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NMCKE

NMCKE

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NMCKE
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  • @Killer4 said:

    I think it should keep counting when you are in the ‘dying’ state but that’s just my opinion. I want to hear yours.

    This would encourage slugging, and CAMPING the slugged survivor.


    The only buff the RBT needs is to revert the nerf, and slow the EGC down by 50% when there is a RBT in play. :)

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/648386#Comment_648386

    "noed doesn't reward failure.it punishes gen rushing with no regard to other things"

    Can't it be both?

    Personally, I agree, there are times where it does both in my opinion.


    Not that I want NOED to be nerfed, just an observation I seen. :)

  • @Fab said:

    https://forum.deadbydaylight.com/en/discussion/comment/649822#Comment_649822

    Oh, okay. I don't actually disagree with him... and I don't want to be that guy, but it's "pet peeve", not "pet pete."

    Darn, autocorrect. :(

  • @Fab said:

    https://forum.deadbydaylight.com/en/discussion/comment/649798#Comment_649798

    Something you have to get used to, is accepting "No" for an answer. If you come up with ideas, not everyone will agree.

    Actually, he wants a "why" because "no" isn't enough to tell him what's wrong with his idea. He's fine with receiving a "no" but not fine with getting no reasoning behind your disagreement.

    This is a big Pet Peeve for me.

  • @justarandy said:

    Since devs never talk about second objectives and I personally lost hope on that (cuz devs are just so focused on adding new DLCs noone needs atm or just simply can't because idk) I thought about adding ruin into basekit to counter genrush but with rules and requirements:

    - Ruin can't be destroyed

    - Ruin will deactivate after 3 hooks or/and 3 gens popping

    - The effect of ruin is depended on killer tier and survivor rank (Nurse for example will have a weaker version of ruin than wraith, rank 1 survivors will have to deal with a stronger version of ruin than rank 15 survivors, maybe rank 16-20 has no ruin)

    Thoughts?

    Short version: No

    Long Version: No, because it's already boring to hold M1 on a generator, and adding even more time to generators would really drive away experienced players.

    We need something that slows the game down, and is fun for everyone. Your suggestion does slow the game down, but isn't fun for the survivors.

    We need a second objective that makes survivors move around and be more interactive in the game.

  • @LegendCZ said:

    https://forum.deadbydaylight.com/en/discussion/comment/649777#Comment_649777

    No i totaly agree. I play survivor too not just the killer. I want to know if what am i complaining about is legit or not :P

    Anyway yes counter or some hint like every two minutes sound of canon firing like from hunger games. Each shot for totem still standing.

    But in this case i just wish the totems would be harder to find. I use devour hope as i dont want to be a camper. But each time totem gets cleansed at the begining of the match. Maybe i am extremely unlucky. Still would appreciate some more chance to keeping Hexes and make them harder for survivors to find.

    I for one find game as survivor extremely Easy ... Would not mind aditional challenges.

    If we have a totem counter for solo survivors, then I think NOED will be in a great spot. :)


    I'm happy we can discuss this sensitive topic without getting defensive, I appreciate it.

  • @LegendCZ said:

    https://forum.deadbydaylight.com/en/discussion/comment/649724#Comment_649724

    Agree to that.

    What about better hiding spots for totems. And for return? Something like hint of how many HEXEs are still active in the game? I found the survivors find Hexes too easily, even during a chase. You have to be extremely lucky to have totems on some good hidden place.

    I feel like a totem counter would help solo survivors out a lot (even if it's exclusive to Small Game) because whenever I play with my friends, NOED is non existent basically.

    For example, me and @Masantonio can tell each other how many totems we cleansed throughout the match so we can put two and two together to see if we took out NOED.

    I cleansed 2 totems.

    Masantonio cleansed 3 totems.

    "Okay, we got all 5 totems, NOED is deactivated. Say goodbye to NOED."


    I understand you killers will get upset because your NOED will never work during the endgame, but actually it does work because it just slowed the game down. You don't need Insta-downs for it to work, it works every game because it either slows the game down or gives you a strong endgame. It's a win-win scenario for the killer everytime, which is fine.

