Avatar

NMCKE

NMCKE

About

Username
NMCKE
Joined
Visits
8,638
Last Active

Comments

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321733#Comment_1321733

    Okay, i'll start using the official names to everything >.>

    Do whatever you want, but someone was confused on what Bottle Time meant. πŸ˜…

  • @ZezryoYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321028#Comment_1321028

    It isn't called bottled time it's borrowed for one and 2 it's still dumb because I'd have to mend still which would take even longer

    https://us.v-cdn.net/6030815/uploads/N7PPBR4BEKHE/15910560292053994184717580745715.jpg

    Septic Agent is referred to as Bottled Time since it acts like Borrowed Time. πŸ™‚

  • @SkeletalElite said:

    Better change for moris. Make them require all 4 survivors getting hooked at least once before they can be used, for both ebony and ivory.

    There are three reasons why I didn't do the classic: Hooking all survivors allows you to mori change.

    1. If you're the last survivor left to be hooked before the can use their Mori Offering, the killer can hook you then comeback to cheese mori you.
    2. A single survivor can prevent you from getting use from your Mori Offering, which can be frustrating.
    3. My suggestion prevents cheese mori since the survivor you want to cheese mori can't be mori'd until you hook the next survivor. This gives the survivor a chance against killers who just want to tunnel someone out the game or gives a survivor breathing room to recover.
  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1319796#Comment_1319796

    I honestly like that idea of the Cypress Mori, basically gives every other Killer Pyramid Head's basekit.

    Also would make the Mori Daillies a whole hell of a lot easier without ruining the game for Survivors.

    That's what I aimed for with the Cypress Mori, but given how some killer mori vary in duration, it's like a grey area if it can save time.

    However, at the very least, you can avoid DS, flashlight saves, pallet saves, and so on. It should be used to either save time or avoid potential hazards that would otherwise cause you to waste a lot of time. πŸ™‚πŸ˜…

  • @SnakeSound222 said:

    These are some great changes. I didn't think I'd like them as much as I do. The only thing I don't completely agree with is the Cypress Mori. It should be part of the Killer's base kit because at that point you're pretty much screwed, so why not go out with a badass animation? It would also help out a ton with the Mori rituals.

    I wouldn't mind the original Cypress Mori becoming basekit for the killer because the game is already over and you minus well see the cool animation.


    Something I'm really proud of is my Ebony Mori changes, there's really nothing wrong with it. It still has the power of the previous Ebony Mori, but you actually have to hook some survivors. Most importantly, you can't cheese mori survivors because the unhooked survivor can't be killed until the next survivor is hooked. Therefore, this should allow unhooked survivors to get some time to recover and not get taken out of the game instantly. πŸ™‚

  • @DelsKibara said:

    I'm heavily in favour of these changes, for both sides.

    It would make keys less likely to be used during chases (which is one of the things I get annoyed about the most, since the Survivor basically has a free escape and if they are cocky, they can basically just mock you because you literally cannot touch them.) It also would make them fairer against the Killer who got a Survivor cornered, but they get a free escape because Key.

    As for Moris, I like that idea. It makes it so the Survivors don't feel like they're getting robbed of Bloodpoints and Rank Pips, and it would be a nice surprise to find out that a Killer has a Mori without seeing the """"""""""""""Secret"""""""""""""" Offering at the offering screen. Plus, once they found out that a mori is in play, the remaining three survivors can scramble to try and finish their objective as fast as possible because now there's a possibility of gaining more Bloodpoints at the end of the match.

    I tried to categorize each Mori Offerings into separate classes / categories!


    Ebony Mori: Allows you to potentially kill all survivors before the Exit Gates are activated.

    Ivory Mori: Allows you to kill all survivors once the Exit Gates are activated.

    Cypress Mori: Saves you time carrying the survivor if they are on last hook.

  • Maybe, I'll have to find it! πŸ˜‹

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1319410#Comment_1319410

    There is no Killer Rulebook for Survivors, only the opposite. And that has got a reason: no book could ever include THAT many rules.

