Nea_Death_Experience
Nea_Death_Experience
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- Nea_Death_Experience
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Good to know. Sorry killers but ima try that
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THis needs some balancing through the devs but this can help non mobile killers get around and create map pressure. Try get the word out more that this would be a good new perk for an up comming killer once the Devs decide how it would fit into your game. I am going to repost this in killers.
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I would say the most reasonable way to punish a camper would be making a survivor die slower on the hook for being too close for too long unless another survivor is there. You think that the killer would get bored and leave at that point and go do something else.
People have mentioned that the killer has no reason to leave if there are other survivors there. If he can see survivors going for the save then why would he leave.
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Tbh SWF is hard mode. Not many of my friends are rank 1 and some of them are only there because of me.
SWF isn't easy mode for everyone. I Escape more in solo. -
SWF show play at the lowest rank survivor or highest rank; how do you even phrase this?
Rank 1 and 20 do SWF. Play vs rank 1. -
@Eveline said:
Am I supposed to guard it?Guard it when you need to slow the game. If one person knows where it is and they aren't in SWF hook them. It's point is to slow the game. Sometimes it will go in 30 seconds some times they wont find it. It's about pressure. If you can keep survivors off it while maintaining gen pressure that is good and you should gain a lot of momentum. Tbh man it is practice. Sometimes sloppy butcher is better. Depends on killer and how the players will play.
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What killer bro?
Try watching Tru3Ta1ents killer games. I personally believe he is the jack of all trades killer. He is good at mind games and all which may help you learn.
Play survivor to and work on loosing killers and then apply what you do in that situation to figure out where they have gone.
Alot can be done if you are having issues. Also practice in a SWF game to get tips from mates -
I brought this up in another post because I believe that NOED carries bad players too hard. Someone pointed out that NOED punishes bad survivors for gen rushing without doing totems. My counter argument is that now that totems are a lot harder to find it can be really OP, which is then countered by ######### like small game blah blah blah. NOED sucks but killing 5 totems and seeing NOED at the end is worth it.
I do think NOED needs a change but it isn't OP.
My change would be NOED gives you perma blood lust level 3 till the totem is smashed. Added to this I think that the bloodlust mechanic should give faster vaulting, pallet breaks and recovery from missed hits as well as not loosing all bloodlust when you break a pallet. I think this is needed as it will punish and counter looping.
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My model makes it that a killer can not land NOED on a ability then quick hit. So after a blink it wouldn't count. Forget this some people have made some fair points that I didn't consider before this chat.
Nurse is not OP. Nurse is the only fair killer. Nurse doesn't fall for pallets, she looses you when she can't see you. When she predicts you, you are predictable and she is a good Nurse. If you can't break line of sight she will get you, if you run and fast vault everything she will get you.
Both Nurse and legion break con conventional portion of the game. They jump pallets and remove barriers making the survivor have to think. Legion is dumb because he gets the detection part to his power so you can never truly hide; but legion isn't OP. Nurse is weak against hiding and playing immersed. If you think the nurse is OP play her. Make sure you are healed and if she hits you make sure to break line of sight and get distance so you are outside of her blink range, use the stuns from this to gain more distance and waste time.
Even if she was over powered it does not mean everyone can start her and be over powered. Not everyone that plays her is a pro nurse main, some are doing it for dailies.
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I think Freddy is fine. You just have to be an experienced killer and put pressure on them. He sometimes is weak but he has good potential with good perks or 3.5s transition time aha
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@George_Soros said:
I run Small Game every time now.
It's very satisfying to cleanse every totem, and see NOED on endgame screen
As for your proposed change: you forget what NOED is there for. It's to counter genrush and Adrenaline. Survivors, especially those on comm, can repair all generators insanely fast. Some weaker killers (Wraith, Doctor, etc) need an edge in the endgame. And if survivors are actually smart enough to cleanse, that's a fair trade: they lose time, but killer loses a perk.
Yeah the counter to gen rush is true. But i feel that with the way they keep nurfing survivors and making it easier to find survivors and harder to find totems, survivors are getting less time in a game. How do you feel about this statement?
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@Zagrid said:
Nea_Death_Experience said:Click bait troll. Yes it does. Go about your day.
Oh man, I haven’t laughed at something this hard in a while. He made the title of the post something to intentionally make people mad, then when they click on it “LuL iTs JuSt A pRaNk BrO”. That is so funny.
