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NMCKE

NMCKE

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  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356398#Comment_2356398

    Yes it is for them folks. But they act as if people looping is going to give them an easy down. When a good looper can be the one to waste a lot more time, than someone mindlessly running.

    I really don't understand anything that's being said... Running in a straight line doesn't do anything. Why is it so complained? Can someone educate me or send a video, something? I really don't get it.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356387#Comment_2356387

    So what? Everyone complains about new stuff. Are you really that unable to respond that you need to use appeal to majority?

    Holy moly dude, I don't know what you want from me. πŸ˜‚

    I told you RPD is essentially a maze, you can easily get lost and objectives are difficult to find.

    Then, you're like... Dude, it's not that bad. And I'm like, it is man, it's pretty sucky.

    Then you respond saying, I'm over dramatic. And then I point out that the majority of the community doesn't like that map because it's difficult to maneuver around.

    Then you get upset because the majority of the community knows this map is problematic? I mean, if so many people are complaining about it, then I believe there's a problem with the map design. But hey, I guess anyone with that opinion is over dramatic. Furthermore, the map is so big that the developers had to remove it from rotation since it was crashing games. If that doesn't tell you anything about how poor the map is designed, from a gameplay perspective, not design, then it's just best that we move on because nothing else will change your mind. I respect your opinion through, but we're going have to agree to disagree.

  • It's buying time for my team, is that also wrong?

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356213#Comment_2356213

    Oh come on. Just practice and spend time learning how the map works. You're being dramatic, it's as confusing as Hawkins.

    I don't think I'm the only one who's complaining about RPD map.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356193#Comment_2356193

    No, they just needed to add more landmarks, breakable walls, pallets and vaults. Survivors defenses are #########, that's the actual main problem.

    Finding gens... honestly, isn't that what people complained about on every single map?

    Nope, most maps you can look for the flashy lights that can be seen from a distance. Indoor maps don't have this, and have an alternative way for locating generators, but I have yet to find something for RPD. Even if you find a generator, the moment you complete it or have to leave it, you're probably not going to find it again unless you played Resident Evil 2 Remake.

  • @Tricksters_30thBlade said:

    All survivors got to do is run in a straight line its bad for 115 but worse for 110. There's probably no fix for it but damn survivors get looping smh

    Dead by Daylight is the only game I feel like everything I do is wrong:

    • Doing a generator? Wrong!
    • Hooking a survivor? Wrong!
    • Looping the killer? Wrong!
    • Chasing a surivor? Wrong!
    • Cleansing a totem? Wrong!
    • Using a hex perk? Wrong!
    • Playing the game? Wrong!
    • Existing? Wrong!
  • @entilted_but_balance said:

    horrible, trash, waste of time, waste of money, waste of work, waste of everything, worst map in dbd in every single way, ######### this map

    The map is just too big and gives the player no sense of direction. You can literally get lost, the killer gets more time from survivors looking for a generator than the survivors actually doing the generator.

    I wished the map was different, maybe The Hive would've been a better choice.

  • @Leonardo1ita said:

    This is the truth, even for killers that benefit from coup de grace a lot more than all the others like huntress, deathslinger, demo, Pyramid, blight, trickster, nemesis, and maybe leatherface and billy and twins.

    Unless you have corrupt or you want to defend totems, if all 4 survivors wait at the beginning the match doesn't start until someone if found, that's it, and you can guess where they'll go, also you already know which gens you wanna defend first no matter what

    If your fear is that they're gonna wait for you to pass a gen and then start working on it, 4 stacks of coup de grace before the 5th gen is completed are so much better still, mathematically, because you can win so many loops where pallets have been thrown so easily, and they'll be forced to pre drop pallets, so you'll zone them out quicker or down before.

    Not a good comparison.

    Lethal Pursuer helps with finding survivors

    Coup de Grace helps with catching survivors

    Both do compl different things, a better comparison would be Lethal Pursuer and Discordance.

  • @BingBongMan said:

    I'm currently playing red dead redemption 2, and it is running like a dream on an old ps4.

    The instant I try dbd, my ps4 is fighting for its damn life.

