NMCKE
NMCKE
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Some things are obvious such as a Dwight with bond leading the killer around, that's working with the killer. If the killer specifically targets you especially when there are other survivors to be targeted, that's a sign (unless you did something to make the killer mad). Usually when a survivor is working with the killer, the survivor buddy will almost always see the light of day while others don't.Master said:
How are you supposed to prove this though? There must be really noticeable ingame actions for a bann . Cause simply telling the killer your location via comms is not enoughNickenzie said:
If in a doubt, report it. Just make sure you add a explanation saying that, "Working with the killer: I think they are working with [Insert steam profile here]." It's better to be safe than sorry later and besides, what you don't see is what the ACMs see so they might catch some suspicious activity. -
The forums aren't all bad, threads like these really make this place more enjoyable!fcc2014 said:Great Job! I need the Laugh.
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Actually, this would be a slugging war, it just makes it were you don't have to carry survivors to the hook. However, we do have something very special here and legion will be viable with your changes!No_Mither_No_Problem said:@Nickenzie said:
No_Mither_No_Problem said:@Nickenzie said:
No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: @No_Mither_No_Problem I really like these changes since it can stall the game but... I feel like legion needs a secondary power like Amanda. I don't know what it could be tho. It's ironic you say that, because I actually designed a Killer whose power was like a mix between the Pig's dash and Feral Frenzy, and when talking amongst my friends, I refer to it as "What Legion should have been".
It would be cool if legion could disguise himself as a random survivor. Once disguised, you can sneak behind a survivor to hold a knife to their throat or something. Yeah, especially considering the trailer portrays him as such, hell, their walk cycles aren’t that dissimilar to that of the Survivors. But then you have to remember that SWF exists. Yeah maybe, we probably need to scrap that idea! Secondary Power: (Blood Hound)
This is a passive power, the legion will have a blood seeking dog roam around the map. Whenever a survivor is within a 32 meter range and is affected by the deep wound status effect, the blood hound will pursue the target. If the survivor is unlucky, the blood hound will catch up and attack the survivor, putting them in dying state. Once in dying state, the hound will hold the dying survivor in place and protect them from other survivors. Survivors that get too close to the protected survivor risk getting mauled and getting put into dying state as well. While the blood hound is protecting the dying survivor, its aura is revealed to the Legion. I don't agree with this. This takes the low skill ceiling of Legion and takes it from uncounterable but weak to uncounterable and OP. He literally gets a free down and permanent slug. That's not a good idea. Nah, the dog will move at 100% ms so you'll have to cut the survivor off without using your power. Additionally, the dog can only slug one survivor at a time sooooo rgsivbsvsjdj...
Edit: Legion is hard to fix tbh.
Here's my idea, if we have to keep Legion's power chase-oriented. Remember how I said I made a Killer that had a mix between the Pig's dash and Feral Frenzy? Well, let's put that power on Legion. Feral Frenzy The Legion enters a rabid, high-speed rampage for a brief period of time, augmenting his speed, agility, and lethality. After a brief channel (~2 seconds), the Legion enters a Feral Frenzy. During a Frenzy: -The Legion sprints at a high movement speed (150%) for 3 seconds, after which they enter a brief recovery period. -The Legion can attack during a Frenzy, which instantly ends the rest of their timer regardless of whether or not it misses. -Moving forward without sharp or heavy turning during a Frenzy builds up Momentum. Momentum takes a total of 2 seconds to cap out. -At 50% Momentum, the Legion can vault in the middle of a Frenzy. At 100% Momentum, the vault is much faster, and charging into dropped pallets will break them at double the normal speed. Vaulting or breaking a pallet during a Frenzy pauses the timer for the total of its duration. Not bad to be honest but what if we could decrease the terror radius just a little bit, ya know?Deep wounded survivors CANNOT hear anything, literally. This will give the Legion time to sneak up on Deep wounded survivors, ya know? Oh, no, this Legion HAS no Deep Wound. He's a 115 Killer with a 32-meter Terror Radius, and he has no Deep Wound.
Hmm, I really do feel like your suggestion will work out but how will skill come to play when you use his power? Whenever I get downed by a Nurse, I accept it because blinks are really difficult to hit sometimes, ya know? He has a channeling period that Survivors can see and hear, it only lasts 3 seconds by default, he cannot vault or break pallets quickly without Momentum, and if he misses the attack, he's punished with an early fatigue. Again, it's a mix between Pig's dash and Feral Frenzy. There is a large window for the Survivor to try to mindgame it or, what will most likely happen, to run away—which is why they're a 115 Killer, just like Pig.
Oh, we're making ground now but what's the cool down? Is it like Spirit's power where you have to wait till it's fully charged in order to use it? No, you can use it at any time. There isn’t a timer or a power gauge or anything. It’s as ready to use as Nurse’s blink—as in, the only time she can’t blink is when she’s blinking. Alright, with everything out of the way, I'll like to suggest some things for a secondary power if necessary. Hopefully, you'll like the idea behind it! Feral Frenzy (Primary Power) The Legion enters a rabid, high-speed rampage for a brief period of time, augmenting his speed, agility, and lethality. After a brief channel (~2 seconds), the Legion enters a Feral Frenzy. During a Frenzy: -The Legion sprints at a high movement speed (150%) for 3 seconds, after which they enter a brief recovery period. -The Legion can attack during a Frenzy, which instantly ends the rest of their timer regardless of whether or not it misses. -Moving forward without sharp or heavy turning during a Frenzy builds up Momentum. Momentum takes a total of 2 seconds to cap out. -At 50% Momentum, the Legion can vault in the middle of a Frenzy. At 100% Momentum, the vault is much faster, and charging into dropped pallets will break them at double the normal speed. Vaulting or breaking a pallet during a Frenzy pauses the timer for the total of its duration. Destructive Nature (Secondary Power) The Legion found ways to kill his victims without a trace with proper execution. They start with enough materials to trap 5 survivors while they are in dying state: -The legion will spend a short amount of time restraining the dying survivor while planting an explosive directly to the survivor (~5 seconds). -The explosive will detonate after a while (~2 minutes) with the explosion killing any survivor in range. -Survivors can see trapped survivor's auras. -Other survivors can spend time disarming the explosives while freeing the dying survivor (~10 seconds).
-Survivors will automatically progress to the next hook phase when they're trapped and trapping the same survivor will decrease the detonation time (by 1 minute).
