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Peasant

Peasant

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Peasant
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  • I remember the event fondly as aside from one game at Autohaven Wreckers vs a Myers I never saw a single sabotage of an event hook. Most of the folks I met all wanted to farm coins. The most toxic person I met was a killer that watched the survivors I was with offer 4 red envelopes then immediately disconnect taunting "rip your offerings".
  • I believe that the Entity would put survivors into trials with killers that counter them.

    I believe Dwight and Leatherface are put together as despite both of them being nervous they fulfill their roles. That and Bubba's Chainsaw destroys clusters of survivors, (that Dwight creates.)

    I'd see Meg and Trapper together as Meg is known for being a runner and bear traps counter sprint burst hard. That and Meg's lore involves running into some woods, perhaps Shelter Woods?

    Jake I would put with Wraith as the Wraith's tracking perkss trump Jake's evasion perks.

    Claudette I would put with Hillbilly as a successful saw blade hit can deny a Self-Care before it starts.

    The rest of the survivors are paired with their respective chapter buddies as they all pair together well. Remember, the Entity wants the survivors to have hope so that it can consume it. Therefore the Entity would want to pair up survivors with opponents that they could potentially overcome, but not always overcome.
  • Thank you all for your feedback. I had seen multiple killer mains shivering while speaking about this event and wanted to understand their plight.
  • I've been pondering this very subject for a while now. My thoughts are as follows:

    Trapper should have a metal theme, maybe using traps and heavy footsteps as inspiration for the percussion and bass.

    Wraith's chase music should have moaning or "whoosing" noises getting increasingly louder. At certain distances a bell could ring too, like a dramatic church bell at very close proximity. 

    The Hillbilly would use strings and metal, just like deadwolfwalking suggested.

    The nurse would need warped calm music with a heart monitor in the background getting louder and faster until it transfers into the death noise at the "on top of you" range.

    Huntress would likely be a more aggressive lullaby like EntitysServant suggested. Maybe she'll actually starts singing the lullaby too instead of humming it?

    Doctor would definitely have his laugh involved, getting louder as he gets closer, perhaps? Maybe some warped synthesizer music for the base?

    The Pig, Nightmare, and Cannibal would use their own respective themes.

    The clown would also use carnival music as Mr_Jay_Stark suggested.

    No clue what Hag should get though.
  • And therein enters the problem. . .

    . . . Don't even get me STARTED on the behavior of people during the Howling Grounds event. Honestly I feel as though that's when the toxicity went into high gear on both sides and I don't know if relations can be mended so we can talk about this sort of stuff objectively and not like a couple of rival high school sports teams...
    Could you explain how players peaked in toxicity during the event? I played a good amount of time during that event (enough to get both cosmetics) and I only encountered maybe one toxic player out of all of the ones I encountered during the event.
  • Shouldn't this thread be in Fan Creations?
  • Franklin's Demise
    *You viciously smack the flashlight out of
    Dweardo's hand.*
    He picks it up.
    Vs.
    Lightborn
    Dweardo used flashlight!
    . . . It's not very effective.
  • Doctor, because points.
  • You folks are geniuses for making this thread. Survivors frequently complain about stealth and maybe evader could be tweaked to make stealth better. Perhaps rather than gaining points by hiding near the killer or by winning chases you instead gain points by staying away from the killer. You could start with say, 900 points, and slowly lose points when near the killer. Being in a chase with the killer rapidly drains points to encourage stealth. 
  • you can sprint away from others healing you
    but i would like an option to "hold on to the hook" so scum bag farmers cant get me killed

    The only problem I have with this are the countless idiots that will deny unhooks even when the killer is gone just to troll.
  • Your hatch closing idea sounds good though I wonder how it will affect Lightbringer and Gatekeeper. The free generator will still give the last guy hope so it fits lore wise.

    The door regression should be just a solid channel to reset the progress. This will cause door regression to be a risk to survivors and killers. The killer closing an opened door will produce loud noises (Claxons and Creaking) giving nearby survivors a chance to sneak out or run through the closing gap. This has the risk of being noticed by the killer and caught. This also has the risk of the killer missing nearby survivors sneaking by with Urban Evasion. The killer channel essentially blinds the killer, thus balancing a temporary exit reset. Survivors in the exit space would need to be forced out after the door is closed. As otherwise some toxic players would simply hide and cower behind the exit gate and take the game hostage.
  • Seriously, if you have any crazy stories or ideas to fix this please let me know.
    One idea is to either hold the run key or just start running the second you are off of the hook. Running prevents healing so your "allies" can't hold you down at the hook. 

