NMCKE
NMCKE
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The Game?michaelmyers87 said:Let’s wait here until I know for sure the killer is coming upstairs
Your information is very vague!
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I made this rework in mind with the new DS. I'll be happy to explain how the new DS will affect my rework!DarkGGhost said:what about the new DS ? Did the new obsession take all the tokems from the strat or stay with what he/she have ?
Basically, let's say you have Object of Obsession but you're NOT the obsession. You ended up using all 3 of your tokens given by the perk, but after a while, you used DS and now you're the obsession! Now, all of your obsession perks that you have equipped been changed to the obsession version! Therefore, the obsession version of Object of Obsession has 9 tokens but you previously used 3 tokens so you'll be at 6 tokens! However, you'll also get the hook penalty so it's not all good, there's still a penalty to becoming the obsession!
Vice versa if you're the obsession and someone else used DS. You'll lose 9 tokens until you're the obsession once again! Therefore, if you had 5 tokens and someone else used DS. You'll lose 9 tokens and you're now stuck with -4 tokens (but the perk will say 0 just to not confuse you).
Perk tiers can affect how much tokens you'll have. -
Yes, you don't get the penalty because you aren't the obsession and due to the fact that your perk is now less powerful!TAG said:I'm slightly confused. If you are not the Obsession, do you not get the hook progression penalty? -
Number 2
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@Hoodedfengm1n
Oh really, you sure about that?
Mods, move this thread to the Off-Topic area so I can continue this war!
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I am, nurse is insane if she is used correctly.Yamaoka said:Nobody is like "OMG IT'S NURSE I'M SO SCARED!!!11!!!" after thousands of hours in the game. -
I'm wasting two perk slots just for the killer to slap me back down to the floor when I recover and as a bonus, he counters DS without a perk when I'm using an additional perk to make it work. See the flaw? The perk's purpose is completely thrown out of the window if you just wait a few seconds. There needs to be something to counteract this because DS will be too easy to counter. It doesn't have to be much, just something.Cymer said:
If you are concerned about slugging take unbreakable, no Mither ect.Nickenzie said:
Hello, @not_Queen I have a concern as well as some solutions to these issues!
Slugging to wait out the DS timer:
This can be a problem since the core of the perk is to prevent the consequence of someone's actions. However, slugging removes this concept since you can easily wait out the timer in specific scenarios.
Scenario: Let's assume I went after the unhooked survivor and he took me 30ish seconds to down. Now, all I have to do is wait another 30 seconds or more time to be safe to avoid DS.
Solution: Have the timer pause or slow down while in dying state to prevent slugging and to force the killer to pick the survivor up. Yes, I understand that you do not know what survivor will have DS (since they won't be the obsession until after use) but assuming how survivors will farm someone directly in front of you (especially SWF) should lead to a conclusion that the unhooked survivor has DS.
Merci!
There are existing ingame ways around it, use the tools given by the devs.
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This is a neat idea but I don't agree with the death bonus effect because it would encourage hardcore camping/tunneling. You can increase the injured penalty to compensate if you want.HatCreature said:In the Q&A, I posted a suggestion on how to fix it, If the current Obsession is injured all other Survivors recieve a % debuff, when the Obsession is hooked the % increases, the debuff is reduced when the Obsession is unhooked and/or healed. If the Obsession dies the Survivors get the full power of the perk. If another Survivor becomes the Obsession the debuff is reduced to that Obsession's current health state.
So it's kind of like Thana but focused on the Obsession, they recieve no penalty just the others. Their pain is a light that is slowly dying and the morale of the other Survivors is lowered, action speed respectively.
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I understand, I'll be honest and say that the perk shouldn't take effect after all the generators are done to prevent hook swapping or free escapes. However, the timer should pause or slow down while in dying state to prevent slugging. I personally don't mind slugging but I don't like loop holes.Tucking_Friggered said:@Nickenzie said:
Tucking_Friggered said:@pemberley said:
If you’re getting tunneled you’re going down in 40 or less usually.
But 60 is fine I think if the killer gets a visual notification like Pop or MYC. Maybe once the perk activates on a survivor the killer sees a little clock on their icon that counts down (survivors see this too.) I can’t help but think how rough it would be when you do play fair but you run into your last victim at say second 58/60 and then get dsed for being unlucky.
