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Raven014

Raven014

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  • @Humanarian said:

    https://forum.deadbydaylight.com/en/discussion/comment/731332#Comment_731332

    Evry killer has their strengths and weaknesses. If there was a Killer without any weakness and with absolutely no counter-play... well, that would be simply unfair, would it not? Some Killers put a lot of pressure on the group of Sirvivors, causing them to spread out. The others have a huge map pressure due to their mobility. There are those who have the tricks to end the chase quicker. But no Killer is allowed to be good at everything at once. And to compensate for that, the Killers find their unique combo of Perks and Add-Ons, maximizing their chances of success.

    And Survivors can find the Perks that are especially efficient against certain Killers. Like the Object of Obsession is effective against The Ghost Face.

    The way The Reaper is designed will make him more efficient on the certain maps. "The Game" map, for example, because he could use his main power to change floors on the fly without having to use the stairs. Allowing him to teleport to the marked Survivor at any time would be practically like allowing him to cheat, since it would be like camping without losing points while also being able to do anything in the mean time.

    I'm not saying they shouldn't have weaknesses. Every killer should have counterplay, but I was just saying that their weaknesses shouldn't overshadow the strengths. The Demogorgon is the best example of this. Shred is unwieldy, and the portals aren't completely reliable if you don't know how to use them, but you can still work with it and succeed.

    Absolutely. That's why stealth killers got buffed recently.

    I didn't know that the Reaper could use their power to move on the z axis, not the y or x axis. That would be handy to know.

    Not really, since the mark would be gone at that time, and they'd have to hook them to reapply it. So, only 12 teleports per game. It could also be used as a pseudo tracking ability, since it's risky to use the teleport, since you'll lose the tracking aspect. It has risks as well as rewards, while the current version of Marked has a very big reward for little risk. Just a thought.

  • @Humanarian said:

    https://forum.deadbydaylight.com/en/discussion/comment/716292#Comment_716292

    The Reaper's pressure related to gens can come from perks. What if Tolling Bell perk gets combined with Bitter Murmurs? Of course, there's always Hex: Ruin, Corrupt Intervention, Thrilling Tremors.

    But you're correct. The Reaper's strong side is not the gen pressure, but the power to deny the loops, and a player would have to play around that aspect, mastering Ghost Form and trying to get as many downs as fast as possible.

    Whispers can do a lot to help locating the Survivors, also don't forget about the Add-Ons. Necronomicon gives The Reaper almost cheating powers in chasing a Survivor around the loop. And Pocket Watch could be used to slow down the gen (or any other) progress while you're using Ghost Form for a loop shortcut on the Survivor you're chasing.

    I've adjusted a couple of things about Mark of Death and reworked Grim Sickle Add-On. Check those out~!

    A killer shouldn't require perks to be good. Their perks are just supposed to be thematic bonuses/playstyle changes that they can teach to others. Mad Grit, PWYF, and BBQ change the way you play in a game. But they do not cover up for weaknesses. Mad Grit allows you to welcome bodyblockers, PWYF rewards you for losing a chase with a single survivor (obsession) for a speed boost, and BBQ allows you to not waste time with searching certain areas for survivors. They don't inherently make up for killer weaknesses.

    Perk combos are standard form though.

    The new mark of Death is kind of a punishment during the early middle game. I'd say it'd pair really well with the new Dying Light.

    The Grim Sickle Addon seems interesting.

    The clown does almost the same thing, ending chases quickly, yet is considered weak. The Reaper does almost a very similar thing.

    If you had an addon that allowed them to teleport at any point to a marked survivor, at the cost of a shorter wraith form duration or something, then it might be useful... idk...

  • @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/comment/716180#Comment_716180

    I mean medic is still bugged and they have ignored us in the bug report section forever

    Medic wasn't bugged for me... then again, I probably got it before it was bugged.

  • I think it's weak. Until they get rid of that part: "While the obsession is Alive"... I still think it won't be as good as the older version.

  • Nothing. I don't DC...

    ...Except for Swamp Maps. I get them way too much and I hate them. Sometimes Haddonfield.

