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NMCKE

NMCKE

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NMCKE
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  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1064398#Comment_1064398

    Ruin because getting 3 Devour tokens in end game is unreasonable.

    Hopefully, you're going to have more than three hooks by the time the game enters the end game. 😊

  • @Exerlin said:

    Look, I'm not the kind of person that likes to complain about things unless it's really getting to me. Normally I'd say that I'm burned out, but I've done that many times before, and this doesn't feel like burnout. It just feels like I'm getting pushed around, and no matter what I do, I get shat on and have a miserable time. Even playing my main Hag isn't fun anymore. Entering a game fills me with dread instead of excitement, and I think that's because of the chance that a survivor will have a perk that ######### me over at any specific moment.

    If I try to snowball and apply pressure with slugging, I have to worry about losing that pressure because they might have Unbreakable. If I can only find the unhooked person after they get unhooked, I can't chase them because I might not be able to hook them because of DS. I can't pull that survivor out of a locker or grab them in any way, or I might get stunned for 4 seconds. I can't down the person that just got unhooked in front of me because they might have Borrowed Time active. If I injure survivors, they might get a free heal from Adrenaline.

    All of these perks make it so that if I hit someone, it might have been a waste of time. Each one adds insult to injury until I'm so fed up with them that I result to scummy tactics to try to counter them. But playing like a piece of ######### doesn't make me feel good. Using NOED feels like #########, but if I don't I oftentimes lose all my pressure in the end game because of Adrenaline. Using Unnerving Presence to try to counter DS isn't fun and often waste of a perk slot since I try not to tunnel anyway. It's not like I have a choice though, survivors might be invincible for a full minute after being unhooked.

    I don't know... There are just so many survivor perks that feel like ######### to play against as killer, and the uncertainty of it all is the main thing that stresses me out. If there was some sort of way I could tell a survivor was about to completely waste my time because of a little lopsided square they clicked on, I wouldn't feel so drained after a killer game. At this point, I kinda wish old DS was still in the game. At least I could run old Enduring and make it a lot less punishing, and that's the main stressful thing out of the way.

    Killer will always be stressful, but people often think stressful equals a weak killer — that's not the case.

    I'll recap a game where I could hear the drops of sweat hitting the floor.


    Story Time: Sweatiest Game

    I was watching YouTube videos while waiting for a killer game, and my XB1 went into idle mode. When your XB1 enters idle mode, all in-game sounds are muted, which means I ended up forgetting my game has started. Survivors had a two generator headstart on me, which is terrible because I accidentally handicapped myself.

    I was only using one perk: Overcharge

    I was using the extended shock add-ons for the Doctor.


    I was punishing every mistake I seen and tried my best to make sure I didn't make any mistakes. The only mistake I made was accidentally letting a survivor get a pallet save, but I quickly recovered from that mistake when I got a hook. The SWF tried to save their buddy by doing the hook tech, but I just camped both of them since that's two survivors not doing anything while one is going to die. More of their buddies showed up and we went through a series of trading hooks until one of the survivors were sacrificed. There was a generator, the last generator, but they kept tapping it — this is where Overcharge gave me a lot of value. Every time they tried tapping a generator, they couldn't hit the skill check mid-chase and caused a lot of regression.

    Eventually, I got another sacrifice and began chasing another survivor thanks to Doctor's Static Blast. I ended up downing her near the basement and once I picked her up, the last generator was completed and I noticed the David having Adrenaline. I dropped the Claudette and downed her again, this cancelled her Adrenaline in the case she was saved by the David. However, she ended up struggling to her death while I found the David attempting an Exit Gate. I shocked him which stuns him from making any more progression towards the Exit Gates and I was barely able to stop him from opening them.

    When I sacrificed him, I was so sweaty — I didn't think I was that nutty on killer:

    20200202_152101.png


  • @ZoneDymo said:

    Well if Lucky Break was permanent, it would just be a superior No Mither

    No Mither is 3 perks in 1 for the cost of being broken the entire game. 😁

  • @NullEXE said:

    I'm honestly sick of it. When 2 or 3 survivors DC because they are having a bad match I de-pip because of it. It's not my job to ensure their fun. It's not my fault they don't like the map, killer, or perks I play with. It's not my fault they don't know how to loop, be aware, or simply have bad luck.

    @Peanits Get on this right now, and hotfix this change immediately. Probably doing so while you guys are working on your MMR will at least restore a little faith in the small portion of the players that actually play Killer.

    Here's what should happen if a DC/Ebony Mori/Multiple Hatch Escapes occur:

    • Rank is Locked into place (Except the DCer, who will lose rank progression).
    • Award Bloodpoints to the affected players.
  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063533#Comment_1063533

    Whatever you say, but when there's FNAF, there's always those things.

    There's those things in all communities.

    I don't see why FNAF's community is getting singled out when our and other communities have their flaws too. 😕

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062208#Comment_1062208

    Cringey as in furries which is the last thing anybody should ever want in a killer game and Stranger Things isn't near as cheesy since the demogorgon blends in with the game's environment pretty well. I do appreciate you agree with the devs trying to make a bigger community though, but some things are just better left untouched.

    I mean, if want to see FNAF like that, I'm not go to stop you.

    I don't think of "furries" when I think of FNAF; I think of the killer animatronics from FNAF.

