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Raven014

Raven014

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  • @Hoodied said:

    My favorite was Freddy

    nonono not new freddy

    Old Freddy was hilarious to do, especially at rank 7

    I was an old freddy main

    I did mine at Rank 5. Frustrating when failing, but all the more rewarding if done right. I still miss old Freddy. He was like Legion, and information killer that definitely took time to master. : P

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/791334#Comment_791334

    On PC. I understand the console problems with the sensivity tho.

    Yeah, PC would be more fun with her then.

  • @FriendlyGuy said:

    My favourite is nurse. Got it after one game actively trying.

    Nurse is a good killer with some decent perks (Nurse's calling in particular). Although, I'm not a fan since she's not fun on Xbox, imo.

    Are you on PC? Or are you on console?

  • @newduls said:

    https://forum.deadbydaylight.com/en/discussion/comment/791298#Comment_791298

    lol so? the reason something happens has nothing to do with the character models and everything to do with how the killer is balanced.

    Pig could use a little chase love since her indirect nerf caused by the end game collapse.

    I would love for Endgame Pig to come back. That playstyle is how I used to play pig, and it was very fun. Two traps for midgame, two for endgame. That way they couldn't just crawl through the gate and forces them to waste time and not leave. : P

  • I'm actually in favor of the change because Legion is supposed to chain from one to another. There are times I hit someone with frenzy, know I won't be able to reach another, and then be accused of tunneling because I couldn't take advantage of my ability.

    Legion is actually a hard killer to master, even with the limits on them. When to frenzy, when not to frenzy, knowing who to prioritize... it's all complex. It would make Legion just a little bit better and easier to get into if the frenzy was unlimited until everyone has been given DW. Then that'll make them go after the wounded Survivor before them. It'll encourage Legion players of actually applying pressure to multiple survivors, not just one because they're near.

    Idk, they just need some kind of buff. This would be an example of a good buff.

  • @Jigsaw_pprentice1993 said:

    Adapt pig make your choice was very usefull most annoying adapt legion

    Makes sense. Pig's perks are very good at punishing survivors... Hangman's with saboteur and hook deaths, Surveillance for going back to a regressing gen, and MYC for rescuing survivors after the killer is long gone.

    Legion was tough for me too... and I'm a legion MAIN. part of the problem is they're map dependant to do well. Sure, you can win Haddonfield, but that's going to be because of your skill despite the killer, not because of the killer. Discordance is decent, and Iron Maiden get a surprising amount of use since survivors love going in and out of lockers when they see you have IM. Mad Grit's fun against bodyblockers. : P

  • @Cetren said:

    My least favorite by far was definitely Plague. The few times I would've had a double lipped I got screwed by survivors DC'ing, and the games where I did catch everyone the game wasn't long enough for me to double pip. Killing people wasn't the problem, it was trying to jump through all the loops that drove me crazy.

    The one that I really loved was demogorgon. I got it on the first game I played with him about five minutes after he was released. His perks are garbage, but nobody knew how to play against him and the atmosphere was so scary that it was a really fun game.

    Well, that makes sense. Plague suffers from the same problem instadown killers do. That being they get penalize for instantly downing survivors, since it counts as one won chase instead of two (which is the usual amount you get for M1 killers). She suffers for chaser and malicious emblems, since cleansing heals them too.

    I'm glad Demo doesn't require perks to do well. Sure, he benefits from them, but they aren't pivotal like Pig or Legion. It made playing him fun... although I do rely on Rotten Pumpkin and Thorny Vines addons too much... : P

  • @newduls said:

    It was part or the nerf they executed when legion was being used in a way that the community was outraged by because it was deemed not fun, BHVR agreed. At some point legion will get a proper rework I'm sure.

    If frenzy was unlimited, which it should be based on the current base kit, then legion would be reasonable. As it stands he/she is in a pretty mediocre place

    UNLIMITED FRENZY, you say! You're crazy, you say!

    Actually its not, it would work perfectly fine.

    2 strikes on the same survivor and you're knocked out. Hit by a pallet, knocked out. Missed strike knocked out. The current design would make unlimited frenzy perfect for playing the way legion was intended. Which was, go around and stab everyone once, then chase the last stabbed person and down them.

    Though I would say, that I'd add one more, knock out of frenzy scenario. That is if everyone is in deep wounds, then you get knocked out of frenzy and the frenzy time limit is enforced in subsequent frenzy's. This would prevent frenzy from being abused.

    It's also impossible to down people while in frenzy, so it's not like that would change much in the long run.

