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NMCKE

NMCKE

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NMCKE
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  • Sole Survivor:

    As more of your friends fall victim to the killer, you become shrouded in darkness. For every killed or sacrificed survivor, you'll receive 5 tokens up to a maximum of 5/10/15 tokens. If you have a token, when your aura or location would be shown to the killer, the perk will activate for 10 seconds which causes:

    • Your aura and location to be hidden to the killer.
    • Your scratch marks are hidden to the killer.

    After activation, Sole Survivor will consume one of its tokens.

    Increases your chances of becoming the killer's Obsession.

  • I wonder if devotion level could grant some kind of bonus towards reducing the grind. Any ideas y'all?

  • @Orion said:

    I think that if you can't handle killers going after the weakest link, then make sure you're not the weakest link.

    @Orion

    That's why I use DS so that I'm NOT the weakest link, but I don't purposefully go out of my way to find the killer either.

  • This is cool, I'll like to see what @Peanits would say?

  • @Maj33y said:

    https://forum.deadbydaylight.com/en/discussion/comment/473860#Comment_473860

    @NMCKE

    It's not starting a war my comment was to second the opinion of the original post ,

    Eventhough I am a survivor main and enjoy it more , I do agree with the killer being able to close the hatch .

    However to fix this like everyone else stated The minimum distance between exit gates should be looked at ,

    Or Giving the ability to survivor to interact with the Hatch and open it like searching a chest for a set amount of time . If they fixed 2 Gens .

    So far it opens even without any Gen completion and left behind buff is pretty useless since if the killer finds and closes the hatch Gens are blocked off anyways .

    So you are left with no option but to wait for the timer to end or go and try to sweat and try to open the Gate little by little .. which in most maps both exits are gonna be in close proximity .

    No need to go at each others faces and extend the discussion in vain . And I doubt any changes will be made to EGC the Devs intention is so clear .

    @Maj33y

    I understand your point of view but saying things like "How about You get 32k BP in cheque Sir wouldn't it be better!" Is not constructive, really it isn't.


    However, I don't think we need to give survivors the ability to open the hatch after an animation because then the killer couldn't check the gates in fear of the survivor being ready to open it when they leave.

  • Dance With Me: After vaulting a window, you'll get pumped up and start dancing with the killer! Sick dance moves are exhausting, get exhausted for 40/50/60 seconds.

  • @FireHazard

    P6JHU2UYH4T2.png

    Don't worry, the oxygen around the totem makes it look like it's not even there! ;)


    Anyways, how good does DBD run on your platform?

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/474057#Comment_474057

    @NMCKE One can't repeat that often enough. The EGC is a very good game mechanic that only needs a little adjustement.

    Like @FireHazard mentioned, to make it perfect you would have to take the killers' movement speeds into consideration for the spawning rules.

    Btw, if creating a spawning algorithm for exit gates is too complicated, the devs could create like 5 fixed scenarios for each map of which one gets randomly chosen for a trial.

    @NoShinyPony

    Of course a maximum/minimum distance wouldn't solve killers who can travel to both sides of the map. However, it's better than having both gates spawning in your field of view.

  • YE5OTI17S6K7.png

    Don't worry, they will never find your hex totem. Trust me, that grass helps it blend in perfectly, like, how do you get such amazing hex totem placements?

    Spoiler Spoiler Warning ▲▼

    Sarcasm :)


    However, on the topic here, I been using my XB1 X and it's been providing me great results but it wouldn't hurt for the developers to keep optimizing their game! :)

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/474718#Comment_474718

    I would say Aside from Adrenaline and Deliverance, none of those others require any kind of work though, they just activate at predetermined times, and while Adrenaline also falls under this category, I agree the work towards it is the generators being repaird. I also didn't mention Adrenaline or Deliverance. But Adrenaline on even one survivor is hard, on 2 or more it becomes a problem, and unfortunately the one perk most people think is OP is NOED is its counter. Deliverance is fine, it requires work and has a large downside.

    @Vetrathene

    Decisive Strike can be annoying at times because you could stumble on the unhooked survivor at the last second. They need to do something to the perk so that the perk knows they are being focused after being unhooked imo.


    Adrenaline, I can see the perk being troublesome when it's being used by SWF. In fact, literally anything can be troublesome with SWF but that's a topic for a different discussion because SWF breaks the fundamentals of DBD. However, Adrenaline for solo survivor is usually a wasted perk slot because it can activate at unnecessary times such as when you're already healed or not in a chase.

  • You're going to get banned for DCing so...