    There is, but they like to keep it a secret. πŸ˜‹


    Here's more if you're curious about the Killer Rulebook for Survivors! πŸ™‚β€

    675: Survivors cannot use Flashlights

    676: No identical names

    677: Toolboxes aren't permitted

    678: Keys are banned from use

    977: Survivors cannot rush generators (doing their objective)

    [New] 2888: Survivors cannot use Claudette

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1318894#Comment_1318894

    You ruined my game by being a Claudette, so I guess we are even.

    Going to add this to the Killer Rulebook for Survivors... πŸ˜‹

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1319283#Comment_1319283

    I've never DCd, so I wouldn't know. However, it does sound like a ######### situation.

    In my opinion, I believe the DC system should start off easy then escalate rapidly.

    1. Warning Message
    2. 5 Minutes
    3. 10 Minutes
    4. 1 hour
    5. 2 hours
    6. 3 hours
    7. 12 hours
    8. 24 Hours
    9. Game Ban (follows DC ban esculation)
  • @WheresTheGate said:

    One of the things that I simply don't understand is why so many survivors (even red ranks) knowingly perform unsafe hook removals while the killer is standing in plain sight. It's even more confusing when it happens almost immediately after someone has been hooked.

    The only answer I can come up with is that there are lots of survivors that are not playing to escape because if escaping is the goal unsafe hook removals are one of the most counterproductive things you can do.

    I can at least understand swooping in at the last second before someone moves to struggle phase or s about to die to remove someone. At that point they were going to die. At least at that point you might buy some time. When a killer is camping unhooking at any other time is actually detrimental to escaping as you have wasted time that could have been spent working towards objectives.

    Sometimes you have no other choice.

    I would rather give you a chance to keep your hook state than to not get that chance to keep it.


    To visualize, you're about to enter struggle and the killer is nearby. I will rescue you with the intention of trying to save you a hook state. Sometimes this works, others not so much, but at least some chance is better than none. πŸ™‚

  • Dying Light

    Obsession gains a 20% repair speed increase.

    Up to a maximum of 2/3/4 tokens, each hooked survivor (including the Obsession) grants a token.

    Each token causes all survivors to receive a 5% repair speed penalty.

    All debuffs are capped.


    Thanaphobia

    Survivors who remain injured will face their inevitable mortality:

    • 60 Seconds: Grunts of Pain are 30%/40%/50% more audible
    • 120 Seconds: Survivors suffer from the Hemorrhage status effect
    • 180 Seconds: Survivors receive a 10% repair speed penalty.

    All debuffs are capped.


    Maximum repair speed penalty: 20%

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1309013#Comment_1309013

    I like this idea for blindness but Hemorrhage would still be useless IMO, at least as a 6k item, because Sloppy would still outclass it when Pyramid Head has such better ones.

    Of course if they made my idea reality, they would have to change other add-ons and perks that have Blindness / Hemorrhage (as well as Bloodhound). 😊

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1309013#Comment_1309013

    Legion level blindness yes please.

    Hemo should have a stronger effect for being a time limited addon. Bloodhound level brightness and duration along with the amount of bloodloss please.

    Can we add oblivious to this list too?

    I'm not sold on Legion Fatigue because that can be very crippling. Maybe a slight Legion Fatigue and make survivors unable to see further than 24 meters around them?

    Think of it as the visual version of the Oblivious status effect. If the killer is standing 25 meters from you, it's impossible to see the killer because Blindness prevents you from seeing 24 meters around you (note: you'd still hear the TR).


    I just really dislike Very Rare Blindness and Hemorrhage add-ons; they don't have strength / impact of other add-ons in the same rarity. πŸ™‚

  • Hemorrhage & Blindness 101

    How to buff them


    Hemorrhage

    • Makes you leave blood trails while in the healthy state, and brightens your blood trail (exactly like Bloodhound) while in the injured state (also includes dying state).


    Blindness

    • Become shrouded in darkness, you cannot see further than 24 meters around you.


