Raven014
Raven014
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- Raven014
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Never. There is a game for those who want to play jason. It's Friday the 13th: the game. These two came out in the same year.
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@starkiller1286 said:
At the very least it should not tip off survivors when they start a gen so they can look for it. Really should be like Devour hope or something.
That would be my suggestion. Make it so 5 tokens causes the notification.
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@ASAPTurtle said:
Alien, I'm already sure what her power would be and it's easy to implement. Chuck is small and overrated, same with IT.
The Clown was basically an admittance that IT is never coming to DBD.
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Werewolf because it could be an original chapter so it can be unlocked through gameplay. I know licensed killers are popular, but the original chapters just seem better to me. They're allowed more freedom with the origins and lore.
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/678985#Comment_678985
Deep Wounds is a good idea, I like that, they aren't downed but at least they aren't doing Gens or healing either.
That's what the Endurance effect is to my understanding. They get punished for using a token, as it's not just a free hit like MoM.
I kind of hope they buff that perk in a way that's not annoying, though.
I did change the description for the perks. Hopefully they're better now?
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@indieeden7 said:
People are really out here forgetting that Amanda was the first person to ever be put in the reverse bear trap. I would have loved Amanda to be a survivor, I remember seeing the leaks for the saw chapter and being so disappointed that she was chosen to be the chapter's killer.
I mean, what other person would be the killer besides Jigsaw himself? Amanda was out of the movies by then, while he was the main focus... : P
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Not quite. I know where most spots are, but not all of them. : P
Funny response though. XD
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@HatCreature said:
So Killer perks
Survivor's Obsession is a tracking perk, simple and probably really good, maybe better than Spies From The Shadows. The seconds though, I think when it comes to tiers you would want the number to be low so that they scream faster, like 10/7/5 where at 5 they appear for 5 seconds and then they Scream.
Horror's Past looks difficult to use since the only times a Survivor will stay still is if they are in a locker or hiding from you, maybe it is a good idea then since when they hide they stand still long enough to see the Mori and are frozen in place. In the end I think it is too much like Survivor's Obsession as it just adds them being frozen in place so this would be his weakest perk.
I love Haunting Shadows but I don't think they would ever have this as a perk because of how powerful it is. This, like Horror's Past also has no tiers and I don't think this one could get a tier unless it was how large the shadows were. Overall this one is my favorite because I love darkness as a tool and plot device.
Survivor Perks
Understanding will break the game, Killers like Billy who can charge their saw but not all the way for example, if Survivors can see that they have all the power over the Killer, that is knowledge that gives them all the power they need.
Record is like the person above said like Small Game but also doesn't say what it does before it can reveal traps, is like a flashlight?
Pain of Loss sounds like a good version of Sole Survivor and a better Mettle of Man, Mettle wishes it could come back to this so I think this is a good perk. I don't know how to balance it though since if everyone has this perk and gets close to their dead buddy then they all take 3 hits.
Hm... good points.
I agree with with the analysis for the killer perks. Two of them need to be more defined/more useful, and the other would punish survivors for bringing toxic items instead of more useful ones (I.E. long use flashlight would be more useful instead of Odd bulb + Sapphire Lens against that perk).
Understanding would make it easier to know when a killer is using an ability or allows you to know where traps are. Based on this feedback, certain addons would mess with the perk, such as the ones that change charge duration or trap visibility.
I think Record needs to explain how a camera (as an item) works.
With Pain of Loss, you have to be real close for it to work. Ultimately, I think it would be an anti camping perk, since it would disincentivize the killer camping toward the end of a survivor's life. And you could only get/use it three times. I think a way to balance it is that you can only avoid one hit in a chase, since it would give Deep wounds.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/678827#Comment_678827
The camera just seems like small game part 2 and that perk is already underused
I use small game all the time. It's very useful to get points and avoid traps. Then again, I'm not proficient with all the totem locations quite yet. : P
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I would love for this to be a thing... but doubt it'd happen.
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@PeenutsButt3r said:
https://forum.deadbydaylight.com/en/discussion/comment/678686#Comment_678686
What I mean is the sound when they HIT them just like demodaddy rather than silently wipe the blood out of their weapons.
I mean, the Demogorgon is a monster, while the rest are (bately) human.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/678675#Comment_678675
But it would give a reason to choose a character over their looks
It would still be limiting on the player. Especially with survivors like Ash and Ace who have garbage perks.
It's just not worth it. I'd rather the perks be buffed instead of making the community frustrated at the new survivor design. Survivors are just supposed to be skins, and just for those who like the characters themselves.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/80227/new-chapter-concept-the-arrival
I like all the perks except the camera one. The hallucination perk is super cool however doc and slenderman would already have this in their kit. May be busted on slendy
Any particular reason for the camera one?
