Raven014
Raven014
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@Cixon said:
https://forum.deadbydaylight.com/en/discussion/comment/946982#Comment_946982
Not even, killers can just tunnel survivors out of their DS easily. In addition to that, basement hooks are terrible for DS situations. (edit): ALSO, you can wait out the DS.
https://forum.deadbydaylight.com/en/discussion/comment/946947#Comment_946947
Just because it wouldn't work well for YOU with SWF doesn't mean it wont work well for you with individual survivors. You're just trying to reach at a point that isn't even valid.
It's a waste of their time and puts them at a big disadvantage, as they are pressuring the one person that doesn't need it. As DS is now, DS is way too versatile for it's power.
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@EnderloganYT said:
Wraiths bell. what does it have too do with him and how'd he get it specifically.
All I know is it's a gift from the entity. That's all that's told to us.
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@Talmeer said:
I like to have explained what survivors and killers do in their freetime.
I bet they have a ton of free time, between the matches and I would like to know what they are doing then.
Answers like "they all sitting around a campfire then" are just unsatisfying. I bet nobody would be able to sit 10+ hours straight on a campfire without doing something, or move to some location, to do there something.
Killers hang in their realms (Legion on Ormond, Demogorgon at Hawkins, etc.), while survivors hang at the campfire (It's already said at this point, but maybe showing what exactly they can do at the campfire would be nice)... although the new banner might show what they do at christmas... idk...
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I'd rather Legion get the ability to set up ambushes with the rest of the Legion members.
3 ambushes by default, they chase down and hit the survivor that triggers the ambush, then runs away and despawns out of sight.
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@Galklife said:
1) rework maps
2) rework ranks/matchmaker
3) remove bloodlust (maps are fixed in 1 so its not needed anymore)
4) keys and moris nerfed
5) small noed and small DS built in ( noed activate if gens were done faster than 6mins, and DS works untill next surv is hooked)
I disagree with DS being basekit. It needs to be drastically toned down if that's the case.
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@Nobsyde said:
- rework keys: now the hatch can be opened by a key only if all generators are done / if you are the last survivor
- rework mori: you can mori only after you hooked every survivor at least once
- DC'd player character remain in-game for 1 minute and can be interacted with - after that time the character will be killed by the Entity like when EGC expires no matter what (this to prevent abuses like the killer keeping them on its shoulder with Agitation)
- this must be concomitant: rank reward at the end of the season + separate ranked / casual game modes. Swf can play only in casual or in ranked against killers which opted in a new option "accept swf games in ranked mode". Only ranked mode gives / takes pips.
- reduce Legion stun time :|
Yes. I like all of these.
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Well, if a killer is camping a totem, that means they aren't pressuring gens / chasing survivors. That's an easy escape.
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I find that annoying as well. No, I'm not prestiging Tapp or Claudette now, I'm leveling Bill first! XP
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I think the 3rd person survivor view is to make up for the fact that they'd be staring at gens for a while if in 1st person. I'd love for that to be a secondary effect of Blindness though. That status needs a buff.
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Hm... I think this would be very weak... and clunky to use (in the same vein as Nurse on console).
I prefer my concept for him more... but we all prefer our own creations, don't we?
@Raven014 said:
Chapter: The Arrival:
Now, unlike some people, I do think a certain character can make their debut in DBD without issues.
Chapter Theme: A mix of No Friends and DBD theme.
The Killer: The Slenderman:
Lore: Long rumored to be a folk tale under many names: The Tall man, the child taker, the spirit of the forest... the Slenderman... his name has echoed through history. Now he stalks the realm of the entity, and those he preys on have no hope of escape.
Default Movement speed: 140%
Killer Kit:
Passive: Static Image
This passive allows Slender to put up pages around the map (On gens and totems). This effects the game in a few ways. One, it gives bloodpoints to both the killer and survivors. Two, Survivors will pull the page off before starting the action (less effective on gens but effective for totems). Three, you gain a notification when a page is taken.
Four, pages cause hallucinations that Slender can teleport to, as well as linger. At 0 pages, he is completely invisible. At 1, he can only have hallucinations at a fair distance, and they get closer at a slow rate. For each page, the spawning distance decreases substantially. Before 5 pages, he can strike rapidly, which disincentives survivors not gathering pages to avoid unnecessary hits (i.e. Jumpscares), while at 5, he can strike normally, but he will have a distortion effect even harder to read than the Spirit's. At 6, he will start to move like the Spirit, with distortions between them. At 8 he will look normal, with Hallucinations still appearing. This is when he's at his strongest and you will be exposed at this point.
