NMCKE
NMCKE
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- NMCKE
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If I instantly see 4 survivors join in my lobby with no items then I'll quickly get my deadly reverse bear trap combo. Usually they'll hide their items and p3 characters until it's the last second, so I'll quickly prepare for that!
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Oh that's my bad, thanks for pointing that out!HellDescent said:Not a single survivor would escape with 1 killer having to patrol only 2 gens they would all bleed out . And you can't mori a survivor unless he has been hooked.
I'll change that right now! Oh when the exit gates are powered on, you can mori survivors without hooking them since, there is no hooks in this game mode!
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Here's my tier list that I agree with as of the PTB and with the new killer! The Spirit would be towards the B tier to be honest, until she gets her QoL changes!Master said:Clown above billy? Are you insane?
Hag is below billy too if you ask me (at least against competent teams)

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I have seen some of their buffs, but I feel like they could've taken a different approach with the buffs. Her power is really inconsistent and when you do make a wrong read, you suffer a 20 second CD. She just needs her her power to be more stronger and more reliable, then she will be in a great spot!Master said:Not every killer is meant to be viable, that's the devs opinion .
You just gotta accept it and not buy her to upport this behaviour, maybe they will learn this time
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That's me when I try losing a chase against the nurse! I'll end up breaking LoS and then 10 seconds later, she finds me hiding in a corner lol!HellDescent said:I assume everyone had that moment sneaking around Pig thinking "I'm good, she did't see me, she is still going the other way....". Followed by a roar behind you 10 seconds later.
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I sometimes burned a BBQ offering and sometimes I didn't. Every time I play killer, really easy 100k in bloodpoints but survivor is a different story tho.chemical_reject said:@Nickenzie and I bet u were but u and @Poweas never stated outright u burned the bbq invite? Cuz doing the special gens only gave tokens. Burning the offering granted the 4500 bp -
Shadoureon said:
Ive been playing this game since day 1 and it always bothered me why we cant heal to injured state ourselves. As a community we always talk about how camping, tunnelling and looping arent fun and all need to be adressed but how about slugging? I think we should be able to fully heal while in dying state. Its up to the killer to make the choice wether they want to hook you or chase someone else. I dont think the survivor in dieing state should be punished because another survivor shows him/herself allowing the killer to drop you for a chase. The time it takes to get from dying state to injured state should be doubled.
Some perks could be changed to adjust to this new system.
Unbreakable
Past battles have taught you a thing or two about survival. When recovering from the dying state grants the ability to directly go from dying state to full health state once per trial. Increases dying recovery by 15/20/25 %.Deerstalker
Unlocks potential in one's Aura reading ability. Reveals dying Survivors' Auras when standing within 12/24/36 metres. Survivors cannot heal themselves further than 95% of the dying injured state.Tenacity wont be changed.

Don't get triggered now!
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Oh, yes, as a survivor I didn't get a lot of points for completing special generators but however, when I see the point screen, I see survivors getting 36k plus on points but I never do tho. Maybe the system is giving us points towards a invisible background counter but never actually gives us the points? Idk, but I'm starting to understand why glitches happen! When they developers use binary AKA the base 6 system (I'm not sure that they do use this way for making DBD, don't quote me, just making a example) "0101010100100010", it can be easy for the developers to miss place a 1 or 0 which could mean the difference.Poweas said:They really mess up with the bloody score points for xbox like wth devs it doesn't take a genius to give extra BP for xbox too. On PC and PS4 in the recent event, they got extra BP for doing the gens but xbox didn't get anything fix that for the next update I didn't get any extra for getting my special gens done
Thank you @chemical_reject!
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I bet my 4k on it!chemical_reject said:I bet next weekend. -
She needs more tweaks, she's not that good at the moment!
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The only negative is the removed decreased audio range however not losing progression when missing a skill check is so strong. I use technician a lot and even when I get the 50%, I still lose the same amount of progression as if the generator exploded. It's just RNG. This version grantees that the generator won't explode as long as your not exhausted. Overcharge? No problem!Brady said:I disagree with the (I know you call it a buff but..) nerf to technician.
It's not nearly a decent tradeoff for what it does.