The Hallucinations because of the perk would not be able to be teleported to, but you would be able to see where they are. (I should update that).
Thanks for the feedback!
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/678257#Comment_678257
Thank you very much
(idk who originally did this demigorgon edit so I can't put a link to the creator)
That's a funny edit. XD
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Well, I think it's less to do with gen times and more to do with the fact there is nothing else to do. It's boring to be on a gen all the time when playing survivor.
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Those are very specific things... there already is a few that I can think of, a trap going off in the distance, wraith's bell, chainsaws...
They already have distinct hit sounds for each killer weapon, so I'm not sure what the issue is...
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I barely touch Nurse, Adam, David (King), and Ash. I've been using Jane a lot more, but that's because I'm trying to get Head On unlocked.
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@Raccoon said:
I wish people were forced to take 2 perks that are innate to a character, with the other 2 slots being reserved for teachables.
Why? that'd be really limiting on gameplay...
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It's possible, but not an experience I enjoy. I have all the achievements for her, but I never enjoy playing nurse on Xbox.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/677763#Comment_677763
I dont think anyone will continue posting. Did you read it all?
Yeah... it kind of just sputters out... : /
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/627170#Comment_627170
So from my understand Slender can't attack until they 5 pages? It says attack normally so I guess his attack until then would be limited to lockers right?
If this is the case then smart players will avoid lockers and deal with the 90% debuff and then complain the Killer is oppresing them. Plague makes people Broken and if they cleanse they give her more power, getting 5 pages will give him more power so they just won't collect pages.
Yes, this is stupid it is completely stupid that they could just choose to never collect pages but this is something they can and probably choose to do if they're complete #########. The Devs did not anticipate Survivors would not cleanse against Plague and they did not anticipate players would moonwalk with the OG Legion so we have to anticipate every loophole ######### will take.
Other than that I think the idea is really cool, maybe the speed is high, I'm not really sure as there is a lot of info that maybe I don't understand lol They can collect pages and those pages make him powerful but once he reaches full power there is no going back right? If that is the case then they'll never collect pages.
No he can attack at almost any time from teleporting. He can also attack lockers too, and have locker traps, but he's not limited to it. I suppose he can make a quick attack as a sort of jumpscare to balance it out, encouraging the collection of pages. Since he can attack at any time with the appearance of teleportation, collecting the pages can be beneficial to see him coming...
I guess he'd need that tweak at least. For him to be able to attack survivors at any time, but as a kind of jumpscare.
Collecting the pages is mandatory to escape. In the exit gates, there would be a blocker like Blood Warden that stops them from leaving even if they have all pages. They must collect all eight themselves.
What do you think of the perks? And the survivor perks?
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/677667#Comment_677667
keep reading the thread, it gets better
I might as well favorite this so I'll get updates! XD
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@Boosted_Dwight said:
https://us.v-cdn.net/6030815/uploads/345/7WY5N1QMIWCO.gif
This thread is a dumpster fire.
Yep. It's fun just watching some of the experienced debaters) of DBD (Mainly @GrootDude) go at it. XD
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@heartstone_malone said:
https://forum.deadbydaylight.com/en/discussion/comment/675837#Comment_675837
Well not to sound rude, but If you can't tunnel down the one rare person running object every 50 games and need to cry about it being nerfed you are just being outplayed.
I'm not the person to tunnel in the first case.
What you are failing to take into account is information is valuable. In red ranks, it can be the difference between a 4k and a 0k, depending on how it is taken and used.
When you pair that with an SWF group, all of them will know where the killer is, on top of the fact that it leaves at least 3 survivors free to work on gens, making the game less than 4 minutes... if they know what they are doing. I've seen plenty use OoO and lose, but it definitely increases their chance of limiting a killer's points... and ruining their fun, of course.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/675837#Comment_675837
Running Object is signing a contract that you will probably be Tunnelled all game long. And against any non stealth killer it's a BAD perk. You ever run Object against a Nurse? You've pretty much done the hard part of playing Nurse for her. Spirit? Now she knows exactly where to go. Billy? Do I even NEED to explain. Only time object is ever good is when it's being used to counter stealthy killers and it comes with a giant drawback of not only revealing your aura but also shoehorning you into the "yeah I can get camped and Tunnelled and I don't rly get to complain about it".
No, it can still be powerful against non stealth killers. Against Hag and Trapper, it'll let you know where traps are, against Michael, it lets you know if he's stalking you (out of tier 1), let's you know where clown is if you hear a scream, Against Plague it let's you know which gens to avoid to avoid sickness... the list goes on.
It's not just it's use for 1 on 1 encounters, but with a whole team, that info is invaluable.