    N O

    O

    P

    E

  • Alright let's go through your list: Remember, there's a difference between a free second chance and a second chance that you need to work for.

    • Mettle of Man: I agree, this is a free second chance perk and it needs more requirements in my opinion. Perhaps taking hits while the killer is carrying a survivor is a better option to make the player work for their second chance.
    • Decisive Strike: This isn't a free second chance perk because you have to be hooked and then picked up within 40/50/60 seconds after being unhooked. In other words, if you don't focus the unhooked survivor, then you're mostly fine in my honest opinion.
    • Borrowed Time: This perk directly counters camping/proxy camping but you as the killer have counter play. That counter play is called: Just down the unhooker and you solve both the DS and BT problems.
    • Adrenaline: It's not a free second chance perk because you have to complete all 5 generators. You'll have better luck comparing this perk to Devour Hope because it rewards you for doing your job.
    • Deliverance: I think we can all agree that this perk is NOT a free second chance perk. You have to safely unhook a teammate to use it and even after activating the perk, you may not be able to use it if the killer camps or someone else saves you.

    If there are anymore perks that you can think of, I'll gladly review whether or not the perk is a free second chance perk.

  • Just bring a key and you're guaranteed to win the hatch standoff. It's really not that bad, just prepare for the worst and hope for the best.

    NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com


  • Honestly, I liked the up votes because if someone disagreed with you, people would up vote the person who told you why so. Also, the reason why we never griped about having "LOL" is because they aren't as negative as down votes. In fact, I'll take a LOL over a down vote anytime tbh. 😂


    Spoiler Spoiler Warning ▲▼

    I'm waiting for my down votes now, feed me! :)

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/467524#Comment_467524

    Because without a cap, the slowdown would be infinite (meaning, the timer would be paused).

    @Orion

    Just confirmed by @Peanits, the EGC will indeed last 4 minutes if the slow was applied throughout the EGC. Idk what @Almo was saying tbh...


    My Source: (Scroll to the bottom)

    FEATURES & CONTENT Content - Re-implemented the full translation for Traditional Chinese.


  • Honestly, the EGC isn't remotely as bad as others are making it out to be. The only thing it needs is a maximum/minimum proximity range for the exit gates.

  • @Maj33y said:

    Exactly after all The nerfs Survivors had

    1. BNP

    2. Healing extended Timer

    3.Gen Speed penalty when 2 or more Survivors working on one Gen

    4. Hooks Respawn faster even if a survivor is sacrificed on it .

    On top of all these nerfs Survivors getting .. you got Plenty of Game slowing perks + the glorious EGC and you ask for that !

    How about You get 32k BP in cheque Sir wouldn't it be better ! 😂😂

    @Maj33y

    Yes, let's start another survivor vs killer war, it's very constructive!


    Honestly, as some who plays a ton of Nurse (plus a few pig games) and Tapp, this is way better than having a stalemate for who knows how long.

  • It feels perfect where it is currently. Please stick to your guns and hold the line against the biased whiners.

    I really like the EGC, it gives the killer a fighting chance for their 4K while giving the last survivor a chance!

  • The 2.7.0 PTB Left Behind is not good, I'm not going to sugar coat it tbh. The problem with the PTB Left Behind is that it gives you a pointless speed buff, allow me to explain. PTB Left Behind just speeds up generators, but speed isn't important if the killer is camping the hatch and is not pressuring you to do generators faster. Therefore, why use a perk to speed generators when it's not necessary to do generators faster? Furthermore, the killer will likely just close the hatch anyways because, in most cases, there is no point leaving it open. The previous Left Behind gave you a reason to do generators faster, namely, to spawn in the hatch before the killer catches you during their patrol routes.

  • Original GhostFace Scare Factor:

    😂 Poor grandma!

  • You all got Legion destroyed already, what the hell are you still bitching out of matches for?

    Why do we always have this tribal war between killer and survivors? Can we just stop?

  • The only thing we need for the EGC is a maximum/minimum proximity distance with the exit gates tbh.

  • @Orion said:

    If the killer couldn't close the hatch, it would just make the hatch a free escape for survivors once again.

    @Orion

    I think the word you're looking for is "Stalemate" because neither the survivor nor the killer can win unless the other side acts first.

  • You're going to get a ban and repeated offensives will escalate the ban duration.

  • @NoShinyPony said:

    @NMCKE I wrote that I like your version of Left Behind. I just wouldn't change the timer.

    A perk that shows the aura of an opened hatch? Way too powerful for a perk. That should be left to a map item.

