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Raven014

Raven014

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Raven014
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  • @Jholla31 said:

    Hag: Cracked Eggshell + Dead Cicada. Helps you teleport from almost across the map, and allows for awesome mindgames at loops for survivor that know how to bait the traps in a chase.

    Plague: Don't play her a whole lot so I forget the names, but the purple one that makes Vile Purge more affective and the green one that gives a faster cooldown and more speed while charging Purge.

    Huntess: FINALLY got my adept Huntress last week. The hindered and exhaustion hatchets did the trick for me.

    Trapper: Trapper Bag and Setting Tools. Love the extra speed while placing traps, and it also helps with the "survivor gets trapped and immediately gets out" BS that seems to always happen when I don't run tools. lol

    Spirit: I love the activation and haunting speed addons as well.

    Doctor: Restraint + Moldy Electrode. Easy tracking with more hallucinations and better shock range without too much charge time, so it's easier to shut off some loops.

    Hag: I like those too, but I don't find myself very successful with normal Hag.

    Plague: I think you're looking for Vile Emetic + Incensed Ointment.

    Huntress: Yeah, anything that messes with survivor abilities is decent enough.

    Trapper: I'd only use the fastening tools Instead of the Bag addon, I don't know, I like the dye too much.

    Doctor: Restraint is good. But honestly, nothing beats Iri king. Sure, at the beginning it'll take longer to down people, but it's a lot worse for survicors in late game and you never really have to worry about T3.

    Good choices all in all.

  • @drunky26 said:

    I swear people will find anything to complain about.

    Leave it as it is, it's fine.

    It's only fine if Haddonfield is fixed first.

  • Um... how should I put this?

    These weren't available on certain platforms, so it'd really only show favoritism toward PC players. With legacy, I understood that those are ones that are conditions that were met a long time ago and took time to get. But these were bought.

    I guess auric cells are a bit much. Perhaps extra Iri shards would be better. That's just my opinion though...

  • I'm satisfied. I guess that's not quite loving them, but they definitely take more skill to use, and they are not as abusive, which is all I wanted from their nerfs.

  • @Mr_K said:

    Hag

    Rusty Shackles and Disfigured Ear

    Oof. That's evil. : D

    Deafening them from nowhere, that's gotta be quite something... I should try that when I have more of those.

  • From a killer perspective: He's way too clunky and not very good. But they are easy down in a dead zone.

    From a survivor perspective: He's not fun to go against, especially if it's a basement build. Even if it's proxy camping there is no way for you to even have a chance if you get caught close enough to the basement.

  • @Fictionalname said:

    Whats wrong with people wanna put silly ######### like alien and werewolves in this game?

    1. Vampires
    2. Ewoks
    3. Godzilla

    Jokes aside it would be

    1. IT
    2. Jeepers Creeper
    3. The Pale Man (The scary thing from Pan's Labyrinth)

    https://filmschoolrejects.com/wp-content/uploads/2018/05/paleman-700x525.jpg

    Well, they're humanoid, which pushes the boundary of what's possible, even by a little. : P

    I have a vampire concept... but I twist the concept of what a survivor is a little in the process. If you're interested... Look here.

  • I'd rather have original content if possible. There are a lot of licensed chapters already.

    However, if we were to get another licensed chapter, I'd like to get Blue Isle Studios' version of Slender. (I've made a chapter based on this version here).

    I would appreciate having a medieval chapter though, with a knight as a killer, or a plague doctor. Those would be cool.

  • Maybe not just a revamp to the tutorial, but a fully fledged offline mode where people can practice as a survivor or killer... and maybe have it actually atmospheric like the cinematic. Idk... I just think that would be awesome. A place where, heck, you could even test perks, addons, or even cosmetics so you can see what you want to get, too for normal play. If a person masters this mode, then they can go to ranked if they like.

    That would make an option for people to test killers out as well as give a space for people to mess around without having to really try as much... and maybe a game mode to help distract people from the frustrating parts of ranked play. I can't tell you how many times I get sick of playing this game because of how frustrating survivors get in ranked... especially red survivors...

  • I mean, Clown's Santa outfit has a severed arm... So it shouldn't be that difficult...

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/847844#Comment_847844

    If I'm reading this right, any survivor in their line of sight is exposed, so I don't know if they'll need any help in a chase, as one hit will end it quickly enough.

