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NMCKE

NMCKE

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NMCKE
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  • @Trwth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2242724#Comment_2242724

    Hexes and obsession perks fit that criteria better than Exhaustion if I'm being honest.

    Obsession perks are targeted at either ignoring or focusing the Obsession to gain a powerful effect. Killer exhaustion gives you a powerful effect, but has a shared cool-down with other exhaustion perks so that it's not overwhelming! 😁

  • @Mandy said:

    Repeatedly is the word that I think you are having trouble with...repeatedly is not tunneling. Especially when we specifically state tunneling is not reportable.

    This is nothing that we've chosen to ignore - the killer is free to tunnel and camp in a match, it's considered to be part of the game.

    What becomes an issue, is if someone is specifically targeted over the course of several matches and the target is them and them only - hence the word repeatedly.

    I'm just curious, can slugging be reportable if the killer wastes your time? Essentially, taking the game hostage is when you cannot progress the game, but if the killer keeps slugging me then picks me up, nevering hooking me, wouldn't that be considered taking the game hostage? Like sure, I'm eventually going to bleed out, but I'm losing 2-5 seconds of my bleed-out meter everytime he does this. I don't have hours to spare trying to wait for me to bleed out after hundreds of cycles.

  • @deckyr said:

    which survivor perks from dead by daylight are true to your abilities in real life?

    for me it's probably

    • iron will - i don't vocalise when injured. several piercings done and not a peep the whole time
    • alert - weirdly, i can tell when the front door of the house gets opened because of the way the air pressure moves. anyone else got something like this?
    • up the ante - known for always getting rare drops in video games, rolling high on need/greed. my friends get upset with me when we compete on loot in ffxiv because i always win it lol
    • autodidact - i'm a fast learner, rapidly iterating and improving on new skills in a short period of time.

    maybe it doesn't have to be only survivor perks. if anyone has a history of spontaneously causing technical difficulties for electrical devices nearby then, by all means, tell me you have surge πŸ˜‚ i've definitely heard that's a thing for some people.

    Let's start my real life perks! 😊

    • For The People: I'm enlisted into the National Guard, which for those who don't know, is similar to the United States Army. I'm willing to sacrifice my life to protect the people who live here, as well as our way of life!
    • Resurgence: Essentially, I'll never accept defeat. When you think I'm out, I'll come back stronger than ever! I will persevere through anything, not going down without a fight!
    • Soul Guard: Not going too indepth, but just know I'm religious and everything that I have accomplished couldn't have been done without the help of my God! He has protected me through a lot of circumstances, even made miracles happen. Wouldn't be here without him!
    • Solidarity: I'm really good with people, help them get through their hardships. Sometimes I can relate with them, help them know that they aren't alone! Kindness goes a long way in this world, more than you ever know!
  • @ Antares2332 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2235441#Comment_2235441

    So, following you lodge, DH shouldn't be in the game either. Because "it rewards you for playing badly".

    People don't like DH because you can get away with "Too Much". That's the problem.

    I went more indepth here:

    @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2238169#Comment_2238169

    The fact that survivors can be out of position or be outplayed, just for them to use their magical E to pallet / vault is definitely, 100% esports level, fair game. Heck, you can be too greedy and not get punished because you pressed E to the pallet. It avoids a lot of hits that would normally down them.

    We don't want it gutted, don't worry. I believe we want to remove extreme cases for the killer that's really frustrating and unbalanced.

    One idea is to remove the invincibility, but keep the dash (maybe extend it just a tad). You can still get away with greeding a pallet or vault; still reach a pallet / vault if out positioned (depending on the situation); and so on, but you won't be able to use the invincibility to survive supernatural events. Meaning, you won't be able to DH past / through killers (they would just M1 you unless they messed up) and avoid powers that would damage you (worst offender being bear traps).


  • @Caleegi said:

    Spirit needs a change. She is too strong for how easy it is to play her.

    Dead hard should not be changed though as you would be changing the perk entirely or destroying it. Just because it is annoying does not make it unfair.

    The fact that survivors can be out of position or be outplayed, just for them to use their magical E to pallet / vault is definitely, 100% esports level, fair game. Heck, you can be too greedy and not get punished because you pressed E to the pallet. It avoids a lot of hits that would normally down them.


    We don't want it gutted, don't worry. I believe we want to remove extreme cases for the killer that's really frustrating and unbalanced.

    One idea is to remove the invincibility, but keep the dash (maybe extend it just a tad). You can still get away with greeding a pallet or vault; still reach a pallet / vault if out positioned (depending on the situation); and so on, but you won't be able to use the invincibility to survive supernatural events. Meaning, you won't be able to DH past / through killers (they would just M1 you unless they messed up) and avoid powers that would damage you (worst offender being bear traps).