Running a lug build on Legion would make that absolutely uncounterable.
Lug? What is a lug build?
Slug*
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Honestly speaking, Amanda isn't far off, just a slight nudge could make the difference in her viability!

Who else agrees? -
Lug? What is a lug build?No_Mither_No_Problem said:@Nickenzie said:
No_Mither_No_Problem said:@Nickenzie said:
No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: @No_Mither_No_Problem I really like these changes since it can stall the game but... I feel like legion needs a secondary power like Amanda. I don't know what it could be tho. It's ironic you say that, because I actually designed a Killer whose power was like a mix between the Pig's dash and Feral Frenzy, and when talking amongst my friends, I refer to it as "What Legion should have been".
It would be cool if legion could disguise himself as a random survivor. Once disguised, you can sneak behind a survivor to hold a knife to their throat or something. Yeah, especially considering the trailer portrays him as such, hell, their walk cycles aren’t that dissimilar to that of the Survivors. But then you have to remember that SWF exists. Yeah maybe, we probably need to scrap that idea! Secondary Power: (Blood Hound)
This is a passive power, the legion will have a blood seeking dog roam around the map. Whenever a survivor is within a 32 meter range and is affected by the deep wound status effect, the blood hound will pursue the target. If the survivor is unlucky, the blood hound will catch up and attack the survivor, putting them in dying state. Once in dying state, the hound will hold the dying survivor in place and protect them from other survivors. Survivors that get too close to the protected survivor risk getting mauled and getting put into dying state as well. While the blood hound is protecting the dying survivor, its aura is revealed to the Legion. I don't agree with this. This takes the low skill ceiling of Legion and takes it from uncounterable but weak to uncounterable and OP. He literally gets a free down and permanent slug. That's not a good idea. Nah, the dog will move at 100% ms so you'll have to cut the survivor off without using your power. Additionally, the dog can only slug one survivor at a time sooooo rgsivbsvsjdj...
Edit: Legion is hard to fix tbh. :( Here's my idea, if we have to keep Legion's power chase-oriented. Remember how I said I made a Killer that had a mix between the Pig's dash and Feral Frenzy? Well, let's put that power on Legion. Feral Frenzy The Legion enters a rabid, high-speed rampage for a brief period of time, augmenting his speed, agility, and lethality. After a brief channel (~2 seconds), the Legion enters a Feral Frenzy. During a Frenzy: -The Legion sprints at a high movement speed (150%) for 3 seconds, after which they enter a brief recovery period. -The Legion can attack during a Frenzy, which instantly ends the rest of their timer regardless of whether or not it misses. -Moving forward without sharp or heavy turning during a Frenzy builds up Momentum. Momentum takes a total of 2 seconds to cap out. -At 50% Momentum, the Legion can vault in the middle of a Frenzy. At 100% Momentum, the vault is much faster, and charging into dropped pallets will break them at double the normal speed. Vaulting or breaking a pallet during a Frenzy pauses the timer for the total of its duration. Not bad to be honest but what if we could decrease the terror radius just a little bit, ya know?
Deep wounded survivors CANNOT hear anything, literally. This will give the Legion time to sneak up on Deep wounded survivors, ya know? Oh, no, this Legion HAS no Deep Wound. He's a 115 Killer with a 32-meter Terror Radius, and he has no Deep Wound.
Hmm, I really do feel like your suggestion will work out but how will skill come to play when you use his power? Whenever I get downed by a Nurse, I accept it because blinks are really difficult to hit sometimes, ya know? He has a channeling period that Survivors can see and hear, it only lasts 3 seconds by default, he cannot vault or break pallets quickly without Momentum, and if he misses the attack, he's punished with an early fatigue. Again, it's a mix between Pig's dash and Feral Frenzy. There is a large window for the Survivor to try to mindgame it or, what will most likely happen, to run away—which is why they're a 115 Killer, just like Pig.
Oh, we're making ground now but what's the cool down? Is it like Spirit's power where you have to wait till it's fully charged in order to use it?
No, you can use it at any time. There isn’t a timer or a power gauge or anything. It’s as ready to use as Nurse’s blink—as in, the only time she can’t blink is when she’s blinking.
Alright, with everything out of the way, I'll like to suggest some things for a secondary power if necessary. Hopefully, you'll like the idea behind it! Feral Frenzy (Primary Power)
The Legion enters a rabid, high-speed rampage for a brief period of time, augmenting his speed, agility, and lethality.
After a brief channel (~2 seconds), the Legion enters a Feral Frenzy. During a Frenzy:
-The Legion sprints at a high movement speed (150%) for 3 seconds, after which they enter a brief recovery period.
-The Legion can attack during a Frenzy, which instantly ends the rest of their timer regardless of whether or not it misses.
-Moving forward without sharp or heavy turning during a Frenzy builds up Momentum. Momentum takes a total of 2 seconds to cap out.
-At 50% Momentum, the Legion can vault in the middle of a Frenzy. At 100% Momentum, the vault is much faster, and charging into dropped pallets will break them at double the normal speed. Vaulting or breaking a pallet during a Frenzy pauses the timer for the total of its duration.
Destructive Nature (Secondary Power)
The Legion found ways to kill his victims without a trace with proper execution.
They start with enough materials to trap 5 survivors while they are in dying state:
-The legion will spend a short amount of time restraining the dying survivor while planting an explosive directly to the survivor (~5 seconds).
-The explosive will detonate after a while (~2 minutes) with the explosion killing any survivor in range.
-Survivors can see trapped survivor's auras.
-Other survivors can spend time disarming the explosives while freeing the dying survivor (~10 seconds).
-Survivors will automatically progress to the next hook phase when they're trapped and trapping the same survivor will decrease the detonation time (by 1 minute).
Running a lug build on Legion would make that absolutely uncounterable.
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Reverse Bear TrapSalty_Pearl said:Reverse Bear Traps
Buff 1- Survivors now have a 0% chance of removing the RBT on their first Jigsaw Box search.
(It sucks wasting RBts on Survivors that get their's off on their first search. This will allow RBTs to be more deadlier and will be able to stall more time.)
Buff 2
- Survivors cannot search Jigsaw Boxes until their RBT is activated.
(I never understood why they could since it doesn't make sense lore wise and gameplay wise. Again, this will reduce the amount of wasted RBTs and will counter SWF.
Buff 3 (Not needed but would help)
- Survivors will get an instant Game Over if they try to escape via the hatch with a RBT on.