  • In the lore it's due to Frenzy being an ability that would sever their connection to the entity... however... in game balance it was because of the added mobility, tracking of other players, and easy hits frenzy gives you.

  • @Zoldyar said:

    https://forum.deadbydaylight.com/en/discussion/comment/790488#Comment_790488

    I see now. I still dont like the fact of Communion being able to injure a surivior without the player's consent, but i'm fine with the rest of your ideas.

    Communion is supposed to sow distrust among survivors. I'm of the belief that they shouldn't all have perfect synchronization like they do now, but should earn victory against the killer... despite their teammates. It's a selfish perk, but not all perks should encourage perfect teamwork... but that's just my opinion.

  • @Rattman said:

    https://us.v-cdn.net/6030815/uploads/007/TUYHSZLLDYSJ.png

    Okay, last attempt. Not sure why I even bother, you don't really listen anyway, like just ignore my arguments and keep saying this concept is good.

    You cannot tell how the entity would act. I would never presume to fathom a lovecraftian entity's thought process, just because there is no way to tell.

    ...

    I will disagree with you because of this point: just because the entity hasn't done this kind of thing yet doesn't mean it isn't a possibility.

    Like, Iam saying that this isn't possible, PURELY because stuff like this happened before!

    Trapper. He refused to kill survivors, he refused to listen to Entity. Then he became tortured. Like, a lot. Then he got broken and started to kill. As I said, Entity don't tolerate disobedience.

    There are many killers, who looks tortured. It's all Entity doings.

    Take the proof here, check questions №47 and 55.

    https://forum.deadbydaylight.com/en/discussion/2402/every-lore-related-question-devs-answered-81-questions-and-some-answers-1/p1

    So, as I say, Entity have its own way to make killers do their job.

    Worth to mention, Entity also have subrealm called "The void" where she stores survivors and killers, who bacame useless to her. Like, if Entity doesn't succeed with this "intensive persuasion" she just exposes killer into the Void.

    Check devstream №111 if you want proof for this.

    I'll agree, tho, that Entity is unpredictable and she probably not always work with the same pattern. There should be exceptions sometimes. Probably.

    But not the way how you showed it in your concept. According to your concept, Entity showed MERCY to killer, who don't wanna kill! It was as if Entity fulfilled Charlotte's request to stop killings. So, this is a big no-no.

    By the way

    But that is unlikely to happen in the present moment, as now supported by her fellow survivors, she feels that they are her family and will do all she can to protect them...

    There is no such thing as survivors family. They hardly know each other. Even Charlotte hardly know them to say that they are her family.

    Check question №5 from topic above for proofs.

    Moving to the perks.

    Bloodthirsty:

    It only causes momentary confusion for the injured survivor.

    Yeah. It causes momentary confusion. And also, it's useless, cause you still can track injured survivor, if you follow the blood. But, whatever.

    Communion:

    Communion also works on dead bodies, being a shadownerf to Moris in general, yet nobody mentions this.

    ...

    It's never toxic against other survivors, survivors are toxic to killers. Plus it fits with the theme of the character.

    Lol. If you think about it, Communition also shadownerf to DC, since you can heal from left bodies! That a good perk. Except, if killer moried someone, or someone DC-ed, your team basically screwed 8 times of 10.

    And yeah, survivors can be toxic to each other. Pointing to the locker, where other surv hiding, sandbagging, alliance with killer, trade from hooks... your new perk. Please, no. As I said, this community is toxic enough. Especially, after you said that

    Communion is purely a more selfish perk by design, so yes, she can force them.

    Worth to mention, not only this perk is bad for your teammates, its (after 3.3.0 patch) would became one ot the fastest ways to heal.

     through a short animation (which will last between 2-5 seconds...)

    Unbridled rage:

    Let me give you one hint why this perk is REALLY bad desighned. It allows you to instaheal during a chase. At next patch instaheals are getting nerfed, cause devs finally realised how broken they are. This perk would be too good even if it was limited to one use per game.

    By the way, I'll say it again: it also breaks lore.

    Again, at least I am trying to make something. I have yet to see some kind of beneficial feedback from you instead of just saying it's bad and moving on. If you see a problem, propose a solution, but one that isn't just: Delete this.

    ...

    At least I am trying to come up with concepts instead of just complaining.

    I clearly pointed at all problems in your concept. You need feedback? Take it. It's not really my problem, that your concept is, like, really bad, so it couldn't be fixed. It contradicts lore, breaks balance. Like, idea bad in general.

    As if I suggested killer perk, which makes it so that 1/2/3 survs at the beginning of the trial spawns on hooks. And then asked for your feedback or propose solution instead of be like: delete this.