    @NoShinyPony

    I changed it to give a slight opening speed increase towards the exit gates for every quarter of the EGC.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/471555#Comment_471555

    Perhaps there can be a sort of system where gates have a specific distance they spawn for specific killers put in place.

    @FireHazard

    That would work perfectly but again, that depends on the developers since it's their game.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/471022#Comment_471022

    @NMCKE In this situation, the killer can make mindgames like pretending to go away to check the other gate but turning around and going back to check if somebody has started working on the gate.

    Compare it to the old times when your SWF teammates could tell you the killer's perks after they died while you were still alive: You play differently when you know the killer has Whispers.

    @NoShinyPony

    Left Behind will warn the survivor that the killer is faking the patrol route because that exit gate will get brighter. Furthermore, if the survivor hears a terror disappear then it suddenly hears it again, even without Left Behind, the survivor will know that the killer is faking.


    However, if you still think Left Behind is still useless, I do have an alternative that gives the survivor aura reading of an opened hatch within x/y/z (Note: I said "opened").

  • @Cardgrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/471473#Comment_471473

    His mistake was going in after someone he wasn’t in comms with after the door was open he rolled the dice and got snake eyes.

    if he left we would not be talking about this...

    @Cardgrey

    Yeah, we wouldn't, and I know things like that can happen but it sucks when it does tho.


    Also, off-topic: You do know "Thou" means "You", right? I know you curtailed "Through" to "Thou" but it still confused me at first nevertheless.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/471514#Comment_471514

    A reasonable idea, but did you account for killers such as Hag and Huntress who only have a walk speed of 4.4?

    This isn't the issue with hatchets and traps, but say you didn't put them on the gate and or there is stuff blocking a gate from throwing a hatchet at.

    @FireHazard

    Well, let's consider some other variables:

    • The last survivor will usually wait till they aren't in the killer's terror radius before walking to the exit gates because it's the most safe call.
    • Let's assume they take at least 1 second to start opening the exit gates after they are in the clear from the terror radius.

    If the survivor starts opening the gates whenever the Hag is 28.4 meters away (added 4.4 meters to her 24 meter terror radius to account for that extra second it takes to walk to the exit gates and start opening it), she will see the other gate from 16 meters in 9.9 seconds, assuming the gates spawned 88 meters from each other. Then she will comeback to see the gates opened at 16 meters in 12.7 seconds. The gates were already opened for 1.8 seconds because she made the trip to the second gate and back.


    This is acceptable because she didn't put a trap at the gates, which would had bought her 2-5 seconds worth of time. Huntress is a complete different story because her secondary terror radius is 40 meters which can cause survivors to be too safe.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/471518#Comment_471518

    I am homeschooled, It wouldn’t be too hard to find something to learn code if I tried. (I think)

    @TreemanXD

    Try making an account in code.org. My professor made everyone an account, but I'm not sure if you can make your own. Therefore, it's worth a try if you're ever interested in learning code!

  • @PolarBear said:

    These are some really interesting ideas. Keep 'em coming dude!

    @PolarBear

    I know you said these are good but do you have any feedback? :)

  • @GrootDude said:

    @NMCKE is it free?

    @TreemanXD

    If you're in highschool, check to see if they offer AP Computer Science Principles, or if you're in college, check your college if they have it as well. College isn't free of course and taking an AP course also isn't free, because there's a test that costs $100 to take. However, that $100 is usually paid off by federal programs so you should be good. Taking AP courses in high school will help you skip rudimentary courses in college so it's a win-win imo.

  • I have this thread bookmarked because I actually think this needs addressing.


    Clarification:

    I want the killer to have an advantage in the End Game, but at the same time, it shouldn't be impossible for the survivor to escape either. Therefore, this is what needs to happen to achieve this need:

    • Gates cannot spawn within LoS from each other.
    • Minimum spawn distance: 64 meters
    • Maximum spawn distance: 88 meters

    At minimum distance, the 115% killers will take 13.9 seconds to traverse 64 meters.

    At maximum distance, the 115% killers will take 19.1 seconds to traverse 88 meters.

    Before you say "that's really OP" hear me out: You usually don't have to traverse the full 64-88 meters because can just check them from a distance. For example: Let's say you can see both exit gates whenever you're 16 meters away from them, and they spawned 88 meters from each other (worst case). Doing the math, 88 meters - 32 meters = 56 meters, which is a 12.2 second patrol cycle with a 115% killer. It's not that bad tbh.


    Edit: Corrected Math

  • @GrootDude said:

    @NMCKE I’ve done some basic stuff with code.