  • It's not my idea — it's @Pulsar's idea. We discussed it and I agreed his idea has value since it wouldn't be OP.

    His idea works because Ruin doesn't have a lot of impact early game and most late game Hex perks don't last long enough to be meaningful. Devour Hope works because it has the ability to make losing games into winning games. Therefore, since Ruin at late game isn't as good as Devour Hope, it needs a secondary effect to compensate the fact that it will get destroyed. 😁

  • I wouldn't switch, just play on multiple platforms since I don't have to play catch up by wasting time and money on content I should already own.

    For the people who already purchased content that they should already own on their other accounts, they should receive heavy compensation.

    I was thinking they receive Legacy Charm for supporting BHVR and they get a full refund on all duplicate content they bought. Otherwise, I think it would be incredibly demoralizing to see those players waste time and money when cross-progression could've saved them those resources. 😕

  • I'll go first:


    Technician

    You are adapt at handling machinery.

    The repair skill check needle can make two revolutions instead of one revolution before the action is considered failed.

    Upon failing a repair skill check, there's a 55%/65%/75% chance the generator explosion is avoided. You will still suffer from the regression penalty and repair cool-down.

  • @WTBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062046#Comment_1062046

    Couldn't you ask for EAC to allow for changes to perk images?

    I realise this isn't high priority or anything, but there have been massive amounts of people fearing bans for this while also being interested in trying it.

    I had a conversation with someone a while ago, apparently EAC doesn't care if you change files as long as you're not doing it to get an unfair advantage or change currency.

    To appeal a ban in this manner, EAC needs proof of the developers/support team giving an okay to changing perk icons. Therefore, you will need to contact BHVR support and get approval from them to show EAC support to remove the permanent ban. 😁


    I would assume this doesn't count towards the escalation system because the permanent ban you received was not a true permanent ban. 😁

    Hopefully, this helps you understand some things!

  • @Peanits said:

    It would definitely be too much to be a non-hex perk. We aren't looking to change it to a non-hex perk.

    It's definitely not just a late game perk, though. It'll get stronger the longer the game goes on and the fewer generators you need to check, but it can still be handy early on.

    Peanits, did you take a look at @Pulsar's idea for changing the Hex perk to have a secondary weaker effect once destroyed? 😁

    His idea can be found here:

    @Pulsar said:

    I disagree. Ruin is too strong to be a regular perk, but too weak for a Hex perk.

    This is where my idea comes in.

    A Hex that affects all survivors' generator repair progress. All generators are affected by Hex: Ruin. While a generator is not being repaired by a survivor, it will immediately and automatically regress repair progress at 150%/175%/200% of the normal regression speed.

    Once the related Hex totem is destroyed, Hex: Ruin will no longer regress generators automatically. You must damage generators to apply this effect towards generators.

    Thanks to @NMCKE for the formatting.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062217#Comment_1062217

    Oof, that's a decently strong effect tho. What about stacking with STBFL? We don't need another machine gun meta.

    This is what needs to happen for you the get the machine gun build:

    • Hope survivors don't cleanse totems.
    • Ignore your Obsession all game.

    This is easier said than done, and if this proves to be OP, we can limit the killer to only have a maximum of 50% reduced successful attack cool-down to prevent stacking. 😁

  • You missed the best part, the perk keeps activating until there's no more totems left. Therefore, if there's 5 totems remaining at the end game, they will need to cleanse your Hex 5 times to deactivate it. 😁

  • @Dokta_Carter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1057612#Comment_1057612

    I mean... How would the Animatronics work if they were the killers? And how would they make a justifiable survivor unless it's a killer only... But having a map like the pizzeria would be cool for another "indoor map" but i think it would be mostly a bad idea

    I'm probably going to get severely judged for admitting this due to stereotypes with FNAF players, but I don't think a FNAF chapter would be such a bad idea. Most people just say, "It's cringey, no FNAF" without giving any other reasoning.

    Most people don't like FNAF because they think of the community and animatronics. However, I believe our community has its flaws too and we often focus on the negative more than the positives. Introducing a new community into Dead by Daylight would be great and the chapter itself would be easy to make. The animatronics can be very scary, if you played Scott's games — you would be terrified to even touch his 4th FNAF game.


    I know the killer can be Springtrap.

    I know the survivor can be one of the previous Security Guards.

    I know the map can be Sister Location since it's one of the biggest maps, and due to the fact it's merged with FNAF 4 location.


    A lot of people said Stranger Things was cringey and childish, but now that people tried it out, they actually like having something other than a human figure chasing after them. If people were to give things a chance rather than assuming the worst, they actually would love a FNAF chapter. 😁

  • OP, if you don't like what the perk does, you will need to give it an effect similar to what it has already.

    The perk currently:

    • Punishes survivors for not taking time off generators to do totems.
    • Gives the killer a powerful tool if the survivors refuse to take time off generators to do totems.


    I'll give you my idea for changing the perk while maintaining its strength.


    Hex: No One Escapes Death

    You have a Hex tied to survivor's false hope for survival.

    If there is any dull totem remaining after the Exit Gates are powered, it will have this Hex applied to it.

    While this Hex is active, the EGC will initiate as if an Exit Gate was already opened and the killer receives:

    • 5% Movement speed increase.
    • 10%/15%/20% Successful attack cool-down reduction.