  • If they did, why hasn't Mending or Snapping out of it counted for it either?

  • @Humanarian said:

    https://forum.deadbydaylight.com/en/discussion/comment/716232#Comment_716232

    The hatch grab is no longer a thing? Well, it appears, I'm not exactly up to date with the current meta! If so, I'm going to change the Mark of Death the way you can grab the marked Survivor out of the Hatch!

    As for what you're saying about SWF, well... if the Exit Gates are open and all 4 Survivors are still alive, that means you're most likely losing 1 rank point as a Killer. So, I don't really see the point of considering the inability of Mark of Death to magically turn the obvious lose into a win a problem.

    Mark of Death would show it's full potential when there are no more than 3 Survivors left for the End Game. Just imagine hooking and marking a Survivor just as the last generator is finished, then downing the other one on the other side of the map while not having to worry about the one you hooked even if the 3rd Survivor opens the gates and unhooks them. In that situation 1 Survivor is busy hanging on the hook, 1 Survivor is busy running away from you, and that leaves only 1 Survivor to open the gates and unhook the marked Survivor. And you could have Hex: Inevitable End on top of that all!

    So, you down that other Survivor that you're chasing, the gates open, then you activate Blood Warden while the one who opened the gates helps the marked Survivor to heal faster so they could escape. The game is far from over, my dear SWF comp!

    I'm not trying to say that it's the best Power a Killer could have, but I would like it to be tested on PBE or something before making any changes to it. I definitely don't want to bring something imballanced to the game. Instead, my intention is to bring something that would be highly rewarding to those who can master it.

    You can play really well, yet lose because of one mistake. You'll most likely black pip in that situation, while the SWF group doesn't care/is toxic.

    I'm just saying that your killer has no gen pressure, and you sacrifice that for one possible endgame down. They also have no tracking abilities, so they're unable to find survivors any easier than a killer that's good at that like Legion and Doc.

  • Freddy's snares barely do anything and only punish you if you're:

    1. still looping
    2. asleep by that time

    I don't see an issue here...

  • @Humanarian said:

    https://forum.deadbydaylight.com/en/discussion/comment/716171#Comment_716171

    Well, that's the whole point. I've designed Mark of Death that way specifically for it to have possible counter-plays. That would make it good in the hands of an experienced player, but terrible in the hands of those who would use it carelessly.

    The point of that Power is this: you could hook a Survivor close to the Exit Gates, use Mark of Death on them and then go chase the other one on the other part of the map. Usually, in that situation, one of the Survivors would open the Exit Gates next to the hooked Survivor, unhook them and have them both escape. But since the Survivor is marked, there are two possible scenarios. One: they condemn themselves by walking into the Exit Gates zone and having The Reaper down them instantly (if The Reaper players is good enough to react immediately to the sudden teleport). Two: they spend time healing before walking into the Exit Gates zone, which ensures their survival.

    But if they decide to heal, they'll have to spend quite some time doing so, especially if Eternal Rest perk or anything else that gives an Action Speed penalty on Healing is active. In that time, the Killer could already return to check on them.

    Even more so, chasing the marked injured Survivor to the Exit Gates makes it almost impossible for them to survive. If The Reaper uses the lunge attack at them and misses, it could trick them into believing that they have enough time to escape while the Killer's attack is recovering, but Mark of Death cancels any animation The Reaper is locked in, including recovery. If the Survivor enters the Exit Gates zone in that scenario, they would practically condemn themselves. But a clever Survivor could try and outplay The Reaper in that situation by using Dead Hard!

    Of course, there is a case of Borrowed Time or Insta-heal, but it's okay to have something that could counter that power. Most importantly, that power could provide some epic hatch catches.

    Besides, why assume that all 4 Survivors would be alive by the time the Exit Gates are powered?

    It's weaknesses are (Besides BT/DS):

    Adrenaline and SWF teams.

    When I evaluate a killer concept, I try to think: Is this going to be viable in red ranks?

    Short answer: No.