  • Survivor

    2 - 5 Generators Remaining, 2 Survivors Alive AND Unlucky EGC / Endgame Matchup

    Killer

    EGC, All Survivors Alive


    Essentially at that point, I either let the EGC flush them out or just stand at a hook. However, if I believe there's a chance, I'll try, but when my odds are reduced to impossible, such as exit gates on the same door β€” I'll just stand at a hook and get the killer's attention.

    There have been times where I was able to checkmate the killer. Essentially, I knew where the hatch was located at, so I let the killer down me first instead of my teammate. I made my way to the hatch and since the killer had 5 tokens of Devour Hope, I didn't have to wait out the hook sacrifice for it to open. 😁

  • If you wanna reduce camping / tunneling, just remove hook grabs then increase the time it takes to unhook a survivor. Essentially, forcing a trade if the killer is near the hook and giving them an incentive to hook the savior since they are dying in front of them.

  • @MeltingPenguins said:

    Do they work together? I haven't yet seen anyone test.

    Flash Bang would activate instantly upon pressing the active ability button, and Inner Strength, you would need to wait out the timer to heal.

  • @Aven_Fallen said:

    Right, now that Otz made a video about it, DH clearly deserves a Nerf. /s

    Can we also nerf every Killer? You know, because Otz made videos about it how he gets 50 Wins in a row.

    I believe those videos show more how busted solo queue is if anything. 😝

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2234172#Comment_2234172

    I forgot about Adrenaline. Good point.

    Still though, I stand by my ideas on Blindness. If MoM were more accessible, I’d hate for the potential to abuse it with OoO.

    I'll always be against blindness, it's a status effect purely to screw over solo queue. If you wanna rework blindness, just make it hinder your vision instead β€” Like you couldn't see further than 24 meters around you. It's just pure darkness.

    Mettle of Man would make more sense at that point.

  • @TheClownIsKing said:

    So current MoM’s protection hits requirement makes the perk pretty unpopular.

    And yeah, original MoM was definitely a game breaking problem because of stacking with Dead Hard, BT, and DS.

    However...

    What if MoM were reverted back to its original conditions, making it easier/more accessible to use, BUT a survivor equipping MoM is afflicted with Exhaustion and Blindness for the duration of the trial?

    The Exhaustion condition is obvious: so it can’t be abused with Dead Hard (or anything else).

    Blindness is so that MoM can’t be abused with new OoO. Or maybe Blindness is only afflicted once the survivor is at full health, and their aura is revealed after MoM’s activation?

    The only issue with Blindness is for players fresh to Ash, it would make MoM have anti synergy with Buckle Up.

    But then again, I think I’m the only one on the planet that uses Buckle Up.

    I'd probably just remove the aura reading part of Mettle of Man since it's already hard enough to activate, so why add more salt to injury?

    Maybe we can experiment with only two protection hits for activation on the PTB and see where it goes?


    Your idea would still allow survivors multiple health states, and it can still be paired with Adrenaline to negate the exhaustion negative. Blindness is not solo queue friendly, would be better to replace it with Oblivious instead.

  • @BioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2231497#Comment_2231497

    https://forum.deadbydaylight.com/en/discussion/comment/2231506#Comment_2231506

    I just love this new argument against it that so many have adopted, its borderline trolling tbh.

    Who cares about your "teammates" in this game? did you not see its up to you how you want to play it? its literally in the game's discription and next to that, what about the killer picking a killer/playstyle/build so cheap it ruins the entire match but you are forced to stay in that match for your teammates?

    you guys are something else.

    It's not trolling, it's just facts. There are infinitely better alternatives to suiciding on first hook and screwing over your teammates.

    If the game is not fun for you, then take a break or play a different game. No need to suicide on first hook and ruin your teammate's because you hate playing against a certain killer β€” that's just plain out selfish.

  • It's the first thing that comes to mind, I love the idea of survivors having to do skill checks while Victor is on them because it makes chases very difficult.

    Having to manage the chase while skill checks are getting progressively difficult, eventually leading to a mistake that the killer can capitalize on.

    The Drop of Perfume effect replacing killer instinct would be amazing because that means no more hook warnings. However, they still get oblivious to compensate. Maybe we can make the oblivious effect persist for 15 seconds once out of range? That would be pretty spicy since it makes for some interesting results as you can use Victor to get sneaky hits in.

    Another thing I want is to reduce the attack cool-down to 3 seconds, matching the base M1 CD. This is to make him feel swift, but rewarding.

    Lastly, increase Victor's crush cool-down to 10 seconds. Double the penalty if he's crushed while idle. Cool-down add-ons are slightly buffed and the crusher's aura is reveal for 5 seconds after having control to compensate. To punish reckless behavior, you can't just do whatever and expect it to work such as leaving Victor unattended. You have to make sure he's safe or have a counterplan if he gets crushed. Maybe the aura reading will allow you to get the jump since they are oblivious after leaving the range? Maybe he's placed in a dead zone to make survive risk getting caught out of position? Many possibilities!