Edit: Can you explain why it's not a good trade off? Thank you for the kind comment!
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Awesome, thanks!RagingCalm said:Both seem like really great reworks. That's really all I have to say
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You get a certain amount of points depending on your distance to the killer. The closer that you are, the more points that you earn. However I think that you should get a constant amount of points every 10 seconds when you're not in a chase. If you do get in a chase, you'll lose a lot of points but if the last for a long time, you will get back the points that you lost and maybe earn more.
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What are your thoughts?RagingCalm said:I really like this thing you are doing, I'm surprised that more people aren't into it. You should put this in Balance Feedback, though.
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It's just 20 seconds for a safe skill check, it's seems like a good trade off!Dudddd said:
Exhaustion from doing a gen?? Im sorry but that’s ridiculousNickenzie said:Okay, I'm gonna make a thread series of making a two perks more viable to use! I'll pick a perk from both the survivor and killer side, hopefully you agree with me! If you don't, well, of course tell me why without being uncivil!
Technician:
You adapt to machinery and take well care of it's components. When you fail a skill check, you'll prevent the explosion and the regression penalty. Preventing the explosion is very overwhelming, causes exhaustion for 40/30/20 seconds.
I feel like this perk will be a lot better if you know 100% that you'll be safe from the generator explosion at the cost of getting a exhaustion penalty. Yes, it won't be as good as some of the other strong survivor perks but being able to skip a difficult skill check is so strong believe it or not!
Fire Up:
You hate seeing your prey getting closer to their escape. Every time a generator is completed, receive a token up to a maximum of 5. For each token you have, gain a 2/3/4% decreased cool down on all successful and unsuccessful attacks. Additionally, when all generators are powered, all survivors will suffer from the exposed status effect until one survivor enters dying state.
Fire Up didn't do much, it basically forced you to get GR (gen rushed) for a little reward from the perk. Now this perk will grant a faster attack cool down and a exposed status effect for the first survivor you attack. Again, this isn't much but it's enough to consider a perk slot sometimes!
Please tell me your thoughts about this!
Edit 1: Fixed Typo
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JammyJewels said:
I prefer using Self Care to heal myself. If I miss a skill check and get found I have only myself to blame. I'd rather point any survivors who come to me towards a generator because I'm not too keen on being punished for another player's mistakes. Though oddly enough no matter what patch I've always played the same and never really noticed a difference. My build has changed due to Calm Spirit now being something I always use but Self Care has always been that one thing I'm so glad to have, because I choose to hide and break line of sight as quickly as possible rather than run around the Killer for 3 gens. But I can do that, and have. Self healing is often done by me after I've been unhooked and the rescuer is sprinting away and being a distraction, or when I've successfully escaped and am able to heal, with the heal being my reward. The game has always felt fine for me. So I don't really see many balance issues but I am always happy to try and understand the reasoning. And if I was to suggest balancing to this perk...
1 charge/point regression every 1.5 seconds when cancelling the action.
And as others have mentioned. This is the singular most reliable tool for solo survivors. So I'd ask it doesn't be removed... Because solo survivors would suffer, Nurse's Calling would suffer.... I just don't think it'd be fun to have it removed.
This is the only nerf I want to SC and all other healing actions but sadly they said they won't be adding a regression penalty to the normal healing action!
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Then I'll play Huntress, they either get hit with my hatchet or I eat the pallet for a hit. It's a win win situation with Huntress to be honest!Zanfer said:I think that once you know the killer has spirit fury, you will probably have to drop pallets earlier to prevent getting the pallets broken instantly. It will be strong, but not op
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Oh, yeah, I seen his video! The only thing that I disagreed with is the terror radius, I think 24m isn't bad since you can catch survivors by surprise! I know good spirits need to know her terror radius but that's impractical unless you have whispers! Overall, he made good points with justification which is what the developers need more if to make this killer better!

Edit 1: Fixed grammer!
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They just need to add a team chat for both Solo Q and SWF to close the gap! Even DG has voice chat and with it, became a more balanced game. I just think that SC needs a steep regression penalty so if you SC in a unsafe spot... The killer will find you and you have to start all over again since your progress will regress to 0%.Might_Oakk said:The simple fact of the matter is that any Self Care nerf increases the gap between SWF on comms vs solo players.