    The mark of death mechanic as you have designed it, would most likely be abused by coordinated teams. They would try to absolutely protect the Marked survivor, and make sure they can make it to the door for any possible plays. As I see it now, there are no downsides to being marked besides the teleportation, which already is situational. If they are at the open gates, they are already gone. Even if there is an exposed effect, they will still take enough hits for them to get out and for you the killer to lose the other survivor. It's a losing situation no matter what you do. Either you get 1 kill, or none. I'm trying to help avoid that kind of situation.

    On top of that, you're assuming the hatch grab is coming back. If it doesn't, then there's no point in teleporting to a hatch survivor unless you have a window where you can close it before it expires.

    I predict the worst possible scenario. With Demo, I was prepared with strategies for the endgame, even if I was doing well, just in case.

  • @brokedownpalace said:

    I believe Peanits has said that changing trophies or achievements on console is not something generally done or it's not easy to do. I may be wrong, though. Not sure about PC.

    I honestly don't care how hard it is to change it on console, I'd just like the 4k as the requirement, since that's way more consistent.

  • I like the concept. Seems strong in a chase, maybe is viable, and worth getting if they released.

    The perks seem good, the kit seems like it'd be good, an the addons are alright. However, the Marked for Death Mechanic seems to be the only weakness.

    It's got a concept, but I think it'd be abused by survivors for saves. If a survivor knows they are marked, then they'll use that to save a survivor that's being carried (especially a weakness with SWF). If there was an extra penalty to being marked, like they actually can't leave until the mark has been used...

    Or... hear me out here, you could mark all survivors for death. Then, if a survivor is outside your TR, you can teleport to them, with a slow animation that warns survivors, that removes the mark after teleporting. It'd be a pressuring tool more than a F*** You to that marked survivor.

    And, they can mark Survivors with a seperate ability, similar to what Freddy used to do with his sleep beam. Heck, it could also make survivors suffer from Oblivious.

    This would allow them to have more options then just being good in a chase, which is what makes clown weak currently.

  • I only ever seem to run into Billies, Doctors, and Freddies. That's it. : P

    Everything else is rare.

  • Legion is... many things. They aren't immediately Lethal, but they do get a lot of information. They can see survivor locations (sometimes across map with the Iri Button), and are very punishing if you miss. They can be decent on maps that aren't good for some killers, like corn maps, but suffer on some too (Haddonfield). I think it's worth it, but that's because I'm a P3 Legion main. : P

    However, Behavior has really skimped on the cosmetics for them, but all of them look great (exception being Julie's cosmetics. I like the girl a lot but she received the bottom of the barrel for cosmetics.)

    Their perks are all good as well for at least one killer (Iron Maiden and Huntress were made for each other, Discordance is good overall, and Mad Grit is an amazing meme perk).

    Jeff is one of the louder survivor, even when uninjured. He's got some cool cosmetics though. I'm a fan of his ugly sweater with the red jeans combo), and his perks are... something... Distortion is weak, Breakdown is alright (especially for getting the break 100 hooks achievement), and Aftercare can be a replacement for Bond/Empathy if you're good at staying off the hook. So, I suppose two of the perks are worth it.


    In the end, it's more about if you think they're worth it. I do, but as I said before, I'm a P3 Legion main, so what do I know?

  • I've been playing nothing but Demo because I have Devour Hope + STBFL, which I find to be their best perks.

    And he's fun to play in general. You actually feel powerful...

  • It'd be cool, but that's not how they program cosmetics, so it's unlikely it'll happen.

  • @VoodooMan7995 said:

    https://forum.deadbydaylight.com/en/discussion/comment/707519#Comment_707519

    What if its like 2% downage? Killers are already like 10 to 20% faster.

    I can only justify a killer debuff if there is a condition that has to be met: I.E. pallet stun.

  • @VoodooMan7995 said:

    So whats up with the 'Harvey' anyway? Hes the only animal besides crows and rats (stranger things map). How come he changes randomly? Why did the entity put him on the map too? Love the artwork btw

    Harvey is a joke as the artist described, but not the horses' actual name. Harvey is referring to Harvey Dent, aka TwoFace.

    The horse just suffers in the game because they can still feel fear, but not hope, so it keeps it alive to have a (minor) food source.

