NMCKE
NMCKE
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Omg lol, I'll be staring at the ground for awhile! At least I can one shot survivors right?BillyIII said:At 0.5 seconds of fatigue per blink it will potentially add 1.66 minutes of fatigue. It makes it balanced IMHO.
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Watch them make an add-on that's named "I think we did a pretty good job so far". Please behavior, put all of our changes on the PTB just so we can goof off!
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Same lol. Hopefully the developers try my amazing balance notes, I think it will fix the game!Envees said:More fun reading this than playing killer for sure.
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Don't be too harsh for yourself, just don't do it again. Additionally "If it's questionable then it's probably wrong" however if you want my opinion, the devs said doing exploits, hacks, game breaking glitches, and etc is bannable, not sharing saves. Maybe it's bannable on steam but I don't know so I won't go any further. It's like you two have each other's account information and just logging in, I don't see any problem with that just don't give your account information to the wrong person.Scourge said:I would do it myself, but if its just impossiable for me to do it timewhise? If they tell us the event again two days befor it, i may just have two days doing all the event things. That is might possiable as survivor, cause you can beg the others for using invites. But not as killer.
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Your always good for a laugh @Visionmaker Lmao! If this tread becomes popular so I can get a good lol from it every time I'm having a bad day!Visionmaker said:Finally the game is balanced.
Although I think the Hag needs a little lift. So I propose this balance change:
Hag:
-Blackened Catalyst now draws traps in the shape of a pentagram.
-Setting traps now take 66% longer, to account for the 2 extra strokes.
-Upon triggering a trap, Survivors that have tea-bagged in the last three games are banned for 48 hours.
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This cutie right here!
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I'm dying right now! Lmao!ItsDaEmuDood said:Jesus Christ...
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Keep in mind that rework 1, 4, & 5 don't use up the Brand New Part add-on after completing a generator or interrupting the repair action, it's on your toolbox until you use your toolbox up.HP_Refill said:I like rework 2 & 3👍🏼 I feel like rework 4 & 5 aren’t so good though since you have to get those skill checks in the first place. I’ve repaired gens before with only a total of 2 skillchecks. -
Yeah, waiting for the RBT timer to expire takes 30 seconds longer than waiting for someone to get sacrificed on a hook (without add-ons that affect the RBT's timer) which is 2 minutes if you never been hooked. I had two survivors with active RBT timers in the basement so I got myself some Moutain Dew and texted my friends while I waited for 2 survivors to die from the RBT. I eventually stopped blocking the basement because someone basically said basement blocking to prevent us from removing our RBT is bannable.Visionmaker said:The devs said it wasn't bannable because death is still escaping. Not different from facecamping the hook.
I think it's dumb, but it's such a rare situation anyway, it hardly matters. As long as you're not sitting there upwards to 50 years to force the survivor to rage quit.
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So, if I put a RBT on multiple survivors and they got saved from the hook... I body block the basement so they can't get rid of the RBT and they DC. Bannable?Visionmaker said:
3. Don't hold the game hostage (intentionally hiding for long periods of time for no other reason, preventing survivors from leaving by bodyblocking for long periods of time for no other reason, etc.). -
You must not have gotten a P3 four Claudette, clicky clicky flashlights, maybe BNP, DS "EZ, DS is balanced", tea bagging one tricks have you? They're so optimistic that games can last 5 minutes tops and ruin adding like a minute to the already short 5 minutes you have. Now if you main nurse and your actually great with her then I understand your POV but not the entire DbD population is great with nurse! Usually when I instantly see 4 survivors join my lobby, I equip a ultra rare mori, iridescent hatchet, and infantry belt (I think that's the right name for it) just in case they decided to last second switch to try hard mode and they did. Guess what, I 4k'ed and I enjoyed every single second of it all + the hate mail!douggie123 said:I wish people would stop whinging about swf I have been against plenty of swf and have still killed them all. The more they try juke you the more you work out there tactics and skills and juke abilities. Them once you have worked that out then start being a complete c*** with them and juke them harder. I love it when I get swf groups because when they are constantly trying to save each other they are all becoming weaker each time they are saved, it's a game mode I wish people would just enjoy the game if you really can't handle swf then doesn't that say more about your abilities and skills as a killer. -
Again, a 3 second running requirement to activate SB would solve the problem... but nope let's nerf every exhaustion perk! If you nerf every perk equally then wouldn't SB still be the strongest perk? If they're gonna go through with the exhaustion nerf... They should directly nerf SB, like add a condition for it like other exhaustion perks or buff the less used perks like BL.