  • @Raptorrotas said:

    @NMCKE

    Well they're going to "slightly adjust" nurse soon™. Maybe her fatigue gets increased for "counterplay"

    Legion has that long fatigue after their weak ability because "######### this killer" and stupid survivors needing many inbuild weaknesses in killer kits to deal with them.

    No scratchmarks, removal of attack cooldown reduction for frenzy, instant dismissal of frenzy upon missing or attacking the same target twice, removal of the timer reduction on hits...

    I'm going to speak for @Peanits here if he's okay with that:

    Basically, they removed scratch marks, and blood trails so you are encouraged to go after the killer instinct markers to chain frenzy hits.

    They also removed timer reduction on frenzy hits because survivors had no counterplay besides juking. Even if juking did work on some Legions, it wouldn't work on experienced Legions because they know what to expect from survivors. Now we're at square one, pre-update Legion has no counterplay, which is something the developers don't like. Admittedly, Nurse has more counterplay than pre-update Legion.


    If we want to buff Legion, I would actually make his power waste the survivors time:

    • Performing any action that has a progress bar will drain the bar at double than the normal speed.
    • Survivors cannot see their remaining Deep Wounds timer, but only the Deep Wounds bar.

    This will make sure survivors mend instead of goofing around generators, and alleviating the purpose of Deep Wounds.

  • I only have one gripe with NOED, that being you have no idea when it will activate.

    If I cleanse all 5 totems, I know it won't activate, but if I cleanse 4 totems and someone else cleanses a totem), I don't know if it will activate because I still think there is 1 more dull totem remaining.

    Therefore, I just want a Small Game buff that shows you how many totems are remaining. That's really it.

  • @Jago said:

    Because Legion is meant to hit multiple people with feral frenzy and dont have a reload cooldown on successful hit. Plus you can read auras when you hit someone with it. If you're lucky enough you can make 3 or 4 injured people in less than 30sec.

    Nonsense to compare it with the nurse s fatigue.

    It does make sense to compare it to Nurse because she is infinitely more threatening compared to Legion. If anything, Legion should have a two seconds stun because he is just an M1 killer. Deep Wounds doesn't do anything at the moment besides being a slight annoyance, and it never downed me. Yeah, sure, "Deep Wounds isn't supposed to down survivors but slow the game down" but I, as well as many survivors, work on generators while in Deep Wounds. You get 30 seconds plus the amount of time in the killer's terror radius to work on generators, it's crazy.

    Nurse on the other hand can down survivors practically instantly if they are in a bad position. As a Nurse main, I would be okay if blinks had a higher base fagutie duration because she is more dangerous than Legion will ever be in my opinion.

  • I honestly don't see how any M1 killer can compete against that map, it's ridiculous.

  • Me and @Masantonio run M1 killers for 3 to 5 generators on Wretched Shop.

    It seriously needs a nerf to be honest. :(

  • @aarongai said:

    HOW HARD IS THIS

    Hold on, I got you, I'm a pro coder! :)


    onEvent (eventPlayer, perks) function {

    If (equippedPerk == "No_Mither") {

    disableInjuredMusic();

    } else if (equippedPerk != "No_Mither")

    enableInjuredMusic();

    }

    }

  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/648876#Comment_648876

    It's not really during the game but really just end game. When there's not a lot of gens left and if we need someone to go into the wtv realm to undo the trap whilst dodging the killer, hoping the other players understood and are going for it and not just hidding.

    Like there's no chat in game, it would make it really hard to go against the Witch without a SWF group.

    I can do some math, let's see how much this killer can slow the game down:

    If 4 survivors exit the Ethereal Dimension, there will be 4 mirrors that need to be repaired with each mirror taking 8 seconds.

    8 x 4 = 32 seconds plus (Travel Time) to get 4 traps. For simplicity sake, let's assume it take 32 seconds to travel to all 4 mirrors. We have 64 seconds to finish all repairs, and the Witch can now resend survivors back to the Ethereal Dimension (but it wouldn't be a good idea to trap objects while survivors are in the Ethereal Dimension, so let's assume she doesn't send everyone back)


    Now she has to walk to every generator and trap them, which probably take another 24 seconds. She can trap 3 generators within a range of 64 to 88 seconds.