    Upon the related Hex totem is cleansed, if there is any dull totem remaining, it will have this Hex applied to it. Otherwise, the EGC timer will pause until normal conditions are met and the killer lose the bonus effects.


    @Pulsar, I changed my idea for changing NOED if it were to get reworked by the developers. 😁

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062017#Comment_1062017

    The way I personally see it is like this:

    The Reverse Bear Trap's first goal is to waste Survivors' time. The fact that they can kill should be second. They should not be so much of a distant second that it will virtually never happen outside of yellow ranks. They already have a pretty low kill rate (as they should, to be fair). I don't believe pushing RBTs to being predominantly killing tools the way some people try to argue, but when an idea reduces the actual Trap killing so much that it becomes nearly indistinguishable from "Survivors have infinite time to do boxes, but they are forbidden from doing gens until they get the Trap off," that's when the idea starts to lose me. I didn't start playing Pig because I was interested in a Killer who can stall for time. I picked up Pig because I was in love with the idea of a Killer that had an alternate win condition, even if that win condition is rare. When you make the Trap Kill go from "rare" to "not actually going to ever happen in practice," then you kinda turn the Reverse Bear Trap into Feral Frenzy 2.0: Deadly force in name only.

    That's fair, but I think my idea does follow your guidelines:

    "Survivors are forced to waste time, or give the killer a free Tampered Timer. Couple that with your idea of the survivor always removing their RBT after the first Jigsaw Box, if the survivor plays it risky — they are at the mercy of RNG. This is basekit and without add-ons."

    This make survivors waste time and if they don't, you get a (and I can't stress this enough) free Tampered Timer. Not only you are getting stall value, but if a survivor gets greedy, they are likely going to die if RNG is in your favor.

    Let's make some scenarios: Let's pretend every survivor got their RBT off in 3 attempts.

    • Safe Survivor

    This survivor played it safe and hammered Jigsaw Boxes, which say takes them 90 seconds to remove. The RBT did its job at keeping that survivor off generators.

    • Unlucky Survivor

    This survivor was unhooked but a generator was completed while they were hooked. They continued to hammer Jigsaw Boxes, which again, takes them 90 seconds to remove. The RBT did its job at keeping that survivor off generators and that survivor, although their RBT was activated — the passive timer gave them a safety net and gave them a fair chance because they didn't risk anything.

    • Competitive Survivor

    This survivor did generators as soon as they were unhooked, and 99% a generator from 0%. As that survivor went to another generator, the previous generator was completed. They began to hammer out Jigsaw Boxes, which takes them, as said before, 90 seconds. They had 30 seconds of leeway, which is very unsafe because if any variable was not in their favor — they might've died. If anything were to happen such as 5 Jigsaw Boxes, Tampered Timer, unlucky RNG, or was interrupted by the killer — no doubt, it's game over.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061957#Comment_1061957

    Without going too far off-topic, my issue is that it makes Trap kills a near impossibility, at which point why even bother with making a SAW chapter?

    https://forum.deadbydaylight.com/en/discussion/comment/1061976#Comment_1061976

    I would rather OP's suggestion be base kit than Rules Set No. 2.

    Ah, I see now, I think we both have different view points of RBTs.

    I think RBTs are supposed to make survivors waste time and the potential lethality of them keeps the survivors in check — I think my idea fits perfectly for OP.

    Survivors are forced to waste time, or give the killer a free Tampered Timer. Couple that with your idea of the survivor always removing their RBT after the first Jigsaw Box, if the survivor plays it risky — they are at the mercy of RNG. This is basekit and without add-ons.

  • Protecting their totem has a lower weight than defending the Exit Gates. This is because most killers won't bother to defend their totem unless they know for sure someone is there and secure a hook. It's a complete gamble to catch a survivor on their totem, so why gamble when you can guarantee the survivor will be at an Exit Gate? 😁

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061915#Comment_1061915

    70 seconds is pretty much a whole gen. Do an extra gen or give the killer free one hits and speed boost? Noed isn't as bad as people say.

    You don't even need to do totems, you can just wait until the last generator is completed and find the lit totem — this method requires you to do a single totem rather than relying on your team to help you get all 5 of them. 😁

  • That's why we implement my passive timer and active timer idea, I changed it a little bit since the last time we discussed it.

    Long story short, survivors will have:

    • 1 minute passive timer.

    Once this timer expires, a generator will be needed to progress the RBT to the active state. If a generator has been completed during your passive timer, once it ends, the RBT will immediately progress to the active state.

    • 2 minute active timer.

    Once this timer expires, game over.


    Here's the part I changed, the passive timer will immediately expire if the trapped survivor performs any basic action listed below:

    • Repairing
    • Healing
    • Unhooking
    • Sabotaging
    • Cleansing
    • Searching
    • Opening
    • Other (Any Means Necessary, Self-Care, and etc)

    This doesn't include actions survivors perform on you.

    If this change happens, we can worry less about making survivors searching all Jigsaw Boxes because they have more than enough time to do so. Therefore, the survivor will always find the key after the first Jigsaw Box. If they are killed, they simply wasted their passive timer by doing generators — that's their fault for playing risky. 😁

  • Just do the totems, they aren't that difficult to do.

    The perk does reward bad killers, if you let it do so.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061746#Comment_1061746

    1) It's 4 boxes base kit, not 5.

    2) Reducing 25% chance to 0% will make a difference in the long term.