    I run DBD on my Xbox One Series X, which we all know is one of the most powerful consoles to date. If you guys need a comparison as to how powerful my console is, it's almost equivalent to top tier gaming PC. Yet, with me having the most lastest gaming system that has all the latest technology to run games smoothly, it still struggles to run the game, especially when I play as the killer.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355937#Comment_2355937

    Now that'd be a really fun perk to use. Well designed in that it gives aura reveals when the survivor is working on objectives, but not in a chase. And Oblivious tells you when you're the next target, so affected survivors need to decide whether to commit or to try and hide for the duration (while knowing the killer likely saw your starting location.) It'd be a surprisingly good global pressure perk, too; if you don't see the target's aura, they're not doing anything, and so you're just as well off chasing a different player.

    It focusing on the least hooked player(s) is just the icing on the cake. I'm not totally sure I'd want to see Insidious replaced by this or as a new perk entirely, but I'd definitely want to run it.

    I'm a strong believer that perks that encourages spreading hooks should be almost as strong as a Hex Perk. The same applies to perks that discourages tunneling, genrushing, and the list goes on.

    That's pretty much why I made Insidious pretty powerful, and if anyone doesn't like that, then would you rather the killer not play nice? I mean, they don't have to and at this point of the game, with me being 75% killer and 25% survivor, I know the pain killers goes through if they want to play nice.

  • @Zokenay said:

    Thoughts on this? cause the main offenders of horrendous basement camping are Hag and Bubba, largely due to both of them being able to use their powers in basement, making saving anyone extremely difficult.

    Could also add Trapper, but his traps arent as strong for this like Hag, (referring to trapping the stairs and such)

    Being hooked in basement is bad enough as it is, having a killer that can instantly teleport there making saves really slow to avoid it or a insta kill one just seems a bit too unfair.

    Personally, I believe the basement should be moderately bigger and have two entrances. It should also have two chests, an additional 6th totem, and a generator to encourage survivors to explore.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355877#Comment_2355877

    That's a pretty neat idea and I quite like it, but the problem is twofold.

    1.) As the killer, I usually don't know who this perk targeted. Killers can't see hook counts, and while most killers are keeping a general mental tally, there's usually more than one player with the minimum number of hooks. Like when I hook my first survivor, the lineup is going to be 1/0/0/0 and there's three people it could hit. A random snapshot of the match might have 1/1/2/2 or 2/1/0/1. You can also have a scenario where the hooked player is the one that gets targeted by Insidious, if they have a lesser or equal number of hooks to everyone else.

    1.5.) I don't know where the player I'm supposed to ambush is. Even if I know which survivor got hit by it, I won't know where they are unless I saw them recently or I have BBQ & Chili + they're not hiding + there's something distinctive about their silhouette. Typically when I hook someone and there's nobody nearby, I just go back to patrolling and go after the first survivor I see; I don't hunt a particular player across the map, and if I did, the odds that I'd find them within that window are kind of variable depending on what they're doing.

    2.) Undetectable is a little more effective than Oblivious because while they accomplish the same thing, Oblivious is an effect applied to the survivor. It's like Trail of Torment's yellow gen - there is an indicator telling the survivor to be alert because there's some funny business going on.

    But I do like the idea of a perk that rewards anti-tunneling. What it was the Oblivious status effect for every survivor outside of 32m of the hook when the unhook happens, that cancels if the killer remains within that area for x amount of seconds? That way the killer only benefits if they go and hunt someone away from the hook.

    (I think the 16m thing, while really interesting, would be too powerful on this proposed version.)

    I had a feeling you would use the "I don't know who's targeted by the perk" counterpoint and rightfully so since you need to focus a specific survivor to gain value.

    I was tempted to add some sort of aura reading, location bubble, or killer instinct effect to give the killer a pointer to where that survivor is at. However, I was afraid it would be too much β€” well, time to revise the idea!


    Insidious

    When a survivor is hooked, a random survivor with the most amount of hook states remaining will be under the effects of Insidious for a duration of 45 seconds.