Or especially end game. Won’t survivors get a free escape with ds?
Of course they will. But the devs are super cucked by bad review bombs and will always offer a way out when they make a change to survivor. They also made the change in a way that make a lot of strong killer builds much less devastating.
Why is everything the developers do a complete screw up? This change is probably one of the best out there and I'll say it's even better than my DS rework.
Additionally, why is any buff/nerf a killer versus survivor war? Instead of ranting, offer feedback like the OP is doing.
Hopefully this didn't come out as rude.
Because having DS with a gate open means the survivor is walking right out of the gate. A minute is a very long time to crawl. Further, versus perks like Remember Me the killer doesn't get additional time from hitting a new obsession but still endures the penalty of the new obsession opening the gate unhindered. With Dying Light the new obsession removes the penalty instead of stacking. Meaning the killer is punished twice with the each Decisive Strike, once by losing their catch and again by losing their earned debuff.
They'll get credit when they do something that doesn't involve backhandedly nerfing killers at the same time they make a slight change to survivors. The words counter play are synonymous with "alternative way to be just as cheap" when it comes to survivors and Behav10r.
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Why is everything the developers do a complete screw up? This change is probably one of the best out there and I'll say it's even better than my DS rework.Tucking_Friggered said:@pemberley said:
If you’re getting tunneled you’re going down in 40 or less usually.But 60 is fine I think if the killer gets a visual notification like Pop or MYC. Maybe once the perk activates on a survivor the killer sees a little clock on their icon that counts down (survivors see this too.)
I can’t help but think how rough it would be when you do play fair but you run into your last victim at say second 58/60 and then get dsed for being unlucky.
Or especially end game. Won’t survivors get a free escape with ds?
Of course they will. But the devs are super cucked by bad review bombs and will always offer a way out when they make a change to survivor. They also made the change in a way that make a lot of strong killer builds much less devastating.
Additionally, why is any buff/nerf a killer versus survivor war? Instead of ranting, offer feedback like the OP is doing.
Hopefully this didn't come out as rude. -
Thank you for the feedback!HatCreature said:@Nickenzie said:
HatCreature said:I'm sick and tired of seeing people say it but never say why. The perk has ALREADY gone through SEVERAL nerfs and nerfing anymore will break it to the point where it's completely useless OR it needs a whole new effect like Tinkerer got. So please, someone tell me why you feel it needs to be nerfed, as of right now I think those people are complete noobs and stupid but if you have a valid reason please tell me because I don't like judging people.
Also why not offer your rework?
I been showing my rework for ages to make the perk better but salty killers don't tell me why they don't like my rework. It's like they think I'm trying to get my easy escape when I'm just suggesting something for feedback, a thing that you're supposed to do in the forum. No One Escapes Death
Progress infuriates you beyond belief which causes you to release your true potential. Whenever a generator is completed, receive a 15% haste effect and a 20% attack cool down decrease until you perform a successful offensive action. Bonuses from No One Escapes Death stacks if multiple generators are completed simultaneously.
I remember seeing this, not sure what I said before but I think it's cool. Basically every time a Gen is done you get a temporary but useful buff. I think the only reason most Killers don't want it is because the Exposed is gone. Which is my only gripe as well so maybe keep everything you have but add something that triggers when all Gens are done just to keep the Endgame aspect of the perk. Exposed isn't necessary but something that's still endgame relateed could take it's place?

I was thinking that you'll receive a permanent 15% movement speed increase whenever a survivor is attempting to open exit gates while receiving a visual notification on what exit gate. However, not sure if the speed part of the buff should take effect during a chase. -
In theory, you can be a 185% killer with a 100% attack cool down decrease. This would be nutty as a killer, especially for Myers since tombstone moris aren't considered an offensive action.HavelmomDaS1 said:
Don't worry those salty noob killers, this is a really great rework and something which is actually helping you during the match.Nickenzie said:
I been showing my rework for ages to make the perk better but salty killers don't tell me why they don't like my rework. It's like they think I'm trying to get my easy escape when I'm just suggesting something for feedback, a thing that you're supposed to do in the forum.HatCreature said:I'm sick and tired of seeing people say it but never say why. The perk has ALREADY gone through SEVERAL nerfs and nerfing anymore will break it to the point where it's completely useless OR it needs a whole new effect like Tinkerer got. So please, someone tell me why you feel it needs to be nerfed, as of right now I think those people are complete noobs and stupid but if you have a valid reason please tell me because I don't like judging people.
