Pirate
Pirate
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@SunderMun said:
Wait. WGLF...isn't a rugby ball....?!?!?!?! I legitimately didn't know this.
I thought it was football freekick/penalty :D
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@APoipleTurtle said:
For the longest time, I honestly though the Sloppy Butcher icon was what remained of some upside-down dude's legs and not just a mutilated pig head. Probably an association influenced by countless hours in the Left 4 Dead games.
https://us.v-cdn.net/6030815/uploads/1WDT8IZAEQ1J/screen-shot-2021-03-14-at-5-34-27-pm.png
hahaha! nice! I cant unsee it now! The top of the ears are like shoes
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@Lx_malice said:
I always thought repressed alliance looked like one of those sex toy whips.
https://us.v-cdn.net/6030815/uploads/6ATY5YPDMC5L/repressedalliance.gif
Dirty minded ;) but I cant unsee it now XD
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2020579#Comment_2020579
OMG. I... I thought it was someone showing up their arm's muscle, like the photo you added. The ear isn't enough obvious even on PC. 😹
so I am not the only one XD
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@Springey said:
https://us.v-cdn.net/6030815/uploads/1FD4TVRZDD1K/alien.png
I can see an Alien reading a newspaper while sitting on a toilet in iron will.
(Gave it color to make it more visible)
hahaha nice one!
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This was I was seeing:
The ear is the thumb kinda, from afar it looks more like it XD
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@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/02Q3JIPMQ9LZ/teachable-mettleofman.png
I also thought mettle of man showed a top down view of a car.
I see were you are coming from with this one!
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@malatruse said:
For months I thought Bitter Murmur was a guy working on a gen, somehow I didn't see the ear
Oh my god! I thought always Bitter murmur was a guy who is flexing his bizeps and touching it with his hand! Now this blew my mind right now^!
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@GannTM said:
Which ones more annoying? Probably Dead Hard but it’s close.
depends on the killer! As nurse on second blink DH counters you completly, you need either come very close with the first blink to bait it or need a perfect second blink with a very early DH. Other killer can wait it out.
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hahaha nice guys! very cool stuff!
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@Rizer said:
Killers: Kill Survivors
Survivors: K I L L yourself and your team mates, do this once per match for the next 20 hours.
To be completly honest with those challanges I fear the entity loves it more when the killer systematicly abuses pallets and generators.
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Doctors biggest problem is that a high ping of survivors benefits them to drop/vault pallet/windows eventhough they are shocked on my screen because on their screen they already did that action!
I hate to play Doc eventhough I love his playstyle and art/style because I feel the game cheats me with people getting away because of high ping edvantage.
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@Boss said:
Kicking a Generator that has any amount of progress on it will cause the Doctor to get a [VALUE]% Haste Status Effect for [VALUE] seconds.
The Doctor is now able to kick repaired Generators to get this bonus, though a repaired Generator stays repaired of course.
No reason at all for this, i just made it up cause whatever.
Well... why Doctor? Doctors dont know anything about generators. Why not Hillbilly, he is a tinkerer?
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2019025#Comment_2019025
I guess I am pretty bad at Billy I'm just mourning at his nerf maybe I will change my mind
If you want to learn him still find some old videos of ZubatLeL when he plays Hillbilly, he does it mostly without addons or only with engravings so he would be close to now. But playing only with insta is something that will decrease your skill
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2018978#Comment_2018978
I did agree with the over heat
I dislike that you could spam it with no draw back
mechanic but why the charge addons I can start a rev go make popcorn and be about half
dude I am sorry... as Billy main in the past it is the dumbest comment I have ever seen!
A truly good Billy charges his saw to 99% behind the back and waits for survivors to do dumb stuff (flicks, 360, etc). A good Billy would always take engravings which slow chainsaw even more but give you some hot speed.
The addon nerfs were necessary and help to get rid of people who played him only for the unfair instasaw that could have been pulled off by even a rank 20 killer.
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Diversity? You mean not anymore 90% Claudette/Meg/Nea?
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Thanks Captain Obvious!
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@NVerde said:
Just started a match and completed my first gen when I get disconnected with a message that I have no network connection (which is not true). This is on Xbox One.
I can't rejoin the game, which seems stupid - plus banned from matchmaking for 3 minutes. Why can't they enable resuming a match?
maybe because people would abuse this everytime they are short before catched by the killer DC and then reconnect in savety
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@spiritsLeftball said:
So in my last match, all the survivors and killer are red ranks.