    Done deal, you now have viable add-ons worthy of the Very Rare title. πŸ™‚

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1306022#Comment_1306022

    My take is that they don't need to add another objective like you're describing. The core gameplay and objectives are perfect the way they are, they don't need adding to. The start of a match is the issue because of maps and survivors spawning on gens etc leading to a bad early game for any killer that isn't Billy. Once the killer finds someone, down them etc this leads into a snowball effect like Scott said in his video. Adding lategame objectives would make killers way too good because they become stronger as the match progresses and survivors become weaker.

    I'm all hands down on Scott's idea, but I want more spice to this mechanic is what I'm trying to say. To help you understand what I'm trying to say, the EGC could've just been a 2:00 timer that sends you to the scoreboard once it expires. However, the developers went beyond that, they added cool effects and sounds to make the EGC very tense.

    That's what I mainly care about, I want this new system to be very fun and interactive. πŸ˜…

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1306022#Comment_1306022

    More end game stuff doesn't really make sense. Most players complain about generators going away without a chance to save them, the devs want to address these complaints is what I'm guessing. Scott Jund's idea would work, but replacing gen times with more end game stuff probably wouldn't.

    Who cares if you lose a few generators when they, the survivors, still have miles to go? My solution reduces the weight of completing a generator significantly. To put into perspective, currently you can say a generator is weighted roughly 20% because there are 5 generators and they are the main source of time. The Exit Gates don't really buy you time nor are they easy to pressure, it just depends on a lot of variables (so let's just keep it simple and say they aren't weighted as much).

    If we add more time consuming objectives such as Fuse Boxes, generators become less weighted. Ideally the second objectives should make generators weigh 10%, which means survivors will have to complete 2 generators to make the same progress in our current objective system. πŸ™‚

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1305962#Comment_1305962

    I have a feeling it's something similar to the idea Scott Jund had presented in one of his videos where the gens go significantly slower until the first chase is started. He seems to have some connections with some people in bhvr from things he's said in the past so that's my hunch.

    Although I support his idea, I believe it would more interactive if it was something more than, "Everyone receives a 50% repair speed penalty until either a survivor takes damage or enters a chase"


    Personally, I would like to see a second objective such as finding all Fuse Boxes once the Exit Gates are activated. Overall, they would add, hmm, let's say, 4 minutes if the killer can apply decent pressure. Generators could have their repair time reduced by 10 to 20 seconds since we don't want to extend the game too much. Of course, my suggestion is just what comes from the top of my head, it can definitely be improved on! πŸ™‚

  • I edited my previous comment to include the timestamp of when he goes over the add-ons, my apologies for not including that sooner! πŸ™‚

  • @Twiggy said:

    Does anyone know where I can find a list of the Executioner's add-ons? Thanks!

    One of my most beloved content creators quickly go over them in this video! ❀

    Enjoy! πŸ™‚

    https://youtu.be/-lHm7IAss1I

    Timestamp:

    10:10

  • @Blueberry said:

    They mentioned in the stream today that they have a new feature similar to end game collapse for the start of the game to slow things down coming soon. So yes, they already said they are working on it.

    Since we're on topic, do you have any speculations on what it could be? πŸ™‚

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1305284#Comment_1305284

    What he describes is literally a different scenario. Hes saying like, the game is nearly over, everyone's been on the hook multiple times and there are 4 gens left. I'm talking about situations where someone immediately kills themselves because they were the first downed. He even LITERALLY calls that out by saying "immediately giving up the first time you go down is one thing" Which tells me devs agree with my position. So thanks for sharing that.

    Screenshot_20200526-201620_Chrome.jpg

    This is what I'm talking about, you told @Xzan that his hook suicides weren't acceptable when they completely were by Peanit's standards.

    If someone is hook farming someone else and "the odds don't look so great", that's okay because the survivor team was likely going to die since there was a farming survivor in the team. πŸ™‚

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1291068#Comment_1291068

    That's not a legit reason. If your team is hook farming you, report them, that is a different behavior, or DC and take the penalty. You shouldn't get a "free" dc whenever you want.

