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NMCKE

NMCKE

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NMCKE
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  • @Lowbei
    That's all you got to say
    Lmao 
    I know, he's awesome.
  • I heard that the developers are wanting to reduce toxicity. Hopefully this is a great start! :)
  • Wolf74 said:

    Monstrous Shrine should just deactivate ALL survivors perks for as long as they are in the basement.

    SFTS should just get it's prenerf mechanics back. Crows just check for the alert if someone is close to them, no need for them to get disturbed (fly off).

    For Monstrous Shrine, I don't like the idea of taking away the survivor's perks because it doesn't feel right and fun for them. As a person who plays both sides equally, I wanna make both sides more fun and enjoyable to play. That's why I changed BoP and Monstrous Shrine to be more fun based for both sides, meaning the killer gets rewarded for not camping and tunneling. Besides, I think there should be more mechanics in general that awards the killer to not camping and tunneling however it sucks that you get a lot of momentum from doing it. Don't get me wrong, there are times where you need to camp and it's a strategy but there should be things that awards the killer for not doing these things.

    I have mixed feelings about that since Calm Spirit will now be useless.
  • Rancor or Spirit Fury? Rancor's good because you can see if anyone is getting a RBT off and Spirit Fury is good because Amanda sucks at chasing survivors. Amanda mains, in your opinion which is better?

    Rancor because a RBT can hold the obsession in the trial and can allow you to get a easy mori. Rancor can be used for tracking survivors such as seeing if they are removing a reverse bear trap. Spirit Fury is out classed if you use video tape and combat straps, you can mind game most loops in Dead by Daylight thus rendering Spirit Fury a null choice.

    Edit: I'll add that you'll need enduring to make Spirit Fury worth while.
  • Killigma said:
    If you are a special kind of Survivor and click your lightsaber like a crack head on a drip, and the Killer ignores you...do not follow us and farm other Survivors. We just want you to get over cocky, you'll get hooked, farmed and then you will DC.

    Yours respectively, Killigma <3 
    Usually these types of players use DS and are super BM! I remember playing nurse and this clicker was so salty when he couldn't pallet loop me, so hilarious! :lol:
  • @Lowbei, rank 1 is way too easy! It's more difficult to reach rank 1 as a killer but overall, it's just so easy in general! I have a few suggestions on how to make Dead by Daylight a actual competitive horror game!

    Make killers stronger: Every killer should be at least Billy's level in strength or nurse's level if the killer takes tremendous skill to play. Now survivors will have to hide from the killer and rank will be important again since you can't screw up against a killer.

    Discourage escaping and encourage Piping: Every survivor should understand that if they don't work as a team or if one person isn't playing at least 50% optimistic, they'll need to accept that they will get sacrificed and go for a pip.

  • This is me when I destroy a SWF!
  • Prove Thyself

    You strive to prove your worth to others. For every other Survivor standing in an 8-meter range gain a token.

    1 token: 3/6/9% increased action speed.
    2 tokens: 10/15/20% chance a good skill check will be considered a great skill check.
    3 tokens: Gain 50/75/100% more Bloodpoints for actions in the objective category.

    When Survivors have left the required radius, the effects persist for an additional 5/10/15 seconds.

    I like this idea and it only effects you so this perk wouldn't be OP. However it would be nice to bring the odds of considering a good skill check as a great skill check to 15/20/25%.

    Thanatophobia

    Their courage fades in the face of their undeniable mortality. Every injured, dying, hooked, or dead Survivor inflicts the following penalties on all Survivors:

    -4/6/8% decreased repair, heal, and sabotage speed.
    -2/3/4% increased penalty on skill check fails.
    -4/6/8% smaller skill check success zones.
    -When at least 2 survivors are eliminated from the trial, all great skill check success zones will be removed.
    -Survivors injured by the Broken status effect do not affect Thanatophobia.

    Look above, I'm gonna change some of your numbers above, it's gonna be in bold! The reasoning on why I changed the increased penalty is because a survivor won't stay injured for long, they will heal as soon as they can so minus well balance the perk around having 3 survivors injured instead of 4! This applies to the next two changes I did below as well! Now I feel like the perk will shine in glory and it will make sense if the great success zones are removed when (Tier 3) two survivors died from the trial. This actually makes sense to the perk lore since someone died and now they are next!

    Beast of Prey

    Your lust for a kill is so intense that your connection with the Entity is momentarily lost, making you totally unpredictable. When entering a chase, your red stain gradually fades over the course of 15/10/5 seconds. Each new tier of bloodlust grants an extra 5% lunge speed.

    Love it but don't tie a perk to BL or chases because sometimes you'll be chasing a survivor then the system think that you aren't chasing a survivor then you'll lose your benefits. Overall, love this but make it active by something else or tell me how you'd rework the chase detection system to make it more consistent to make this perk consistent!

    Play With Your Food

    You become obsessed with one Survivor. The feeling of torturing your obsession fills you with sadistic glee. When you injure your obsession in a chase and let them escape, your movement speed is increased by 5/6/7%. This lasts until the obsession is healed.

    Perfect rework! However would you be okay with giving the obsession the mangled status effect upon getting your movement speed increased?

    No One Left Behind

    It is inconceivable to leave someone behind. For every Survivor that escapes the trial, gain a stackable 25% bloodpoint modifier for the next trial. Bonus bloodpoints will be award post trial.

    Look above, I'm gonna change some of your numbers above, it's gonna be in bold! Now if everyone escapes, that's a 75% bloodpoint modifier next trial and you may ask what happens if I start the next trial when the previous hasn't finished? Don't worry, your bloodpoints will be updated when ever the previous trial has finished! Additionally, you wouldn't lose bloodpoints for giving someone the hatch!

