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Raven014

Raven014

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Raven014
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  • Since time is essentially non-existant, that explains why you can have a new default meg with a fancy white hoodie meg. The reason the costumes exist is due to survivors manipulating auric cells into clothing, accessories, and what I assume hair products for dying and trimming their hair and such. So essentially, survivors not wearing default or prestige clothing are wearing the entity on them.

    On the designs, it's based on the survivor's/killer's imagination, really. That's why cosmetics tend to be themed depending on the character, like Jeff is all metal, Kate is outdoorsy/rockstar, etc.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/746516#Comment_746516

    This is very true. But this might come from the extreme overreactions of people regarding the Nurse nerf. One killer, the best of the best, gets nerfed, and people go crazy.

    Well, it is one of the few killers that doesn't rely on survivor mistakes so much. Now she does to some degree. That doesn't justify insanity of course, but it does explain it.

  • @funeralfunds said:

    terrible buff. survivors should be able to see auras with dark sense and at least have spine chill not be completely worthless. also if you’re one of those pathetic camping crouched pig mains, i wanna know so i won’t go for the save or even be anywhere near the hook.

    With the buff to Dark sense happening after any gen, No thanks. It would pinpoint a wraith anywhere on the map when a gen is done. Now it won't, making him semi-useful.

    Kindred will still work (trumps all stealth abilities) and so will Spine chill + Premonition, since those two are not aura perks.

  • Archives are one time challenges, while Dailies are, well, Daily. I don't think they should scrap them.


  • @BunnyTheHutt said:

    I agree, but I hate the fact it's a 10$ battle pass, in a 20-30$ game, with over 100$ of DLC, which doesn't even include skins. The greed is real.

    But, what's important here, is that you will be getting stuff that is worth a total of $200 if you complete it to its full extent. You will also be earning a total of 10$ worth of Auric cells, effectively getting back what you paid for.

  • @Phoenix_Wright said:

    Mainly because of its shred ability. Hag's traps are good against new players but Demi is good against high tier survivors.

    You'd be surprised at how often high rank survivors fall for Hag traps if you play it right. Sure, she has strong counters, but people can't predict what killer it is and are going to play the way they're going to play.

  • I've seen an idea of a full Legion cosmetic set based around this, or the prom night idea. I'd get that and Demo with a top hat and suit.

  • I have to point out if you buy it with auric cells you can earn them back, making the cost effectively zero if you actually complete the content.

  • @GreentheNinja said:

    https://forum.deadbydaylight.com/en/discussion/comment/742953#Comment_742953

    I’m comparing the harshness or instantly killing the survivor instead of blocking the exit gates to the harshness of instantly being sacrificed instead of just being hurt to the Facehugger thingies.

    Honestly I do think the Pig’s traps should automatically activate once all gems are done, but as a cost slow the EGC timer until it’s removed.

    But they're the same since they both sacrifice instantly if you don't react to them... makes me wonder if you read it fully.

    In the end, both RBTs and the Alien Egg concept punish survivor mistakes. With RBTs, it's prioritizing gens instead of yourself, while with the eggs it's not paying attention to your surroundings. It's the survivor's fault for getting downed in the first place for RBTs to be placed on them... since good survivors can loop and get away from most killers.

  • @GreentheNinja said:

    https://forum.deadbydaylight.com/en/discussion/comment/742486#Comment_742486

    I'm saying that they KILL YOU once you try to leave via the exit gates if they're active. This is much harsher than just blocking the exit gates. I can't put it simpler.

    And I'm telling you they don't kill you if they're not active during endgame. You're ignoring that fact that they don't work if they're not placed before the last gen pops. They removed endgame pig from the possibilities of gameplay styles and it's a real shame.

    And the hatch has always been an option.

  • On console, she's already weaker than on PC. So I think she didn't need the nerf, but I'll have to see, I guess...


  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/742565#Comment_742565

    I believe against an optimal Nurse counterplay was just way too little. Even if she missed once, the distance you could gain from her during her fatigue wasn't enough to have any kind of chance to outplay her when she got her two blinks back. Not against an optimal Nurse. The only maps she might not be fully viable on are Lery's and maybe the new Hawkin's map. But even then I still feel like the new Nurse will have a chance to win against optimal survivor teams if played optimally.

