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NMCKE

NMCKE

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NMCKE
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  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082315#Comment_2082315

    And now survivors are going to complain that they are bleeding out to death.

    Cool, they can use Unbreakable if they don't want to bleed-out.

  • @ukenicky said:

    My friend bought me the Saw chapter during this sale and I'm so happy because Pig is the only other killer I've really wanted that I don't have ๐Ÿ˜ญ

    But I uh, I have no idea where to start so I need some mega Pig advice? I've never played a stealth killer before (I main Plague and Hag) so any and all guidance would be much appreciated :3

    Reverse Bear Traps (RBTs):

    • They are used to slow down survivors and keep them off of objectives, buying you time to go after other survivors who aren't trapped โ€” maximizing how many survivors aren't progressing the game.

    Example: 3 Survivors, 1 Trapped Survivor

    You don't want to chase the trapped survivor (unless they are being careless) because they have to take off the trap instead of doing generators.

    Good: 2 Survivors, 1 Chased Survivor, 1 Trapped Survivor

    Bad: 3 Survivors, 1 Trapped Survivor that's being chased

    You can see, the good scenario has more survivors occupied than the bad one.

    • If you can manage to get close enough to a survivor while crouching, don't ambush โ€” Uncrouch and attempt to grab them from whatever they are doing. Ambushing is loud, giving experienced survivors time to run away or using their exhaustion perks.
  • @ihartTrapper Couldn't quote you, so here's a tag.

    Small Game does help, it can deactivate the perk. There's a lot of variables because I been chased as someone using Small Game and gotten hit with the perk. I have been too slow to destroy all of the totems because survivors rush generators way to fast and get hit by the perk. Sometimes I get lucky and stop the perk, other times the killer wasn't using it and my time was wasted.


    The perk needs to be reworked:

    @NMCKE said:

    Here's the problems I mainly see with the perk:

    1. In solo queue, survivors have no means of communicating what totems have been destroyed, mean that either waste a lot of time and risk losing, or completely ignore the perk and hope for the best.
    2. Unlike other hex perks, this perk requires the destruction of all bones to deactivate it โ€” practically giving the killer a hex perk that requires survivors to do all bones to remove it when the others just require just one.
    3. In a premade or SWF, this perk becomes incredibly weak as survivors now have the ability to communicate how many bones have been destroyed, thus allowing survivors to know when to stop looking for bones (and start rushing generators) after the threat of the perk has been removed.

    How would I make this perk better:

    • Make the perk based on tokens โ€” Each totem remaining gives the perk a token.
    • Once all generators have been completed, the perk activates (assigning this hex to a random totem) and its totem cannot be destroyed (blocked by the Entity) for 80/100/120 seconds.
    • 5 Tokens: Automatically starts the EGC. EGC will pause if the hex is destroyed, until an exit gate or hatch is closed.
    • 3 Tokens: Getting hit by a pallet causes the Entity to automatically destroy it while reducing the duration of the stun by 50%.
    • 1 Token: Gain a 7% haste effect.

    If survivors focus on bones, the strength of the perk decreases once the endgame comes. However, the opposite is also true, perk can be devastating left alone.

    Or, add a totem counter for solo queuers and buff NOED accordingly.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082539#Comment_2082539

    You don't need to know if there are totems or not. You can just make sure that you're not spotted when the last gen pops and then go look for the glowing, cackling totem. Or, you could just leave through the exit gate. Just as the killer isn't entitled to a 4k, survivors aren't entitled to save their teammates and escape.

    That's what usually happens, we don't look for totems because the lack of communication will have us solo players going in circles for ages trying to confirm all totems are destroyed. This is just for a perk that the killer could be using, we might be looking for totems for absolutely no reason, meaning you see survivors ignore bones since it just cause too much problems than it solves.

  • Decisive Strike (Killers get a little too comfortable with tunneling after it's been balanced, this is to keep them in check)

    Second Wind (Backup plan in case the killer decides to come after me and my Decisive Strike is deactivated; otherwise, it saves time)

    Slippery Meat (Adds 4% bonus luck to hooks with 3 additional hook attempts โ€” that's a 40% to unhook yourself if you use all attempts)

    Up The Ante (Adds an additional 9% luck if all survivors are alive, effectively making my 8% unhook chance go to 17% โ€” that's now a whopping ~70% chance to unhook yourself if you use all attempts)


    As of right now, I unhooked myself in every game! ๐Ÿ˜

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082470#Comment_2082470

    If anyone is concerned about NOED and doesn't make any attempt to counter it then that's their own fault. You can't tell if there's a DS solely by the obsession mechanics, since there's other obsession perks too. Sure survivors don't know if there's noed but you can't complain about it while not doing anything to counter it when you have the means to do so.

    Running Small Game for NOED is like using Franklin's to counter keys. You shouldn't need to use perks to counter other perks, there should be natural counterplay. Yet there isn't in solo queue, even with small game because you still don't know if there's totems remaining or not, so you either waste time being sure you got everything or say, good enough and risk NOED. Heck, the killer might not have it and you did that for nothing.

    Yet, killers can determine whether or not there's a DS if there's NO obsession. And, they can just play nice to avoid the perk, no perk needed.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082305#Comment_2082305

    It doesn't even require everybody bring it, just one person. If people took the time to be that "one person" instead of using the same meta perks that you always see in matches then noed wouldn't be a problem. Im saying if anyone is ever worried about noed then they can always prevent it from even happening in the first place, but time and time again you see complaints about it.