Pages also cause a debuff to all survivor actions for each survivor. A 90% debuff with no pages collected, and +10% increase to action speed for each page, with the downside that they are making the killer more powerful.
However, survivors cannot escape without getting all pages. Not even through the Hatch. Each survivor must collect all 8 themselves. They only secure their own escape.
Secondary Passive: Anti-corn blindness:
Since he's the tallest killer, he will never be affected by corn maps in the same way most killers are. More of a joke passive, tbh.
Active abilities:
Proxy Trap:
By pressing active ability button, you can manifest one of your past proxies to attack any survivor who approaches the locker they are near. The will jump out, perform an animation (Kate would do her scratching, Toby would attack with hatchets... etc...) and the survivor would receive one state of damage (healthy to injured, and injured to dying). Borrowed time will activate because of this. DS can be activated if the trap would put into the dying state to negate that attack.
If a survivor Runs into a locker, there will be a sound of a proxy attacking the survivor, before the survivor is ejected out.
Scattering Pages:
The killer can choose where to place pages. This would place a page on a highlighted area (can be a wall, object, or locker).
Hallucination or Reality?:
He can teleport with the secondary button press. If he teleports, he has a small window to strike a survivor (Standard melee attack like a hag trap).
Perks:
Survivor's Obsession:
Survivors who have seen you have your image burned to their head. Hallucinations will appear to move toward them for 10/8/5 seconds before disappearing after they see you for the first time. They will scream in response.
Horror's Past:
Those who linger too long will experience a horrifying moment of the location's past. Survivor's who stand still/stay in one place/are afk will see a scene of a killer mori'ing a survivor (the killer of the match). This is a hallucination, but they cannot move for the duration. They will scream in terror when it ends.
Haunting Shadows:
The light may be your ally now, but it is always night in the trials. Pits of shadow spawn sporadically, restricting movement through the map. If left unattended, Survivors will have entire swaths of the map impossible to traverse (24m, 28m, 32m). These can be burned away by a flashlight or by the light of finished generators.
Mori:
He uses two of his tendrils to pick up the struggling survivor by the arms, and then uses more to stab from multiple directions up through the lower torso. The struggling ceases after a moment, in which the survivor dies, and he drops them to the ground.
Terror Radius/Chase Music: Flicker: Slender: The Arrival Soundtrack (I mean, listen to this then tell me it wouldn't be a good chase music for him).
Survivor: Lauren:
Lore: Lauren is one of a few to have lost family to the Slenderman and survive... until she went missing during a wildfire in the woods a decade later. Armed with the truth of the horror she saw, she brings a new item, the camera, to document and understand the killers of the fog better in order to escape better.
Perks:
Understanding:
Understanding the killer is one of the best ways to counter them. After watching the killer for 120/100/80 seconds, their method of killing will become known to you.
If this involves traps, you will be able to notice them better.
If this has a charge bar, you can see the bar for it flash on screen when they use it near you.
You will see the Duration of Myer's T3
However, addons like Logwood Dye and Tar Bottle, Rusty Shackles will counter this perk. Addons that effect charge times for abilities will not show any change to you.
This does not work with the Clown, Huntress, Micheal Myers T2 progress, Nurse's Blinks, Freddy's Teleport, Legion's Recharge, GF recharge, or Demogorgon's Charge.
Record:
Recording the killer can help you show others their weaknesses. Allows you to have a camera. After using half of a camera's charges, you can use the camera to reveal the aura of traps in the vicinity.
A camera is a new item added to the game. Half the charges must be used filming the killer or their belongings for the effect to take place. This will show the auras of traps and totems in an 8/10/12 m radius of the survivor (for the perk, but the item by itself would be just 8m). Addons can change the rate/amount of charges/ and radius of the effect.
Using it would be aimed like a flashlight.
Pain of Loss:
You know what it's like to lose those you consider dear to you. For every survivor death near you (20m or less), gain a token. For every token, you can shrug off one lethal hit (one that would put you in the dying state).
When you lose a token, you will receive the deep wounds effect and cannot lose another token in that chase.