Also why not offer your rework?
No One Escapes Death
Progress infuriates you beyond belief which causes you to release your true potential. Whenever a generator is completed, receive a 15% haste effect and a 20% attack cool down decrease until you perform a successful offensive action. Bonuses from No One Escapes Death stacks if multiple generators are completed simultaneously.
Btw just to make clear, it wouldn't be a Hex anymore right?
However, I'm still working on the perk idea. I think it doesn't not offer as much as other perks do so I'll keep improving the idea. -
Well it depends on your play style as a killer. I usually go after the unhooked survivor to punish benevolence points on the unhooker, then I'll chase down the unhooker while I slug the unhooked survivor anyways.Ihatelife said:@Nickenzie said:
Ihatelife said:I wanted to ask an one more question.
Is the new DS also triggers the obsession mechanic at the start of the trial or only if you hit the skill check?
I can answer,
After you successfully stun the killer.
So this is actually a buff to DS. 'Cause killers will no longer get informed that you run this perk. Thanks!
The unhooked survivor gets another chance while the unhooker gets punished benevolence with a hook. However, if I feel like this will lose me the game, I'll ignore this random rule I have and re-hook the unhooked survivor. I don't like doing this but sometimes you have no choice!
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I been showing my rework for ages to make the perk better but salty killers don't tell me why they don't like my rework. It's like they think I'm trying to get my easy escape when I'm just suggesting something for feedback, a thing that you're supposed to do in the forum.HatCreature said:I'm sick and tired of seeing people say it but never say why. The perk has ALREADY gone through SEVERAL nerfs and nerfing anymore will break it to the point where it's completely useless OR it needs a whole new effect like Tinkerer got. So please, someone tell me why you feel it needs to be nerfed, as of right now I think those people are complete noobs and stupid but if you have a valid reason please tell me because I don't like judging people.
Also why not offer your rework?
No One Escapes Death
Progress infuriates you beyond belief which causes you to release your true potential. Whenever a generator is completed, receive a 15% haste effect and a 20% attack cool down decrease until you perform a successful offensive action. Bonuses from No One Escapes Death stacks if multiple generators are completed simultaneously. -
I can answer,Ihatelife said:I wanted to ask an one more question.
Is the new DS also triggers the obsession mechanic at the start of the trial or only if you hit the skill check?
After you successfully stun the killer. -
Hello, @not_Queen I have a concern as well as some solutions to these issues!
Slugging to wait out the DS timer:
This can be a problem since the core of the perk is to prevent the consequence of someone's actions. However, slugging removes this concept since you can easily wait out the timer in specific scenarios.
Scenario: Let's assume I went after the unhooked survivor and he took me 30ish seconds to down. Now, all I have to do is wait another 30 seconds or more time to be safe to avoid DS.
Solution: Have the timer pause or slow down while in dying state to prevent slugging and to force the killer to pick the survivor up. Yes, I understand that you do not know what survivor will have DS (since they won't be the obsession until after use) but assuming how survivors will farm someone directly in front of you (especially SWF) should lead to a conclusion that the unhooked survivor has DS.
Merci!
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I really love the reworked perk to be honest since it's not that jail free card it once was! This will be a great healthy feature to the game since it encourages more interactive gameplay for both sides!Doc_W__HOLLIDAY said:Will it still be a strong perk and will it stay in the meta? What do you all think? I believe it will remain meta.
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Maybe it nerfs your play style.Acromio said:The fact that most people don't seem to understand that they are buffing it and pretending to nerf it is honestly flabbergasting. I hope this change doesn't go through.