    It's not that bad because survivors can disarm traps while in the Ethereal Dimension, and they can work on generators until their timer is almost expired.

    I say this is on the border of being too good, but we won't know for sure until it's tested. :)

  • @TheUnendingNightmare said:

    I really like the idea but idk the bunny form for a whole 30s feel REALLY strong.

    Imagine being very unlucky and all 4 survivors turn into one. Nothing is being done at all for 30s and 2 or more potentially die.

    Especially since you could just trap all gens end game making it impossible for survivors to repair any.

    5 traps for 3 gens right ?

    Trapped pallets, vaults, and generators emit a dim, purple glow, so you shouldn't be unlucky when you know what generators, pallets, and vaults are trapped. It's not like Hag where you have no idea where the traps are at, you KNOW where the traps are at as the survivor.

    If the killer traps all 5 generators (which is really rare since traps can be disarmed while in the Ethereal Dimension), then just wait for the killer to leave the area. After the killer leaves the area, turn into a bunny and hop away because you can easily hide as a bunny (you're really small, just hide in the grass or something).

    Also, the killer is really limited on their amount of traps, think about The Trapper, he will eventually run out of traps and will need to restock.

  • @Acesthetiic said:

    As always I’ve got a few questions:

    1. With the ability to trap objects, how many of the same object can she trap? For an example, generators?
    2. While in bunny form, can survivors still vault and drop pallets?
    3. Do survivors or the killer see the aura to the mirrors?
    4. Are generators, vaults, etc. trapped in the ethereal dimension and normal?
    5. How big are the mirrors? Are they big and bright? Small and dull?
    6. Do mirrors move?
    7. Sexy or nasty witch? ;)

    Heres just a few suggestions you may or may not like:

    1. Survivors cannot interact with trapped objects in normal, but can in ethereal dimension. —— Gives incentive for survivors wanting to go to the dimension while giving you an advantage at the same time.
    2. Survivors have a choice to enter the ethereal dimension (only if there is trapped objects). They can’t immediately go back to normal and must wait for 30 seconds to leave. Timer is active during those last 25. (Something on the lines of that).
    3. Mirrors teleport to a different location after a certain amount of time.
    4. Lower the bunny duration. (Have increased time affected by add ons).

    My Feedback

    Love a lot that I read hear and find it intriguing. The Hex perk is actually something I thought of a while ago (yours is a bit more refined than mine is/was) and for that reason, it’s great lol. Other two perks are unique and fair as well. I think the power would SEEM OP, but as I got a pretty good understanding of it, it’s really not. Only thing that does seem a bit much is the bunny timer because of survivors not being able to do something for so long. The Add ons are quite powerful as they should be (: .

    I like to answer questions, here we go:

    With the ability to trap objects, how many of the same object can she trap? For an example, generators?

    You can only have 5 objects trapped. Generators, vaults, and pallets share the same counter, so you can have 3 pallets and 2 generators trapped, but 0 vaults trapped.


    While in bunny form, can survivors still vault and drop pallets?

    No, imagine seeing a wild bunny in real life, that's how small they are. Therefore, survivors have a stealthy advantage while in this forum, but once they are seen by the killer, they are basically caught.

    It's worth mentioning that you can still escape through the hatch and use mirrors while in bunny form.


    Do survivors or the killer see the aura to the mirrors?

    Survivors will see the auras of all usable mirrors while they are in the Ethereal Dimension. Once they escape the Ethereal Dimension, they will no longer see the auras of all usable mirrors.

    The killer won't be able to see the auras of her mirrors unless it needs to be repaired.


    Are generators, vaults, etc. trapped in the ethereal dimension and normal?

    Yes, but in both realms, you can always tell a trapped object from a regular object by their dim, purple glow. You shouldn't be able to get hit by a trapped object unless you weren't paying attention.


    How big are the mirrors? Are they big and bright? Small and dull?

    In the normal world, they are just a typical mirror, but in the Ethereal Dimension, they glow very brightly. The size of the mirror is comparable to a Jigsaw Box from the Pig.


    Do mirrors move?