    Hey TAG, since me and you are very passionate about our gal, what do you think about this:

    • The survivor will always find the key between first and last boxes.

    This forces survivors to search more than one box while survivors at most, won't have to search all boxes. 😁

  • @Kenidur said:

    You're kidding right? It's a % chance all ready. To remove it and force multiple boxes is just greedy. And if you want to force that, I'd say force no need to hit all 5 boxes either.

    That's fair, we can eliminate both extremes. 😁

  • @Pulsar said:

    I disagree. Ruin is too strong to be a regular perk, but too weak for a Hex perk.

    This is where my idea comes in.

    A Hex that affects all survivors' generator repair progress. All generators are affected by Hex: Ruin. While a generator is not being repaired by a survivor, it will immediately and automatically regress repair progress at 150%/175%/200% of the normal regression speed.

    Once the related Hex totem is destroyed, Hex: Ruin will no longer regress generators automatically. You must damage generators to apply this effect towards generators.

    Thanks to @NMCKE for the formatting.

    No problem, I think this would be perfect because it's weaker when destroyed, but not completely useless — you just lose the automatic regression. 😁

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1060749#Comment_1060749

    Think of it like this:

    Reverse Bear Traps are designed such that even in the worst-case scenario (Gen pops while still on the hook; 2 minute timer because of Tampered Timer and let's say either Jigsaw's Sketch or Crate of Gears), Survivors still have a reasonable and fair chance to get the RBT off before it kills them. The odds of getting the Trap off in time have to be in the Survivors' favor because otherwise, it would mean the kill potential on the Traps is too high (or at the very least, the kill rate when paired with add-ons such as Tampered Timer, Crate of Gears, Jigsaw's Sketch, or even Rules Set No. 2).

    With that knowledge in mind, when a Survivor is first off the Hook and their timer has not started yet, they have to consider that the odds are by nature in their favor even in the worst-case scenario. Any additional time thet have as a result of the death timer not having started yet is much more often than not playing with house money.

    Since the goal of a Reverse Bear Trap in Dead By Daylight is to stall for time as opposed to actually kill, the real goal of the Survivors as far as RBTs is to give the Pig as little benefit from those Traps as they can afford to give. If they choose to start hunting down boxes right away, they are pulling themselves off the Gens and giving the Pig more breathing room (which is what the intended goal is for the Traps). If, however, the person with the Trap instead opts to work on a Generator, it results in two things:

    1) The progress of the Generators isn't being slowed down any more than normal (at least, not until the Trapped Survivor chooses to start working on Boxes).

    2) The Trapped Survivor is less likely to be ignored by the Pig since they are still threatening to push the Survivors closer to their goal. This puts the Pig in the negative position of either leaving the Trapped Survivor to their whims and conceding that progress to the Survivors or going after them and actively preventing the Traps from slowing down gens.

    With all this in mind, a competent Survivor should know that if they choose to play it less safe and keep at the Gens for some time, they are reducing the benefit the Pig is getting from those Traps while at the same time still feeling reasonably assured that they still have a good chance of getting the Trap off in time. Even if they are not as confident in that assurance (maybe they are not the best Survivor in the world, which is reasonable), they are still assured that as long as that clock hasn't started, they are in the clear to balance time working on gens and time working on Boxes in whatever way they deem most comfortable/efficient. Do a box, back to gens. Maybe do two boxes, back to gens. They can afford to put in whatever amount of time into gens they feel comfortable with before they decide "Maybe it's time to start working on getting this trap off."

    This all means that strong Survivors are able to maximize their amount of time on Gens and delay the stall potential until the Pig has lost a gen, and less strong but still competent Survivors are still able to put some time into Gens and still delay that Trap benefit (even if less than the strong Survivors). Only the weaker Survivors who are not able to properly balance safety and efficiency will not be able/willing to do much other than go right for the boxes (or potentially die due to them overestimating themselves), but at that point, they're probably not the ones the Pig has to worry the most about when it comes to slowing down the game.

    Well said and put, I'm going to agree with @TAG on this @Peanits. 😁

  • @Dryhigh said:

    We disconnect.

    Trash slugger”

    so two games in a row as and I let them rush the first gen in the first match then applied pressure and stopped them they all DC at the same time then I get that followed by a “enjoy the depip” but I got brutal so I didn’t loose anything they did right?

    I really don’t think “bullying” the killer with the “threat” of giving up if I don’t play to the survivor rule book is fun or intelligent.

    please fix how easy it is to reach red rank survivor I’m a rank 3 killer right now. When SWF groups just DC because I out play them it’s irritating and unfunny.

    If you're allowing me to slug effectively, then that's on them to spread apart and prevent me from getting momentum.

    Survivors were gen-rushing me in this game:

    20200202_152101.png

    However, they got a little too confident with their God pallet at the shack, and it all snowballed from there. Luckily I was Doctor because I wouldn't been able to lock out tiles and make survivors waste time snapping out of it. 😁

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1059726#Comment_1059726

    Nurse's blink doesn't ignore every single mechanic. Its still bound to walls (deadzones the developers refuse to fix), it can be outstealthed/juked, Nurse can still be stunned midblink with pallets (braindead hardcounter since the introduction of servers). And last but not least, thanks to the cooldown you can outrun a Nurse by just running forward.