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I really love these changes, now it's not a jail free card. It's more on the lines of preventing boring gameplay from the killer while staying strong perk!SenzuDuck said:https://forum.deadbydaylight.com/en/discussion/48381/decisive-strike-upcoming-changes#latest
Here's the blogpost - you can't comment on it so I thought I'd shoot it on over here.
What are your thoughts? I honestly like it and it's more of an anti-tunnel perk now which is what I think most people wanted it to to be.

and for those of you who said it wouldn't happen I'm more interested in your thoughts on it.

Also, if you use DS, you won't be the obsession instantly because the perk doesn't have "Increases your chances of becoming the killer's obsession" so you'll have to use other obsession perks to start the trial as the obsession. -
This would be perfect to be honest!Mat_Sella said:considering how un-fun slugging killers are to the majority of survivors who dont like playing an intermittent waiting game, the addition of a time consuming animation (especially against nurse) would result in a a considerable spike in such games. While i'm all for little details like animations, i would prefer if you kept normal momentum during such. Maybe the animation could happen during the 5% buffer and you're locked into it? just my personal opinion
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This is the feedback that I wanted to see. I would be completely fine with your suggestion.artist said:also if you really want this to be a thing the whole picking yourself back up thing should be while you're recovering on the floor. no extra time needs to be added to pick up a teammate
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Give me your best nurses, I need a challenge anyways!Ryuhi said:I get the feeling console survivorss would not be fans of PC nurses in their games :chuffed:
There are a few things that would need to be streamlined between each version on the backend that would potentially decrease the quality of some aspects of the game, especially in regards to the framerate.
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Can you tell my why you disagree besides saying "Not everything had to be realistic"? If not, then you're derailing the thread.artist said:
I disagree. why? because Its a video game not real life lol not everything has to be realistic.Nickenzie said:
Yes, it would be appreciated if you told whether or not you agree or disagree with my idea. Telling me, "Its a video game not real life lol not everything has to be realistic." Is off topic and not relevant to the discussion.artist said:
do I have to tell u anything? I just said its a video game not real life lol not everything has to be realistic.Nickenzie said:
@artistartist said:
daily reminder dead by daylight is a video game and does not relate to real lifeNickenzie said:
My intentions was to add a realistic factor but if it helps slugging, oh well it's not going to change the meta. Besides, if you was dying on the floor and the next second you're on your feet like a soldier then survivors must have some kind of super powers.Master said:@Nickenzie said:
TL;DR
I don't know how to summarize this thread to be honest. However, it's not that long so don't worry, just skim read over everything!
Warning: If you have not checked out my previous dying state QoL change then this thread might not make sense to you. Please give it a quick read so you'll understand how this new system will work.
Link: https://forum.deadbydaylight.com/en/discussion/41212/small-qol-dying-state#latest
Dying State Changes:You know that moment when you recover from dying state and you instantly stand on your two legs as if you could've done that all along? Let's change that!
Whenever you recover by yourself, the survivor will go through a short animation. The survivor will use their hands to move their body into a position where they can use their knees to stand themselves back up. This will take anywhere between 3 to 5 seconds since after all, you were just dying on the floor.
If a teammate helps you recover then they will grab your arm and pull you back to your feet taking a solid 3 seconds to complete. Then, if they so please, they can continue to heal you like normal.
Would this be an okay feature to dying state?
Agreed, its 3 times easier to pick someone up of dying state so slugging has become really difficult.
Id like to see such an animation
Wow, thank you for the amazing feedback! You definitely told me why you disagreed with my idea, great job!
@DelfadorDelfador said:I don't like this.
I don't want them to buff or nerf slugging anymore. It is good where it is right now. This is why I didn't like your previous change where you could get yourself back to feet on your own with medkit etc.
Slugging is already powerful and have counters. I don't think it needs a change right now.
Honestly speaking, I don't think a few seconds would hurt. However, if it does more harm than what I think, I wouldn't be opposed with decreasing the times since after all, my goal is to add a realistic factor to picking yourself up, not buff slugging.
