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Raven014

Raven014

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Raven014
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  • Corn and Bamboo are annoying, but I just rely on ears and scratches to try to locate them.

  • Yeah, I'm surprised they haven't done the splinters already... then again, it would increase the grind that's already absurd.

    The PTB isn't on console for the reason of: We have these other platforms, but we're primarily a PC game. I mean, On mobile I assume killer's going to be even harder than on console purely because of mechanics and how it would work...

  • Makes sense to get rid of specific ones. Sure, when you get survivors you haven't leveled, it's annoying, but at this point in my DBD career, I've done all the leveling I need. Just make them specific actions, or even complex actions, but for any survivor.

  • @CornChip said:

    https://forum.deadbydaylight.com/en/discussion/comment/616009#Comment_616009

    Oh i'm sorry i didn't realize this was a be triggered and be defensive thread.

    Ruin is boring.

    Sorry, I've been playing too many high rank games. I'm trying to have more fun games, since ranks only change survivors, not the killers by much.

    But ruin is necessary, at least until Gen rushing isn't a problem. Again, waiting 15 min for a 4 min game isn't a good trade off. Survivor mains don't seem to get that since they always get in games easily.

  • @Chaddad2169 said:

    https://forum.deadbydaylight.com/en/discussion/comment/616009#Comment_616009

    I see several killers do well without ruin, so don't even say ruin is a necessary perk at red ranks. I've seen several people do well without it.

    Depends on their skill and the survivors they face. A group full of purple ranks play very differently to red ranks.

    True, you could use PGtW or Corrupt intervention, but it is true you need some perk to slow the game down, at least enough to get a "snowball effect" going. I rarely see killers who do not run Ruin, Pop goes the Weasel, or Corrupt Intervention for that purpose alone. Even then it doesn't guarantee that you can protect them well.

    Besides, most red rank survivors can work through them, if they don't discover Ruin in the first 30 seconds.

  • I play on console exclusively, and I'm not a pushover in most situations (SWFs and Red ranks are my weakness). I like just trying builds and seeing how they work. Tombstone Myers is my favorite, to be honest. It's so rewarding to get a 4k with him with three stacks of PWYF... so fun.

    I will admit that Huntress, Hag, and Nurse are more difficult because of controller vs. keyboard.

  • @CornChip said:

    Ruin. It's in too many games.

    It makes the match tedious and boring to go up against.

    Well, if gens weren't completed so quickly... we wouldn't feel the need for Ruin. Especially in High ranks. I mean, a lot of killers wait a long time to get into a game, then it's finished in 4 minutes.

    It's more of a symptom of the game's flaws then a problematic perk.

  • @Chaddad2169 said:

    https://forum.deadbydaylight.com/en/discussion/comment/615747#Comment_615747

    Saving your exhaustion for your Sprint Burst is a strat just as dirty as Camping and tunnelling. But it's still a strat and is used as a design purpose.

    I can't deny it's worth.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/615846#Comment_615846

    I'm not that kind of person that mock r/whooshed people, but you can easy get it's an ironic post, right?

    It's hard to tell sarcasm online sometimes. Especially when you don't use inflection. : P

  • He technically has a cooldown already. He's balanced. It's really easy to juke them.

  • @YaiPa said:

    Adrenaline, dead hard, decisive strike, borrowed time. Thanks god nobody uses these underrated perks in red ranks.

    Um... the current High Rank Meta is DS, Adrenaline, and BT. The final being an Exhaustion perk of their choice.

  • @UltraBanana said:

    https://forum.deadbydaylight.com/en/discussion/comment/615747#Comment_615747

    "In comparison to survivors, it's like having a perk that, when you hook 1 survivor, you can break down a completed generator, so that they have to complete it again."

    So....pop goes the weasel? It is one of the best killer snowball perks there is. Nothing is more annoying than playing in solo q, having bad teammates, and watching the killer constantly delete your gen progress. Especially if the team can't find ruin or there are other gen slowdown tools like dying light / thana / freddy chains / etc stacked on top of it.

    As killer I really hate dead hard and balanced landing. DS is pretty annoying when people try to force it on you. Head-on can be annoying sometimes but I don't see very many people use it well. Super immersive urban evaders are also a pain to deal with sometimes but doesn't feel like they are really bullying you with a stealthy gen rush; where-as like a DS into head-on stun into another head-on stun into flashlight blinds swf stack can be really frustrating.