Yeah bro, put it in the killers section too. Ez plays
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Bro I would love your feed back on this post. Disregard my noed rant. I basicly feel killers shouldnt need noed to get kills so I am mainly interested in the changes to blood lust to stop looping.
Let me know what you think
https://forum.deadbydaylight.com/en/discussion/49113/noed-endgame-changes-survivor-and-killer-prospective#latest -
Bro I would love your feed back on this post. Disregard my noed rant. I basicly feel killers shouldnt need noed to get kills so I am mainly interested in the changes to blood lust to stop looping.
Let me know what you think

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OOOH nice. Ill have to reply later because i dont have time to tackle this hahaha!
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@Troman . I really want to know where you got theses stats.
100% of people who drink water die. I am sure all of the survivors have had some water once or twice in their lives. Tbh they are doomed from the start. It's kind of a mercy killing.
Survivors are playable bro, I play survivors everyday. Killers aren't playable because the only one that dies is me from high blood pressure. Git gud.
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@Master said:
Damn right, why should an ordinary perk that is strong by itself also counter an ultra rare addon that costs a fortuneThey aren't that rare tbh
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@Landovil_TM said:
3) Add more conditions and variety of actions to the game for this skill.
For example: it will be active after you take off the hook or repair the generator.I like your idea about when you take someone off the hook but even that's still OP. Its balanced, don't tunnel, no DS. The only issue is they will just slug you so it should be if you are downed in the timer you activate DS. that is the only change.
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If a team of 4 has 3 people die, 4 or 5 gens and a totem still remaining the killer deserves to kill you buddy. Grow a ball, put your ass on a platter and give it to him.
Just don't hide and try make him DC. Your team lost. -
Be nice to Meg mains. They are delicate. You have to give them their time
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I will DC if I am just getting slugged for the 4 man and I don't think the killer deserves it.
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@GT_Legend2 said:
Nea_Death_Experience said:@GT_Legend2 said:
of all the people, ya gotta choose the one that looks like Deadpool and an old man butt morphed together
-Daddy Jake Main
Why main Billy, he is ugly...
You ain’t lookin at billy when playin him, just his arms

hahahaha. I main nea because it just happened, then I made this pun and it was set.
Tbh i wanted to main Meg but nea had all the good perks at the time.
Kate is my fave because of her story (who can forget jiggle physics).Now I main Kate, Nea and Jake
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@Eveline said:
Which one is better and why?Sprint bust starts the chase with an advantage, disadvantage is you have to walk alot.
Dead hard gives the advantage mid chase, disadvantage killers predict it may happen, once you use it once they know to predict it next time. -
Have you ever played VS a SWF? it's OP and survivors in game don't talk. Comms break what the game is meant to be. Uncertainty, isolation and fear of surprises.
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@GT_Legend2 said:
of all the people, ya gotta choose the one that looks like Deadpool and an old man butt morphed together-Daddy Jake Main
Why main Billy, he is ugly...
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@TheWraith883 said:
Ds is a ######### perk that always made noob survivors good, they use it to get a free escape from your grasp. Thankfully, they fixed it~~
So its the same as NOED?~~I saw your noed comment. nevermind
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Hey dude interesting views. I don't feel the same as you about all of the points. Here is my reasons below. Would love to discuss
I
1) Managing hook numbers is kinda skill and experience thing. I don’t think a counter should be added.
2) No comment.
II
1) If done correctly ambush hit is a free hit and the noise animation often doesn’t help too much and causes hasty decisions. Survivor is likely to make a mistake in this time anyway. I feel experienced survivors can counter this sometimes but less experienced players will surely take a free hit. I don’t think it would be fair for more free hits. If anything this should be an addon.
2) This is a nerf you because survivors could see more of you.
III
1) I feel this would over power the last survivor because now instead of looking for the hatch they are looking for bare traps which you can see and patrol/ find the hatch. I let the forth guy go if I can’t find them I am way too lazy. This also changes the entire dynamic as all other traps are triggered by gens but this one is triggered by hopes and dreams of the 4k.
2) These should be addons. One of them is. I would change the dynamic that the pig knowing where her boxes are because I get trapped and then tunnelled. First Jigsaw box one though is a pretty crazy one. You may as well decrease the odds but having to waste an entire 30 seconds on a box for free is pretty OP.