  • I so want it to be midieval. A knight hunting you down, or maybe a plague doctor? There are so many possibilities... but I want it to be an original chapter. Not a license.

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/710799#Comment_710799

    About the first point, pretty sure Legion's Frenzy pauses completely while performing interactions.

    It stops and finishes the frenzy.

  • It gives a scream notification like a Madness tier up for Doc. And it allows you to search lockers faster. The 15 seconds of Expose does almost nothing, since you'll often be too far away to take advantage of it.

    I love using it randomly on spirit, since it gives good information of where survivors are that she can see in phasing.

  • Ultimately, there are survivors and killers we don't know much about about, like Vigo and Benedict Baker, who arrived before the playable ones. There are references to other survivors before them, and yet we don't know when they arrived or how they arrived here.

    TLDR, it's impossible to comprehend this, because it involves concepts that are hard to understand. I.E. Cosmic Horror.

  • Legion for Discordance, Mad Grit, and Iron Maiden. Every one of their perks is good on at least one killer (Huntress with IM, almost every killer can take advantage of MG and Discordance), and survivors don't expect them.

  • @sluc16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/707608#Comment_707608

    Ridiculously argument. No cleansing? Sure I'll just star broken and sick the whole game.

    That's the high level strat against plague, because most high level players know how not to get found.

  • @ChezAndQuakers said:

    https://forum.deadbydaylight.com/en/discussion/comment/708325#Comment_708325

    I mean killers also have second chance perks like noed. They can completely counter the counter, which is DS, by using enduring. People can use insidious to counter borrowed time. You want to stop getting looper? Just slap bamboozle, enduring, spirit fury, and brutal strength and you can just counter a survivors only way of getting distance

    Noed isn't a second chance perk. Not really. It can be prevented by survivors, and is really only useful against 1 survivor if you play your cards right. It's a punishment perk for rushing gens, since there is no reason not to do bones anymore. I've seen it only rarely get all 4 survivors, but that's because they weren't expecting it/the totem was in a lucky spot.

    Very few use insidious to counter BT, because nobody gets points for camping anyway.

    You don't need Spirit Fury/Enduring/Brutal to stop loops. Neither do you need bamboozle either. They're perks that help, but you can, through your own skill, catch them yourself.

    Survivors have many ways to gain distance, Head On to start a chase, Sprint Burst to get some early distance, or saving it for mid chase, Lithe and Balanced for mid chase distance gaining, and Dead Hard as a clutch for being out of position... not to mention using other perks to help out too (there was a reason MoM was nerfed).

  • I actually find Nurse easy to be chased by if they don't have Omegablink.

    I find skilled huntresses are not fun to go against, just because of how inconsistent the hatchets are. That and the fact you can't really run away from them.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/710149#Comment_710149

    And this is a thing a lot of Legion players agree with?

    I agree Legion needs buffs, but this doesn't make sense at all. : P

    Sure, it would make chases end sooner, but if you're being looped in Frenzy, you're not doing it right.

  • You're sounding like you don't understand where they're coming from. Moris remove two possible hooks out of the equation with the ability to instant kill after 1, reducing their chances of survival instantly with the offering. Essentially, when you use that offering, a killer gains the power role that game, since survivors can't afford to make mistakes that round to escape.

    I can understand using that offering because it's fun. I do it all the time.

    However, playing it every time where you kill immediately then complain about how survivors weren't giving you the chance? Please, they didn't want to die that quickly, they have emblems for play for and BPs to earn. That game will either give a Black or Depip, and severely limit their points. And they have to wait for another game if they're SWFs.

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/708828#Comment_708828

    "A lot of changes in the past were survivor friendly changes. However, killers have been getting some nice ones too as of late."

    Lmao. Lemme see how many Survivior nerfs can I remember hearing about/experiencing.

    Exhaustion, medium vaults, pallet spawns, entity blocker, Bloodlust, healing, gen speeds, prove thyself, Decisive strike, Mettle of man, lockers, flashlights, Oblivious, and even more.

    Ur hard pressed to find a single patch where Surviviors were NOT nerfed in any way.