What does everyone think?
Edit: Added relevant music.
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Sure, if they message me or invite me to a party (I'm on Xbox). I'll just farm with them first and get the challenge done. I like when people ask.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/946802#Comment_946802
Survivors ARE ABLE to loop forever because of the trash killers tunnel vision mentality.
Survivors doesn't need any kind of change, the only thing we need here is to change those killers tunnel vision mentality.
What about stun the killer for 10 seconds when all survivors are in dead hook and there are still 5 gens? cause "killer will most likely be able to 4k in that scenarios and then survivors need some kind of help"
Well, it doesn't make sense that survivors are able to run forever without getting exhausted... at least to me.
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I'm going to be biased, but Doc is worse than Legion. At least Legion can move faster, take one health state away, and get crucial info easily while using their power. All doc can do is get info... and it makes him slower, so it's not intuitive to use.
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@humanbeing1704 said:
if I'm honest I don't know why they even made a new status effect could have just made all stealth killers immune to aura reading
It was to counter Object which made them completely useless. Object ruins the game for stealth killers since it removes the main strategy they employ.
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If anything, DS needs a nerf to make it more balanced. It's too easy to abuse by survivors. (Hop in a locker to force DS!)
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Gen Rush.
Tunneling is bad, don't get me wrong, but at least you're helping your team (if using kindred/DS) in some way by being a distraction.
Gen rush feels like you can't do anything to stop them.
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@Cixon said:
https://forum.deadbydaylight.com/en/discussion/comment/945566#Comment_945566
But you see there's options. You can still success in killing 1 or more survivor. Just not a end-game success without a mori.
This would be the Survivor equivalent to a mori. This is why this offering should exist. Obviously, lots of killer mains won't like this since it hinders your success chance but moris exist and I don't see many survivors complain.
However, this is all opinion based. I see this offering being fairly balanced with the current killers/killer perks we have now.
But they're not really options. It forces people to play certain killers just in case this offering would be used in the first place. That's not an option.
Success is vague in this game. It's what you define it. If you're content with 1 kill, then you are. But there is no win condition for survivors... so giving an offering like this makes no sense. (Escaping isn't considered a victory by the game, piping is.)
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/945655#Comment_945655
It doesn’t matter. If you penalize a survivor for being able to loop a killer, how is that fair? If as a killer I get looped for all gens, who’s fault is that really?
Again, I responded saying theoretically. It's more a buff to green rank killers to not give up a chase, since purple and red ranks don't need the help.
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/945655#Comment_945655
so penalizing survivors because they are better than killer they are facing xd
right now we have killers that are abusing bloodlust (not even trying to hit on pallet loop but waiting to get BL2) why would killers need more help than that? if they will get even more help they wont ever learn when and why you should drop chase in area where is 5 pallets left while chasing good surv
Well, if they manage to outplay the killer in 60 seconds without an exhaustion perk, they clearly don't need one.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/945655#Comment_945655
It doesn’t matter. If you penalize a survivor for being able to loop a killer, how is that fair? If as a killer I get looped for all gens, who’s fault is that really?
Because a survivor shouldnt be able to loop forever...? And it makes sense?
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@premiumRICE said:
https://forum.deadbydaylight.com/en/discussion/comment/945585#Comment_945585
Well, isnt that how it works for every game? If you want the COSMETIC for free just sit there and play the game, doesnt seem like so bad to me. Most games doesnt even have the chance to have skins for free
Not every game out there is there to scam you money... it's just a lot are.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/945625#Comment_945625
So penalize the survivor because the killer can’t drop a pointless chase? Yeah, no. I’m a killer main and that’s ridiculous to do.
It's more of a fact like: the survivor has wasted enough of the killers time, any more will punish you kind of mentality. The fact that a survivor could, in theory, loop a killer for 5 gens is a bit much. Survivors are supposed to be terrible in a 1v1 against a killer... that's why there are 4 of them.
Say you're chasing the last survivor and they extend it past 60 seconds (through their own skill). If the hatch is closed, it's a waste of their time, if it's open, it's a last desperate race to the hatch. It should feel desperate...
I think it's ludicrous how easy they are to use in comparison to other perks... especially that SB glitch where you can hold it for later. This prevents that.