I went to the basement injured to save a Elodie. She then tries to 4% right in my face and fails.
I proceed to Tbag her and leave her hook and she kills a herself a second later 😂😂😂
If I’m coming to get you at my own risk please don’t try to farm me for points, thank you very much😂
IMO you both are in the wrong.
Its very scummy to do what this other survivor did and it happened to me also a few times.
But you should have had the more mature mind set and dont let your pride or hate win over logic, at the end you both descided the match right there and 2 people who had nothing to do with your argument suffered from (even 3 with you count the killer).
I main killer and see survivors do horrible toxic stuff and the fun thing most of the time they cant back it up and go down 3 sec later and then rage quit. All I can tell is get a shield against such toxic things and enjoy the gameplay.
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@REL1_C said:
Whether you like it or not, what survivors need is more "have to do" actions or the killer will gain an advantage. Survivors do have actions but only 2 needs to be done, generators and exit gate. So with this in mind, I have thought of a cool ideas, 3 new actions.
1: Doors
Just like breakable walls, survivors need something to open. The "door" which the survivor will have to open will take about 10 seconds to open and behind it might be a chest or a stronger loop. (Like the killer shack).
2: Glass Windows
Some windows will be blocked, not like bamboozle windows. Some windows will be closed and it'll take 5 seconds to open. If the killer is chasing you, you can quick vault the blocked window but you'll take 1 health state. If your injured then you don't get downed. If you vault a blocked window and take a health state, you'll get a sprint burst (Same as if the killer injures you).
3: Barricades
Just like windows, they'll be barricade's. Barricades will take 10 seconds to remove but they don't (Sort of) effect gameplay. The barricades are like routes, It'll take longer to get to a gen. If you get hit by the killer and you sprint towards a barricade, it'll break.
1 Doors:
Very bad idea! The killer has breakable walls to make the loop easier because he is 1 v 4 and him wasting even 3 sec to break a wall is huge and potentialy 12sec of gen time across the map. Survivors are 4 guys, they can dedicate one to run around and create ultra strong loops which would waste even more time of the killer.
2 Glass WIndows:
I like this idea that you can loose a health state if you choose to vault this window BUT if you have such a window it must be placed on a very strong loop so its justified to make you loose health state but on the other hand after you break the glass you have a regular window on a very strong loop that will not injure any future vaults, that is very unhealthy for the killer. But making such window on a weak tile is unhealthy for the survivor. A sprint burst after the vault is a bad idea in either case.
3 Barricades
Hmm I dont know about the gameplay perspective of this but from visual perspective it would be strange and just more for survivors to press m1 (they dont like it).
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2017491#Comment_2017491
Ye s but someone with a VAC ban and 100 hours on dbd is less likely to fit the profile you describe
More likely then a person plays only with cheaters. If people see cheaters everywhere it usualy means they cant admit that they are not as skillfull as other people and rather have the illusion everyone is cheating then get better.
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@Shaped said:
Explosion when people die on hook makes me not hear anything else.
YEES! I nearly forgot that! When I have 3-4 people on hook near each other and they all die in the same time I get blasted by the bass!
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@YourNightmare said:
I notice more and more killers knowing all the time where survivors are without BBQ, Stridor or any perks/add ons that could help them find the survivors.
I mean, being hidden next to a pile of crap without anything next to you, no totem, no gen, no hook, no mark left well nothing and the killer comes exactly to look for you where you are while you are sure he haven't seen you.
This happened to me many many many times the last month. That almost never happened to me before.
Of course, when this happens, half the time the player has a VAC ban history or the profile is private or the player has only one or two hundred hours of gameplay on DbD.
Sometimes people accuse me of wallhacking but the truth is that a good killer watches everything from: birds, grass, generators, generator sparks, etc. On the other hand I often see a survivor and ignore him for a while while using Pop or breaking a pallet then I go to the survivor and they think I WH them eventhough I knew they are there for 2 min now.
Sometimes I fish survivors out of lockers with Doc or with help of BBQ because they seem to not understand that a lack of response of Docs AOE shock or BBQ is also a response.
Try playing Killer on a really high level and you will learn to pay attention and mindgame people so hard you will get reported every match for skill.
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nvm misread you
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@Sluzzy said:
Able to teleport instantly to survivor’s objective and use perks to stop or remove objective progress is way too much and oppressive. BBQ is way too strong on him as well as POP and Tinkerer and all the gen perks. Ability to spam snares to prevent looping with no cooldown is too much. It is too much that a perk tells him where to go and he can instantly teleport completely across the map.