    And yeah, there is a difference between complaints and feedback. Feedback is having some facts at your back, telling why something is good or bad. Complaint is stating something is good or bad just cause. In my view atleast.

    By the way, am I guilty now for not coming with concepts or what? Coming with concepts make you some kind of special, even if your concept is bad? What if I don't like to come with concepts, huh? What if I like lore theories or memes?

    You don't need to be a cook to say that soup isn't tasty, y'know?

    So yeah. Whatever. This is my last reply on this thread. I kinda see that everyone is gonna stay with their opinion anyway, but I don't really care. This concept is never gonna make to the game (like, most of them) anyway, so this is pointless in the first place.

    Ok, first off, I wrote that she treats them like her family, since they all care for each other in their own way. Sure, in the lore, they don't interact often, however, in game they all work together really well. So it's a partial nod to that.

    You think turning a killer into a survivor is mercy...? Ok. That's the highest form of delusion.

    Being sacrificed literally shaves off a portion of your soul. It devours a part of you during that process. And it's extremely painful. Not to mention the various ways killers can injure/attack you. Getting downed by a chainsaw, hatchets, bear trap, deadly plague... it's one of the most painful things anyone can experience.


    Bloodthirsty: I would like some competitor to Empathy. It's a really good perk on it's own, for helping locate survivors. If Bloodthirsty was just Bloodhound but for survivors, then it wouldn't be very good. You'd be surprised how many survivors are across the map after finding blood, especially with the prevalence of Sloppy Butcher.

    Communion: True it would be faster. That's because this perk is supposed to mess with survivors, specifically teamwork and trust. They will rush everything, and this will throw a wrench in the gears. This perk's existence alone will make people more suspicious in Solo que, and cause chaos in SWF if they bring it. It's for the solo player to get the "Me above everyone else" mentality which is exemplified in the lore, but not in gameplay.

    This perk has also received a change of a 60 second cooldown.

    Unbridled Rage: I am a killer player at heart. I know how bad instaheals can be... however, Second wind does essentially the same thing. Besides, this perk wouldn't work against certain killers very well, nor would it work if the killer knows you have it.

    This perk has also received a change of a 60 second exhaustion cooldown.


    The only reason I bring up that you haven't provided anything is because you don't give any solutions, you don't give any bit of actual feedback. You just say this concept is a problem (I quote: "This concept sucks"). You can disagree with the lore, fine, that's the part that's interpreted by others... however, just dismissing it because of that is a bit much... to the point you give a personal attack... is not the right thing to do.

    Your first post: Complaint about the concept and perks. No suggested changes or reworks.

    Second post: No suggested changes/reworks. More complaints, with some evidence from Devs. I counter with DS and HO in defense of UR, which has actually become an exhaustion perk that has no cooldown reduction between tier. Communion similarly has received a 60 second cooldown since then.

    Third Post: You bring evidence in the form of the questionnaire. They say that "Any killer who looks tortured probably was by the entity". That makes no sense when you consider the Hag. She was eaten alive, and willingly serves the entity. Trapper went mad and killed people... but there is no reference to him ever being tortured by the entity, nor is there any reference to him ever refusing the entity's orders. Doctor added his equipment to himself, Spirit was already like that and eager to get revenge... Almost none of the playable killers have been tortured even though they say they have been. Leatherface is the only one that comes to mind, but even then it seems like it was enough as is.

    While it might make sense to just chuck Charlotte into the void instead of making her a survivor... think about it. If a killer had a bond with survivors, how would you best break that bond? Chucking them into the void would be easy, sure, but how about making them see what it's like from their end, so watch as others die, to be unable to help them, to be killed yourself, to see survivors you though you could trust abandon you... wouldn't that be a more fitting way to break a person into what you want?

    Sorry, but an artist and author will always create art, no matter what people say. It's our way of contributing to what we enjoy. I'm sorry if my contribution was lost to you.

    Besides, if you consider fan chapters a waste of time, then why did you even open this thread?

  • @dfrenchiee said:

    I think the hardest adept that I have earned was Plague because I ended up having to have a hatch stand off for it lol.

    I'm currently struggling to get adept clown :,-)

    Plague was tricky... one tip I have is make them sick, hit them once, and then chase them down. Don't try to break them with sickness because it won't count to the emblems. Hitting them twice counts as two chases, where instadowning counts as one, and hurts the emblem.

    Clown is tricky since he's weak... but has decent perks. The best thing to do is to go immediately to where you think survivors spawn and hope you find them quickly.

