NMCKE
NMCKE
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I think he's referring to Deliverance, a perk that guarantees a kobe.TAG said:
Somehow I doubt it happens in 95% of your games.HavelmomDaS1 said:I'm pretty sure the 4% is a lie. Whenever it goes really downhill for the survivors and I'm having the 4k basically in the pocket -> Kobe. Sometimes even 2 Kobes. And this happens in 95% of my games. -
Only use add-ons that balance each other out just like @xmenfanatic previously said. Don't use add-ons that don't balance everything out because that's when things get confusing.Dokta_Carter said:Tried her out a bit a while back and gavw up on learning her. Now i want to try again. Any tips other then learning to predict?
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Yes, this is FAIR because the survivor sacrificed two perk slot and was able to out skill you in mind games for 120 seconds which is enough to recover from exhaustion.starkiller1286 said:The point of the no recovery when running is because it allowed several sprint burst/dead hard in one chase killing way too much time. The perk would be pretty close to meta at least for swf on some maps with good loops are jungle gyms -
A rework is when you change the entire perk.PigNRun said:First off, this isnt a rework, its a buff.
If you want to make it so this perk grants you immunity against Thrill of the Hunt, then you cant have the total totem count. Not only you are making the perk too powerful to trump the entire totem system, but also the perk would contradict itself.
If someone has TotH, then you shorten the cleansing time by doing dull totems. If you are immune to this, then why would you care about dull totems? (I know, NOED, but thats not the point Im saying)
I would however not be opposed to having two different perks for this. Or with a rework to the totem system, like only cleansing the effect temporarily or for yourself.
A buff is when you increase some of the numbers. Therefore, I would go more on the lines of saying that this is a strong rework.
With totems placement getting better by every patch and compensation for losing the ability to detect the killer's belongings, I decided it would be fair to show auras of totems. The tokens are for keeping track of how many totems are remaining in the trial and yes, you could keep a mental count but what if another survivor cleansed one? Now you're looking for the 5 totem which is non existent, ya know? Finally, I'm making a ToTH rework soon and it's going to be very good against Tomb Raider. -
How do you get hit by a M1 Nurse? Isn't the survivor's movement speed 100%?AlwaysInAGoodShape said:2:10 a 96.25% movement-speed killer walks up to you and hits you. This is the only time you got hit.
There might be an issue, but I'm not sure how this video exemplifies it.
(By the title I'm assuming it's about the nurse, not the DC) -
I wished we can have revamped moris for older killers since they are meh... scratch that, bad. As a survivor, if I'm gonna get mori'd, it better be a good mori, ya know? I don't want boring moris like trapper's and wraith's. Give me a show like the Spirit's or the Legion's mori, that's the good stuff.Master said:@HavelmomDaS1 said:
BigBubs said:Will only benefit killers since survivor's secret offerings are not even useful.
Until they make some new secret offerings for survivors, or change some of the current ones into secret, I'm against this idea.
Why are you so against something what "only" benefits one side?
Because then he cant dodge moris anymore while keeping his items
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Could someone elaborate on how this HUD notifications blindness thingy would work?tehshadowman33 said:What if we change blindness status effect to include:
Totem glow
HUD notifications -
Legion with no DCs? That's new.HatCreature said:@Aven_Fallen said:
Playing Legion, huh?Funny enough, I played Legion and no DCs, I play Pig, all DCs.
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Killers aren't completely defenseless, it's called an asymmetrical horror game for a reason. A solo survivor is worth 25% if the killer's power since the killer's power is 100%. Therefore, if all survivors work together, both roles are now equal in power and it's now based on who has more skill. The problem is skill, survivors don't have to do much to be skillful while on the other hand the killer does need to do way more. Therefore the killer is likely to make more mistakes than the survivors because they have more things to screw up on. To fix this, we need to balance things where both sides have an equal amount of things to screw up on. Decisive Strike is a huge example, survivors don't screw up when they fail a chase with this perk but ironically, the killer screws up by picking up the survivor (without being close to a hook). Sprint Burst is another one, your poor position isn't a screw up as well when running this perk. See where I'm coming from? Survivors have more tools to undo screw ups while the killer doesn't (and yes, I don't like NOED either). Once we take care of this, then we can see what to do with SWF but for now, take a chance with SWF. Not every SWF is the depip squad and they might be chill, exaggerating the issue is not a correct way to go about things.Master said:@Nickenzie said:
Okapi said:@Nickenzie The game was not balanced around map wide 4 person voice chat. Hence the aura perks and maps for survivors. Anyone who plays in a SWF group with voice chat is getting an advantage the killer can not counter.
SWF is an unbalanced mechanic, I'll agree but unbalanced doesn't mean impossible. You can still destroy SWF squads, especially the altruistic ones for sure.
Of course, if the survivors play like idiots, then you can still win.
Does that matter when we talk about balancing though?
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Whenever I play Nurse on console, I really suffer on my blinks because 360s are so busted with the FPS.GT_Legend2 said:I am one of those who suffer from corn vision. It is not soemthing to be ashamed of, as there are plenty of others who suffer.
Who oh else is one of the unfortunate?
Let me know below! -
Cn u gys stp with the harasmnt, its' gainst foms ruls!Gorgonia said:
The only glitch here is your capitalizationjaerthebear said:Hey So You Know That Thing You Can Do On The Farm Where You Can Walk Across The Haybales On A Combine To Hit Someone On The Other Side Of The Vault?
Is That A Glitch?
I Never Thought It Was A Glitch Tbh.
Anywho, Someone Was *Not* Happy That I Did That And Reported Me For It Hehehe! XP
Jokes aside, no it's not a bannable offense as long as the killer can still get to you easily. -
Associate Community Managers see everything that happened in your game, if you obviously wasn't holding the game as hostage then the Associate Community Managers will obviously ignore the report.mewbusi said:Recently I played against a streamer that reported me for "holding the game hostage". Now I can provide video evidence on both sides that the report was absolute bs, it was a hatch standoff that the killer went afk on hatch which didn't give me the prompt to jump in so I did the generators and opened both the gates. She kept going on about how I was the one holding the game hostage when she didn't give up the hatch and I "took to long to complete my only other option". 12 minutes to finish 2 gens and both exit gates. It took me 5 minutes to complete the gens and gates with the rest of the time simply trying to wait out the hatch standoff and maxing out my boldness because I didn't realize she was afk.
