Raven014
Raven014
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- Raven014
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While many didn't appreciate old freddy, I think that bringing him back to that isn't worth it. It'd be maligned by the community, even if there was a minority that did want it.
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@Sluzzy said:
Anyone that complains about the nurse changes might actually care about dbd have you ever thought? When a killer is no longer viable against decent survivors then that is actually a serious balance issue.
I think that's the core of those unhappy with the new nurse, myself included...
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There's something called hypocrisy... and you've definitely got that in spades...
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@PolarBear said:
Both are a problem yes. One is getting fixed next patch though so hopefully the other one is right after.
I don't think he's referring to instaheals...
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If you want to mori every survivor, you better be darn good at the killer you're playing first. With Keys, it takes no skill, especially if the rest of your team is bad.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/758992#Comment_758992
Yea, Freddy has gotten so strong it never feels earned unless it's an optimal SWF group.
It's not that he feels strong to me, it's that he feels... off for me. It doesn't feel like the same Freddy I earned my Adept on, the one that basically shows off your skill at the game. He required a different skill set. Instead of just tunneling, you check up on survivors, bobbing, weaving, pinging from one to another and you'll eventually get people down and... well, that's how I found him most effective.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/759005#Comment_759005
It is weird! But people can't see eye to eye on everything!
BUT having said that, if Killer perks got buffs like you said, then i'd be fine with it!
I vote we buff ALL the low tier perks and Killers!
Absolutely!
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@Hoodied said:
I would play it, but atleast dbd is on console
That's basically my issue with competitors too.
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I'd say it's the old DS, but I only started grinding Laurie levels AFTER DS was nerfed, and got her to P1.
I am a laurie main now, but her history makes it clear why she's hated though...
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@Maelstrom10 said:
Yes please, hell I'd even go further and say 10s so long as the power to do so is earned. Also buff remember me. Make it disable or half power if the obsession dies with one survivor left to prevent inescapable situations.
That's a flat nerf, similar to what they did with Dying Light. I'd rather just have it back to six stacks, because people who tunnel get less stacks, and less use from it.
Don't forget the doors are random. If they're across the map, 2 stacks (with current Remember Me) won't be enough to stop them opening if you don't guess which door.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/758086#Comment_758086
no one really uses wake up past adept this would encourage more usage
We actually agree on something... weird...
@UlvenDagoth said:
20 seconds is already pretty fast ya know! otherwise more people would run Wake up even as is!
We actually DISagree on something... weird...
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/758123#Comment_758123
What's bad about buffing lower tier Killers?
Whats bad about buffing lower tier Killer Perks?
What's bad about making something really short shorter?
I can answer that last one. Balance.
Nothing's wrong with buffing survivor perks that aren't useful at all unless... similar killer perks don't receive the same treatment. I want Vigil and Wake Up to receive buffs, and maybe Pharmacy and all of Ace's perks.
At the same time, I want buffs to Remember Me, Confinement, Predator, the NEW Dying Light, Overwhelming Presence, Territorial Imperative, Fire Up... you get the point.
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I'd be willing to have that as 7.5 seconds if Remember Me was buffed to its' original form with 6 stacks. You had to actually not tunnel the survivor to get them all.
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@BunnyTheHutt said:
I always enjoy playing the Non meta characters, why I originally mained Old Freddy. Now I'm playing Wraith and do pretty good at red ranks with him.
I used to play old Freddy a lot. Now... not so much. It felt so rewarding to get a 4k where they nearly get out...
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@Ramxenoc445 said:
I play the ones i actually like. AKA Freddy, Legion, Huntress, Demogorgon sometimes trapper and sometimes micheal. Thinking on learning spirit b
You should. With the nurse nerf you'll need a new good killer to have up your sleeve. : P
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/758966#Comment_758966
bold of you to assume I care about achievements
Well, I care about them. Maybe you don't. People are different. I just listed reasons why it might affect you.
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Hm...
I'll go over perks first:
Sight For Sore Eyes: Very powerful on a three gen build, but not too over the top.
My Favorite: A good detection perk, but I think the gen their obsessed over should change after being hit. That way if it's done, then the perk won't be useless.
Hex: Sore Souls: Don't make this a hex perk. Or if it is one, make it work like TOTH, but without the ability to be completely cleansed. Per totem, gen speed is reduced by... I think you get it.
Killer Kit: VERY WEAK.
How I'd improve it: Well, based off of what I know of the Shy Guy... the only thing I can think of is something where they are weak at the beginning, and depending if a survivor sees them, they get a massive boost for how long their viewed... kind of like the opposite of a GF/Myers combo. I'd make their TR way smaller than most so that Survivors have to look for them.
The aura seeing part is cool, but I'd only recommend that for a T1 of the ability I put above... or maybe T2, if there's a counterplay to it...