    In the scenario where they unhook you directly in front of the killer the only real salvation comes from Dead Hard or Sprint Burst. If you have great timing these perks can pull you just out of the reach of the Killers' melees but success is not guaranteed.

    If you continue to fall victim to bad saves the only real saviour will be Adrenaline, IF it activates. The second phase of the sacrifice is basically a death sentence with a bad survivors.

    If you get too fed up with terrible unhooks as a last resort you can sacrifice two perk slots and an offering slot to unhook yourself. Simply bring Slippery Meat, Up the Ante, and an Ivory Chalk Pouch and you should be able to unhook yourself once.
  • The skin you are likely referring to is one of the Left for Dead cosmetics that was added to the PC game alongside Bill Overbeck. The jacket in question is part of the Francis skin. It would seem you also lack the alternative cosmetic sets for Dwight, Meg, Claudette, as a side effect of not having access to Bill.
  • Eh, maybe the devs feel that you escaping acts as a distraction which helps your team?
  • The reason that "Escaping the Killer's Grasp" gives benevolence points is likely to due to how you can break free. Sure you can Decisive Strike or wiggle free but more often than not your team is what will help you get free. Since teammates can body block, sabotage hooks, or blind the killer this shows that a grasp escape will more often than not be a team effort.
  • This time delay is perfectly normal, the wait times depend on several factors. 

    1.) Number of other killers hosting lobbies.

    2.) Number of survivors at your rank online.

    3.) Number of survivors online.

    I believe that the peak time for players is somewhere around eleven o'clock A.M. to one o'clock P.M. , but don't quote me on that.
  • PC, because I like having the devs control the updates, not Sony.
  • I could be mistaken, but I believe that the formula for ranking up as a survivor is as follows: First fix 1 generator by yourself. Second, survive for at least 9 minutes. Finally, do 1 successful hook save. If this doesn't work try doing 1 and a half gens by yourself.
  • Plunderer's Instinct and Kindred are a blast, especially when paired with Open Handed.
  • I main Doctor as killer and my perks I'm working on are Lightborn, Enduring, Barbeque and Chili, and Hangman's Trick. As for add-ons I will usually run an Order paired with an Electrode. This build doesn't guarantee success but it's damn fun to screw around with as madness tier three stops flashlights in their tracks. Combined with Lightborn I become unblindable so I am free to just beat the crap out of everyone. Essentially I just wander around whacking people until they die as it's mostly a points build. 
    In the event that I see four flashlights then I'll run Franklin's Demise, Lightborn, Overwhelming Presense, and Distressing.
  • Survivors out number the killer. Due to this each survivor should have 1/4th of the power of a killer. Their power comes from their numbers and teamwork, not their perks. 
  • @DallasStorm said:
    Get real

    Survivors can get repeatedly mauled with a chainsaw and be completely fine after a good rub.
    People who have been bludgeoned with a hammer or slashed with a machete can heal their wounds by rubbing themselves. You can have a rusty metal hook shoved through your torso and still move and act flawlessly after being dragged off of said hook. Everyone can romp through beartraps endlessly without breaking their legs, instead they cut their torso. Magical totems require slow and careful defusing when they can clearly be kicked apart. You can lose an endless amount of blood while standing and only actually bleed out on the ground. I could go on but the point should be clear enough. The game's not supposed to be super realistic.

  • @ShesArebel88 said:
    I can agree with the first half of your rant... The second half, not so much...

    BBQ- helps deter camping and tunnelling... it gets the killer after someone else and gives a window of opportunity to rescue the hooked survivor (not to mention its easily countered) and is a great thing to have when playing against survivors who spend more time hiding in lockers and sitting still rather than actually do anything to help the team.