    @TreemanXD

    I learned how to code from taking AP Computer Science Principles. It's a great class to be honest, and it's not even that hard to warrant the "AP" tag.


    @PhantomMask20763 said:

    @NMCKE I have not

    @PhantomMask20763

    I recommend you to give it a try. Don't be discouraged from my code, you have to start off small then make your way up with the coding language! :)

  • @Cardgrey said:

    first off it’s not about perks

    2nd who are we to tell anyone how to play?

    not the best choice ya but it is still his\her choice.

    its no different then me telling u from now on u have to run boil over,deja vu,no one left behind, and this is not happening every game, how would u enjoy that? Also why would anyone think saving someone at the end when u don’t know them is a good idea?

    killers are at there campiness when the doors open. Poor judgement on his part but still his choice.

    @Cardgrey

    I'll address your previous comment here:

    "First off it’s not about perks"


    I never said it was in the first place. I just told you my build because you said this,


    "8v32 perks am I reading you want:


    DS, MoM, Adrenaline, Dead Hard, Borrowed Time, Distortion, Diversion, and Resilience X4"


    "2nd who are we to tell anyone how to play?"


    Woah there, hold the phone there. I'm not telling anyone how to play here, I'm telling you that it's not fair to be punished for your teammates poor decision. In other words, it very frustrating to endure people who just make poor choices despite KNOWING the correct choice.


    "Not the best choice ya but it is still his\her choice."


    That what I am saying, the the unhooker did his job, but the unhooked survivor purposely threw himself into danger. That's what makes me frustrated, the unhooker gets punished for the unhooked survivor's poor choice. That's what this thread is about, what makes you frustrated.


    "Also why would anyone think saving someone at the end when u don’t know them is a good idea?"


    Because the killer isn't around, so it was a good idea to punish the killer for not camping by making the hook rescue. If it's a safe unhook, who wouldn't go for it?


    Now more Clarification:

    You're still not getting the point tho. The unhooker made sure that the killer wasn't anywhere close to the hook before unhooking, he did his job as the rescuer. However, the unhooked survivor, despite KNOWING where the killer was and KNOWING that she was going to come back from that direction, still ran in that direction just to get downed. Therefore, it wasn't the rescuer's fault that the unhooked survivor decided to get themselves killed so why is the rescuer getting punished? That's what I'm saying, you can play everything perfectly just to have people ruin it for you. This is what makes me frustrated sometimes, you take the punishment for someone's poor mistakes.

  • @Cardgrey said:

    8v32 perks am I reading u want

    Ds,mom, adrenaline, dead hard, borrowed time, distortion, diversion and resilience x4

    your a braver man then me

    @Cardgrey

    Here's My Build:

    • Mettle of Man
    • Decisive Strike
    • Sole Survivor
    • Object of Obsession


    Also, not every survivor runs meta perks imho. However, besides the point, what justifies the unhooked survivor to purposely run into the killer?

  • @Cardgrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/471379#Comment_471379

    It’s the streamers fault thou if he would of just left it would not of happened. He only has himself to blame u feed the killer by staying u risk this.

    @Cardgrey

    So, it's the streamer's fault because he couldn't control the unhooked survivor? The unhooked survivor had the choice to run the opposite direction but he decides to go down.

  • @Cardgrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/471369#Comment_471369

    =p trust me it’s not a mistake.. they know what there doing even a noob knows killer =bad

    @Cardgrey

    Literally, the killer won't be camping or proxy camping and they will run in the killer's direction after the unhook.

  • WHY IS IT THAT I ALWAYS GET PUNISHED FOR MY TEAMMATES POOR MISTAKES?! THANK YOU TO ALL OF THE SURVIVORS WHO RUN DIRECTLY TO THE KILLER AND MAKE ME LOSE BENEVOLENCE POINTS! SO SMART YOU ARE!

  • It’s their perks, they clearly should be masters of their own perks instead of learning them in the blood web like everybody else.

    You sir are amazing! Can we get a developer comment?

    @Peanits

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/470830#Comment_470830

    As somebody who runs aa injured gen jockey build something as simple as the 9% can actually be very impactful.

    If all 4 survivors were to say to equip it then somebody dies that's a 25% boost to all those actions for three survivors call it what you will but that is huge.

    If you've ever heard someone talk about James being done fast and now survivors can speed through them with 25% boost.