    Maybe I'm speaking from console then, but nurse appears fine for me. : P

  • But nurse had counterplay. It's just outrunning her, juking, and hiding, instead of looping. Omegablink broke that.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/740517#Comment_740517

    Nerf Hammer? There is not any kind of big nerf incoming lol XD. This game's balance is only a dream

    I didn't say there was. I was saying I'd love for them to. Big difference.

  • @GreentheNinja said:

    https://forum.deadbydaylight.com/en/discussion/comment/740503#Comment_740503

    I’m not talking about regular kills with RBTs. I’m talking about how you instantly die if you try to exit the match via the exit gates, which is harsh compared to just blocking the exit gates for that survivor.

    That is rarely a thing anymore with the changes to the RBTs at the Endgame. They won't activate just because it's endgame anymore, which I think is a mistake, since the EGC is pretty much the same amount of time as the RBTs by default. You can walk through the door and just leave if you have an inactive trap on you.

    You can still leave via hatch.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/740354#Comment_740354

    "terrifying experience" Demo needs more than just that,

    That's why I said he isn't as viable as Hag. He's decent but not nurse tier or anything.

  • This game is the most balanced it's been since launch, but it's certainly not perfect. Even with Oblivious and Undetectable added I want to see DS tweaked again and Adrenaline hit with the nerf hammer, or maybe a slight buff to self care. At least BT seems fairer against certain killers now and doesn't just reward survivors for bad play...


    I would actually say it's around 1.75 right now, just because of insta heals and the meta right now.

  • Why? Here's why moris are awesome:

    1. They are a cool animation.
    2. They make the game in the killer's favor for once.
    3. It's one of the most consistent counters to toxic SWFs.


    They actively hinder ranking up, BP gain, and length of the match. All things killer's have to take into account.

    Survivors have so many second chance perks/items (DS/ BT/ Adrenaline/ Instaheals/ Keys/ the list can go on...), and killers have to work hard for their victories... especially in Red ranks.

    They are basically the "I'll have fun this game offering". Just let them have their round, since for every round with a red mori, there's a game where they get smashed by a toxic team. You can't have the good without the bad.

  • @GreentheNinja said:

    https://forum.deadbydaylight.com/en/discussion/comment/740366#Comment_740366

    To me it's still a little harsh to people who are slow on the uptake. Kinda like how the Pig's RBTs instantly kill players who try to exit the game with an active trap, instead of just blocking the exit gates.

    Theoretically, without addons, you can get to a box before the timer starts and take it off... same with after the timer starts, there are 2 minutes to get it off. You can get to every box before then if you hit only good skill checks. Usually a key is in the second one you complete, not because of odds increasing with each box, but how the key system works and your luck. Some addons make it more difficult to find boxes or to complete them, but very few pig builds actually set out with headpoppiing in mind, because many pig players know that it is very rare to get a headpop.

    However, most people will let a survivor get their headgear off before finishing a gen, so they have as much time to get it off as they need.

    Same with Alien Eggs. They don't sound replenishable, so they're not like Demo portals or anything. Once they're all placed, that's it. At least that's how it's described now.

  • The developers have said they want this to be a 10 year project. We are only in year 3. Think about that.

  • It needs a change. Not to make it broken, but just to make it more useful. Either:

    1. more tokens
    2. a way to get more tokens
    3. a way to make tokens more useful

    One of these things needs to be added/changed. That's it.

  • Here I was thinking you'd use a historical politician, since a lot of them carried guns and even knives with them... but modern politicians make sense too.

    His power seems weak, but that's just because of how similar the setup is to Doc. I like the idea behind it though: If survivors don't do anything about their affliction, it will hurt them in the long run, buying the killer time and adding pressure.

    I really like the idea of No Good Deed. I'm surprised they haven't made perks that work around BPs, since that's canonically there for them.

    Redistribution seems to be a really good early game perk, but a terrible end game perk.

    I'm not sure what to think about Capitol hill... it's seems like it'd be set up for bugs, because I'm not sure how they'd code it in... but the idea seems kind of meh. An increased view from hill structures? Might as well run shadowborn at this point.

    All in all, I think you've put a lot of thought into it, and it could be a good mid/low tier killer. It's just in implementation.

  • Eh... I don't think these are good offering ideas. They just seem to be frustrating for the killer and are useless for survivors that do well.

    I think @Pulsar said it best on how to balance these.

  • @Mookywolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/739065#Comment_739065

    but if all 4 use it, then only one gen needs to be done. and considering survivor spawning, they'll finish that gen before the killer even gets to them. i'd say maybe instead of taking a gen away, it just reduces time needed to repair gens. still powerful but not absolutely ridiculous.