    Well, based on the way I read it, they have to be standing still to do that. If I'm wrong, please correct me.

  • Their ability doesn't really help in a chase. Do you have some other ability for them to be able to make chases more interesting?

  • My uncle kind of looks like Ash... a slightly different, more australian Ash.

    Has the same demeanor too.

  • Julie was always my favorite. Not just because I felt bad for her, doing this out of love, but also because Behavoir gave her nothing for the longest time. Even Frank had some decent cosmetics. Now she has the november days collection at least.

    Also, seeing her without her mask just reveals how beautiful she actually looks. It's a shame she's in the Entity's realm. Pic is below:

    image.png
  • @altruistic said:

    Because 1 out of 17 killers didn't have a vault animation.

    This is an unbalance. I don't know how this is so difficult for people to grasp that it's unfair. Even the Nurse has a vault animation.

    But nurse can teleport. Why does that matter?

  • I think his reveal mechanic isn't working as intended. I can look at him standing in an open field and not break his power. It's kinda dumb.

  • No. It's already ban enough with how the game is monetized, you don't need to add pay to win tactics to it.

  • I mean, if those three can sing about how to beat, boil, and lock up a person, they're evil. I won't try to convince you otherwise.

  • I think it shouldn't show as broken until first hook, that way it might have more utility.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/834417#Comment_834417

    The killer counter of "dont ever get found" is only viable to a point. The minute you have to start working on a gen thats out in the open, or go for an unhook thats not conveniently next to cover... You need a plan B, which is a means of running away. I think they mightve gone too far with Nurse, because this whole "run in a straight line" thing really shouldnt be a counter, but just like Killers can complain about certain maps having braindead easy and safe loops... Many of these same maps have giant areas where stealth is impossible. Trying to break LOS on maps like blood lodge, where the majority of the cover on that map is waste high...

    I get what you're saying, but then again, I'm a more selfish player, and don't go for saves if I don't have to.

    I mean, it is a viable strategy, just put on Spine chill and hide when you see the killer headed your direction.

  • @SleepyWillo said:

    I dont think its stubbornness. When playing against a huntress or a killer with spirit fury survivors drop the pallet early (Adapt). Nurse had literally no counterplay at a pallet. Her power boycotted this. At least now survivors can take the fatigue time to lose LoS. How would you have played differently to the original nurse at a pallet?

    I wouldn't try to loop them. That's their strength. Juking and gaining distance is how you counter nurse. That and stealth, but survivor mains don't like stealth much.

  • @DeathEscape said:

    Please don't make kids the killer

    Kids are beautiful,wonderful and precious things given to us by God, even if its only a game I will disagree with the idea of kids being the killer

    Well, look at how many children have been in horror movies... especially as villians... There have been a few. Look at Brightburn, Pet Semetary, Halloween, or the Ring series... all children as killers. It's not unfeasable to make one. It makes more sense that it'd be a group of them instead of one small one.

    And why would the entity care about their age?

  • @SolarFoxVB said:

    I like the idea. You obviously put a lot of hard work and thought into this. Though I'm quite sure this won't make it into the game (and I'm sure you are too by the (Joke) part of the title), I think we could use a killer that can change to different people/forms from an intractable object in the same game. Now for some criticism on your perks tho.

    Overall Criticism: What are the differences between tiers 1 through 3 of all of the perks?

    Killer Perks

    1. Witches Brew: It's nice to have a perk that can do this, but what are the slow percentages? They can't be too high of course, since that would make some killers too strong.
    2. Explosive Personality: I really like this perk. You balanced this one fairly well and it gives a good advantage similar to Spirit Fury.
    3. Enshacked Loyalty: I like this perk as well, but I feel that the most progress that should be taken at once is 40%, so maybe it would work in tiers 1 - 3 like 3%/4%/5% per token.

    Survivor Perks

    1. Reassemblage: I like the idea of only being able to get great skill checks (if that's what you meant), and this seems like a nice way to balance out bringing this perk for it.
    2. Mad Creation: This perk looks fairly good, but would be a nightmare for killers without a max amount of tokens, a longer time, and/or a higher token requirement.
    3. Reawaken: I like the idea that you were going for with this perk, but it seems far too iffy for it to happen, especially since it's only for mories.