It doesn't even have to be during a chase. It could be just running for one minute causes exhaustion. Wouldn't it cause it normally?
I would ask what rank you are at, since I think this change would be balanced at red. But, then again, people will argue because they can. I even suggested a huge change to the original concept that would make the concept way weaker. I would easy make it 45 or 30 if that makes it more ok in your eyes, but that would make it too strong.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/945609#Comment_945609
What?
Whether the survivors t-bags or not, you, as a killer still have to make that choice, the t-bagging doesn't affect this choice in the slightest, the same with flashlight flicking, the killer makes the choice whether to pursue it or not, it doesn't slow down or prevent anything from happening in the match.
Again, survivors on the floor don't have a choice, survivor stood in the exit gate, the killer can choose to push them out, they're also on a timer that they can't stop.
Survivor actions dictate what the killer does. And vice versa. I was illustrating that survivor actions are just like how killer ones can be in your eyes. With the extra bit that if a killer is mori spamming, they aren't pressuring other survivors on the map.
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I think maybe if the chase goes on for 60 seconds, then 30 seconds of exhaustion should be applied, but nothing else. Exhaustion perks need a bit of a nerf.
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@HauntedMandalorian said:
I was hoping we'd get a winter theme; I'm brand new to the game and it looks like an event was held in the past.
I wish I could have experienced the creativity of it all. For now, though, earning double Bloodpoints would be awesome. I have a lot of catching up to do.
They could've just reapplied the old winter theme. It was good enough. : /
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@iamscumqueen101 said:
You've gotta be a derp idiot to believe survivors aren't the cause of toxicity in this game, the whole reason the game is a mess, understand without us killers you have no game but yes keep e-begging nerfs and killer man bad yes 👍🙄🤡
Both sides have toxicity. Blaming one only increases the possible amount. Although I do think survivors have more, I'm aware that killers can be incredibly toxic.
Both sides are needed for this game.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/945406#Comment_945406
Without us survivors you have no game.
:)
The game needs both survivors and killers to function. I just wish both sides wasn't acting like this is a warzone all the time...
(On a separate note, what's this hook tech you mentioned that Aaron found? Do you have a link?)
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/945165#Comment_945165
Except survivor "toxicity" is completely different to killer "toxicity"
While you might find T-Bagging, or flashlight clicking "toxic" it actually has 0 impact on how a match is played out, tbagging/flashligh flicking doesn't prevent or delay anything from happening, while mori spam is directly used to show that you could kill the person but refuse to and instead enact a rather obnoxious animation and force the survivor to wait until bleed out/you do the mori, directly affecting the person either moving on, or preventing others from picking you up.
I'm sorry but the "Survivors are toxic and this is what they get" doesn't really cut it here, at least for me, anyway.
Well, that's not necessarily true... since t-bagging gives the killer a choice: loop them round the loop, break the pallet at the loop and they run away, or drop the chase. That's if they Tbag after a pallet. If they're at the open gate, it's just showing: ''I could leave, but I don't want to.''
Clicking flashlights is to gain attention. It's also telling the killer that ''I'm a survivor that isn't afraid of you and wants to get into a chase. I think you're a garbage killer.''
And that's not considering what survivors give killers after the match. There may not be a chat system in game on console, but I've received lots of threats/insults via messages. Survivors are way more susceptible to give this than killers do. That is toxic behavior.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/945252#Comment_945252
cough
Although, I guess I did win Doctor and Feng thanks to a give-away. *shrug*
I got Doc, Hag, Huntress, and Nurse free... but I'm on console. : P
I try not to spend too much money on things, but I like this game... a lot...
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Yeah... killing isn't all cakewalks, even if the lore suggests it.
I prefer purple ranks as killer, because everyone isn't so sweaty, even though I can get to rank 1 if I tried...
It's good to see people play both sides. It makes the divide a little bit smaller, which is great!
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/945487#Comment_945487
It's free, what do you expect?
No one is playing this game to "Just grind out an outfit" because then you'd just stop playing after you've earned it and that's a little weird, you'd be playing the game anyway - it really doesn't need reworked, what needs to happen is people need to realise it takes time and money to make these things so they need time or money back for them, simple.
I would prefer everything to be possibly bought with shards if that were the case (except licensed characters), or for a kind of weekly challenge that offered bonus shards... because the rate at which people gain them is horrendously slow...