I'm fairly certain that such a thing will not result in a ban as even if you are unable to lift the report when I provide evidence if needed I assume that my account is pretty clean. I would also like direct confirmation if possible that such a report was not correct so I can provide solid proof to the streamer so they won't do such a thing again.
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As good as Nurse. Try the ring and bracelet combo and you'll find yourself saying dirty.jackkn12 said:How good is spirit I'm planning on getting her with 9000 shards? The only dlcs I have are shape and doctor. What ones should I get with 9000 shards,should I get spirit, hag, or clown? THX.......
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What does "change my mind" imply? Does it mean anything? I see a lot of forum users say this, but I don't comprehend the meaning behind it.twistedmonkey said:These change my mind posts make no sense.
Do people nowadays really need some sort of validation on their personal opinion? Can't they think for themselves anymore? -
Resilience just needs a few things to make it a better perk in my opinion. However, changing numbers won't solve this issue for obvious reasons.RotBb said:•When injured, start off with +5/6/7% action speed to all actions.
•For every generator fixed, gain +3/4/5% speed to repair, healing, and sabotage
•Every time you heal another player, gain +2/3/4% action speed to opening exits. (Maximum of 15%)
How about this? We change the perk to grant an increased generator repair speed depending on how many generators are NOT completed.Resilience
You always fight for freedom in dire situations. Start the trial with 5 tokens while every token grants a 3% repair speed increase. Whenever a generator is completed, you'll lose a single token. Additionally, whenever you're injured, you drop pallets, vault windows, and vault pallets 10%/15%/20% faster than normal. -
I wouldn't say it's a Queen they start off with but more of the lines of having an extra pawn. It's not that big of deal when your opponent has an extra pawn but it can mean the difference in getting absolutely destroyed or not in a few scenarios. Same exact thing with SWF, they have a slight advantage but when you let their advantage build up on you, at that point, it looks like they have a huge advantage on you. Just like in Chess, you cannot ignore a passed pawn forever because eventually it will reach the other side of the board and promote to a Queen. The opponent will keep moving that passed pawn while building up their advantage if you continue to ignore it. Ignoring it for too long will cause you to be mated in a few moves.knell said:@Nickenzie said:
SWF is an unbalanced mechanic, I'll agree but unbalanced doesn't mean impossible. You can still destroy SWF squads, especially the altruistic ones for sure.I'm going to use an allegory to explain to you how the SWF situation feels like to me. Let's say, for example, you are about to play several games of chess with few different groups of people, one after another. However, in most of those games, your opponent will have an extra Queen to start out with.
Is it impossible to win against them? No, of course not. It's not balanced, but depending on your opponent, it's certainly possible to win. In fact, you end up winning most of these games because your opponents a.) are not focused on the game at all, and instead talking and laughing with their friends on their phones about what they did that day at school/work while playing against you b.) have never played a game of chess before, and is depending on someone on the phone to talk them through it, c.) seems to be intentionally making bad, yet provocative moves just because it seems "more fun" that way to him/her.
But occasionally, you will face someone who is at your same skill level, and are focused and determined to win against you. And they do win against you, using his/her extra Queen to the maximum ability.
So because I can win most of these games, I should convince myself that I should enjoy playing this type of chess? I should force myself to believe that playing against these types of people in these types of setting is enjoyable for me because "it's challenging myself?" Is that what you would say?
I just consistently want fair games where both my opponent and I are both on a similar playing field, both focused only on the game, and both doing our best of our abilities to create a good game for both of us. But perhaps that's asking too much from Dead by Daylight.
However, au contraire, SWF is absolutely broken at times because you cannot prevent the advantage build up so you're forced to fight a losing battle. The only way that I can solve this is by either removing SWF although which is unlikely to happen or have separate queues. There is no other way.
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SWF is an unbalanced mechanic, I'll agree but unbalanced doesn't mean impossible. You can still destroy SWF squads, especially the altruistic ones for sure.Okapi said:@Nickenzie The game was not balanced around map wide 4 person voice chat. Hence the aura perks and maps for survivors. Anyone who plays in a SWF group with voice chat is getting an advantage the killer can not counter.
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Looks like the ranking system is OP. Rank 14 and a rank 4, lul.douggie123 said:Sorry names are showing not sure how to cover them up
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@PinkErickaPinkEricka said:Not really because I’ve taken down multiple SWF groups with no problems.
It’s true they have an advantage but some people on these forums over-exaggerate about it too much that it’s annoying.
I have to agree, not every SWF is an absolute commando unit! I lose 1 in every 10 SWF games because most SWF just wanna hangout with their friends, ya know?
A lot of killer mains, not all, are so histrionic about SWF games that it's outrageous to see the things. Perhaps if they looked at their mistakes rather than complaining, then less players will see that SWF isn't all that bad. -
I regretted my very old days on the forums when I screwed up. Look at my profile discussions and find, "Console Reporting" it should be one of my first discussions. I really regretted that discussion but hey, at least I improved from then right?friendlykillermain said:just curious
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@Gamzello said:
At the moment it just seems pointless if the player you’ve given props to (aftermatch). Like if it doesn’t even notify the person it shouldn’t exist overall? I mean it should at least notify the person that you’ve given props to. It’s not much but yeah I think it’ll be kinda cute/nice :’^I think it would be really nice honestly.
@Peanits mentioned that they would do a leader board thing where they praise the person who got the most props in the game. Consequently, due to expanding game, they don't have enough time to do this and needed to work on other things.

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@Poweas said:
Run save the best for last with an instadown killer like Billy or Myers. Have 6 stacks when ur obsession is dead and ez hatch counter.Wait, how would that work? Are you talking about your attack CD being fast enough to pick up the survivor before they gain control?
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That's okay if he's stuck at rank 15, not everyone is meant to be at rank 1 so there's no shame in him being a rank 15 killer! However, I do feel like a lot of people, not everyone, exaggerate how many SWF commando units their are in my opinion, this applies to every killer main regardless of their rank.SenzuDuck said:@Nickenzie said:
Rebel_Raven said:
Nickenzie said:
Rebel_Raven said:
Nickenzie said:
RWoodrow said:
Nickenzie said:
DelsKibara said:@Delfador said:
There are many very useful and beneficial threads but they get lost in this mess unfortunately.
I do know stuff like @Nickenzie 's threads gets washed up in a sea of complaints, when the stuff he has proposed would be amazing for the general QOL of the game.