    Not like that. I mean it's like a perk that allows you to destroy an ALREADY FINISHED gen to 0. Not Pop. Pop only really stops Gen tapping, really (where you tap a gen before a rescue). You also only get 12 times to use it too. Very different.

    I can understand dead hard. It can be predicted, however, so it's not as big an issue to me. Same with DS.

    It sounds like you have an issue with SWFs, not the perks themselves.

  • I would prefer they fix gameplay issues before getting to animations.

  • Camping is already punished enough on the killer end:

    DS: This stops killers from tunneling

    Kindred: This tells people if you're near the hooked survivor.

    Borrowed time: This stops killers from tunneling.

    Gen Rushes: If survivors know you're camping, they could get 3 gens done in the time it takes for them to die completely, ruining your chances to catch others.

    Point Reduction: You will not pip by camping. You will lose points in the Devout category. As well as Gatekeeper (Gen rushing).

    It doesn't need anything else.

  • @BlueFang said:

    People often DC just to de-rank, after you get the achievement there's very little reward for staying in Red ranks. At least until they release those upcoming changes, until then anything involving De-ranking with dcing will only inadvertently encourage more dcing

    Mainly I just stay away from moris, sucks if you get hit and it forces the most boring thing to deal with. Gen Rush

    There is no achievement for Xbox. I don't know about PS4. So there is no incentive to stay in Red ranks on console anyway.

  • Moris are for fun, not for pipping. I've gotten max points on sacrifice category while using moris. It's just about how you use them.

    DCs should be punished with a temporary gameplay ban after a few times. Pipping just doesn't matter to some people.

  • @ShrimpTwiggs said:

    At the very least, they should keep him fully invisible until he's in terror radius range. Seeing him all the way across the map when he's "invisible" is ridiculous.

    Freddy is already like that. Might as well give wraith that little buff.

  • That would be interesting, but very situational. As a kind of last ditch attempt to lose the killer in a chase.

  • 3 and 5 are already addons, so it's unlikely they'd be changed.

    @thesuicidefox said:

    Adding Hindered wouldn't be a good idea honestly. It would be way too strong.

    Instead when you are fully sick you should get rapid fire, Unnerving Presence-like skill checks when doing gens. This would really encourage you to cleanse, but if you are really good or really desperate you can stay sick to repair gens.

    Uh, no. High ranks can already achieve gens quickly, giving them more chances to boost the speed of that is a bad idea.

    Being hindered though makes sense, since sickness often hinders us in the real world.

  • Doesn't quite work. That would be better for a scientist, not Jack the Ripper, imo...

  • Julie.

    I am, of course, basing Julie's looks off of this: https://youtu.be/cHlScT5KfuE?t=46

  • Sprint Burst: Many of the people who use it will activate it mid chase, since they will save the exhaustion cooldown for it. That wasn't it's design purpose, and it's annoying.

    Adrenaline: I hate 4 man SWFs who run Adrenaline. Very few killers can counter this because very few can one shot people.

    Deliverance: This perk, while balanced, isn't fun to play against. It rewards survivors for doing what they should, and undos work that killers have done and can stop a snowball that the killer had set up. In comparison to survivors, it's like having a perk that, when you hook 1 survivor, you can break down a completed generator, so that they have to complete it again.

    Survivors would complain about that.

    I personally do not respect Deliverance, and will just hit them down again. I always linger if I hook Adam because of that.

  • Trapper was a placeholder for Jason in early development. Then Friday the 13th game came out...

    A killer using the Fog to their advantage would make sense Lore-wise, and would be very interesting.

    One thing though: TR and Red stain are linked to each other. It's why people can get jumpscared by T2 dead rabbit M&A Myers. So... the TR must be increased if you want to increase Red stain.

  • No, it does not need a buff. All it asks is that you get 1 rescue while not being hooked beforehand.

    Just to let you know, it's frustrating to go against it because all it does is reward survivors for doing what they already do.

    When I see a deliverance player however... I usually have a mori or little remorse of immediately going for you. You already waste my time by undoing my work. Might as well do the same.

  • @thisdude9001 said:

    Power is neat! Wouldn't consider it overpowered IF you limit the amount of pallets/vaults, and make the vaults only if they rush vault. Hag and Trapper have similar abilities but wont instantly put them into dying state.

    Killer Perks:

    "You Can't Even See the Scratch Marks"- Behind walls is really strong no way a survivor can escape without going around a wall and seeing their scratch marks would make it to easy. 