    (BBQ i feel make killer lazy and shows to many people i know it helps stop camping but it doesn't help how the game is cat and mouse its chase and find )

    MORI- it changes up the run of the mill hook only option for killers and relates to certain achievements in the game as well as daily rituals for killers. Survivors just hate having to watch themselves be brutally killed. And since the animation takes time it also helps buy the remaining survivors some extra time. Can't speak for the others mentioned because I haven't actually used them.

    (i just said remove the mori but leave Dhope that has noed and mori's into one perk its not nice to be hooked then pulled off and then moried you get nothing done in the game and you get your depip .

    Plus lets talk about Iron Grasp and Agitation shouldn't help each other it should counter each other to remove them from be working together.

    Just saying there's more to consider before claiming there is a flaw in something.

    Barbeque and Chili doesn't make killers lazy. On top of the aura reveals it grants a total BP bonus for the first time each different survivor is hooked. This incentivizes killers to chase after different individuals. While the auras seem powerful it's important to remember that the perk has counters. The first counter being time. Your aura is revealed outside of a very large distance that is larger than the terror radius. If the killer spots your red aura and begins pursuit you have time to move and an audible warning. Even against Hillbilly the increasing volume of the saw should be a simple enough indicator that you should move. This is assuming that your aura is seen and not blocked by a generator. You can block the aura with proper positioning which in turn rewards you as the killer will likely waste time searching for a hero if they can't spot all three auras. Not to mention that I am confident that there's a visual indicator of BBQ being used that survivors can see. When someone is hooked look at the base of the nearest hook, if you see fog coming out thentthe killer has BBQ. Then there is the Memento Moris. Most of the time Moris are ruined by survivors already. The Cypress Memento Mori let's the killer kill the last survivor by their own hand. I've honestly ever seen this used maybe three times as more often than not either the last survivor is at an open gate or hatch, this is assuming that they haven't dc'd. The Ivory Mori let's you kill any one person and is the only really concerning one as it is often unpredictable and invokes fear of death for any hooked survivors remaining in the trial, not to mention that it works wonders with Remember Me and Dying Light. Then there's the infamous Ebony Memento Mori that let's the killer kill any hooked survivors. This mori rarely gets a 4k as survivors chicken out and dc before the end. While Moris seem powerful you have to remember that they have the following flaws. 
    1.) They can be countered by disconnecting with no conpensation for killers for the wasted bloodpoints.
    2.) A successful Mori offers 1000 BP in the scarfice category and is worth 2 Devout tokens. This however deprives them of the points they could've earned by hitting and hooking the survivor again. This negatively affects the malicious emblem and can make pipping harder. 
    3) I understand that being Mori'd isn't fun, especially early in a trial however you're playing a horror game. It's not supposed to be fun, it's supposed to be scary.

    Next is NOED, which is fine as it is. It only activates after the generators have been finished which means that the doors can be opened and escape is possible. You have to remember that NOED only affects melee hits so just stay out of melee range. This is all assuming that a single totem remains to be turned into the hex totem. If you hate NOED just focus on totems earlier in the match. 

    Finally we have your proposal to nerf Agitation when mixed with Iron Grasp. While I understand that this combo seems op there are at least five counters below.
    1.) These perks only help killers after you have been picked up. If they get blinded right after every pickup the perks barely exist.
    2.) These perks greatly strengthen the killers' abilities to sacrifice survivors however by using them together they are weakening their chase potential. The perks don't mean anything if nobody ever goes down.
    3.) If you crawl to or get downed at an unused pallet a teammate can stun the killer and free you instantly, negating the perks. 
    4.) While being carried if the killer is bold enough to walk through pallets you can be freed by a bold Ally.
    5.) While not terribly common sometimes killers make bad judgement on hook distances. There's a chance that someone using a basement build will attempt to bring you to the basement, even from across the map. These combined with the above counters provide a number of ways for you to escape the killers' grasp.
  • @BadMrFrosty said:
    I have a question for you guys, a non-cheeky question. Some opinions on this matter would be appreciated!

    Is it the killer's job to babysit your fun? If yes, then is it your job to babysit theirs? Been running into a lot of survivors lately who seem to be obsessed with 'their fun' when they're running some.. questionable perks/items/add-ons. Give me a new perspective on this, if you'd be so kind.