    Decisive Strike

    Using whatever is at hand, you stab at your aggressor in an ultimate attempt at freedom. Once per match, when grabbed by the Killer, face a skill check every two seconds.
    -Each successful skill check increases the wiggle progress bar by 20%.
    -Each successful skill check slightly/moderately/considerably offsets the Killer's movement.
    -If a skill check is failed, whatever is remaining of the wiggle bar must be filled through normal wiggling.

    https://forum.deadbydaylight.com/en/discussion/23199/the-decisive-strike-problem-rework/p1

    No Mither

    Go on out, kid, it's just a scratch. You suffer from the Exposed status effect for the duration of the trial.

    -While healthy, 1/2/3 equipped Perks activated by being injured are triggered.
    -While injured or dying, you don't leave pools of blood and grunts of pain caused by injuries are reduced by 0/25/50% at any time.
    -Grants the ability to fully recover from the dying state. Increases dying recovery speed by 5/7.5/10%.
    -In the dying state, while recovering without moving/recovering without moving/recovering, your bleedout meter does not go down.
    -For every 5 Emblem points you earn post-trial, gain a bonus 5/10/15 Iridescent Shards up to a maximum of 15/30/45 bonus Shards.

    #Makenomithergreatagain

    I made suggestiona underneath your perks buffs/reworks in bold, check it out @No_Mither_No_Problem!
  • I feel like this would be a good buff to Leatherface, but also could be abused. What's stopping him from revving his chainsaw the whole time during a chase? It would do absolutely no harm to him. 
    If a Leather Face charges his chainsaw for more than 3 seconds, his movement speed will drop below to 100% meaning Leather Face will never catch up to a survivor or at least gove the survivor enough time to window loop him for creating distance!
  • RWoodrow said:
    TheDonald said:

    Why not just remove the perk? Boom. Done. I saved Behavior months of pussy-footing around and now the game has significantly better balance.

    The one problem with this, which seems like a small thing until it's done and then people lose their minds over it, is that it locks people out of the adept achievement by removing it.

    I wish it was this simple but rework is the only fix.
    Decisive Strike definitely needs a nerf so my version would make both sides happy. The perk will remain strong but the survivor's need to work for it! :)
  • SenzuDuck said:

    @ZombieGenesis said:
    No, dude, you can't just meme here or SD and his jerk off squad will jump all over you. Don't you know this is their forum? Do NOT post anything they do not like or you're a "bad killer who needs to git gud and just wants EZ 4KS LULZ!"

    because we need even more threads from crying killers talking about the DS nerf.

    Here's another thread of you insulting killer mains for actually having a valid compliant. Let me guess, you 4k with perkless Freddy against 4 DS survivors using flashlights... Correct?
  • grtf47 said:
    What about juggling? The killer hooks you and the perk is useless. I would remove the obsession status so the killer doesent know who to juggle. 
    The killer can't juggle you, the perk instantly stuns the killer the moment that the pick up animation is finished. However the killer will still see that you are the obsession because with this version, they can't counter DS besides hooking them before they meet their requirements! :)
  • People suggest changes and tweaks to Perks all the time. But I feel there are a lot of Perks that need to be not merely buffed, but given entirely new changes. Some considerable, others a notch below a rework, others entirely reworked. Here are some ideas.

    Prove Thyself

    You strive to prove your worth to others. For every other Survivor standing in an 8-meter range gain a token.

    1 token: 3/6/9% increased action speed.
    2 tokens: 10/15/20% chance a good skill check will be considered a great skill check.
    3 tokens: Gain 50/75/100% more Bloodpoints for actions in the objective category.

    When Survivors have left the required radius, the effects persist for an additional 5/10/15 seconds.

    Thanatophobia

    Their courage fades in the face of their undeniable mortality. Every injured, dying, hooked, or dead Survivor inflicts the following penalties on all Survivors:

    -3/4/5% decreased repair. heal, and sabotage speed.
    -4/6/8% increased chances of triggering a skill check.
    -1/1/2% increased penalty on skill check fails.
    -3/4/5% smaller skill check success zones.
    -When 4/3/2 Survivors are unhealthy, skill check bonus zones are removed except from Hex skill checks.
    -Survivors injured by the Broken status effect do not affect Thanatophobia.

    Beast of Prey

    Your lust for a kill is so intense that your connection with the Entity is momentarily lost, making you totally unpredictable. When entering a chase, your red stain gradually fades over the course of 15/10/5 seconds. Each new tier of bloodlust grants an extra 5% lunge speed.

    Play With Your Food

    You become obsessed with one Survivor. The feeling of torturing your obsession fills you with sadistic glee. When you injure your obsession in a chase and let them escape, your movement speed is increased by 5/6/7%. This lasts until the obsession is healed.

    No One Left Behind

    It is inconceivable to leave someone behind. For every Survivor that is still remaining in the trial when you escape, you lose 1000 Bloodpoints. For every Survivor that escapes while you are still in the trial, gain a bonus 2000/3000/4000 Bloodpoints.

    Decisive Strike

    Using whatever is at hand, you stab at your aggressor in an ultimate attempt at freedom. Once per match, when grabbed by the Killer, face a skill check every two seconds.
    -Each successful skill check increases the wiggle progress bar by 20%.
    -Each successful skill check slightly/moderately/considerably offsets the Killer's movement.
    -If a skill check is failed, whatever is remaining of the wiggle bar must be filled through normal wiggling.

    No Mither

    Go on out, kid, it's just a scratch. You suffer from the Exposed status effect for the duration of the trial.