    Overall, I really enjoyed reading through this. Though I wasn't a big fan of the movie growing up, my parents got me multiple articles of clothing based on Jack Skellington, so I've begun to grow fond of it.

    This is good feedback. And yes, this is probably never going to make it into the game, even if they are the evilest little scums I've ever seen in a kids movie.

    Although I think my more serious concepts stand a way better chance of getting into the game.

    Witch's brew: I was thinking something similar to Freddy's snares: Not as powerful but still a decent choice. I don't know the exact numbers though, but I'll let you know when I change that.

    Explosive Personality: I'm kind of sick of seeing Spirit Fury/Enduring, and want a perk that can compete with them.

    Enshackled Loyalty:

    Survivor:

    Reassemblage: It's only for healing though... but I guess Autodidact does a similar thing except with healing speed.

    Mad Creation: I'm thinking of adding a cap of 3/4/6 tokens per tier.

    Reawaken: It'd give people who complain about them their answer (Just use this perk)... but it's a joke perk for the most part.

  • @SinfulHarlot said:

    It's less about the chase time and about how it ends. A short chase done by anyone else feels like you got outplayed by the player.In the case of the Spirit, it feels more like you got outplayed by just the character not the person behind the character.

    I'd disagree because the Spirit player would have to predict where you went (As the spirit player cannot see survivors and can only see scratches and hear breathing). I'd say I'm a decent Spirit, and I get it wrong half the time where they went, but I still get them because I'm familiar enough with survivor pathing and mindgames to actually get them down. No character is inherently powerful (Look at Nurse and Billy... you can still not catch anyone if you're bad enough), it requires the player to have the skill. It's not just having a decent headset.

  • No. It wouldn't make sense lore wise regardless.

  • @Toxicboii said:

    https://forum.deadbydaylight.com/en/discussion/comment/831808#Comment_831808

    "Looks like the kids are tearing up my guts, and somehow got me onto the hook. Oh well!"

    Yeah I kinda doubt people will like this. They are essentially cartoon characters being brought into real life.

    It's ######### up further by the fact that A: The Killer is a group of children. CHILDREN. 10-year olds or younger even! And all bloodied from attacking survivors. And B: They are pretty much the "Trick-or-treaters" in Halloween town, and you want them to kill people...

    If you want a killer that ACTUALLY has a mindset to kill, you're better off using "Oogie Boogie"

    Well, It's just a concept. It's not serious. : P

    Well, how many children have been in horror movies... especially as villians? There have been a few. Look at Brightburn, Pet Semetary, Halloween, or the Ring series... all children as killers. It's not unfeasable to make one. It makes more sense that it'd be a group of them instead of one small one.

    Did you see their personalities? Did you listen to them speak? They're evil in the movie... besides, Boogie's dead at the end of the movie, and wouldn't make sense.

    If you're not going to give feedback to this, then you might as well as not respond.

  • @Toxicboii said:

    ..... Y tho?

    It's a bloody Christmas/Halloween movie, and it's for children.

    Just.... Y tho.

    Because... why not? That movie isn't all just light heartedness and christmas cheer. Maybe it's because I like the movie and thought of a way to combine two things I like into one?

    It's just a concept...

  • Because there are a lot of common offerings and not a lot of space for all of them on the bloodweb. Ironically, this is why red moris are more common than green moris.

  • @Skywclu said:

    https://forum.deadbydaylight.com/en/discussion/comment/828893#Comment_828893

    I literally just played a match in purple ranks as a lvl 2 Myers with one perk, but I still managed to sacrifice everyone with 2 gens still left.

    That's a testament to your skill more than what you're given.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/828977#Comment_828977

    Of course we'd all like to see spreadsheets of data but thats not going to happen. You made a claim "Survivors don't need to rely on perks to win" and I've pointed to a test done which contradicts this. You didnt even attempt to backup your claim. When choosing participants in the experiment they took into account hours played and roles participants main. Did you participate in the experiment? If you did you can verify this yourself.

    They don't. They are the power role in the game, looking at red rank survivors is proof of this. Perks help them escape more easily, but they can still do so if they are stealthy enough.