    Thanks for taking the time to read my query :)

    I think it's more entertaining to chase a survivor than getting camped/camping. You say that survivors are toxic or something because they use items, but if you have something good that's worth using (like a purple flashlight), why not use it? Do you have it for nothing? If killers complain that survivors are cancerous, why are they using overpowered add-ons (mint rag, iridescent king/head) and tell survivors they are salty when they complain about those overpowered add-ons? Of course survivor isn't fun when you take good items and get camped, it's like the killers' add-ons could be nulified by survivors if they blind you 3 times or something. And by the way, taking a toolbox doesn't mean you have brand new part and taking a flashlight doesn't mean you know how to blind.

    The main problem with items are simply killer memories. I find that people tend to focus on negative experiences so this affects their perceptions of items. If you see a survivor with a flashlight you'll probably remember some nasty insta-blinds and rationally prioritize this potential threat over others. The same stigma can apply to other items with Brand New Parts and the Syringes. It all comes down to the killer's past memories and experiences that determine their actions.
  • popoles said:
    M4I3X said:

    omg .. i can't belive that killers now starts to ask for outfit redesigns. What else do you wan't? remove the ability to run?!

    I can't tell if it is a sarcasm or not. I'll go for the latter.

    I am sorry, but making the survivor invisible in certain areas is ridiculous. I am not asking for an ability removal, I am asking for redesign of one clothing. Stop exaggerating.
    Rather than change the actual clothing of survivors, why not just make the levels get brighter as generators are completed? This way survivors can keep their dark outfits and killers will be able to spot them easier.
  • @Peasant said:
    HookedonDemand said:

    @IronWolf115 said:

     @brokedownpalace said:
    

    Pretty sure if Laurie and Mike's mom used DS then she'd still be alive.

    Unless Michael was using Judith's tombstone against her...... which would be kind of strange considering she wouldn't be dead yet

    Stopped reading or caring after that lupus comment....

    Yet you returned to tell them, why?

    Because it's important to call behavior like that out, you can complain without death threats or wishing terrible things on someones family.

    Thank you for clarifying. I was just curious.
  • @IronWolf115 said:

    @brokedownpalace said:
    Pretty sure if Laurie and Mike's mom used DS then she'd still be alive.

    Unless Michael was using Judith's tombstone against her...... which would be kind of strange considering she wouldn't be dead yet

    Stopped reading or caring after that lupus comment....

    Yet you returned to tell them, why?
  • Decisive Strike is a perk that honestly makes me so very sad. When used with Laurie's other perks I can respect and accept it as Object of Obsession exposes you. It's just when you see the stereotypical "Prestige (or Legacy) 3 Claudette Morel" with Sprint Burst and Self-Care using it that it becomes a problem. The perk had so much potential that was exploited by hyper-aggressive survivors and as a result it is going to spoiled for everyone else.
  • Everyone gets points from streamers but it's the perks that can really make things stupid. If all 5 players use streamers this alone will give everyone a 500% total Bloodpoint bonus. When combined with BBQ or WGLF this can be boosted to 600%. Since there's such a high reward there's a high risk too. If you die early or get gen rushed you miss out on points. This is what makes most matches with streamers cursed. Survivors want to guarantee themselves an escape as just one streamer turns the 5000bp escape into a 10000bp escape. Not to mention totems, hooks, gens, maps, chests, pallets, and chases. Killers on the other hand want to turn their 2500bp no one escapes into a 5000bp no one escapes. When someone uses streamers and I am the killer I will always make one hook. If the others are altruistic then I go around and hook everyone 2 times each that way nobody should die and they get points. Then I just do Deviousness, Brutality, and Hunter. 
  • Evan = Nothing, I don't see him anymore. (I main Jake though.)
    Philip = For whom the Bell tolls.
    Mr.Thompson = Leatherface, b u t  f a s t e r .
    Sally = "Omae wa moe (explicitive) you."
    Anna = "Lucky shot"
    Kenneth = Chuckles
    Michael = Michael
    Lisa = Kinky (explicitve)
    Bubba = Bubba the tank engine.
    Herman = Thunderstruck
    Freddy = Mr. Sandman
    Amanda = MacMillan Salt Mine.
  • I love the idea of a thumbs up or thumbs down emote as too often I have used "Over there." To point out a cloaked wraith, only to see my teammate blindly rush the wraith right after.