The devs announced he is getting nerfed but I am concerned they won’t do enough. He needs a major overhaul, I wouldn’t mind something similar to old Freddy where he has to actually put people to sleep. The teleports needs to go because it is too much advantage with aura and slowgen perks. Having two powers is too much because most killers have only one power.
His killrates are astronomical. Devs gave official stats of where more than 3 out of 4 is sacrificed on average and this is with the hatch. This is red ranks where everyone knows how to play. It’s very rare for the gates to be opened with Freddy and that really needs to change.
You are concered they will not do enough??? is this a joke?
The changed the perfect killer Hillbilly a "little" by butchering him completly. My fear is that instead of changing little by little they will nerf every thing about him eventhough removing e.g. the teleport would be propably enough to reduce his power to A tier
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@Dizzy1096 said:
I've heard people say steam has had a few issues the past few days. I've had random bits of lag in DBD recently too.
true! last 5 days or so, always around 21:00 CET
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@stvnhthr said:
Is it possible to derank to below 16? I derank before I prestige a survivor character but 16 is as low as you can go. I constantly come up against killers who are pimped out Preshige level 3 with all rare add ons at level 18,19 and 20.
I can recognize good well trained players, and these guys make short work of all survivors.
those are cheaters! I once searched for mods for RE2Remake on an internet site, an alternative to nexus mods, and saw that there was also dbd listed. I was curios because why would they have an online game there you cant mod online games besides those icons things. Then I clicked and was blown away how many cheater and cheat programms there was on this site! Like 8000 downloads of one hack tool just on this one site... I was highly disgusted by this! SO I remeber that this cheat tool with 8000 downloads had a such function to reset the rank.
I really hope devs could visit more of this sites and download this tools to reverse engeener how they work and block them somehow.
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steam
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2013536#Comment_2013536
I fail to understand your meaning. I could just be tired from work but I don't understand the connection from wanting survivor names hidden and not playing in a scummy manner?
I've been called toxic for running in straight lines and looping. For taking hits for teammates and for simply escaping. Some people think the other side are toxic for simply existing and will go out of their way to punish them.
I play Killer and survivor solo, and I had never the problem that someone ever had a grudge against me in 1000 hours! So I never came in mind that there is a problem that someone would see my name or my profile or games I have. You argue that you want it removed what tells me that you HAD a problem that people had a grudge against you. So I am thinking that you are not such an angel you want us make to believe in reality you played toxic and scummy and got your pay check a game later.
If you ask me after I read what you wrote, no! I dont think survivor names should be invisible for the killer because there is no reason for normal people, normal people dont get tunneled into a second match, normal people dont play toxic and normal people would have no reason to ask for what you asked.
Do you understand now?
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2013386#Comment_2013386
As I said I don't play toxic. I don't teabag (unless I've been tunnelled or camped) and give out when I see survivors play toxic. I've had iri/insidious huntress lose their $h!+ because they didn't get a 4k. I've seen killers hold a grudge because I didn't let them hook me for a bbq stack. Certain people just lose their rag over the slightest thing - no matter how nicely you play...
If this was true you would not ask for invisible survivor names.
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@redsopine00 said:
One rank two one rank seven one rank 8 one rank 5 the 7 8 and 5 all running flashlights get two hooked at the very start because they kept trading hooks trying to blind me for a save
ehm yes... its called the best possible lobby! only noobs fear flashlights for every other killer its a free win.
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@SleepyWillo said:
Title.
Show the killer pregame. Not which killer they play but their username.
Why would this be a bad thing? Would survivors dodge? Or bring their most OP loadouts if they hold a grudge?
Now reverse it. Why the hell do killers see survivor usernames pregame.
What's good for the goose is good for the gander.
As a normal person who plays not toxic at all I had not a single time a grudge against me, so ######### did YOU done to start this topic? Because noone how had not such a problem once would think of it. SO maybe you are toxic and do get what you deserve?
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@ExalyThor said:
It's the equivallent of a country punishing people for exploiting badly made laws. Do you blame the lead which killed JFK or the person who shot him? (It was me btw).
Why dont you go to sea and kill someone, you are outside of country boarders. There things that are forbidden by logic and common sense and dont need an explecit warning for normal people.
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@Seraphor said:
While I'm also not a big fan of the binary nature of Hex perks, this could be so open to abusive builds.
For example, Ruin and Haunted Grounds.