I can't take all the credit, some of my ideas have been inspired by @weirdkid5 because I REAL feel like his suggestion will work to be honest!
SWF Changes:
Basically, we need two party queues for the solos and SWF. SWF cannot join solos queues and vice versa to keep things simple. Solos will have an easier time reaching their pip zone while SWF will have to do a little more to reach theirs because they are expected to do better with voice communication. The killer will be rewarded with more BP whenever they are going against a SWF to compensate for the potentially increased difficulty.
Done and queues will remain the same as normal because we aren't directly splitting the player base in half.
@Nickenzie What would prevent survivors from re-queing into the solo que over and over again until they got into a room with their friends like they did prior to the introduction of the SWF option?
Increase re-queue times when you dodge or leave a lobby.
First: 15 seconds
Second: 30 seconds
Third: 1 minute
Fourth: 5 minutes
Fifth: 10 minutes
Etc etc etc...Super! Punish me because I don't want to get curb stomped when I pop on for a few, hopefully fair games.
Basically force me into mixed rank SWFs with a not even passable array of perks and addons so an SWF can feel oooh so accomplished when reds, purples, and greens stomp a casual.
Huzzah.Let's punish everyone that just bought the game so they gotta face smurfs looking for easy games.
@Rebel_Raven
Translation: (Histrionics => English)
"Every SWF is a commando unit waiting to waste me including the SWF who just wanna chill with their friends. Furthermore, I'll get bullied by every SWF even through some of those games might be my fault due to my mistakes and not because they are a SWF. Nickenzie is a dirty tryhard sweaty survivor who wants smurfs to bully lower ranked players and want killers to suffer so he's also @SenzuDuck follower, ignore him!"To recap: (Unpopular opinion) Not every SWF is a commando unit so please stop with the exaggeration that every SWF is one. Furthermore, I lose on average 1 in 10 SWF games (depip) because the majority aren't the depip squad. Lastly, I obviously don't advocate smurfs to bully lower levels so please do not put words into my mouth. If you disagree, perhaps tell me some things you'll change to make it better instead of assuming the absolute worst about me.
And you complain about me putting words in your mouth? Wow.
Just gunna disregard the first part as having taking this personally when I didn't intend it to be.
Sorry.
Not trying to be a dick, just willing to realize when I'm about to be screwed over, and say something about it.Problem is figuring out which 1 of 1000 SWFs aren't sweaty swat teams.
Playing Russian roulette isn't so much fun when there's 5 chambers loaded, and you have to pull the trigger 6 times.And let's not forget that most SWFs look for easier matches in low rank killers so they don't have to be quite the sweaty swat team.
And that the big issue is communication, and coordination and most any SWF can, and often do abuse it which is still a gigantic advantage no matter how much people want to down play it.Oh wow, you don't have problems with SWF? How many lvl 3 perks do you have to pick from? How many high end addons, and offerings?
Got that great loadout, or two waiting?
You haven't been taking in my point if view.
It's a totally different experience vsing SWF when you're prepared compared to when you aren't, or can't be prepared.
It's like Tru3 playing perkless. Even he struggles. If a pretty good killer like him struggles with a less than adequate loadout, where the heck do you think the people who aren't as good are?
Are you overlooking the similarities in SWFs seeking easier killers to deal with vs killers depipping to look for easier survivors?What do you think forcing players to play SWFs will do?
It will force killers to endure teams that are looking to bully less prepared killers. The gamble is really high, and not in favor of the killer.
So indirectly, that is advocating letting SWFs bully less prepared killers via basically forcing killers into games lest they get punished.Some 70 percent of games have a SWF. Has lobby times at rank 1 sped up any? If not, then that means most SWFs are in lower ranks.
And since most of them want killers in their teens of rank, most of them are going to be closer to 15 than 5.You want to stop dodging? The sooner killers are on par with communicating, and coordinating SWFs, the better.
If you need solo to be on par with SWF first, then hurry up on that.
If killers are going to be on par with SWF they need time to do the things they have to do, or to be more efficient at it like:
better tracking ability in general. Maybe bake in whispers? Make scratches, blood, and sound more useful? Instead of them being constantly damaged.
2 hooks to kill instead of 3, maybe?
Able to end chases faster. Faster bloodlust, maybe?
Fix huntress' hatchets to allow for more leniency in throwing over obstacles, or beside them.
Maybe appeal to people's inner mercenary, and give them bonus BP for the difficulty spike? I mean bare minimum, that?
Funnel SWFs into red, and purple ranks?
Increase mori frequency?
Increase high end addon frequency?
Lower stun duration, and/or weapon wiping time?
Let's get rid of the gaping huge safezone that is an open gate, or even the hatch.
Let's make killer perks a bit easier to get so people can build proper loadouts sooner? Less odds of people who are already at end game suggesting perks killers don't have.
There's always that secondary, well third objective since totems are usually secondary. The speed a coordinated group moves at is too damn fast, and the secondary is often optional.
I'm just spitballing here. Not super serious, but I don't ever remeber seeing you propose ideas on closing the gap between killers and swf.Honestly, I was hoping you would give it some thought which is why I usually mention it in your threads on catching solo up to swf. You seem actually interested in making the game better, and I respect that.
You're not someone that just sits there telling people to git gud, or insulting people for not being good.
Doesn't mean much when they have RPGs to kill tanks with, and the people they're ragging on has squirt guns.At least I'm not demanding the removal of swf, though?
Our DBD killers are pretty shite at killing people, bluntly. Especially when even the weakest of SWFs can have free aura reading, and map.
All the extra steps they have to take, all the time they need is the problem.In short, to boost killers, we should look at games that have SWF, and Voice, and their killers. What do they have that ours don't?
Jason is basically all our best killers in one, and then some to deal with the speed of voice chat, and dealing with the distances necessary to travel.
And they just now got close to balance with the game.
Our killers need to be closer to where he is. Not completely there, but, well, killers have to be better killers.You cannot force people to play a game that isn't fun/rewarding. You can't punish them into it.
You have to make it fun and/or rewarding again.@Rebel_Raven
About the first part, I didn't mean that to be offensive in anyway, I was just summarizing everything you said about this quote below.(Spoiler)
Basically your whole statement was exaggerated is my point and did you notice the same thing when I summarized everything you said? I basically said that not everything you mentioned is reality because that is the truth (more on that later). About the putting words in mouth thing, I don't know why but this statement probably hit me in the wrong way. "Let's punish everyone that just bought the game so they gotta face smurfs looking for easy games." I thought you was implying that I WANTED this to happen even through I obviously don't, so I took it as aggression. However, if you was not saying that, my apologies because I honestly thought you was saying that I wanted this to happen.