IV
I personally feel that bear traps are in a good place for the threat they have in game is very good. They not only are a free mori but the player has to get it off their head or die which wastes time. It feels like her issue is being looped because she doesn’t have any ability to avoid this. If she can start a chase with a hit from stealth she has a good chance of being able to get a pallet trade and she snowballs from there. She has a strong snow ball effect and if you can trap survivors you force them to other objectives. A lot of the addon changes would just make her SUPER annoying to play against you would just make another doctor but instead of madness they would just die. The traps already rattle and beep which helps locate survivors and they have 4 specific points they have to go to and get the trap off; EZ tunnelz.
I like the idea of starting with a bear trap that’s kinda funny and a good addon to slow the pace of the game. But the thing with this is it gives a survivor a ######### game start and they may just DC.
I think something I want on Pig is to be able to sabo bear traps with hard skill checks that decrease the timer because I think this would stop her being able to tunnel. Some addons could then increase skill check difficulty and some addons could then make the tool boxes unable to be sabo’d.
I think she is an okay killer because like The Shape she can snow ball but you have to play to value. Most pigs tunnelled the trapped survivor when they aren’t doing any gens. Why do you thing all these addon changes are needed? What do you find hard about the pig? -
@HatCreature said:
Before I go into the Bloodlust I'd like to comment on Wraith and Spirit, their lunge post phase and uncloak is still their M1, that boost is speed is help them catch up and we always just lunge for even more speed/distance. Taking that away would basically make them Legion who can't use NOED effectively.Anyway on to the Bloodlust, I think that's a great idea. We already have perks that do those things but having a base game boost with Bloodlust is an awesome idea because a LOT of Killer perks are situational. Bamboozle, Enduring, Brutal Strength, they solve problems the core game has but they're Perks so you could need them but never run them because you have better perks so you're underperforming. Having a small base speed and cooldown from Bloodlust would be so helpful
And Bloodlust got nerfed a while back so Bloodlust isn't even a problem for Survivors as it helps win the chase but it never garuntees it because it sucks now so this could boost that up.I know it would make some killers abilities useless but if you get to the end phase you basicly get free downs for stealth killers. My idea listed actually makes nurse and freddy unable to use Noed. I think the perk should be perma bloodlust till it is destroyed rather than insta downs.
Thanks for the feed back. I think this would punish looping and make the games a bit more stream lined.
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@DudeDelicious said:
I say this over and over.
It only takes one perk to counter ALL hex perks.
Small game.
You complain about a killer using 1 perk perceived to be overpowered.
This 1 survivor perk ensures you find all totems.
So don’t complain.Im not complaining about the perk. THe perk sucks yes but thats not the point. Killers get boosted because they wouldnt have killed ANYONE without the perk. You should not need a perk to get kills. The point of this is to help fix killers for everyone.
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@Arroz said:
Hey I think you blended 2 of my points here. My Blood lust idea is to make noed redundant or give killers somthing so they wont need noed.
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I am not proud of this but i was well pissed.
Billy on the Strode map. Down 3 people before 1 gen is done. 1 person DC'd as I got them through a volt and one killed them self and the other gave up on hook as well. I think "I will let the last dude go" It takes me 25 minutes to find the Laurie with DS. She just hid, every single gen was untouched. I was meant to be playing with mates at this point and I was so triggered I refused to DC and let her have the points so I hunted her hard till I found he. Chased her and let her bleed out because she wasted almost 30 minutes of my time. If she had touched gens or anything I would have let her live because it was a salty team. Big oof, salty killer. -
Did anyone else think there were only 5 gens. Took me so many hours to learn there were more.
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@HatCreature said:
hahahahaha if it were up to survivor mains we would be able to hook the killer. I prefer survivor but I main Nea so I guess that makes me a killer.
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@HatCreature said:
Omg lol, I saw this and was going to ignore it but then realized it was in the Killers section and I was like ''what privileged Survivor has the audacity to come here and say this #########''! That was awesomeI figured it would spin some heads for a bit of a laugh. Lets all come together and have a little fun.
I'm still laughing at Disconnecting Strike.
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NEA IS THE KILLER
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@Saint_Ukraine said:
They need to make it so DS instantly disconnects the killer from the match. They could rename it to Disconnecting StrikeI lost my #########.
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Honestly stuff all the game settingchange BS. Just deal with it. If you hunt hard enough you learn all the strats and they help you get better.
I dont find her that hard to find because my Hillbilly has eaten so many carrots he can see in the deepest darkness -
Probably a daily or trying to throw 1000 hatchets maybe.
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I didn't realise this was SCP. Get out of here Cryboy
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This post is interesting because I have never consider a survivor to state something about a player. I am cosmetically driven so I am always a bit confused why someone would main a licensed character but then I let them live their life in peace.