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I feel like there should be a system that detects certain words or phrases. If the system detected you using a certain word or phrase, you'll get a warning message saying...
Warning:
The Entity has detected unsportsmanlike behavior and any more offensives will result in a 1 day chat ban.
-I understand-
If you don't stop using certain words or phrases then you'll get this message...
Notice:
The Entity has banned you for using chat for 1 day for being unsportsmanlike. Remember that unsportsmanlike behavior will not be accepted!
-I accept- -
If I know there's a survivor near the hooked survivor, I'll line up my hatchet on the hooked survivor, go very far away from the hooked survivor whIle keeping my charged hatchet lined up on the hooked survivor, and wait for the hooked survivor to get unhooked. When the hooked survivor gets unhooked, I release my hatchet and down the survivor from a far lol. Wait... that still counts as camping right? OopsTsulan said:Since survivor mains still complain about being face camped.
It seems the removal of face camping back in October hasn´t done much in the eyes of survivors. So why not bring it back?Or can we get at least a Educational video, where you show what the differences in camping are. Because people still use expressions like "long distance face camper" for killers which dare to look into the direction of the hook from a distance of 40+ meters.
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Omg I'll tried explaining this so many times but no one doesn't look at this from two sidesmegdonalds said:Ehm no. One of the biggest issues playing killer is time management. If the maps get bigger it would be even harder to see, find and catch anybody than it already is. Current state of the maps is still bad because of too many looping and safe spots.
Bigger maps will make finding generators and pallets harder, I'll repeat myself again, BIGGER MAPS WILL MAKE FINDING PALLETS AND GENERATORS WAY MORE DIFFICULT!
Again if maps where bigger, survivors won't be able to find pallets very reliably during a chase thus leading to the killer getting a hit on the survivor. Hiding will now be more viable since finding pallets during a chase will be more difficult, which I prefer survivors who can stealth rather than loop pallets.megdonalds said:Current state of the maps is still bad because of too many looping and safe spots.
Isn't that what killers want, more hiding and less looping? Not including the Nurse, Billy, and Huntress... The moment that survivors start hiding like the killer is a GOD nurse is when I'll consider that the game is balanced. Additionally I'll call you out on saying "It would be even harder to see, find, and catch anybody than it already is." Because I never have a problem finding a survivor, sometimes I do get the occasional great stealth survivor but are you saying you can't find survivors? You cannot be serious with me lol. Oh, don't take anything to heart... I'm just upset that DbD players don't see the positives from adding bigger maps. It's like everyone focus on the negatives and yeah there are some in having big maps but they don't consider the positivesmegdonalds said:If the maps get bigger it would be even harder to see, find and catch anybody than it already is.

Again thank you for the feedback! -
You have a point but it can go both ways as killers will be slow to cross the map and survivors will struggle to find generators or pallets. Additionally, it helps out with the pallet loop issue since you can't easily go to one loop then go to another one.Delfador said:First change is terrible to be honest. One of the most problematic aspects of the game is that killers can't cross the map quickly. This is why nurse and hillbilly is kind of meta as well even though it is not the number 1 reason that people prefer them.
Traps will be harder to find instead of being easy to find in smaller maps since there are more places for the trap to be at. Additionally if the hag really struggles with teleporting, they can also always increased the teleport distance from the trap. They can test my idea on the PTB and see how it plays out from there, if something is OP then at least it's on the PTB, not the live build.Delfador said:Bigger maps won't make traps more dangerous. In which maps is the hag more dangerous? The game. Bigger maps will kill hag and trapper for sure. Hag won't be able to teleport to her traps, trapper will have to walk around the map god knows how many times to pick up his traps and place them.
Maybe they can remove the flashing lights above the generator or decrease the size of the light pole so survivors can see them from a far. Additionally it would be nice if the environment blocks some sides of a generator to force certain generators to take longer.Delfador said:Finding generators is the easiest part of the game. It won't make a difference I believe.
