RaginRendon
RaginRendon
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- Username
- RaginRendon
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Comments
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@Alice_pbg said:
Trappers bag, because even 1 free extra trap on him would do wonders.
Monstrous shrine... no one ever uses this perk. Might aswell make the basement hooks be extra powerful
That would be handy, and monstrous shrine in my opinion should just be rid of entirely.
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@immortalls96 said:
Hmm..for me I'd like to see the moldy electrode range be given to doc so he can use his utility better..bond could be good for survivor base kit too
As a player who mains doc, I would love this!
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Finally, someone who understands!
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UPDATED
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Werewolf 🐺
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@Legion_Is_Best said:
I like this combine it with ds to completely counter tunneling
Yes!
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@JawsIsTheNextKiller said:
@Raptorrotas - Solos need this buff, it is hard to balance the game when ther are three different levels to balance against.
But yes, if solos get the advantages that CWF groups enjoy, a small killer buff may be required.
Yes
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/582932#Comment_582932
This doesn't make sense at all
😯
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@PrincessPoop said:
I have an idea for how a chase indicator could be implemented in the HUD. Give every survivor the obsession tendrils that wiggle while in a chase, but make the tendrils a different color for the survivor that is actually the obsession. If there is no obsession, everyone still gets the tendrils, but none of them are a different color.
the non-obsession players could have white tendrils and the player who is the obsession could have black tendrils, great idea by the way!
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@Lametart said:
Yeah, chase indicator should be enough.
Its true that new players will still not understand or be able to make full use of all the information we've suggested to be added.
Then again any new mechanic/feature should be added in the tutorials...
A chase indicator would be more than enough. Also new players can always ask questions.
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move this post to the “fan creation” sub forum please
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@Orion said:
16 seconds and 1,92 seconds respectively, IIRC.
Thank you!
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@Supernaut said:
WGLF 50% per stack!!! Happy times!!!
Best times ever!
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Successfully escaping a tunneling killer
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/608822#Comment_608822
In order for it to even qualify though it needs to actually work. That just punishes people even when they don't use VC, and doesn't guarantee that people using VC don't go unchecked.
My method has been proven to work with other games. Killers being strong enough now doesn't matter if we are buffing Survivors, since then they WON'T be strong enough. But problems can be solved and balance is the easier to solve problem than just hoping no one cares enough to try and VC with someone in the Solo que.
Heck you could even just VC with strangers right now by sending them discord invites through steam and chatting with them that way. No one has any reason to do that right now because SWF exists and is mechanically identical to Solo's as it should be. But if it's suddenly worse to use SWF then you would expect players to do everything they can to avoid actually pushing the button.
And again, you don't know what the Killer buffs would be either since ANY buff can theoretically solve the imbalance created here, especially since it's deliberate.
Specifically, if we give more high skill options to the Killer then low skill killers will be disproportionately effected, for the exact same reason as low skill survivors.
Behaviour, hire this man
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@Ceiling_Entity said:
https://forum.deadbydaylight.com/en/discussion/comment/618542#Comment_618542
The problem being that, if the gap is closed wrongly, you're making SWF groups even stronger by giving them whatever buff/change it was on top of being a SWF group.
This might explain why it's talking so long, folks; it's a tricksy process.
A new chase status hud would be good.
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@avilmask said:
Only killers complain about swf, huh? I've seen so many times, how swfs ruin the game to solos.
That to, being a solo player who is playing with a selfish swf group is annoying, which is why everyone wants the gap between swf & solo closed.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/618380#Comment_618380
While I agree that any killer can win vs SWF when someone "totes" that there are only 3 viable killers its because the consistency at high levels of play (both high level survivors vs killers) Nurse, Spirit and sorta Billy are the only ones who can maintain a high kill %. This doesn't mean that the other killers cannot perform well as it all comes down to who makes what mistakes and some pure luck, but the other killers cannot reliably hold a good win %.
Its like in a FPS when 1 or 2 types of guns are considered "meta" because their stats provide an easier time to kill or just overall provide better results. This doesn't mean you cannot best your opponent with another gun but that these "meta" guns are far better suited for your objective.