    Personally though I want the killers to get a few emotes. Maybe a point at the ground to tell hooked survivors "Stay put" or an "I'm watching you" gesture. What I really want though is a deliberate head turn emote. With this killers could witness a survivor do something stupid and just emote "Seriously"?
  • If you removed the heal speed when outside of the killers' terror radius then it could be a decent perk. Though since a fair number of killers I see tunnel the hooked person I am afraid that your perk will be overshadowed by "Borrowed Time" as what good is the speed boost if you're hit the minute you get off of the hook?
  • While I like where you're coming from there's another problem you haven't considered. Dead by Daylight's characters are taken from the "real-world" with a set time period (this being the "1890's"). Due to this fact I am afraid that some sci-fi characters are less than likely to appear in-game.
  • Thank you for your feedback. Now that you mention it, you have a point.
  • While your idea is certainly a creative one I am afraid that it simply wouldn't work for a few reasons. The biggest problem is that survivors are sacrificed to the entity by all killers as a means of killing them in most matches. Having the entity as a killer means that there is no logical need for sacrifice as it'd be hooking survivors up for, itself? Furthermore the lore states that the entity feeds off of the hope of the survivors. Since it can be assumed that the majority of survivors possess some knowledge of the entity upon seeing the entity as a killer would destroy all of their hope which would in turn render killing the survivors pointless. Then there's the nature of killers. How exactly would the Entity play? Each completed sacrifice with other killers shows the survivor being grabbed by the entity and taken into the sky. Therefore if you play as the entity you would have a top-down architectural view of the level and you'd be every where at once. This is understandably unbalanced as most of the in game obstacles are designed to block vision horizontally, not vertically. This is ignoring the fact  that you would also logically be able to hit survivors anywhere on the level once you have "blood". Then there's the corruption mechanic. I'm sorry but this idea is simply terrible for Dead by Daylight because of the variety in the game's players. When you play Dead by Daylight you meet all kinds of people. Some are clueless novices that just bought the game. Others are experienced players that like the game and just want to have fun. There are also plenty of toxic players who are naturally sadistic. Your corruption mechanic would likely annoy veterans, confuse new players and only be enjoyed by toxic players. This would ultimately disable unity amongst survivors which in turn would break the game as survivors are supposed to be able to work together. There is a good reason why their icon is interlocking gears. Your perks are also ill-advised as they only work on the Entity and are useless on all other characters. To put it bluntly, playing as the entity would not make sense lore-wise and gameplay-wise. 

    It's good to see that there are creative people in the community but the entity is an all powerful god that just doesn't feel right to play as.

    However, your necromancer might work in other ways.

    First-off you would need a killer with a background with the dead. Maybe a graveyard watchman who robbed graves?

    Next comes your necromancy. The killer's power could be simply put "Raise Dead". The power "Raise Dead" can be used on survivors that have just been sacrificed or killed. This power turns resurrected survivors into zombified versions of themselves that have a limited life span. I personally would give the zombies a lifespan of a little over 1 minute and 30 seconds. These summoned zombies would have no perks and instead just a timer icon where there perks were. The zombies would also be forced into a first person perspective like all other killers. They would essentially function as a perkless hag without traps. This would also sit better with the community as rather than have a teammate randomly attack you out of nowhere instead they are punished for letting a teammate die. While a zombie is "alive" the main killer should recieve a debuff to speed and attack cooldown as there are now two killers. The power's add-ons would revolve around increasing the time the zombies are around and how many can be active at once as well as buffing the main killer's abilities during a zombies lifespan to counter the debuffs. 

    Since being given a potential Ally after a sacrifice or kill is so powerful this killer will inspire new levels of camping. This is why the perks should discourage camping. Here are my ideas.

    Respect for the Dead
    When the killer is (48/40/32) metres away from the hook the sacrifice time is accelerated by (3/6/9%).

    Watchman
    When a survivor gets within (2/4/8) metres of a hooked survivor, receive an audio notification and their aura is revealed to you. Cooldown would be (60/45/30) seconds.

    Vendetta
    When a survivor is unhooked from 32 metres away or more, receive a (0.2/0.4/0.6) speed boost for (1/2/3) seconds. 