Survivors notice there's a Ruin up, they do a totem, everyone is exposed for 50 seconds... now all survivors know Haunted Grounds is up as well, so they either expose themselves every time they cleanse a totem, which they will have to do to remove Ruin, or they just put up with it?
NOED and Haunted Grounds: EGC is already only 2-4 minutes. And if cleansing the end-game exposed status requires exposing everyone for 50+40+30+20+10 seconds = 2 minutes 40 seconds... you're basically making NOED uncleansable.
Sorry but you clearly did not understand what I wrote.
First: If the survivors notice ruin and do a totem they are exposed for 10 seconds!
Second: as I wrote thats not a individual suggestion but an example that I can integrate all current hex perks without completly reworking them. The times for Haunted grounds can be smaller then that and the combination of hex perks can make spawn 1 totem less for each hex totem over 1. Which would balance the hex perks even better.
Third: Now Noed is permanent if you dont find all totem in a normal game its not possible that more then 1-2 totems are left until the end. which is maximum of 2 minutes of noed and still the ability to get rid of the last 1-2 totems just as now. You are clearly not seeing the whole picture friend.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2010920#Comment_2010920
Only the information is 1000000000000 times more valuable to the survivor then the killer. Why would you even ignore that?
Dude chill!
1) its a little more valuable for survivor then for killer
2) it need to happen that the person has OOO killer has Nurses and the survivor has a medkit or self care (this combo is not very likely because neither Nurses nor OOO are meta perks and they will never be because of how good other perks are)
3) doing this on a level that can be punishing against the killer can only be performed by less then 1% of all survivors
4) if a survivor is really so skillfull and had the luck to have OOO with self care vs nurses he is wasting 2 slots to counter one perk wich is far better then DH or BT or DS or current OOO (which counters whole killers completly)
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Rework ideas with my system for every hex perk (I only speak about the tier 3 perk)
Hex: Blood Favour
- When a Survivor is hit with a Basic Attack, all Pallets within a radius of 16 metres of your location are held in place by The Entity for 15 seconds and cannot be pulled down by Survivors.
- Hex: Blood Favour has a cool-down of 70/60/50/40/30 with 1/2/3/4/5 totems remaining
- If all 5 totems are broken the perk deactivates
Hex: Crowd Control
- The Entity blocks a Window for 10/12/14/16/18 seconds with 1/2/3/4/5 totems remaining after a Survivors performs a rushed vault through it
- If all 5 totems are broken the perk deactivates
Hex: Devour Hope
- Killer starts with 0 tokens, when a Survivor is rescued from a Hook at least 24 metres away, Devour Hope receives a Token
- every cleansed totem reduces the amaount of tokens by 1 and can also go negative
- 2 Tokens: Gain a 5 % Haste IconStatusEffects haste.png Status Effect 10 seconds after hooking a Survivor, for a duration of 10 seconds.
- 3 Tokens: Survivors suffer from the Exposed IconStatusEffects exposed.png Status Effect.
- 5 Tokens: Grants the ability to kill Survivors by your own hand.
- If all 5 totems are broken the perk deactivates
Hex: Haunted Ground
- When one of the Hex Totems is cleansed by a Survivor, all Survivors suffer from the Exposed Status Effect for 50/40/30/20/10 seconds for the amaount of totems 1/2/3/4/5 at the time of cleansing.
Hex: Huntress Lullaby
- The perk starts with 5 tokens, one for each totem. Each token shortens the time between the Skill Check Warning sound and the Skill Check by 10% with no skill check Warning at 10 tokens.
- Every cleansed totem reduces the tokens by 1
- Survivors receive a 5 % Regression penalty when missing a Skill Check while healing or repairing.