    Actually, it is according to Peanits. πŸ™‚

    Hook suiciding is acceptable in certain situations.

    late-game-hook-suicide.PNG
  • @DarKnight_Doom said:

    ATTENTION: THIS DISCUSSION IS SPECULATIVE, NOTHING CONFIRMED!

    AKA's video (05.22.2020)

    I was searching for more clues and then I found another coincidence (video below, look to 2:02) .

    https://www.youtube.com/watch?v=evxIQRm4_Mg

    Alien’s anniversary is coming up on May 25th and the chapter announcement on May 26th. Also, the Xenomorph fits every category the devs stated.

    Hummm... -_-

    https://us.v-cdn.net/6030815/uploads/N3Q2N0SC1RI4/just-a-little-fun.png

    King's video (05.20.2020):

    https://www.youtube.com/watch?v=a_w8ps6WqV8

    Some clues:

    • King said the killer's codename is "wales", do you want to try a "funny thing"? Just Google It: "Aliens Wales".
    • The map codename is "wall level 01". Did you know that the Aliens movie has a "wall level 01" inΒ fusion-powered atmosphere processing station?

    https://us.v-cdn.net/6030815/uploads/PYQQZHQZKFL1/fusion-powered-atmosphere-processing-station-wall-level-01.png

    EXTRA

    There are a lot of hints (or misleads?) in the "Dead by Dayligh! - Work from home" site, but there are a curious photo that gets my attention --> Jane painting the trapper and Patricia painting something.

    • Question: Do you know another artist who painted a famous licensed monster?
    • Answear: H.R. Giger! The artist behind Alien.

    https://us.v-cdn.net/6030815/uploads/LWQDLEHDGIH4/chapter-16-another-coincidence.png

    Paulie's video (05.19.2020):

    https://youtu.be/oUR0u7bWzAI

    Curious clue:

    Just go to 3:21 and pause (or look to the image below).

    • Skeleton --> NO ONE
    • HyperX Head Phone --> CAN HEAR
    • Ghostface is looking to --> YOU
    • Ghostface, a killer from ---> SCREAM
    • Notebook from --> ALIENware

    "ALIEN - In space NO ONE CAN HEAR YOU SCREAM"

    https://us.v-cdn.net/6030815/uploads/ITFKCL7TFM6Z/no-one-can-hear-you-scream.png

    Mysterious survivor: Someone from the future? (Ellen Ripley, Amanda Ripley, Hicks or maybe an adult or teenager Newt).

    PS.: Look to the 4th anniversary banner: A skull with a black goo --> Prometheus

    If the License Killer is Xenomorph, I'd start playing DBD again β€” I'm a huge Alien fan! ❀

  • @DwightOP said:

    To me it doesn't seem like that since has to aim but also he can quickscope insta shot. However people are abusing crosshairs on deathslinger and have super accurate quick scopes and hit 99% of their shots.

    I'm pretty sure this isn't how you designed deathslinger. Otherwise why would he slow down while aiming and has aiming addons.

    I know you can't prevent people from using crosshairs. But instead redesign his power around the fact that people use crosshairs on him.

    Deathslinger has a crosshair, the weapon gives you a crosshair when using ADS. 😊

    However, people tend to memorize where they're aiming at because they know where the crosshair is at when ADS'ing. That's why good Deathslingers can just quickscope.

  • @Peanits said:

    While I'm not necessarily against it, I do think that's the wrong way to go about it. Surely if keys and moris feel unfair to go against, the solution should be to change them so they don't feel unfair, not to toss some bloodpoints your way so you forget about it.

    I believe a great way to change how keys function would be pretty simple, just make them take time to open the hatch (20 seconds) and have the HUD blink the hatch icon for everyone. Therefore, the counterplay is that the killer can prevent the escape if they know where the hatch spawned at.