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Yes, it would be appreciated if you told whether or not you agree or disagree with my idea. Telling me, "Its a video game not real life lol not everything has to be realistic." Is off topic and not relevant to the discussion.artist said:
do I have to tell u anything? I just said its a video game not real life lol not everything has to be realistic.Nickenzie said:
@artistartist said:
daily reminder dead by daylight is a video game and does not relate to real lifeNickenzie said:
My intentions was to add a realistic factor but if it helps slugging, oh well it's not going to change the meta. Besides, if you was dying on the floor and the next second you're on your feet like a soldier then survivors must have some kind of super powers.Master said:@Nickenzie said:
TL;DR
I don't know how to summarize this thread to be honest. However, it's not that long so don't worry, just skim read over everything!
Warning: If you have not checked out my previous dying state QoL change then this thread might not make sense to you. Please give it a quick read so you'll understand how this new system will work.
Link: https://forum.deadbydaylight.com/en/discussion/41212/small-qol-dying-state#latest
Dying State Changes:You know that moment when you recover from dying state and you instantly stand on your two legs as if you could've done that all along? Let's change that!
Whenever you recover by yourself, the survivor will go through a short animation. The survivor will use their hands to move their body into a position where they can use their knees to stand themselves back up. This will take anywhere between 3 to 5 seconds since after all, you were just dying on the floor.
If a teammate helps you recover then they will grab your arm and pull you back to your feet taking a solid 3 seconds to complete. Then, if they so please, they can continue to heal you like normal.
Would this be an okay feature to dying state?
Agreed, its 3 times easier to pick someone up of dying state so slugging has become really difficult.
Id like to see such an animation
Wow, thank you for the amazing feedback! You definitely told me why you disagreed with my idea, great job!
@DelfadorDelfador said:I don't like this.
I don't want them to buff or nerf slugging anymore. It is good where it is right now. This is why I didn't like your previous change where you could get yourself back to feet on your own with medkit etc.
Slugging is already powerful and have counters. I don't think it needs a change right now.
Honestly speaking, I don't think a few seconds would hurt. However, if it does more harm than what I think, I wouldn't be opposed with decreasing the times since after all, my goal is to add a realistic factor to picking yourself up, not buff slugging. -
Eh, they are there in case you really don't want survivors to escape but at the cost of playing hide and seek world championship. Let them have what they want and see why removing the hatch is a bad idea.Delfador said:@Nickenzie said:
PinkEricka said:They should add more new offering in. I’m so tired of seeing the same ones tbh.
@PinkEricka
Secret Offerings: (Ultra Rare: Survivor)Iridescent Quality Parts:
-Generators will spawn as far as possible from each other.
-SecretMemorial Flowers:
-The hatch will spawn into the trial faster than normal (AKA you don't need to do as many generators to spawn in the hatch).
-SecretSecret Offerings: (Ultra Rare: Killer)
Withered Flowers:
-The hatch will not spawn into the trial.
-SecretLost Toolbox:
-Generators will spawn closer together than normal.
-SecretIf you add withered flowers, you will welcome free hostage scenarios especially with your new suggestion.
Basically, I will look for the hatch that didn't spawn in the entire match God knows how much.
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People hate NOED for one reason, it's like the survivor's version of DS. While it does have a counter, it's arduous and sometimes the situation may call on you to do some else besides cleansing.
I don't think NOED is as bad as DS but what really bothers me is when I cleanse 3-4 dull totems just to be punished by the perk due to my lazy teammates. -
Toxic.Doc_W__HOLLIDAY said:
But then I would be facecamping the cornerDead_by_David said:If you could go stand in the corner when the game begins and not do anything that would also be good


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@artistartist said:
daily reminder dead by daylight is a video game and does not relate to real lifeNickenzie said:
My intentions was to add a realistic factor but if it helps slugging, oh well it's not going to change the meta. Besides, if you was dying on the floor and the next second you're on your feet like a soldier then survivors must have some kind of super powers.Master said:@Nickenzie said:
TL;DR
I don't know how to summarize this thread to be honest. However, it's not that long so don't worry, just skim read over everything!
Warning: If you have not checked out my previous dying state QoL change then this thread might not make sense to you. Please give it a quick read so you'll understand how this new system will work.
Link: https://forum.deadbydaylight.com/en/discussion/41212/small-qol-dying-state#latest
Dying State Changes:You know that moment when you recover from dying state and you instantly stand on your two legs as if you could've done that all along? Let's change that!