    However, solo survivors can't coordinate who will use it. You might have everyone using it or no one using it, we can't see who's going to take the perk. You cannot expect solo queue players to coordinate who will use what perks, so either no one will use it or multiple people will use it (inefficient). It's a literal mess.


    Killers on the other hand, can just play nice to avoid DS. No perk required AND they can tell if there's a potential DS in the game based on obsession mechanics. Survivors can't tell if there's NOED, there's no indicator at all.

  • @scenekiller said:

    Speaking as a survivor main, the DS change was needed, for sure. However, it doesnโ€™t do virtually anything to prevent tunneling (not that it fully did in the first place)

    I suggest, in addition to the conditions set so far (touching a gen/totem/healing someone/etc), DS should remove its timer and be active indefinitely until another person is hooked. Some killers are completely abusing this nerf lately and negating any of the anti-tunneling purposes of this perk by just going on massive slugfests, and something really needs to change.

    While not a perfect solution, I believe removing the timer is completely necessary now that the conditions are more strict. And if you arenโ€™t a tunneler, this change should not face any opposition from you.

    Have the timer refresh when getting chased and pause while dying, but cut the timer in half so that it can't be abused.

  • @Hektic3000 said:

    Honestly a totem counter isn't even needed, if you bring small game you just keep destroying totems until it doesn't notify you anymore.

    However, in solo queue, you'd require everyone to use a perk that might not be needed because the killer isn't using NOED. Killers don't have to use perks to counter DS, a perk survivors might not be using in the first place.

    Edit: And killers can tell if survivors are using DS based on whether or not there's an obsession in game.

  • Here's the problems I mainly see with the perk:

    1. In solo queue, survivors have no means of communicating what totems have been destroyed, mean that either waste a lot of time and risk losing, or completely ignore the perk and hope for the best.
    2. Unlike other hex perks, this perk requires the destruction of all bones to deactivate it โ€” practically giving the killer a hex perk that requires survivors to do all bones to remove it when the others just require just one.
    3. In a premade or SWF, this perk becomes incredibly weak as survivors now have the ability to communicate how many bones have been destroyed, thus allowing survivors to know when to stop looking for bones (and start rushing generators) after the threat of the perk has been removed.


    How would I make this perk better:

    • Make the perk based on tokens โ€” Each totem remaining gives the perk a token.
    • Once all generators have been completed, the perk activates (assigning this hex to a random totem) and its totem cannot be destroyed (blocked by the Entity) for 80/100/120 seconds.
    • 5 Tokens: Automatically starts the EGC. EGC will pause if the hex is destroyed, until an exit gate or hatch is closed.
    • 3 Tokens: Getting hit by a pallet causes the Entity to automatically destroy it while reducing the duration of the stun by 50%.
    • 1 Token: Gain a 7% haste effect.


    If survivors focus on bones, the strength of the perk decreases once the endgame comes. However, the opposite is also true, perk can be devastating left alone.

  • @Phasmamain said:

    I like current DS a lot actually but thereโ€™s just two things I would change about it

    1. Remove the skill check. This was added when DS was a โ€œhardโ€ get out of jail free card. For the sake of new players who have to deal with tunnelling they might as well make it automatic
    2. Let it be used on both hooks stages regardless of if you used it before. If the killer is hard tunnelling that one survivor why shouldnโ€™t they be DSed twice?

    I agree with both, since we fixed the main problem with Decisive Strike, why not make it stronger at what it does? To add on, beginners won't have to worry about a difficult skill check since it's automatic.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2080274#Comment_2080274

    Her power is just fundamentally broken. Being able to ignore chase mechanics completely and having the best or second best mobility

    She needs a Freddy style rework

    You're trying to loop a killer that can teleport straight to you. Looping won't save you against Nurse because she has different chase mechanics. You want to break line of sight and make her guess your position. You can even see where she's going, so you can quickly be on your way to another line of sight blocker to make her guess on her second blink if she lost the 50/50 on the first one.

    Failing both blinks will make Nurse have to wait a lengthy cool-down while you make distance and block line of sight. Using DH and-or Iron Will can help out a lot โ€” most survivors use DH to begin with and Iron Will is pretty strong as well. You probably disagree because you don't see the effects it has on the receiving end, but not being able to hear survivors can mean a huge difference.

    Each killer has different chase mechanics โ€” trapper can delete loops, yet he's fine because you just have to be aware of his trap locations or disarm him. Nurse can end chases if you keep letting her get line of sight on you, meaning you should make yourself scare during a chase more than prioritizing pallets and loops. Fake directions and make her guess, she been reworked to be fair, if you still have trouble, it's honestly just a practice problem. I'm not good against some killers either, I have my fair share of complaints, but ultimately, it's just me not playing well enough.

  • @Phasmamain said:

    I think Iโ€™ve made my opinion clear but this killer pretty much goes against everything that made playing against a killer fair

    The only killer who is more unbalanced is nurse

    How much more balanced can Nurse get? Her blinks are on a timer and most of her add-ons don't make her blinks OP. I mean, she still has Omega-blink, but she still has to take twice as long to charge her blinks with this version of omega-blink.

  • @gendoss said:

    I think the best survivor perks are actually very good and some were definitely too much like old DS. As a survivor main at this point I don't think the good perks are weak.

    One thing I kind of do want is the meta to be shaken up a little bit. It gets a tad boring running BT, Dead Hard, Iron Will, etc. I want a new perk to really change up the style a bit which happens to killer somewhat often.