    Don't worry, you'll get it! It just takes time. : )

  • No. Each item has limited uses. Even Keys. Medkits at the time of the next patch will be in a good spot.

  • @joker7997 said:

    https://forum.deadbydaylight.com/en/discussion/comment/790276#Comment_790276

    Yeah it's about 50/50 on the toxic dwights, half the time you're like lol thanks for the laughs, the other half the time you're like ######### YOU IM GOING TO KILL YOU AND YOUR ENTIRE FAMILY

    Yeah, but usually it's a matter of whether I can punish the toxicity that makes them tick that determines whether or not I'll get them. : P

  • I think that he makes the game more interesting by allowing you to hear his roars across the map... maybe if other killers had final hit sounds that were map wide that'd be cool as well... Like Billy actually roars in the menu, for instance.

    This is one of the reasons I like facing nurse, besides the different types of chases. Her screaming is map wide. It makes me kind of wish that her animations caught up in quality with Demos...

    Hearing a trap snap in the distance always reminds me to watch where I step too... I'm kind of glad some sounds are map wide.

  • I agree with @bubbascal. If you got beaten by a Legion in red ranks, they should be praised for getting that far. As a Legion main in red ranks, I know exactly how hard it is to play Legion well at that level, and it takes a lot of determination to do so.

  • Laurie's hair is from a time when they didn't have the tech to do that, I think. Now though... when Laurie's hair is stiff while Jeff's is ever flowing... it needs an update.

  • No. I doesn't make sense in the lore, and in the mechanic side of things, a lot of survivors leave after they die... so what happens if you revive someone who left?

    It's also unfun from a killer perspective because it reverses your work in a way that is way worse than instaheals. It potentially makes you have to down a survivor 3 more times, depending on how it's implemented.

    Just because killer players make up 1/5 of the community (or less) doesn't mean you should ignore them and add something like this to screw them over.

  • @DrVeloxcity said:

    https://forum.deadbydaylight.com/en/discussion/comment/788695#Comment_788695

    I like the saved loadout idea. But having a scrolling vertical list doesnt resolve the issue that there are a lot of perks in the game. By separating the perks into colors based on what they do, itll give reason as to why certain perks have certain colors. Additionally, itll help new players who have no understanding of all of the perks in the game yet. Additionally, it will help make locating perks easier. Theres probably more.

    This is probably the same answer I'd give.

  • I honestly have no clue why Rule Set No. 2 isn't base kit. It just doesn't make sense to me as a 50/50 player. It makes RBTs near worthless.

    I'd rather have boxes be unable to be interacted with when the survivor in question's RBT isn't going yet. Only survivors with timers going can get a RBT off, in other words. That'd be a nice buff.

  • @JoyfulLeader said:

    https://forum.deadbydaylight.com/en/discussion/comment/790273#Comment_790273

    Yes, I do enjoy the idea of a non-human survivor in the game, I'm sure a lot of people would main her :D. The perks itself are interesting, very unique yes but I think some minor changes would be nice.

    For Bloodthirsty it should be something more special. It's a lot like Empathy just with extra things added that can confuse other survivors on the killer's whereabouts.

    I think Communion should have a small cooldown just so survivors don't run around and drain other bodies/survivors.

    Unbridled Rage is a cool one, I'm not sure how I would change this one

    All in all, I really like this concept and how it's different from other concepts. It's quite refreshing actually

    I would too... not just because she's my creation of course. : P

    As she is a former killer I think Bloodthirsty is fine, imo. It's all about tracking survivors, and I'm not sure of how to change it to be better other than an increased range... I personally think Empathy needs a bit of a nerf, because the info given can be really good and it has unlimited range...

    Communion now has a cooldown of 60 seconds, if that's too much, please tell me.


    Thank you for the compliments!

  • @Zoldyar said:

    https://forum.deadbydaylight.com/en/discussion/98792/new-solo-survivor-concept-looking-for-feedback

    There's two massive problems I have with this build.

    For communion, is a survivior force into giving the other surivior her/his health state back up? Also, if not then how would a surivior prevent the other surivior from doing so? I can see this perk being a massive troll and being abused on other suriviors. Moreover, is it a time thing or can a surivior use this perk constantly? If so it could be considered op. One last thing, can a surivior do this to a surivior that is injured? So in other words, can a surivior force another surivior to go into a dying state?

    For unbridled rage, is there an exhausted effect that is included on it? This is because a surivior can abuse this and use this constantly with head on. Also, when a survivor has this perk activated, is there a time limit to how long it stays active? I'm asking because what if everyone has that perk on and stun the killer. Would it be balance if a killer gets stunned for 8 seconds?