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Looping wouldn't be too big of an issue if maps where way more bigger while not changing pallet numbers for every map. Let me demonstrate with let's say 20 pallets in a huge map. Since the map is really big, pallets will be way more spaced out compared to a smaller maps which can make finding other pallets a harder task. Currently survivors can loop one area but after the pallet is dropped or destroyed, the survivor can move on to the next loop. Now with bigger maps, survivors can loop one area but after the pallet is dropped or destroyed, the survivor will have a risk of getting hit since pallets are not harder to find. Stealth will now be a better option because finding a pallet is now inconsistent for the survivor side. Survivor: Win/Loss; Killer: Loss/WinSuperiorityComplex said:Why is looping seen as such an crummy method of surviving by soo many killers? What other options to survivors have to survive? Most jukes don’t work against good killers, and if you do managed to break LOS and throw them off they usually find you again pretty quickly due to the loud crying. Looping is the only effective method survivors have to waste a killers time.
Balance theoretically ^^^ -
Maybe make it where the killer can deny the Entity from picking a certain map? For example, if your playing Billy, you can make it where Lèrys won't be picked as a map. This can help out with getting better maps but not getting exactly what you want. Additionally map offerings won't be useless as well lol.Spaaaaaace_steam_ said:My point is that some maps are not designed for certain killers (Michael....the Farm , hillbilly and leather face ... kindergarten and hospital, nurse and trapper...the SAW complex, huntress...clown map, etc ,etc ,etc) and also some perks are not great at certain maps , so why don^t let the HOST(killer) choose the map gud for his killer and not suffer from the randomness?
PS. I main billy and huntress and i can state that playing as billy in hospital is torture and there are some maps where I can strait see every gen that leads to ez huntress wins. -
1.) Update current maps to make them more bigger while keeping a consistent pallet number. (Every map will have 20 pallets, it won't be randomized on how many pallets you'll get)
Reasoning: Bigger maps allows for stealth play for survivors. Additionally can make finding generators, pallets, vaults, totems, chest, lockers, traps, and etc more challenging to find (since the map is bigger, everything will be spaced more apart) which can buy killers more time to sacrifice survivors.
2.) Make killers strike the fear of God into survivors instead of being a laughing stock AKA buff killers or nerf survivors.
Reasoning: Do I need to explain why lol?
3.) Better hook mechanics in general such as replacing the struggle button with skill checks and make the "Attempt Escape" action more consistent during the summoning phase.
Reasoning: I made a post about this but it's really lengthy and no one didn't comment on it. Here's the link if you have 10 minutes to read it all, https://forum.deadbydaylight.com/en/discussion/5584/hook-phases-more-long#latest -
Survivors always complain when the killer camps, tunnels, tryhards, and etc. However, as some who plays (survivor) 2:1 (killer) ratio, give me one good reason as a killer to actually play fair when your not playing fair by gen rushing AKA not giving me a chance to play the game fair like all survivors want? Sometimes I'll camp or tunnel, yeah I'll admit to doing that because I'm not gonna play fair if your not going to either! Oh boy, I'll bring out the Leather Face Insidious basement combo and see how fair it will be for the survivor side once I finally get someone in the basement! Now if killers had more time to sacrifice survivors then you'll see less camping and tunneling AKA killers playing fair! Yeah, there's gonna be a few campers but overall killers need some love for crying out loud! The hag, trapper, and perk buffs is exponential, great start behavior but that's just a piece of the bigger problem!
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WHY CAN'T WE BE FRIENDS, HUG, HOLD HANDS, AND HAVE A PALLET LOOP CEREAL?

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"Flickering counting tricks" Wow... You made me die when I read that! That's a good one right there lmao!Countfunkular said:
Then you run into a 4 stack of teabagging flashlight flickering counting tricks that basically inform you that this is a no fun zone and to go back to using ruin and barbecue and chili.
Yeah, I get a lot of messages when I play killer, especially when I play nurse because survivors are used to being the power role until a nurse gets in their grill lol. -
I know everyone doesn't have a mic but if there was voice communication for solo's... Do you know how much easier it would be to balance the game? Whenever you decide to nerf something, it wouldn't destroy solo's if they have mics and it wouldn't sky rocket SWF for the same reason, they have mics.AsePlayer said:Well you gotta keep in mind not everyone has a mic either, otherwise they'd be using it in SWF. But yeah I'm not a fan of punishing the player for cleansing a hex even though that's the whole counter to hexes.