    At tournament level, a win for a killer is a 2K when the community perceives a 2K as a tie. I'd like to see some perk changes to shake up the meta and maybe change how the game is played. This could give killers more of an edge as previous survivor strategies will be risky and open way for new unique builds.

  • If you genuinely give up, you could go AFK until all generators are completed, then open the gates to force EGC to kick survivors out.

    However, I wouldn't recommend this because it won't help you improve as a player. However, if I see survivors using keys, I'll definitely just give up because there's no way I'm going to prevent the hatch from spawning in when you're going to lose 2-3 generators alone trying to build up momentum โ€” only as Nurse I'll attempt face a key SWF. ๐Ÿ˜…

  • @sad_killer_main said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079401#Comment_2079401

    12 invincibility minutes is way too much, doesn't matter if you are progressing the game or not.

    It CAN'T be 12 minutes, survivors die on upon their third hook state. It's actually 8 minutes, but even then, don't expect survivors to stay invincible for that long because they have to make progress or else 8 minutes will give the killer too much time if they decide to NOT tunnel. ๐Ÿ˜…

  • @sad_killer_main said:

    Link to the wiki page in case you want to read its current description: https://deadbydaylight.fandom.com/wiki/Decisive_Strike

    The DS nerf basically consists of a series of actions that will deactivate the perk until you get unhooked again.

    In this post, I'll go through every action that deactivates the perk, and why it doesn't affect the true purpose of using this perk: making the killer waste a lot of time, pressure and gens in case they decide to tunnel you.

    I'll start with the easy/obvious points, and continue with the not so obvious ones.

    • Cleansing a Totem: my dude, if you are doing bones you clearly aren't being tunnelled.
    • Sabotaging a Hook: there are 2 scenarios, either you are randomly saboing hooks which makes no sense, or you are trying to save a teammate who is about to be hooked. In the latter scenario, you are not being tunnelled because in fact, the killer chased another survivor. You don't need DS.
    • Repairing a Generator: 2 scenarios here again, either you are gen tapping which makes no sense during a chase, plus this mechanic shouldn't even be allowed in the game, or you are chilling sitting on a gen. If you have time to repair a gen, you are not being tunnelled.
    • Healing yourself: if you have time to be self-caring, you aren't being tunnelled because the killer would have simply downed you.
    • Healing other survivors: same as above.
    • Unhooking other Survivors: this situation is kinda tricky, however usually means the killer chased another survivor, hooked him, and you are going for the save. Hence, the killer didn't chase you for a long time so you weren't being tunneled.

    Overall this nerf has been a pretty healthy one for the game, and the perk is still useful against tunnelling.

    If the killer, however, decides to keep chasing you after you DSed them, they'll lose a huge amount of time and pressure. DS worked.

    You could sum up DS nerf as:

    If you are able to make progress in the game, you are not being tunnelled, hence no need for DS.

    I agree with the nerf, it removes the loopholes survivors can use to progress the game while being invincible. Now, survivors are only invincible when they aren't progressing the game and are being tunneled.

    However, with that said, I wished DS could be buffed to activate on every hook, regardless if you already used it previously. ๐Ÿ˜…

  • @alecsharks said:

    I saw on another post that DS was about to get nerf.

    When is this change coming because I'm seriously considering just uninstalling the game. This perk alone makes playing killer one of the most frustrating thing I've ever seen in a game.

    The core of the talent (preventing the killer from killing you right after hook) is fine (prevents noobs killers from just grabbing you directly but instead they got to use their heads) but the 1 minute window is a complete joke. The killer can literally just stand there and wait (lose the game) or leave.

    The window has to be reduce to like 15-20 secs, as of now it's complete nonsense.

    I don't understand what you're trying to say exactly, the nerf makes it so that the survivor can't progress the game while it's active. It doesn't matter if the perk is 60 seconds or a hour long, doing anything to progress the game will deactivate the perk.

    The lengthy timer is to make sure that the killer can't tunnel you efficiently by waiting out the timer.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2043409#Comment_2043409

    Appeal to (false) authority isn't something that will convince me.

    Let me go ahead and copy/paste the part from my last post you clearly didn't read.

    If you are talking about after Survivors have started dying, perhaps you should have started by tunneling the person with the key, or hell, just bring Franklin's Demise, which solves the problem fairly neatly.

    That concludes our discussion, have a good day. ๐Ÿ˜

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2043344#Comment_2043344

    "Who cares if generators are going slower when you can just bypass the remaining generators with a key?"

    Yeah, that's not how keys work. Sorry.

    Keys open the hatch. The hatch won't appear for a full team unless all 5 gens are done. I don't know why you don't seem to know that. If you are talking about after Survivors have started dying, perhaps you should have started by tunneling the person with the key, or hell, just bring Franklin's Demise, which solves the problem fairly neatly.

    Just because you aren't good at counterplay for a specific item, doesn't mean the counterplay doesn't exist.

    "Yeah, that's not how keys work. Sorry."

    That's how keys work, the formula for spawning in the hatch is: complete the generators equal to the number of survivors alive plus one more.

    Spawning the Hatch

    Just to break it down

    • 4 Survivors: 5 Generators Done โ€” All survivors escape
    • 3 Survivors: 4 Generators Done โ€” 3 survivors escape
    • 2 Survivors: 3 Generators Done โ€” 2 survivors escape


    Don't see the problem? Okay, easy, let's try this. The game is balanced around survivors completing their objective, not half of it, not some of it. Nothing against you, but if you believe killers should stop survivors from completing 3 or more generators, you're being very unrealistic. Killers aren't supposed to destroy all survivors with 3 or more generators remaining, that's literally insane. If the killers were able to stop survivors with 3 or more generators, holy moly, killers would be OP and the game would be unplayable for the survivors.