    Survivors under the influence of Insidious:

    • Suffer from the Oblivious Status Effect
    • Have their aura revealed to the killer whenever they are repairing, healing, cleansing, or opening an exit gate, and for an additional 4 seconds after canceling or finishing the action.
    • Cannot see the killer wherever they a further than 24 meters

    Gain 100%/150%/200% more bloodpoints for the Catch scoring event.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355773#Comment_2355773

    I'd be sad about that because it's basically giving up on the perk and making the only use of it hook camping. Insidious can be used in creative, high-risk-high-reward ways - kicking a gen, pretending to leave, and hiding, hiding in a corner you know a survivor is going to run past, even chase mindgames. Hook camping is the most boring and predictable use of the perk. The 24m thing would only change the behavior if the perk deactivated if the killer returned within 24m of the hooked survivor, because people would do the exact same thing they did before, just with a walk-away-walk-back step added in.

    Personally I'd be happiest if Insidious was buffed so that other plays with it were more viable and hook camping was less so, but I have no idea how that could be accomplished.

    So you want the perk to be stealthy, allowing for an Ambush? You ask and shall receive!


    Insidious

    After hooking a survivor, a random survivor with the most amount of hook states remaining will be targeted by Insidious for 40/50/60 seconds.

    While they are targeted, they suffer from the Oblivious Status Effect and cannot see you further than 16 meters around them.

    Only one survivor can be targeted by Insidious at a time.

  • @GoobyNugget said:

    Oh boy its one of these posts again, fun.

    Simple perk, yet very annoying if you get into a match with a veryyy specific killer running this perk.

    https://us.v-cdn.net/6030815/uploads/XM4IOV0UNVSD/bubba.gif

    So, opinions on Insidious? And Bubba mains i dont wanna even s e e you talk about this perk.

    Insidious is kind of funny I guess, GoobyNugget.

    Should give the killer 30 seconds of Undetectable after hooking a survivor, would take outside 24 meters to the hooked survivor.

  • @TAG said:

    This is an interesting idea for the bulk of the match, though for endgame, I think just making traps automatically activate like the old days and simply pausing the EGC timer is preferred

    Personally, that would work because here's how deadly RBTs are during EGC: https://gameclips.io/NMCKE/5f6ac1e3-bf29-4bab-9474-411f2262e5fb


    I was thinking upon that, guaranting that the RBT will be removed between the first and last Jigsaw Boxes would help with both cases of RNG.

  • @OldHunterLight said:

    I've been thinking of a change to insidious but it's just a kinda cheap tinkerer.

    My change would be something like "after a gen is completed you have 1 down without TR".

    But I know this is like the bbq vs bitter murmur topic a while ago.

    How about this?

    Insidious β€” When a survivor is hooked, this perk activates and for 20/25/30 seconds after there's no more survivors hooked. While activated, gain the Undetectable Status Effect when further than 24 meters to all hooked survivors.

  • @Phasmamain said:

    30 second timer that resets every time you heal

    I wished Lucky Break was like this.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2351599#Comment_2351599

    You can hide near gens that you’re confident survivors will quickly return to. You can confuse survivors mid chase at loops with LoS blockers by just stopping. You can ambush survivors at the main building when survivors go for the gen there.

    If it was that easy to use, how come it isn't meta? I mean, wouldn't Pig, Wraith, Ghoshface, and Myers be OP as well? I don't think it's as simple as you make it appear, unfortunately, but I wish it was because that perk is so useless.

  • @SomberNokk said:

    To my fellow killer mains and players, how do you deal with someone 6 second switching a key and a map on you? Aside from just say tunneling out the key. And what is your attitude to survivors who do it and how does that affect how you play in that match? Do you think 6 second switching is a problem?

    https://us.v-cdn.net/6030815/uploads/TYD64ADGB65H/decdadff-0877-475a-b913-1c6d8ff5775c-7e2.png

    Not much you can do besides making sure no more than a single generator is lost, or else the hatch will spawn in later down the line.

  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2350676#Comment_2350676

    tunneling and camping isnt toxic just like playing SWFs is not toxic.

    I believe he means making the game more enjoyable, healthy since they are factors that the majority of players don't like about the game.

  • @Haddix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2349922#Comment_2349922

    Wrote a very similar idea to this. I've always loved the idea of giving Myers predator mode from Last Year. Totally down for this.

    This is essentially what he will be doing once in Evil Within lll, he will find a spot you're not focusing on and use it to ambush you.