Whenever you recover by yourself, the survivor will go through a short animation. The survivor will use their hands to move their body into a position where they can use their knees to stand themselves back up. This will take anywhere between 3 to 5 seconds since after all, you were just dying on the floor.
If a teammate helps you recover then they will grab your arm and pull you back to your feet taking a solid 3 seconds to complete. Then, if they so please, they can continue to heal you like normal.
Would this be an okay feature to dying state?
Agreed, its 3 times easier to pick someone up of dying state so slugging has become really difficult.
Id like to see such an animation
Wow, thank you for the amazing feedback! You definitely told me why you disagreed with my idea, great job!
@DelfadorDelfador said:I don't like this.
I don't want them to buff or nerf slugging anymore. It is good where it is right now. This is why I didn't like your previous change where you could get yourself back to feet on your own with medkit etc.
Slugging is already powerful and have counters. I don't think it needs a change right now.
Honestly speaking, I don't think a few seconds would hurt. However, if it does more harm than what I think, I wouldn't be opposed with decreasing the times since after all, my goal is to add a realistic factor to picking yourself up, not buff slugging. -
My intentions was to add a realistic factor but if it helps slugging, oh well it's not going to change the meta. Besides, if you was dying on the floor and the next second you're on your feet like a soldier then survivors must have some kind of super powers.Master said:@Nickenzie said:
TL;DR
I don't know how to summarize this thread to be honest. However, it's not that long so don't worry, just skim read over everything!
Warning: If you have not checked out my previous dying state QoL change then this thread might not make sense to you. Please give it a quick read so you'll understand how this new system will work.
Link: https://forum.deadbydaylight.com/en/discussion/41212/small-qol-dying-state#latest
Dying State Changes:You know that moment when you recover from dying state and you instantly stand on your two legs as if you could've done that all along? Let's change that!
Whenever you recover by yourself, the survivor will go through a short animation. The survivor will use their hands to move their body into a position where they can use their knees to stand themselves back up. This will take anywhere between 3 to 5 seconds since after all, you were just dying on the floor.
If a teammate helps you recover then they will grab your arm and pull you back to your feet taking a solid 3 seconds to complete. Then, if they so please, they can continue to heal you like normal.
Would this be an okay feature to dying state?
Agreed, its 3 times easier to pick someone up of dying state so slugging has become really difficult.
Id like to see such an animation -
Everyone, NOED is a joke when you use a map with an add-on to show you the killer's belongings! However, being forced to cleanse every totem because the killer is bad shouldn't be a thing in my opinion.
NOED shouldn't activate if you don't have many hooks and its speed boost should be replaced with a attack cool down decrease %. -
Thank you for telling us why you disagree and for being such an asset to this discussion!Sinner said:lol
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If you have Unbreakable then you'll automatically stop recovering at 99.99% and then you'll get the option to recover to the injured state.tt_ivi_99 said:But... What'll happen to my unbreakable+flashlight saves? -
Or make it where you have to link you Cloud ID to your forum account!Blueberry said:Yeah this happens every single night. Maybe they should add a waiting period before someone can post on the forums after creating a forum account to prevent this.
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Whenever you mori someone, there is a moment where you can cancel the action before it locks itself completely. Additionally, mori spamming is when you start the mori someone then cancel the action before it locks up completely. If you rinse and repeat the process above, you are officially mori spamming someone.DemonDaddy said:######### is mori spamming? Survivors can only die once and after that its a whole new match in which your suppose to kill them again.
Warning: Doing this for prolonged periods of time can get you banned so please don't get carried away!
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Yes, I get cornblind easily with the Nurse but I won't leave the game because it's a Coldwind Farm map. I'll still try my best to learn from it, even if the survivors absolutely destroy me to point where they tbag around me. Eventually, with enough practice, cornblindness won't be a problem with me anymore and they won't be dared to tbag me again.HavelmomDaS1 said:Are you normally cornblind with nurse/huntress? If I load into Rottenfields with nurse or huntress I'm like "well gg, wasted my addons and offerings." and I alt+tab to YouTube lol
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Pardon, je ne parler pas en Anglais!Skairipa said:@Nickenzie said:
ChesterTheMolester said:Come on, we're europeans, hating each other is what its about. Wait for the french and we'll see.