    Whoever finds the hatch first wins, it's very simple. πŸ˜…πŸ™‚

  • Here's a Nurse main! ❀

  • Any Means Necessary should have a 120 second cool-down that starts at the beginning of the Trial. Each time the cool-down expires, it resets and you receive a token. Each token can be consumed by resetting a dropped pallet. 😊

  • @popoles said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281413#Comment_1281413

    You mean how they reworked the nurse (1.9.0) and she had that bugged lunge after every hit?

    DbD's QA team isn't very good tbh.

    Everyone wants to keep bringing up "What about this bug they didn't fix", which is fair, but don't consider the hundreds or thousands of bugs they caught during testing.

    Don't believe me? Check the patch notes, you know the part almost everyone skips because it's not interesting to them. You'll see how many bugs they caught. 😊

  • @USELESS said:

    I got two reasons for this:

    1-you are basically nerfing then and they are not that powerful.

    2-Do you see that only makes the killer buggy as hell? Look at the poor legion for example, we can't even vault with him anymore, with nurse we can't teleport, you are just getting this stuff worst for killers that is not easy already and when you "buff" then sometimes you are almost nerfing.

    Let me break down your two reasons! πŸ™‚

    Prepare yourself for this wall of text! πŸ˜…

    1. Actually, Rework Freddy is pretty decent, I can see why you would call him a nerf if he doesn't revolve around your playstyle. However, someone who fits Rework Freddy's playstyle, he's definitely a great killer! His snares and dream pallets make him a great chase killer, but most importantly, his teleport allows him to apply pressure! The fact that the developers had to nerf Rework Freddy must say something about how strong he was when used at his highest potential! As for Rework Doctor, he's insane and has so much potential. You can cut loops without having to waste time switching stances, that is a huge +chase potential for Rework Doctor. Static Blast is great as well because unlike before, it guarantees a survivor will scream if they are hit by it. Couple this with Whispers, you have a killer with insane tracking and chase potential.
    2. With new content, always comes bugs. You can't expect a Internal Testing Team to locate every bug that comes with the new update. Think of it like a forest, you can definitely explore the entire forest on your own, but it takes forever and more likely than not, you would still miss some areas. However, having multiple people explore the entire forest would be faster and you wouldn't miss some areas because people are overlapping each other to double check. I wish the developers, or any developer for the matter, could release new content without bugs, but sadly, there's isn't a perfect solution that makes this reality. Therefore, just rest assured that the team are doing their best to keep the game bug free. If you need proof that the developers are trying, just refer to the previous updates where they fixed a bunch of bugs.
  • @tea said:

    Finally got around to trying it out yesterday and for a portion of today. I think it's interesting, definitely a lower-cut DbD when compared to PC, PS4 or Xbox but still fun. The mechanics are a little wonky and it makes my phone heat up super hot even when on 30 FPS (for an iPhone 10) which seems odd to me.

    I guess I just don't understand the appeal of mobile when you can play the superior platforms. I even tried getting my friend (who doesn't play PC/PS4/Xbox) to try it and he said he didn't enjoy it on the phone at all.

    Do you like mobile? I get why BHVR pushed for a mobile release, I just think it was rather pointless. Then again, I have no idea how successful it was, or wasn't in this case.

    Personally, I love how the BHVR team made the Mobile Version β€” my phone, believe it or not, runs the game smoothly!

    Definitely worth it, the game is very well made! 😁

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1272663#Comment_1272663

    Yeah, sure, okay. It's not like 2 minutes was picked by the devs after extensive testing to be fair enough for saves, but short enough to be a threat.

    Why not just give the survivors infinite struggle time? They only die if everyone is hooked. I mean, they still need someone to rescue them. Someone needs to stop what they are doing to unhook them. There's my pressure, too. πŸ™„

    @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1272600#Comment_1272600

    I didn't think it needed to be explained why giving survivors the ability to extend their time on the hook is a bad idea, especially with no way to just give up, but @Entity_Hugs already did it for me.

    You can still give up by pressing a button.