    Of course, the survivor will know he's coming since they will be Exposed if they are within range. Granted it probably won't be enough to avoid him depending on where both the survivor and killer is at, but survivors do get the Evil Within lll warning, letting them all know he can use Ambush Mode.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2343386#Comment_2343386

    Ehm just no, from someone who plays both roles. If killers almost need to tunnel to win, it's a problem within the foundation of the game

    For my experience, tunneling isn't required to win; I hardly ever tunnel and still win most of my games. If you're reliant on tunneling to win, I don't think it's a, "Problem within the foundation of the game".

  • @Power_Guy said:

    Survivors should have limited, replenishing Evil Within.

    IE: It can run out (to prevent stalking 1 Survivor), but it slowly refills when not being drained, after a pause.

    Michael Myers is outdated in general, needs his power to be updated.


    Michael Myers β€” Evil Within

    Evil Within l: 4.6m/s [115%] Movement, Normal Lunge, and Undetectable. Damaging a survivor by any means will automatically progress Michael Myers to Evil Within ll.

    Evil Within ll: 4.6m/s [115%] Movement and Normal Lunge. Survivors have personal stalk meters. You need to have at least two survivors fully stalked to progress Michael Myers to Evil Within lll, which will prompt him the ability to tier up.

    Evil Within lll: 4.8m/s [120%] Movement and Insane Lunge. After being out of the survivors sight for 5 seconds, Myers gains the ability to go into Ambush Mode. Putting a survivor into the Dying State will automatically put Myers into Evil Within ll.

    Ambush Mode: Myers goes completely invisible [having no collision, Undetectable] and gains a tremendous movement speed bonus. He cannot interact with the environment nor the survivors by any means, BUT can still see survivors. Can exit Ambush Mode when out of the survivors sight for 5 seconds, making any survivor within 16 meters suffer from the Exposed Status Effect for 45 seconds.

    Boom, Myers is officially a stealth killer who will jumpscare you!

  • @gammatsunami said:

    Are you guys finding at low ranks there is low cake usage?

    Are you finding most games at purple / red ranks are 4-5 cake games? Or is it the same among all ranks?

    I pretty much always use cakes, why not it's free bloodpoints! πŸ˜‹

  • @Zokenay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2348884#Comment_2348884

    I mean if you want Victor to have a lower CD then he has to have a longer respawn timer when he gets kicked

    While the Deep Wound is good idea, its not the skill check, often you have to be running with him to get away from Charlotte, having to run and doing skillchecks would be too much.

    Same goes to stopping the survivor from saving a hook, he shouldnt stop you from doing that.

    That's the point, it makes you want to remove him instead of holding him hostage. Doing skill checks during a chase isn't impossible, just very difficult and will lead to you eventually making a mistake during a chase that she can capitalize on. Missing a skill check won't down you unless you keep missing them, so there is some leeway.

    The cool-down remains unchanged since they can be attacked everytime they switch positions.

  • @Lliart said:

    So I know the Twins already got their "Dedicated a few months have passed" look, but it still feels REALLY unfun to play as them. It's like playing as a killer that's constantly running in mud whenever I need to swap from Victor or Charlotte. It feels like I'm constantly punished for using Victor to hit survivors healthy or wounded. I'm not askin' for the world, but may we please get The Twins to have another look? It constantly feels like by the time I have Charlotte run towards the survivors that I've interrupted or downed, they're either back up to full health or someone managed to get them up and the survivors are hiding.

    Like I said, I ain't lookin' for the world here, just something that justifies playing as the Twins or even using their power.

    It's actually pretty simple to make The Twins better to play as and against. Her main frustrations are:

    • Victor isn't all that great against groups, and shines when all survivors are injured
    • Camping / Slugging almost required to win against skilled team


    Here's how I'd solve these problems, trust me guys I won't gut them because they are one of my favorite killers!