It's not always a tunnel magnet. Smart killers might have obsession perks to get more from leaving them alone... Especially with the new Dying Light going to be released.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/675835#Comment_675835
Spine chill is powerless on its own. All it does is give you a warning that you need to be doing something. It doesn't tell you where the killer is coming from. It doesn't tell you what they're doing. It doesn't tell you any of that. All it tells you is that the killer is looking in your direction. You need to actually DO something with that information in order to make it a good perk. It's a perk that enables skill based okay.
You make a good point. However, if you're working on a gen or healing, chances are they know where you are. If they have ears, then they'll hear your actions.
So yes, Spine chill needed the nerf against stealth killers only.
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@HatCreature and @trevorj91, I present to you a full chapter concept: The Arrival
@Raven014 said:
Chapter: The Arrival:
Now, unlike some people, I do think a certain character can make their debut in DBD without issues.
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. 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 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. 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.
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, you can see the bar for it flash on screen when they use it near you.
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.
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).
What does everyone think?
He would come with Gen Pressure, Increasing Lethality over time, and a secondary objective they must complete (or tertiary if they ever make a true Secondary Objective).
I think he could fit in really well, besides, his lore could even be that he is the physical manifestation of the Entity... if one really wanted to.
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@Well_Placed_HexTotem said:
LOL
Ive never understood this idea that SWF is broken, so the way to fix it is buff solo players. All that leaves you with is broken players in every lobby instead of just SWF lobbies.
Like what killer perks would have to be built in for this to make sense?
Ruin. NOED. Pop. Brutal Strength. TotH. Among others.
I think Thrill shouldn't be a hex perk, to be honest, but I do agree with you about the survivor perks. Just no.
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Haha... no. That would make it so P3 survivors have 3 extra perks. Just no.
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In terms of style, I gotta say Freddy, Legion, Huntress and Clown.
Freddy has a nice little finger flick that he does.
Legion just seems fluid.
Huntress really takes care of her hatchet.
Clown just looks really good.
Of utility, I got to say the spirit. Just forming it from the pieces buried in her is so satisfying to watch. Her putting it away so quickly is also fun to watch.
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This is my list:
S: Nurse, Spirit, Billy, Hag (Teleportation can be powerful)
A: Trapper (good trappers can bamboozle survivors by changing trap locations), Demo, Freddy, Micheal, Huntress (she's here because hitboxes. Normally she'd be S tier)
B: Doctor (Only because of Iri King)
C: Pig, Plague, GF
D: Wraith, Clown
F: Bubba (His chainsaw is way too unwieldy, Legion (even though they're my main, they are pretty bad)
I'd need to play it to be able to accurately place it, but based off what I've seen he's pretty decent. Hope they don't nerf him before release though.
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Yeah... that's because of licensing. There's the chained variant, but that might be it for the moment...
Ash is getting a new set, Pig got some new cosmetics, and Tap did as well... so It's possible it might change...
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Never... because that's balance. Killers are supposed to be faster than survivors so they can catch them. However, survivors have faster vaults and pallets to keep avoiding the killer, which killers either must find a way around or break the pallet.
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I came up with a concept too... a bit more complex, but I could see both versions (yours and mine) working.
@trevorj91 If you're interested in seeing my concept, just let me know.
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@heartstone_malone said:
https://forum.deadbydaylight.com/en/discussion/comment/675776#Comment_675776
Well they, nerfed exhaustion, shortened loops, took out pallet vacuums (but left hook vacuums in for killers), and nerfed vaulting yet Killers still have bloodlust in 2019.
I agree about spine chill and they should leave Object of Obsession alone as well while they're at it
Object needed the nerf. At high level play, it was just broken. Especially in a team. Being able to see where the wraith is 24/7 is lunacy and denies him his main appeal: invisibility. Oblivious and Undetectable were designed to nerf Object against stealth killers, which was those killers' achilles heel.
Stealth killers needed the buff to compete with killers like Billy. Sure, they're not nearly as good, but they're certainly getting better.
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Honestly, Spine chill needed the nerf. I've been finding myself relying on it too much when I play survivor. Having it be unreliable is a great change, since, as @Benzinjiq said, "Using 1 perk to absolutely destroy a stealth killer's abilities is just stupid".
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I may not be good against spirit, but playing spirit I know there are counters. It's all a matter of playing and learning them.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/674152#Comment_674152
It's a worse version of thanatophobia.
To get the same effect as it currently has, you need 8 hooks to get -24% action speed reduction on the non obsessions, versus killing the obsession which takes 3 hooks maximum for -25% reduction and said obsession is out of the match.
It'd be better to just tunnel somebody to death and just remove a survivor rather than trying to spread 8 hooks worth of damage to effect 3 people who are all on death hook.