    I actually tried this on Lèry's just to see if this is a thing, it somewhat works because she has to waste time making distance on you.

    I definitely feel like I outplayed the killer. 😁


    On a serious note, I think Nurse is fine besides a few of her add-ons, cool-down to only apply to her successful lethal blinks, and OP's idea would make her beast again (while maintaining counterplay).

  • @[Deleted User] said:

    Super bowl, weekend, etc.

    Mandy was active on here a little bit a few hours ago.

    Rizzo been active too, he recently contacted me :P

    Mandy upvoted me when I tagged her.


    Peanits, I don't know about him. 😕

  • @FleshTorpedo said:

    bwhwahahaha what is with the influx of absolute ######### ideas. Oh yeah lets base the killers rank on survivors satisfaction. What the ######### are you guys smoking.

    He's joking, take a chill pill.

  • @Mak0 said:

    Pretty sure this post is a joke guys

    This post gave me a good laugh, thanks @ProfessorDunwich. 😁

  • @thesuicidefox said:

    Most survivor groups are potatoes when it comes to gen position. They just see a gen and start doing it. A lot of times they do the farthest gens first. Now the last 5 gens are very close to each other and you can defend them better.

    Also new Ruin is not as bad as is made out to be. It's quite effective on killers that can scramble survivors. It's made more effective with Surveillance (which is a good perk on its own too).

    It's because too many killers think they should 4k 5gen every game thanks to old Ruin. They can't seem to accept SOME GENS get done. It's just a fact of life.

    If you play smart you can force survivors into a 3 gen. You do this as most killers by the time you get 1 kill, you will win the game.

    As a killer main (stopped playing survivors due to queues), it's not that, I just find it annoying when a 2K depips you. The ranking system should be based on hooks and sacrifices, nothing else because the other emblems add less weight to your Devout (your primary objective). 😁

  • @ZoneDymo said:

    Well how does it not slow down the game.... when in principle it prevents progression of the game?

    That said, I do feel that activation after 30 seconds and every gen being done after reducing the time you left to get it off, is a cool update for her.

    When survivors can remove their RBT on their first attempt, it doesn't really do anything to halt progression and vice versa if they get it removed last attempt.

    I think RBTs should only be removed between first and last Jigsaw Boxes to make both sides happy. 😁


    For OP:

    If we're going to make them active without the need of a generator, then the EGC must be paused if a survivor has a RBT at that time. Me and @TAG discussed this, it's the best solution available to her without being frustrating or OP. 😁

  • The only thing I could see happening is being able to bloody up outfits once you reach P3-50. However, this would take an extensive amount of work for the developers and long ago, confirmed not being added due to the roadmap. 😁


    If you're talking about Legacy, the developers don't want to break promises with the people who earned them. However, if the developers were to give a fair way for players who couldn't get them and the legacy people are fine with it that, then I think they could do an event every year and two weeks prior to the Legacy cut off date.

    Basically, during the event, if you are P3-50, you can reset your bloodweb to P0-1 and you will be given the old bloodwebs. There will be two types of BP: Legacy BP, the amount of BP you would've earned if you played back then, and regular BP you earn from present matches. Legacy BP aren't affected by multipliers and use the old scoring system to grant you Legacy BP. You can only progress the old Bloodweb by spending Legacy BP and to earn a full Legacy outfit, you must reach P3-50 by the end of the event. Failing to do so will change your bloodweb back to the original one and you remain at whatever prestige/level your character is at.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1057743#Comment_1057743

    @NMCKE

    Have you ever played Trapper and more specifically against a sabo squad? I can tell you, you are not going to find a trap in sight. You become an M1 killer without traps.

    You are literally using words like “taking the killer’s power away” but you think DH take his power away and Saboteur doesnt?? Lol 😂 ok.

    Let’s see, how do you counter a trap that you can’t pick up? 🤔Hmmm hey I have an idea! How about just start tunneling the person you think it’s doing it and waste your time. Oh wait but there is a second and a third person also doing it!

    I have never in the 3,000 hrs I have in this game used dead hard over a trap 3 times in the same match. So that isn’t the norm. Still, Dead Hard doesn’t take away Trappet’s power because the trap isn’t taken away from him, the effect is... and there are several other traps so it’s only at that instance that it counters it.

    You can throw any variable you want, bottom line is the topic of discussion is a perk that supposedly takes out Trappers power not add ons or specific scenarios. Cuz I mean it we wanna do that I can also say maybe don’t set it where it can be seen. Easy counter.

    Sabotage squads often shoot themselves in the foot by wasting time sabotaging rather than generators. If they aren't progressing the game by doing their objective, who cares if they take out most of my traps for 2 minutes? If I'm sweaty, I'll just bring bloody coil and let the traps do my job for me. Survivors are trading 4 toolboxes, a health state, and time to disable my power for 2 minutes — as a killer, that's definitely a fair trade because chases are going to be quick.

    Dead Hard can easily bypass a trap and make the killer waste time picking up or taking a detour. This gives the survivor an opportunity to make distance and in most cases, free up dead zones. If I make the killer free a pallet from a trap because I used DH, guess what? I'm going to loop that tile because I know it's safe. Killer takes a detour, more time for me to reach another tile and loop.