    • Whenever Victor is attached to a survivor, that survivor will be Deep Wounded, and receive periodic skill checks that increases in difficulty.
    • Failing a skill check will decrease a portion of the meter. The amount that's lost is based on how long Victor remained attached.
    • When Victor is idle, he no longer reveals survivors within his terror radius. Instead, any survivors in his radius suffers from the Oblivious Status Effect and for an additional 15 seconds once they are out of range.
    • Victor's missed attack cool-down is decreased based on how far his lunge was, up to a maximum of 75% reduction.
    • Incapacitated Status Effect buffed: While under the effects, survivors can only perform the following actions β€” Movement, Drop Pallet, and Vault [Pallet / Window].
    • Can voluntarily swap between killers while under any circumstances, BUT Victor and Charlotte are vulnerable to other survivors upon transitioning. During the first 5 seconds after transitioning, survivors can crush Victor and-or shove Charlotte.
  • @DuraLexTeia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347396#Comment_2347396

    Yeah Thanks for the Info. But I just can't believe I've been Perma Banned for exploit or bug when I didn't use any. I'm not even using those mod things that changes the color or image of your perks, and you can based it on my streams. I just can't believe it. But is it possible that they can reverse the ban? Because I am losing hope given there are big streamers like n00b3 and ochido who got banned. Well given 0chid0 is very very toxic. But come on.

    Click HERE to get redirected to DBD Support, you can make your case to the support team and see if they can appeal you permanent ban. You have to wait a few months before tying to appeal, but after you waited your time β€” submit a ticket and see if they appeal it.

  • @DuraLexTeia said:

    Ok, I got 6K Hours on this game and has been playing this game since 2016. As far as I'm concerned the last killer I played is The Twins. Of course without any program or hack because I am a streamer myself and my youtube and twitch account proves it (Search Dura Lex Gamer on Youtube and Twitch). But How did I get banned for using the Twins when all I did is put victor near the hook while Charlotte do the hitting on others. Given Camping is not a Bannable Offense per se according to your Not Bannable Offense. This is not even an exploit or bug since I don't play The Twins that much, Since I play all Killers. So How did this become a permanent Ban offense? When its neither a bug or glitch. Please enlighten me on this one Devs. Thank you.

    You're not going to get an answer here, this is the forums, not DBD support, and additionally, they won't undo a temporary ban anyways. If this is a permanent ban, then you can take this to support and see if they can appeal it.

  • @GoodBoyKaru said:

    I'm afraid but here is mine

    https://us.v-cdn.net/6030815/uploads/FMW6Q5326M7I/image.png

    Assuming competent survivors with good perks but no add-ons.

    my-image (2).png

    ...

  • @Grimmy_Bluues said:

    Easy solution: Survivors lose the ability to interact with stuff for 1.5s after using DH (like a Doc shock) and they can no longer DH over bear traps.

    That solves the main issues people have with the perk afaik.

    9001IQ, DH 1.5 seconds before reaching the pallet / vault.

    Pretty difficult to change DH. There's no easy solution.

  • @Pulsar said:

    I dislike that it can be used to either dodge a hit or for distance.

    Make it one or the other, not both. I'd prefer that it be used to dodge a hit, but that'd involve BHVR fixing their servers so that's unlikely

    Personally, I would take away the invincibility because skilled survivors don't need it anyway. The distance is used to reach the safety of a pallet or vault, giving the equivalent of a health state since it prevented them from taking damage.

    This change would mean you couldn't avoid bear traps, killers M1s [they would hit you as you dashed], powers, and so on β€” you solely have to rely on the distance to save you. I believe this is a healthy change for the perk since the skill ceiling is higher for those who relied on the invincibility aspect and BHVR doesn't have to go through the trouble of making their servers top tier.

  • @Power_Guy said:

    The problem with the view of most people who complain about NoED is that they think it 'rewards failure'. This could not be more wrong.

    See, the Killer did not fail just because 5 gens popped; the Exit Gates still need to be opened, and the Survivors still need to actually leave the match. At any point between those two things; the Killer can still hit and hook and kill people.

    But, the way I see it, most of those who dislike NoED know this. They just don't want to accept it. So they invent some arbitrary event; the Exit Gates being powered, and then claim it's somehow a fail state for Killers.

    In this way, they have just created an argument against NoED; that it 'rewards failure'. They're wrong, but they will stick to it, because it's the only method to attack NoED that they have.

    Because, and let's face it, their other argument of 'It has no counter' is an utter lie, given the number of anti-totem perks and items that exist.

    So they tried to invent another flaw with the perk; the 'rewards failure' tripe. It's also a lie, but they keep trying.

    I hate NoED with a passion, not going to sugar coat it, but it's not because it rewards failure β€” I don't think it does to begin with.