    Other then that, I like your idea of new perks on a surivior. I also like your unique idea because you think outside the box of how a surivior, doesn't nesecessary have to be a human. It's just like the Demogorgon not being a human but still considered as a killer. So you also using that idea for Suriviors is pretty clever.

    Thank you for your questions.

    Communion is purely a more selfish perk by design, so yes, she can force them. However, a survivor with Communion must be injured to be able to use it. So a survivor can't just troll and do that to their fellow survivors all the time. It's risk/reward scenario. Either you let them heal you, or you take your chances that they won't be found and bite them. Perhaps having a cooldown would make sense though, since spamming isn't supposed to be what it's for.

    No, they can't down a survivor into the dying state with that perk.

    On further reflection, I believe Unbridled rage should be an exhaustion perk, since it extends chases, even giving you a health state back.

    Well, survivors should be more human like than killers, since that keeps them relatable, but I would be interested in seeing aliens or something like that in the future for possible survivors (they'd be more human like than beings like Demo, though). There are only so many humans you can make for either side in the long run.

    Thanks for the compliments!

  • Legion and Laurie are my two. : P

  • When you hit all four people with Frenzy so they have to waste all their time. : P

    Or tombstoning everyone. That is always worth it.

  • If you're wanting to be chased, yes.

    If you want to be stealthy? No.

  • @Volfawott said:

    If you like the toxic survivor stereotype is a weird one indeed you have the general ones because certain YouTubers made them popular for being toxic

    That's your Claudette and Nea outside of that you'll tend to find different responses survivors who get the toxic category.

    Personally besides my friend Jojo I have yet to run into a Quentin main who wasn't toxic.

    Also Dwight main (not baby Dweets) tend to be very toxic at least for me.

    However I've heard people say Feng Min mains of very toxic ( which I take personal offence to) I've also heard similar things about Ash and Tapp mains (yeah all 5 of them)

    I've noticed any Dwight with the bald head cosmetic will try to be toxic... to varying degrees of success.

  • @JoyfulLeader said:

    https://forum.deadbydaylight.com/en/discussion/comment/789392#Comment_789392

    I'm joining the disagree side as well. The Entity is a very unpredictable force. It always changes it's ways such as adding Inhuman killers and allowing for killers (The Plague) to speak during matches. The Entity always finds different ways. Clearly you didn't consider this.

    Even the devs said that the Entity is always changing, and is extremely unpredictable with what it does and impossible to tell what it will do next.

    Thank you for your support. : )

    Do you have any opinions on the concept itself?

  • @Write_By_Daylight said:

    There are, in my opinion, a vast amount of banned accounts on the forums.

    It's a little intimatidating as a new forum user and sends the message to me at least. That's it's not very safe or open to post without intense fear of being banned.

    Once again, just my observation.

    That is an interesting thing to note. I got a warning for the smallest of things (calling a particularly toxic build cancerous, if you're curious), and that made me realize that you walk a fine line here.

    Still, not as bad as tumblr.

  • @Rattman said:

    @Critical_Fish

    >you cannot tell how the Entity would act. If you don't notice, Survivors get hurt and suffer A LOT. Making a Killer a Survivor would 100% beat them into being a Killer again if their will is not strong enough.

    Point is, I CAN tell how Entity would act. Once Trapper didn't listen to Entity, he became tortured. Hooks and metal bars appeared in his back for reason. Entity don't tolerate disobedience, y'know?

    >Bloodthirsty helps in an altruistic build.

    Well, I see it somewhere near Predator or Unrelenting. Nearly useless. Infact, making you emmit terror radius actually beneficial for killer.

    >Communion would work in one scenario ...

    >Think about scenarios it could work in before you critique it.

    Easy. SWF gonna use it for bullying purposes. By the way, I really like how you say that perk which makes other survivors injured could be used in altruistic builds. Bruh, what is wrong with you?

    >Who said you couldn't fight back?

    Devs.

    Million times on devstreams devs were asked, why survivors can't fight back. Like, 4 survivors could easily overpower killer like Hag. Or Pig. Or Legion. I mean, we have David King, who is basically a fighter, Bill Overbeck, who died at zombie apocalypse. David Tapp, who is also in good physical form etc.

    Point is: they can't. As devs said, being in Entity world is somewhat similar to being in the nightmare. You just scared and can't fight back. Even if you trying, its not working.

    This also could be extended to "why survivors don't use hatchets from lockers".

    Some Entity limits.

    >youll see how Unbridled Rage is balanced

    So, like... during a chase if you take hit and then stun killer... you can stun him again and recover one health state. I read it again and I kinda wanna slam my head against the wall.