This isn't even considering the fact that for all intents and purposes, you're basically giving the obsession a 5th perk slot and that 5th slot is basically "Botany Knowledge".
True, it is basically giving Botany. However, pair that with Thanatophobia, Huntress Lullaby, Ruin, and/or Pop Goes the Weasel, and I could see it working quite well.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/674152#Comment_674152
Also with Thana it can be disgusting
Oh yeah it can be. Dying Light, Thana, Ruin, and PGTW would be a disgusting build.
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@Ksoni said:
https://forum.deadbydaylight.com/en/discussion/comment/673594#Comment_673594
Ds situational? If i play survivor i use it every game. Im just pretenting being dumb, then slowly go into the locker when killer sees me, then i stab the killer and loop normaly.
It's designed to be situational. If a killer plays in a way that allows the DS player to get away, then they won't be able to use it.
However, I didn't say it was weak. DS absolutely needs a nerf. If they start working on an action, then the perk deactivates, or something. Because 60 seconds is way too long.
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@End_of_Slayer said:
https://forum.deadbydaylight.com/en/discussion/comment/609673#Comment_609673
Taking into account of time manipulation, you would be taken, and dropped back where you were. You would remember everything, but no time would have passed. It would seem like an eternity, but it’s been milliseconds. The thing about it, is that it’s basically a worm hole. Take something out of a timed realm, and put it into a timeless one, you lose all sense of time itself. Putting something from a timeless realm into a timed one, makes it so that you were dropped right back into place.
Think of lightspeed. Where you travel at the speed of light, to where it’s only seconds instead of years. Now imagine if you got stuck between the start and destination. That’s your timeless realm because no time can possibly be shown. Reach the end of the tunnel and come out the other side? Right back where you started
The entity's realm may be timeless, but your analogy only works if it grabbed people linearly, but that is not the case. Huntress and Plague are examples of it grabbing people from the past.
Hell, at this point, it's different universes/dimensions, simply because of Stranger Things. Who knows if you'd end up back at the one you vanished from?
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/673107#Comment_673107
Same thing as old dark sense, but you don't need to finish the gen yourself
A bunch of perks are getting buffs! I like it.
First Left Behind, then Dying Light, now Dark Sense... I might actually use these perks now!
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/673595#Comment_673595
It's only active while the obsession is alive, and doesn't have any negative impact on the obsession. The obsession actually gains a 33% boost to unhooking and healing.
Hm... I don't know how I feel about that. At least it goes well with the other Michael perks now.
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@Tzeentchling9 said:
https://forum.deadbydaylight.com/en/discussion/comment/668992#Comment_668992
You say that, except the devs had to remove showing ranks in Survivor lobbies exactly because of that issue.
Why we can see rank again in the PTB now is beyond me.
As a killer, I'd rather see the ranks beforehand then not. Not to dodge, but to know what I'm up against, because seeing 4 default Dwights can mean vastly different things if you presume one thing or the other.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/672574#Comment_672574
yeah, theyre making it so hooking non-obsession targets gives you stacks. The more stacks you have, the more of a debuff non-obsessions get to repair, heal, cleanse, ect speeds.
Do you lose stacks when the obsession is killed, or can you not gain any more when they are killed (similar to STBFL)?
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@Ksoni said:
https://forum.deadbydaylight.com/en/discussion/comment/672532#Comment_672532
And everyone knows where situational perks belong. That's right. In trash tier.
Doesn't mean it is trash. NOED is situational, yet very strong. Same with Adrenaline, BT, or DS.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/672460#Comment_672460
Your just as likely to be completely ignored by the killer with STBFL, PWYF, and NEW dying light.
Wait, dying light is changing?
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@Forceful_Spork said:
Dying as the obsession I think should give you points, because it isn't very fair that you got selected by RNG to be tunneled by the Killer because he has Remember Me, current Dying Light, Rancor, etc.
Rancor disincentives killing the obsession until the end, Dying light is kind of bad, but if Remember Me was reverted to its old form, then you wouldn't tunnel the obsession, since you'd need 6 tokens.
You shouldn't get points for dying though. That's dumb.
You should get extra points for surviving as the obsession.
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I would love for these types of changes. It removes the issue of clicking the button for picking up a trap while walking and it not registering, as well as punishes survivors for being careless... my only change would be to make them step in 3 first, since that proves that they aren't paying attention at that point.
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@Tru3Lemon said:
Most of youre ideas its ok but 1 wont and will not happend and that if a survivor its injured and step on a trap get downed now this will be soo broken just like for solo players trapper will be increase hes tier and you dont want to see more swf the others are ok balance
I think that if an injured survivor steps on 3 traps they should go down, just for not being careful.
Other than that, you should use grammar conventions, since your sentence is way too confusing to read.