    I just hate perks that take advantage of solo queue because let's face it β€” solo queue is a complete mess, and more often than not, leading to some very unfun experiences. Then we introduce perks with the sole purpose of destroying solo queue when it's already pretty miserable for the most part.

    Granted we have perks to help against it, but we're running perks in the off chance the killer has NoED. Upon that, there's no communication, meaning multiple survivors might be running perks against it when it's unnecessary to do so or no one runs support perks. SWF don't even need perks against NoED, they can use whatever they want and do creative builds while solo queue, for the most part, have to use Kindred, [Insert Anti-Totem Perk], Decisive Strike, and Unbreakable.

    I don't want NoED nerfed, I just want it to be more solo queue friendly. Could careless on how strong NoED is, just make it less oppressive for solo queue.

  • @MadmegMain said:

    I ask the devs to just nerf the perk so people stop complaining about it. A skilled killer can counter it 9 times out of 10 and it barely works anyways so go ahead and nerf it. I prefer other perks anyways

    Actually, it can be used pretty easily.

    You don't use the perk for damage immunity, it's more for distance. When you're looping a killer, you can be greedy knowing if you miscalculate the distance β€” you have Dead Hard to cover up your miscalculation. This usually allows a survivor to get another loop in or reach another tile. That's how the perk wastes time, whereas other perks allows you to increase the amount of distance between the killer and survivor.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2346904#Comment_2346904

    Maybe they could make it so that you cannot interact with windows or pallets for a short amount of time after using it.

    That's the problem, there's not much you can change about DH without gutting it to the ground. There's not a lot of variables to change about the perk unlike the others.

    The vault / pallet idea is nice, but how long would it last exactly?

    I want the invincibility removed since if the killer catches you during the dash, then you failed to use the distance in time to avoid damage and should be punished as such. If that doesn't work, maybe the perk causes a 5% hindered status effect.

    I have no idea. This is very difficult discussion, no solution doesn't sound good.

  • @GeneralV said:

    I believe DH's main problem is using it for distance, because it literally has zero counterplay.

    Using it to dodge a hit can be annoying, especially when used on a situation where the survivor clearly made a mistake and deserves to go down. But this scenario is still a bit better because you can bait it. And even if you don't, the survivor will go down regardless.

    However, using it for distance can buy an insane amount of time, which required zero effort to be obtained. This is definitely not okay, and it makes it so powerful that you can easily have trials where all 4 survivors run it:

    https://us.v-cdn.net/6030815/uploads/QLRABA7IWDZG/image.png

    This perk could really use a change.

    Personally, the distance doesn't bother me since all other exhaustion perks, including Head On, gives more distance than Dead Hard.

    I just dislike how the perk gives you immunity to all damage. If you used the distance correctly, then it should allow you to avoid damage.

    I don't know, I don't think there's much you can change about DH to be completely honest.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2343386#Comment_2343386

    This seems unlikely, but I wouldn't rule it out. DS as it is already has a strong success rate, and as it stands it has what I think is the right feel for such a perk.

    Thank you for responding, made my day! ❀

    I definitely understand where you're coming from, and you're absolutely right to be cautious! DS is definitely a strong perk β€” at least two uses isn't completely out of the picture.

  • Please don't be scared to respond, promise I won't bite, but how would you feel about making DS usable twice?

    Maybe we could shorten the timer, just to be sure that killers would only ever get hit by it if they hard-core tunnel. 🐷

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2341607#Comment_2341607

    So basically The Legion would most likely disable one survivor from game for 45 seconds, becuase it would just not do any mind games, so it wouldn't be hard to run him. Which is still pretty good slow down.

    Well, if they are injured and have less than 3Β Laceration, then they can just take it.

    Would you be able to see aura of The Legion (as Nemesis see zombies)?

    That would be super fun, with that I would gladly take 110%, because you could hunt survivor together.

    That's why I made The Legion 110% because you can use your ability to sandwich survivors once you have enough laceration accumulated across the team. Some situations, survivors will be put in a lose-lose situation, so I thought it's only fair. Upon the, you still have Feral Frenzy to get easy injures and chains β€” great for stalling and downs.

  • @Phasmamain said:

    Too weak? Too strong? Perfect?

    I personally think it’s a bit too weak since it doesn’t really stop the killer from just chasing you again. If we gave it the self preservation effect for 8 to 10 seconds I feel the perk would be perfect

    I’d love to hear all your thoughts on the perk!