I'd also make it so the last person that views them becomes the obsession, kind of how the SCP operates.
They don't have much pressure, but I'm not sure how to add any to him...
Iridescent Claws: I guess make them down survivors with one attack at T3? IDK.
You've got a good concept, and you can take or leave my feedback, but those are my quick suggestions/feedback. I want you to really take in the perk feedback though, especially with Sore Souls.
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I'd rather have them immune to all detection perks as a part of the status effect. That way it'll make people less likely to rely on them (Spine Chill + Premonition mostly).
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/758942#Comment_758942
Why should I care it's a killer I only play for dailys
Nurse was one of the top tier killers in the game. Being good with Nurse allowed you to actually do well with killer without needing ruin...
...but you're unconcerned anyway. It means you'll play against her less, you won't be able to get her achievements as easily, and ultimately, you'll have less experiences against her. Making you weaker as a survivor.
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No matter what group I'm with if I play survivor, I will get screwed by a bad survivor play. Either by running the killer right to us, or unhooking me just to be downed because they have no borrowed time... I can never win as survivor. Then again, survivors have no real win/loss parameters... so I just make mine to stun the killer with Head On at least once and get as many points as possible. I have a lot more fun because of that.
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https://www.youtube.com/watch?v=FkNDByBWaYg&t=596s@then4321 said:
Killers that main Nurse can do well with no addons anyways, they aren't complaining.
True survivor mains aren't moaning about it, because the changes aren't that drastic. Also, whose ever heard a survivor main complain about a nerf.... 'oh no! I wish old Legion was back...' pfff
The only people that are gonna b*tch about it are those who play her occasionally because she has the best map pressure out of any killer.
It's not an overhaul or overnerf, she's still flying around, get over it.
Just watch this... I can tell you don't play killer much.
The New Nurse absolutely needs to use addons to do well, since that recharge time just is not nessisary. Everyone complained about OmegaBlink, not base nurse. These changes will kill her off on console at least.
Basekit nurse had counterplay: Stealth (which survivors don't like to do) or juking (which many weren't good with). I actually learnt to master both, and helped make nurse easier to counter.
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@humanbeing1704 said:
I dont care because I'm on console
Um... you should care because these changes will be effecting console nurse as well. I'm glad I got the Nurse achievements before these changes.
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I mean, I won't get the rift, because I'll be getting certain cosmetics outside the rift's track. And whether or not you'll actually use the cosmetics they offer is another thing, since it's value is subjective. Objectively, you'll get $200 worth of cosmetics, only if you actually play it as much as you can, and in my case, I just can't.
I wish you could earn Auric cells on the Free track, so that way there's a reason for Free players to actually continue to try those, since some people won't want the extra BPs... not if they've maxed every character.
These are just my thoughts though.
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This doesn't disprove what he's saying... especially if it only goes up for Auric Cells.
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@Ark_the_Bonsai said:
https://forum.deadbydaylight.com/en/discussion/comment/758817#Comment_758817
The only "killer have fun" option? That's the only way that a killer can have fun? Really? By cutting their objective down by a third?
And you're right, it shouldn't be nerfed into the ground and some hexes should be buffed. But Devour Hope is one of the most well balanced Hexes in the game. It's a Hex that's incredibly powerful if used correctly, takes some work to accomplish (IE, doesn't hand you a win on a platter), and has counterplay.
Most other Hex: Perks do nothing for you and can be destroyed, wasting a slot but Devour is definitely not in the category of bad perks. If you're bad with Devour, it's definitely not the perk's fault.
Mori's should remain strong but they should be as strong as other iridescent items. As strong as BNPs, the new (and improved) styptics, the rainbow map, the skeleton key.
All of those are strong without being a free win for someone with a brain cell (except for the key, the key takes no thought and deserves some slight changes just like moris do)
Presently an Ebony cuts all survivor lives down by a third, if you're only looking at health states. That means that survivor play time is cut down by one third overall. Killers can't have fun if gens pop at the speed of light. Survivors can't have fun if the amount of time the game is balanced around for them to play gets a giant chunk of it removed with no counterplay at all.
For a better example, lets imagine survivors had an offering that cut the gens down to 4 and one gen started slightly above 50% completed and couldn't be kicked down below that amount. That is the equivalent of a mori. 1.66~ gens is a third of your time stripped from you with no say in the matter.
So yes, they shouldn't be nerfed into the ground but they definitely shouldn't be as strong as they are. Especially given we haven't even talked about the extra time lost by the fact that mori animations are faster than sacrifice animations and don't require the killer to risk a decive, flashlight save, etc or waste time carrying the survivor anywhere else, giving the killer significantly more down time than they'd normally have.