    Heck, even a Fog Whisper believe keys are ridiculous and look at how hard he was trying. Do you still think he didn't counterplay hard enough or are your eyes opened?

    https://youtu.be/7WG0qJut0oQ


    Anyways, you don't have to listen to me, I can just tell you why I believe you're wrong. What you do with it is up to you, but if this doesn't convince you, I don't know what will. ๐Ÿคทโ€โ™‚๏ธ

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041800#Comment_2041800

    Even if everyone has a key the hatch wont spawn until 5 gens are done.

    The only way for it it spawn sooner is with fewer Survivors alive, which means the gens will be going slower as there are fewer people fixing them.

    Who cares if generators are going slower when you can just bypass the remaining generators with a key?

    I been on both sides, I've used keys and been on the receiving end of them as well, they are identical to pre-nerf mori and should be removed / reworked. In fact, anything that allows you to skip your objective should just be nerfed to the ground or have significant requirements.


    Keys can reworked to do something different that doesn't include giving survivors potentially free escapes. Heck, make them stronger in other aspects, but the fact that they have no counterplay besides tunneling and using Franklin's, is a mistake. When I see a lobby full of flashlights, I'm not forced to use Lightborn because flashlights have reasonable counterplay โ€” they can keep the killer on their toes, but keys are a whole different ball game since you have very little influence against them.

  • @Tsulan said:

    Just remove the hatch and start the EGC once there is only 1 survivor left.

    Problem solved.

    No boring slugging for 4k.

    No boring camping the hatch and hoping that the other survivor gets found first, when only 2 survivors are left.

    The main problem I find with the hatch is survivors using keys to bypass their objective. In the last 5 games, I had two key escapes โ€” One was a single and another was a double SWF escape.

    Survivors may say, "They needed to complete some generators to spawn it in" but they don't consider how fast generators can go. We already know 5 generators can be done with an effective team, but with a key, we're talking about preventing 3-4 generators from getting completed.

    I'm playing as the Nurse and it's still challenging to stop survivors with keys, they often focus on generators. Inexperienced groups usually get destroyed by my Devour Hope + Thrill combo since they ignore bones, but experienced groups can get at least 3 generators done and escape before my Devour Hope + Thrill combo overwhelms them.

    All in all, it's mainly keys that give the hatch a bad name, but to be fair, if we remove the hatch, we have to make exit gates spawn identical to Lรฉry's and Hawkin's Lab to prevent the gates from being too easy to patrol. ๐Ÿ˜

  • @Yords said:

    On top of what it already does:

    • Survivors afflicted with forced penance will reveal their aura to you for 5 seconds after leaving your terror radius.

    This helps you follow up on a survivor who is punished for taking a protection hit. It obviously will still be very weak because it needs protection hit to activate, but it will make it have a stronger situational effect that is something you can actually follow up on.

    I actually like this idea, it forces the survivor to either stay in your terror radius if they want to heal! ๐Ÿ˜…

  • @Dragonshensi said:

    Should there be a system in place for gen rushing to be punished slightly? Like itโ€™s already insane how quick gens go and I know there are perks that can slow them down somewhat but still. Just had a match with a SWF team who just huddled together and was able to do 3 gens before I could even do anything. If they were that desperate to leave the match and not interact with me then go on. Get out of my game.

    Honestly Iโ€™m not sure what can be done about the gen rushing. Perks help but not much. I was thinking that the game should penalize at least 3 survivors working on a gen together. Perhaps making the entity stop them and wait a bit then let them go back to doing the gen unless itโ€™s still 3 people working on it. Not sure about that but Iโ€™m open to options. Even just one survivor working on a gen goes insanely fast.

    There's only one major risk to rushing generators:

    • You lose focus on doing bones and make yourself vulnerable to Devour Hope and No One Escapes Death


    Otherwise, survivors can rush generators if your killer isn't made to handle it. ๐Ÿ˜…

  • @Mister_Holdout said:

    I don't think I've ever seen a killer use Dragon's Grip before.

    I do on my Nurse, she can capitalize on survivors who think they can gen-tap. ๐Ÿ˜…

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2035493#Comment_2035493

    I am talking about real mistakes, not getting outplayed. Like bodyblocking when the Killer is carrying the Survivor, unsafe Hook Rescues, going for Flashlight-Saves which dont work, being inefficient. Those happen all the time and the Survivors indeed get punished for that. Basically things that give the Killer Map Pressure without them even have to do something for it.

    https://forum.deadbydaylight.com/en/discussion/comment/2035510#Comment_2035510

    I am playing on PC EU and yes, I know that some Content Creators say that there are really good players. But as I said, I still have decent results, and I would not say that I am really good at playing Killer. And if I can manage to get to Rank 1 without any problems and win most of my games, others will be even more capable of doing so.

    And as I said, I only ran into a Tournament Team exactly once (some of the players were playing in Hexys-Tournament) but thats about it. Another SWF was really strong, but those were on Console, so I dont know if they ever participated in tournaments. I also played against Tournament Killers, but again, those are really rare.

    Most of the players on EU PC are not good. Even when they are playing in SWF.

    That's supposed to happen, if a survivor makes a mistake, they should be punished and potentially lose the game, resulting in them getting lower MMR and getting matched with a killer who's more suited for their skill level. ๐Ÿ˜…

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2035493#Comment_2035493

    Where are the mindgames? you just stand at corners and stare through the various holes and windows to see what the killer is doing.