As for the hex perks especially devour hope, maybe token hex totems will lose all of their tokens when destroyed but you can still earn tokens? -
I'm talking about voice communication, not typing because that's too slow!AsePlayer said:People can't type while being chased lol. "Killer is on me do the totem" is pretty much a SWF exclusive thing unless you have godlike typing
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We could test this idea on the PTB and if killers abuse the new mori system. We could make it where the killer only receives half the normal amount of emblem points so in theory, the killer will get two slivers of he does this to every survivor. If the killer doesn't do anything else while he does this... The killer will probably safety if not depip because slugging is very slow and you can get every generator completed in 6 minutes assuming the killer patrols the downed survivor then let's someone heal that survivor just to mori that survivor. Overall, it adds more dynamic to DbD which I really really want more of!Khalednazari said:It sounds fun in theory, but in practicality, anything that benefits killers by leaving the survivors in dying state, will result in unnecessary slugging, thereby prolonging the duration of the match. I agree with the idea of Mori without offering, but it shouldn't be induced. It has to be more situational and harder to achieve without the offering, which will also not make Mori lose it's unique and fun value.
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Please, I wanana see the hag shoot rainbows from her a** while I wait 2 minutes for my sacrifice!Orion said:Unless you want rainbows to shoot out of the Killer's ass when you're hooked.
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I'm okay with camping but I just wished it's more fun for the receiving end, ya know?
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Remember your idea of applying communication to solo's? That can solve the problem and make balance more easy if not perfect because there's no problem of destroying solos while buffing SWF.Jack11803 said:Just another idea SWF will barely get hurt by, while solo will get completely thrashed. The last thing we need is to increase the power gap. The power gap between solo and SWF is the ENTIRE reason the game isn’t balanced, as nerfing SWF would weaken solo. Solo has a survival rate of 30% that’s 20% TOO LOW
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Like I said "Totems atm aren't in a good spot" killers will take any buff or positive rework for hex totems. I wouldn't mind if you could place your hex totem in the first place to avoid bad RNG, this can be tested on the PTB for sure! Great thinking!Blueberry said:I just think the killer should be able to place them himself. The survivors get the benefit of it also not being active until he places it. Secondly, TOTH and lullaby should not be hex perks unless they get buffed.
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Hmm, if this was added... cleansing a hex totem should award more BP for completing the action and maybe more lightbringer points since your taking one for the team? I don't want to throw numbers out there but I think that will be worth the risk to cleanse the hex totem if you get more BP and lightbringer points. Yeah, it'll be hard to survive with perma ruin or whatever hex you decide to break but you can still pip if you still get sacrificed.MinusTheBillie said:I lllke it. Maybe not a perm hex debuff though.,. Maybe they gain it for 2-3 minutes or so, so it's not too painful... That or triple the points for clensing to make it worth the sacrifice.
Sounds awesome to me. -
Which rework do you prefer? @Runiver or mine?KillingInstinct said:This would be a nice rework in my opinion. They should make an indicator for "Make your choice" aswell. -
@KillingInstinct I feel like low-mid to low tier killers need buffs or QoL changes to help them out. I'll be honest that some of your ideas are kinda ridiculous like these couple here:
Overall, I see that killers aren't really the power role and I understand that it feels rather frustrating to deal with good survivors. However I think killers need QoL changes like the ones hag and trapper received. Additionally, the developers can see which perk is being used the least so they can buff weak perks accordingly and test it out on the PTB. Nice brainstorming on how to make killers killers again!KillingInstinct said:
Brutal strength should destroy pallets at 20% speed at lv1 and 40% speed at lv3
Michael Myers should be able to have the same stalking range that he used to have when he was added into the game
The killers should all get a 3% speed increase (except for the 115% walking speed killers)
Unnerving presence should become a passive perk (just as how Wraith can see blood better when invisible)
Killers should be able to get some power up once the exit gates are powered or opened as a passive, since the survivors can choose to just stay in the match as long as they want and have the killers at their mercy
They should be able to lessen or add more pallets to the map with offerings. As should the killer.