    They could make it function like the purple reagent addon. You can only have a max of one before any other reagents are ignored.

  • I hate to say it, but Xbox for me hasn't had many issues. Matchmaking being my only gripe, but I don't have to face what PS4 players face. I hope your issues are resolved though, PS4 seems to get the short end of the stick...

  • @GreentheNinja said:

    Being sacrificed on the spot by a facehugger is a bit overkill. I would say just getting injured so you can't just randomly die?

    Well, it takes time for the Facehugger to activate, it's aura is shown to the survivor, and has a deceptively short range. I think it's balanced, and punishes survivors who don't act quickly enough.

  • I like the concept a lot. However, the perk Hungry (I assumed that Huangry is a typo) is a bit strong, it's a better M&A, and the opposite of Insidious and Furtive Chase. Pair it with FC, and I could see it becoming very powerful.

    Undercover could be really strong though, I don't know how to balance that. The concept is very cool. Maybe have a timer on the hook aura to a killer? Maybe 30-45 seconds? Chances are they're in a chase by that point anyway, so you'll be long gone.

  • Hag is technically stronger than Demo, but I think Demo's more fun to play. Hag can make a survivor regret playing with proper trap placement, while Demo can be a coin flip whether it's an easy win or a terrifying experience.

  • Depends. If people DC'd (two or more), then I will give them hatch. If not, then I kill them.

  • And I didn't even remind them that they are essentially gambling a perk slot for an endgame advantage which survivors can essentially erase before it starts.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/739822#Comment_739822

    Oh they most likely wouldn't get them ever.

    We can be happy they all have blood cosmetics thus far.

    But i mentioned this...

    Now imagine this: They have no troubles getting permission to mess the licensed Killers up with this weird yellow substance.

    Keyword being "imagine".

    I see. I missed the whole point, as I do. : P

    Sometimes I'm on point, sometimes... less so... XD

  • Look, this game is supposed to be a horror game. Whether or not characters act certain ways outside of this setting is up for the individual to decide. I do not think this should be implemented in the game's lore, however. Adding this kind of stuff doesn't really help in the long term. Overwatch as an example did this with Soldier: 76, and that ended perfectly for them, didn't it?

    @White_Owl summarizes it best: "Since when is sexuality important in this game? It's not mentioned anywhere, and honestly doesn't need space. It's totally irrelevant and it would be out of place to mention it only for the sake of representation."

  • Julie spends her time trying to make music, Suzie makes art, Joey and Frank do parkour races to try to see who's better. : P

  • Making it base kit's the way to go, since most cypress games I don't get to actually use the darn thing. It's great for making people paranoid in early/mid game, but not much else.

  • It's balanced how it is. I don't think it needs a change.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/738155#Comment_738155

    Imagine thinking noed is niche and weak lol. In the past month, I have seen noed get disabled ONCE and that's because I cleansed all 5 totems by myself. That's also rank 1 btw.

    Ever thought why the best killers in this game don't use noed? Because it's a perk that only bad killers use (or maybe the try hard ones that just wants a guarenteed 4k).

    Doing totems is also NOT a secondary objective and will never be unless the devs add another reason to cleanse totems. Cleansing 5 totems to disable a perk that the killer may not even be using isn't a secondary objective, and it shouldn't be.

    Have you ever played with Noed as killer at ranks higher than green? It's very inconsistent at best. The amount of times I've been able to have NOED activate are few and far between, and the few amount of times I've been able to have it work, it gets cleansed near immediately. It sounds like you are a survivor only player based on what you have said.

    I too am a red rank, at least for killer (rank 2 is my highest). I don't bother with rank though, especially for survivors, because it means almost nothing past green ranks. Except for maybe how much they'll abuse certain things.

    Totems give 1000 points for a dull, and if you're running inner strength, you have more of a reason to do them. Hex perks themselves are worth more points. You have no reason to ignore them.

    They actively disable perks if you break them, no killer action can really stop a good survivor from using their perks, but survivors can stop all hex perks easily.

    It's an extra thing for survivors to do. It can either waste time, slow them down, or give killers major benefits if played correctly... only if they stay intact. It's not like killers can search for things on the map to destroy survivor perks. They'd be up in arms about that, I guarantee it.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/738151#Comment_738151

    I didn't.