Est-ce que vous parlez en Français?

ENGLISHHHHHHHH1!1!1!1!!!!!11!!

Jokes aside, this is a serious topic and hopefully, these types of violations will be taken more seriously. -
NOED just needs a small nerf, not a gut the perk type of nerf if you get where I'm coming from.
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Est-ce que vous parlez en Français?ChesterTheMolester said:Come on, we're europeans, hating each other is what its about. Wait for the french and we'll see.
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Here's my solution:
Regardless of the skill check, any debuff can be applied to them such as Unnerving Presence, Lullaby, and etc.
-Jigsaw Boxes will be affected by lullaby and Unnerving Presence to keep things consistent.
Regardless of the the action you are performing, all speed penalties should affect that action.
-Jigsaw Boxes will be affected by Dying Light, Thanatophobia, and etc.
-Same thing with totems, exit gates, chests, unhooking, attempting to unhook yourself, and etc.
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Blindness:
-The current version of Rules Set NO.2 should be baseline.
-The new version of Rules Set NO.2 will now immediately activate the trap, remove the Jigsaw Boxes' auras whenever the trap is activated BUT at the cost of adding a minute to the timer.
-Face Mask will now make it harder to concentrate and will decrease the success zones for the Jigsaw Box.
-Jigsaw Boxes auras will now be affected by Blindness BUT due to the lore of Jigsaw, his victims must have a chance to win. Therefore, blinded survivors will have their RBT timer slown down by 50%. -
They really need to fix that because whenever you edit your comment, it gets rid of "Show Previous Quotes" thingy and instead expands it.Boss said:Holy [BAD WORD] lengthy quotes.
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@Well_Placed_HexTotem
Would it be fair if NOED increased the exit gate time while providing the killer with a 5% haste effect? Perks aren't suppose to award losing, they are supposed to alleviate the punishment. -
Exactly, but others think wasting 30+ minutes is a even better option. Personally, if reach the hatch, I'll either kill myself or attack the survivor just so I can move on to the next game. It sucks that losing is the only option but hey, at least I get to keep 30 minutes of my life and spend them on those delicious bloodpoints!NuclearBurrito2 said:@Nickenzie said:
PiiFree said:@Aven_Fallen said:
@PiiFree said:
@Eveline said:
But it takes forever sometimes...
It's still way faster than the average time required for a hatch standoff.
Just dont do Hatch Stand-Offs. Problem solved.
That's what I'm doing by slugging. Problem solved.
You can just slap the survivor on the butt and take your 3k. Same thing for the survivor side, let the killer sacrifice you by jumping in and move on.
Problem solved and you save 20 minutes of your time. Yeah, you're so welcome!

Any solution that invovles willingly losing isn't one.
The solution on the survivor side is to do gens while the killer is on the hatch. And then to go to the hatch when the killer checks on the gens
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You can just slap the survivor on the butt and take your 3k. Same thing for the survivor side, let the killer sacrifice you by jumping in and move on.PiiFree said:That's what I'm doing by slugging. Problem solved.
Problem solved and you save 20 minutes of your time. Yeah, you're so welcome!
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We should have a sanity system when there's a single survivor remaining just in case they decide not to do ANYTHING. Basically doing any action such as mending, collecting a lever, recovering from dying state, removing a RBT, and etc... Will keep you from going insane and giving yourself away.
Time to increase in tier:
-Insanity I => II: 2 minutes
-Insanity II => III: 2 minutes
Side effects:
Insanity II: Causes your screen to be slightly blurry like the clown's gas but only 10% of it.
Insanity III: Causes your screen to be slightly blurry like the clown's gas but only 25% of it and have your aura shown to the killer periodically.
Edit: Whoops, I didn't finish this comment! -
ToXiC mUsT ThIVe!!!EntityDispleased said:Why can't we just be nice to each other
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I feel like Devour Hope, Third Seal, and Huntress Lullaby should have their Hexes lit up whenever they are at a single token, not when they are at 0 tokens.SnakeSound222 said:I think Huntress Lullaby is a good perk already, it just needs the notification to not appear when the Survivor gets their first skill check and better totem spots. However, this is a very interesting perk idea. Maybe it could become a general Killer perk in the future?