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/828861#Comment_828861

    Wait, what?!? A survivor loses a perk for cleansing a totem? That might be the worst idea I’ve ever seen. Are we even include dulls? So now we are also guaranteeing NOED procs every single time as there is no counter whatsoever. Who in their right mind would lose a perk to cleanse a dull lol. If it’s just hex only though, it’s still awful.

    Again, it's not as bad as you think, since it's only one perk, and survivors still use 4 even though it's not necessary for them to survive. A good survivor will still make it out. A good killer requires perks to do well at least more often.

    A killer is losing a perk of theirs during cleansing of a Hex perk, yet there is no way for a killer to do the same for survivors.

    Besides, you're thinking all survivors lose 1 perk, but only the cleanser would. I recommend watching SpaceCoconut's vid on this. Here: https://www.youtube.com/watch?v=r8tJ57Ir_fE&t=457s

    NOED has a counter. It's called doing the totems. If you don't do that, don't blame yourself. Bring Small Game if you don't know where they all are.

  • @MrPenguin said:

    @GoatyTCO

    Yeah that's pretty much why we're here saying they should be removed and other changes that can be made, so the devs can improve it.

    @Raven014

    I'm not concerned about the lore in this case, I'm concerned about the rift fragments that get you progress through the pass. There are multiple challenges not related to Trapper or Claud and the others making sense or not doesn't really address the core issues brought up either. 5 fragments is equal to around 10+ matches. To make it through the rift in a reasonable amount of time the challenges are kinda required.

    Again if this was a separate lore system this would be fine, tied to the rift it is not.

    We agree on this then.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/828078#Comment_828078

    Survivors generally have to do generators. Survivors have to stay alive. Survivors have to avoid getting camped and tunnelled.

    What does a killer have to do? Close the hatch or have THE SURVIVORS complete the generators. They have to exist and they get NoED.

    My biggest complaint about NoED though, is that there is zero warning about the effect until you're hit.

    NOED isn't a perk to help in anywhere but midgame. It's either the comeback tool or victory clincher, depending on how it's used. You can destroy all totems. If you're worried about totems, just bring Small game and get all of them yourself. That way you can be certain.

  • Each Instadown has counters. Chainsaw killers require you to be out of position. Myers and GF require stalking. NOED requires at least one dull totem. DH requires it's totem to survive. MYC requires you to leave the survivor on the hook. Haunted Grounds requires a survivor to break a totem. Iron Maiden requires people to get in lockers. Rancor has to leave the obsession alive for the duration of the match.

    These are things that are not always in the killer's control, meaning they can be avoided and have counterplay.

    Instaheals did not have counterplay to them. Survivors could safely heal instantly behind a pallet, or heal a downed survivor to full in seconds. That was game breaking.

  • Plunderer's Instinct is a counter. You can see the auras of all items, even ones dropped by franklin's demise.

  • This rift (battlepass + challenges) has 4 levels called tomes. This rift is based on Trapper and Claudette alone (with a small bit about the entity and the alchemist due to it's Halloween release).

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/828923#Comment_828923

    If they stop having fun they should just drop the game. Tbh, you should also drop the game at this point. I sometimes watch your videos, and with these posts you seems much more angered by the game, rather than happy while playing it. If things keep going ######### like this, i’ll eventually drop the game too.

    It's more of a matter of principle. There is no other game quite like DBD, and their unique killers. That being said... if you leave, it hurts the chances of this game getting the fixes it needs.

  • I don't like playing as Nurse even before the base kit changes (I'm on Xbox, where it's already mechanically difficult to play as Old Nurse, and it's rare), and I'm not going to play her now. I've always skipped her dailies because it's just not worth it.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/828893#Comment_828893

    The results of the vanilla experiment would beg to differ with you on that one.

    If both killer and survivors are playing perkless the killer 4ks almost everytime.

    I need to see the data, and know how many hours each participant has within the game before I regard that as credible. It's hard to know if they've only had a half an hour and are bad survivors, or if they are going against high rank killers who know what they are doing, and know they don't have to go against DS and ones that know how to loop.

    I'd like the data first, in other words. All of it.

  • That's not the worst of it. Save 3 survivors in the Endgame collapse in a single game.