Now, about your quote, I'll say a few things! I'm not saying I never had a problem with SWF but I will say not as much as everyone else. I feel like the amount of SWF people lose to could have been prevented by simply learning why you lost (mistakes) than blaming something else. I use to do this a lot and once I realized this isn't the why to go about things, I started to improve my killer gameplay. Yes, there will be games where you're completely powerless because you're facing the depip squad but that's not every SWF game, get over it. You see where I'm coming from? Just try your best, learn, have a growth mindset and not fixed one, and improve your play style to get better at the game overall. Not saying your not good, I'm saying that you could get BETTER than what you're currently are, that's all. Now, if you have already done this... I'm really surprised by the amount of depip squads you run into because I rarely even do at rank 1. Finally, I did make some proposals but a lot of people got salty about it such as giving everyone voice communication, built-in Kindred, seeing auras of survivors who are in a chase, and etc. I'll post a few links of my proposals so you can take a look:
https://forum.deadbydaylight.com/en/discussion/30419/the-gap-between-solo-survivors-and-swf#latest
https://forum.deadbydaylight.com/en/discussion/43880/there-is-only-one-way-swf-solo-q-survivors-gap#latestCan we all just take a moment to realise @Rebel_Raven is the same guy who said he's stuck in rank 15 because of SWF while in the same thread saying he dodges SWF.
Dude makes problems where there isn't any just so he can argue.
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@Rebel_RavenRebel_Raven said:Nickenzie said:
@Rebel_RavenRebel_Raven said:
Super! Punish me because I don't want to get curb stomped when I pop on for a few, hopefully fair games.Nickenzie said:
Increase re-queue times when you dodge or leave a lobby.RWoodrow said:
@Nickenzie What would prevent survivors from re-queing into the solo que over and over again until they got into a room with their friends like they did prior to the introduction of the SWF option?Nickenzie said:
I can't take all the credit, some of my ideas have been inspired by @weirdkid5 because I REAL feel like his suggestion will work to be honest!DelsKibara said:@Delfador said:
There are many very useful and beneficial threads but they get lost in this mess unfortunately.I do know stuff like @Nickenzie 's threads gets washed up in a sea of complaints, when the stuff he has proposed would be amazing for the general QOL of the game.
SWF Changes:
Basically, we need two party queues for the solos and SWF. SWF cannot join solos queues and vice versa to keep things simple. Solos will have an easier time reaching their pip zone while SWF will have to do a little more to reach theirs because they are expected to do better with voice communication. The killer will be rewarded with more BP whenever they are going against a SWF to compensate for the potentially increased difficulty.
Done and queues will remain the same as normal because we aren't directly splitting the player base in half.
First: 15 seconds
Second: 30 seconds
Third: 1 minute
Fourth: 5 minutes
Fifth: 10 minutes
Etc etc etc...
Basically force me into mixed rank SWFs with a not even passable array of perks and addons so an SWF can feel oooh so accomplished when reds, purples, and greens stomp a casual.
Huzzah.
Let's punish everyone that just bought the game so they gotta face smurfs looking for easy games.
Translation: (Histrionics => English)
"Every SWF is a commando unit waiting to waste me including the SWF who just wanna chill with their friends. Furthermore, I'll get bullied by every SWF even through some of those games might be my fault due to my mistakes and not because they are a SWF. Nickenzie is a dirty tryhard sweaty survivor who wants smurfs to bully lower ranked players and want killers to suffer so he's also @SenzuDuck follower, ignore him!"
To recap: (Unpopular opinion) Not every SWF is a commando unit so please stop with the exaggeration that every SWF is one. Furthermore, I lose on average 1 in 10 SWF games (depip) because the majority aren't the depip squad. Lastly, I obviously don't advocate smurfs to bully lower levels so please do not put words into my mouth. If you disagree, perhaps tell me some things you'll change to make it better instead of assuming the absolute worst about me.
And you complain about me putting words in your mouth? Wow.
Just gunna disregard the first part as having taking this personally when I didn't intend it to be.
Sorry.
Not trying to be a dick, just willing to realize when I'm about to be screwed over, and say something about it.
Problem is figuring out which 1 of 1000 SWFs aren't sweaty swat teams.
Playing Russian roulette isn't so much fun when there's 5 chambers loaded, and you have to pull the trigger 6 times.
And let's not forget that most SWFs look for easier matches in low rank killers so they don't have to be quite the sweaty swat team.
And that the big issue is communication, and coordination and most any SWF can, and often do abuse it which is still a gigantic advantage no matter how much people want to down play it.
Oh wow, you don't have problems with SWF? How many lvl 3 perks do you have to pick from? How many high end addons, and offerings?
Got that great loadout, or two waiting?
You haven't been taking in my point if view.
It's a totally different experience vsing SWF when you're prepared compared to when you aren't, or can't be prepared.
It's like Tru3 playing perkless. Even he struggles. If a pretty good killer like him struggles with a less than adequate loadout, where the heck do you think the people who aren't as good are?
Are you overlooking the similarities in SWFs seeking easier killers to deal with vs killers depipping to look for easier survivors?
What do you think forcing players to play SWFs will do?
It will force killers to endure teams that are looking to bully less prepared killers. The gamble is really high, and not in favor of the killer.
So indirectly, that is advocating letting SWFs bully less prepared killers via basically forcing killers into games lest they get punished.
Some 70 percent of games have a SWF. Has lobby times at rank 1 sped up any? If not, then that means most SWFs are in lower ranks.
And since most of them want killers in their teens of rank, most of them are going to be closer to 15 than 5.
You want to stop dodging? The sooner killers are on par with communicating, and coordinating SWFs, the better.
If you need solo to be on par with SWF first, then hurry up on that.
If killers are going to be on par with SWF they need time to do the things they have to do, or to be more efficient at it like:
better tracking ability in general. Maybe bake in whispers? Make scratches, blood, and sound more useful? Instead of them being constantly damaged.
2 hooks to kill instead of 3, maybe?
Able to end chases faster. Faster bloodlust, maybe?
Fix huntress' hatchets to allow for more leniency in throwing over obstacles, or beside them.