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@Fiachra02 said:
Same as you. Devs need to change the -1 and back to rank 2 thing and make rank 1 the same as the others imoI think they should keep it the same but you get x2 BP for games at rank 1. At the moment there is no reason to go to rank 1. I find it hard to find games at rank 1.
To answer to forum question I don't care about pips at the moment. I just play. I semi care about points but not really. I actually just try keep the momentum on the survivor side and kill myself to let others escape if I have to. However, if i get a good item in the chest then everyone is expendable and I want me that hatch.
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@Dead_by_David said:
I used to think Exposed meant the killer could see your aura and I would run around panicking. Now I know what it actually is and still run panicking xDThis is so true.
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I played years ago and then didn't do well and then didn't pick it up for ages. I thought there was a black guy that looked like Russman from COD Blops 2 Zombies.
I think it was Bill? The game was darker back then and I didn't know what the hell I was doing. I was nurse and I barely used blink -
As a survivor main I would like 1 less second because the amount of time im 99% of wriggle and I get hooked is FuwuKING NUTS. As a killer if the wriggle bar was 1 second lower I would probably never kill anyone ever.
Buff boil over maybe but it can't be too strong. I think at max it would be able to be like 6% tbh or we will have a more OP D strike.The only thing I think that should be changed about the carry mechanic is killer should get a little stun that increases the wiggle success a little. I think it makes logical sense that you can't jump off a second floor of a building with a Claudette wriggling to holy hell and not have your grip partially loosen. Even if this was like a 5% chance at a full escape I think that could make some cool moments and careful plays.
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@MhhBurgers its more a quality to life request. It's less common than tunneling or camping but its boring and you can't get points.
I wrote out a sob story about my games then deleted it. Basicly, it does happen, not every day but when it does happen it sucks heaps.
hash tag why you bully me -
Slugging is already an issue but it is kinda needed. It needs a easier punish though. Their is quite a few killers I find will just let you slowly bleed out because they are having fun but that is actual griefing.
Idea; survivor can pick them selves up after a fairly long time with the broken condition permanently. No mither could just be a buff to this mechanic. This is an idea, please offer feedback and don't shred the idea to the bone its a thought.
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Master makes a good point with the amount survivors get: "Unhook invulnerability, faster unhook animation, camping emblem penalty, borrowed time, exhaustion reset after unhook" But while this is true you still get camped often and killers just chase you until you go down again. With the borrowed time nerf (it was a needed) quiet often you will just trade with the survivor on the hook. But trying to say that it can be countered by everyone has to run this specific perk to counter it is not a fix, it proves there is an issue. New DS changes make a good counter for a camp but you shouldn't have to always have a specific perk to live; this goes for killers too, they shouldn't need to take ruin every game.
Arroz makes some survivor based points that i don't feel should be dismissed because that is what it looks like from that side. I experience it on both sides and I honestly favour survivor because killer is just too stressful some days and with the ranking system being all over the show I often meet survivors who are way better than me.
I think a cool dynamic would be a mechanic called "Pressure' or something similar which could work on keeping survivors off gens and hiding and such. This can slow the survivors while they are in game and might make ruin not as needed. I am not sure on balancing or anything it is just an idea to give killers a reason not to camp based on someones point of view.
What it come down to is the killer isn't strong enough to not have to camp some times (Leatherface is #########) and survivors are being debuffed so that it makes it harder to punish camping. I actually think your hook timer should go slower or stop in the terror radius because I being stuck on the hook for my entire game and I hate having to camp when I play killer. Sometimes a camp is needed to get the advantage and sometimes someone is an ######### and needs to die even at the cost of the game. But camping is an abused dynamic and it can easily ruin the fun of survivor games, and killer is just loop and lobby simulator for me so I have almost given up that.
To sum up this entire convo, camping stems from under powered killers and it can't be taken away until the survivors loose some potential to waste all of a killers time. To get rid or camping the killer needs to be in control and they just aren't. Camping isn't the issue, it's caused by the issue.
I will read any comment I am tagged it and would love to discuss or develop any ideas.
Thanks for reading my rabble.
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@DexyIV I think the anti tunnel is very true. Thanks for the input.
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@DexyIV I'm not saying that a change didn't need to happen but it doesn't feel like this is a fix to the overall game, this is a slight change to one thing debuffing survivors rather than fixing maps and fixing killers. This is a superficial fix.