    The initial Freddy Nerf, the initial Legion nerf, do I need to go on? Whenever survivors complain about certain killers they always end up getting gutted. Now Nurse's addons are being looked at (That in itself isn't a bad thing, since nurse's base kit is fine, and Omegablink was NOT fine, but the principle stands here). A lot of these changes are very survivor sided.

  • @Gamzello said:

    https://forum.deadbydaylight.com/en/discussion/comment/708602#Comment_708602

    That’s totally fine, we both have different opinions and I respect yours man. In the end it’s just frustrating on both sides but that’s DBD for you lmao.

    Indeed. : )

  • @Thasard said:

    https://forum.deadbydaylight.com/en/discussion/comment/708585#Comment_708585

    I find Small Game mandatory for at least one player on a team. And if you don't SWF, that has to be you. And this is especially because hexes are getting hidden better and better. With updated maps and new maps, devs are trying to hide them better, so I find it imperative to access this perk. At least with the new Nancy perk, someone might actually do some bones just to have the locker heal play. Which many killers are trying to counter with Iron Maiden...

    Really? I haven't seen Iron maiden used a lot by other killers. I use it myself because it's a fun perk that no one expects and allows me to get basic survivor information... but that's about it. Oh, and it's mandatory on Huntress.

    You can work through ruin, the only time bones are mandatory is if Devour Hope is on the field or you suspect NOED based on a killer's actions.

  • @PickCollins said:

    Yeah I gotta side with OP on this one. I think many times killers are hasty to dismiss particularly caustic members of their own subdivision of the community bc of a bigger issue with killers: their infuriating victim complex.

    A lot of killer mains have been conditioned into the mindset that they are an oppressed species and that it's the fault of all the horrible Survivior mains and BHVR being biased towards Surviviors, being willing to gut anything valuable to killers while giving Surviviors a collective of overwhelming meta perks.

    Obviously this isn't true at all, BHVR has a killer bias if anything, and I'm having a hard time thinking of a killer perk that was gutted the way Survivior perks were when they became pervasive. But the fact that killer mains are so Swift to dismiss toxic behavior like facecamping or Tunnelling is rather.... telling.

    There's also the whole "Surviviors don't need second chances. Killers only have 1 and it's Noed" like...no. you get Bloodlust, entity blocker even on unsafe windows, fire up, blood warden, Noed, and more. Killers have just as many if not more second chances than Surviviors do anymore.

    Or the T bagging thing. I cannot tell you how hard I laughed when killers went on and on about how toxic T bagging is, just to start using Ghostface to T bag every Survivior they met, toxic or no.

    In short, killers need to start calling out their own kind more.

    You missed the point of what he was saying, and I warned them that it'd be misinterpreted as such... that he'd look like he is shifting blame.

    He was saying that both sides can be toxic, it's not just about toxic survivors or toxic killers.

    I do not just ignore the bad apples just because I see more with survivors than killers. I have barely seen this victim complex. However, I have seen it with survivors, especially those who only play survivor.

    A lot of changes in the past were survivor friendly changes. However, killers have been getting some nice ones too as of late.

    NOED isn't a second chance perk. If anything, I'd call it a clincher perk if they rush the gens too much perk.

    But have you seen the perks survivors have? So many of them reward bad play with either wasting killer's time or stuns (Exhaustion perks - Head on, DS, BT... just to name a few).

    I don't think T-bagging is toxic. It's just a behavior that infers you're better than the other side. I love taking overconfident survivors down a peg. XD

    If survivors call out their own side, I will always call out my side for their actions.

  • The lore indicates that as the entity grows, the more maps and characters it can collect... but as it doesn't understand the real world, it often gets things wrong. : P

  • @VESSEL said:

    https://forum.deadbydaylight.com/en/discussion/comment/708363#Comment_708363

    Wasting more time on a survivor whilst 3 gens get pretty much done to near completion isn't a second chance. Bringing an insta med kit, using Decisive, Dead Harding when you can't get to the last pallet due to bad timing, these are second chances.

    Hell, NOED isn't a second chance if survivors are of modest intelligence (do totems?)Wasn't a factor. Downed one person while the others are at the door on the other side of the map? Just leave.