Maybe appeal to people's inner mercenary, and give them bonus BP for the difficulty spike? I mean bare minimum, that?
Funnel SWFs into red, and purple ranks?
Increase mori frequency?
Increase high end addon frequency?
Lower stun duration, and/or weapon wiping time?
Let's get rid of the gaping huge safezone that is an open gate, or even the hatch.
Let's make killer perks a bit easier to get so people can build proper loadouts sooner? Less odds of people who are already at end game suggesting perks killers don't have.
There's always that secondary, well third objective since totems are usually secondary. The speed a coordinated group moves at is too damn fast, and the secondary is often optional.
I'm just spitballing here. Not super serious, but I don't ever remeber seeing you propose ideas on closing the gap between killers and swf.
Honestly, I was hoping you would give it some thought which is why I usually mention it in your threads on catching solo up to swf. You seem actually interested in making the game better, and I respect that.
You're not someone that just sits there telling people to git gud, or insulting people for not being good.
Doesn't mean much when they have RPGs to kill tanks with, and the people they're ragging on has squirt guns.
At least I'm not demanding the removal of swf, though?
Our DBD killers are pretty shite at killing people, bluntly. Especially when even the weakest of SWFs can have free aura reading, and map.
All the extra steps they have to take, all the time they need is the problem.
In short, to boost killers, we should look at games that have SWF, and Voice, and their killers. What do they have that ours don't?
Jason is basically all our best killers in one, and then some to deal with the speed of voice chat, and dealing with the distances necessary to travel.
And they just now got close to balance with the game.
Our killers need to be closer to where he is. Not completely there, but, well, killers have to be better killers.
You cannot force people to play a game that isn't fun/rewarding. You can't punish them into it.
You have to make it fun and/or rewarding again.
About the first part, I didn't mean that to be offensive in anyway, I was just summarizing everything you said about this quote below."Super! Punish me because I don't want to get curb stomped when I pop on for a few, hopefully fair games.
Basically force me into mixed rank SWFs with a not even passable array of perks and addons so an SWF can feel oooh so accomplished when reds, purples, and greens stomp a casual.
Huzzah.
Let's punish everyone that just bought the game so they gotta face smurfs looking for easy games."
Basically your whole statement was exaggerated is my point and did you notice the same thing when I summarized everything you said? I basically said that not everything you mentioned is reality because that is the truth (more on that later). About the putting words in mouth thing, I don't know why but this statement probably hit me in the wrong way. "Let's punish everyone that just bought the game so they gotta face smurfs looking for easy games." I thought you was implying that I WANTED this to happen even through I obviously don't, so I took it as aggression. However, if you was not saying that, my apologies because I honestly thought you was saying that I wanted this to happen.
Now, about your quote, I'll say a few things! I'm not saying I never had a problem with SWF but I will say not as much as everyone else. I feel like the amount of SWF people lose to could have been prevented by simply learning why you lost (mistakes) than blaming something else. I use to do this a lot and once I realized this isn't the why to go about things, I started to improve my killer gameplay. Yes, there will be games where you're completely powerless because you're facing the depip squad but that's not every SWF game, get over it. You see where I'm coming from? Just try your best, learn, have a growth mindset and not fixed one, and improve your play style to get better at the game overall. Not saying your not good, I'm saying that you could get BETTER than what you're currently are, that's all. Now, if you have already done this... I'm really surprised by the amount of depip squads you run into because I rarely even do at rank 1. Finally, I did make some proposals but a lot of people got salty about it such as giving everyone voice communication, built-in Kindred, seeing auras of survivors who are in a chase, and etc. I'll post a few links of my proposals so you can take a look:
https://forum.deadbydaylight.com/en/discussion/30419/the-gap-between-solo-survivors-and-swf#latest
https://forum.deadbydaylight.com/en/discussion/43880/there-is-only-one-way-swf-solo-q-survivors-gap#latest
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@Rebel_RavenRebel_Raven said:
Super! Punish me because I don't want to get curb stomped when I pop on for a few, hopefully fair games.Nickenzie said:
Increase re-queue times when you dodge or leave a lobby.RWoodrow said:
@Nickenzie What would prevent survivors from re-queing into the solo que over and over again until they got into a room with their friends like they did prior to the introduction of the SWF option?Nickenzie said:
I can't take all the credit, some of my ideas have been inspired by @weirdkid5 because I REAL feel like his suggestion will work to be honest!DelsKibara said:@Delfador said:
There are many very useful and beneficial threads but they get lost in this mess unfortunately.I do know stuff like @Nickenzie 's threads gets washed up in a sea of complaints, when the stuff he has proposed would be amazing for the general QOL of the game.
SWF Changes:
Basically, we need two party queues for the solos and SWF. SWF cannot join solos queues and vice versa to keep things simple. Solos will have an easier time reaching their pip zone while SWF will have to do a little more to reach theirs because they are expected to do better with voice communication. The killer will be rewarded with more BP whenever they are going against a SWF to compensate for the potentially increased difficulty.
Done and queues will remain the same as normal because we aren't directly splitting the player base in half.
First: 15 seconds
Second: 30 seconds
Third: 1 minute
Fourth: 5 minutes
Fifth: 10 minutes
Etc etc etc...
Basically force me into mixed rank SWFs with a not even passable array of perks and addons so an SWF can feel oooh so accomplished when reds, purples, and greens stomp a casual.
Huzzah.
Let's punish everyone that just bought the game so they gotta face smurfs looking for easy games.
Translation: (Histrionics => English)
"Every SWF is a commando unit waiting to waste me including the SWF who just wanna chill with their friends. Furthermore, I'll get bullied by every SWF even through some of those games might be my fault due to my mistakes and not because they are a SWF. Nickenzie is a dirty tryhard sweaty survivor who wants smurfs to bully lower ranked players and want killers to suffer so he's also @SenzuDuck follower, ignore him!"
To recap: (Unpopular opinion) Not every SWF is a commando unit so please stop with the exaggeration that every SWF is one. Furthermore, I lose on average 1 in 10 SWF games (depip) because the majority aren't the depip squad. Lastly, I obviously don't advocate smurfs to bully lower levels so please do not put words into my mouth. If you disagree, perhaps tell me some things you'll change to make it better instead of assuming the absolute worst about me. -
Increase re-queue times when you dodge or leave a lobby.RWoodrow said:
@Nickenzie What would prevent survivors from re-queing into the solo que over and over again until they got into a room with their friends like they did prior to the introduction of the SWF option?Nickenzie said:
I can't take all the credit, some of my ideas have been inspired by @weirdkid5 because I REAL feel like his suggestion will work to be honest!DelsKibara said:@Delfador said:
There are many very useful and beneficial threads but they get lost in this mess unfortunately.I do know stuff like @Nickenzie 's threads gets washed up in a sea of complaints, when the stuff he has proposed would be amazing for the general QOL of the game.