    The perk's main benefit is supposed to be to help you when you're the last person left if you give that potential boost to multiple survivors then you make it a very overpowered perk

    @Aari_Piggy66

    Real talk, once the killer gets their first sacrifice, the game starts to drastically slow down. In fact, the game slows down by 25%, but if everyone used Left Behind, the game slows down by 6.25%. However, this comes at the cost of every survivor being worth more weight now. Of course we could lower the numbers, but I still think the concept is really cool!

  • Fun Fact: This is my first time using a PC on the forums! It's really cool!

    Here's my code: Continued

    Spoiler Spoiler Warning ▲▼

    onEvent("checkEntranceBTN_II", "click", function( ) {

     appScreen = "officeRoom";

     hideShow(0, "Yes", "Yes");

     Transition_In("transition_III", "transition_I", "officeRoom");

     Transition_Out("transition_I");

     hideShow(1, "Yes", "No");

    });

    onEvent("policeOfficeBTN_I", "click", function( ) {

     if (doorStatus == 0) {

      appScreen = "policeOffice";

      hideShow(0, "Yes", "Yes");

      Transition_In("transition_III", "transition_IV", "policeOffice");

      Transition_Out("transition_IV");

      hideShow(1, "Yes", "No");

     } else if (doorStatus == 1) {

      setProperty("policeOfficeBTN_I", "text", "!Open Doors!");

     }

    });

    onEvent("policeOfficeBTN_II", "click", function( ) {

     if (policeOfficeDirection == 0) {

      appScreen = "outsideOffice";

      hideShow(0, "Yes", "Yes");

      Transition_In("transition_IV", "transition_III", "outsideOffice");

      Transition_Out("transition_III");

      hideShow(1, "Yes", "No");

     } else if (policeOfficeDirection == -230) {

      if (creatureLocation != "lobbyLoc") {

       appScreen = "lobby";

       hideShow(0, "Yes", "Yes");

       Transition_In("transition_IV", "transition_V", "lobby");

       Transition_Out("transition_V");

       hideShow(1, "Yes", "No");

      } else {

       checkGameOver(6);

      }

     }

    });

    onEvent("policeOfficeBTN_III", "click", function( ) {

     if (creatureLocation != "policeOfficeLoc") {

      appScreen = "policeOffice";

      setProperty("checkOutBTN_I", "text", "Check Out >>>");

      hideShow(0, "Yes", "Yes");

      Transition_In("transition_V", "transition_IV", "policeOffice");

      Transition_Out("transition_IV");

      hideShow(1, "Yes", "No");

     } else {

      checkGameOver(3);

     }

    });

    onEvent("turnLeft_I", "click", function( ) {

     if (policeOfficeDirection != 0) {

      setProperty("policeOfficeBTN_II", "text", "<<< Office Entrance");

     }

     moving_I();

    });

    onEvent("turnRight_I", "click", function( ) {

     if (policeOfficeDirection != -230) {

      setProperty("policeOfficeBTN_II", "text", "Lobby Entrance >>>");

     }

     moving_II();

    });

    onEvent("turnLeft_II", "click", function( ) {

     if (lobbyDirection != 0) {

       setProperty("checkOutBTN_I", "x", 5);

       setProperty("checkOutBTN_I", "width", 310);

       setProperty("checkOutBTN_I", "text", "!WARNING! (RESET POWER) !WARNING!");

      }

     moving_III();

    });

    onEvent("turnRight_II", "click", function( ) {

     if (lobbyDirection != -130) {

       setProperty("checkOutBTN_I", "width", 155);

       setProperty("checkOutBTN_I", "x", 160);

       setProperty("checkOutBTN_I", "text", "Check Out >>>");

      }

     moving_IV();

    });

    onEvent("checkOutBTN_I", "click", function( ) {

     if (lobbyDirection == 0) {

      infraredPower = 100;

      setProperty("infraredBTN_I", "text", "Infrared Sensor: " + infraredPower + "%");

      doorPower = 55;

      setProperty("doorMeter", "width", doorPower);

      powerReset(0, 0, 1, 1);

     } else if ((lobbyDirection == -130)) {

      if (checkOut == "Yes") {

       appScreen = "titleScreen";

       resetGame();

       setScreen("youEscaped");

      } else if ("No") {

       setProperty("checkOutBTN_I", "text", "!Not 6AM!");

      }

     }

    });