    Shouldn't be limited to one use since it's been changed to ONLY target killers who tunnel / camp.

  • @Lord_Tony said:

    yeah I got screwed out of a pop or BBQ trigger PLENTY of times too because the guy DCs on me.

    I get punished for them disconnecting, it's really unfair.

    I'd prefer survivors becoming husks, meaning they are still in the game until you sacrifice them. Giving you time between the sacrifice and the death to reach the hatch.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2341479#Comment_2341479

    Ok, then it sounds really good.

    I still don't like 110% tho. You would often need to down survivors m1 anyway and this would make it way harder.

    Also I have no idea how much value you would get from The Legion, if they just follow scratch marks, then what will they do if survivors just start to walk? or vault / drop pallet.

    Scratch marks are an easy way for me to describe their AI. Essentially they follow the EXACT PATH that survivor takes, starting them on scratch marks allows you to pick who to target.

    If they Vault / Use a Pallet, they will either vault the window or break the pallet β€” then resume the chase. πŸ™‚

  • @GodDamn_Angela said:

    I escape and earn the most BP in most games I play. The only "second chance" perk I run, sometimes, is Borrowed Time. πŸ€·β€β™‚οΈ

    I don't care about running "the best" perks. This is DBD and I value fun over "winning" or "being the best" or "playing like everyone else". Anyone can play any perks they want.

    https://forum.deadbydaylight.com/en/discussion/comment/2341407#Comment_2341407

    Doesn't give anyone the right to try and police what perks other players are running.

    Sorry some of you are so sweaty and obsessed with "winning" at all costs that you think you have some right to control how others play. Many of us run what perks we feel like running. Too bad for you.

    Serious question: What are you talking about? Where, in any capacity, did I try to control how someone plays the game?

    Here's the comment you quoted: I don't see anything.

    Screenshot_20210707-071158_Chrome.jpg

    In a nutshell, all I said is that your skill doesn't matter against a killer who wants you dead. Did you quote the wrong person on accident?

  • @Dino7281 said:

    I got alergic to Laceration thing, because of Trickster. But idea about actually using Legion members is nice tho.

    I don't like the part that you can see only sprinting survivors. It is really hard to chain hits even with current version, when survivors split. With this change, you wouldn't even see them, when they are working on gens, so chain hits would be possible only when you found them healing or working on gen together, which they would stop and would counter Legion even more than now.

    if I understand it correctly, then you have no way to remove Laceration and Legion is able to down survivors, if they reach 6 Laceration?

    Well, it would be possible only with chain hits, so it is fine I guess.

    I am not sure 110% is justified to be honest, but I think you would be able to traverse bigger distance with frenzy, so maybe worth a trade, hard to tell. When survivors split up, this version would be worse than current version.

    Before, you could only chain hits with survivors who are not Deep Wounded, which made it difficult to go between survivors. This version, you can chain hits easier because the only requirement is to make sure each survivor is different than the last. Meaning, you can ping pong between survivors fast, racking up quick laceration. This can be especially devastating if survivors have high laceration because any sort of chain hit will likely be enough to down them. Chaining downs is pretty nasty.

    The only way to remove laceration is to enter the healthy or dying status.

  • @EntitySpawn said:

    Not if you can play at the rank you're at. I can be perkless and still play insanely well, issue is so many survivors are in ranks they dont belong. Killers too but far more survivors, not trying to be mean to anyone but not everyone is as strong as their rank suggests

    Doesn't matter if you're perfect, if the killer wants you dead β€” you're dying, like it or not. The best you can do is stall for your team by dragging out the process.

  • @gendoss said:

    I'm just really salty that you can earn free kills because of 1 perk that has no reasonable counterplay.

    Rant over.

    The perk is relatively fine, it's just poorly designed to work way more effectively against solo queue. Otherwise, it can easily be shutdown by doing totems.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2340587#Comment_2340587

    Yea, with their track record, a new bug would spawn that would probably end up locking me in a locker.

    It would be nice if Inner Strength gave you a cleanse speed increase while injured.