    The only mindgame is the LT wall and even some iterations of that have holes on the ends to peer through.

    You can chase survivors towards unsafe tiles and force them to either vault or keep looping, they don't know if you're going to double back or keep chasing them. You outplayed the survivor because they are in a situation that will usually result in them taking damage. The survivor can't just pick any tile they want because you're faster than them and will eventually catch them.

  • @Aven_Fallen said:

    Dont you see the irony of your point? You are bringing up Dowsey losing against a Top 1% SWF, and basically ignores why he had to go against such a team - because he waited for over 2 hours to get into a Lobby. First of all, this is obviously a MMR-flaw (no cutoff point to the top), but this also shows how rare those teams are.

    Most of the time you dont need to play perfectly to win as Killer. Sometimes people act as if the Survivors can mess up the whole time while the Killer will lose after doing one little mistake, but this is wrong. I make quite a bunch of mistakes as Killer and still have decent Results. And I also have seen one Survivor messing up and the game going downhill from there.

    Most of the time you are fine with basically every Killer against the usual Survivors. Only in competitive play you will need the strong Killers, but again, this games dont happen in your usual random queue.

    And well, Nurse and Spirit are not really good examples for good gamedesign - one of them is a design failure who only gets balanced because not many people want to put effort into her and the other has basically non-existing counterplay to be good.

    People forget that killers are supposed to put survivors in a mindgame situation where they have to guess what you're going to do.

    If the survivor predicts correctly, they get more chase time.

    If the survivor predicts incorrectly, they take damage.

    The point is that the survivor didn't mess up, they just failed at guessing. They have no control at a 50/50 if you're unpredictable, you as the killer did well to be unpredictable and put the survivor in the dilemma of potentially taking a hit. Not the other way around.

  • Actually, none of them, most perks are either balanced or are being looked at by the developers (Decisive Strike, Object of Obsession, etc).

  • @oh_salutations said:

    Visionary is a Felix perk that see the Auras of Generators withinย 32 meters, and whenever a Generator is completed,ย Visionaryย will be disabled forย 20/18/16ย seconds.

    Well the perk is useless unless if you a new player and its a indoor map but BHVR added thing to make it easier to find gens in those maps (ex Flashing lights above doorways with gens in them in Larry's).

    a buff that will keep the same feel to the perk and not have it being a Dรฉjร  vu rip off is to ..

    #1 Increase the Range of the aura Around 39-43.

    #2 Repair Progression of Generatorsย can be determined by theย intensity of their Auras.

    #3 Any gen over %75 is Marked no matter the distance.

    1. Not a huge fan of this since you're suggesting numbers 2 and 3 to go with it. This would only be acceptable if you picked either 1 or 2.
    2. I'd be fine with this, it adds a bit of knowledge as to picking out what generators should be focused.
    3. This is interesting, I like the idea of seeing generators that are above 75% globally!
  • @LazyPayday said:

    Let's get this out of the way first, this is not a post begging the devs to add SpringTrap to the game, this is a discussion seeing why people disagreed and why people agreed with the idea of adding him. I want to make this discussion after the endless amount of posts about it so it doesn't affect the decision of those who choose to reply. Another thing, please don't use the argument of "the fandom is bad or cringe" (as it is separated from the franchise) to explain why you wouldn't want him in the game, but if your argument is that it would attract those people to DBD then that's fine then.

    Now to start, personally I'd like him in the game however I could see why many wouldn't want him. Fnaf sent waves through the horror game community and other than the fan-games and maybe Terminator, I can't recall many robotic killers as iconic as they are. I have a feeling that the idea of him coming to DBD became so popular so quickly before dying off was due to the devs breaking their "no non-human killers" rule with Demo. I was personally indifferent until I saw this video on him and thought he'd look amazing to both play and play against as a P3 killer.

    https://www.youtube.com/watch?v=-ydlylGay94&list=WL&index=129&ab_channel=KentMansley

    So take to sum it up, would you want him in the game, why or why not?

    Honestly, I don't care about the whole "It is/isn't a kid's game" nor "It would/wouldn't fit DBD" discussion. If the developers want to make FNAF fit into Dead by Daylight, they can do it and make the chapter amazing.

    The power can be many things and knowing the developers, they know which one they can pick! Of course, if they decide to do the cross over and make this reality! ๐Ÿ˜

  • Sorry, you have to elaborate because I have no idea how the "For Honor Rep System" works. ๐Ÿ˜…

  • @Baby_Victor said:

    Well, itโ€™s discouraging to you but full-filling to others. Itโ€™s suppose to give a sense of pride and accomplishment. The problem though, is it is a hollow system. I can literally P3 a Blight and never once have played him. Survivors donโ€™t see a fully bloody Killer and think, โ€˜Wow, this guy put some serious time into Blight, he is probably good, I should take this match more seriously then usual.โ€™

    No.

    They think, โ€˜Damn, this guy spent a ton of BP for Blights bloody cosmetic. I wonder if they even know how to play him lulz.โ€™

    My point is, I rather BP be only spent on the character that earned it. Ya know, from the beginning. I realize that ship is long gone and Iโ€™m not advocating for the change. Back off~

    Perhaps they could add individual character levels that add up to your account level?


    You might face a Nurse that's Devotion 5, but their account is Devotion 7, which means they spent a lot of time on Nurse than anything else! ๐Ÿ˜…

  • It's pretty easy to solve pressing issues in Dead by Daylight, but that requires to think in a different way!