    -While healthy, 1/2/3 equipped Perks activated by being injured are triggered.
    -While injured or dying, you don't leave pools of blood and grunts of pain caused by injuries are reduced by 0/25/50% at any time.
    -Grants the ability to fully recover from the dying state. Increases dying recovery speed by 5/7.5/10%.
    -In the dying state, while recovering without moving/recovering without moving/recovering, your bleedout meter does not go down.
    -For every 5 Emblem points you earn post-trial, gain a bonus 5/10/15 Iridescent Shards up to a maximum of 15/30/45 bonus Shards.

    Awesome perk ideas! I don't have enough time to give you criticism but I'll star this thread and comeback tomorrow to give you in-depth criticism! :)

    As usual, great job @No_Mither_No_Problem
  • Call me a chicken, but this game is scary af! The Spirit gives me nightmares and the sound of chainsaw gives me a spine chill. I love Dead By Daylight. 
    Only hearing the Nurse blink is when I begin to get scared lol.
  • Going in to grab someone used to either grab them or hit them, but recently Ive been grabbing, having the animation cut, and not even getting a hit, ruining what ahould have been a quick hook
    Are you talking about when you're in a grab animation then it stops and instead you attack the survivor? If so then yes, it happened to me loads of times and it's very VERY annoying!
  • SenzuDuck said:
    Nickenzie said:
    I understand, sometimes it is your fault for losing but saying that "You are bad" isn't a excuse for EVERY thread. Period.
    The majority of people complain on this forum because they’ve had a couple of bad matches. They definitely need to get better.

    And telling people to get better isn't calling them bad, this is another thing the killers I tell this too don't understand, they're too sensitive. 
    Umm, you actually have a lot of quotes that directly proves that you are lying. You quite often say that mostly every killer main is bad, not everyone but the majority. I searched up some of your quotes and it didn't take me long to find one of you saying that, see below my fellow fog traveler! :p
    SenzuDuck said:
    In this thread - bad killers needing their hand held everywhere they go. and honestly - getting upset at end game chat that you can hide.
    SenzuDuck said:
    Unfortunately this is what bad killers suggest when they need babying through the match. If he'd just get better he'd realise it isn't that bad.
    SenzuDuck said:
    Killers are weak. Always will be, you know why? Because the bad ones would rather moan and complain or gloat about an update on a forum instead of actually getting better at the game.
    It's not that every killer main is bad tho, yes there is SOME killer mains that are bad however telling a killer main to "Get gud" in every post won't always be the solution to the problem. Sometimes there's a ACTUAL problem and getting better won't solve it. See where I'm coming from @SenzuDuck?
  • So lets look at your suggestion.

    The activation condition only hurts bad survivors that dont manage to loop the killer long enough, but DS on a bad survivor never has been a problem.

    Then the bleedout timer, its basically a cap on the time that DS can waste. This means that a competent survivor cant loop you longer than1 minute before he goes down automatically.
    This means that a single perk can waste 4 minutes of the killers time. Seems balanced right?

    Now compare this to the genspeed, in the fastest game from the depip squad they were done with all gens in less than 3 minutes, that the equivalent of 3x DS (not even counting the time needed to down the DS first).

    compare this to the strongest delaying perk of the killer, ruin.

    Even if ruin doesnt get cleansed the whole game, survivors can simply power through and ruin wont even delay the game by 4 minutes.

    Now take into account that survivors can literally spawn on the hex and that it can get killed in a few seconds.

    To be honest with you @DeadByFlashlight, I would rather have this nerf to DS even through it can be extremely powerful than having the old DS that's literally broken. Here's my reasoning and justification for your argument:

    "This means that a single perk can waste 4 minutes of the killers time. Seems balanced right?"

    -The new DS has a condition that needs to be satisfied to be used and getting hooked before you completed your condition will permanently lock the perk. The bleed out penalty just prevents another long loop and it adds pressure to the survivor which can lead to them causing a mistake in a mind game!

    This means that it's likely that every survivor, assuming they are all have DS, won't be able to use the perk since 60 seconds is A LOT of time to find a survivor and down them. Remember the perk doesn't charge when they are in a chase so they can't loop you for 60+ seconds and get their DS.

    "Now compare this to the genspeed, in the fastest game from the depip squad they were done with all gens in less than 3 minutes, that the equivalent of 3x DS (not even counting the time needed to down the DS first)."

    -That's a problem with the core game mechanics, generators need to get reworked to at least guarantee a 6+ minute game and Ruin needs a nerf to compensate for the generator nerf.
  • Vietfox said:
    Nickenzie said:
    yeet said:
    SenzuDuck said:

    @yeet said:
    SenzuDuck said:

    @yeet said:

    SenzuDuck said:

    @ZombieGenesis said:
    

    @SenzuDuck said:

    ooft, almost like he said he shouldn't have to run perks to counter, damn.
    
    
    
    Nope, said you shouldn't have to run certain perks. Not run no perks. Not quite the same thing. So is that all you're gonna do? Put words in people's mouths and twist the words they do use? What a shock. Once again contributing nothing useful to anything around you.
    
    
    
    I read it as two response.
    
    Killers are supposed to be able top counter everything a survivor does without addons and perks
    
    Yeah they shouldn't, that's called good game design.
    
    
    
    they shouldn't have to run perks to counter pallets, gah.
    
    Someone should never feel forced to run certain perks.
    

    survivors can counter everything a killer can do without perks, but apparently killers shouldn't be able to do the same.

    Damn... whats that thing called? I'm struggling... like, I'm sure there's a way to entirely remove survivors out of the match, can't quite put my tongue on it.

    It looks something like this.

    I'm glad you've conceded that you don't have an argument.