SWF Changes:
Basically, we need two party queues for the solos and SWF. SWF cannot join solos queues and vice versa to keep things simple. Solos will have an easier time reaching their pip zone while SWF will have to do a little more to reach theirs because they are expected to do better with voice communication. The killer will be rewarded with more BP whenever they are going against a SWF to compensate for the potentially increased difficulty.
Done and queues will remain the same as normal because we aren't directly splitting the player base in half.
First: 15 seconds
Second: 30 seconds
Third: 1 minute
Fourth: 5 minutes
Fifth: 10 minutes
Etc etc etc... -
I can't take all the credit, some of my ideas have been inspired by @weirdkid5 because I REAL feel like his suggestion will work to be honest!DelsKibara said:@Delfador said:
There are many very useful and beneficial threads but they get lost in this mess unfortunately.I do know stuff like @Nickenzie 's threads gets washed up in a sea of complaints, when the stuff he has proposed would be amazing for the general QOL of the game.
SWF Changes:
Basically, we need two party queues for the solos and SWF. SWF cannot join solos queues and vice versa to keep things simple. Solos will have an easier time reaching their pip zone while SWF will have to do a little more to reach theirs because they are expected to do better with voice communication. The killer will be rewarded with more BP whenever they are going against a SWF to compensate for the potentially increased difficulty.
Done and queues will remain the same as normal because we aren't directly splitting the player base in half. -
It's all cool, I knew something was up with you because everyone understood my OP but you. I should've figured that you was tired to be honest but don't worry, it happens to the best of us!ShrimpTwiggs said:@Nickenzie said:
ShrimpTwiggs said:Just have secret offerings not appear on the screen.
That's exactly what I suggested in the OP silly willy!
Also, we need more secret offerings in general to be honest!

Oh, sorry. I was pretty tired when I clicked on this. My bad.
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@thesuicidefoxthesuicidefox said:@Nickenzie said:
thesuicidefox said:@Nickenzie said:
Doc_W__HOLLIDAY said:
thesuicidefox said: All this would do is make people DC when the first guy gets mori'd instead of at the start of the trial. I don't see the point in completely hiding the offering, sometimes it's good to know that killer DOES NOT have a mori. What they need to do is add more secret offerings so you don't know what was offered. Only secret offerings for killer are mori's and shroud, and only secret offerings for surv are shrouds. So when you see them it's a pretty good guess what it is. If there were more secret offerings you wouldn't be able to guess it as easily. People would still DC as soon as they seen the secret offering.
This here basically, I would rather have survivors DC later than sooner and if a lot of offerings were secrets, they will still DC when the survivor first is mori'd anyways. Therefore, it's still the same case to be honest @thesuicidefox.
A DC is a DC, it really doesn't matter when it happens. The only time it doesn't matter is if the guy is on last hook or something because they are already dead at the point (though it can deny a killer BBQ aura or HL tokens for example so in some cases it can still be detrimental to the game).
Besides the fact I almost never see someone DC when killer offers a mori, all you do by making secret offerings completely hidden is screwing over honest players. If you don't DC then you would want to know killer MIGHT have a mori. That is very important information as it changes surv tactics. They will be more immersed after a hook (ie. less gen rushing) and play more scared in a chase (ie. they could waste pallets or sandbag another surv to stay alive). It would be seriously stupid if you all of sudden get mori'd, with absolutely no warning, because you have no way to counter play.
Just think about how stupid it is to get DS'ed by a non-obsession, that's basically the same thing but for killers now. And no, I'm not saying non-obsession DS is okay by any means, in fact I've said many times elsewhere that only the obsession should be able to even use DS for this exact reason.
It's cheesey design, period.
You want to stop players from DC'ing because of a secret offering? PUNISH DC'S HARDER! That makes way more sense, since people will DC for literally anything nowadays.
@thesuicidefox
Honestly speaking, the purpose of this thread is make secret offerings better since they aren't a secret anymore. However, since DCs will be more of a problem then they do need to punish DC'ing harder. Furthermore, If survivors wanna be a sore loser and DC over a mori then they can suit themselves because they will get banned eventually. I been annoyed by moris before but I never EVER DC'd because I been mori'd, it's just unsportsmanlike and I'm not that type of player.They aren't secret because there isn't enough secret options to make it any sort of guessing game. Killer has 4 secret options (excluding splinters). 3 of them are mori, and 1 is a shroud. Survivors have 3, all shrouds. Where is the guessing game? There is none. Make more secret offerings for each side, that would make secret offerings better because now you are trying to figure out what was offered.
That can work as well, but for the time being, only the burner should see their secret offering and no one else. At least till the developers rework some offerings to make it an actual guessing game. -
@thesuicidefoxthesuicidefox said:@Nickenzie said:
Doc_W__HOLLIDAY said:
thesuicidefox said:All this would do is make people DC when the first guy gets mori'd instead of at the start of the trial. I don't see the point in completely hiding the offering, sometimes it's good to know that killer DOES NOT have a mori.
What they need to do is add more secret offerings so you don't know what was offered. Only secret offerings for killer are mori's and shroud, and only secret offerings for surv are shrouds. So when you see them it's a pretty good guess what it is. If there were more secret offerings you wouldn't be able to guess it as easily.
People would still DC as soon as they seen the secret offering.
This here basically, I would rather have survivors DC later than sooner and if a lot of offerings were secrets, they will still DC when the survivor first is mori'd anyways. Therefore, it's still the same case to be honest @thesuicidefox.
A DC is a DC, it really doesn't matter when it happens. The only time it doesn't matter is if the guy is on last hook or something because they are already dead at the point (though it can deny a killer BBQ aura or HL tokens for example so in some cases it can still be detrimental to the game).