They should have less frequent moans of pain, since finding them is way too easy.
Sprint burst should last one second longer so it is balanced with the killer buffs and self care should increase healing speed per lv. Lv1 = 50% and lv3 = 80% or 90%. And it should increase the healing speed of medkits to 120% or 130%
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I mean, the developers can always test your idea on the PTB and see if your changes prove to be a positive change for totems. I play (survivor)2:1(killer) ratio because being a killer absolutely sucks atm and anything to improve totems, any killer will take to be honest. Usually, I dislike any idea that promotes tunneling and camping because it's just not fun on the receiving end. However at this point I just don't care what it promotes, as long as totems get some love because at the end, killers are supposed to be the power role.Runiver said:That's actually the whole point :
People will look around for the totem more, but will be forced to break it sneakily if they don't want to get tunneled. So it's both a bonus and a curse.
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@AsePlayer Have you read this part? I know you don't like the idea of "taking one for the team" but if we took @Runvier suggestion which is well thought out but with a major flaw... look at how more unfun or unfair it'll be. I'm 99% positive that every survivor main out there wouldn't want to see more tunneling and camping.AsePlayer said:The whole point of hex totems is they can be broken to nullify the effects. This "perma effect" on one survivor is neither fun nor fair.
Nickenzie said:
Yeah, I mean it's a really thought out idea and I love how you added the lore aspect to it but wouldn't you screw your team?
Demonstration: (Runvier's Version)
Let's say you run small game @Runvier because you once mentioned in one of your threads that you use small game. You find the totem and cleansed it with ease due to your perk. Now, your teammates become more unreliable which puts you in the hot seat. If the killer knows that your the one with the ruin buff, (s)he'll most likely tunnel you and if (s)he's really determined, camp you. Since the only counter to camping is to gen rush which is now more viable due to your teammates having decreased repair speed. The killer can sacrifice you to get the positives of not having any survivor that can repair generators faster. It's like the boring and annoying dying light strategy which I dislike because it's not fun.
Demonstration: (Nickenzie's Version)
Now let's say the same thing happened but with my version. You cleansed the ruin totem and received your debuff... Now you freed your team which believe or not feels awesome. Additionally, if the killer knows your the one who cleansed the ruin totem, (s)he'll less likely even bother chasing you because you can't do generators effectively (unless your good at greats) and the killer would be better off going after survivors who are more effective at generators to slow down the game. It discourages boring gameplay as well which is something I want DbD to be more like!
Overall, totems are just in a bad spot and atm killers will take anything to make running a hex more viable. Overall, if your idea doesn't encourage boring gameplay @Runvier then I would say "let's test these changes on the PTB, let's go!" but I like your brainstorming effort to put totems in a better place!
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That's the point, it encourages survivors to not break totems. If totems were punishing to break, some survivors would pass your totem which could save you tons of time. If every survivor was too selfish to break the totem, that's good news as your hex totem would stay up longer if not for the entire game.AsePlayer said:I can't wait to permanently have ruin the whole game or have NoED all end game or permanently not see auras all game.
Ew.
Yeah, I mean it's a really thought out idea and I love how you added the lore aspect to it but wouldn't you screw your team?Runiver said:I stated this several times but :
I'd like the exact opposite.In the lore, you do not "sacrifice yourself for others".
The cleanser should actually receive buffs, while the non-cleansers should actually receive debuffs.Example :
Hex Ruin.
If you cleanse the totem, you receive a 30% bonus speed in repairs.
Other survivors receive a 10% malus.It would make people to actively look for it all together, eventually fight to get the totem, and then, force to break it without getting caught afterwards by the killer or you would actually give a free debuff for your team without having the bonus.
Demonstration: (Runvier's Version)
Let's say you run small game @Runvier because you once mentioned in one of your threads that you use small game. You find the totem and cleansed it with ease due to your perk. Now, your teammates become more unreliable which puts you in the hot seat. If the killer knows that your the one with the ruin buff, (s)he'll most likely tunnel you and if (s)he's really determined, camp you. Since the only counter to camping is to gen rush which is now more viable due to your teammates having decreased repair speed. The killer can sacrifice you to get the positives of not having any survivor that can repair generators faster. It's like the boring and annoying dying light strategy which I dislike because it's not fun.