Ambush
Buff 1- Increase the speed while crouched to 95% (3.8m)
Buff 2
- Increase the duration of Ambush to 3 seconds.
Addons
* Workshop Grease and Razor Wires need to be reworked. Instead of increasing the chance of skillchecks, they should reduce the size of them.
Buff 1: Sure, a single box won't make a RBT deadly, it'll just waste more time.
Buff 2: I don't agree with this but I wouldn't be opposed to Rules Set NO.2 being baseline.
Ambush
Buff 1: Sure, I wouldn't mind a faster movement speed while crouching.
Buff 2: Not a increased dash duration but a slight dash movement increase to catch those SB survivors easier. - Survivors now have a 0% chance of removing the RBT on their first Jigsaw Box search.
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Here what I'll do:Xycronian said:I feel like they need to make it easier for killers to get the moonrise points. Survivors and killers can get 45 points per trial. Okay. Thats fair. But for killer to get those 45 points, EVERYONE has to bring an offering, and you would have to be able to break every one. And you would also have to hook every survivor 3 times. So not only do you need a 4k, you have to be able to hook everyone 3 times. So that means if somebody kills them-self or DC's, you can't get the maximum points. The most offerings anyone has brought to a match is 1. And that's mainly me. Please make it easier for killer to get the moonrise points. It just takes way too long.
-Eliminating (Sacrificing, mori, and DC) a survivor from the trial grants 6 points (still the same 24 points for hooking everyone 3 times).
-Destroying a lamp will award 5 points (with a maximum of 35 points for 7 lamps).
-Killer's will see the auras of all lamps whenever a survivor is hooked.
We might need one, two, or all of these changes btw. -
Alright, with everything out of the way, I'll like to suggest some things for a secondary power if necessary. Hopefully, you'll like the idea behind it!No_Mither_No_Problem said:@Nickenzie said:
No_Mither_No_Problem said:@Nickenzie said:
No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: @No_Mither_No_Problem I really like these changes since it can stall the game but... I feel like legion needs a secondary power like Amanda. I don't know what it could be tho. It's ironic you say that, because I actually designed a Killer whose power was like a mix between the Pig's dash and Feral Frenzy, and when talking amongst my friends, I refer to it as "What Legion should have been".
It would be cool if legion could disguise himself as a random survivor. Once disguised, you can sneak behind a survivor to hold a knife to their throat or something. Yeah, especially considering the trailer portrays him as such, hell, their walk cycles aren’t that dissimilar to that of the Survivors. But then you have to remember that SWF exists. Yeah maybe, we probably need to scrap that idea! Secondary Power: (Blood Hound)
This is a passive power, the legion will have a blood seeking dog roam around the map. Whenever a survivor is within a 32 meter range and is affected by the deep wound status effect, the blood hound will pursue the target. If the survivor is unlucky, the blood hound will catch up and attack the survivor, putting them in dying state. Once in dying state, the hound will hold the dying survivor in place and protect them from other survivors. Survivors that get too close to the protected survivor risk getting mauled and getting put into dying state as well. While the blood hound is protecting the dying survivor, its aura is revealed to the Legion. I don't agree with this. This takes the low skill ceiling of Legion and takes it from uncounterable but weak to uncounterable and OP. He literally gets a free down and permanent slug. That's not a good idea. Nah, the dog will move at 100% ms so you'll have to cut the survivor off without using your power. Additionally, the dog can only slug one survivor at a time sooooo rgsivbsvsjdj...
Edit: Legion is hard to fix tbh.
Here's my idea, if we have to keep Legion's power chase-oriented. Remember how I said I made a Killer that had a mix between the Pig's dash and Feral Frenzy? Well, let's put that power on Legion. Feral Frenzy The Legion enters a rabid, high-speed rampage for a brief period of time, augmenting his speed, agility, and lethality. After a brief channel (~2 seconds), the Legion enters a Feral Frenzy. During a Frenzy: -The Legion sprints at a high movement speed (150%) for 3 seconds, after which they enter a brief recovery period. -The Legion can attack during a Frenzy, which instantly ends the rest of their timer regardless of whether or not it misses. -Moving forward without sharp or heavy turning during a Frenzy builds up Momentum. Momentum takes a total of 2 seconds to cap out. -At 50% Momentum, the Legion can vault in the middle of a Frenzy. At 100% Momentum, the vault is much faster, and charging into dropped pallets will break them at double the normal speed. Vaulting or breaking a pallet during a Frenzy pauses the timer for the total of its duration. Not bad to be honest but what if we could decrease the terror radius just a little bit, ya know?Deep wounded survivors CANNOT hear anything, literally. This will give the Legion time to sneak up on Deep wounded survivors, ya know? Oh, no, this Legion HAS no Deep Wound. He's a 115 Killer with a 32-meter Terror Radius, and he has no Deep Wound.
Hmm, I really do feel like your suggestion will work out but how will skill come to play when you use his power? Whenever I get downed by a Nurse, I accept it because blinks are really difficult to hit sometimes, ya know?
He has a channeling period that Survivors can see and hear, it only lasts 3 seconds by default, he cannot vault or break pallets quickly without Momentum, and if he misses the attack, he's punished with an early fatigue. Again, it's a mix between Pig's dash and Feral Frenzy. There is a large window for the Survivor to try to mindgame it or, what will most likely happen, to run away—which is why they're a 115 Killer, just like Pig.
Oh, we're making ground now but what's the cool down? Is it like Spirit's power where you have to wait till it's fully charged in order to use it?
No, you can use it at any time. There isn’t a timer or a power gauge or anything. It’s as ready to use as Nurse’s blink—as in, the only time she can’t blink is when she’s blinking.
Feral Frenzy (Primary Power)
The Legion enters a rabid, high-speed rampage for a brief period of time, augmenting his speed, agility, and lethality.
After a brief channel (~2 seconds), the Legion enters a Feral Frenzy. During a Frenzy:
-The Legion sprints at a high movement speed (150%) for 3 seconds, after which they enter a brief recovery period.
-The Legion can attack during a Frenzy, which instantly ends the rest of their timer regardless of whether or not it misses.
-Moving forward without sharp or heavy turning during a Frenzy builds up Momentum. Momentum takes a total of 2 seconds to cap out.
-At 50% Momentum, the Legion can vault in the middle of a Frenzy. At 100% Momentum, the vault is much faster, and charging into dropped pallets will break them at double the normal speed. Vaulting or breaking a pallet during a Frenzy pauses the timer for the total of its duration.