Besides the fact I almost never see someone DC when killer offers a mori, all you do by making secret offerings completely hidden is screwing over honest players. If you don't DC then you would want to know killer MIGHT have a mori. That is very important information as it changes surv tactics. They will be more immersed after a hook (ie. less gen rushing) and play more scared in a chase (ie. they could waste pallets or sandbag another surv to stay alive). It would be seriously stupid if you all of sudden get mori'd, with absolutely no warning, because you have no way to counter play.
Just think about how stupid it is to get DS'ed by a non-obsession, that's basically the same thing but for killers now. And no, I'm not saying non-obsession DS is okay by any means, in fact I've said many times elsewhere that only the obsession should be able to even use DS for this exact reason.
It's cheesey design, period.
You want to stop players from DC'ing because of a secret offering? PUNISH DC'S HARDER! That makes way more sense, since people will DC for literally anything nowadays.
Honestly speaking, the purpose of this thread is make secret offerings better since they aren't a secret anymore. However, since DCs will be more of a problem then they do need to punish DC'ing harder. Furthermore, If survivors wanna be a sore loser and DC over a mori then they can suit themselves because they will get banned eventually. I been annoyed by moris before but I never EVER DC'd because I been mori'd, it's just unsportsmanlike and I'm not that type of player. -
Here's the thing, it also punishes survivors who break totems. You're talking about an asymmetrical horror game here so it's gonna be difficult to face the killer alone. Therefore, you might not be fast enough to cleanse 5 dull totems before your teammates completes all the generators. Suddenly, the game is now 1 v 1 v 3 in a sense because your teammates are working against you now.Orion said:Yes, NOED is a perk that affects noob Survivors who don't know they should break the totems.
Real Life Scenario
I was running Pharmacy, Ace in The Hole, Urban Evasion, and Small Game in this game. I managed to keep a mental counter on how many dull totems I cleansed to make sure NoED wouldn't activate. Right when I cleansed the fourth totem, the Wraith captured me and hooked me beside the final dull totem. To my horror, the final generator was completed and the totem transformed into a Hex totem. Luckily I was unhooked and I was able to cleanse it but I could've gotten punished for cleansing totems since he could've camped to bait survivors.
Lesson Learned? NoED should be threatening for both SWF and solo Q survivors... Not just one survivor party. -
@ShyN3ko
I'm a fan of Amanda Young, let's see what we have here!
Workshop Grease: The developers explained how this works and I'm not a fan of its functionality. Basically adds an additional 1% to trigger a skill check every second which is a total of 10% since a Jigsaw Box takes 10 seconds to search. Perhaps... this can be increased to 3% every second BUT nerf Jigsaw Boxes where the skill checks are slightly larger to compensate for the newer players.
Razor Wires: I already explained how this works above so my only suggestion is to increase its value to 6% instead of 2%. This means you're getting 60% more skill checks instead of the original 20% increase.
Shattered Syringe: Make it where you recover faster from missed and successful ambush attacks.
John's Medical File: Slightly increase the charge speed to make it pair well with Video Tape.
Video Tape: Fine as is and has a lot of potential be itself, especially with the ambush buffs.
Utility Blades: Hemorrhage needs a buff, not the add-on itself.
Last Will: Should be baseline in Amanda's power and the add-on should remain the same if you want 6 Reverse Bear Traps.
Face Mask: SWF counters this, DBD is a anti-social multi-player game but SWF breaks this. Blindness is fine when it isn't SWF.
Slow Release Toxin: It's fine as is since the add-on can deny a lot of the survivor's exhaustion perks.
Rusty Attachments: The mangled status effect should stack with Sloppy Butcher if it doesn't already. Furthermore, if the mangled status effect caused by this add-on isn't at 20% then it should be increased to 20%.
Jigsaw's Annotated Plan: Really great add-on in my opinion since you get a extra Jigsaw Box at the expense of increased time. Here's the thing, time is really never a problem for the survivors to begin with so it's basically Jigsaw's sketch.
Interlocking Razors: It should reset the progress made in the Jigsaw Box, nothing more or newer players will suffer.
Bag of Gears: Should increase the Jigsaw Box search time to 15 seconds instead of 10 seconds. Additionally, it should grant another Reverse Bear Trap instead of the increased trap speed.
Tampered Timer: It's fine as it is since really, time isn't a problem to survivors in the first place. However, when combined with Jigsaw's Sketch, time DOES become a problem so this doesn't need a buff.
Jigsaw's Sketch: Fine as it is because it just makes finding the correct key just a little more harder. However, RNG could destroy this add-on so there should be a Jigsaw Box revamp so you can't remove traps in one box.
Crate of Gears: Should increase the Jigsaw Box search time to 20 seconds instead of 10 seconds. Additionally, it should grant another Reverse Bear Trap instead of the increased trap speed.
Amanda's Secret: Needs a complete rework.
-Whenever a survivor is searching a Jigsaw Box, that Jigsaw Box's aura is revealed in yellow.
-Survivors suffer from the exposed status effect as long as they are searching through a Jigsaw Box.
Rules Set NO. 2: This should be baseline in Amanda's power since it makes since lore wise and Reverse Bear Traps will now stall more time.
Amanda's Letter: Remove all negative effects since it's not OP to see auras while crouching. If it was, then Wrath "All Seeing" add-on would be broken because it has no negative side effects. -
This here basically, I would rather have survivors DC later than sooner and if a lot of offerings were secrets, they will still DC when the survivor first is mori'd anyways. Therefore, it's still the same case to be honest @thesuicidefox.Doc_W__HOLLIDAY said:
People would still DC as soon as they seen the secret offering.thesuicidefox said:All this would do is make people DC when the first guy gets mori'd instead of at the start of the trial. I don't see the point in completely hiding the offering, sometimes it's good to know that killer DOES NOT have a mori.
What they need to do is add more secret offerings so you don't know what was offered. Only secret offerings for killer are mori's and shroud, and only secret offerings for surv are shrouds. So when you see them it's a pretty good guess what it is. If there were more secret offerings you wouldn't be able to guess it as easily.
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I suggested this in another thread because secret offerings aren't really secrets when you KNOW every secret offering.Master said:Hidden offerings should actually be hidden, i.e. not visible at all.
Change my mind
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NoED just needs a rework in general because it destroys solo Q survivors but SWF won't let it see the light of day. Therefore, we need to change the perk where it's equally as threatening for both survivor sides [SWF & solo Q survivors] in my opinion!
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Oh, don't get me started on the amount of times where I looted an insta-heal from a chest search!Rebel_Raven said:Wouldn't ace in the hole pair well with pharmacy? Ot only do you get a med kit, but addons?