  • @Orion said:

    You are not holding the game hostage because the survivors will bleed out, eventually. Holding the game hostage means it cannot progress, and nearly every instance of this is due to survivors' actions.

    I believe this is sorta misleading, you can be put into a situation where the progress you make is so miniscule that you minus well call it taking the game hostage.

    I had a two versus one scenario where the killer would keep grabbing me and not hook me, I would wiggle free just to be grabbed again or picked up. Yes, my bleed-out meter would slowly inch down, but holy moly, I'm not wasting hours just to die.

    Of course my teammate was a rank 20 and didn't do anything, my luck. I know these are pretty rare, but a game can still be taken hostage, even if you're making fractions of progress.

    Like dude, I was pointing at a hook, c'mon, I just want to die and move on with my life. At least the DC penalty isn't bad, I'm thankful for that. πŸ˜“πŸ₯²

  • @ryzen0849 said:

    Stop slugging. Escpecially for the 4K. A survivor in chat was kind enough to let me know that I was holding the game hostage because of it. Us killers are better than that. I know we are.

    I personally don't mind slugging, as long as it doesn't waste 30 minutes of my time. Like oh my holy goodness, just sacrifice me already, please... I literally beg you. πŸ₯²πŸ˜“

  • @Blueberry said:

    I'm probably one of the few people that plays a ton of Twins at rank 1.

    Their last nerf was a terrible decision that did nothing to solve their problems. All it did was make them less fun to play and kill off what few Twins players there are. The nerf shows a misunderstanding of what the Twins issues actually are.

    The Twins actual issues are hook camping and taking Victor hostage. The slugging is not an issue, it has tons of counter play.

    What they need:

    -Revert the last nerf

    -Increase the distance they have to be from the hook to swap

    -Charlotte gains Undetectable while Victor is being held.

    Their last nerf was a terrible decision that did nothing to solve their problems. All it did was make them less fun to play and kill off what few Twins players there are. The nerf shows a misunderstanding of what the Twins issues actually are.

    The nerf made them more unfun to play as since you're just sitting there doing nothing, it makes them feel sluggish and allows inexperienced survivors get away with things they couldn't anymore. If they want to make victor more punishing if he is crushed, just increase his cool-down.


    The Twins actual issues are hook camping and taking Victor hostage. The slugging is not an issue, it has tons of counter play.

    That's an easy fix:

    • Hook Camping: Replace killer instinct effect by making Drop of Perfume basekit. Rework the add-on to cause the hindered status effect when within range.
    • Victor Hostage: Have victor inflict deep wounds to healthy survivors. Then have skill checks pop up that gets more difficult the longer he stays on. Missing a skill check will remove half of the meter and reverse the controls for a split second. However, crush progress is saved and isn't reset upon canceling the action.
  • @KidDope25 said:

    When can we expect nerfs for Deathslinger or Spirit so I can stop killing my self on the hook and actually play both without feeling like I 4ked without having to try? Not bait cause I actually enjoy versing Nurse cause she actually has counterplay.

    You're not gonna get better against them if all you do is hook suicide. πŸ€·β€β™‚οΈ

    Also, way to screw over your teammates as well...

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2231389#Comment_2231389

    i dont know if i like you removing all that information from Victor tbh.

    imagine him on a Map with many LoS blockers (e.g. a cornfield map), that would make it almost impossible for him to be used properly.

    i agree that something should be dont about his chase, obviously, and your change would certainly make it feel a lot more rewarding to outplay / kick him which i too think is a good change, but i fear it might be a tad too much for many to handle, especially when combined with his very short height that makes grass and any small structure his natural enemy.

    besides that i really do like your ideas - especially the pinning down someone sounds very interesting!

    The idea with removing his tracking is to allow survivors to break chase against him, especially injuried survivors since they are practically dead. However, if the killer player can manage to keep sight on the survivor and don't lose them β€” they get a 2 second attack cool-down on victor. Kinda like Nurse, line of sight is her weakness too.

    Pinning healthy survivors makes Charlotte able to follow up if she's nearby. Otherwise, it allows her to catch up to the survivor once they get back up from the pin.

    Oblivious replacing killer instinct when a survivor is within Victor's radius is to make camping harder while still providing a strong effect.

  • @Mister_xD said:

    the Twins are one of the very few Killers where i think the fundamental power they have is deeply flawed.

    i do not think it is possible to simply nerf or buff them to a level where people would be happy with them.

    here my key problems:

    1) Victor is too oppressive in chases. its super easy to land a hit with him, kicking him does literally nothing and every chase you have is just gonna be you getting downed by Victor immediately / Victor clinging onto you until Charlotte calls him back and then have him down you very quickly.