  • @Umbrae_pk said:

    I hope so. I would like to see some more variety from you killers. It is very irritating when you see NOTHING but Nurse, Spirit, Freddy, and Legion (for some reason people still play Legion) with the occasional Hag, Trapper, and Ghost Face

    Part of that is because those are killers who can't be looped without punishment. Not for a long amount of time. Survivors rely on looping way too much, and not on stealth, which is these killer's weaknesses.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/815817#Comment_815817

    With all due respect I don't see "have x perk and use it" as a challenge any more than just the challenge itself. Break pallets, ok sure, why do I need brutal though? That doesn't make it challenging, just walls it behind rng and grind.

    It's a trapper themed lore byte you unlock from it. This whole rift is Trapper/Claudette themed rift. Using their perks makes sense... what doesn't make sense is This Is Not Happening, since that's a generic perk.

  • What about a Jeff face with that magnificent beard?

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/828861#Comment_828861

    That would just be way too powerful. And removes the risk-reward aspect if its risk-reward-reward.

    Not really. Survivors don't need to rely on perks to win. Killers do for the most part. Every perk choice impacts how they play, and being down just one perk (could even be lost within the first 30 seconds of the game) is such a detriment to them. Killers are on the clock, not survivors.

    It's a risk reward for survivors. Survivors would be sacrificing one perk slot because they want to remove one perk slot of the killer's. As of right now, there is only one perk killers can consistently deny, and that is Dead Hard. But that's only if they have an exposed perk. They can't even remove a survivor perk from the match. however, there are multiple killer perks which survivors can remove... as well as pressure them with rushing the objective.

    Survivor is infinitely easier than killer, and giving this effect to totems would close the gap a little bit. Sure, survivor got plenty of nerfs, but they're all well deserved when you look at what DBD used to look like.

  • People will break totems even if the totem is "inactive". It doesn't work.

    What I'd rather see is some kind of punishment for survivors cleansing, a risk/reward. Is the reward for breaking a totem worth gaining a higher risk? (I don't just mean haunted grounds)

    SpaceCoconut had a good idea for this: Make it so they lose a perk for the rest of the trial in order to balance the fact they make the killer lose one of theirs.

  • @Rezblaze said:

    Otzdarva.

    I liked him and gravitated toward him because he has a particular set of videos that are both entertaining and informative. And he doesn't do clickbaity bullcrap.

    I used to watch Ardetha, as his clickbaity stuff was pretty minimal, but recently he's been doing videos that just haven't been appealing to me.

    I hate a lot of DbD videos because most of it boils down to, "SECRET OP BUILD!?!?" or "X IS SO BROKEN!" or worse yet, "WATCH THIS KILLER/SURVIVOR RAGE OVER INFINATE LOOP/CHEESE BUILD!"

    Watching people get upset doesn't give me any pleasure, and it genuinely upsets me because it really shows how low the value of entertainment is in this game, where we have to ruin other people's experiences with the game for the sake of entertainment.

    Yeah, his DBD vids are both entertaining and informative. I also liked him when he was a Dark Souls streamer too. He's been a good guy.

  • Monto is a good one. So is @SpaceCoconut and Otz.

    Monto because his demeanor just makes me laugh. That and seeing him react to Rank 1 potatoes is hilarious. XD

    Otz because I used to watch him in his Dark Souls days, and seeing him come to DBD was awesome. He also has some good builds that I like to use as well... He's just fun. Although his lack of Legion vids disappoints me, he has helped me become a better Trapper.

    @SpaceCoconut because he's a swell guy who helps with Hag tips (which don't seem to help much, but I'm bad as Hag. Maybe that's because she's difficult on console, idk. Using her traps for mindgames seems to work better for me, and I was taught that trick by him (whether he knows or not. And he makes a lot of good points about the state of the game on top of it. He seems like a more relatable Truetalent, and one I can listen to without wanting to leave his vids.

    I have nothing against Truetalent, I just think the builds he comes up with, while useful, aren't very fun. He's very analytical, and that's not why I play the game.

  • No. Buffing the Tombstone isn't necessary, nor is making the achievement easier going to work. And it'll

    You can just grab them and leave them on the ground. It'll waste time, which tombstone mike always needs.

  • I don't think many disagree with you. It's buff recently against Franklin's demise also makes it worth it to bring along.

    It's ability to find keys and maps has saved my survivor so many times I've lost count. It's a really good perk... if you can get to chests first.

    Shh... don't tell too many people though, or it becomes less useful for solo survivors.

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