    Instead of punishing camping, tunneling, or gen-rushing, why not reward players who do the complete opposite?

    Why not give killers some kind of bonus when in a chase with a survivor whilst a survivor is hooked? Maybe this could be the future reworked Bloodlust that gives you bonus recovery speed on successful attacks.

    As for gen-rushing, we could give killers an extra perk slot just for Hex Totems and make them start off with NOED or add more non-unique hexes.

  • @GrimReaperJr1232 said:

    The downside to iri hatchet is extremely gratuitous and unnecessary.

    Tombstone piece - That... is pretty useless.

    Tombstone - will never happen due to the existence of the Evil Incarnate.

    Iri Coin - .... who is even complaining about Iri coin?

    The downside to iri hatchet is extremely gratuitous and unnecessary.

    The downside has to be impactful if the Huntress can theorically have infinite hatchets without needing to reload.


    Tombstone piece - That... is pretty useless.

    How so? You can grab survivors on the spot which saves you a lot of time.


    Tombstone - will never happen due to the existence of the Evil Incarnate.

    Still possible if you stalk everyone clean and it's way more fun on both sides.


    Iri Coin - .... who is even complaining about Iri coin?

    No one, the add-on is underwhelming so I made it more stronger if used correctly.

  • Here's an accurate way to determine whether or not a killer is high tier:

    • Can this killer counter tiles?

    If the answer is yes, without meeting other conditions or minor ones โ€” they are top tier (think Spirit and Nurse; I.E they can counter all tiles, as long as their power is ready).

    If the answer is yes, but they need to meet some conditions or sometimes demanding ones โ€” they are mid tier (think Trapper and Demo; I.E they can counter some tiles or need to have some stars to align up for them to do so).

    If the answer is no due to the fact they have no utility against titles or have extremely specific demands โ€” they are low tier (think Legion and clown; they have to brute force their way through tiles by using mindgames or their power in extreme circumstances help them against titles).


    Myers would be a mid tier killer because his power can help him get some sneaky hits in with his undetectable status effect, but otherwise โ€” he's relying on mindgames to cut down chases. His tier 3 makes him have to do less mindgames as one correct guess ends the chase immediately.

    Keep in mind, mid tier killers aren't reliable and shouldn't be the balancing point, personally. I believe they should be low high tier, but if you were to use a specific perk load out and some decent add-ons Myers could be low high tier. ๐Ÿ˜

  • @[Deleted User] said:

    TBH probably for the best given its current interaction with Kindred.

    Kindred can't be increased past 24m if my memory serves me correctly, so I don't see the big deal if people stack Opened Handed. ๐Ÿ˜…

  • @Darkskies said:

    https://forum.deadbydaylight.com/en/discussion/comment/1999966#Comment_1999966

    Thank you for this will be keeping this information close and will try out your suggestions.

    I have been playing nurse on Console struggling a great deal but for some reason I have 34 year four cakes on her ๐Ÿ˜ฅ

    Things I struggle with is some upward blinks I'm inconsistent with them and getting get rushed to all hell not giving me time to learn. It's like I'll find my groove with her then boom match done lol also may I ask what sensitivity you use.

    Any tips for these things I'd be so greatful for!

    ๐Ÿท๐Ÿ’–

    If you're on console, I'd recommend maximum sensitivity so you can quickly do 180ยฐ lunges. As for PC, I can't give you accurate information, but I'd recommend you have it high for the same reasons. Of course, find a sensitivity that's good for you, but find that balance between control and speed โ€” then try your best to accommodate to that setting! ๐Ÿ˜

    As for blinking upwards, just expect that your first blink will usually be off so start charging the second blink as you're using the first one. If you guess correctly, just enter fatigue and follow up with a blink after. When a survivor concealing themselves, it's a guessing game, but you do have an extra blink to correct yourself. The best perk to alleviate your weaknesses is I'm All Ears, it allows you to make perfect blinks. ๐Ÿ˜

  • @CornHub said:

    Imagine you get 8k in the category you brought the brown bp offering for. So that's 12k after the match, but that offering cost 3k. So the max bonus bp you get is 1k. Now let's look at the yellow and green offering

    Max 75% bonus: 2k

    Max 100% bonus: 3k

    The only good bp offerings are the ones that address all categories. The main issue is that the brown bp offerings clog up the bloodwebs and instead of a medkit or a rat liver I get 3k worth of trash.

    I was thinking the offerings gave you bonus blood points in all categories instead of limiting it to a single category (similar to bound envelope).

    Brown: 50% (Max profit โ€” 13,000 BP)

    Yellow: 75% (Max profit โ€” 20,000 BP)

    Green: 100% (Max profit โ€” 27,000 BP)


    Bound Envelope would be increased to 50% and made to give all survivors the bonus. As for escape cakes and survivor puddings, they will give 150% and have their rarity increased to very rare. Bloody Party streamers would be 200% and would be ultra rare.

  • I would be fine with the comparison if survivors could tell if a killer is running NOED, unlike DS where you can tell if there's an obsession or not.

    If there was some kinda of direct giveaway for survivors to rule out that the killer is running NOED or not โ€” then it would be fair to go against. ๐Ÿ˜…


    As a killer, it's free tunnels if there's no DS (not like I'd do it unless I absolutely need to) while survivors had no way of telling if the killer is running their version of DS.