    2) They are way too good at camping hooks. especially in combination with the first point, as soon as you are found there is literally nothing you can do to not die. Victor gets you downed super quickly and then he'll be standing in front of your hook to make sure you wont ever be getting off of that thing again - and immediately redown you if you should.

    basically, if i could change some things i'd do something like this:

    1) Hook trap deadzones get completely reworked to no longer be present, unless a Survivor has been hooked. around the hook someone is being sacrificed on a new one will be created that will prevent the Killer from placing Traps nearby and Charlotte to release / leave Victor, aswell as disarm any Traps currently standing within it. That would also have the sideeffect of allowing trap based Killers to actually place traps around loops that feature a hook now.

    2) rework Victor into being a supportive role in chases instead of the main chase power. Charlotte should be the one striking the final blow, not Victor. Victor should, by clinging onto a Survivor, make that task much easier for Charlotte though. So basically, make Victor unable to down someone, but buff the negative effects (strengthen the ones we have / add new ones) he applies to Survivors while clinged onto them and also make him harder to get off. We could even add positive effects to Charlotte when she is chasing someone that has Victor on them.

    that would effectively get rid of the Victor spam to make chases more interactive and make camping (hopefully) less attractive and effective with them.

    I was thinking we remove the killer instinct effect from Victor since it allows Charlotte to switch back the moment she hears it.

    Instead, I'd like to see survivors become oblivious, essentially making Drop of Perfume basekit. Then, remove scratch marks, grunts of pain, and blood trails from Victor's perspective so that survivors can potentially lose him.

    Finally, make Victor pin a healthy survivor to the ground for a few seconds before the survivor gets up and have Victor cling onto them. Reduce the attack cool-down to 3 seconds, like a normal killer M1 cool-down. Drastically increase the cool-down when Victor is crushed.

  • @bibibib8 said:

    For me i always cut the map in half and if the have multiple level like midwich i only play on 1 level.

    You what is your strat?

    My strategy is pretty boring, but against Sweat With Friends β€” I main Nurse with the following perks:

    • Starstruck
    • Agitation
    • I'm All Ears or Thrill of the Hunt
    • Devour Hope

    Essentially, I just one shot everyone and slug by hooking where I can affect as many survivors as possible. There's nothing more to it. 😝

  • @GannTM said:

    Twins are so universally unfun for both sides. They encourage unhealthy gameplay and have a weak power of they don’t play in that way. At least Spirit is fun to play as but not the Twins.

    I find them incredibly fun, especially when I begin to snowball downs. Also, I love getting pallet hits and MLG skydive hits with Victor 😝

    I made a comment here on how I would fix them.

    @NMCKE said:

    I dunno, it's really hard to fix them while keeping the whole two killer idea.

    For starters, we could remove his ability to track β€” which means no scratch marks nor blood trails. Then decrease his attack cool-down to 3 seconds, exactly matching the default killer attack cool-down. Lastly, change how Victor interacts with healthy survivors β€” make Victor actually pin survivors to the ground for a short while before they can get up and run with him. Would make Victor a terrible threat if Charlotte was nearby to capitalize on the pinned survivor.

    Edit: Remove the killer instinct effect that Charlotte gets when a survivor is within Victor's shriek radius. Would make camping a lot less oppressive for survivors and we can compensate by giving buffs. Like I did above.

  • I dunno, it's really hard to fix them while keeping the whole two killer idea.

    For starters, we could remove his ability to track β€” which means no scratch marks nor blood trails. Then decrease his attack cool-down to 3 seconds, exactly matching the default killer attack cool-down. Lastly, change how Victor interacts with healthy survivors β€” make Victor actually pin survivors to the ground for a short while before they can get up and run with him. Would make Victor a terrible threat if Charlotte was nearby to capitalize on the pinned survivor.

    Edit: Remove the killer instinct effect that Charlotte gets when a survivor is within Victor's shriek radius. Would make camping a lot less oppressive for survivors and we can compensate by giving buffs. Like I did above.

  • @MadLordJack said:

    They exist purely to facecamp and have one of the weakest powers in the game. Their only advantage is that survivors don't seem to ever remember that lockers exist or that maybe they should travel in pairs.

    How would you change them?

  • @MadLordJack said:

    They exist purely to facecamp and have one of the weakest powers in the game. Their only advantage is that survivors don't seem to ever remember that lockers exist or that maybe they should travel in pairs.

    I remember traveling in pairs, it's basically the perfect counter against Victor.

    I was downed, but my teammate kicked Victor and picked me up as if nothing happened. 😁

  • Pyramid Head is pretty weak in terms of what he has to offer. Other killers can easily bring more to the table than what he can.

    I believe the only thing he has going for him is to avoid DS and BT, his ranged attack can be decent at times.