    I apologise for any spelling errors but I typed this on my phone. I really like your idea of a killer that possesses survivors but playing as the evil that killers sacrifice to just feels wrong. I hope that you can see where I am coming from. And I wish you the best of luck with your goal of getting a necromancer into Dead by Daylight. Feel free to use my killer idea as your own as up until now I hadn't even thought of a killer such as this.
  • Thank you all for your feedback and time. Good luck in all of your future trials.
  • Alright, so I initially intended for "Echo" to be a direct counter to Technician. So to make the perk more useful it should instead look like this?
    Name: Echo
    Description: "Your ears have adapted to the natural sounds of the Entity's realm and you can hear disturbances better."
    Effect: Noises from repairs, chest searching, totem cleansing, healing, and sabotaging are
    (25/50/50) louder. At tier three the hearing distance is increased by 4 meters.
    How does this sound?
    Also to answer "Mercury" I only suggested that it be a hex perk as I personally want more non-unique hex perks. Additionally since Stridor exists I am a bit concerned on how that perk would hypothetically pair with this one.
  • Toxic players irk me the most. It's difficult to experience horror when you see random frail civilians gang up on the killer.
  • I main Jake, mostly because at the time I was entering Dead by Daylight again I foolishly thought that Saboteur was still a meta perk. That, and I didn't own Quentin yet whom I am working on grinding to prestige three.

  • Decisive Strike is a fine perk when run with Laurie's other perks as it counters the exposure  from Object of Obsession. In any other context this perk is just ridiculous.
  • I find being the the Dreamworld rather nerve-wracking so I would say Freddy.
  • I generally tolerate all types of survivor playstyles but the only survivors I can't stand are the ones that run Decisive Strike with good perks and some disconnectors. Decisive Strike is an acceptable crutch perk when run with Laurie's other perks as she needs an escape perk as she is vulnerable all game. When run with Sprint Burst and Self-Care it is just ridiculous. As for disconnectors it all depends on the situation. If you actually lose connection or something came up in reality that demands your attention than leaving is alright in my eyes. If you leave the match because you don't like the killer or are having a bad game that's just pathetic. Loopers aren't fun to play against but as long as they don't cheat or actively seek the killer I honestly don't mind them. 
  • I usually run Jake, never use his perks though.

  • Camping already punishes the killer, it takes away 500-1000 bloodpoints in missed hook opportunities. The killer also loses out on any bloodpoints they would've earned from chasing other survivors or delaying objectives. Then there are the emblems, in which the killer is thoroughly damned for camping in Gatekeeper, Malicious, and Chaser. The killer already punishes themselves tremendously by camping and that your proposal of even more punishment is unnecessary. Additionally, while I have not stated it countless others have pointed out that your suggestion for a survivor reward for being camped has been tried before and ended in failure on multiple occasions. I understand that as a lone survivor that you feel powerless against a camping killer but that's the point of the game. Due to the fact that there are four survivors and one killer it is only logical that a killer can easily overwhelm any single survivor. The survivors' greatest asset is each other, hence the multiple gears being their symbol. The survivors rely on each other for success without each survivor being productive the groups odds of survival drop considerably. Also, while ". . . no-one wants to help out when players are getting camped by a killer . . ." sounds like a justifiable excuse to alter the state of the game that notion is simply illogical. If you encounter as much camping as you say you do just bring Borrowed Time, it's a teachable perk on a character we all have access to and it stops camping in its tracks. You claim that camping is a real problem but frankly it's not. If a survivor is being camped they can either buy as much time as they can for their teammates by struggling or if they are upset, they can suicide as well. Camping is not Harassment, Griefing, an Exploit, or Unsportsmanlike conduct. It certainly isn't taking the game hostage and it's only a minor annoyance that can be easily countered by prepared players. I apologize that camping makes the game unpleasant but it's a horror game, it's supposed to be unpleasant. 
  • You know, that's actually a good point. Besides pallets are getting a rework so honestly those points will be well earned. Runiver's idea of more points for objectives is also a very good idea as a larger reward might encourage more "teamwork" in the trials when it comes to repairs. 
  • I find that the point value of totems is fine as there's only 5 of them in an entire trial and sometimes totems go undiscovered. However pallets have well known locations and are greater in number which is the primary reason why I question their value.
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