They want it to go the other way.
I'm thinking that you should lose 4% or 5% every second when your not SC'ing. My opinion tho!
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I wished that his perks didn't affect other survivors (My opinion) but was more effective!Global said:Ace just became useless .-. ....poor guy just got his perks buffed n all
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Really love the idea he mentioned in his Q&A #3, basically it's comes down to the survivors' and killer's ability in a final chase! However there should there be a death zone in my opinion! For example Freddy; when in his TR, he won't see your aura if you're in the dream realm. I think this would be perfect since the survivor's have more tools during a chase which that is pallet loop, lose the chase (which I think killer's, including me, respect more than pallet looping), and mind game.PigNRun said:I really liked the one they mentioned.
Basically, when the 3rd Survivor dies, a timer begins and the aura of the 4th survivor is revealed to the killer. After x amount of time, the gates will open. So, it comes down to chases. I guess the hatch wont open at this point.
And then the capabilities for Blood Warden. Glad someone else loves it. :P
(I know they are just ideas right now) -
I feel like the Spirit needs a few things:Why_Are_You_Salty said:
-Moderately increase the phase duration
-Moderately increase the phase recovery speed.
-Her ultra-rare add-on that allows her to see glowing blood during the phase should be built-in to her kit.
-The add-on will be reworked where you can see survivors during the phase.
That's all in my opinion!
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I feel like the add-on that shows you survivors' blood should be built-in to her main kit and then rework that add-on to make scratch marks glow more red/purple as well as causing more scratch marks to appear during he phase walk. However it's too early to tell but I wouldn't say she's top tier... Maybe mid-high tier at best.
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Gotcha, @Peanits? Are the developers adding a color blind feature? Any details?chemical_reject said:Yes absolutely. I'd rally for a fix to help colorblind people even if it postponed any future content. Gamers unit for our color blind comrades!!! @Nickenzie @Vietfox help out? -
Those sounds are just a place holder at the moment. They'll change it later, trust me, it's called computer science and they probably didn't get done with the coding (AKA bits/bitrate/etc...)Brawler said:She is good atm when people do not know actually how her ability works like. Then.. we'll see. I just got a bit dissapointed with the sounds - that Spirit and Nurse share the stun sound, Adam and David share overall sounds and why the hell I hear the gen damagin while breaking the pallet?
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I think she's alright, it is her first day so I could be wrong. However, I do feel like the glowing blood add-on should be built-in to her main kit and the add-on should instead cause the hemorrhage status effect.
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I think Deliverance is actually a very strong perk, probably as strong as the current 2.1.0 build for DS. The main reason why kobe'ing is so strong is because it prevents survivors from getting off generators to go and recuse a survivor. Yes, it has conditions and it can be wasted if you are hooked before you saved someone... However it's really strong if you can get it to work!
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I just want more diversity for both sexs. Maybe a buff woman that's almost as strong as David? If not, stronger than David? I wanna see a goth Nea! Etc... etc... etc...chemical_reject said:No. If anything PLEASE increase male sexual objectification. I want tightey whitey Dwight dammit!!! -
I like the idea, most killer's can really benefit from this but... How about the Huntress? Will it get rid of her "Hum" radius?GT_Legend2 said:It would be cool if it acted like Tinkerer, just a thought though
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Hmm, have you seen my generators rework thread?Master said:Gens are already completed too fast.
Giving more incentive to focus on gens is a bad idea as long as devs are too lazy to add secondary objectives / increase gen times -
chemical_reject said:This post, as unintentional as it was, is by far the nicest I've seen this community toward each other
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G is for Git Gudchemical_reject said:
I'll do it with you.....winkwinkIceman said:Now I know my abc, next time I want you to do it with me!