- It affects Healing and Repair Skill Check warnings:
- If all 5 totems are broken the perk deactivates
Hex: No One Escapes Death
- Once the Exit Gates are powered Hex: No One Escapes Death activates for 0/1/2/3/4/5 minutes for 0/1/2/3/4/5 totems remaining
- While Hex: No One Escapes Death is active, Survivors suffer from the Exposed Status Effect and your Movement speed is increased by 4 %
- If all 5 totems are broken the perk deactivates
Hex: Retribution
- Any Survivor who cleanses a Dull Totem will suffer from the Oblivious Status Effect for 45 seconds
- If any Hex Totem is cleansed the Auras of all Survivors are revealed for 14/12/10/8/6 seconds for 1/2/3/4/5 totems at the time of cleansing
Hex: Ruin
- Whenever a Generator is not being repaired by a Survivor, it will immediately and automatically regress its Repair progress at 100/125/150/175/200 % of the normal Regression speed for 1/2/3/4/5 totems remaining
- If all 5 totems are broken the perk deactivates
Hex: The Third Seal
- starts with 5 tokens, one for each totem
- Hitting a Survivor with a Basic Attack while the Hex Totem is active applies the Third Seal Effect to hit survivor
- Survivors aura reading abilities are capped to 20/16/12/8/4m for 1/2/3/4/5 totems remaining
- Cleansing a totem removes the Third Seal Effect on the survivor who cleansed until he is hit again
- If all 5 totems are broken the perk deactivates
Hex: Thrill of the Hunt
- Survivors' cleansing speed is reduced by 12/10/8/6/4 % for 1/2/3/4/5 tokens remaining
- Gain a notification when someone starts working on a Hex Totem
Hex: Undying
- starts with 5 tokens, one for each totem
- with 1/2/3/4/5 totems remaining Survivors within 2/3/4/5/6 meters of any Totem have their Aura revealed
- If all 5 totems are broken the perk deactivates
UI changes:
- Totem count for all survivors to reduce the unfair advantage of swf information compared to solo
I tried to stay faitful to the original perk, its not my suggestion to use exactly what I said, I just wanted to show that all perks but Hex: The Third Seal can work with this system and staying the way they are at the moment. I also tried to make most perks at 4 totems remaining as powerfull as they are now because its very easy to cleanse one totem. at 1-2 totems remaining most hex perks are much weaker then at full but they are still valuable. Perks like Hex: Huntress Lullaby even got a really cool buff in my opinion.
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I was thinking about Hex: Devour hope and how it would work with this idea and I got a pretty interesting solution:
Hex: Devour Hope starts with 0 stacks with 2 tokens you get the haste effect for 10 sec, with 3 tokens exposed effect and with 5 tokens ability to kill by your hands (Normal effect so far) but with every cleansed totem survivor can remove one stack of your devour hope tokens can also go negative.
This is a cool compromise for a solo team to reduce the power of the perk with the first exposed effect and for the killer its still to use the perk later ingame if not all totems are found, because if we take the example that survivor did 4 totems and cant find the last its -4 tokens so you need 7 hooks to get for exposed and 9 hooks for mori with is pretty close to Ebony Mori effect and a proof of how well balanced and desgined it is.
The example above shows that the effect of devour hope would be equal strong against swf and solos because both need to make the amount of totems on not spot the right one with 4 times the amount of eyes and communication. On the other hand the killer can continues play well and respect the hook to get his tokens, the exposed effect is arguably the strongest effect of the perk anyway and getting it or maintaining it is not that difficult anymore.
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The worst part about those challenges is when you did forget to pick one but the match is already starting...
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@Masterninja said:
I support this idea.
With this suggestion, you are even better in balancing than the actual devs. Not joking.
Thank you for your kind words. Sometimes its just difficult for them to think outside of the box.
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@Bradyguy99 said:
Seriously I'm been playing so many games but every game I'm just have the worse of times win or lose (mostly losses since she's glitched to no end) so am I the only one or anyone else having the same problem? This would explain her low pick rate. And how would you fix her?
Watch Otzdarva how he plays her! I see often plagues comiting to one survivors but instead she must spread deseases instead of commiting.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2011053#Comment_2011053
https://forum.deadbydaylight.com/en/discussion/comment/2011055#Comment_2011055
There are some things I did fail to understand and I see your point now, @TAG did help out with that. This idea might actually work then, still a little worried about the solo q experience of this but if they do end up making a solid MMR system this idea would be golden. Apologies for my misunderstanding earlier
Thank you very much for your kind words! I am happy that you see atleast the potential when not the solution, that is more then I could ask for! Have a nice day.
@TAG said:
There's one other factor to consider that has not been mentioned:
With this idea in place, not all Hex perks necessarily need to be deactivated by hitting ALL the totems. Hypothetically, in addition to having Hex perks that need all five totems cleansed to shut off completely, you could have some Hex perk effects (stronger ones, most likely) scale down faster so that it takes less totem cleanses to shut it off completely (or possibly be weakened enough that cleansing the remaining totems is no longer necessary). The important thing that this idea enables is the ability to use "number of remaining Totems" as a knob to fiddle with to get the balance right. No longer would Totems have to be a wonky all-or-nothing balancing act of "It needs to be strong enough to warrant the Hex totem downside but not so strong that it obliterates teams who can't find one single lit totem."
Screw it, I am 1000% behind this idea.