    //Infrared sensor, creature's A.I, and related functions

    var infraredPower = 100;

    var random_AI = randomNumber(1, 3);

    var creaturePath_I = [ "lobbyLoc", "storageLoc", "storageLoc", "lobbyLoc", "frontHallLoc", "cafeteriaLoc", "backHallLoc", "solitaryLoc", "frontHallLoc", "lobbyLoc", "policeOfficeLoc", "officeEntranceLoc", "officeLoc", "resetAI"];

    var creaturePath_II = [ "lobbyLoc", "frontHallLoc", "backHallLoc", "solitaryLoc", "frontHallLoc", "lobbyLoc", "storageLoc", "storageLoc", "lobbyLoc", "policeOfficeLoc", "officeEntranceLoc", "officeLoc", "resetAI"];

    var creaturePath_III = [ "policeOfficeLoc", "lobbyLoc", "frontHallLoc", "backHallLoc", "cafeteriaLoc", "frontHallLoc", "lobbyLoc", "policeOfficeLoc", "officeEntranceLoc", "officeLoc", "resetAI"];

    var moveCreaturePath = 0;

    if (random_AI == 1) {

     random_AI = creaturePath_I;

    } else if (random_AI == 2) {

     random_AI = creaturePath_II;

    } else if (random_AI == 3) {

     random_AI = creaturePath_III;

    }

    var creatureLocation = random_AI[0 + moveCreaturePath];

    function newCreatureAI() {

     if (random_AI == 1) {

     random_AI = creaturePath_I;

    } else if (random_AI == 2) {

     random_AI = creaturePath_II;

    } else if (random_AI == 3) {

     random_AI = creaturePath_III;

    }

     moveCreaturePath = 0;

    }

    function creatureMovement() {

     var timedLoop_AI_Movement = timedLoop(10000, function() {

      if (appScreen != "titleScreen") {

       creatureLocation = random_AI[0 + moveCreaturePath];

       moveCreaturePath = moveCreaturePath + 1;

       console.log((creatureLocation + " and ") + moveCreaturePath);

       checkGameOver(2);

       checkGameOver(3);

       checkGameOver(4);

       checkGameOver(5);

       if (creatureLocation == "resetAI") {

        random_AI = randomNumber(1, 3);

        newCreatureAI();

       }

      } else {

       stopTimedLoop(timedLoop_AI_Movement);

       check_I = check_I + 1;

       if (check_I == 2) {

        check_I = 0;

        setProperty("titleBTN", "text", "Click anywhere to continue...");

        setProperty("titleBTN_IV", "text", "Click anywhere to continue...");

        showElement("titleBTN_II");

        showElement("titleBTN_III");

       }

      }

     });

    }

    function resetHeatSensor() {

      setTimeout(function() {

       hideElement("cafeteriaLoc");

       hideElement("backHallLoc");

       hideElement("solitaryLoc");

       hideElement("frontHallLoc");

       hideElement("storageLoc");

       hideElement("lobbyLoc");

       hideElement("policeOfficeLoc");

       hideElement("officeEntranceLoc");

       if (infraredPower > 0) {

        showElement("infraredBTN_I");

       }

      }, 5000);

    }

    onEvent("infraredBTN_I", "click", function( ) {

     hideElement("infraredBTN_I");

     infraredPower = infraredPower - randomNumber(4, 8);

     setProperty("infraredBTN_I", "text", "Infrared Sensor: " + infraredPower + "%");

     if (creatureLocation == "storageLoc") {

     showElement("storageLoc");

     resetHeatSensor();

     } else if (creatureLocation == "lobbyLoc") {

     showElement("lobbyLoc");

     resetHeatSensor();

     } else if (creatureLocation == "policeOfficeLoc") {

     showElement("policeOfficeLoc");

     resetHeatSensor();

     } else if (creatureLocation == "cafeteriaLoc") {

     showElement("cafeteriaLoc");

     resetHeatSensor();

     } else if (creatureLocation == "frontHallLoc") {

     showElement("frontHallLoc");

     resetHeatSensor();

     } else if (creatureLocation == "solitaryLoc") {

     showElement("solitaryLoc");

     resetHeatSensor();

     } else if (creatureLocation == "officeEntranceLoc" || creatureLocation == "officeLoc") {

     showElement("officeEntranceLoc");

     resetHeatSensor();

     } else if (creatureLocation == "backHallLoc") {

     showElement("backHallLoc");

     resetHeatSensor();

     }

    });


    //Door function, jump scare, and related functions

    var doorStatus = 0;

    var doorPower = 155;

    var check = 0;

    function checkOutsideDoor() {

     var checkOutsideDoor_I = setTimeout(function() {

      if (appScreen == "outsideOffice" && animation == "No" && check == 0) {

       check = check + 1;

       hideShow(0, "Yes", "Yes");

       Transition_In("transition_III", "transition_III", "outsideOffice");

       hideElement("automaticDoors");