    I'am very happy that this guy - the author - is far away from game development, really.

    No you can't. You cannot tell how the entity would act. I would never presume to fathom a lovecraftian entity's thought process, just because there is no way to tell. In this concept, sure, it's intentions are easy to read, but when you think about it, survivors wouldn't know about this.

    Bloodthirsty: It does not benefit the killer in any way because the killer can't see the Red Stain or hear the TR (it's in the perk description). It only causes momentary confusion for the injured survivor. That's it.

    Communion also works on dead bodies, being a shadownerf to Moris in general, yet nobody mentions this.

    That being said, I can understand where you're coming from. That perk is designed to be a solo survivor perk, not an SWF one. Maybe I should buff the broken timer to compensate.

    Unbridled Rage: Well, most killers run Enduring/Spirit fury which this perk counters. The easiest way to avoid this is just: don't get stunned by a pallet. That simple.

    It also doesn't quite work against instadowns killers or perks either, since you must be injured first. It also wouldn't work on Nurse because Nurses' won't get pallet stunned that often. So it's not as broken as you think it is.

    That being said, making it an exhaustion perk might make it more balanced.

    They said that... then release DS and Head On. Their words, and their actions are clearly different.

    Again, at least I am trying to make something. I have yet to see some kind of beneficial feedback from you instead of just saying it's bad and moving on. If you see a problem, propose a solution, but one that isn't just: Delete this.

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/789392#Comment_789392

    At the end, it literally showed the Entity's though process.

    The Entity has never done something like this until this concept, you cannot tell how the Entity would act. If you don't notice, Survivors get hurt and suffer A LOT. Making a Killer a Survivor would 100% beat them into being a Killer again if their will is not strong enough.

    Bloodthirsty helps in an altruistic build. It could be beneficial if in the Survivor's eyes, blood trails lasted longer, but eh. It would be based on playstyle.

    Communion would work in one scenario. If the injured Survivor had a medkit and the other one didn't. Sure the 10 seconds of broken hurts, but they can still be treated faster than the Survivor that used Communion. Think about scenarios it could work in before you critique it. Communion also helps in an altruistic build.

    Who said you couldn't fight back? If you forgot, this Survivor is not completely human. Sure most of their power is gone, but still some is contained. If you actually read other comments, youll see how Unbridled Rage is balanced. It is a short stun, and does not affect lore.

    With the medkit changes, that would be an indirect buff to communion, especially with a green medkit, which has the fastest self heal in the game.

  • @Rattman said:

    This concept suck. Entity wouldn't transform killer into survivor if killer don't want to kill, ok? Entity enjoys to watch other suffer and do stuff against other's will. Like, if you don't wanna kill, you will suffer. Then suffer more. Then you start killing, even if you don't wanna. Or be placed to void, I guess.

    Bloodthirsty - don't give any benefits, since if you see blood - you probably can hear injured survivor. Or, like follow the bloodtrail. Survivor won't be far enough, cause blood dissapears quick enough.

    Communion - injure healthy survivor and heal yourself? Pls no, this game is toxic enough already.

    Unbridled rage - you can't fight back, you can't freakin attack the killer! This perk goes way too far breaking not only balance, but lore.

    I will disagree with you because of this point: just because the entity hasn't done this kind of thing yet doesn't mean it isn't a possibility. This is a concept for a reason. I am looking for genuine feedback, not just a generalization of your opinion.

    Bloodthirsty: It helps find injured survivors in a different way to empathy (which is overall better than this perk, but that's another thing). It makes injured survivors more cautious when being "hunted" because they don't know if it's the killer or not until they see who it is. My thought process has always been that survivors shouldn't always be helpful to each other because that makes games unfun for killers... but since disguise killers are confirmed to not be added into the game, this is another method.

    Communion: It's never toxic against other survivors, survivors are toxic to killers. Plus it fits with the theme of the character.

    Unbridled rage: It's really a punishment for Spirit Fury/Enduring more than anything else, but it has a downside. That being, it's time period is really short, and if the killer is expecting it, then they'll play to that. True, it wastes killer's time with two stuns, the timing has to be just right.

    At least I am trying to come up with concepts instead of just complaining.

  • I would also like to say that Unbridled Rage is a counter to Spirit Fury/Enduring combo as well, since it'll be easier to get the attack off.