    Never, because moving them would add more RNG. If survivors and the witch can memorize locations, then they should be rewarded for planning ahead in my opinion. :)


    Sexy or nasty witch? ;)

    The Witch attractiveness is comparable to the Hag. ;)


    Your Suggestions: I'm going to read through what you suggested me! :)


    Survivors cannot interact with trapped objects in normal, but can in ethereal dimension. 

    This is already a thing, you can't disarm traps in the normal world, but can disarm traps while in the Ethereal Dimension.


    Survivors have a choice to enter the ethereal dimension (only if there is trapped objects). They can’t immediately go back to normal and must wait for 30 seconds to leave. Timer is active during those last 25. (Something on the lines of that).

    There would be no reason to enter the Ethereal Dimension because the only way for the Witch to trap objects is to repair mirrors (repairing mirrors gives her 1 trap). If survivors don't ever use the mirrors by exiting the Ethereal Dimension, then there will never be a reason to enter the Ethereal Dimension to disarm traps because the Witch will never be able to repair mirrors for traps.


    Mirrors teleport to a different location after a certain amount of time.

    Maybe this can be made into a common add-on? What do you think?


    Lower the bunny duration. (Have increased time affected by add ons).

    Hmm, the reason why I have a high base time is because survivors can very easily tell a trapped object from a regular object. If you really don't pay attention, you should be severely punished by a long bunny duration.

    The only reason I could see a survivor getting trapped is because they want to prematurely set off the Witch's traps. Think about Hag and Freddy, survivors will prematurely activate them so you will have to waste time resetting them.

  • I know, I freaked out when I seen the crossover chapter! :)

  • @Tru3Lemon said:

    So i dont really get this thing when youre in the dimension and the timer runs out you get exposed and you get killed that means a free mori? Cuz if it is kinda powerful now its my opinion i like the idea you did with the witch

    now about the perk the hex 1 its good it suppose to be powerful since its a hex kinda like to see in game

    Denial a change of a gameplay but i would change this maybe you can break a gen that its fully repair only if they powered all the gens make more intense games now the gen that you destroyed wont be a normal gen the repair speed will be increase only the gen that you kicked but youll see the aura for the survivor that its working on that gen any time

    Now the last 1 its kinda op combine this with BS its like spirit fury but without dropping to the killer

    The timer pauses while in a chase, in the dying state, on a hook, or in the killer's terror Radius. Even if you get exposed, the killer has to make their way to you in order to kill you. :)

  • @Aztreonam78 said:

    Would increasing walk speed while injured make this perk too op?

    Personally, I don't see the problem with it.

    It's not like there's a perk that increases your crouch movement speed to your normal walking speed regardless if you're injured or not. :)

  • @HatCreature said:

    Well The Demogorgon's portals have a lot more going for them than JUST teleporting. They can take away your TR to people trying to destroy them giving you an easy attack on them. They can also reveal Survivors to you if they're nearby and this is its BASE power, the Mint Rag on Hag is an add-on and an Ultra Rare at that. Hag is good for chases with her traps while the Demo is good for map pressure, the fact that Survivors can see your portal makes it powerful.

    Place a portal near the Exit Switch and they have to decide whether they want to try and open the Exit or destroy your portal, either way you know they're there and they won't get away. In small maps he'll have even more power, if they try and destroy a portal you have more time to sneak up on them. Lery's will be a nightmare because there are so many walls and tight corridors, there won't be any escape if the player is decent at navigating.

    This is accurate, and I can imagine add-ons decreasing the travel time or increasing how long it takes to destroy a portal. :)

    in 1324124 Comment by NMCKE
  • @Karltastisk said:

    So now that we are gonna get inner strength. I think it is time iron maiden got the buff it needs. Survivors will scream and reveal their location when entering a locker (instead of leaving). And gain the exposed effect for 25 seconds.

    Or Survivors get injured by staying in a locker for longer than 4 seconds and scream and reveal their location when injured. No exposed effect on this iteration. this fits better with lockers becoming actual iron maiden's.

    Calm spirit counters the scream, and iron maiden counters inner strength. And the game is balanced as all things should be :P

    What about this? Something that can help killers gain early pressure, but doesn't make lockers a dangerous option for survivors when they are in a dire situation.

    Iron Maiden traps survivors in the locker they enter for 15 seconds, then they are teleported to one of the lockers in the killer shack.