Killers who think that moris are perfectly fine as is, are no different than survivors who thought that the old BNP was okay.
It's the only offering that lets a killer relax in a game instead of tryharding with the meta build to stand a chance.
A game can go where a mori is wasted. The same cannot be said for some of the tools that survivors have access to.
My perspective is more about that the item itself shouldn't have limitations because scummy people use it that way. People will turn and say: "What about instaheals?" Well, they needed to be nerfed because there was no counterplay to them. Moris can be used, but it's not a guaranteed win. Sure, the game is shifted heavily to killer, but survivors can still use stealth, outrun and lose the killer: and still win. They require wasting killer time, they punish them by making certain great perks less useful, give less BPs, and the best a killer can do if they mori off first hook is just a black pip. It doesn't reward killers the same way perks like DS/BT can for making poor choices. If you mori at the wrong time, then survivors will absolutely punish you for it.
Survivors can easily find another game too, so it's not like they lose as much time loading or anything like when a SWF ruins the game of a killer.
That's why I advised Hexes be buffed before giving killers another nerf. Because Hex perks have the potential to be strong, but as of right now there is no downside to cleansing them (unless it's H:HG, but I don't see that often).
You're also comparing a one time offering to survivor items which can be used in multiple games if used correctly.
No, not really. A mori is about skill, where gens require way less skill to fix.
The only real argument I see against moris are against players who use them as 1 hook moris, which are just... boring. There's less skill involved playing that way with a mori, but I wouldn't force people to play a certain way.
Let's face it, survivors can absolutely ruin a killer's game more easily than a killer ruin a survivor's game.
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/758807#Comment_758807
A bandage mask would just need an Okay from John Carpenter.
=/ Not really a big deal...
I know. But that's what I remember them saying about that outfit. That, and it wouldn't be recognizable enough. : /
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@Ark_the_Bonsai said:
Mori potential is tied to gen progress. One mori per gen completed and the mori is only available to a previously hooked survivor.
It's still incredibly strong but if you want that 4k mori you have to let them complete 4 gens
Hell, maybe make it so that it's the above idea but survs also only have to complete 4 gens for that match if you bring an ebony.
My biggest problem with Moris isn't the fact that you can kill people but that they're stronger than Devour Hope which is a destructible perk that you have to work to get the mori ability on. An offering should never ever be stronger than a Hex: Perk
I'd rather see hex perks get a buff than see the only "Killer have fun" option be nerfed into the ground.
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@Micheal_Myers said:
I don't like his Gown, but I do like his new weapons!
(If his Gown had a Different Mask or even bandages it would look way better!)
I think that's due to licensing reasons...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/758781#Comment_758781
but killers facecamp you because they love you and they do not want to let you go :(
I know... especially Julie. If she wants to facecamp I'll welcome it. : D
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/757560#Comment_757560
Yeah like demogorgon's stomping as an example. Bit loud to himself but I understand it's noise for other survivors
Absolutely. Sometimes I miss a survivor's pained noises because of them, making me play a little worse. : P
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To be honest, if you know survivors are near you, then why would you leave the area of a hook? But facecamping is a bit much, though...
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@Mochan said:
Actually there is no offering that interfered with spine chill and none that let's them know exactly where you are in the basement.
Myers can negate Spine Chill when he is T1, this is the only way to counter spine chill I think.
If you ran into the basement and ran into the locker this gives a notification to the killer.
Seems to me. You have a lot to learn.
There is Territorial Imperitave and BBQ that could read auras in the basement, and based on the desc. of what happened, I think the killer had BBQ. But those are perks, not Offerings like you said.
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@jeyers said:
https://forum.deadbydaylight.com/en/discussion/95259/game-benefits-killers-too-much
This game has always favored killers.
Survivors do gens too fast ? Killers get Ruin
Survivors heal too fast ? Nerf that healing speed.
Survivors have good perks ? Exhaustion
Survivors have good addons ? BNP and now instaheal, gone
Survivors play with their friend = match against the highest tier killer
Survivors DLC have good perks ? No
And so it goes...
Sounds like you don't play killer often. I also source you to this post:
@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/757162#Comment_757162
Can I introduce you to 2016 DBD?
That vid explains why you're wrong better than me.
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First off... The exposed effect can be outlasted in most situations (except for Billy, Bubba, Iri Huntress, and Redhead Clown, but even then they have to be precise or time it just right). The perks that give exposed means you have to fulfill certain requirements to get that on a survivor (MYC for going away from the hook, DH for letting them save 3 people at a long distance, H:HG means you are giving them a totem cleanse, and H:NOED can be overridden by just doing the totems).
Second: If you don't like being slugged, then just bring No Mither, Second Wind, or Unbreakable. That'll guarantee that you won't get slugged. It's that way so survivors can't be even more unfun to go against in higher ranks. Slugging is a legit strat according to the Devs.