  • @Liruliniel said:

    The Trapper:

    • Increase base Traps to 2, but at the start of the match you have 5 traps to carry and 5 traps already armed on the map. You may pick up one trap from the ground or get 2 from the locker which has a 4 second search time. Once your base traps go from 5 to 2 you wont be able to have more then 2 without addons. Can't have more then 15 traps on the map or they start to recycle. Also cant place more then 5 Traps in a small area.

    The Wraith:

    • Increase clocked movement speed to 195% and while coming out of clock give him the Ghost Addon at base kit.

    The Hillbilly:

    • Buff the stun time for missing a chainsaw attack with a survivor within 10 meters. Add a recharge delay of 5 seconds overall for Billy.

    The Nurse:

    • Remove base kit nerf and rework about 50% of addons again.

    The Hag:

    • I liked the additional range you provided no changes otherwise.

    The Doctor:

    • Rework addons for treatment and punishment mode so they all effect both modes. Increase base shock range by 25%. Every hit with punishment will decrease your madness tier by one to a base of madness 1.

    The Shape (Myers):

    • If a survivor hasn't been stalked for more then 3 seconds for the duration of the trial you can't instadown them or tombstone them for the duration of evil within 3. If you hit this survivor with evil within 3 your duration will be reset as will all stalk levels on survivors.

    The Nightmare (Freddy):

    • Snares would have a longer hindered effect that stops survivors longer then they go over a second one while the hindred effect remains. This means you wont be able to put traps within 5 meters of one a other.

    The Huntress:

    • Change terror radius and hum to full hum and reduce it to a 32 meter Hummig Lullaby for the terror radius. Reduce Locker search for hatchets by 66% leaving it at 2.5 seconds. Change Iridescent Head to be reduced to 2 hatchets and can't be increased with other addons.

    The Cannibal (Leatherface):

    • Reduce the temper tantrum time. Increase Rev speed when walking to 105%. Change some Addons so they are not so similar to Hillbilly addons.

    The Pig (Amanda):

    • Roar on ambush changed to a successful attack to let others know she has ambushed successfully (not global) instead of before the attack. Increase crouch speed to GF speed and change combat straps to movement when crouched to make her 100 M/S while crouched. Reduce Terror Radius to 28 meters again. Rework addons. Exposed Status works with Ambush attacks.

    The Clown:

    • Increase area of effect 10% and duration by 1.5 seconds. Add one bottle and reload speed decreased by 5% and is increased speed reload by 25% per remaining bottle up to a maximum of 75%

    The Spirit:

    • Remove Prayer beads not a rarity change full on removal. If you can't play her without them then you don't deserve to play her. She has counterplay that a lot of people can't seem to grasp removing a majority of this is not helpful.

    The Legion:

    • Legion will he reduced to a 110% M/S and FF speed increased to 160%. The vault speed back to pre rework. Every time They misses a hit They loses 20% of the remaining power gauge based on if it was full bar.
    • You may activate Fereal Frenzy anytime you have power in your bar. The stun will be reduced to 2.5 seconds. Anytime you hit someone with FF and they have deep wounds applied they lost 10% of the remaining bar based on if it was full. You will not lose your power for hitting a survivor with deep wounds.
    • Deep wounds applies a action debuff of 30% to all action bars that is not Mend. While in FF for applying deep wounds Legion gets a additional 15% M/S buff while in FF.

    The Plague:

    • While sick and not broken you have a 5% debuff to all actions. Survivors get sick by interacting with you or with objects you touch. While broken that debuff doubles to 10% and survivors get sick being within 3 meters of you automatically. Every time you cough whatever action you are currently doing is interrupted and immediately stopped or cancelled.

    I haven't played Ghostface or Demogorgan enough to have a conclusion or idea of changes. I would say all maps need to be reworked and balanced.

    Demogorgan I wouldn't mind being able to reset traps like Hag and Freddy either.

    I only disagree with the shape change because he's already pretty balanced and there is no reason to make the Evil Incarnate achievement harder than it already is...

    And Huntress because her hatchets don't really connect half the time. Besides that's more of a base nerf. I'd rather have the slower reload if I could use that strong addon combo.

  • If I'm going for the last Adept I need, then absolutely no mercy to anyone. If I am having a casual game though, then it's 50/50, erring on the side of not camping. (I don't camp because less fun for everyone on both sides.)

  • @Critical_Fish said:

    Great concept, even better execution.

    Bloodthirsty is a cool perk that could work somewhat well in a more altruistic build. One question though, what counts as tracking? Following the blood trail specifically?

    Communion is a cool way to gain back a health state. Especially if you have a medkit and the other person doesn't, it still heals faster than if you didn't use it. Again, one question, how long is the animation?