    Once they exit the locker, they are exposed for 40/50/60 seconds and they will scream (which reveals their location).

    Doesn't work on survivors who are on their sacrifice hook.

  • @vh_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/637193#Comment_637193

    I don't know.... Survivor's insane rituals seem easier than Killer's insane rituals. But I loved the idea of the rework :)

    Insane Rituals aren't carried over, so if you got 2 protection hits in the previous game, you'll still need to get 3 protection hits the next game because your progress on your last game isn't saved. :)

  • Neat idea, it gives the killer time to react to the survivor's decision to use their septic agent/anti-hemorrhage syringe.


    Perhaps, septic agent heals you one health state over a 16 second period, and anti-hemorrhage syringe acts like an Autodidact? :)

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/647652#Comment_647652

    I think killers would still complain even with that change though. I can already imagine these posts ...

    “Survivors with DS are purposely throwing themselves at me so they can go down quickly and automatically have DS, since it pauses in Dying state. I can’t do anything about it. This is bs, we should be able to slug counter it.”

    Of course, they could just not down the guy in the first place, but that won’t matter. People now still pick up knowing damn well a guy probably has DS. Its just going to be complained about no matter what. Like you said, the cases of non tunneling killers getting hit with DS currently isn’t a common occurrence at all, and I find this to be more than offset by the fact a survivor can legit get tunneled and be unable to use it. All in all, it makes sense to just leave it alone.

    I don't mind DS because you can just go after the rescuer in most cases. If a survivor is being reckless, that's a red flag that they have DS and want you to waste time on them.

    Also, if you really dislike DS, use Make Your Choice because it has a built in DS timer. When your MYC timer expires, you should be safe to pick up the slugged survivor. :)

  • Personally, I think DS is fine for the most part, and even when it does activate on a killer who doesn't tunnel, those cases are far in between. If I was forced to change DS, I would drop the timer to 30 seconds, and make the timer pause while in a chase or while in the dying state.


    BT is really good, and I prefer it never gets touched because it has a great counter balance effect. You don't know if someone is running BT, so you have to be safe and go after the rescuer. This benefits everyone who uses and don't uses the perk because the killer can't rule out if they have BT (which means no tunneling). Therefore, even if the entire survivor team doesn't have BT, the killer doesn't know that and is forced to play safe or risk it. :)

  • @tgrab said:

    https://forum.deadbydaylight.com/en/discussion/comment/647616#Comment_647616

    The problem is that if someone has ds and head on you can't grab someone out the locker and you'll get stunned if you wait the 60 seconds, making iron maiden effectively useless :/

    Then really, you got yourself in a situation you cannot get yourself out of because you could've easily went after the rescuer. Furthermore, the survivor did sacrifice 3 perks slots to prevent tunneling, so of course they will have a huge advantage against a killer that tunnels — they should when they sacrifice 3 perk slots. :)

  • Ooo, licensed cosmetics, literally amazing! :)

  • @Boosted_Dwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/647269#Comment_647269

    Are you thinking about old Head On? Because for me Head On hasn't failed ever since they changed it to be more consistent.

    I don't know, I think this perk is too reliant on the killer's PING, but hey, if you say it's better, I'll give it a try later! :)

  • Head On is really inconsistent, so until the developers add something to make it more consistent, it wouldn't be worth the time. However, it could be great if you jump into a locker with DS because if they wait, they get HO, and if they grab you, they get DS.


    Inner Strength could work if you have DS, and you hide in a locker then pop out healthy. Then the killer has to deal with a head on full chase (no pun intended).


    Quick And Quiet is meh, if you randomly disappear near a locker, odds are they will know you're there.


    Overall, 7/10, it has potential! :)

  • @TheBean said:

    Get a PC... problem solved.

    You're welcome.

    Not everyone can afford a PC, but unfortunately, if I remember correctly, @Peanits said something about Microsoft and Sony not liking test versions of the same game.

  • @Kebek said:

    Pretty much all of them are at least decent some more some less, ofc none of them probably won't make it to be meta but who knows. But since we've gotten these new status effects I wonder if we can use them and others to be part of future perks in upcoming chapters.