       Transition_Out("transition_III");

       hideShow(1, "Yes", "No");

      } else if (appScreen == "outsideOffice" && check == 0) {

       checkOutsideDoor();

      } else {

       hideElement("automaticDoors");

       clearTimeout(checkOutsideDoor_I);

      }

     }, 1);

    }

    function drainPower() {

     var vPower = setTimeout(function() {

      if (doorPower - 55 == 0) {

       doorStatus = 0;

       checkOutsideDoor();

       checkGameOver(2);

       checkGameOver(3);

       check = 0;

       hideElement("doorBTN_I");

       setProperty("policeOfficeBTN_I", "text", "Police Office");

       hideElement("redBar");

       clearTimeout(vPower);

      } else {

       if (doorStatus == 0) {

        clearTimeout(vPower);

       } else if (doorStatus == 1) {

        doorPower = doorPower - 2;

        console.log(doorPower - 55);

        setProperty("doorMeter", "width", doorPower);

        drainPower();

       }

      }

     }, 1000);

    }

    function checkGameOver(Input) {

     if (Input == 1) {

      if (creatureLocation == "officeEntranceLoc" && doorStatus == 0) {

        setScreen("gameOver");

        appScreen = "titleScreen";

       }

     } else if (Input == 2) {

      if (appScreen == "outsideOffice" && doorStatus == 0 && creatureLocation == "officeEntranceLoc") {

         setScreen("gameOver");

         appScreen = "titleScreen";

        }

     } else if (Input == 3) {

      if (appScreen == "policeOffice" && creatureLocation == "policeOfficeLoc") {

         setScreen("gameOver");

         appScreen = "titleScreen";

        }

     } else if (Input == 4) {

      if (creatureLocation == "officeLoc" && doorStatus == 0) {

         setScreen("gameOver");

         appScreen = "titleScreen";

        }

     } else if (Input == 5) {

      if (creatureLocation == "lobbyLoc" && appScreen == "lobby") {

       setScreen("gameOver");

       appScreen = "titleScreen";

      }

     } else if (Input == 6) {

      if (creatureLocation == "lobbyLoc") {

       setScreen("gameOver");

       appScreen = "titleScreen";

      }

     }

    }

    onEvent("doorBTN_I", "click", function( ) {

     doorStatus = doorStatus + 1;

     if (doorStatus >= 2) {

      doorStatus = 0;

     }

     if (doorStatus == 0) {

      if (creatureLocation == "officeLoc") {

       setScreen("gameOver");

       appScreen = "titleScreen";

      }

      setProperty("policeOfficeBTN_I", "text", "Police Office");

      hideElement("automaticDoors");

      hideElement("redBar");

     } else if (doorStatus == 1) {

      showElement("automaticDoors");

      showElement("redBar");

      drainPower();

     }

    });

    onEvent("rechargeDoorBTN_I", "click", function( ) {

     if (doorPower != 155) {

      doorPower = doorPower + 2;

      setProperty("doorMeter", "width", doorPower);

     }

    });


    //In-game time and bloody time's animation

    var time = 0;

    var checkOut = "No";

    function timeCheck() {

     var timeProgression = setTimeout(function() {

      if (animation == "No") {

       if (appScreen == "officeRoom") {

        clearTimeout(timeProgression);

        Transition_In("transition_I", "transition_I", "officeRoom");

        bloodyTimes();

        Transition_Out("transition_I");

        hideShow(1, "Yes", "No");

       } else if (appScreen == "outsideOffice") {

        clearTimeout(timeProgression);

        Transition_In("transition_III", "transition_III", "outsideOffice");

        bloodyTimes();

        Transition_Out("transition_III");

        hideShow(1, "Yes", "No");

       } else if (appScreen == "policeOffice") {

        clearTimeout(timeProgression);

        Transition_In("transition_IV", "transition_IV", "policeOffice");

        bloodyTimes();

        Transition_Out("transition_IV");

        hideShow(1, "Yes", "No");

       } else if (appScreen == "lobby") {

        clearTimeout(timeProgression);

        Transition_In("transition_V", "transition_V", "lobby");

        bloodyTimes();

        Transition_Out("transition_V");

        hideShow(1, "Yes", "No");

       } else if (appScreen == "cameraSystem") {

        clearTimeout(timeProgression);

        Transition_In("transition_II", "transition_II", "cameraSystem");

        bloodyTimes();

        Transition_Out("transition_II");

        hideShow(1, "Yes", "No");

       }

      } else if (animation == "Yes") {

       timeCheck();