    He needs some sort of buff in my opinion. Not by much.

  • @Animal_Mother said:

    Are killers going to get banned if they say they tunneled Jane because she's fat or Feng because she has coronavirus? Seems kind of silly. Killers should be able to kill players for whatever reasons they like.

    Except you can't if they have the pride charm because that's discrimination and is against EULA / Game Guidelines. If you're targeting survivors who have the pride charm just because you hate the LBGT+ community β€” you can be reported and will get action taken on your account.

    If you're just killing survivors, just to kill them, that's fine β€” even if they have the LBGT+ charm, but once you start targeting survivors because they are LBGT+ or an ally, that's when it becomes a problem (discrimination).

  • @piggygooik said:

    When you press E as killer coup de grace becomes active.

    the next lunge will have a 100% lunge increase.

    when you hit a surv it the perk will deactivate.

    when you miss with coup de grace activated the next lunge attack will have a 50% increase, but if you miss with that the perk will deactivate

    the perk can reactive until you get a hook

    Dead Hard is quick and fast, Coup De Grace only increases the distance β€” not the speed.

    It would be cool if we integrated the exhaustion mechic to certain killer perks, but make them stronger in general.


    Coup De Grace

    When not exhausted, your next lunge will gain the following bonuses:

    • 50% Increased Speed
    • 50% Increased Duration

    Lunging while not exhausted will cause the exhaustion status effect for 60/75/90 seconds.

    You automatically recover from exhaustion when you hook a survivor.

  • @ShinobuSK said:

    Killer on console? 100%

    Survivors are more or less the same, even tho console ones suffer from FPS drops and freezing sometimes

    I have destroyed PC Sweat With Friends groups before with my console Nurse. There's not much of a difference besides preference.

    The only major disadvantage is lower gen consoles struggle with the game's high demand.

  • Survivor Meme Build

    • No Mither
    • Self Care
    • Resurgence
    • Second Wind
  • @justalilbit123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2226856#Comment_2226856

    That acronym gets longer every day. Case in point, It's actually LGBTQIA2S+ now.

    I'm actually interested on how many there actually is because of the + at the end. And... what are the new ones? I noticed that IA2S has been added, pretty cool to see more diversity! 😁

  • @itsPina said:

    Make it to wear his Tier 3 doesn't require infection to deal damage. You gain nothing from infecting the survivor (besides zombies being able to damage them) and Tier 3 basically does 0 compared Tier 2.

    I like this idea, uncontaminated survivors can't tank an extra M2 against a tier lll Nemesis.

    While we're at it, be kinda cool of the zombies got upgraded as Nemesis tiers up. 😁


    Zombies:

    • Tier l: Normal Stats
    • Tier ll: Increased movement speed, larger detection range
    • Tier lll: Spawns a third zombie.
  • Exactly, you're just dead, there's nothing to debate here. I don't mean to sound overly confident and super greedy, but it's true, there's no point in debating when we know that this game is asymmetrical.

    Don't understand why people think survivors are these almighty beings who can loop killers for 5 generators. Survivors aren't designed to be more powerful than killers, you can only do so much. I don't think people realize how dead they already are once the killer has them on their "I'm making sure this survivor is going to die, nothing will get in my way from doing so" list.

    Like, if you're the killer's unfortunate target, GG. At least I can try to buy my team some time and potentially get them out before the killer finishes me off then picks his next unlucky victim.

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2225545#Comment_2225545

    No. I want them to be smart and not get found in the first place or learn to break chase and lose the Killer. That's how you avoid getting downed; 'loop as long as possible' isn't the only answer, although Survivors want it to be. Learn new skills. Adapt.

    You don't get it, no amount of intelligence will save you against a killer who needs you dead. Adapting will just delay the inevitable against a decent killer. Doesn't matter if it's stealth, chase, or whatever you think will help β€” it won't keep you alive against a smart killer who wants you dead. You're expecting a survivor who's only 1/4th as strong as the killer to survive 5 generators then escaping.

    ...And nope, read your mind, BT and DS won't save you because a killer who needs you dead will just throw the game by brute forcing their way past those perks.

    There's only ONE thing that will work and it's completely RNG:

    • Hope that you're facing an inexperienced killer, enough to allow you to keep outplaying them until your teammates open the gates for you.

    Also, this isn't easy as you think because of bloodlust.

    I'm arguing for survivors to at least get some kind of reward for keeping the killer occupied while on the hook. Emblems or Bloodpoints would satisfy, an incentive to feel like you're doing something for the team because right now β€” survivors don't have no reason to stay around besides helping their teammates. Heck, some survivors just suicide on the hook since all they are getting is the satisfaction of keeping their team alive; I don't even blame them, they are having a bad experience and don't have to stick around for the consequences since they will be in the next game. The game should give them compensation for being the person who took the bullet for the team β€” after all, they deserve it because they sacrificed their experience and themselves to keep their team alive by letting them do objectives and escape.