    Like last time we got perk with "powerful effect" compensated by drawbacks was with david's no mither. I would love to see more perks that start you with significant drawback but also very powerfull effect.

    @Janick Could you guys make more perks with crazier effects balanced by giving something else up. Like perk that permanently makes you oblivious but gives you some far stronger then normal effect that classic perks can't have ?

    I have a few examples, please tell me if these are the perks you wanna see! :)


    Bad Bargain

    You have a deep connection to the Entity: deal for a deal. After hiding in a locker for 5/3/4 seconds, you will get the option to teleport to a locker that's the furthest from the killer. After teleporting and exiting the locker, the next time you're hooked, you will skip your next hook phase.

  • It's really not a bad perk, but I do see where you're coming from because the killer, camping or not, will know to comeback to the hook when the timer pauses.


    Therefore, I wanna see the timer slow down by 50% for 20/25/30 seconds so the killer will really have to pay attention to your timer. Also, don't worry, you're still getting the same benefits as the original version (it's 1 second better than the original version), but you're getting a slow instead of a pause.

    Mathematics: For every 1 second that passes in the game, you lose 0.5 of a second on your hook timer. :)

  • @Theluckyboi said:

    *teabags in ghostface*

    *Night Shroud Intensifies* :D

  • @TheMythicalCat said:

    Imagine:

    Ruin, Knockout, Sloppy Butcher, Infectious Fright/Thanataphobia/Coulrophobia/A Nurses Calling. Never hook anyone so you get a permanent Ruin, survivors will have a hard time finding downed survivors, when they get to the survivor it will be harder to heal them, and finally a bonus perk for finding more survivors after downing one/slowing down healing/everything speed/catching survivors healing downed survivors. This will not be fun to face.

    They won't earn a lot points from that, and that strategy is really unreliable. 😕

  • It's just an educated guess, I don't think the developers will make a perk that renders running useless. :)

  • @Seltas0208 said:

    You remember this perk released with Adam? In concept it's a good perk and In my opinion is the counter to sloppy butcher when you build up the tokens. But a small quality of life buff could be that with this perk the chance for a skillcheck to occur is increased. Idk. Discuss about your opinions on this healing perk

    There should be something like, "For every half of a health state you heal, receive a token." Because you can heal someone without encountering any skill checks. At least your guaranteed 2 tokens per every heal, and no, the bonus progression doesn't count towards the token requirements — only the part you healed normally will be counted. :)

  • @humanbeing1704 said:

    lol what this chapter is gonna expand the playerbase probably by 20 to 30% more

    This, Stranger Things is a huge hit for Dead By Daylight! :)

  • @Boss said:

    That 2nd Nancy Perk has me worried.

    "walk faster"? How much?

    Enough to be noticable, but not enough to render running useless.

  • @Nick said:

    So the game shouldnt have black girls? They cant simply make them all white

    He never complained about Claudette's race, but rather, her clothing.

  • @HatCreature said:

    I love it <3 I'm on PS4 so I rarely ever see the Nurse and probably won't see anyone use this but I am amazed with the detail and theme on it. She generally looks horrifying and I can only imagine what she looks like floating around with those shriveled legs, she looks more like a floating zombie now.

    Do any of you Nurse players use the body bag outfits? Like Nurse has some of the more scarier outfits I've seen, other Killers get some amazing outfits but when it comes to actual horror, The Nurse gets some good ones, horror movie good ones.

    Can you show me a screenshot of the cosmetic because Nurse is my bae! 😍

  • @Rydog said:

    Man, I hate when killers use game mechanics.

    Also, you're totally right, we definitely don't need more than 3 consistent viable killers in a cast of 17.

    What Rydog means is that, we don't want a Nurse tier killer, but a killer that's between Billy and Spirit. We want strong killers when used correctly, but not unstoppable.

  • Wait until Thursday because assuming the absolute worse with our limited information won't get us nowhere :(

  • @JnnsMu said:

    Yeah I did that with an SWF once. Most of us got the self unhook but I actually got unlucky and reached stage 2. Also, since we were in SWF, having someone else unhook really wouldn't have been an issue.