    Anyways, it wouldn't hurt to give survivors a few seconds for hitting greats. C'mon, it's not going to be the end of the world if survivors can potentially stay on the hook for a few more seconds. πŸ™‚

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1272600#Comment_1272600

    The idea gives Survivors extra struggle time, regardless of how much. Skilled Survivors can milk that for 5%, 10%, 20% more time (depending on the numbers). That's still 30 seconds to a minute longer on the hook, which reduces pressure to save the Survivor, which increases pressure on gen times.

    I can't get behind it. They already have 2 minutes with 0 ways to mess up if they just make struggling automatic. That's fine where it is. They don't need 2 minutes, +10/15/20/30 seconds.

    It doesn't matter how much time you buy yourself, you still need to be rescued by a teammate. Someone still has to stop whatever they are doing just to unhook you (that's your pressure).

    Sorry to disappoint you, but not every survivor are these Godly beings who can land every great skill check. The majority of the playerbase will only hit a few greats here and there, but nothing crazy. If a few extra seconds on the hook will cost you the game, you aren't applying enough pressure, sadly. πŸ€·β€β™‚οΈ

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1272438#Comment_1272438

    That sounds like a terrible idea. Just let it be automatic with a button to give up.

    Why? If you're going to say my idea is "terrible", I'd like some reasoning behind it. πŸ™‚


    @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1272438#Comment_1272438

    The only reason I disagree is because there are people out there who can hit any and all skillchecks. They would, every time, give themselves 50% more struggle time.

    And that's somewhat unfair to the Killer. Now they have to deal with a Survivor who has extra time to be unhooked, which reduces the pressure to save him, which increases Survivor pressure on gen times.

    All devs need to do is make it automatic and let people press and hold a button to give up.

    Numbers are just placeholders, I'd like you to focus on the idea rather than the numbers. πŸ˜„

  • Personally, I want skill checks to replace the Struggle Mechanic since it gives you the feeling of needing to do something to stay alive while not wearing down your keyboard / controller.

    Don't worry, failing the skill check won't kill you. It will be something like this:

    Great: +5 Seconds

    Good: +2.5 Seconds

    Failed: +0 Seconds

    You will receive a skill check every 10 seconds during the Struggle Phrase.

  • @Unicorn said:

    I like Unicorns. Also, I think I was a Majestic Being in my past life.

    What about you?

    Mine is very simple: It's based off my name. πŸ˜„

    Nick McKenzie

    NMCKE

  • @animalmak said:

    Who's Got Ball?

    Your rugby instincts kick in, and when you see the killer carrying another survivor, it's like seeing someone carrying the ball. You can run into the killer for a tackle, stunning them and freeing the survivor. This action has a cooldown of 180/120/60 seconds. (Perhaps a token thing too IDK, just let me tackle the killer and be like David.)

    We Like To Party

    Your love of a good drinking night leaves you in the Broken Status for the duration of the trial. However, through the power of tequila, you feel invincible. All actions receive a 3/4/5% increase in speed.

    "LET ME LOVE YOU"

    You have a little crush on some killers. That's fine. While another survivor is being chased and you follow the killer (to earn their LOVE), earn up to 1 token for every 25/20/15 seconds in chase. Your next hit will cause no damage but also will not give extra speed (because you want to stay close to the killer).

    From your perks, I can describe you as someone who's exciting and playful! 😊

    Would that be correct?

  • @BigBrainMegMain said:

    Mine would be:

    A. Not Like This You're Not!

    You have a dying urge to get back into the chase and will do anything in your power to do so!

    While the killer is carrying a survivor through a pallet, the survivor is able to cling on the pallet and drop it on the killer. Allowing the survivor to escape the grasp of the killer.

    "It wants a show? I'll keep the show going, you know what they say? It ain't over 'til Jane sings."

    -Newly Found Tapes, Meg Main.

    B. Don't Piss Me Off.

    Rage infuses you as the killer continues chase.