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@premiumRICE said:
https://forum.deadbydaylight.com/en/discussion/comment/945446#Comment_945446
What does needing money have anything to do with shard skins?
It's self explanatory.
The mindset it wants to give you: If you want the skin so badly, why not just shuffle out the money for it quickly instead of the TERRIBLE GRIND which could take months?
Shard prices for cosmetics are more for those who have all perks and all characters P3 Lvl. 50 instead of new Lvl. 1.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/944082#Comment_944082
I wouldn’t say to nerf ALL of the meta perks. Why break something that doesn’t need fixing?
- Surge shouldn’t have a cooldown. Should activate on the closest three generators to your location. Should work on ANY attack and should instantly regress generators to 10%. This perk I think needs the most fixing.
- Territorial Imperative shouldn’t have a cooldown.
- Blood Echo shouldn’t have a cooldown.
- Iron Maiden should have the exposed status effect for AT LEAST 30 seconds.
- I’m All Ears shouldn’t have a cooldown.
- Cruel Limits should block vaults from 32 meters at least. Blocking all vaults seems a bit powerful, although it would be pretty neat.
- Infectious Fright should show auras.
- Thrilling Tremors should block all generators regardless of if survivors are working on it or not.
Those are just a few suggestions I had in mind.
I agree with most of these except Thrilling Tremors. Thrilling is an info perk, not a gen blocker. Your proposal would be a nerf to it since the information gained from Thrilling now would be lost.
I also think Huntress Lullaby and Thrill of the Hunt shouldn't be Hex perks.
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@Cixon said:
https://forum.deadbydaylight.com/en/discussion/comment/944981#Comment_944981
Moris aren't balanced at all either. What's your point?
The offering doesn't stack either...read the post.
It's a really low spawn rate anyways so the chances of players running this offering are pretty low.
https://forum.deadbydaylight.com/en/discussion/comment/945013#Comment_945013
I wouldn't know how long the hooks are just I'd say the struggle hook is the 3rd hook and if using the ultra rare it would be the 4th hook as struggle.
Ok then, if you think this is balanced, I'll chuck you the hypothetical scenarios with both at their worst.
Moris remove people from a game immediately. The survivor is hooked, saved, and tunneled. They then have a choice of:
a. spectating the remaining survivors.
b. leaving and finding another match.
Those choices aren't bad. Sure, it's frustrating during the match itself, but you're out of the match quickly, and the offerings get rarer the higher rank you go, since a lot of killers want BPs or Pips instead of just killing.
Then take a look at your proposed offering.
All Survivors get 2 more hooks (bringing the total to 5). This means a single survivor will have 5 lives, or 10 total successful hits without being tunnelled down. That is to the amount of effort to kill just one survivor the survivor approved way with your offering, which is to say, going after the rescuer every time without MYC. For all, multiply that by 4. Each chase usually takes between 30 seconds to 60 seconds, depending on the map and circumstances of course, and so the total amount of time required for chases with this could be estimated to be around 10 to 20 minutes of total chase time. All Gens can get done optimally 160 seconds, if each survivor not in a chase is actively on a different gen (not accounting for toolboxes), which is often the case at red ranks. And this isn't looking at if every survivor decides to bring this offering.
And killer player is subjected to this, and there is no way out of it without a dc.
What do you think killer players will do with the threat of this situation? Here is what I predict:
a. Play Trapper, and other potential one shot killers. Since they can't afford to play chasing killers, they'll be forced to use killers that can either one shot or reduce chases drastically. This includes Billy, Ghostface, Huntress, Hag, Oni, and other killers not perceived as fun. This will make killers like Legion, Wraith, and Demogorgon so much weaker.
b. Use Expose perks / addons with broken status effect. Since there are more chases, anything to make them shorter will be used more. This also includes Bloody coil and addons that make survivors more at risk.
c. Use of anti-healing builds. If you think the healing now is bad, just wait until you go against an anti-healing build. You will remain injured for way longer, making the chases shorter.
d. More slugging/ slugging builds. A lot of killers will just go for slugging builds, since hooking you means less gain for them. And if everyone's slugged, then they can't save you on the hook.
e. More moris. Yep. You will be encountering more of these. Since they bypass the hooks entirely. The price is only hooking each one once... but that's not a high price.
f. More tunneling. A killer would be incentivised to go after each survivor one by one, and if they aren't good at chases... good luck having fun.