Good explanation!
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@Mat_Sella said:
I like it for survivor's, but why do killers need that info as well? knowing when a survivor heals is a like a minor Nurse's, and knowing when a survivor is on a gen is a minor Discordance. would be broken for me to know exactly what every survivor is doing at all times.
You're right, I'll be sure to change the description. Thanks for the feedback!
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I highly encourage you to consider implementing this in the next big patch, because I strongly believe that in doing so will balance the solo & swf scales, allowing you & the team to balance this game out.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/608432#Comment_608432
Solo players don't need help.
SWF needs limits.
Solo players don't need help? Yes they do, as a year and a half experienced solo player I can say this is much needed. Also not all swf groups are a bunch of toxic try-hards, it could be just a group of friends who are simply playing for fun.
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Thank you for understanding!
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/607724#Comment_607724
Ok then tell survivors the entire killer's build at the start of the game, where all the gens and totems are, and highlight killer's aura all the time.
Obviously there is such a thing as too much info.
Part of what makes SWF so strong is that you can know what each survivor is doing at any given time. We don't need to boost solo's to SWF levels, we need to put limits on SWF to make it more challenging and make up for the fact you can have comms.
The purpose for the status hud's is help solo players specifically. You make it seem like players are gonna get every little detail every second which their not, just the main stuff.
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@thesuicidefox said:
As a survivor main I say no to all this. Too much information.
Bud, there's no such thing as too much information, especially for solo survivors.
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@JawsIsTheNextKiller said:
I love the idea of new icons telling solo players what everyone else is doing.
Thank you!
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@Raven014 said:
As a killer, I'd only want this when I'm against Survive with Friends groups. The killer should know what they know. It's only fair then.
Which is why I said the killer can see the status hud's as well.
@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/584831#Comment_584831
If the killer doesn't see this, then that would shift the already broken balance even further to survivor.
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@NuclearBurrito said:
Regarding a generator indicator.
It would actually have a psychological effect, specifically that "oh ######### I don't want to look useless to my fellow survivors so I should get on a generator".
Thus having the indicator motivates you to help the other Survivors by doing gens.
It also means if someone is hooked it's (usually) clear if someone is about to go for an unhook by the fact that they'd suddenly stop doing gens but not enter a chase.
One thing I'd like to add, Survivors should have an indicator when a Survivor is in the Killer's terror radius (the Killer shouldn't obviously). This most importantly would include a Survivor on the hook.
This could just be highlighting the body portion of their portrait in something like orange with it getting more intense the closer they are.
This isn't anything SWF don't regularly communicate. "He's on me"
Yes, it'll help a lot with decision making so players can use their time more efficiently.
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@SpacingLlamas said:
I really like your idea, hope it gets added.
Between kindred not being added into a base mechanic for survivors (also being completely shutdown from devs to not be added) and nothing else being done to close the gap with solos and swf.
This is great and everything I've seen opposed to adding this are terrible excuses and not good reasons to not have it implemented
Thank you for TRULY understating how useful this can be. Your right, most people just give lame excuses on how it wouldn't be useful but their not even giving it enough thought.
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Us solo players need this!
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@Bue said:
Yeah, every single game I'm in with my pals, we say who's going to save guy from the hook. (We don't talk about every detail, but this is discussed 95% of the time)
If we have an icon that shows that 2 buddies are working on gens, I will know as a solo player, that I should go to save the player on the hook.
Just the same, if nobody is on a gen or healing, I can deduce that they are likely trying to save the friend on the hook.
Great example, glad your one of the people who see the good in this.
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@SteelDragon said:
if this is implemented then killers will need a speed buff or some other large buff while also having gen time be nerfed, the problem with SWF is that they currently give this info, it is one of the problems with SWF, so basically you are giving everyone who is not SWF some of the power of SWF when it is known that SWF is a problem, very bad idea
But the difference between solo and swf is swf groups are friends meaning they'll be dedicated to both the objective and helping each other out as much as possible. It's possible for solo players to be same but it's uncommon.