    I experienced this on both sides, perks that enhance powers should be left to add-ons. Perks that renders powers a detriment to the killer should have a hefty cost or have counterplay for the killer. 😁

    Example: Calm Spirit doesn't make doctor's power useless because you still give away your position, just not a pinpoint location and you still gain madness.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1057534#Comment_1057534

    @NMCKE

    Dead Hard is (at best) a counter to 1 trap. If we want to talk about taking away Trapper’s power via a perk then we should be talking about perks like Saboteur which when paired with a map you can literally render all his traps unable to be picked up at all.

    Picking up the trap being an inconvenience depends a lot on the location... and personally I don’t feel like it takes that long.

    I know about where u can place traps at pallets the reason I bring it up is because by your definition and many on here anything that will hinder a trap not being triggered is being considered “taking away a killer’s power” which i don’t think is the case at all.

    Unlike DH, Sabotage takes time and they automatically replenish themselves over two minutes. Furthermore, you will be wasting a lot of time exploring the map for Bear Traps and even then, you can't sabotage traps the killer has in inventory. There are even add-ons for the killer to use, which can be prepped and ready to use if the killer sees too many toolboxes in the lobby. If the killer wants to free up his add-on slots, he can always bring Franklin's to damage and put toolboxes out of play for awhile.

    On the other hand, Dead Hard, when used on an armed Bear Trap, can significantly waste a lot of time. You force an animation or make the killer take a detour, either way is too impactful for a low cost of getting Exhausted. You can use exhaustion perks, but if they don't have DH, you waste a perk slot because exhaustion by itself does not do anything.


    Another thing:

    Dead Hard is (at best) a counter to 1 trap.

    Dead Hard doesn't counter one trap, it counters one trap every time it's off cool-down assuming the survivor gets the opportunity to use their perk. Therefore, at most a survivor can use DH to avoid 3 traps of they are smart and keep tabs on you. A good survivor will make your power work against you by baiting you near areas that are normally a guaranteed downed.

    You knowing they have DH doesn't allow you to have the opportunity to counterplay them either, so you just have to deal with it.


    Sabotage, has counterplay and things to alleviate its effect. Can backfire on survivors who go out of their way to make you a powerless killer for at most, 2 minutes.

    Dead Hard, when used correctly, forces the killer to waste time picking up a trap or taking a detour. No way to counter this perk unless they already used it to gain distance on you, and perks that cause exhaustion are extremely ineffective.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1057155#Comment_1057155

    @NMCKE

    No offense but I think that the way DH affected RBTs is completely different than Trapper Traps

    I play a trapper a ton and so I’ve been exposed to people using DH over traps but in my experience the trap is still useful because a) it’s in a good spot so why would I pick it up? b) There is a chance someone else will step in it.

    It isn’t the most unbalanced thing in the world and honestly I give props to anyone who is that aware of were my trap is.

    Ive used this tech where I “thought” they might have had a trap and sometimes I succeed and sometimes I just wasted my DH.

    What’s next? Remove pallets because you could also throw those down and vault completely negating the trap that’s underneath.

    I don't think perks should almost render a killer's power useless because if you ever face that killer, they can't do nothing about it.

    One time, I Dead Hard over a Bear Trap and it forced the killer to pick his trap up. By the time he started chasing me, I made so much distance and if the killer swings in anticipation of me getting trapped — the killer will get himself trapped.


    Pallets are different, just don't place the trap directly where the dropped pallet would be at. You have control over that, but you don't have any control over survivors using DH to make your traps be a detriment to you. 😁

  • @Pulsar said:

    I was thinking of ways to make Ruin better. The current problem is that it still gets cleansed early. You don't get good value from it.

    So, how about this. We keep the base Hex effect the same, all gens regress at 200% when Survivors aren't working on them.

    The new part is this:

    When the Hex is broken, you can still apply the effect. You can kick a gen and make it regress at 200%.

    It allows Killer's to get some confirmed use out of it, but it doesn't become oppressive.

    I'll put your perk in format.


    Hex: Ruin

    A Hex that affects all survivors' generator repair progress. All generators are affected by Hex: Ruin. While a generator is not being repaired by a survivor, it will immediately and automatically regress repair progress at 150%/175%/200% of the normal regression speed.

    Once the related Hex totem is destroyed, Hex: Ruin will no longer regress generators automatically. You must damage generators to apply this effect towards generators.


    Love the idea because Hex: Ruin is a late game perk and it rarely stays active for long. Giving it a weaker effect after it is destroyed can make it more appeasing for killers. 😁

  • @Shdw_Void said:

    Greetings fellow pig mains, I wanted some outside census on what other builds are being used on the pig. Any builds and mixture of add ons are welcome. Just wanted a taste on what other people are using. Much appreciated

    Enduring

    Spirit Fury

    Hex: Haunted Grounds

    NOED

  • @LustForBP said:

    There’s nothing wrong with DH in its current state. Most of the time it doesn’t even work appropriately. It’s a timing perk that leads to exhaustion and if done wrong costs you as a Survivor anyways.

    Next.

    There's a reason why the developers removed the DH tech against RBTs because it's completely negates the purpose of a killer's power.

    Therefore, DH rendering Bear Traps useless by a single perk is not okay and should be looked at. 😁


    I know the perk is risky and changing it will make it worse, but that's mainly due to connection issues. The perk should, upon use, grant the Endurance status for 3 seconds and the survivor during that period will raise their arm in front of them.