Destructive Nature (Secondary Power)
The Legion found ways to kill his victims without a trace with proper execution.
They start with enough materials to trap 5 survivors while they are in dying state:
-The legion will spend a short amount of time restraining the dying survivor while planting an explosive directly to the survivor (~5 seconds).
-The explosive will detonate after a while (~2 minutes) with the explosion killing any survivor in range.
-Survivors can see trapped survivor's auras.
-Other survivors can spend time disarming the explosives while freeing the dying survivor (~10 seconds).
-Survivors will automatically progress to the next hook phase when they're trapped and trapping the same survivor will decrease the detonation time (by 1 minute).
-
Oh, we're making ground now but what's the cool down? Is it like Spirit's power where you have to wait till it's fully charged in order to use it?No_Mither_No_Problem said:@Nickenzie said:
No_Mither_No_Problem said:@Nickenzie said:
No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: @No_Mither_No_Problem I really like these changes since it can stall the game but... I feel like legion needs a secondary power like Amanda. I don't know what it could be tho. It's ironic you say that, because I actually designed a Killer whose power was like a mix between the Pig's dash and Feral Frenzy, and when talking amongst my friends, I refer to it as "What Legion should have been".
It would be cool if legion could disguise himself as a random survivor. Once disguised, you can sneak behind a survivor to hold a knife to their throat or something. Yeah, especially considering the trailer portrays him as such, hell, their walk cycles aren’t that dissimilar to that of the Survivors. But then you have to remember that SWF exists. Yeah maybe, we probably need to scrap that idea! Secondary Power: (Blood Hound)
This is a passive power, the legion will have a blood seeking dog roam around the map. Whenever a survivor is within a 32 meter range and is affected by the deep wound status effect, the blood hound will pursue the target. If the survivor is unlucky, the blood hound will catch up and attack the survivor, putting them in dying state. Once in dying state, the hound will hold the dying survivor in place and protect them from other survivors. Survivors that get too close to the protected survivor risk getting mauled and getting put into dying state as well. While the blood hound is protecting the dying survivor, its aura is revealed to the Legion. I don't agree with this. This takes the low skill ceiling of Legion and takes it from uncounterable but weak to uncounterable and OP. He literally gets a free down and permanent slug. That's not a good idea. Nah, the dog will move at 100% ms so you'll have to cut the survivor off without using your power. Additionally, the dog can only slug one survivor at a time sooooo rgsivbsvsjdj...
Edit: Legion is hard to fix tbh. :( Here's my idea, if we have to keep Legion's power chase-oriented. Remember how I said I made a Killer that had a mix between the Pig's dash and Feral Frenzy? Well, let's put that power on Legion. Feral Frenzy The Legion enters a rabid, high-speed rampage for a brief period of time, augmenting his speed, agility, and lethality. After a brief channel (~2 seconds), the Legion enters a Feral Frenzy. During a Frenzy: -The Legion sprints at a high movement speed (150%) for 3 seconds, after which they enter a brief recovery period. -The Legion can attack during a Frenzy, which instantly ends the rest of their timer regardless of whether or not it misses. -Moving forward without sharp or heavy turning during a Frenzy builds up Momentum. Momentum takes a total of 2 seconds to cap out. -At 50% Momentum, the Legion can vault in the middle of a Frenzy. At 100% Momentum, the vault is much faster, and charging into dropped pallets will break them at double the normal speed. Vaulting or breaking a pallet during a Frenzy pauses the timer for the total of its duration. Not bad to be honest but what if we could decrease the terror radius just a little bit, ya know?
Deep wounded survivors CANNOT hear anything, literally. This will give the Legion time to sneak up on Deep wounded survivors, ya know?
Oh, no, this Legion HAS no Deep Wound. He's a 115 Killer with a 32-meter Terror Radius, and he has no Deep Wound.
Hmm, I really do feel like your suggestion will work out but how will skill come to play when you use his power? Whenever I get downed by a Nurse, I accept it because blinks are really difficult to hit sometimes, ya know?
He has a channeling period that Survivors can see and hear, it only lasts 3 seconds by default, he cannot vault or break pallets quickly without Momentum, and if he misses the attack, he's punished with an early fatigue. Again, it's a mix between Pig's dash and Feral Frenzy. There is a large window for the Survivor to try to mindgame it or, what will most likely happen, to run away—which is why they're a 115 Killer, just like Pig.
-
Hmm, I really do feel like your suggestion will work out but how will skill come to play when you use his power? Whenever I get downed by a Nurse, I accept it because blinks are really difficult to hit sometimes, ya know?No_Mither_No_Problem said:@Nickenzie said:
No_Mither_No_Problem said:@Nickenzie said:
No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: @No_Mither_No_Problem I really like these changes since it can stall the game but... I feel like legion needs a secondary power like Amanda. I don't know what it could be tho. It's ironic you say that, because I actually designed a Killer whose power was like a mix between the Pig's dash and Feral Frenzy, and when talking amongst my friends, I refer to it as "What Legion should have been".
It would be cool if legion could disguise himself as a random survivor. Once disguised, you can sneak behind a survivor to hold a knife to their throat or something. Yeah, especially considering the trailer portrays him as such, hell, their walk cycles aren’t that dissimilar to that of the Survivors. But then you have to remember that SWF exists. Yeah maybe, we probably need to scrap that idea! Secondary Power: (Blood Hound)
This is a passive power, the legion will have a blood seeking dog roam around the map. Whenever a survivor is within a 32 meter range and is affected by the deep wound status effect, the blood hound will pursue the target. If the survivor is unlucky, the blood hound will catch up and attack the survivor, putting them in dying state. Once in dying state, the hound will hold the dying survivor in place and protect them from other survivors. Survivors that get too close to the protected survivor risk getting mauled and getting put into dying state as well. While the blood hound is protecting the dying survivor, its aura is revealed to the Legion. I don't agree with this. This takes the low skill ceiling of Legion and takes it from uncounterable but weak to uncounterable and OP. He literally gets a free down and permanent slug. That's not a good idea. Nah, the dog will move at 100% ms so you'll have to cut the survivor off without using your power. Additionally, the dog can only slug one survivor at a time sooooo rgsivbsvsjdj...
Edit: Legion is hard to fix tbh.

Here's my idea, if we have to keep Legion's power chase-oriented.