    Don't get me wrong, if I'm going to die, at least give me something besides satisfaction. I won't suicide on hook because I'm just a nice person, but others aren't and it's completely understandable β€” I don't think anyone on this forum plays DBD just to sit on the hook for 2 minutes doing nothing. Just saying rewarding survivors who take bullet would be a great start, and would led to less hook suicides since they actually have a purpose other than satisfaction.

  • @supersonic853 said:

    Are they treated as normal items? Im assuming the flashbang isnt. But the vaccine actually takes a item slot. Itd be pretty interesting if ya can just smack the vaccine out of a survivors hand.

    I'm assuming they are treated as normal items as they appear in the item slot. Therefore, Franklin's will cause you to drop it and be consumed if not picked up after a while.

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2225307#Comment_2225307

    Why should you get credit for stuff you didn't do? You lost. You failed. That shouldn't be rewarded.

    You expect survivors to start running killers for multiple generators without getting caught? Yeah, um, no β€” if the killer wants you, you're dying no matter what unless the killer is very inexperienced.

    Any survivor who gets caught should at the VERY LEAST get BP and emblem credit for keeping the killer occupied at the hook. That's what the hooked survivor is doing if they are being camped, allowing their teammates to go objectives.

    @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2225307#Comment_2225307

    Sorry, but i'm pretty sure we shouldnt give BP to someone who's literally doing nothing except hanging around.

    The bold above applies mainly to you. ^^^^^^

  • @Orion said:

    Because you didn't do enough to pip. Killers who camp also depip, if survivors rush the gens. Why should you get a safety pip because of how you lost or how quickly you lost?

    Doesn't matter, if you're being camped, you're freeing pressure from you teammates to do objectives.

    You SHOULD get credit for generator progress, healing, totems, and so on that your team does.

    Of course, this alone won't be much to pip, but say you got chased for a while then camped since the killer got salty. The camping credit you get should make the difference!

  • @TheClownIsKing said:

    I wonder how they’ll work?

    What kind of powerful survivor abilities will Boons provide?

    Will they be entirely separate from the current totem count? I.e. If a killer decides to run 3 Hexes, and Haunted Grounds, where will the survivors Boon Totems go?

    Will they spawn like a hex? Or will a survivor need to find a dull totem to activate?

    Can the killer cleanse/break a Boon Totem? Will killers get Boon detection perks, or Boon counters?

    I know there aren’t any answers to these questions yet. I’m just excited, and letting my thoughts freely run.

    What do you want to see from Boon Totems?

    Here's my take on Boon Totems: They give a survivor a buff at a trade off that the killer gets a stronger Hex Perk.


    Boon: Blood Instability

    Having the power to kill is so overwhelming that you have totems to store your thirst.

    When a survivor is within 6 meters to any totem, they see the aura of the killer, but will scream and become exposed for 20 seconds.

    The effects of this perk (besides the scream effect) is strengthen for every completed generator:

    • Increases the detection range by 2 meters and exposed duration for 3/4/5 seconds.

    Screaming effect has a 10 second personal cool-down.

    Boon effects presists for as long as the related totem is standing.


    Would be nice trade off: Killer aura reading for making survivors exposed.

  • It's pretty situational, I remember the killer had 75% of the team down and was looking for the last survivor. Apparently, the last survivor completed the final generator and was caught by the killer. Luckily for me, the killer used No One Escapes Death which cursed everyone, me included. This allowed me to recover and reset the entire team.


    While it can be very good, it needs a change. Perhaps give it a unique base effect to allow you to fully recover when within 16 meters to a survivor and gain the endurance status effect for 12 seconds, then for the cursed effect β€” You're immortal for a total of 20/25/30 seconds while cursed and are in a situation that would get you either killed or sacrificed. Essentially, in any occasion that you would die or be sacrificed, you instead live for as long as there's time remaining.

    What does this mean? It's pretty powerful actually.

    • If you're about to bleed out, this perk prevents your death for up to 30 seconds at tier lll.
    • If you're about to be sacrificed from either the hook, cage of atonement, or EGC, you will be protected for up to 30 seconds at tier lll.
    • You're protected from being mori'd for up to 30 seconds after the killer attempts to mori you at tier lll.
    • If you're about to die from a Reverse Bear Trap, the trap won't trigger and kill you for up to 30 seconds at tier lll.

    Thoughts?

  • @glitchboi said:

    It might be oppressive for SWF but I think WMI alone is powerful enough tbh, so it won't do much imo.

    Okay, just so we can all see the math behind it and be on the same level.

    Base Healing Charges: 16

    • This is the amount of charges required to heal someone a single health state.