Better totem spots would work as well to compliment what I said above. -
@PiiFreePiiFree said:@Nickenzie said:
I'm starting to think NOED is fine, but I really don't like how the perk destroys solo survivors while SWF can take it down in a breeze. This needs to be changed, make NOED equally as strong for both groups of survivors.How does this perk destroy solo Survivors? I don't get this conclusion. Are you talking about 4 solos in the same trial and no one but you bothers cleansing the dull totems?
How is that screwing over the solos? 3 are doing gens while you are doing totems. That's the best thing that can happen, as you perfectly well know where you've already been and therefore won't waste time looking for the totem in places someone already had looked before.
If you end up with 3 solos that also cleanse dull totems, it will take a minute or two and ALL totems will be gone while they do gens simmultaneously.
If you end up with a SWF, they will break those totems down in a breeze.
So really, in the end the only thing that might screw you are the 4x solo teams. How often do you get matched with 3 other solo players? One year ago, 70% of the queues included SWFs. It's probably a lot more by now.
In the end it's all about the incompetence of the other Survivors. You HAVE a perfectly fine and simple solution to NOED; cleanse the dull totems. If you or your teammates fail to do this, you'll get punished. Simple. NOED is a punishment for the lazy or the unaware Survivors, that's all.
Good players will expect it and avoid getting hit after gates are powered or they take care of it before it pops. Doesn't matter if it's in a SWF or with Solos.
I'll just say that solo survivors don't have a lot of communication and it's going to be difficult to make a lot of progress on something that takes coordination. While au contraire, SWF has a lot of coordination to keep count of dull totems and to keep track of their positions. Therefore, NOED is weak against SWF and strong against solos because they don't have the same tools in a game to deal with the perk. Furthermore, the perk awards failure in terms of you couldn't prevent the survivors from completing their objective. I'm not going to defend DS either, it's the NOED equivalent because it also awards failure in terms of losing in stealth and in the chase.
Overall, perks should help you but shouldn't carry you. I would be fine with the perk reducing the punishment like Technician but not out right awarding the player for failing like DS. That's why I'll always stand by this rework here because you're failing to protect generators but the perk doesn't give you a pat on the back for losing.No One Escapes Death:
Progress infuriates you beyond belief which causes you to release your true potential. Whenever a generator is completed, you'll receive a 5%/10%/15% haste effect and a 20% attack cool down decrease until you perform a successful offensive action. Haste effects and attack cool downs do stack if multiple generators are completed.
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I wouldn't be bothered if DS is completely removed from the game, I don't use it, period. Same for NOED, I don't need it because I rarely see all 5 generators getting completed.Well_Placed_HexTotem said:@Nickenzie said:
This rework would solve everything about NOED, it will make perk viable for both groups of survivors. No One Escapes Death:
Progress infuriates you beyond belief which causes you to release your true potential. Whenever a generator is completed, you'll receive a 5%/10%/15% haste effect and a 20% attack cool down decrease until you perform a successful offensive action. Haste effects and attack cool downs do not stack if multiple generators are completed.
So... instead of a great end game perk that can turn the tide of a match entirely, it's reworked into a poor man's STBFL.. where the killer gets a haste effect and an attack cool down decrease... until you hit someone?
Why would any killer run this? Personally I'd rather run Tinkerer and see when a gen is about to pop and get a silent terror radius. This rework is doodoo. When you said "viable for both groups" I think you forgot to add that it's viable for survivors because it would effectively remove NOED from the game.
Here, let me rework Decisive Strike:
Decisive Strike - You're ashamed that you got downed. When the killer picks you up, hit any button on the controller to immediately disconnect from the match. All normal disconnect penalties apply.
Yo breh that's totally viable for both groups.
About the rework, that's actually good because you're guaranteeing yourself a free hit. Now, stack this with STBL and you're talking about some good stuff if you ask me. Never judge a book by its cover, this is actually really strong in my opinion.