Third: you refer to Spine Chill as the "Cat offering". That indicates you don't separate offerings from perks. Also, Spine chill only lets you know if the killer is looking at you. If they aren't, they can still arrive. You have eyes and ears for a reason.
Fourth: Not really, The TR hasn't changed at all. You can still hide quite easily.
Fifth: Moris are rare enough that it's not frustrating. I get survivors are mad for being mori'd, since it requires you to play more stealthily, but it's your fault as a survivor if you get caught.
Sixth: BBQ exists to make sure killers don't camp. It gives them points for each person they hook and tells them where you are for 4 seconds. If you mistime your hiding from BBQ, and he finds you, it's your fault.
All in all, you need experience... not just as a survivor, but as a killer too, since you don't know the counterplay that exists... and don't understand how survivor sided the game can actually be.
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@TheRockstarKnight said:
Doomguy.
I mean unless he, Bill, and Ash get a new gamemode where they hunt down the Killers...
Unless he was a killer that believed the survivors to be Demons... but even that's a stretch.
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@LOA said:
Size matters some for survivors, but the real kicker is sound. Some survivors are loud as hell, while others barely make a sound. My man Ace is extra quiet.
Well he was on the run from the mob, so I should hope so! XD
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I've already got all of her achievements, so no. I won't punish myself further... (I play on console, where she is more difficult to play regardless).
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Probably not because you can still get a three blink nurse... it's more like the Evil Incarnate achievement now.
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That's something called smart play. If they fell for a trap, it's their fault. Good on you for making them salty. : )
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/756174#Comment_756174
It's less the amount of Claudette and more the amount of Claudette that actually wear cosmetics rather than just the P3 clothing.
I see a lot of Claudettes it's just P3 or maybe the darker recoloured shirt
Well, that may be true. Whenever I am claudette though, I wear the ugly sweater or the blight cosmetics.
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The only good kind of exclusive is when you earn it yourself. Similar to Prestige skins.
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The H4 flood sound right when you see a spartan ragdoll from around the corner.
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@SinisterDog said:
https://forum.deadbydaylight.com/en/discussion/comment/756515#Comment_756515
What would be different on console?
Well, the delay for skill checks, lag, and other control issues would be the biggest impacts. Less precision, so there are more R1 survivors that have trouble dealing with ruin than those on PC.
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Interesting thought, making it so he could see the auras of survivors after teleporting, however...
The escape mechanic of Page Obsession doesn't seem very intuitive. It just doesn't fit, imo, but I like the creativity.
I'm Watching You seems a worse version of I'm All Ears for Ghostface, with a few extra added actions to track.
No Escape seems a little broken... at least it doesn't show auras at the exits, but it still seems a little powerful... combine that with Blood warden and I could see a trapped forever build coming up.
I have my own concept for the Slenderman as well, could you give it a look? I'd appreciate the feedback.
@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
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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@SinisterDog said:
https://forum.deadbydaylight.com/en/discussion/comment/756505#Comment_756505
That's what this change does... it makes it harder to work through it, but also punishing the survivor less for hitting what would be 1/2 great skill check, also doesn't punish low rank survivors who can't work through it since the perk is pretty hard to work through but isn't extremely bad if you can't
I still think that doesn't need to happen. At least on console. Then again, that's the difference I suppose. Maybe you play on PC and I don't. : P
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@SplinterCell123 said:
https://us.v-cdn.net/6030815/uploads/641/XD0GSUX3EK7F.jpeg
Hopefully his design in the game looks like this.
I'd rather he look like his self from The Arrival than the official movie incarnation.
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@SinisterDog said:
https://forum.deadbydaylight.com/en/discussion/comment/756477#Comment_756477
Hit rank 1 multiple times I tend to hover around 6 though for simplicity's sake
Well, then people work through it and it doesn't need a nerf. My experience at higher ranks is that if people see it they destroy it, then the game gets harder from there. If they don't find it they'll work through it. That's why you see people exchange ruin for Corrupt intervention or Pop Goes the weasel, because they all do similar jobs.
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As it is now, it's good. However, if Hex totems get a buff in general, then I'd be willing to accept other changes to Ruin.
I would love to see Huntress' Lullaby improved so it can stand toe-to toe with ruin. Because while each messes with survivors and gens, Lullaby doesn't do much since it often gets destroyed before it can reach its' full potential.
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It's not really an issue. If a killer is camping, they're not doing their job of adding even more pressure, while letting others get away. They're sacrificing 4 possible kills for 1.
And... you know, kindred exists...
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@agimpchinchilla said:
Thank you so much @Raven014
No problem. Just keep being you. : P