    Because killing isn't a counter at all, is it?
    Can survivor actually stop you hitting them?
    Can they stop you breaking pallets?

    I'm not entirely sure what survivors actually CAN counter against a survivor.

    your reasoning is patently absurd
    @yeet you have to ignore people like @SenzuDuck because all he ever does is say that killer's are bad. Trust me, it's his excuse for every thread and it only works for so long until killer found out that he is full of it! :)
    @Nickenzie
    I've been in rank 1 many times as a killer (as a survivor as well ofc) and i can confirm there's more drama than actual facts regarding game's balance.
    I get it, people get upset when they "lose" and tend to forget when they are succesful, but that's not an excuse to be complaining about everything.
    When i get rekt the first thing that comes to my mind is "was it my fault?" and most of the times it was.
    I understand, sometimes it is your fault for losing but saying that "You are bad" isn't a excuse for EVERY thread. Period.
  • yeet said:
    SenzuDuck said:

    @yeet said:
    SenzuDuck said:

    @yeet said:

    SenzuDuck said:

    @ZombieGenesis said:
    

    @SenzuDuck said:

    ooft, almost like he said he shouldn't have to run perks to counter, damn.
    
    
    
    Nope, said you shouldn't have to run certain perks. Not run no perks. Not quite the same thing. So is that all you're gonna do? Put words in people's mouths and twist the words they do use? What a shock. Once again contributing nothing useful to anything around you.
    
    
    
    I read it as two response.
    
    Killers are supposed to be able top counter everything a survivor does without addons and perks
    
    Yeah they shouldn't, that's called good game design.
    
    
    
    they shouldn't have to run perks to counter pallets, gah.
    
    Someone should never feel forced to run certain perks.
    

    survivors can counter everything a killer can do without perks, but apparently killers shouldn't be able to do the same.

    Damn... whats that thing called? I'm struggling... like, I'm sure there's a way to entirely remove survivors out of the match, can't quite put my tongue on it.

    It looks something like this.

    I'm glad you've conceded that you don't have an argument.

    Because killing isn't a counter at all, is it?
    Can survivor actually stop you hitting them?
    Can they stop you breaking pallets?

    I'm not entirely sure what survivors actually CAN counter against a survivor.

    your reasoning is patently absurd
    @yeet you have to ignore people like @SenzuDuck because all he ever does is say that killer's are bad. Trust me, it's his excuse for every thread and it only works for so long until killer found out that he is full of it! :)
  • Damn you guys are toxic, be civil you don’t have to be rude, I’m actually a level 7 survivor.

    If they rework the perk where you have to do all those requirements it will be completely useless to use, just get rid of the whole perk if you’re gonna do that.

    It's that DS is clearly overpowered and you're defending it. That's why everyone is getting upset because they think that you want a free escape when really if you was a great survivor, you wouldn't need the perk. Case closed, you're guilty for trying to revive DS! 10 more years in the Entity's realm!
  • Dudddd said:
    Buff him so he can camp better? Yeah great idea 
    More like buff him so he can do more then camping.. duh
    Lol, no need for the camping salt because @IronWolf115 said that he wanted to make him better in general and not a better camper!
  • @fcc2014 said:
    Like a built in fire up but better. I like it. @Nickenzie had some interesting ideas a while back for Leatherface buffs and may want to way in.

    By all means I would like Nick to chime in!

    I like the idea however I feel like LF should be unstoppable when it comes to pallets and I think we might be making some ground with LF to be honest @IronWolf115 and @fcc2014.
  • Sinner said:

    When you got a hillbilly, nurse and now spirit with BBQ, it seems that survivors are doing everything else but doing gens.

    You will say:
    Hide behind gen - that almost never works since the auras are still visible behind gens
    Stay within heartbeat range - you can't do that either, since the killer will camp the hooked survivor and you won't be able to save him

    Even if I use those two counters and they somehow work, most of the teammates I get don't, and I have to rely on them to survive/have a fun game.

    I agree this perk is fine as it is for killers that don't have powers which increase their speed, but for those that do, it's just too strong.

    Increase the range to something like "when they are further than 70 meters" or make the aura only 2 seconds. This should make those killers less op.

    Lol :lol:

    @Lowbei, where is your shovel? 

  • Lowbei said:

    @Lowbei said:

    you will have to ignore the salty survivormains like thetruth that we have laughed off the forum

    he will ragequit in embarrassment soon and make a new account. its common.

    I've tried to stay out of turd flinging, but this was just too much and just had to take part in it

    sometimes we just have to shovel the survivor main turds out of here to keep it clean! grab a shovel bro!

    You'll probably need to bust out the BIG guns if you wanna get all the survivor main turds out lol.
  • @Lowbei said:

    you will have to ignore the salty survivormains like thetruth that we have laughed off the forum

    he will ragequit in embarrassment soon and make a new account. its common.

    I've tried to stay out of turd flinging, but this was just too much and just had to take part in it

    I just get popcorn and watch @Lowbei destroy survivor mains who don't want a balanced game, it's hilarious!

    Anyways, I wonder if the developers have thought of this idea?
    Umm, @Peanits sorry for crowding your notification system but can you say your opinion on this?
  • Lowbei said:

    @Lowbei said:

    lol the irony. yet another derp survivormain laughed off the forums. so many of them today.

    Why are they oblivious about the problem? I'm a killer main and completely acknowledge the ubersuckness of NOED, a perk that shouldn't be there in the first place. And the fact it's getting buffed in this PTB makes me question the direction this stuff is taking.