Thank you for your support and understanding!
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2011045#Comment_2011045
There are some key differences between this idea and Undying, though:
1) Cleansing the wrong Hex totem with Undying would accomplish absolutely nothing, whereas cleansing a Hex totem here would accomplish reducing the effectiveness of a Hex perk
2) Cleansing one Hex totem would affect ALL equipped Hex perks, not just one at random like currently. This means that on the Survivor end, they don't have to pray to Jesus that the perk they are cleansing is Devour Hope and not The Third Seal.
This! wow! thank you!
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/233863/hex-perk-rework-i-think-never-proposed-before
Ohtofu recently did a video reviewing an idea like this
cool. but I dont suggest any idividual changes like this person but an overall concept change. but thx for the video i will watch when I have time.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2011035#Comment_2011035
If you want to make hex perks more consistent there are better ways of doing it, such as a hex perk doesn't appear as a hex until all survivors are cursed by it, totems only appear in the game after maybe a minute or 2, etc. Having to cleans multiple totems just to dwindle down the perks effectiveness would just be another chore for solo survivors and that was shown with Undying at its peak, sure it was good against sweat squads but absolutely overkill against Solo Q. If we bridge the gap between Solo Q and SWF then this idea might be considered, but as the game stands right now, no.
I disagree with everything you said. Either you never played solo or killer or you just have a totaly opposite opinion for no reason. I suggest making hex perks more consistent like normal perks but still being destroyable/weakenable by survivors. If you have a problem with that why dont you have a problem with every normal perk? What you suggested is horrible designed and favours only one side. What I suggested is closing the gap between solo and swf because there are no 4 paar of eyes who can spot that one unfortunate totem but you will need to destroy a few of them to reduce the power to a non threatening amout. Sorry but you kinda refuse to understand my point.
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/2011011#Comment_2011011
a rework of the system but not a rework of what the perks do.
If they are to be like that, then I would expect some huge nerfs across all hexes.
Like:
ruin regresses at 100/75/50/20 % regression.
Even if this was the case its already better then running with 2 perks left after 30 sec. And if they find the perfect balance there is nothing against it even if its a little weaker.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2011000#Comment_2011000
I believe the premise of Hex perks is fundamentally flawed because of the lack of consistency.
that is exactly my thought process!
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2011009#Comment_2011009
I did read, and don't say that I'm crapping on your idea just because I see a flaw in it and giving valid criticism. Hex Perks are meant to be high risk high reward, the devs have said this themselves. This idea would simply make them even stronger than they are now with no drawback. Some of the reworks also have potential to completely ruin the identity of a perk, like Devour Hope or Haunted Grounds.
In summary, hex perks are fine as they are.
No! You are saying "Hex Perks are meant to be high risk high reward" and I am saying: I want them be reworked to be of consistent power! I did NOT SUGGEST any changes to any perk! If you ask me I would make them medium risk medium rework. I dont know if you are a killer main or what you are, but if you ARE a killer main you surely did experience situations where survivors could not find your totem and you dominated but also games when you lost all totems in the first 30 seconds before you could reach one of them. With my suggestion killer could have atleast some minor effect with 1-2 totems remaining.
And saying its bad because some perks need to be reworked is not an argument! We have 100+ perks that need to reworked but the devs are doing changes only every 3 months to 2 perks at once.
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@th3 said:
As a solo survivor I don't like this idea.
why not?
I play solo survivor when I dont play killer. And I can easely do 2-3 totems by myself but not always they are hex totems, with my suggestion my 2-3 totems would have an huge impact on the power of the perk eventhough they are "random" totems. If all 4 survivors would do random totems the power of the hex perks could easely shrink to 0-1 totems in the five minutes.
I personaly would like to play against this more then searching for that one devour hope or ruin totem that is somewhere hidden or camped by the killer.
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@WeenieDog said:
what is this obsession with making hex perks consistent?
I thought the whole gimmick was that it's supposed to be powerful but can be taken away at any time. I think one of the bigger problems with hex perks is that some of them don't do anything worthy to be hex perks in the first place. I'd rather see the weak one get buffed in some way than to have them last forever.
Yes it is so now and in the past. But I suggest the future. A total rework of Hex system.
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@Shroompy said:
There's a reason why they nerfed Undying, this would basically make it base kit. So until we have a some what accurate MMR system and a casual mode separated from ranked, I'm gonna have to pass this idea chief
That is exactly not what I suggested, please read before sh1tting on peoples ideas.