A is for Ace
H is for Hatch
I is for Insidious -
Actually, the repair speed helps the survivor reopen the hatch if the killer closes it and punish the killer for camping the hatch. Generators will take 40 seconds to be fully repaired with a 50% repair speed increase. This helps the survivor to attempt to power on a generator quickly without having much of a risk of being found by the killer during the repair. Trust me, this is way better than the current hatch situation.Thatbrownmonster said:why the repair speed boost?!?This isn't perfect, it's just a new way to buff survivors even more
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So your telling me that I can't make anymore threads that help BALANCE the game? Yeah, your just being rude and you just want a spoon-fed escape. However, I'll just playfully roast you a little since your being so oblivious to the rest of my post.thesuicidefox said:You have like 4 threads about "reworks" that are all literally just giving killers free kills.
Putting a death timer on the survivor just means they die if the killer stands on the hatch. That's kind of dumb.
Letting killer mori on last hook without an offering is also dumb. You can still get away if they pick you up on your last hook. Bodyblocking is a thing and so are flashlights. But if you could just 2 hook and mori everyone then it becomes a bit bogus for survivors. Makes tunneling all that much more effective, and it's already effective enough.
Stop making threads with bias "suggestions".
And @thesuicidefox says...Nickenzie said:
REPAIR SPEED BONUS: The final survivor will be granted a 50% repair speed increase, this effectively decreases the repair time for generators by 40 seconds. This allows the final survivor to punish the killer if the killer keeps closing the hatch.
"Putting a death timer on the survivor just means they die if the killer stands on the hatch. That's kind of dumb."
So, you have a 50% repair speed and you should do generators if the killer camps the hatch. Your death timer doesn't decrease when you are repairing a generator and eventually you'll power on all generators if the killer keeps worrying about the hatch. You have so many opportunities to escape if the killer finds it first, do you need more opportunities to escape?
P.S: I won't stop making threads that help killers become the power role that they are meant to be so just ignore my future threads! -
Yeah, try rank 1 unless you are a god nurse. No offense.Lordtobirama666 said:I play as survivors 80% of the time and any time I play as the killer I kill all 4 every time with ease to me it I just don't understand where every one gets that the killers are underpowered -
Eventually you'll be caught by the killer, it's just inevitable because you'll eventually make a mistake, no one is perfect. However don't get me wrong, camping is a legit strategy, but it's just lame in general IMO.Orion said:@Nickenzie said:
As much as I dislike camping since it's definitely fun to watch a survivor die in 2 minutes while the survivors are already at the exit gate finished with the generators. I feel like you should be awarded more BP for struggling and gain a SLIGHT emblem bonus for struggling on the unbreakable emblem category.Why should you be rewarded for failure?
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As much as I dislike camping since it's definitely fun to watch a survivor die in 2 minutes while the survivors are already at the exit gate finished with the generators. I feel like you should be awarded more BP for struggling and gain a SLIGHT emblem bonus for struggling on the unbreakable emblem category.chemical_reject said:I feel like if ur on the hook and the killer stays within so many meters of u, u should automatically safety pip. Just like the killers should automatically safety pip if going up againts SWF. Thoughts? -
I guess but I don't see any other way of making this look real without accidentally getting into F13 territory!Milo said:So basically Friday the 13th the survivor?
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Here's my opinion, the only time that it should come down to the hatch is when your team wasn't working together properly thus leading to all of your teammate's demise. However if you have teamwork, which is the killer's weakness in this asymmetrical game, then it will NEVER come down to the hatch. I see the hatch as a last chance for you to escape, I don't agree with a free 4k since sometimes... You'll get a team that doesn't want to work together. However I feel like it should be a challenge for the last survivor since after all, his team did lose.chemical_reject said:
But everyone shouts how unfair SWF is. So what is it team play or solo play? -
I mean yeah this absolutely works but then the survivor can stealth you for 30 minutes playing musical lockers. That's why I added a timer and extra repair speed for the final survivor, to encourage other interactions besides hiding in a corner.Sandt21 said:Um.......didn't the devs say that, in an upcoming patch, the killer will be able to close the hatch is he finds it first? That is pretty much all the balancing the hatch needs -
Idk because then the survivor would just hide in a corner for the entire 4 minutes. No, hatch? No problem!chemical_reject said:How about a life timer. If the killer doesnt hit the survivor within 4 minutes (timer will be stopped if the killer is in chase, or destroying pallets) then the survivor Flys off back to the safety of the campfire.