  • @Pulsar said:

    Legion Rework

    Alright, so, at this point in time, I am becoming the fanatical Legion main. Unfortunately, our previous leader needed to take a break. That being said, I am typing this in hopes of the Devs responding, as it is a respectful and, hopefully, will-written paper. 

    To begin, Legion is a very interesting Killer. I love the design of him and the lore. Even gameplay wise, I love him. Unfortunately, Legion’s power is fundamentally poorly designed. There was little way for the Devs to see this at the time, though, now our hindsight is 20/20. My goal is to provide good feedback and suggestions while keeping true to the basis of the Legion. Feel free to comment and suggest ideas and point out where I’m being an idiot. 

    First off, Deep Wounds has to go. It can only be either extremely underpowered or extremely overpowered. It will never be fun for BOTH sides. 

    • Feral Frenzy now applies the Frenzied Slashes (FS)

    Frenzied Slashes is a new status affect. The numbers are purely experimental and are more of a proof of concept than a legitimate attempt to balance it. Please keep that in mind.

    • FS applies Hemorrhage and louder grunts until fully healed 
    • FS applies a 2 second Exhaustion

    Hemorrhage is for easier tracking, as are the louder grunts. Two seconds of Exhaustion is designed to regulate the Survivors perk use. This Legion specializes in the chase and stall. Therefore, his strongest point will be in the chase. It is only two seconds because to allow the Survivor to recover Exhaustion if the Legion makes a bad read and to quickly recover it when Legion leaves them alone. 

    • FS applies a 3% repair debuff and a significant healing speed debuff. The repair speed debuff will stack until the Survivor fully heals. This debuff is unique. If one Survivor has FS, they have a 3% debuff. Hit another? Those two have a 6% debuff. Get all four? They all have a 12% debuff.

    The repair debuff is probably too low, however, I don’t want it to be oppressive. Everyone knows gens are very boring. As for the healing speed debuff, this applies only to your self-healing and your healing of others. It is NOT the Mangled status effect. You will still be healed at the same rate, unless the other Survivor has also been hit by FS. 

    • FS will not down Survivors normally, however, if the Survivor has been hit by FS three times, and has not healed, they will go down. This is not designed to be a common thing, nor will it be efficient at all, as hitting a Survivor twice will still cancel your power. It will have a 3 second stun, similar to a pallet stun. No vision clouding. 
    • It will have a 30 second recharge and will have a default length of 15 seconds, being extended everytime you hit a Survivor. 

    FS is meant as a purely stalling power, not to down Survivors normally, therefore, the stun will be reduced. 

    • FS will recede when the Survivor heals one health state. 

    This is to discourage slugging early in the game when you need the gen pressure, while still leaving it viable in the late game

    • The speed of Legion’s power will remain the same as it is in the 3.4.0 patch. 
    • Missing an attack will no longer remove your power, it will cancel it, but it will keep the charge it had when you missed.
    • Hitting a Survivor with a M1 will no longer drain the power at all.
    • Because of stacking issues, FS will not be a basic attack.

    The speed of Legion’s power feels MUCH better in the 3.4.0 patch, therefore, it will be kept the same. Missing an attack is very easy with Legion, therefore, it will still punish bad players, but will not be so harsh on players who genuinely missed. The power drain on Live is ridiculous, however, I kept a small drain to prevent potential abuse and spam. FS cannot be a basic attack because of Mangled and other status affects. 

    This is what I have so far, feel free to suggest stuff and add-on to what I have, I can edit the post and type what you have into the document. Also, please be sure to point out where I sound like an idiot. I’ve tried to make this as a better version of the Dev’s original design for the Legion. A slash and dash Killer, if you will. This will be going in General Discussions as it is both a suggestion but I need people to contribute!

    Thank you all for reading!

    Okay, I like to idea, but there's a few things I'd like to change if you don't mind.

    If you disagree, which is fine, we can try to find a solution together by arguing points!


    FS Should Apply:

    • Hemorrhage
    • New Health State: Critical State (Survivors will have 90 seconds to heal themselves)


    Hemorrhage

    Hemorrhage is buffed to have a Bloodhound effect where blood trials are easier to see.


    Sloppy Butcher no longer inflicts the Hemorrhage effect.


    Bloodhound will reveal the auras of all injured survivors for 3/4/5 seconds after you damage a generator or pallet.

    Survivors suffer a 6%/8%/10% hindered status effect towards walking and crouching speeds while injured.


    Deep Wounds (Survivors will have 90 seconds to heal themselves)

    This version is different because you have a timer that slowly decreases to 0 seconds and will only pause while the affected survivor is running. Once the timer expires, the next attack by FS will down you.

    Critical State is a new health state that will only be applied to survivors who take a hit while they have the Endurance status effect. This is exactly like the previous Deep Wounds Status effect, but it's now considered a health state and healing action.

    FSing survivors who are already Deep Woundes will have no effect and cancel the power at whatever the progress meter was at. While in Frenzy, red markers represent survivors who aren't Deep Wounded and white markers represent survivors who's Deep Wound timer expired. Downing a survivor with Frenzy will not cancel your power.

  • @underlord99 said:

    it doesnt take skill, especially if you use bubba.

    Camping is skilled based because you need to know when to camp.