    In conclusion, you're wasting two perk slots on every survivor (I'm not even sure if Up The Ante stacks) just to save a few seconds from a potential unhooker with the risk of just wasting a hook state and still having to be unhooked.

    My suggestion would be to just run Borrowed Time for free unhooks or Deliverance for more reliable self unhooks.

    I did the math, and you will have a 4% chance to NOT unhook yourself with a 40% unhook chance per unhook attempt.

  • Woah, this Necro! One of my first threads! 😂

  • If it's going to have a 100% success rate, I think it does to even out the perk! :)

  • @JawsIsTheNextKiller said:

    If, on a failed skill check there was a 100% chance to prevent the explosion, would that be the worst idea in the world?

    It certainly wouldn't make it meta, but it would certainly stop me from ruining other people's games with my incompetence and help newbies out.

    Add an additional 5% more regression to failed repair skill checks, and this will be a solid perk! :)

  • @Awakey said:

    Here's mine:

    Killer: Hangman's Trick:

    Unhooked Survivors suffer from the hindered status effect for 10/20/30 seconds after the unhook. Survivors, if healthy, will become injured after sabotaging a hook. Normal effects still apply.

    Survivor: Left Behind:

    As soon as you are the last Survivor, gain the following effects:

    Perk tier 1: No scratch marks, no blood, and open Exit Gates 20% faster.

    Tier 2: Same as above, plus grunts of pain are reduced by 50%.

    Tier 3: Same as tier 2, plus all rushed actions are muted, and you gain a permanent 5% haste status effect.

    I changed Left Behind, and added more perks to my list! :)

  • The killer must hand-walk survivors to the Exit Gates, and dust off any dirt they have collected during the Trial.

    Breaking this rule results in a salty report and a salty message!

  • @Locker_Monster said:

    https://forum.deadbydaylight.com/en/discussion/comment/641478#Comment_641478

    I play Survivor as well. When I get camped, I take it on the chin and go into my next game. I don't come on here and ask it to be changed or make up rules and punishments because I had one bad game.

    It's just frustrating to see this pop up every day. It's ALMOST as prolific as 'Nerf Nurse/NoED' threads.

    Well, that's because it isn't fun to do nothing for 2 minutes, especially when it happens to you in continuation of Trials.


    Camping isn't a problem in my opinion, but there should be incentives for the killers to go hunt for some fresh meat. Killers will become stronger when they spread the love when it's more effective to take out survivors as fast as possible, and survivors will be able to have more chances. :)

  • @Locker_Monster said:

    No. People need to stop inventing punishments for a legit playstyle, please.

    The Killer's aura should not be automatically revealed; this would ruin Insidious.

    The Killer should not be randomly teleported away.

    The Killer should not move slower when near a hooked Survivor.

    The Killer should not lose BP every second he is near a hooked Survivor.

    A Survivor should not get the Killer's BP every second the Killer camps.

    A Survivor should not get a free escape if the Killer camps.

    A Survivor should not get free Borrowed Time of a Killer camps.

    Yes, these are all ideas people have suggested.

    You being altruistic made camping work for that Killer. You can do TWO GENERATORS SOLO in the time it takes a Survivor to die on the hook. With 20 seconds to spare. And that's not counting the time it takes to: Find the Survivor, chase the Survivor, hit the Survivor twice, carry the Survivor, & hook the Survivor.

    Bottom line: Hooking is a playstyle that PUNISHES ITSELF. If YOU got hit because a Killer was camping; You. Are. At. Fault!

    NOT 'bad mechanics' or a 'broken playstyle'. YOU made camping work for that killer. YOU are the one who can do gens instead.

    I'm sick of seeing people stomp their feet and demand or suggest changes to a playstyle the Devs have said time & again is legitimate, just because they don't want to admit THEY are at fault.

    Camping is fine! Do gens. Do bones. Open the Exit Gates. The Killer is basically throwing the game to get ONE kill. If you give him more kills; IT'S YOUR FAULT.

    He never said it wasn't a legitimate play style, but rather, it's frustrating to get camped. You got to understand what it's like from both perspectives, and judge what's the best change to solve camping from there.


    Preferably, I would like to see a base incentive for the killer to not camp, like getting a 20% action speed bonus towards breaking pallets, and vaulting windows. :)

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