter dying state! When you are walking off a lethal ledge, your character will grab on to the ledge and a teammate will need to pull you up or fall to your death. And the one that we currently have, take enough damage and you'll fall on the ground. -
I never said it was needed, it's just an idea that I had in mind. Chill.Dreamnomad said:Why is this needed? I think the only way a survivor should be hurt or killed is through the actions of the killer. The killer shouldn't just be able to scoop up survivors off the ground if they trip and fall. This is about the equivalent of a survivor saying a random generator should start out at 50% completion.
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Maybe when you enter dying state (Failling), you can pull yourself up unlike left 4 dead? Maybe it can be like a 4% where you can attempt to pull yourself up without the aid of teammates but failing would drain your grip timer faster?xmenfanatic said:I could see the survivor dropping one health state, or more likely getting a negative status effect when they jump from a second story, but going directly into dying state wouldn’t be very fun.
I do like the idea of another think putting people into the dying state, but I’m not a fan of a second story jump doing it right away.
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Duplicate

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I could imagine a survivor getting hit and couldn't control their burst of speed which sends them to a ledge. Maybe they SB or DH to a ledge on accident? I just don't know but it really bothers me when a survivor jump off a huge fall and walks away from the fall like a champ.Peanits said:@Nickenzie said:
Peanits said:Interesting, but I feel like the first would be too much on some maps. If there were maps with three floor drops, maybe, but a lot of maps were designed with two story drops, so changing that retroactively would cause a lot of problems. Coal tower, for example, would basically just have one staircase leading upstairs and then a death window, should you choose to use it. Not to mention that you can easily take a fall from that height if you land on your feet.
Though in that case, those three story drops would feel like beginner traps. There's no reason to try to take them, the killer can't force you to take them (you might as well just get hit), so the only time you'd see someone do it is when they don't know any better.
Maybe I was a little too harsh when I said two floors. However, (knowing that you play Left 4 Dead) if you was to walk off a ledge that would kill you, then you should get the first dying state (Falling). Balanced Landing can made you immune to the first dying state (Falling) so you can take falls that would otherwise cause you to enter dying state. I just think that this mechanic would be unique and can add some funny moments to the game! Can you imagine the killer pulling you up and into his shoulder when accidentally walked off a ledge?
I do think it would be neat, and I would like to see some more instances where another survivor needs to come rescue you. I'm just not sure how that could work in-game, since no killer can force you off the edge, so it would primarily be a mistake for new players to make before they learn that they can't drop from that high.
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Maybe I was a little too harsh when I said two floors. However, (knowing that you play Left 4 Dead) if you was to walk off a ledge that would kill you, then you should get the first dying state (Falling). Balanced Landing can made you immune to the first dying state (Falling) so you can take falls that would otherwise cause you to enter dying state. I just think that this mechanic would be unique and can add some funny moments to the game! Can you imagine the killer pulling you up and into his shoulder when accidentally walked off a ledge?Peanits said:Interesting, but I feel like the first would be too much on some maps. If there were maps with three floor drops, maybe, but a lot of maps were designed with two story drops, so changing that retroactively would cause a lot of problems. Coal tower, for example, would basically just have one staircase leading upstairs and then a death window, should you choose to use it. Not to mention that you can easily take a fall from that height if you land on your feet.
Though in that case, those three story drops would feel like beginner traps. There's no reason to try to take them, the killer can't force you to take them (you might as well just get hit), so the only time you'd see someone do it is when they don't know any better.
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If you get found then try to break the chase. This is why many survivors think that the Nurse is OP because they don't know how to lose her.Mashtyx1 said:@Nickenzie and if they get found? You can't stay hidden the entire time and if they do the killer sucks ass.
@Cetren okay okay... you ever run to a pallet? Let say devs remove that then what? Window you got three chances to lose the killer on a window so.... 360 only works for a little bit and if you continue to get 360s off then the killer sucks and shouldn't be allowed to get a 4k let alone 1. -
Hide instead of getting into the chase in the first place.Mashtyx1 said:@NextKillerSpongebob If the devs remove pallet looping what are survivors supposed to do against the killer? -
I suggested that the chase music cuts off when you Phase as the Spirit because you really need to hear survivors. Same can be said with the Nurse but usually it's not that bad since you are usually far enough away from the survivor that the chase ends, thus ending the chase music.No_Mither_No_Problem said:On both ends. As a Survivor, when a Killer is near, the loud music can be godawful and cause misconceptions in what the Killer is able to hear, as well as obscure your ability to hear them (except for the Spirit because dear GOD she is loud.) As a Killer, it can very easily cause you to lose track of a Survivor when your eyes fail you. I honestly feel that ears are more important that eyes in DBD, and taking away your ears when you need them the most—during a chase—is a very poor design choice.
This is exaggerated on certain Killers, as well. Case in point, the Spirit. She needs to be able to track Survivors without her eyes in order to properly catch up to them when they try to stealth/gain distance. More importantly, she needs to track them when they're walking around a pallet in order to mindgame. Only problem is, the chase music is so much louder than even an injured Survivor five feet away.
Injured Survivors cry in pain for a reason: so the Killers can hear them. I want to hear them in my ears when they're directly in front of me, not the latest bloody Suicide Silence single.
This is more than just a QoL buff. The chase music is an actual hindrance, and VERY annoying.
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Lol, no mither, unbreakable, tenacity, and DS. That would be a nightmare!Mr_Myers said:They don't need boil over to wiggle off, you just can't hook anyone. If someone exploits it I will wait over them to die, if you want to try and screw the killer I can wait, rank is meaningless anways.
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I'll put my answer in a spoiler!Snapshot said:@Nickenzie said:
Snapshot said:From which HEX perk, other than Thrill of the Hunt, can "tokens" be removed by survivors without destroying (cleansing) the associated totem?
So let's say you have 2 tokens, something happens, initiated by a survivor, and you now only have 1 token. For example with Thrill of the Hunt, cleansing a dull totem removes one token without destroying the perk itself
I'm curious

Hex The Third Seal, if a survivor DCs, gets sacrificed, gets mori'd, or escapes. The hex will lose tokens depending on the amount of survivors that left and etc.
that was fast, at least give em' a chance

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Snapshot said:
From which HEX perk, other than Thrill of the Hunt, can "tokens" be removed by survivors without destroying (cleansing) the associated totem?
So let's say you have 2 tokens, something happens, initiated by a survivor, and you now only have 1 token. For example with Thrill of the Hunt, cleansing a dull totem removes one token without destroying the perk itself
I'm curious
Hex The Third Seal, if a survivor DCs, gets sacrificed, gets mori'd, or escapes. The hex will lose tokens depending on the amount of survivors that left and etc.