    Unbridled Rage is great. I originally thought it was going to be another DS like perk, but it actually punishes the killer for making a mistake. Does attacking the killer extend the stun, or does it only gain a health state, though?

    Thank you. : D

    Bloodthirsty: I was thinking standing like 10m or less to a bloodstain will activate it. And yes, you'd have to follow the blood trail to continuously track them. The duration of the aura lasts as long as you're "tracking" the trail. (fits with the ex-killer theme).

    Communion: The animation would probably be around 2-3 seconds. It'll be quick.

    Unbridled Rage: I originally had the tiers at 30/45/60 seconds, but I realized that was too long and would just be a major detriment to the killer... so I changed it back. I was also thinking of giving a visual cue for it as well, like having arms outstretched or something... It stuns only for the length of the animation, as you get a health state back as well as buying time.

    I was going to update it right now because the image needed an update, but I'll add these in there as well.

  • There is a point where they should just make a chapter for bug fixes and the like instead of making a new chapter. Despite what many think the team for DBD is small and can't do everything.

  • @myers_obsession said:

    But the icon is from blindness :o

    The icon is different to blindness. While they do have the same structure, Blindness has a smaller dot in the eye than in Vision. I think the icon isn't used because of its similarity to blindness and to prevent confusion.

  • Because a perk like that would be unfun for killers. It's also a gamble too, since Jane is sacrificing an exhaustion perk for the ability to stun killers like that.

  • @NoOneEscapesNancy said:

    Why does it say I don’t have permission to change my profile pic?

    Do you need to make more posts on here first? I don't honestly know.

  • Their building had a major power outage a day or so before they announced that. Perhaps they lost some work due to it and were forced to postpone it? We don't know what the problem was exactly, but just shouting on the internet isn't going to make them work any faster. They could've not told us at all and made us truly mad. It could've been a lot worse.

  • A scythe, normal, or executioner's longsword. Knives are cool too, but I couldn't narrow a specific one.

  • I prefer Pop because it can allow me to instantly regress a gen of my choice, not where survivors take me as a killer.

  • It's skill of a different type, but still way less and much easier skill to acquire than killer skill.

  • My build for this:

    Ruin - obvious.

    PWYF - speed.

    Distressing (You're in tier 3. You might as well confuse them. And you need the extra points.)

    The fourth used to be Dying light, but ever since that perk got nerfed into a different tier, I've been having trouble finding a perk to replace it. Maybe Corrupt intervention so that ruin isn't prioritized so much... idk.

  • @DelsKibara said:

    I'm a Spirit Main, and I can definitely say that she is only OP if you try to counter her like you would any other killer. Spirit doesn't work like the other killers, she works like Nurse. Loops can be detrimental to your survival rather than helpful.

    Those people who disconnected are people who can't play against Spirit and rather instead opted to insult and harass you for it. Ignore them.

    With that said, I don't think there has been a peep of the developers taking a look at Spirit in the near future. At least according to my knowledge on what the devs have said.

    Just keep playing and have fun with the killer you want to play! Don't let those nosy little shits get in the way of your fun.

    That is exactly the point. They want to be able to rely on loops to win.

  • This is a far more balanced version of the Reaper than any I've ever seen. I'd actually want to play this. Great job! : )

  • Combat straps and VCR are good since they're the only ones that don't affect your traps, but your ambush, which can be great. Pig's traps aren't her strength, since they're not what get kills... but the ambush can if used correctly at certain loops.

    Tampered timer and Crate of gears can be good together, but that's about it. I guess if you want last will for the extra trap that can be handy... they're only there to stall and that's it.

    I'm not a pig main though, so take my advice with a grain of salt.

  • She has the potential to be quite powerful, however, at high ranks, she can't use half her kit because nobody f***ing cleanses. The emblem system isn't kind either, since she essentially one hit downs, she can't get a lot of points for chaser or malicious... either way, she's a roulette wheel. If people cleanse, great! If not... then she's still decent, but people can still escape since it doesn't hamper them in other ways... and cleansing heals completely, even if the strike was from your weapon (which doesn't make sense to me... but whatever).

    She can also be stunned from vile purge, which doesn't make sense since so few people give you the chance to use that anyway.

  • The only reason I'd ever tunnel is if I see a broken icon after an unhook. It means either a bad situation... or worse. It's either Deliverance (which is bad enough), or Second Wind, and I can't afford to let steve undo my progress on him at that point.

  • NO. Noed is fine, it has counterplay. Just do the bones. Bring Detective's Hunch, Small Game, a Map, whatever, just do them, and you won't have to worry! So many survivors complain about one of the easiest perks to counter...

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