And you think killer is actually the overpowered role... it doesn't sound like you play at high ranks very much, if at all... and that's just what I can think of in 5 minutes. The proposed addon is not balanced. At all.
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Vigil's tough, since it really only works against addons, not against perks. Maybe if it gave counterplay to Sloppy Buchter (like Mangled now has a timer of 60-45-30 seconds instead of infinite) or other perks like that (Third Seal, etc.), that might be a good buff, but I'm not too experienced at survivor to know what's busted for them or not.
Or, maybe have it counter Oblivious in some way. Quinten Smith is always against Freddy all the time, so that might make sense...
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I like the idea, but I think I like @SpaceCoconut's idea of disabling a survivor perk instead, since it'd be an eye for an eye situation at that point.
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If you bleed out you deny the killer points. The obvious thing to do is hide. I don't see what the issue is here...
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/934656#Comment_934656
Nurse has always been statistically the lowest kill rate across all ranks, even before the nurse nerf.
It's her red ranks PC kill rate that always showed how busted she was before the nerf
https://us.v-cdn.net/6030815/uploads/444/AGW0TFXB7UZU.png
She now sits at 4-5% pick rate and 65% kill rate
Well, it showed no consideration for console then. Since that is where she is still weakest.
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@wladimiiir said:
https://forum.deadbydaylight.com/en/discussion/comment/943559#Comment_943559
Very few killers can pressure teams like that. It's not problem of Legion, but the problem of SWF not being balanced and OP against every killer.
I agree, but legion suffers more proportionally than others do.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/943508#Comment_943508
This place would not be safe at all. Upstairs is nothing to work with, except one, not even good, Window.
Moving the Hook downstairs would still make a Hook easily possible when the Basement was not spawning there, but would not create a fifths Basement Hook.
The original problem was that a killer couldnt get a downed survivor to the hook in time without agitation or iron grasp. That problem would resurface, so I disagree that removing that hook would do any good.
They could make a change to the railings around the stairs, such as a vault or something... but survival rates on coldwind maps are already much higher than other maps, so I see this as a non-issue.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/943513#Comment_943513
Maybe husk-like Survivors/Killers? They could just stand there.
There’s no need for balance after all. If you’re going into a custom match alone, chances are you’re just messing around and testing things.
I mean, I get it, but I would want offline games to be a little like online ones to be able to practice and not have to worry about playing badly to others. It would give a realistic testing ground.
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@Cixon said:
https://forum.deadbydaylight.com/en/discussion/comment/943640#Comment_943640
No. It will apply to all survivors and won't spawn extra hooks.
This offering has a low spawn rate to begin with so if some survivors just so happens to get it, you likely won't get pared with them. It's almost as rare as ebony mori.
Killers can just face camp or use a mori if they really wanted to so I don't see this being unstable/strong at all.
In fact, killers have a huge edge with the game already so I think this would be a perfect addition to dead by daylight.
Giving the ability to have an extra 2 hook states with one offering for everyone... imagine everyone bringing that offering. That is not balanced at all.
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@Cixon said:
https://forum.deadbydaylight.com/en/discussion/comment/943519#Comment_943519
Perhaps I had to be more specific, basically if you have the very rare Dark Savior offering (exclusive to survivors.), you and the rest of the survivors can get hooked 1 extra time.
Ultra rare Dark Savior offering gives you and the rest of the survivors to get hooked 2 extra times.
Oh, so they get 1 extra hook state for the price of more hooks on the map? That seems... interesting... It should only be for the one that offered it though, imo. It sounds really strong if left as is...
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I like the concept, just not the execution on console.
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I like Legion's and Huntress' best. Legion because of how the map actually has a really personal connection to them. That and their designs all look cool to me.
Anna's I find very interesting due to her background, development as a character, and the fact she took on a platoon of german troops and survived.
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I like all killers, but I guess Oni on console. : P
As for survivors... Adam Francis. He looks bad, and I hate deliverance.
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I got this first time, but that's because they all acted like potatoes.
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If you can't stand being downed by a legion main, then don't play this game.
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Huntress' Lullaby and TOTH are not strong enough to warrant being hexes.
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I don't know about that. They still have almost no pressure against a heavily organized and sweaty team.