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@Peanits said:
I could get behind having a chase indicator (like you already get with the obsession, but for everyone). That's really the most important bit of information. If you know that someone's being chased, you know that you're clear to do whatever it is that you need to do.
Though having different indicators for everything might be a bit much. Even if I'm playing with friends, I don't necessarily know what each of them is doing. We wouldn't be constantly updating each other on what we're doing, we might only ask "Is anyone on a generator?" if one doesn't go off for a couple minutes.
At the end of the day, it wouldn't really change much either. Knowing that my teammate is off in a corner not healing or doing a generator while someone else is being chased doesn't necessarily help me, it just tells me that they're not doing anything. They're the only ones that can change that, I can't do anything to force them to do something.
A chase indicator would be nice, though. That's arguably the most important piece of information and it's something that a premade group already shares that information constantly.
Honestly I believe that a generator indicator is just as important as a chase indicator because it'll help a lot with decision making. Let's say one of your teammates is currently in chase while the other works on a generator, you can be the one who rescues the hooked survivor since you see that the others are busy while your not doing anything anyways; that way the survivor who's working on the generator won't have to assume that he/she has to be the one who rescues that way no time will be wasted. You can also go and help your teammate with the generator to get it done sooner.
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@Peanits said:
I could get behind having a chase indicator (like you already get with the obsession, but for everyone). That's really the most important bit of information. If you know that someone's being chased, you know that you're clear to do whatever it is that you need to do.
Though having different indicators for everything might be a bit much. Even if I'm playing with friends, I don't necessarily know what each of them is doing. We wouldn't be constantly updating each other on what we're doing, we might only ask "Is anyone on a generator?" if one doesn't go off for a couple minutes.
At the end of the day, it wouldn't really change much either. Knowing that my teammate is off in a corner not healing or doing a generator while someone else is being chased doesn't necessarily help me, it just tells me that they're not doing anything. They're the only ones that can change that, I can't do anything to force them to do something.
A chase indicator would be nice, though. That's arguably the most important piece of information and it's something that a premade group already shares that information constantly.
Thanks for the feedback!
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Hey @MandyTalk & @Peanits, can I get your guy's opinion on this?
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@MoonwalkMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/590868#Comment_590868
No Killer would choose a SwF game because its hard as hell. Look, youre idea is cool but it doesnt work man.
Alright I guess :(
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Tainted meat & no tracks left behind sound amazing! Your idea of a change for decisive strike sounds good as well.
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@se05239 said:
I mean, why not? Could help combat Ebony Moris.
True
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@Boosted_Dwight said:
I would love to see something like this be implemented. I just want more bp ....
/(;-;)/
Me too, it'll help a lot with the grind.
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@lazerlight said:
That's hella cool. It can be an iridescent offering!
Thanks for the positive feedback! Iridescent is the same thing as ultra-rare.
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/589500#Comment_589500
Ffs man, you still aren’t getting it. I will explain it one last time. You are not getting a free hit, because through voice communication, THE SURVIVORS KNOW THAT ITS YOU IN DISGUISE the whole time. So how are we getting that free hit, when the survivor simply runs away from you as you approach ? Again, totally powerless as I said. They don’t even need to break you out of disguise mode, they’ll just laugh at you because they’ll know it’s the killer. So the exposed status part means nothing. Got it now?
Then what change would you propose to make for this killer to be viable against swf? Help me out
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/589364#Comment_589364
Senseless? As if killer mains don’t already constantly complain about SWF, now you want a killer who is literally powerless against them. I’m sure that would go over REALLY well. I have no idea what you mean by “play smart”, I explained why there’s nothing you could do as the killer to avoid the fact you are countered by default with comms.
Im just telling you why an idea like this will never happen, if you don’t want to accept that criticism, nothing more I can say.
The killer is not powerless as the only survivor who is able to break you out of disguise mode is the one that you've taken the form of. Even after they do so that survivor gains the exposed status effect. So if that survivor chooses not to break you out, your able to get a free hit on other survivors.