    OP @Nickenzie is taking the time to propose (something few people do) a good idea to change survivors' NOED equivalent. Arguing is not adding anything to it.

    you will have to ignore the salty survivormains like thetruth that we have laughed off the forum

    he will ragequit in embarrassment soon and make a new account. its common.
    Your comments of smoking a salty survivor main @Lowbei is literally making me cry out laughing! :lol:
  • CoolAKn said:

    @Nickenzie Survivor main here. Interesting concept you have in regards to Decisive Strike.

    CRITIQUES

    • Positive: Changes the perk from free-use to earned-use.
    • Adjustment: Given this change, the DS skill check should be immune to all modifiers that would make the skill check easier or harder.
    • Alternate Adjustment: Have the user just press E at any point while being carried to jump off, that way the killer can't constantly be dropping the survivor to prevent it's use.

    • Positive: Charging the perk based on proximity to the killer.

    • Adjustment: Change the range to 12/24/36 meters to create a synergy with Spine Chill; if Spine Chill is active, you are charging DS, assuming the tiers are the same.

    • Negative: Bleed-out timer upon use.

    • Adjustment: Replace bleed-out timer with Broken for 100/80/60 seconds (same values as Deliverance). This change would also keep up with the lore of the movies, where after Laurie stabs Michael, she was injured for the rest of the first movie and for the entire duration of the second movie.

    • Neutral: Time required to charge.

    • Adjustment: Reduce the time (obsession only) to 45 seconds to charge up the perk.
    Oh, the perk automatically stuns the killer and frees you the moment that the pick up animation is finished. Meaning the killer can't dribble you to a hook because there's no moment where the killer can drop the survivor.
  • Mercury said:

    @Nickenzie said:
    Mercury said:

    Is it like Diversion though? Couldn't the Survivor just loop you for a whole minute and still get the benefit? This would still be a nightmare for m1 Killers then.

    The perk won't charge up when in a chase, just like Stake Out. I thought that I put that in the Rework, I'll check it again lol.

    It's alright. Since you planned for it, I can definitely agree this is a nice and well thought out change to dstrike. Would definitely like to see something along the lines of this.

    And whether it's bleedout or broken would have to be tested, whatever feels better.

    I changed my OP to match your Spine Chill idea, this rework is always gonna change if people keep providing me reasoning to change the perk. Additionally, I don't like the broken status effect for multiple reasons:
    -Survivor can loop you for a awhile
    -Broken status effect is useless since you're likely gonna chase the survivor again and the "You can't heal" part would never be a problem to the survivor
    -Bleed out timer adds pressure to the survivor since they can't loop you forever
    -More pressure = Higher chance of the survivor messing up a mind game.
  • Mercury said:

    Is it like Diversion though? Couldn't the Survivor just loop you for a whole minute and still get the benefit? This would still be a nightmare for m1 Killers then.

    The perk won't charge up when in a chase, just like Stake Out. I thought that I put that in the Rework, I'll check it again lol.
  • Nickenzie said:
    Nickenzie said:
    Lowbei said:
    Nickenzie said:
    Lowbei said:
    powerbats said:

    @Lowbei said:
    i would support a change that required a condition to be met to activate DS.

    I think you'd need to take out the Obsession chance increase since if the killer knows you have it they'll just make sure you don't get the requirements to use it.

    Perhaps make it so the person has to do an Altruistic action in order to use it although you'd have people fighting for unhooks at that point. Which from a killers point of view is a good thing since it's more targets and less gen progression.

    You could also make it specific to either healing others or unhooking and not self healing with SC or a Medkit. So if you unhook it increases your chances to struggle by x % and heals does it by x as well with unhooks being worth more.

    But make a cap on how much you could get % wise overall on the struggle % increase.

    agreed, or just cost the ds user one hook level at its use, thus straight to struggle on first, or dead if 2nd. 
    The perk just needs to be more like Deliverance, where you need to do something in order to gain a benefit from it. Currently when a survivor uses DS, they technically have 4 lives. Decisive Strike, phase 1, phase 2, and then finally they are dead.
    yeah, 4 is a bit much considering i can loop most killers for long enough to finish most of the gens before one down. i often get the killers attention on purpose from the start so i can max boldness, and not have to run into already broken pallets during my run, and often im getting hooked for the first time as the last gen goes off.
    I'm not that great in chases as a survivor but I have experienced as a killer how damaging a DS can be when you spent so much time earning your hook. Additionally, I also hate the ego that Decisive Strike gives to survivors.
    Though that ego turns into a fountain of salt when you kill that survivor.. Something is very satisfying about that to me. 
    Oh yes, I love the salt from Decisive Strike users for some reason. Especially when I play nurse because I can just blink right to them! :)
    I remember killing one by outplaying them as the Hag (pre-buff btw) I managed to catch them by using the traps for mindgames.. apparently outsmarting them made me a "lowlife hacker" All I said was GG EZ and moved on. Despite how much I love the salt I do hope the Decisive nerf lowers their over inflated egos.. 
    Sadly some survivors depend on it to win and they think they are good when they tea bag at the gates lol. Overall, DS needs to be nerfed so you need a condition to use.
  • Nickenzie said:
    Lowbei said:
    Nickenzie said:
    Lowbei said:
    powerbats said:

    @Lowbei said:
    i would support a change that required a condition to be met to activate DS.

    I think you'd need to take out the Obsession chance increase since if the killer knows you have it they'll just make sure you don't get the requirements to use it.

    Perhaps make it so the person has to do an Altruistic action in order to use it although you'd have people fighting for unhooks at that point. Which from a killers point of view is a good thing since it's more targets and less gen progression.

    You could also make it specific to either healing others or unhooking and not self healing with SC or a Medkit. So if you unhook it increases your chances to struggle by x % and heals does it by x as well with unhooks being worth more.