    While injured, allows the survivor to shoulder bash the killer. Stunning the killer for 3 seconds. This causes the survivor to be Exhausted for 60/50/40 seconds and enter the broken status effect for 50/40/30 seconds.

    "Picks me out of everyone eh? I'll make sure it doesn't ######### with me again."

    -Newly Found Tapes, Meg Main

    C. Safe With Me.

    Your care and resilience has not been ignored even in dark times. The Entity bestows you with healing capabilities beyond understanding.

    While you're in the killer's terror radius and only during a healthy state, you may unhook a survivor and grant them a full health state when coming off hook. You will be placed in the broken status effect 20/30/40 seconds after you've unhooked the survivor for 60/50/40 seconds and may be fully healed afterwards. This perk may not work during the End Game Collapse.

    "They're watching, but they cannot hurt us. He is watching. Today, he is not on their side. You will see."

    -Newly Found Tapes, Meg Main.

    The third is my Anti-Tunnling perk.

    Your perks describes you as a determined, fair person. 😊

    Would that be correct?

  • Kinda off-topic, but I feel like people assume too often that "names = bad".

    According to Community Guidelines, you only need to censor names when you are focusing on the names with the intention to downgrade them. In this case, OP is fine because he's using the picture to show that Doctor is in a solid state at the moment. πŸ˜„

  • @Dzeikor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1267939#Comment_1267939

    no but pointless threads like this just make survivors complain more..some people cant refraing from flexing to boost their fragile egos I guess,I mean he even used CAPS,come on

    The thread is what you make of it, but in my opinion, there's nothing wrong with it. Just look at the thread title, he's not trying to flex at all, he's just saying Doctor is awesome! πŸ˜„

    Anyways, on topic, I believe Doctor is a pretty solid killer. Has great counterplay and is actually fun because of that! πŸ˜…

  • @Dzeikor said:

    yes why not make a thread to brag with your docs 4k,this will definetly not incentivise devs to nerf doc,job well done,hope it was worth it

    Darn, you caught them, the developers definitely hate killers and will nerf every single one of them to the ground.


    Spoiler Spoiler Warning β–²β–Ό

    Sarcasm: Developers don't hate killers... Please refer to the patch notes. πŸ˜„

  • Plague is pretty decent at the moment since she receives a Corrupt Fountain for free, but if I were to change her, here's how I'd do it.


    Plague Changes

    General

    Remove starting Corrupt Fountain

    New Mechanic: Sick Corruption

    Passively charges your Corrupt Purge with base time of 300 seconds (5 minutes).

    Each sick survivor speeds how fast Sick Corruption charges Corrupt Purge by 12.5% up to 50%. Therefore, if all survivors are sick, start to finish, it would take 200 seconds to passively get Corrupt Purge.

    Each fully sick survivor speeds how fast Sick Corruption charges Corrupt Purge by 25% up to 100%. Therefore, if all survivors are fully sick, start to finish, it would take 150 seconds to passively get Corrupt Purge.

    Corrupt Fountain

    Upon use, immediately removes 50 seconds off the amount of time it takes to charge Corrupt Purge.

    Corrupt Purge

    Reduced duration to 30 seconds.

    When fully charged, press the active ability button to use Corrupt Purge.

    Vile Purge

    Infected objects will decrease the survivor's action speed by 20%, for as long as they are interacting with the infected object.

    Infection States

    Sick survivors will become fully sick with a base time of 120 seconds.

    Interacting with infected objects will speed the rate you become fully sick by 100%. Therefore, start to finish, it would take 60 seconds to become fully sick assuming you never stopped interacting with the infected objects.


    The numbers are placeholders, don't focus on the numbers β€” just the idea behind the numbers.

    This should make Plague focused on attrition, where she slowly wears down the survivors over the course of a match. Survivors must weigh their options, should they cleanse or stay infected? Cleansing reduces her CD (if she goes out of her way to use a Corrupt Fountain), but reduces the effectiveness of her passive charging. Staying infected increase the effectiveness of her charging passive, but allows her to not waste time by traveling to a Corrupt Fountain.