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I faced some of the best nurses out there, however survivors have one thing against a killer during a 1v1, mindgames! If you complete a generator, if you are healthy, let the nurse hit you then pretend to run to hatch then hide! Make sure that you have Iron Will to increase your chances of making the mind game work! When the she blinks to the hatch, run to the next generator, heal, and start repairing another one! You might not survive but doing this gives you a pip, that's your goal! Oh, if it's a Billy force him to M1 you and you can use the speed boost to reach the hatch before he does!chemical_reject said:
But it's a perspective thing. I see it as the killer has the control. He can choose to hit me or not.
Usually what happens is I can work on a generator and even complete it....well then the killer heads my way and and it's game over (even if it was the 5th gen. Theres only 2 doors. A nurse or billy can just run between the hatch and either door). Or I run all around and look for the hatch but only find it because the killer is standing on it and not going anywhere. Then I feel stuck. Yep I can do a gen but then (see above) my only chance is it sneak up and try to get the hatch real quick before they can see me. (I try to seek up when their back is turned ) but if they see me. BAM hatch stand off. -
That's where I can bring up another point, the survivor has control. You can be the best nurse out there but regardless, you can't do nothing about it but hitting the survivor and move on.chemical_reject said:
As it is right now it's basically a Mindgame/Ego stand off. I feel like it fits right into the theme of the game. It's a type of mental torture lol -
Let's roughly subtract 15 minutes since you repair 50% faster in my version, doing some basic math... 27-15= 12 minutes. Yes, 12 minutes is a lot but that's way better than the 27 minutes you had. Either way, this would affect DBD in a positive way in my opinion. This would need tweaking, but if the developers keep making changes, they can reach a point where they can say that the hatch is fix... I feel weird when I say "The Hatch is fixed".fcc2014 said:The game lasted that long because i had to hit and run with the killer to get my two generators because my teammates were dcing babies.
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There are 2 types of survivor mains, one that understands the game and one that doesn't understand the game. Survivors that understand the game understand that the hatch is a problem, @fcc2014 even indirectly said "27 minutes" is too much for a game. This change decreases how long the game will last and will be a fair 50/50 chance for both sides! Besides, if the killer screws up... (S)he doesn't get a second opportunity to get a free kill just like a survivor can in the live build with a free escape.chemical_reject said:
Oh I don't care if I get away or not. If I pip I'm happy. I'm just saying if they actually made the changes ur suggesting to the game the outcry would be exactly what I stated above. "Omg killers OP now. They cried about the hatch and got their free kill. Strike....nerf....review bomb.......blahblahblah " I don't agree with it but it would be inevitable. -
Well, that's great that you did that, really it is but... I don't wanna spend 27 minutes on a game. Even you agreed that 27 minutes is too long, which is why there is a timer, to prevent games from lasting too long.fcc2014 said:Yeah tell me about it 3 players dc 20s in the match because it was the clown with ruin. I broke his totem and fixed 2 generators and got the hatch 27 minutes later. Yes, lets add 4 more minutes to that experience!!!
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I mean maybe it is but you have a fighting chance at least, besides, getting sacrificed doesn't mean you don't pip. Trust me, I 2-pip'd while being sacrificed, if your a good survivor which I definitely think that you are, you can still pip with a bad team.chemical_reject said:
It's to situational. Have a killer like Myers with infinite tier 3.....or a billy closing the hatch and bopping back and forth between the remaining gens with his Chainsaw run. A half decent nurse makes ur death timer idea a free kill.
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How dare you edit my quote!fcc2014 said:If there are any questions or confusion, please ask!
I WILL RESPOND TO uncivil comments or questions! Thanks!
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It's not a free kill, if the survivor finds it first, you escape. If the killer does, it doesn't mean a free 4k, the survivor can still do generators and attempt to reopen the hatch. Killer keeps closing it, don't bother running to the hatch, just do generators. You have so many opportunities to escape, even if the killer finds it first. Besides, it should be hard when your 1v1ing a killer anyways since the killer is the power role.chemical_reject said:
Yea I read ur thread. And an way u spin it, it's a free kill. Can't win every game ya know.