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/589289#Comment_589289
No, I’m not talking about that at all. I’m talking about the fact that SWF would not fall for the disguise at all, it would be useless because of communication. Everyone just says where they are , and if they see what appears to be a survivor approaching them, they will know it’s actually you in disguise and just run away. Or even easier, just have signals...such as “teabag twice when coming up to someone so we know it’s not the killer”. The disguise power itself would be completely countered. How does it help you if the survivors know that it’s you?
Play smart, also your not going to be playing against swf groups 24/7 so worrying mostly about that is senseless.
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@Karl_Childers said:
This killer would get easily countered by SWF using comms and be powerless.
It would work like ghostface, the survivor who you took the form of must have you in the center of their screen for a few seconds. Also your in 3rd person view while in disguise mode so you'll have the power of vision on your side.
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@xChrisx said:
Its good how it is but instead of 3 should be 2
I was thinking the same thing!
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Can you move this post over to the "fan creation" section?
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@ArecBalrin said:
I agree with the OP, but can't resist some whataboutery: killers have been complaining about the unreliable system for detecting when we're in a chase since day-one and it still hasn't been fixed. I'm not even sure if it's been acknowledged.
If the devs are quick to fix this issue for survivors(yet again) but not to fix this issue for killers(yet again), is it worth killers even trying to engage?
I dunno, i've been told that the devs listen to the survivor players first which sucks, no matter the role every player should have a chance to share their mind knowing that it will be acknowledged by a dev.
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@[Deleted User] said:
This may be the best UI idea I ever read on the forums! Nice! Yes please, solo survivor would benefit a lot from this!
Thank you for the positive feedback!
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@t3hp0larbear said:
https://forum.deadbydaylight.com/en/discussion/comment/587243#Comment_587243
I beg to differ. The suspense comes from uncertainty of knowing exactly what anyone else that you can't see is doing, and in certain contexts the detailed information can give either side an unfair edge over a situation.
The game starts, and within the first 20 seconds, you see your teammate is already in a chase.
Well, now you know that you can just do whatever and there's a good chance that if you hear the killer's terror radius, you don't have to worry about dropping your action and evading the killer because the odds that the killer is going to come investigate where you are are slim to none. This makes it all the more easier to gen rush, given that the chased survivor is good at routing and positioning and can survive for longer than 15 seconds, and makes perks like Spine Chill even more powerful than they currently are.
A killer approaches a generator. The generator is partially repaired, but nobody's status indicates that they stopped working on anything. They move on to another one, this time two peoples' statuses flick off from objectives to idle, and the killer knows almost for certain that they hit a jackpot and will search the area thoroughly. This takes risk out of a killer's decision to search a generator that has progress and isn't in regression. Also, this renders Whispers and Urban Evasion almost pointless, as Whispers now relays less useful information than the status HUD does, and the odds of successfully hiding from a searching killer by matching their movements with Urban Evasion around an obstacle decreases significantly.
https://forum.deadbydaylight.com/en/discussion/comment/587529#Comment_587529
Let's be real, survivors with that much lack of game sense won't benefit from a detailed status HUD.
Well you don't know that, what if some players do find the detailed status HUD useful? Also not all players use whispers and you don't need to have urban evasion to be successful when it comes to sneaking away from the killer, simply walking and holding still while crouching behind an obstacle is good enough. This won't make generators any easier to do and even if it did gen rushing has been a problem for a long time anyways.
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@martin27 said:
I get that the new rework for the perk is buggy and that it needs fixing but don't forget that the survivors that want it to be fixed abused the hell out of it and used it to bully all killers. You'll just have to wait for it to be fixed like so many killers had to wait for MoM to be fixed the first time
I don't mind playing the waiting game.
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@ASpazNamedSteve said:
Even though I despise MoM's effect, I agree. The game's detection for Protection hits is absolutely dreadful and should be looked at.
You can even tank a hit when the killer is carrying someone, and you still won't get a protection hit. Like seriously?
I wonder how it came to this point with protection hits...