Remember how I said I made a Killer that had a mix between the Pig's dash and Feral Frenzy? Well, let's put that power on Legion.
Feral Frenzy
The Legion enters a rabid, high-speed rampage for a brief period of time, augmenting his speed, agility, and lethality.
After a brief channel (~2 seconds), the Legion enters a Feral Frenzy. During a Frenzy:
-The Legion sprints at a high movement speed (150%) for 3 seconds, after which they enter a brief recovery period.
-The Legion can attack during a Frenzy, which instantly ends the rest of their timer regardless of whether or not it misses.
-Moving forward without sharp or heavy turning during a Frenzy builds up Momentum. Momentum takes a total of 2 seconds to cap out.
-At 50% Momentum, the Legion can vault in the middle of a Frenzy. At 100% Momentum, the vault is much faster, and charging into dropped pallets will break them at double the normal speed. Vaulting or breaking a pallet during a Frenzy pauses the timer for the total of its duration.
Not bad to be honest but what if we could decrease the terror radius just a little bit, ya know?
Deep wounded survivors CANNOT hear anything, literally. This will give the Legion time to sneak up on Deep wounded survivors, ya know?
Oh, no, this Legion HAS no Deep Wound. He's a 115 Killer with a 32-meter Terror Radius, and he has no Deep Wound.
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Not bad to be honest but what if we could decrease the terror radius just a little bit, ya know?No_Mither_No_Problem said:@Nickenzie said:
No_Mither_No_Problem said:@Nickenzie said:
No_Mither_No_Problem said:
@Nickenzie said: No_Mither_No_Problem said:
@Nickenzie said: @No_Mither_No_Problem I really like these changes since it can stall the game but... I feel like legion needs a secondary power like Amanda. I don't know what it could be tho. It's ironic you say that, because I actually designed a Killer whose power was like a mix between the Pig's dash and Feral Frenzy, and when talking amongst my friends, I refer to it as "What Legion should have been".
It would be cool if legion could disguise himself as a random survivor. Once disguised, you can sneak behind a survivor to hold a knife to their throat or something. Yeah, especially considering the trailer portrays him as such, hell, their walk cycles aren’t that dissimilar to that of the Survivors. But then you have to remember that SWF exists. Yeah maybe, we probably need to scrap that idea! Secondary Power: (Blood Hound)
This is a passive power, the legion will have a blood seeking dog roam around the map. Whenever a survivor is within a 32 meter range and is affected by the deep wound status effect, the blood hound will pursue the target. If the survivor is unlucky, the blood hound will catch up and attack the survivor, putting them in dying state. Once in dying state, the hound will hold the dying survivor in place and protect them from other survivors. Survivors that get too close to the protected survivor risk getting mauled and getting put into dying state as well. While the blood hound is protecting the dying survivor, its aura is revealed to the Legion.
I don't agree with this. This takes the low skill ceiling of Legion and takes it from uncounterable but weak to uncounterable and OP. He literally gets a free down and permanent slug. That's not a good idea.
Nah, the dog will move at 100% ms so you'll have to cut the survivor off without using your power. Additionally, the dog can only slug one survivor at a time sooooo rgsivbsvsjdj...
Edit: Legion is hard to fix tbh.

Here's my idea, if we have to keep Legion's power chase-oriented.
Remember how I said I made a Killer that had a mix between the Pig's dash and Feral Frenzy? Well, let's put that power on Legion.
Feral Frenzy
The Legion enters a rabid, high-speed rampage for a brief period of time, augmenting his speed, agility, and lethality.
After a brief channel (~2 seconds), the Legion enters a Feral Frenzy. During a Frenzy:
-The Legion sprints at a high movement speed (150%) for 3 seconds, after which they enter a brief recovery period.
-The Legion can attack during a Frenzy, which instantly ends the rest of their timer regardless of whether or not it misses.
-Moving forward without sharp or heavy turning during a Frenzy builds up Momentum. Momentum takes a total of 2 seconds to cap out.
-At 50% Momentum, the Legion can vault in the middle of a Frenzy. At 100% Momentum, the vault is much faster, and charging into dropped pallets will break them at double the normal speed. Vaulting or breaking a pallet during a Frenzy pauses the timer for the total of its duration.
Deep wounded survivors CANNOT hear anything, literally. This will give the Legion time to sneak up on Deep wounded survivors, ya know? -
Nah, the dog will move at 100% ms so you'll have to cut the survivor off without using your power. Additionally, the dog can only slug one survivor at a time sooooo rgsivbsvsjdj...No_Mither_No_Problem said:@Nickenzie said:
No_Mither_No_Problem said:@Nickenzie said:
No_Mither_No_Problem said:
@Nickenzie said: @No_Mither_No_Problem I really like these changes since it can stall the game but... I feel like legion needs a secondary power like Amanda. I don't know what it could be tho. It's ironic you say that, because I actually designed a Killer whose power was like a mix between the Pig's dash and Feral Frenzy, and when talking amongst my friends, I refer to it as "What Legion should have been".
It would be cool if legion could disguise himself as a random survivor. Once disguised, you can sneak behind a survivor to hold a knife to their throat or something.
Yeah, especially considering the trailer portrays him as such, hell, their walk cycles aren’t that dissimilar to that of the Survivors.
But then you have to remember that SWF exists.
Yeah maybe, we probably need to scrap that idea! Secondary Power: (Blood Hound)
This is a passive power, the legion will have a blood seeking dog roam around the map. Whenever a survivor is within a 32 meter range and is affected by the deep wound status effect, the blood hound will pursue the target. If the survivor is unlucky, the blood hound will catch up and attack the survivor, putting them in dying state. Once in dying state, the hound will hold the dying survivor in place and protect them from other survivors. Survivors that get too close to the protected survivor risk getting mauled and getting put into dying state as well. While the blood hound is protecting the dying survivor, its aura is revealed to the Legion.
I don't agree with this. This takes the low skill ceiling of Legion and takes it from uncounterable but weak to uncounterable and OP. He literally gets a free down and permanent slug. That's not a good idea.
Edit: Legion is hard to fix tbh.
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Yeah maybe, we probably need to scrap that idea!No_Mither_No_Problem said:@Nickenzie said:
No_Mither_No_Problem said:@Nickenzie said:
I really like these changes since it can stall the game but... I feel like legion needs a secondary power like Amanda. I don't know what it could be tho.