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This would makes traps more deadly to survivors who don't pay attention to their surroundings! It's not gonna be uncounterable so this should be a balanced suggestion!Raptorrotas said:Interesting idea. Would be helpful for most situations.
Still needs the area ofd effect fiy but your idea would be definitelybe better than the tar bottles.
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I actually redone my rework for NoED, I changed a few things to make it feel better overall for both sides. Whenever something is weak the first time, take it back to the drawing board!Tucking_Friggered said:@Nickenzie said:
NOED is a tricky one since it destroys solo Q survivors but SWF will make sure it doesn't see the light of day.NOED should be reworked so it doesn't destroy one side too much in my opinion. No One Escapes Death:
Progress infuriates you and gives you fuel to kill. Whenever a generator is completed, receive a 10% haste effect for 10/20/30 seconds. On the final generator being completed, all remaining pallets in the trial will get struck down by the Entity.
Notice: It's not a Hex and it doesn't destroy only solo Q survivors. Both sides will have to be careful about this perk!
Why would breaking pallets when the gens are done and gates open be useful? And a timed haste? I think Hope gives 2 minutes. That's utterly useless. What a horrible suggestion. Just bad. I mean who in their right mind would waste a perk slot all game for that? You should feel ashamed for even offering that as an alternative.
No One Escapes Death
Progression infuriates you and causes your hunger to grow! Whenever a generator is completed, receive a 5%/10%/15% haste effect until you perform an offensive action. Your genius modifications to the exit gates causes them to short out; the time it takes to open the exit gates is increased by 10/15/20 seconds. -
Legion needs a Freddy rework, they made him so flimsy to touch that anything can make or break him.MegChicken said:Just played a match with a Legion that attacked you twice and would walk around you until you were downed. You can’t counter it, because then they hit you.
Never understood the hate, but after multiple franks mixtapes and this? 0 counterplay, and require 0 skill. -
I'll have to agree, never judge a book by its cover until you read the full story.NoShinyPony said:@CreeRoyalty said:
The rate at which you lose health now while hanging is BS.There hasn't been a change in the last months.
@CreeRoyalty said:
Also, my friends and I randomly die while strgglong and continuing to tap.If there is a lag, then yes, you'll die despite constantly tapping.
@CreeRoyalty said:
so we have a chance against OP killersI believe you are still new to the game. Play some more (surv and killer) und you'll realize soon enough that killers aren't OP at all.
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Anyone have thoughts any about this? Civilized feedback is appreciated!
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I feel like every killer should be balanced around Spirit's level where skill is really rewarded but there's still counter play, even if the user has a ridiculous amount of skill.Gamzello said:Question to killer mains, survivor mains are welcomed to join in as well. This is completely opinionated for putting killers in tiers but do you guys think that all killers deserve to be S-Tier?
I notice that throughout my ranks I see certain killers more often while others a lot less. Around my rank 20s and 15s I used to see a lot of Trapper, Wraiths especially, sometimes Hag.
Around rank 10 or below I would see Myers, Hillbilly, or Spirit at most.
Around rank 5-8 I would see a mixture of “high tier” killers.
Actually as much as I don’t play killer I play Spirit in my higher ranks while I play Trapper or LF in my lower ranks when rank reset happens.
So do you guys feel as if every killer should be S-Tier? Devs mentioned that not all killers have to be the best like Nurse but they can be more “fun” to play (they made this example with Legion.)
That's why I do not like Legion, you just hold W and use your power. No skill involved.
That's why I do like Nurse, you have to aim your blinks and make predictions BUT she does need more counter play than just stealth in my opinion. -
Yeah, I like the surprise as a survivor and it makes the killer more of a threat since you never know if they have a mori.TragicSolitude said:Secret offerings should definitely not appear on the offering screen. When playing survivor, it spoils the surprise to be 90% certain that a killer's bringing a mori. And it sucks to have people DC before a match even starts.
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The laugh should cause enough salt to cause insta DC!Fenrir said:His laugh needs a buff needs to be louder -
Well the offering system needs a few changes in general so if they are gonna do my suggestion, they will probably add more secret survivor offerings as well to compensate.BigBubs said:Will only benefit killers since survivor's secret offerings are not even useful.
Until they make some new secret offerings for survivors, or change some of the current ones into secret, I'm against this idea. -
That's exactly what I suggested in the OP silly willy!ShrimpTwiggs said:Just have secret offerings not appear on the screen.
Also, we need more secret offerings in general to be honest!
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@PinkErickaPinkEricka said:They should add more new offering in. I’m so tired of seeing the same ones tbh.
Secret Offerings: (Ultra Rare: Survivor)
Iridescent Quality Parts:
-Generators will spawn as far as possible from each other.
-Secret
Memorial 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).
-Secret
Secret Offerings: (Ultra Rare: Killer)
Withered Flowers:
-The hatch will not spawn into the trial.
-Secret
Lost Toolbox:
-Generators will spawn closer together than normal.
-Secret -
And less DCs when a survivor sees a mori too!DelsKibara said:+1 this change would make life for both sides much more easier and would make for some great surprises as Killer.
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Been playing some Nurse on console and she's nasty when you have great FPS!Vietfox said:
Console nurse is hard but not impossible, last season (month) i managed to get her to rank 2 (didnt have enough time to play).@MegaWaffle said:@Vietfox said:
@MegaWaffle said:@Vietfox said:
Different maps instead of getting the same one over and over? Sure, who would be against it?
I'm against it. There is nothing I ....enjoy....more than deciding to give console Nurse another go only to get Lery's Memorial Treatment Theater.
You monster.
I don't understand why Lery's map is so hated by survivors as well, i'm a survivor main and i love that map. Might be small but it's so easy to juke killers there.Oh don't get me wrong I love the map but I only ever get it when I decide to play Nurse. Let me tell you PS4 Nurse is bad enough without that damn hospital.
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You're such a special oneIhatelife said:@littlejohnny said:
@Ihatelife said:
How about +5 points for hooking a survivor for the first time (Like bbq) and +2 for unhooking survivor?Excellent idea. Getting points for unhooks would definitely encourage more teamwork. And obviously the hook idea would encourage more people to play as killer and also deter camping and tunneling to a point. Your brilliance is noted.
Someone finally appreciate me


Back to the topic, I suggested this and it will work out just fine!