    Either have every game include an obsession or give survivors a direct giveaway if the killer is running NOED. ๐Ÿ˜…๐Ÿ˜

    in DELETED Comment by NMCKE
  • @ArchFox said:

    https://us.v-cdn.net/6030815/uploads/LJ5OHB5URFUH/20210306015630-1.jpg

    I don't want to play Nurse anymore.

    One Nea felt so bad for me she just dropped her medkit at the exit for me and left.

    Console Nurse main here, she's not an ordinary killer โ€” she requires your dedication and time to become decently well with! I'd say it might take you around a week of practice based on the average player, but everyone is different and learn at different rates.

    If you want some training wheels to pick her up and not have a brutal experience, try using blink recovery and failed blink recovery add-ons. Don't bother with the other add-ons that modify your blinks because you have to start over with your muscle memory! ๐Ÿ˜…

    As for perks, try using these:

    • I'm All Ears

    Allows you to see the auras of survivors and may help you blink to survivors who try to use LoS blockers on you.

    • Infectious Fright

    This perk will allow you to find nearby survivors and give you more chances to practice your blinks.

    • BBQ

    Same as above, helps you find survivors and get right back to practicing your blinks + who wouldn't want free BUSH?

    • Choice Regression Perk (my preference โ€” Generator Oppression)

    Pick a perk that slows the game down and gives you more time to practice your blinks.

  • @[Deleted User] said:

    Okay well, then don't do them. Tell me preventing devour hope, noed, getting rid of ruin are not very clear and important objectives.

    Please, don't cleanse them, they are totally not important tasks for you.

    Signed, a killer main.

    I believe the problem is that if the killer doesn't use any Hex Perks โ€” bones don't do anything besides giving some blood points.

    However, the moment the killer runs a Hex Perk, everything is flipped around because totems are posing a threat on the survivor's survival.


    If we want to make bones a true objective, I would say give the killer a 5th perk slot just for Hex Perks and give the killer a beginning Hex Perk (I.E No One Escapes Death). Of course they can change it later whenever they unlock other Hex Perks or we can create more non-unique Hex Perks for them to choose from so that No One Escapes Death isn't so predictable. ๐Ÿ˜…

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1978406#Comment_1978406

    I mean, yeah, you can get it to work. But if we look at the good Perks, they all can be used by themselves. You can equip DS without any other Metaperk, same for BT or Adrenaline or stuff like that.

    However, for Power Struggle, you need to dedicate a full build around that. A Perk like that cannot be strong.

    I have been hit by it exactly once, but it was useless, since it was in Endgame and the Hatch was closed... So the Survivor was able to get their Power Struggle off, but without any real benefit.

    Power Struggle is like Mettle of Man, but less extreme because it has a strong effect and changing any variables could make it too powerful.

    I was thinking, perhaps the perk could be more convenient to use alone.


    Power Struggle

    The following will activate this perk:

    • Reaching at least 50% recovery while in the dying state.
    • Reaching at least 25% wiggle while being carried by the killer.

    While active and on the killer's shoulder, gain the ability to drop pallets when within range. After successfully escaping the killer's grasp, gain the undetectable status effect for the next 6/8/10 seconds.


    Just to quickly clarify, the undetectable status effect for survivors would hide their scratch marks, blood trails, grunts of pain, audible footsteps, and auras.

    This would make the perk better, but not too strong because all the killer would have to do is avoid slugging and crossing pallets. Perks like Flip-Flop wouldn't be useless before recovery doesn't convert over! ๐Ÿ˜…

  • @Aven_Fallen said:

    No, it is completely OP. It was chosen to be the OP-Perk when the Twins-Chapter released. This is tradition here, every Chapter one Survivor Perk (which will not be used a week after the Chapter released) HAS to be called OP.

    (No, seriously, it is garbage)

    I got it to work once with Flip-Flop, DS, and Tenacity during the endgame โ€” it wasn't bad, but I feel like the perk could be less dependent on other perks! ๐Ÿ˜…

  • @AhoyWolf said:

    A perk with an activation condition that only activates maybe twice per match already screems pretty bad, but it also has a 20 second delay before it heals you.

    If we want this perk to be good, we need to make drastic changes to it, I have two ideas that will probably make it much better!

    Second Wind #1

    • Keep the activation condition, but remove the delay before it heals you, so you get healed instantly after unhook.

    Second Wind #2

    • Keep the 20 second heal delay, but remove the activation condition, so you don't have to heal somebody before it activates.

    One of these changes would make the perk so much better in my opinion, what do you think?

    Just change the "Heal the equivalent of one health state" to "finish a healing action" on a survivor.

    That way, you won't have moments where someone accidentally healed themselves by a % and won't screw over your SW.

  • An idea I seen someone else make is that: BW is queued for activation once the Exit Gates are opened.

    If you hooked someone before the Exit Gates are opened, then once the survivors do open the Exit Gates โ€” BW activates. This sounds pretty strong, but you're sacrificing a perk slot the entire game just to have massive pressure towards the end.

  • I understand your reasoning behind Decisive Strike and believe there's a better way to change it to make it a true anti-tunnel perk.

    Personally, it should be like this:


    Decisive Strike

    Once unhooked, DS activates and remains active until:

    • You perform any non-chase related actions.
    • The killer hooks another survivor.
    • You haven't been in a chase within the last 20/25/30 seconds and not in the dying state.

    When picked up by the killer while DS is active, stun the killer for 5 seconds. After escaping the killer's grasp, you leave no scratch marks, make no grunts of pain, and footsteps are silent for the next 8 seconds. The perk deactivates after a successful use and can be reactivated later in the trial.