    If you are facing great survivors, camping at a bad time can result in you losing a lot of generators. 😁

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055203#Comment_1055203

    Umm, nice try. Killer ques have not changed. I wait 15-20 minutes at a time on steam for killer ques. Survivor ques are less than 3 minutes. During primetime hours, I wait 10 minutes for killer que, instant for survivor.

    The problem for years now is that there are not enough survivors playing the game on PC. Most want the massive BP boost of killer to face the grind with. It was one of the factors that led me to switching to killer. Even with the 15 minute que time, I can earn almost twice as much BP on the average in an hour than I do as survivor.

    It depends on what platform you're on, but from my experience on XB1, queues are very high for survivors compared to killer queues. I might've been unlucky, so you might be right after all, who knows really? I'm just telling you what I been consistently seeing from my waiting times and making educated guess on why this is happening.

    I remember one time while I was waiting for a survivor game and I was asked to do something real quick by my grandparents (they told me it would be quick so I didn't cancel my queue). While helping them, I forgot that I was queued up as a survivor and did many other things before coming back to my room. This includes making me something to eat, using the bathroom, finish helping my grandparents, then I came back to see I was still in queue as a survivor.

    I think this was about 10 minutes in total.

  • @THE_SMASHER said:

    I think more of what the OP is referring to is "baiting".

    I can name at least one person for sure who consistently does this.

    Baiting is a grey area because I baited before, as well as many other forum users.

    I think there are different types of baiting, which likely why I didn't get in trouble because I did a good type of baiting? The rules are unclear, which is why I think there should be examples of what's a violation.

  • @underlord99 said:

    Is it against the rules of the forum to troll? I ask this because there have been a lot of post trying to stir up conflict between people recently.

    Yes, any form of trolling is prohibited on the forums and will get you banned on repeated offenses.

    Although the rules don't specifically say:

    • Trolling is prohibited


    Trolling does violate other forum rules such as: "Be respectful to other members"

    These rules can be found here: https://forum.deadbydaylight.com/en/discussion/87004/forum-rules#latest

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055203#Comment_1055203

    Queue times haven't increased since Ruin change...thanks for trying to sell your narrative bud.

    Maybe I did exaggerated the situation a little bit, my apologies, but you can't just ignore the facts, playing killer is stressful against good survivors.

    Which is fair, it's supposed to be difficult to win against players who are at your skill level. However, since Ruin doesn't provide early game protection for killers, every killer player must be close to perfect play and can't make many mistakes. The amount of pressure it takes to perform at that level is crazy difficult, especially when there are situations that aren't clear to the player. This simply isn't enjoyable for most players, so they stopped playing killer. Survivors ended up getting hit with the results, and I definitely experienced this in-game on both roles.


    However, that's just my opinion on why queues are high for survivors. If you disagree with my opinion, fair enough, just leave it at that next time or debate with me to change my mind. Simply saying, "...thanks for trying to sell your narrative bud," doesn't further the discussion at all.

  • @Hannon said:

    i like dbd a lot but i don’t want to spend everytime i wanna play 15-20 minutes to find a match that last 10 minutes. It’s not worth it..

    honestly, the queues makes me want to quit dbd

    are they gonna fix this soon?

    Edit: Want to word this better so no one doesn't think I'm being biased. 😁


    This is mainly because killer is very stressful to play and the fact the developers changed Ruin to a late game perk, which gave way to generators flying in the early game.

    However, I'm one of the few who adapted to before the change and never used that perk. I instead used more dirty tactics to help me build massive pressure and made sure to punish all mistakes to snowball. I admit, it sucks because I definitely know how it feels to be on the receiving end, but I can't give as much leeway as before.

  • @Hex_Face_Camp said:

    https://forum.deadbydaylight.com/en/discussion/comment/1054881#Comment_1054881

    So true :( last time I saw a good nurse on Xbox was like three months ago and she really destroyed us, like we couldn't even juke her or do fake turns or anything. After that I've seen maybe two or three nurses but they were all terrible (the kind that can only 1k with noed and honestly I don't blame them, I've tried nurse too on Xbox and that crap's way harder than on pc)

    I also reported you for being toxic. :P


    Just kidding, I get messaged a lot because my console Nurse is so nasty. Don't worry about getting banned, if you didn't break the in-game rules, which can be found here: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest

  • @GhostofYharnam said:

    I personally think Laurie is the smartest and most resourceful.

    Technically, no one every dies in the Entity's realm, survivors are forced to play trials after trial — even if they were killed in the last one, they will come back to play the next one.

    However, if you're talking about who will be the last one to be sacrificed, I'll say Detective Tapp because he's a detective and will figure out how to outsmart his enemies. He also, by lore, has a ton of perseverance, so he won't give up regardless of the circumstances. 😁

  • Survivor

    Keys are OP, they need to be reworked while keeping what makes them strong.

    I was thinking, using a key on the hatch should take 20 seconds. While attempting to open the hatch, the HUD will blink the hatch icon to show the killer someone is trying to escape through it.

    If the killer remembers the hatch location, they will be able to stop the escape. However, if they don't remember the hatch location, the survivor who opened it will escape and that survivor only.

    If the survivor fails to open the hatch, they lose the key (or the milk-stone add-on).


    Killer

    Ebony Mori are OP, they need to be changed where the killer can mori survivors once the EGC begins.

    Another thing, make it so secret offerings don't appear on the offering screen period.

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