    But make a cap on how much you could get % wise overall on the struggle % increase.

    agreed, or just cost the ds user one hook level at its use, thus straight to struggle on first, or dead if 2nd. 
    The perk just needs to be more like Deliverance, where you need to do something in order to gain a benefit from it. Currently when a survivor uses DS, they technically have 4 lives. Decisive Strike, phase 1, phase 2, and then finally they are dead.
    yeah, 4 is a bit much considering i can loop most killers for long enough to finish most of the gens before one down. i often get the killers attention on purpose from the start so i can max boldness, and not have to run into already broken pallets during my run, and often im getting hooked for the first time as the last gen goes off.
    I'm not that great in chases as a survivor but I have experienced as a killer how damaging a DS can be when you spent so much time earning your hook. Additionally, I also hate the ego that Decisive Strike gives to survivors.
    Though that ego turns into a fountain of salt when you kill that survivor.. Something is very satisfying about that to me. 
    Oh yes, I love the salt from Decisive Strike users for some reason. Especially when I play nurse because I can just blink right to them! :)
  • DexyIV said:

    Honestly there are so many good ways to rework this perk that would take less than half of the time and resources Behaviour is trying to put into it. This is just one of the many good examples. Satisfying without being overwhelmingly oppressive like the current DS is. I agree with the changes across the board.

    The survivors mains who desperately want the perk to stay strong can still have their jail free card but they need to work for it. However, I think moving my mouse to the Decisive Strike perk in my inventory and equipping it is working for it right? ;)

    Just kidding btw! :)
  • Lowbei said:
    Nickenzie said:
    Lowbei said:
    powerbats said:

    @Lowbei said:
    i would support a change that required a condition to be met to activate DS.

    I think you'd need to take out the Obsession chance increase since if the killer knows you have it they'll just make sure you don't get the requirements to use it.

    Perhaps make it so the person has to do an Altruistic action in order to use it although you'd have people fighting for unhooks at that point. Which from a killers point of view is a good thing since it's more targets and less gen progression.

    You could also make it specific to either healing others or unhooking and not self healing with SC or a Medkit. So if you unhook it increases your chances to struggle by x % and heals does it by x as well with unhooks being worth more.

    But make a cap on how much you could get % wise overall on the struggle % increase.

    agreed, or just cost the ds user one hook level at its use, thus straight to struggle on first, or dead if 2nd. 
    The perk just needs to be more like Deliverance, where you need to do something in order to gain a benefit from it. Currently when a survivor uses DS, they technically have 4 lives. Decisive Strike, phase 1, phase 2, and then finally they are dead.
    yeah, 4 is a bit much considering i can loop most killers for long enough to finish most of the gens before one down. i often get the killers attention on purpose from the start so i can max boldness, and not have to run into already broken pallets during my run, and often im getting hooked for the first time as the last gen goes off.
    I'm not that great in chases as a survivor but I have experienced as a killer how damaging a DS can be when you spent so much time earning your hook. Additionally, I also hate the ego that Decisive Strike gives to survivors.
  • DS doesn't even need to be nerfed. You killers whine about everything. 
    Lol, only if you knew...
  • Lowbei said:
    powerbats said:

    @Lowbei said:
    i would support a change that required a condition to be met to activate DS.

    I think you'd need to take out the Obsession chance increase since if the killer knows you have it they'll just make sure you don't get the requirements to use it.

    Perhaps make it so the person has to do an Altruistic action in order to use it although you'd have people fighting for unhooks at that point. Which from a killers point of view is a good thing since it's more targets and less gen progression.

    You could also make it specific to either healing others or unhooking and not self healing with SC or a Medkit. So if you unhook it increases your chances to struggle by x % and heals does it by x as well with unhooks being worth more.

    But make a cap on how much you could get % wise overall on the struggle % increase.

    agreed, or just cost the ds user one hook level at its use, thus straight to struggle on first, or dead if 2nd. 
    The perk just needs to be more like Deliverance, where you need to do something in order to gain a benefit from it. Currently when a survivor uses DS, they technically have 4 lives. Decisive Strike, phase 1, phase 2, and then finally they are dead.
  • Lowbei said:
    we get it, youre scared of them review bombing again because it worked last time. we warned you what would happen if you caved to them.

    like we said ages ago, and have repeated numerous times, you dont negotiate with survivormain terrorists.

    as we have told you before, no offense, but your internal dev team do NOT represent the playerbase with your rank15-20 gameplay. you need to have a team of vets (not streamers) of both sides, to discuss potential changes and test them, cuz logic.

    love you guys, but youre killing me.
    @Lowbei
    You should support my amazing Decisive Strike rework so the developers won't over nerf the perk to a border line useless level and survivors won't review bomb the game!

    https://forum.deadbydaylight.com/en/discussion/comment/157062#Comment_157062
  • KingB said:
    The biggest problem with decisive is there isn't any counterplay. This is a good idea but fails to address the core problem of the perk. I respectfully disagree and I don't think this sloves the killers' complaints about DS. I think the better idea is to stun the killer for X seconds and fill XX% of the wiggle bar.
    I respect that you disagree but couldn't you argue the same thing with Deliverance? Like yeah the killer can camp your first Phase but that's giving up the entire map for generator rush.
  • This would definitely take out the completely free aspect of Decisive while retaining it's usefulness.

    As usual, well done @Nickenzie!
    Hopefully the developers will take this direction with Decisive Strike! :)
  • Nickenzie said:
    An interesting idea to change decisive strike.. but what if you're against the Wraith or Shape? Those two can have no terror radius or a very low one. Wraith is less a problem since he has to uncloak first. Also Huntress actually has quite a small terror radius thinking about it. Not sure how to work around them though. 