    Every action a killer takes bares a toll on their ability and they can FEEL this as they scramble themselves to count every second they may have wasted scouting an area of the map that may not even have a survivor- *gen pops*

    Ruin - can be found instantly. Hugely RNG whenever it gets found or not, plus I've been able to do gens quick without it.

    Thanataphobia - barely a factor, honestly. If teams end up in a situation where everyone is injured at once, that's on the survivors.

    Haunted Grounds - Countered by extreme stealth, hiding in the corners of maps or lockers for just a minute, Barely any time - or Sprint Bursting away and looping.

    Iron Maiden - No killer is going to run this unless it's a fast locker huntress. And if they do, once you know they will basically be stuck with 3.2 perks

    Rancor - Basically a more reliable NOED only on one person. However while the mori is happening a door will open

    Mori's - I hate them as a concept as they lower the chances of anyone pipping or having fun.

    I am glad someone has realised the power of Small Game, on top of countering Trapper (--F tier now lol) and Hag, it also makes Hex perks basically useless as they're gonna be found so much quicker.

    I like using Iron Maiden... it's good for tracking. Then again I like all Legion perks. : )

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/708574#Comment_708574

    And Frank's Mix Tape along with Stab Wounds Study <3

    Your version of stab wounds would actually pair well with Nurse's Calling. And would justify why Nurse's doesn't pick up mending.

    You sure did a number on Frank's. It seems to be good, but I'd need to play with this version first to see what's good about it.

  • I'm not going to lie, after going through the addons, the pins (except iri) are kind of... pointless. At least with the current setup.

    All afflictions are applied when first hit by frenzy (instead of second hit like now).

    Smiley: Make Blindness permanent until fully healed. Blindness on its' own doesn't do much, but it's great at confusing solo players.

    Defaced: Make Mangled until fully healed. Makes it combine well with Thanaphobia (as he already does) and makes sense.

    Legion Pin: Make Broken for 60 seconds. Broken is a wonderful affliction to be able to inflict, but the current way isn't intuitive or useful. Now it would be.

    Iri Pin: I think the current version is fine. I love making survivors panic from across the map with map wide TR, and breaking pallets makes Frenzy useful at the same time. I would keep the current Iri pin.

    However, survivors do love to juke Legion by vaulting behind their back after they vault a window, so maybe have an entity blocker at windows for 3-5 seconds. That would be short enough so it doesn't make it useless for survivors, but it doesn't allow them to juke them like that.

    I also think allowing them to swing as many times as possible would be a nice change. Make them even more feral during their frenzy with the pin.

  • @Cetren said:

    Killers can be toxic too

    *hasn't played at rank 1 yet.*

    Sorry dude. I have a friend that was brand new to the game who started maining killer. Fun to play with, great sport. It only took him 50 in game hours before he started going gg ez every game he's won, because he got BM'ed so much as killer. Playing against toxic survivors does something different to people.

    Yeah, it breaks them. Makes them have no more sympathy for others. Just like a real killer would... : D

  • @Gamzello said:

    https://forum.deadbydaylight.com/en/discussion/comment/708325#Comment_708325

    Bruh moment. I don’t play this game enough to be in red rank only around purple or green rank at most. (Or even have really OP/good addons)

    I don’t experience half of that. Plus I play on console, so you can already imagine how different it is compared to PC other than meta.

    I don’t really have a comment to say when it comes to survivors second chances other than it’s their best chance of SURVIVAL. Dead by daylight is an asymmetric game. Survivors or killers could have an advantage at a game simple as that.

    I do wish that other perks were used more often but the majority of them are very situational. The same for killers.

    Killers literally get more bloodpoints even if they just killed two people. But if I end up getting camped, or tunneled I can’t do anything and get less than 7k BPs. That is nothing.

    I don’t consider moris to be toxic which is why I didn’t include it in the list other than waiting last second during end game to mori me, like why waste my time? I literally just go on my phone until they finally mori me but it’s just so petty and boring.

    Overall, toxic players suck. They make the game unfun for everyone. There will always be toxic players on both sides.