  • @Mandy said:

    Thanks for pointing that out @Aven_Fallen I've copied it to here:

    https://us.v-cdn.net/6030815/uploads/RS2BZLX9B8U3/zps9msm-5b1-5d.png

    That's great news, this is the time of stuff I like seeing from the developers β€” even if it's not confirmed. I'd like to see the amount of zombies that would be in a map be based on the area of land that's usable for the survivors.

    It's like putting a pack of sugar in a coffee cup, versus putting a pack of sugar in a litter of coffee. They obviously won't taste the same and that's what we want to avoid β€” we need more / less zombies to get the same, intended map pressure, across all maps.

  • @Chocolate_Cosmos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2334809#Comment_2334809

    Thanks for the feedback! :3 Now, let me see your add-ons ideas.

    Utility Blades - Sure, not bad idea and it could be decently powerfull for an yellow add-on.

    Face Mask - I like the current version so that's why I didn't want to rework it since I think the "permanent" blindness is not bad at all. I also thought about add-on that would make the trapped Survivor not hear your terror radius, but as a "permanent" effect without needing to repain gen (until the trap is gone). Now, looking at your idea, it is not bad at all. I wouldn't mind such add-on but it would not be something prob I would like to run offten, more like a rare choice.

    Interlocking Razor - This is very interesting and evil add-on. Once Survivors know this add-on is in the play it could make them more carefull about their decision to search a Box near you. However, I think this is quite situational add-on and it would't be great for the most part. When it works, it would be fun and it will give you a free hit if you see that Survivor, but other than that (many times Survivors will search box without you being near), it is kinda worthless. I wouldn't personaly run it unless I want to play something like Distressing or some meme build. I think the "Face Mask" is less situational and just overall more usefull.

    Rusty Attachments - I think I would make this add-on either a 60 seconds or until the Survivor is healed. But it's an okay add-on.

    Amanda's Secret - Interesting add-on. Could give you a place to go / hit or usefull info.

    Amanda's Letter - Sounds good if you want to be more stealthy around the map or it could help you a bit in a loop.

    Shattered Syringe - This could be very good add-on on Pigs who want to use her dash a lot. It might end up on the line one of the top add-ons since it will make more loops playble with your dash attacks.

    My apologies, Amanda's Letter and Shattered Syringe will increase your ambush dash movement speed. Of course, if numbers are too low, we can tweak them. 😁

    With that said, any add-ons you can see keeping from both of our passes?

  • Pretty simple change, there will be 4 Zombies, each one being unique to a survivor. The survivors will only be able to interact with the zombie belonging to them. Zombies will hunt the survivor it's linked to until they are either dying or hooked. Nemesis cannot see the auras of his zombies, but he can still interact with them. Zombies have no collision for both the survivor and killer.

    Zombies will be able to track its survivor map-wide if they are injured. Otherwise, they will always try to remain within 48 meters to you, then searching for you within that area.

    Done deal, no more frustrations.

  • @Kumakx said:

    Just tunnel the key wielder down. It's a viable strat.

    Then the next survivor will pick up the key, you going to tunnel them too? You lose a lot of generators by tunneling as well, and sacrificing a survivor decreases the amount of completed generators needed to spawn the hatch in.

    Here's the formula: Spawning Hatch

    (Survivors Alive) < (Generators Completed)

    If this statement becomes true, the hatch spawns in. Sacrificing a survivor means they need to do few generators to spawn it in.


    What's my point? Killers don't have a realistic strategy against keys. It's a lose-lose and we just lost Franklin's due to a previous patch. We can't even the odds by changing our loadouts if they switch last second. It's just ridiculous. We shouldn't have to tunnel survivors, it's boring and no one likes it. Keys should've been reworked, so that both sides can be happy. It's getting pretty exhausting that keys are still a problem, and haven't been addressed yet, then they have been getting worse because our counterplay options are getting removed. I might sound like I'm just ranting, and I'm sorry for doing so, but I know that what I'm saying is true. They could've at least made a temporary solution while they worked on a final, fun solution, like they did with Ebony and Ivory Mori β€” yet they didn't.

    Don't get me wrong, I don't hate the developers. In fact, I love the developers and would do anything to support them, but some things that they do isn't making any sense. This is one of them, I just hope that they see this and understand my (and to an extent, our) frustrations. I know, they are under a lot of pressure and-or have priorities, but I'm just disappointed with how they handled the whole key situation.

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