Demonstration: (Nickenzie's Version)
Now let's say the same thing happened but with my version. You cleansed the ruin totem and received your debuff... Now you freed your team which believe or not feels awesome. Additionally, if the killer knows your the one who cleansed the ruin totem, (s)he'll less likely even bother chasing you because you can't do generators effectively (unless your good at greats) and the killer would be better off going after survivors who are more effective at generators to slow down the game. It discourages boring gameplay as well which is something I want DbD to be more like!
Overall, totems are just in a bad spot and atm killers will take anything to make running a hex more viable. Overall, if your idea doesn't encourage boring gameplay @Runvier then I would say "let's test these changes on the PTB, let's go!" but I like your brainstorming effort to put totems in a better place!
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@mistressdiana I wouldn't mind being the one that has to deal with ruin because I cleansed the hex totem for ruin. I need that extra practice to hit greats anyways since ruin is currently meta for killers!mistressdiana said:I LOVE LOVE LOVE this idea as both a survivor and a killer. When I play survivor, I normally am the one to get the totems (I run detective's hunch to find them) and I wouldn't mind carrying the hex so the rest of my team doesn't have to. And as a killer who runs devour hope it'd be great to be able to kill just that one person especially if they get it right as I get my fourth or fifth token (which almost always happens).
MAKE THIS A REAL THING PLZ
Oh, I forgot to mention in case y'all are confused! You can still earn tokens while your hex totem is already destroyed but it'll only affect the survivor that cleansed that totem. So if your devour hope is destroyed early... you can still earn your 3rd or 5th token to cause the exposed status effect for the survivor who cleansed your devour hope totem and potentially kill them. However it's only that survivor who will suffer the devour hope penalty!
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@Russ76 I see where your coming from but what harm will it cause? It basically says "Hey, I'm the one that cleansed your bad RNG totem placement" but if the killer runs devour hope with 5 tokens, I can see that being a problem as the killer will know which survivor they can kill. The developers can test this on the PTB (If they ever see my idea and decide for some reason to test it), if this information proves to be to much for the cursed survivor side. The developers can make it where only the survivor team can see who's cursed, in theory every survivor can be cursed if the killer brings four hex perks into the trial. Overall, the idea of being cursed can prolong totems as some survivors will be like "I'm not being the one who gets a permanent ruin" and decides to not destroy your totem.Russ76 said:
I don't mind this so much, but why should the killer get a free piece of information? This is the same reason I hate the No Mither skill.
Thank you for not saying "Your idea is stupid" because recently I've been getting a lot of those types of people.
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I'm okay with him disagreeing but this user also has to insult me when he does! This isn't the first time he treated me like a jerk, he treats me like a jerk in general, can you tell he's not being civil? I just finally decided to call him out on his childish behavior because I'm fed up with him.IronWolf115 said:Whoa, ok I think we should just chill. He has an idea that is up for debate, that is all. The least we can be is civil about our disagreements
On the other hand, every idea is debatable like you said. Hopefully they'll look at LF in the future mid-chapter patch. -
If you really wanted to trigger the entire DbD community, say killer's are Overpowered and need a huge hammer nerf! Additionally you can get extra LOL's by saying nurse is OP and also needs a nerf!Detective_Jonathan said:LUL if it's a dumb thread. Why did you bother commenting. That don't make any sense, You must think i don't know it's a dumb thread. It's not supposed to be taken seriously. If you don't have anything good to say about it. Don't say it at all. Ya dig? @Lowbei
Edit: DS, SB, and SC needs a buff too, they are too weak for the current meta!
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Lmao, yeah you got me alright!Detective_Jonathan said:- Soul at Stake is better than DBD
- David King is ugly
- Sit back and watch the mass amounts of hate you might get. Either that or you might get some free LOL's and Awesome's
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I use Solo Survivor, Object of Obsession, BT, and WGLF! Survivors are already strong so I decided to try some other perks out to help the killer out!JammyJewels said:
I run Urban Evasion, Iron Will, Self Care (which is the most important piece of my solo kit, a.k.a my normal kit) and a fourth perk which has been switched around a lot though I like Technician a bunch. I do my gens, I do what I aim to do which would be best described as being a 'gen jockey'. At this point I might just message every single killer I encounter... I have so much sympathy towards those that are attacked by these whining children.