It's ironic you say that, because I actually designed a Killer whose power was like a mix between the Pig's dash and Feral Frenzy, and when talking amongst my friends, I refer to it as "What Legion should have been".
It would be cool if legion could disguise himself as a random survivor. Once disguised, you can sneak behind a survivor to hold a knife to their throat or something.
Yeah, especially considering the trailer portrays him as such, hell, their walk cycles aren’t that dissimilar to that of the Survivors.
But then you have to remember that SWF exists.
Secondary Power: (Blood Hound)
This is a passive power, the legion will have a blood seeking dog roam around the map. Whenever a survivor is within a 32 meter range and is affected by the deep wound status effect, the blood hound will pursue the target. If the survivor is unlucky, the blood hound will catch up and attack the survivor, putting them in dying state. Once in dying state, the hound will hold the dying survivor in place and protect them from other survivors. Survivors that get too close to the protected survivor risk getting mauled and getting put into dying state as well. While the blood hound is protecting the dying survivor, its aura is revealed to the Legion. -
It would be cool if legion could disguise himself as a random survivor. Once disguised, you can sneak behind a survivor to hold a knife to their throat or something.No_Mither_No_Problem said:@Nickenzie said:
@No_Mither_No_Problem
I really like these changes since it can stall the game but... I feel like legion needs a secondary power like Amanda. I don't know what it could be tho.It's ironic you say that, because I actually designed a Killer whose power was like a mix between the Pig's dash and Feral Frenzy, and when talking amongst my friends, I refer to it as "What Legion should have been".
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However, I'm very happy that they are all grindable, ya know?ShrimpTwiggs said:They're very 'meh.' Feng's is nice and the Huntress's mask is pretty sweet, but nothing too mindblowing. No hate to the devs, but that's my opinion as well.
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Okay, I feel like you don't understand how Dead by Daylight charges work since you're calling Prove Thyself OP.ForeheadSurviors said:At least add a counter to it like buff thanatophobia ffs people just power through ruin like it doesn’t exist
Every survivor perform actions at a rate of 1 charge per second, remember this.
-Repairing a generator takes 80 charges to complete a generator.
Doing the math, you'll take the required charges needed to complete an action which is 80 charges for full repairing a generator and divide that by the survivor's charge speed which is 1. This means generators will take 80 seconds for a single survivor.
However, when multiple survivors work on a generator, there's a charge penalty. For every survivor repairing the same generator besides yourself, everyone will suffer a 0.1 charge penalty.
Here's the penalty: (Per second)
* Survivor ** Survivors *** Survivors
1 Charge 0.9 Charge(s) 0.8 Charge(s)
**** Survivors
0.7 Charge(s)
Therefore if there's let's say 3 survivors repairing a generator. Everyone's base charge speed is 0.8 charges per second. Since there's 3 survivors, this means everyone on the generator is contributing to 2.4 charges per second.
Prove Thyself:
It basically gives you a 0.1 charge increase whenever you're performing a co-op repair action.
Here's the new Prove Thyself values for YOU only: (Per second)
** Survivors *** Survivors **** Survivors
1 Charge(s) 0.9 Charge(s) 0.8 Charge(s)
Not much of a difference since only you get this effect and not everyone else. -
@No_Mither_No_Problem
I really like these changes since it can stall the game but... I feel like legion needs a secondary power like Amanda. I don't know what it could be tho. -
Try Surveillance in her! You'll be able to drop Whispers and you'll know what generator the survivor is repairing! This should help you prepare for a ambush attack on the survivor and so far, it's been a great success!Blueberry said:@Nickenzie said:
KingB said:@Nickenzie it's not really anymore scummy than camping. I personally wouldn't care as survivor, I would be happy to see some variation at the higher ranks. I never see pigs anymore and I've only had one RBT pop and that was when I wanted to see it.
I love going against a pig, her traps give the survivors another objective and it spices the game up! That's why we need Amanda to be at least a A tier killer because she is so fun to play as and against!

+1
Some small changes to her could do so much. She's right on the cusp of A tier and only needs a little nudge. I just want her crouch and ambush made more viable if nothing else.
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I love going against a pig, her traps give the survivors another objective and it spices the game up! That's why we need Amanda to be at least a A tier killer because she is so fun to play as and against!KingB said:@Nickenzie it's not really anymore scummy than camping. I personally wouldn't care as survivor, I would be happy to see some variation at the higher ranks. I never see pigs anymore and I've only had one RBT pop and that was when I wanted to see it.
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No, it's not bannable but it's a scummy tactic. Even I'll use this to pressure the trapped survivor if I have enough time on my hands.KingB said:But is it bannable to chase people while crouched as pig to make sure the trap goes off? -
Interesting idea but I do have a concern for this idea. Will survivors be able to find the parts easily or will it be a needle in a haystack type of thing?thekiller490490 said:With the hallowed blight event and this event, I have a theory that BHVR is testing secondary objectives. Hallowed blight was too long, but this event has a similar way to my idea to slow gen speed down without directly increasing gen time.
The quick answer: PARTS
Parts scattered around the map that survivors need to find to complete a generator.
The long answer: Parts are scattered around the map randomly. (7 parts will be on the map, so all gens can be done.) Generators can be completed to 50% before a part is required to keep repairing it. This let's 1 survivor look for parts while others get the gen to 50%. Survivors can carry both a part and an item. (In this case, the part would be wrapped around their waist.) Installing parts requires a quick skill check.Brand new part Buff. (I know you survivors want BNPs to be great again. I'll try to make them more useful.)1. You bring a part into the match. No need to look for one at the start.2. Boost stays the same. Click install, hit the skill checks, +25%. Nothing new here.
Killer interaction with parts. Like the event, hooking a survivor causes them to drop parts, which return to another location. (NOT original location of that specific part, you need to look for it again.) Killers DON'T see part auras.Franklin's Demise interaction. First hit will drop the item a survivor is carrying. Second hit (or first if the survivor does not have a item as well) will cause the part to be dropped on the spot and will stay until someone gets it. (BTW this is a optional thing. Would be an interesting buff for Franklin's Demise imo.)
Affects.
Survivors who only work on generators while others get chased will have to risk being found as they look for parts. Gives killers with lacking pressure to apply it more consistently.
Slows the game down in a different and possibly fun way.