    Base Action Speed: 1 charge per second

    • Survivors perform all actions at one charge per second, making healing take 16 seconds to complete 16 charges.

    We'll Make It: 100% Bonus Healing Speed

    • Increases the speed that perk owner heals at by 1 charges per second. Essentially making their new healing speed 2 charges per second. Now... healing only takes 8 seconds to complete 16 charges.

    Resurgence: 50% Healing progression

    • Essentially, you start at 8 charges (50%) worth of healing progress at tier lll upon being unhooked. With WMI, healing only takes 4 seconds to complete 8 charges.


    That's our time: 4 Seconds to complete 8 charges (one health state; injured to healthy)

    Pretty fast if you tell me, but not overwhelming since that requires a perk from the savior and the savee. Might be annoying in a Sweat With Friends, but not in a Survive With Friends.

  • @EQWashu said:

    Please keep this thread civil and respectful.

    I understand there are killers many of us do not like to go against, but I am asking that you be respectful of people's opinions on the subject...and also be civil and respectful in regards to the people that do enjoy and choose to play characters you may not like to face when in the Fog.

    What killer do you think is boring to face? Personally I believe Spirit is one of the worst offenders in my book since from the survivor's perspective, she just teleports to you. Nurse on the other hand, you can see teleport and try to juke. Spirit you just don't know, all the interaction is see from her perspective.

  • @EntitySpawn said:

    You're now a dev, how would you reduce the grind? Keep in mind vet players, new players and dont make it over the top. YOU CAN MAKE 3 CHANGES, GO!

    • Removed Perk Tiers [Only Tier 3 Perks]
    • Doubled the 50%/75%/100% category BP offerings to 100%/150%/200%.
    • Reduced rarity cost by 1,000 BP across the board. Ex > Common would be reduced to 2,000 BP from 3,000 BP.
  • @Pulsar said:

    Playing Survivor doesn't equate to free wins.

    I honestly find survivor to be more stressful than killer.

    Everytime I play survivor and see my teammate drop within seconds, I'm like... It's one of those games. Still won though, hatch escape while crawling was clutch!

  • @NotYourAverageJay said:

    I just hate getting tunneled with an active trap on my head and the fact how they just body block the jigsaw boxes is what kills me the most like its an instant death. No im not saying I hate tunneling killers in general I just hate that type of tunneling. I know pigs want a head pop but sheesh thats the most annoying way to get one. Its possible to get head pops without doing that since I use to main her.

    The only time I'll do this is if I have 2-3 active traps and-or I just so happened to stumble upon a trapped survivor. Minus well stalk them and prevent them from removing the trap while you're looking for a survivor who's not trapped. Pretty efficient, it's their fault for being so reckless and not searching boxes before it was active.

  • @Doofus247 said:

    I'm a good survivor. I can hold W and press space to counter most killers easily but why doesn't this work against Spirit? This is unfair! Why do I have to use more than two braincells when I play against this killer? Why can't I just keep doing the same things I do vs every other killer? Countering a killer by making reads and playing smart is too much effort and it doesn't work 100% of the time. I just want to press space and be safe. Behaviour, fix this pls!

    Wah

    Against a good spirit, you're good as dead once you're injured. Juking doesn't do anything most of the time because she can hear what you're doing, it's not a guessing game when she knows what you're doing. So basically, you're defaulted to taking hits since good spirits will always know what you're doing.

    To add on, the other half of the frustration comes from the fact she just appears ontop of you. Unlike other killers who you can visually see catch you and how they do so. Spirit, she just appears on you without any clue on how she did so. So when you get hit, you're like... Wow, okay, just got hit randomly. But say a Billy, you're like... Ah, he predicted my movement and curved me.

  • @CreamedTunaFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207810#Comment_2207810

    You can use his uncloak lunge to get hits in a chase, you know?

    But if he misses, he's M1 at that point.

    Let me elaborate, good survivors know how to be safe so he usually get hits unless they are out of position.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207717#Comment_2207717

    I still don't understand how people don't know his counterplay, which is to not go in dead zones and to focus on decent loops that makes him vulnerable. He's so easy to counter yet people still don't know it.

    LT loops and shack also hinder him.

    If you can survive his uncloak, he's just an M1 killer.

  • @HaunterofShadows said:

    I HAVE FINALLY BOOPED THE SNOOT.

    Congratulations, in my killer games, many survivors die in the EGC because they refuse to Boop Da Snoot β€” They have to impress me to get the gates.