    There's no loophole, this perk will make sure you don't get tunneled regardless what the killer does to bypass it.

    Killer will never get hit by DS if they don't tunnel, seriously.

    Only one DS is ever active at a time.

    Rewards survivors who can handle tunneling decently.

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945225#Comment_1945225

    You can't just ignore the synergies other perks have with Light's Bane. Pop Goes the Weasel makes you want Light's Bane to be destroyed. Also, yes, it does block generator progress. If you can't actively finish a generator then its progress is blocked.

    "All you have to do is cleanse". You have, and I mean HAVE to think about how powerful a Hex perk is if it were to stay up the whole game. Most of the time people don't care about hexes unless they actively spot it. Survivors have 2 gens of warning that the Hex even exists, instead of the 100 warning signs Devour Hope shoves in their faces, and Huntress' Lullaby telling you it's there the second you touch a generator. The "just cleanse" argument DOES NOT WORK. There are 5 totems in each map, and unless you're in a 4 man SWF with someone with Small Game and you're so good that no one gets caught in a chase until all 5 totems are done, it is stupid hard to get all 5 totems. Survivors only have free time until the first CHASE. Not even the first hook or down, the first CHASE.

    Also, Sinister Equilibrium just holds up a sign saying "Face camp with NOED". ######### NOED. ######### anything that supports NOED.

    ONTOP OF THIS, Sinister Equilibrium's effect at 4 tokens is more than strong enough. Imagine it stacked with Remember Me, those gates won't be opened in the 2 minutes the EGC gives you.

    You can't just ignore the synergies other perks have with Light's Bane. Pop Goes the Weasel makes you want Light's Bane to be destroyed. Also, yes, it does block generator progress. If you can't actively finish a generator then its progress is blocked.

    You can't use Pop Goes the Weasel on a blocked generator, I don't see any synergies with the two paired together. I don't understand what is so powerful about Light's Bane, when it is destroyed, it activates for 40/50/60 seconds. If there's any generator that's at 70% or higher, it gets blocked for the duration of the activation timer. You can still repair generators that's below 70% and by the time you reach 70%, you just have to wait out the remainder of the activation timer. That can be a fraction of a second or 60 seconds depending on when you started repairing the generator and its progress. Heck, you might not have to wait out the effect because you was doing something else while most of the perk ticked away before you started repairing. It's pretty balanced in my opinion, especially for a Hex Perk.


    "All you have to do is cleanse". You have, and I mean HAVE to think about how powerful a Hex perk is if it were to stay up the whole game. Most of the time people don't care about hexes unless they actively spot it. Survivors have 2 gens of warning that the Hex even exists, instead of the 100 warning signs Devour Hope shoves in their faces, and Huntress' Lullaby telling you it's there the second you touch a generator. The "just cleanse" argument DOES NOT WORK. There are 5 totems in each map, and unless you're in a 4 man SWF with someone with Small Game and you're so good that no one gets caught in a chase until all 5 totems are done, it is stupid hard to get all 5 totems. Survivors only have free time until the first CHASE. Not even the first hook or down, the first CHASE.

    Devour Hope is the most broken Hex Perk in the entire game if it remains untouched, literally โ€” the killer gets to kill you on the spot. However, ask yourself this, how often does a Hex Perk survives until the endgame? If you couldn't destroy a single Hex Totem within the duration of 5 generators, then that's really your fault. This perk isn't like NOED where you need to destroy 5 totems within 5 generators, we're only talking about destroying one hex totem within 5 generators. To be completely honest with you, the first two effects of the perk is mediocre and shouldn't be a big deal unless the game is very close. The last and most powerful effect is the one you need to worry about, but you have the entire game to find the hex totem and destroy it. JUST ONE HEX TOTEM, THAT ISN'T TOO HARD, RIGHT?


    Also, Sinister Equilibrium just holds up a sign saying "Face camp with NOED". [BAD WORD] NOED. [BAD WORD] anything that supports NOED.

    That throws away the entire point of the perk because you're camping a survivor and leaving the Exit Gates open for everyone else. You're actually getting no value from the perk if you're not defending the gates during the EGC.


    ONTOP OF THIS, Sinister Equilibrium's effect at 4 tokens is more than strong enough. Imagine it stacked with Remember Me, those gates won't be opened in the 2 minutes the EGC gives you.

    Here's the requirements for that to happen:

    • Must find and attack the obsession 4 times.
    • Must kill the obsession or else they won't suffer from RM.
    • Survivors must complete 5 generators without finding Hex Sinister Equilibrium.


    Even then, you can have one survivor camp each gate and slowly chip away at them. The killer isn't going to chase survivors because that means they aren't defending the gates. So eventually the survivors will open the Exit Gates. Surely they will get one open within two minutes and if not, they had 5 generators worth of time to destroy the totem. There's no excuse at that point.

  • @Rivyn said:

    If people drop DS because they can't abuse it anymore, then that's on them. DS still remains, at its core, an anti tunneling perk. If they drop it because they can't abuse it, then they weren't worried about tunneling in the first place. So, no loss there.

    It doesn't matter if everyone drops it or not, there should still be a risk if the killer decides to tunnel. Just like there's a risk to rushing generators without slowing down and destroying totems.

    If survivors could tell if the killer was running NOED or not, oh boy... ๐Ÿ˜…

  • Exit Gates should have their own tile they spawn in, like Lรฉry's, Gideon Meat Plant, and Midwitch Elementary School (Pyramid Head's Map)! ๐Ÿ˜

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