Thoughts? This can be done in so many ways. So I would love some good suggestions. -
Eh, it's really good because the protected survivor can take infinite damage while you're getting downed. It synergies with Unbreakable and No Mither since if the protected survivor gets NOED, you'll be able to recover from dying state.Bravo0413 said:Death wish seems more like a killer perk... it doesn't fit the lore being a survivor perk -
I been using these perks for awhile and they got me killed most of the time. I'll use Diversion to lead the killer away but the killer will end up finding me sometimes because you don't throw the pebble far enough away. Basically, it's a come kill me alarm for the killer sometimes which is a bad mechanic. However, there been times where the perk worked wonderfully but this is so rare. Autodidact makes both you and the survivor you're healing a sitting duck until you get positive progression. Simply buffing Autodidact will have a likely hood of becoming a instant heal.TAG said:
You have piqued my curiosity. Why Diversion and Autodidact?Nickenzie said:
Mine:AlwaysInAGoodShape said:Disclaimer: This is not about what perks you believe are too strong. This is about what perks you believe are inherently unhealthy for the game and limit directions the game can head into?
So what Perks do you believe are inherently Unhealthy by design?
Mine:
-Whispers
-Surveillance
-Monstrous ShrineSlightly less:
-Self-care
-Unbreakable
Diversion
Autodidact
NOED
DS
Slightly Less:
Self Care
Pop Goes The Weasel -
Ah, he memorized some pallet locations probably or it wasn't invisible to the survivor role.Shad03 said:@Nickenzie said:
fcc2014 said:I laughed because it is invisible to both sides same sometimes with generators. This is just life in the DBD.
How did the Quentin know that it was there? Was he paying attention to the drop pallet prompt?
Pure. Muscle. Memory.
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How did the Quentin know that it was there? Was he paying attention to the drop pallet prompt?fcc2014 said:I laughed because it is invisible to both sides same sometimes with generators. This is just life in the DBD.
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Goody good!TheBean said:@Nickenzie said:
This Wednesday?Yee... I seen on the steam forums someone said it is supposed to start at 19:00 UTC.. but I can't seem to find that anywhere else atm.
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popoles said:I have to be that guy, but it's not funny at all.
Sorry.
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Mine:AlwaysInAGoodShape said:Disclaimer: This is not about what perks you believe are too strong. This is about what perks you believe are inherently unhealthy for the game and limit directions the game can head into?
So what Perks do you believe are inherently Unhealthy by design?
Mine:
-Whispers
-Surveillance
-Monstrous ShrineSlightly less:
-Self-care
-Unbreakable
Diversion
Autodidact
NOED
DS
Slightly Less:
Self Care
Pop Goes The Weasel -
Here's what I'll do to the perk:YieldingBusiness said:I'd like to see that on top of the 25% instant regression the generator continues to regress at 1.5-2 times its normal regression; gives more viability to the perk.
-Remove the timer and make it token based so you can use it whenever you please.
-Slighty nerf the instant regression numbers to 10%/15%/20%. -
This Wednesday?TheBean said:@GregLacazette said:
it starts at what time the event ???? plsThey said Wednesday... Sometimes that could mean 00:00 UTC.. but since it didn't start last night at 8 pm EST... I'm gonna assume they will be starting it this afternoon around 2 pm EST.. or sometime tonight around 8 PM EST.
Remember the Devs are in EST timezone, so probably would fall inline with their best times.
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I'll have to disagree with Up The Ante being a good perk because luck only affects unhook escape attempts and bear traps. Increasing the overall luck % by 1 and giving you an option to pick 1 of 3 randomly generated items makes the perk feel more alive. You actually feel lucky since you could get an item you need easier than before.Blueberry said:I like the changes. Picking the item for Up The Ante is a little finicky though. It's a good perk as is already.
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@NoShinyPonyNoShinyPony said:Ok.
I'll keep it short for now. We could still go more into detail.In general, I agree that the ranking system needs a rework. There are good players in high rank who deserve to be there, but there also are those who don't.
First, let's see why the emblem system isn't working. Concerning survivors:
A survivor has to adept to the circumstances. They can't say "I'm not going to help teammates/repair gens anymore, since my emblem is full". Circumstances may force them to do one thing and abandon one or two categories completely. The skilled surv who keeps the killer busy the entire game gets no points in Lightbringer and Benevolence, for example.It's not that bad for killers, though there are some issues.
I'd prefer pips being related to earned bloodpoints. Remove the category cap of 8k points (and keep the overall cap of 32k).
Ah, makes sense from your perspective. You just gave me an idea for the emblem system since not every survivor will fulfill all 4 emblem qualities.
Couldn't the system pick your two highest emblem qualities and then use that as a way to see if you're worthy of a pip?
Example: You did a 5 generator run and escaped, you was only downed once. You likely got nothing for gatekeeper and benevolence but you got gold on unbroken and iridescent on evader. Since your average is above a gold emblem quality between your two highest emblems, you deserve to pip!
Would this work?
I'm willing to discuss this further if you want.
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@NoShinyPonyNoShinyPony said:The emblem system itself isn't a good way of representing the player's skill, especially the survivor's.
If the ranking system got a rework, the new system shouldn't be based on the emblems anymore. Ranking according to bloodpoints would make more sense. (Yes, I know that it used to be this way. Some adjustments would need to be made to earning bloodpoints, but in the end it would work better than the emblems.)
I'd explain more in detail, if necessary.
Go ahead, I wanna hear what you think about the ranking system!
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Exhaustion perks are supposed to help you break a chase such as Lithe. While others provide tactical advantages such as Dead Hard. Basically, think of it as the survivor's version of the killer's power.Happy_Penguin88 said:all exhaustion perks aren’t really good atm because we can’t recover from exhaustion in a chace so plz consider this -
@Master, it's not the case btw.Master said:Thats because BHVR has nerfed the shock timing of doc. You need to hit earlier now than you used to. I dont know why they did this, I dont know why they removed nurses from snapping otu either but I guess they just wanna see doc cry in the corner next to freddy....
He's definitely making this change to let other survivors bully him!Janick said:This will allow us to tweak the base power of a killer much better, without fear of breaking his build when a players use a certain perk. The feeling of necessity to have specific perks on a character to make him viable is not something that we think is good for the overall balance, which is the reason why we are doing those changes.
Thank you!
s/Btw, s/ means sarcasm so don't take the statement above seriously. Ty
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powerbats said:
@yeet said:
no matter the killer you dont have a right to DC themNo matter what you don't have the right to dc then like when it's Corn or swamp or your totem gets cleansed, you can't chase properly etc.
what's good for the goose is good for the gander.