    This is a poll just about licensed Killers.

    Also, Nurse doesn't have one yet. 😅

    Darn. Wait, why would licensed killers get them?

    Nurse also needs one too, since it could look really cool.

  • @aazimuth said:

    https://forum.deadbydaylight.com/en/discussion/comment/716236#Comment_716236

    Why should a survivor be punished though for being able to loop the killer, if the killer can't catch you after quite a while you shouldn't be punished for playing well.

    They don't even punish that much. The killers are supposed to win 1 on 1 encounters most of the time, while there are 4 survivors. They are already getting punished for being looped so long. Besides Freddy is very much so based off of survivor mistakes, and allowing yourself to be ensnared after doing so well is a mistake. Most chases don't last long enough for you to fall asleep passively anyway.

  • Here's my take: I don't like camping from either perspective. It's boring and not worth it.

    But... here's why some people do it:

    1. survivors are always altruistic, if they are not in a swf.
    2. it's worked for them before.
    3. they haven't had anyone tell them that there is a better way to play killer
    4. playing against really good survivors have made them salty enough not to give a darn and just ruin fun for survivors above all else.

    I think ignoring all of the second chances survivors get isn't going to help the issue. What's the point of leaving if you're giving a survivor the chance to stun you for a long time, take a free hit for being unhooked badly, and then have to chase them all over again?

    I swear, survivor mains who don't play killer ever are very entitled. They act like they deserve a free escape. Same with killer only players and 4ks. Sometimes you deserve an escape, sometimes you don't. Sometimes stuff happens and you get sacrificed due to someone else's mistakes. However, most killers have to take advantage of survivor mistakes to even catch a survivor. Due to this, all I can say is: Git Gud.

    But that's the game for you.

  • @StarMoral said:

    https://forum.deadbydaylight.com/en/discussion/comment/737881#Comment_737881

    Then clean the bones so the noob doesn't get his reward. I mean ffs "Inner Stregth" was made for that sole purpose!

    Not to mention dull totems got a point increase so there is literally no reason to leave a totem standing anymore. Inner strength was just an added bonus.

  • Not true. it's completely counterable and very weak. Most times it doesn't even activate because teams get all the totems.

    The only time I've seen NOED work well is in one of two situations:

    1. one person left and they have a key and know where the hatch is after you've closed it.
    2. survivors get overconfident and take stupid risks as a part of a SWF team.

    It's niche already and doesn't need any changes.

  • I would allow him to rig lockers to explode with gas... a kind of trap that gives map awareness and possible chase potential. A lot of lockers can be found near gens, so I think it could work... however it would be weaker on maps like corn maps.

    Another thing is to give him the ability to drink a bottle for a temporary speed boost and survivor detection in his TR (indicator would be KI like a frenzied Legion).

    The main problem with clown is he takes no imagination to really play. Adding either option or both could give him more tools.

  • You forgot Legion! They all need Hallowed blight, since they're the only unlicensed killer to not get one yet! :' (

  • Every since Undetectable and Oblivious status effects came out... I doubt they'd add another semi-nerf to Object. At least it won't effect stealth killers like it used to.

  • @UlvenDagoth said:

    Legion is still played? Where? I feel like i'm the only one

    I'm a dedicated Julie main, I'll let you know. : P

  • Clown is the rarest killer, and I think I know why... it's just because of how weak they are. I see wraiths, Legions (myself being a legion main), and even bubbas, but not many clowns.

  • I refuse to play at red ranks due to how much BS the survivors can throw at you... but I do play Demo a lot lately. But I'll eventually go back to maining Julie again. Because... I like demo, but I like legion more. I'll keep Demo as a killer to play if I don't feel like Legion, like I do with trapper, but that's about it.

  • I love mori'ing people with devour hope Demogorgon or Legion. It's unexpected for them, and it makes them panic when they realize this isn't a normal game anymore, and every save makes me stronger. XD

  • @SpacingLlamas said:

    https://forum.deadbydaylight.com/en/discussion/comment/737317#Comment_737317

    To be fair very little survivors use those perks anyway, so would anything really change

    I was assuming he was referring to the unholy trinity survivor perks.

  • Yeah. I think overbearing survivors are a major problem. The only thing about nurse's addons that needed fixing is the omegablink, but that's it.

    Spirit only needs a tweak to prayer beads. Messing any more with her power will just weaken her and the game needs strong killers.

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