    Edit: Forgot the Pig can also get no terror radius. 
    It could be changed to a 32 meter range from the killer but the perk won't tell you if you're making progress towards activating the perk since it would ruin stealth killers. However it will light up if it's ready to be used tho. :)

    Thank you for pointing that out!
    No problem. I think this version of Decisive would be much better and fits better with the risk vs reward theme that obsession perks are supposed to have. And it doesn't make it useless. Good job with this suggestion :)
    Yeah, I hopefully that the developers will take this direction with perk! It seriously needs a condition and a penalty when you use the perk.
  • I actually kinda like this idea. I'm perfectly fine with the survivor having to work for a second chance which is why I'm a fan of deliverance and hate dstrike. Deliverance reward you for saving your teammates and dstrike rewards you for failing. I could say the same about noed but that can be defeated easily by the survivors 
    Yeah, that's the problem with Decisive Strike. It's a "Free" get out of jail free card, it's needs to have a condition and penalty after using the perk.
  • An interesting idea to change decisive strike.. but what if you're against the Wraith or Shape? Those two can have no terror radius or a very low one. Wraith is less a problem since he has to uncloak first. Also Huntress actually has quite a small terror radius thinking about it. Not sure how to work around them though. 

    Edit: Forgot the Pig can also get no terror radius. 
    It could be changed to a 32 meter range from the killer but the perk won't tell you if you're making progress towards activating the perk since it would ruin stealth killers. However it will light up if it's ready to be used tho. :)

    Thank you for pointing that out!
  • Will it still give the obsession status though? Without that being there I think it would be a little more balanced because I know a lot of people tend to just ignore that person in general till they're the last one alive.

    Yes, if you use this perk, it will increase your chances of becoming the killer's obsession. I know that killer's currently ignore the obsession but they wouldn't with this rework since they may not have been in your terror radius for 60 seconds. Even if they didn't get stunned, the survivor can't loop forever so it's a win-win depending on the situation.
  • fcc2014 said:

    @Nickenzie said:
    So I been playing Spirit for a while and I carefully decided that she needs a add-on to be built-in to her main kit. With heavy planning and looking at her flaws, I figured out that the Spirit has a lack of correcting herself when she is slightly off. I looked at her add-ons and I found the perfect add-on to help her become mid-low tier to a possible high tier killer! Before I say what should be built-in to her main kit, I wanna say that she is hard to learn but I don't think she should be harder than Nurse for less reward - This is why I think she really needs this!

    Here's the add-on that should be built-in to her kit:

    Wakizashi Saya

    -Moderately increases Yamaoka's Haunting reappearance duration.
    -Moderately increases Yamaoka's Haunting reappearance movement speed.

    Now I can't think of any complaints but if you have any questions, complaints, comments, and etc. Please say them and please be civil and don't say things like...
    "LOL you just want a free hand out!"
    "OP can't get gud and wants EZ mode for killer's, Hilarious!"

    Thanks! :)

    They seem to continue to adjust her. Maybe you don't get the numbers you want but maybe it gets there. It seems they have adjusted her more than any other killer so soon after the actual release.

    They ARE getting there with her slowly but surely. The reason why they aren't buffing her rapidly is because she is a Nurse bomb. Buffing her just a little too much will cause the Spirit to become Nurse 2.0 basically. They gotta be careful about what they do with her since her power actually helps during a chase.
  • Wasn't this thread supposed to be about the Spirit? Oh who am I kidding most threads go off topic on any forums. 
    @The_Fallen_Utopia Do you agree with my Spirit Buff suggestion? Give me your honest opinion with reasoning! :)
  • Wolf74 said:

    I think if you just bump it is against the rules.
    Just TALK about the stuff. ;)

    Oh, um, well... Crap, I'm just gonna hit this button then! Activating Excuse Protocol Version 237... Loading...

    Oh, I mean that since I'm talking about the thread, it's gonna bump it up! Nothing fishy about that right? ;)
  • @Nickenzie said:
    DeadByFlashlight said:

    @only1biggs said:

    @DeadByFlashlight said:

    @only1biggs said:

    @DeadByFlashlight said:

    @only1biggs said:

    @DeadByFlashlight said:

    @linglingen said:

    @DeadByFlashlight said:

    Yes her base kit is way too weak, but unfortunately not all killers are meant to be viable 

    I feel like it's more "not all killers are meant to be good for everybody". I've met Trappers, Wraiths, Freddy's etc. who are really good. They just know when to do what, and genuinely enjoy to play their choice of killer. If all killers were so overpowered that anybody who picked it up would 4k with them every game in a few minutes, it wouldn't be fun, interesting or challenging at all to learn something new. And it wouldn't feel good to win either.

    The best trapper I know is lefthandentity. He got demolished during the official tournament because trapper is simply unviable against a competent SWF.

    If you actually know a streamer/youtuber that does well against these kind of games, then please link him.

    I would love to improve my trapper gameplay such that I can play my most favourite killer on high rank, but as far as I see it now, the gameplay mechanics limit/ voice comms him too much.

    Usually it boils down being a M1 killer, once you had a game against a SWF with OoO, you will understand :wink:

    And yet a Freddy won the console round.

    Lefty lost hard because he couldn't set traps early on the map that was selected. The spawn points were always the same, so one survivor just ran to the spawn point of the killer and distracted him..he was in a chase within 5 seconds. "Tournament" play is also completely different to regular games and this game has never been tournament ready nor will it ever be.

    Not sure why you think being an M1 killer against SWF's with OoO is difficult either. Maybe for you.

    Im not gonna argue about consoles here, stuff is different over there.