Why can't this community get along just for once? It's like both sides are going for each other's throats.yeet said:no matter the killer you dont have a right to DC them
Purposely DCing in general is just not acceptable. Unless it's a emergency. -
@weirdkid5 and I have been talking about how to close the SWF and solo Q survivors gap. We agreed that not having Kindred as baseline is the better option since the game is based on not knowing everything. However, I wouldn't be opposed to small details to help the experience of solo Q survivors.TangledNoodles said:I remember the devs saying that it could be built in instead of being a perk at some point. It would be nice because having a full lobby with solo people is a mess, and I'm pretty sure no one likes to get to second stage or end up dying on the first hook because people don't know if someone is going for the save or not.
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40% or not, you aren't allowed to tell us truth since you aren't suppose to tell us about DC %! Nevertheless, the ban % needs to be decreased but with a shorter ban duration.Peanits said:
I'm not sure where the 40% number is coming from but it's not true. I've seen it mentioned a couple times now and that's not the case.FairyFox said:@Raccoon said:
It's ok.A lot of "children" play this game, complete with the implied mentality and sense of entitlement.
I hate that you have to DC more than 40% of your games (which is insane) in order to get punished for it. I think you should get punished for every DC.
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Hmm...Vietfox said:It was clear to me that you were talking about yourself.
Don't worry, i got jailed once for insulting to myself as a joke. -
I really like Billy's pallet break camera animation since it really stressed the strength he had as a killer.xP3nnyWize said:@AntiJelly said:
I want to see more games get the level of personality that Overwatch has in its animations. It'd be great to see just little camera tilts or small actions with the killers' hands that just portray their personalities.Yeah that'd be awesome!

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Private message from: [Insert Mod Name Here]Attackfrog said:Also, if you see Attackfrog in game, he sucks.
Like REAL stupid and a terrible survivor. He should stick to killer but he camps a lot. Also runs NOED a lot.
Such a noob. Avoid him cuz he's dumb.
Hello @Attackfrog
We have a no naming and shaming policy. Please reframe from shaming anyone in the forums because this isn't the right place for that, even if it's yourself that you're shaming.
Thank You!
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Holding The Game As Hostage:ThatOneGuy said:Just so I know what to look for and what not to do
When you (or someone) is forced to DC because there is no way to leave the game naturally.
Example: Survivor
-Accidentally glitched outside of the map but refuses to leave the game by touching the escape trigger zone which forces the killer to DC.
Why?
The killer has no way to reach the survivor to sacrifice them which will end the game. Therefore the killer is forced to DC because there is no way to sacrifice that survivor.
-Instead of escaping by leaving through the exit gates, you instead waste a hour of the killers time by playing hide and seek world championship when finally the killer DCs.
Why?
While eventually you'll find the survivor and sacrifice them, most killers will not spend hours looking for you. Therefore, they will DC since leaving the game naturally (the survivor escaping or sacrificing the survivor) will waste too much time.
Example: Killer
-Body blocking a survivor into a corner or the basement until they DC.
Why?
The survivor have no way to escape, die, or get sacrificed while in the basement. Therefore, they are forced to DC because they have no way to leave the game naturally.
Not Examples: DO NOT REPORT!
-Body blocking a survivor into the basement to avoid Borrowed Time then later hook them.
Why?
Body blocking for strategy reasons is okay as long as the survivor will leave the game naturally.
-Hatch stalemates (even if it wastes 24 hours of your time and yes, this has happened to a streamer).
Why?
The survivor has a option to do generators instead of waiting on the hatch to escape. Additionally, they can risk it and jump into the hatch which can net them an escape or sacrifice. They aren't forced to DC to exit the game so this isn't holding the game as hostage.
-Survivors waiting at the exit gate waiting for the killer to M1 them.
Why?
The killer can force them to escape by pressing W and M1 the tbagging survivors which will end the game. While the game will go on indefinitely if both roles decide not to do anything, both roles still have the choice to end the game naturally. -
@ShyN3koShyN3ko said:@Nickenzie said:
ShyN3ko said:I agree with you.
And i had the same idea.
But i was to lazy.
I made this:
https://forum.deadbydaylight.com/en/discussion/43328/trapper-map-traps
But rly his traps are just underpowerd.
Because they are easy to see and survivors can deactivated them.
And in some maps, they are useless.
So yes hide them more would be good.
Sry for my bad english.
@ShyN3ko
I can speak French and English, if your native language is French then I can happily switch over if you want!Now about your feedback, yeah they are too easy to see which is why I want the bear traps to sink into the ground just a little.

I would be better.
They are so highlighted.
And im from germany.
Français:
En gros, je veux que les pièges du trappeur a'enforcement dans le sol!
Translation:
"Basically, I want the Trapper's trap to sink into the ground!"
Edit:
Fixed my French typos!
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Hold on!Broosmeister said:
What a great idea! Now the survivor can get salty that the hatch is closed and do absolutely nothing to hold the game hostage, Splendid!thekiller490490 said:Or we could just remove hatch grabbing and add a closing mechanic. A survivor can't jump in a closing hatch. No stand off, no worries. It's a race.
What is that you say? Reveal the survivor's aura once the hatch is closed? Yeah let's punish the survivor that may have done 2 gens on his own while his team keeps dying!
Oh my god, closing the hatch must be like the best idea ever! 😍
s/ -
When I was doing the No Mither challenge, I would always use Tenacity since if a killer slugs you for a second. They will sometimes lose me and result in me recovering from dying state. You should try the combo!Delfador said:I agree with @Peanits
If you have to combine no mither with another perk, it should be tenacity, not unbreakable.
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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! -
Don't start WW3 now, it's gonna be very dangerous because there's gonna be a lot of DS and NOED involved. Let's not forget about the moris and the BNP generator rush, the war gonna be dirty!TigerKirby215 said:Survivors: lol Killers are such pussies lobby dodge whenever they see a remotely bad matchup XD
Also Survivors: DC against Nurse, DC against Hillbilly, DC against Freddy, DC against Doctor, DC against Leatherface, DC against Legion, DC when downed, DC when missing Decisive Strike, DC when hooked, DC when Moried, DC...
Btw, this gave me a good laugh because it's so true! -
I hate killers that do this because it's the same thing as a survivor DCing as they aren't there to play the game. They are there to waste your time and it's honestly annoying...