      }

     }, 1);

    }

    function bloodyTimes() {

     setProperty("bloodyTimes_I", "background-color", rgb(255, 0, 75, 0.25));

     setProperty("bloodyTimes_II", "background-color", rgb(255, 0, 75, 0.25));

     setProperty("bloodyTimes_III", "background-color", rgb(255, 0, 75, 0.25));

     setProperty("bloodyTimes_IV", "background-color", rgb(255, 0, 75, 0.25));

     setProperty("bloodyTimes_V", "background-color", rgb(255, 0, 75, 0.25));

     setProperty("time_I", "text-color", "red");

     setProperty("time_II", "text-color", "red");

     setProperty("time_III", "text-color", "red");

     setProperty("time_IV", "text-color", "red");

     setProperty("location_I", "text-color", "red");

     setProperty("location_II", "text-color", "red");

     setProperty("location_III", "text-color", "red");

     setProperty("location_IV", "text-color", "red");

     showElement("officeRoomBT");

    }

    function changeTime(time, AM) {

     setProperty("time_I", "text", time + AM);

     setProperty("time_II", "text", time + AM);

     setProperty("time_III", "text", time + AM);

     setProperty("time_IV", "text", time + AM);

    }

    function timeProgression() {

     var timeProgression_I = setTimeout(function() {

      if (appScreen != "titleScreen") {

       time = time + 15;

       console.log("Time: " + time);

       if (time == 120) {

        changeTime(1, "AM:");

       } else if (time == 180) {

        changeTime(2, "AM:");

       } else if (time == 240) {

        changeTime(3, "AM:");

       } else if (time == 300) {

        changeTime(4, "AM:");

       } else if (time == 360) {

        changeTime(5, "AM:");

        timeCheck();

       } else if (time == 480) {

        checkOut = "Yes";

        changeTime(6, "AM:");

        clearTimeout(timeProgression_I);

       }

       timeProgression();

      } else {

       clearTimeout(timeProgression_I);

       check_I = check_I + 1;

       if (check_I == 2) {

        time = 0;

        check_I = 0;

        changeTime("Mid", "night:");

        setProperty("titleBTN", "text", "Click anywhere to continue...");

        setProperty("titleBTN_IV", "text", "Click anywhere to continue...");

        showElement("titleBTN_II");

        showElement("titleBTN_III");

       }

      }

     }, 15000);

    }

  • @NoShinyPony said:

    I think your version of Left Behind is good, but the additional EGC timer would have to get removed (also for the reason that the killer would learn about the surv using this perk when the timer is longer than usual).

    Imho the other perks would be too powerful.

    @NoShinyPony

    Even if the killer figured out, they can't really counter the perk anyways.

  • @Milo said:

    @NMCKE and it also provides info for the Killer.

    @Milo

    While true, locations aren't as accurate as aura reading 🙂

  • I personally don't use this perk for the subpar tracking and positional information it provides, I use it to be able to mori my obsession at the end of the match.

    This wouldn't hurt because the Obsession sees you for 5/4/3 seconds before hand.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/470748#Comment_470748

    @senjuhash

    now you picked my interest.

    would you be so kind to explain to me how i as, lets say wraith, am supposed to prevent the perk from activating?

    cuz obviously im just too bad as killer to know the right counterplay... but im glad you can help me ^^

    so, besides hard camping him, what can i do?

    @Mister_xD

    Smack them with your bell, trust me it's OP 😉

    Spoiler Spoiler Warning ▲▼

    /Sarcasm


    Anyways, MoM needs some changes:

    • Taking a hit while the killer is carrying a survivor will award a stack.
    • You only need two stacks to activate the perk.
    • Aura penalty will activate right after tanking a hit instead of after you fully healed.
  • @SmokePotion said:

    I've been pushing this idea for quite a while now. I've even playested it myself with a group of red rank survivors.

    In my version each generator only requires one part, but that part is required to start repairs. This was simulated in playtests by finding and looting a chest in game. This padded a few more minutes into the game where the survivors had to move around the map. Which helped with chases. Everyone I've done this with in KYF have enjoyed the games so far.

    Also Brand new part would simply replace the need to find one part, making it a strong add-on, that isn't super OP, even if everyone takes one.

    @SmokePotion

    Not a bad idea with the BNP suggestion! :)

  • @Free_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/470700#Comment_470700

    Oh, it's not a big deal. It's just ***A 50% increase in all scenarios***

    @Free_Hugs

    Oh, it's not a big deal. It's just ***2 survivors in that scenario***

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