    Survivors can always run directly up to the killer, you can memorize spawn locations on any map, this is a common strategies beyond killers and survivors even hear the heart beat, so.....

    Yes, DBD is not tournament ready because it was designed for solo players and SWF obviously breaks it. Thanks for supporting my argument :wink:

    Supporting your argument? LOL It was never tournament ready BEFORE SWF's. If you think otherwise you're delusional. Asymmetrical games with so much RNG will never be "competitive" ;)

    *edit - oh, I wasn't trying to argue consoles...just mentioned Freddy as you thought trapper being played at high ranks wasn't viable, which again, is incorrect. All killers are viable at all ranks.

    Freddy isnt viable against competent survivors either and everybody knows that.

    For you and the other trash killers that inhabit the forums, sure. I do well with him at rank 1, so do many others that you don't hear from, because they don't whine and complain :)
    

    *edit - sorry, don't get me wrong, Freddy is awful and yes against competent survivors you probably won't win.

    Well then... :wink:

    Yeah @DeadByFlashlight, we're all just bad. ;)

    How does this show you are a good killer?

    Are you trying to say rank is indicative of skill? Oh god. Well, you're wrong there too. It's just a measurement of time played buddy. Try again :)

    Try again, as you wish (even through I wasn't saying rank is indicative of skill but I'll ignore that)! :p

    My ranks shows that I actually am able to play against a SWF and I'm not afraid to derank for better games. However at red ranks, survivors are really optimistic but not all survivors are since nowadays survivors are kinda boosted. My point in bring up my rank is that there's a lot of sweaty SWF at rank 1 and most of the time they are really optimistic. Not every survivor is great due to the boosted rank system but overall, I played against a lot of sweaty SWF as a Spirit and I get around 1-2 sacrifices. You can call me bad all you want but the truth is, you don't have much of a chance when you get these types of SWF teams. That's why the Spirit needs something to help her correct herself since there's a ton of BS that a survivor can do to a Spirit player.
  • sorrowen said:

    Well they obviously are too afraid to touch the perk....

    They should make the perk have a condition such as unhooking a survivor 3 Times with a broken status effect penalty afterwards
  • @only1biggs said:

    @DeadByFlashlight said:

    @only1biggs said:

    @DeadByFlashlight said:

    @only1biggs said:

    @DeadByFlashlight said:

    @linglingen said:

    @DeadByFlashlight said:
    Yes her base kit is way too weak, but unfortunately not all killers are meant to be viable 

    I feel like it's more "not all killers are meant to be good for everybody". I've met Trappers, Wraiths, Freddy's etc. who are really good. They just know when to do what, and genuinely enjoy to play their choice of killer. If all killers were so overpowered that anybody who picked it up would 4k with them every game in a few minutes, it wouldn't be fun, interesting or challenging at all to learn something new. And it wouldn't feel good to win either.

    The best trapper I know is lefthandentity. He got demolished during the official tournament because trapper is simply unviable against a competent SWF.

    If you actually know a streamer/youtuber that does well against these kind of games, then please link him.
    I would love to improve my trapper gameplay such that I can play my most favourite killer on high rank, but as far as I see it now, the gameplay mechanics limit/ voice comms him too much.

    Usually it boils down being a M1 killer, once you had a game against a SWF with OoO, you will understand :wink:

    And yet a Freddy won the console round.

    Lefty lost hard because he couldn't set traps early on the map that was selected. The spawn points were always the same, so one survivor just ran to the spawn point of the killer and distracted him..he was in a chase within 5 seconds. "Tournament" play is also completely different to regular games and this game has never been tournament ready nor will it ever be.

    Not sure why you think being an M1 killer against SWF's with OoO is difficult either. Maybe for you.

    Im not gonna argue about consoles here, stuff is different over there.

    Survivors can always run directly up to the killer, you can memorize spawn locations on any map, this is a common strategies beyond killers and survivors even hear the heart beat, so.....

    Yes, DBD is not tournament ready because it was designed for solo players and SWF obviously breaks it. Thanks for supporting my argument :wink:

    Supporting your argument? LOL It was never tournament ready BEFORE SWF's. If you think otherwise you're delusional. Asymmetrical games with so much RNG will never be "competitive" ;)

    *edit - oh, I wasn't trying to argue consoles...just mentioned Freddy as you thought trapper being played at high ranks wasn't viable, which again, is incorrect. All killers are viable at all ranks.

    Freddy isnt viable against competent survivors either and everybody knows that.

    For you and the other trash killers that inhabit the forums, sure. I do well with him at rank 1, so do many others that you don't hear from, because they don't whine and complain :)

    *edit - sorry, don't get me wrong, Freddy is awful and yes against competent survivors you probably won't win.

    Well then... :wink:

    Yeah @DeadByFlashlight, we're all just bad. ;)

  • So.. give her more passive windstorm.

    I don't think that's the right solution. Boring, takes away a lot of skill from her gameplay, and honestly obnoxious to balance (see: Wraith).

    I wouldn't go as far as saying that having Wakizashi Saya built-in to her main kit would make her boring. Actually I love getting a super speed burst then with lighting speed, attack a survivor because it makes you feel so powerful. Also, it wouldn't take her skill away because you'll need to have great tracking which we all know that it can be difficult at times.

    Look at it in terms of the Nurse. When she is using her first blink, she'll likely be off on her target just a little. Then she can use her second blink to correct herself for a more accurate hit. That's what I'm trying to do with the Spirit! :) Do you see where I'm coming from @Visionmaker?
  • Jack11803 said:

    I’ve never even reached BL3 before, and I’ve been at rank 1 killer tons of times

    If it was never used then why nerf BL3 then? @Jack11803
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