    The possibilities are endless. 😊

  • You're fine, I respect your opinion!

    I don't mind getting destroyed in a few minutes, but it's when it happens often is when I just don't want to play survivor anymore. Mori are so common that either they need to be more rare or rework them to be more fair! πŸ˜…

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266869#Comment_1266869

    And so you'd rather make the queues worse (by driving away more killers)?

    I wouldn't blame anyone who waited in queue, especially those who waited more than usual, just to get destroyed in a matter of minutes. πŸ˜•

  • @Elk said:

    No, they are the same as everyone else but sometimes with an audience.

    I agree with you! πŸ˜„


    No (I don't target TTV Streamers), I find it unreasonable to target a TTV Streamer because they are a TTV Streamer. It's immature in my opinion to go out of your way to repeatedly ruin the experience of others. If you target the same TTV Stream repeatedly, you risk getting yourself banned because that's now considered griefing according to in-game rules.

    People who do that just want attention, but really, all they are doing is showing how immature they are. However, since this is the world we live in, TTV Streamers sho remove their TTV in their username to make it harder for killers to know they are TTV Streamers.

  • Oinkers: Amanda Young 🐷

    Nemesis

    Rancor

    Spirit Fury

    Enduring

    Fun Fact: I have gotten a 4K Rancor with this build because survivors don't expect it. πŸ˜‹

  • @Booper_Of_Snoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261239#Comment_1261239

    When theres one survivor left, and hatch is closed, I think its a bit fair gates are close. Survivor lost, killer won. Hes not entitled to the 4k, but at that point he kinda deserves it.

    It doesn't matter if the survivor finds the hatch first because if the killer finds the hatch first or second, he can hook and make their way to the hatch as the other survivor is being sacrificed. When I played killer, I would slug and search for the hatch to guarantee I'm able to close it.

    That's why people shouldn't say the hatch is 50/50 because the killer can make it 0/100 if they play their cards right.


    Which is why I believe Exit Gates should spawn on the same wall, but how they do in LΓ¨ry's where you are forced to check both Exit Gates. It doesn't have to a big gap between the Exit Gates, just enough to at least give the survivor a chance to work on an Exit Gate without the killer having both of them in sight. πŸ˜…

    I mean what's the point in a 2 minute EGC when you can't do anything, but let the killer sacrifice you? Why not just have the Entity sacrifice you on the spot if you're going to spawn both Exit Gates in sight of each other?

  • Dead by Daylight is a causal game, I don't play it to win unless I'm doing a KYF tournament.

    Therefore, I chill, have fun, try to consider the other side and play in way that benefits everyone. Sometimes, I can't always do that because of how the game plays, but most games I can usually do well by giving a few chances.

    If I believe the killer did good, I'll let them sacrifice me because I believe they should be rewarded for trying. 😊

  • @SweetTerror said:

    It's hard enough being a new player, but explain to me the reasoning behind this kind of a matchmaking setup. I consider myself okay as a level 15 killer using a level 10 Freddy, but the game must think I'm a pro since it decided to pit me against survivors that weren't even double digits and had max perks with ultra-rare add-ons.

    Almost every killer match is like this for me. No wonder a majority of players prefer to play as survivor.

    https://us.v-cdn.net/6030815/uploads/020/LATFWSYGNBL3.jpg

    Great news, hopefully in the next update, BHVR will implement the MMR system they have been teasing us for the past months.

    In good faith, I believe this will make matches feel more fair for everyone! 😊

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260850#Comment_1260850

    The point is that the devs had the time to draw up thousands of dollars worth of cosmetics but spend half that time on game health.

    You use developers in a way that implies they are very flexible.

    It's not a single team that decides what they want to do, there's multiple teams that make up BHVR such as programmers, artists, and level designers. These teams, of course, specialize in their own categories and can't be forced to do anything they aren't qualified for. πŸ˜„

1 … 18 19 20 21 22 … 138