    Well, I don't try for ranks anymore, just not fun to go through all I've listed abused to their fullest extent.

    I'm on console too (Xbox is my platform).

    Yeah, but they only need them if they are in a position where they messed up and need a second chance. Using perks like DH or DS just means you have no confidence in your ability to get away from the killer.

    Camping is boring and unintuitive. It requires no brain cells, and hinders you greatly, especially if they have kindred.

    Survivors have no win condition. If they die or not, they can still "win" by game logic, since they can still pip.

    That... I've never seen that before... but usually I'm on the giving end of those. Idk. I stand by my point, it's not the mori itself, but how they're used.

    They do. But having a post that says "But killers do it too" is not going to help solve this. Call out the behaviors that are toxic. You call out toxic survivor behaviors, I'll call out toxic killer ones. Idk, but don't make it killer vs. survivor, because we know which side the devs usually take.

  • @Thasard said:

    https://forum.deadbydaylight.com/en/discussion/comment/708325#Comment_708325

    Like killers don't already get second chances? You're already faster (most of them), and then you get built in bloodlust for free to get a little faster when you're failing to catch someone.

    And let's not forget you've got perks to extend the game because you failed to catch us fast enough (Ruin, Thanataphobia, generator breaking perks), plus instadowns (ability, plus Haunted grounds, iron maiden) plus bad killer reward perks (NoEd, Freddy perks, Rancor, and, yes your precious moris).

    There's a reason I try to always run small game. Every killer I'm facing has Hex Ruin and/or NoEd...and, yes, we can tell by how terrible you play that you will have NoEd.

    Killers do not get second chances. For the most part, almost every killer has to take advantage of survivor mistakes (Exceptions being Nurse, Billy, and Spirit, but those are high skill killers, or at least Nurse and Spirit are). If they make one misread, they can lose the chase and essentially have wasted all that time. If they do not play well, they are punished for it. The perks I listed are second chances when abused. It's not like there is a perk that downs a survivor if the survivor gets away. But there is BT, DS, Deliverance, and Second Wind.

    I'd like to point out that survivors have no win condition except what they put for themselves. They don't have to escape to pip, whereas killer must kill at least 2 survivors to get a passing pip.

    Those perks are necessary because a killer can only focus on one person at a time. The more time Killers waste is the more time that other survivors can rush the generators. Ruin is necessary because it slows down the progress, but it has diminishing returns the higher in rank you get. Time is a valuable asset for both sides, and the killer suffers from wasting it when survivors do not.

    Honestly, Small game is a really good perk against very situational killers: Trapper, Freddy, Hag, and all totem perks. However, you should try to get yourself in a position where you don't need it. (New maps I understand, everyone needs to learn the totems then).

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/707516#Comment_707516

    Can I put your idea to my change? Of course I will mark you that you've made this change :)

    Sure, I don't mind. All I want is fuming mixtape to be good because I think it is. : D

  • @phantasmal said:

    There are def some sweet and creative suggestions here but I feel a few of them are overkill, like base movement speed buff AND incremental speed bonus together AND longer FF. Also, 13s is kind of an awkward duration.

    That Legion pin tho. 20 seconds of hindered on a close quarters 4.6ms killer sounds absolutely bonkers, tho kinda depends on how big of a slowdown it'd be.

    I find it interesting that you actually didn't keep the Broken status effect considering that in an overhaul like this it would actually be decent unlike currently where it is total garbage. Since a built in gen repair speed malus would mean there's a point to keeping them from healing. Or maybe that's exactly why you got rid of it.

    For better readability I think you should put the +values for all add-ons instead of the new total. (aka, instead of saying "0.9 seconds for windows and pallets" say "-0.1 second")

    Also, tag your OP with TheLegion, keep that tag rising :>

    https://forum.deadbydaylight.com/en/discussion/comment/707516#Comment_707516

    I am a believer that Red addons change the gameplay style in fundamental ways.

    Same. The best add-ons (purple and red) are the ones that really change up how the power works. Like the Hag's Scarred Hand. I long for more add-ons like that.