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Thus why I play Huntress lol. I tried nurse she's too laggy atmpopoles said:The Nurse population greatly differs between platforms.
On console, it's harder to play her, though there are some determined players (like me
or @SovererignKing ), who still play her. Yes, you can still be very good with her, but it's way harder.
On PC, they have everything (as @Runiver mentioned). They can turn quickly and they can have 60+ FPS. This benefits her a lot.
This is why the higher ranks are different on both platforms.
TL;DR:
Nobody wants to play her on console, because she is twice as hard to learn (and not very rewarding, may I add).
Edit: @popoles I really respect how much effort you put into a killer who has FPS problems lol -
I just feel like a killer's strength shouldn't be decided on the map lay out to be honest but I do feel like certain maps should always favor survivors in stealth. For example, Nurse is extremely more harder to play on Coldwind Farm and indoor maps (except the game map) but other open maps, Nurse is rather easy (If you took the time into learning her). Overall, at tops, a survivor should be able to loop a killer for a maximum of 1 minute, I think that's balanced enough. If your gonna complain that's unfair then look at this fact.
1.) The killer is supposed to be 4x times stronger than the survivors in every map not just the few that favor the killer. How will the killer go against 4 survivors when the killer isn't as strong as a single survivor?
2.) Maps shouldn't favor survivors because of how many pallets and windows are in a map. Instead maps should always favor survivors in how much opportunity there is to hide and avoid chases.
3.) More opportunities to hide means they should remove more of the pallets! It's seems like the more pallets there are, the less hiding becomes viable since pallets waste more time than risking taking a early hit by hiding.
4.) Certain killer's that trumps hiding like the Doctor, I'll be okay with more pallets since hiding is like attempting to 4%'ing.
Bamboozled should be able permanently block one window for every tier. If you have 3 Windows blocked tier 3 and you vault a non blocked window, the earliest blocked window will be removed to block the new window.
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I'm not arguing with you, just stop messaging me period.Hillbilly420 said:No, your ideas are bad and you should feel bad.
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Can you not act like your so immature? Seriously every time you see one of my posts, you act like it's the end of the world because you disagree! If your gonna disagree, tell me why you disagree because it's called a discussion not "I'm going to throw a baby fit because @Nickenzie posted something" God Bless you!Hillbilly420 said:Stop posting here. All of your ideas are terrible.
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I'll go for it! Usually my discussions don't get much views but I'll go for it!IronWolf115 said:You should post this as a discussion, I think it may get some traction!
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@IronWolf115 I think these changes will bring LF to a high tier killer, I'm positive! He won't be as good as Nurse but if I remembered one of your posts, LF mains don't want that, LF mains want to be a close range punisher! If these changes went live, how good will LF be?
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@IronWolf115 I decided that survivors and killers alike will be okay with LF having a lot of power while having limited use on Bubba's Chainsaw! I've done the math, assuming no human error! It'll take 1.5 charges to charge Bubba's Chainsaw to 100% and keep in mind that since your using charges to charge Bubba's Chainsaw, it solves the 115% movement speed while revving his chainsaw argument as he'll run out of charges eventually. With 8.5 charges left on Bubba's Chainsaw, you can do a 8.5 second chainsaw Sprint which in my opinion, that's really strong! However I balanced this out with a resource meter so you don't have this much power 100% of the time as you'll need to wait for Bubba's Chainsaw to get above 2 charges to at least START using it. Overall I think LF will become the true close range punisher that he's meant to be if this was actually tested on the PTB!IronWolf115 said:It's very interesting, defenitely something that would be a good test on PTR. My only concern with this is that it while it certainly would buff LF in areas, it would also cause some limitations in terms of the fact that his chainsaw runs on a resource unlike Hillbilly who wouldn't have these problems still. But like I say this is what PTR's are for.
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You should treat wiggling as a 4% kobe on the hook. Now if you wanna escape from the killer's grasp instantly then use DS but that perk was designed around rank 20's.
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If your going to main killer, I recommend you trying/practicing Nurse, Billy, and Huntress. When you start getting into those high ranks, survivors will start dumping on you if you are playing a mid to low tier killers.