  • @Gaffy said:

    Every second game is either a 3 or 4 man console/pc who sends me to autoheaven or coldwind. No matter what I actually try to do to defend gens everything just gets done anyway and my experience or skill just doesn't matter. Why should I ever leave hooks if I get nothing from it other than lost pressure and time wasted. I'm about to just start running franklins/noed/lightborn every game because I'm so tired of getting nothing done and being ridiculed in the exit gates or end game chat by people who clearly didn't deserve to escape and were just saved by gen speeds and dead hard. When do killers get a perk that just reverses their mistakes during chase, because that's all dead hard is, just a free health state with zero counterplay followed by a pallet stun and tbag. Nearly 1.5k hours and it means nothing because it literally just depends if I bring the right perks or not. You can't bring anything that isn't meta/3 slowdown perks or you lose. I love how half of my build has to be dedicated to just making the game longer and not by 5 minutes. I'm also considering deranking so I can finally have "fun" again but I doubt that would accomplish anything because the ranking system would just pair me with these squads again anyway.

    Okay, realistically you'll run into a tryhard SWF [Sweat With Friends] only 0.01% of the time. Otherwise, you'll probably get a regular SWF [Survive With Friends] that doesn't care about wining and just want to spend time with their friends.

    Against a Sweat With Friends group, there's not much you can do unless you're Nurse or Spirit with the perfect load out and have precise gameplay. However, you're not going to be perfect and nor will the Sweat With Friends, so ultimately it'll come down to who will makes the most mistakes in a Sweat With Friends match up against the perfect killer with the perfect loadout and experience / accuracy.

    At that point, as the killer, I wouldn't worry about those games unless you're a tournament E-Sports player. Therefore, just do your best and have fun, ignore the 0.01% of games where you're destined to lose and just go for bloodpoints. Don't let these games get to you and if they do, just take a break afterwards... Maybe play a different game until your mind cools off. 😁

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2206110#Comment_2206110

    I want it fixed where do i indicate that it shouldn't be fixed?

    My argument was against punishment of people doing a "tech" that has been used for almost 5 years when this person is saying that it's only being doing because it's exploiting broken grabs when it was a thing before broken grabs were even a thing so it's not exploiting anything.

    I know, I told you that I agreed it shouldn't be punished but rather fixed. Not sure where the misunderstanding came from, but I'm glad we can come to an agreement and say it needs to be fixed ASAP.

    Punishing wouldn't be fair in my opinion since it's not like this broken bug created hook baiting, people having been baiting forever. If the developers broke hook grabs, that's on them, not on the hook baiters to stop doing it. If it was a super broken bug that made hook baiting unstoppable, I can agree we need to let people know that this isn't okay, but this bug isn't close to making hook baiting OP.

  • @hiken said:

    Stridor, yes all this topic is about. 3 points and a last one wich is just my opinion.

    1- You have Iron will wich covers the pain noises wich aswell should also have a counter and that is stridor the thing is, what counters stridor then? because Iron will definitelly doesnt. shouldnt they cancel eachother instead and make survivors sound normal? because i dont think is neccesary to create a perk that counters stridor when you can tweak Iron will a bit..

    2- And now after that introduction lets be realistic lets the Real talk beggin, most cases is used by Spirit, since is the only realistic killer who gets real benefits from it making a killer with very sutil counterplay pretty much uncounterable, especailly if u decided to buy yourself a decent headset.

    3-the thing is not about a RANT to nerfing spirit hard, i never said that, but instead changing stridor (wich is a way easier thing to do than changing much a killer) a bit even if doesnt really deserve it because its one killer and shouldnt punish other killers but this last thing i said YOU KNOW, you just know that is an stupid argument wich doesnt work IN THIS SITUATION, because if u read at least a bit of what i said and BEING REALISTIC, because reality should always prevail to theory, facts are facts, out of 10 times how often you see stridor in any other killer that is not spirit?. or doesnt have more than 1 to 3 perks because that killer CLEARLY is being leveled up and doesnt have any other perk to use?.

    so the last point wich is out of the covnersation

    4- this change is not hurting spirit much, this also still helps spirit players because they can still hear survivors with IRON WILL but at a normal sound levels (wich of course is still extremely easy for spirit to hear, the only reason spirits run stridor is because of iron will otherwise most likely they wouldnt) thats is indeed another big fact, i wouldnt run it if i can hear survivors normally with my decent headset, only iron will is preventing me of getting rid of it from my builds the couple of times that i played spirit, (still p3 50 spirit just that i got bored of her long time ago) so going back to the point and not just a rant over spirit, the perk should get more counter (stridor) after that BHVR can do the changes they consider to spirit better, but this is an SMALL VERY SMALL start, since you are not touching the killer but instead a perk that HAS NO COUNTER, or at least its prevailing because numbers are there you see stridor prevailing over iron will when no perk should prevail over the other and most likely something in between wich is NORMAL SOUND LEVELS, then if the survivor doesnt even have iron will WELL, that survivor has even less to do than what he had already but at least you could potentailly try something if you are using a quiet character, maybe.

    thats it.

    Not every perk needs a counter, some are weak enough to warrant not having counterplay or have strong conditions that need to be met in order to use it.

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