    Mint Rag for Hag, Iri Hatchets for Huntress, Red Stone for trapper, Iridescent Seal... all of those change how their power works and can be used. Some for the better, some worse, but it's about experimenting with them and seeing what works for you. Besides, some killers (like Hag and Nurse for me) just aren't fun for some people like others are.

  • So... you're point is...? All you're doing is stating the obvious. I try not to be toxic, because I just don't get enjoyment from the game in that way. However, others do. You get good with the bad, as in all things.

    But you can't deny a lot of survivor perks are second chances. From Exhaustion perks like Lithe, SB, and BL for being out of position, to perks like BT, DS, and Kindred, to punish the killer for making certain desicions, to perks like Inner Strength and Second Wind, which punish the killer for not chasing you.

    Then there are items that fix mistakes for survivors, like instaheals and keys (I consider keys the get out of jail free card except if they're going for the achievement).

    Killers have moris, but I wouldn't consider that toxic, only in how it's used.

    Some people have grudges, and some people don't know better than to camp.

    Something you may consider not toxic could to the killer, then again, you're being vague in that statement. Vice versa too, something the killer may not consider toxic, like slugging, could be perceived as such.

    I think I know what you're trying to do, to unite people together against toxicity, but at the same time you're just pitting people against each other at the same time. People might see that you are just saying "It's not survivors fault they're toxic, because killers are too!" which is just unproductive in the long run.

  • If it should be buffed, just make it not a hex perk. That's the only change that needs to happen. It's too weak to justify it.

  • That last perk is very powerful. Instead of making it slow down the killer (which survivor perks should NEVER do), make it increase the speed of the survivor. Or, make the slowdown occur in very specific situations, like vaulting or stunning. Maybe make it punish a killer more in the moment.

    Stopping bloodlust would also be very, very strong, as it's one of the killer's main ways to actually stop looping too much.

  • My change to Fuming Mixtape:

    1. Frenzy has no countdown when in Frenzy (Infinite Duration)
    2. You can see Generator progress auras.
    3. Exiting Frenzy Cooldown increased to 5 seconds
    4. You can only hit one survivor per Frenzy.
    5. The Killer is affected by Undetectable during Frenzy. (You can still hear Frenzy noises)
    6. Frenzy's Charge time reduced to 0.

    I am a believer that Red addons change the gameplay style in fundamental ways. This would give it a very different playstyle to the default Frenzy: Giving map awareness instead of pure pressure. I always thought Fuming mixtape was a good addon (at least right now it is), but it isn't as good as it can be. He can't apply pressure to multiple survivors at once, but can focus on one survivor, and know the progress of gens, allowing them to act on the information they know.

  • @Maelstrom10 said:

    Yeah he's one of the few killers besides nurse and spirit that can be very viable on this map. Trapper with a lucky totem spawn on the decks with only a window access for the impossible devour hope cleanse, and possibly hag/Freddy are sort of the only others who can kind of ignore this map.

    Freddy can be very good, especially with a good DH totem spawn. Makes it really hard for survivors to cleanse, and you can chase them easily.

  • I like Spirit's, Clown's, Freddy's, Bubba's, GF, and Demo's.

    Spirit's is amazing because seeing the weapon phase in and out of her hand is really cool.

    Clown has a really cool flourish before wiping the blade.

    I like Freddy's claw animation, it shows how long he's been using them.

    Bubba's is just utilitarian.

    I like how GF's is similar to how they do it in the original movie.

    Demo just doesn't care about blood on the hands. It's also really funny to hear how short the roar is with 8 stacks of STBFL.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/707430#Comment_707430

    The horrifying fart sounds that follow you as you try to mindgame a junglegym and hes dropping "traps" everywhere.

    Absolutely, he'd be gamebreaking...

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/705507#Comment_705507

    So what your saying is he'd be OP since he doesnt need survivors to be asleep first...

    Maybe... He'd certainly be stronger for that. : P

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/704835#Comment_704835

    We dont need all the trouble when we already have great killer ideas lined up...Like THIS powerhouse

    https://us.v-cdn.net/6030815/uploads/328/8JAD8CBZR4F1.jpg

    Isn't that the freddy when he doesn't have fake pallets? XD

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