    "They Do this to Themselves"- This seems fine sense you'll be able to find them most of the time anyways. So maybe to weak?

    "No witnesses, Not in my Line of Work"- It's cool.

    Survivor Perks: 

    Childhood Innocence- More selfish version of Leader/Prove Thyself, still useful though. For the perk I would just drop the token bit "For every survivor within 24 metres of you increases your action time by 5%."

    Isolation: So very situational but common enough. How long do you see their aura?

     You recognize that when times are tough, you must take things more slowly. For every person still left in the match, you have a token. When a survivor is killed, a token is spent and you can see the killer's aura.

    Midnight Lullaby- What do you mean Doors? like exit gates? Would need more nerfs though, compared to detective's hunch this is a much better version.

    Also would avoid having a child in the game, maybe a mentally handicapped person? Just not comfortable killing children in this type of game.

    Well, yeah. There are only so many pallets that it's power would be limited. And I'd say there are 10 traps at any time.

    And about the dying thing, It's just faster. If you get caught in that trap and he's right behind you, you're already downed.

    About "You can't see the scratch Marks"... It's designed for indoor maps and jungle gyms. It's mostly designed for beginners. You can't see scratches easily, but you can see them through walls (in a radius though).

    Maybe I'll add an aura duration of 4/6/8 seconds instead of scratches.

    Childhood innocence: That's a good idea.

    Isolation: You would see the killer's aura for 8/10/12 seconds.

    Midnight Lullaby: The thing about this is that if you play the game, you'll figure out where the doors are (It would only highlight the door panels, not them themselves). It's the hatches aura that might need some limits. Like, you can only see the hatches aura 5 m from you per token.

    This perk is also limited by whether or not people get hooked. It relies on the killer knowing what they are doing.

    So the Entity won't take children? I'm surprised it can even make that decision, but then again, we don't know how it thinks.

  • To me, Ash is LOUD. It's the same reason I don't play as Jeff anymore, which is a shame.

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/614215#Comment_614215

    I think that sounds pretty fair. Whatever number we go with, it needs to be harsh enough that survivors don’t come out in droves complaining about it.

    The ability to light dull totems would make survivors think twice about passing one up if they see it, so I really like that idea!

    I was also thinking about a limit of some sort. Imagine if each time you light a new hex, you destroy one of your basement hooks. Should we give the option to destroy all 4, or limit this to 3 so there’s always at least one remaining?

    That might be a buff to Sabotaging in general though. You have to be careful with messing with the basement.

  • @Usui said:

    Remember the DS outcry? Remember the mettle outrcy? (which BTW were answered QUICKLY) Remember one entire year of map changes, pallet changes, just flat out DIRECT nerfs to survivors. And still to this day you clowns defend nurse LOOOOL.. this community ..

    Um... that's because survivor has the power role when they shouldn't. I don't know what rank you are at, but it's stressful to play killer at high ranks due to all the BS survivors throw at us.

  • I actually came up with a concept for this kind of killer on a different site.

    I'll just put the mechanics here:

    Lore:

    Some Souls are cursed. The Crow is one of them. Cursed to have no trust of anyone, regardless of how good (or selfish) their motives may be. When Nate Penn dies, he will have to endure the punishment for the wrongs he has done, regardless of what good he has done. So, he is cursed to be both a survivor and a killer.


    Killer's Kit:

    Standard Speed: 105%

    Main attack: Swings sword, long lunge range. Sword has 1 hit down.


    Secondary attack: Chuck sword at target. This will force him to draw a knife from his left sleeve. The knife is like a traditional killer's weapon, with two hits to a down.


    Tertiary attack: Change from survivor to killer mode and vice versa. In survivor mode, he acts like a survivor, including being able to "work" on generators as well as even sabotaging them while working on them. He can even pull people away (from unhooking other survivors, working on gens, etc.) when in survivor mode, as well as from lockers, allowing for ambushes.

    Animation: Drawing/Sheathing his sword.


    Passive: 

    This is his main ability. He will be shown as a survivor to the other actual survivors. He will be assigned his role at the beginning of the round. If he is a killer, then an actual survivor will be replaced in the menu, so he can hide amongst them. If he is assigned survivor, then he does survivor things. This introduces a level of mistrust into the game, since they can't tell if it's the survivor or not.

    Perks:

    Sympathy:

    You are aware that these survivors have no choice, just as you don't. Therefore, you feel better when they save their friends. In turn, if a survivor saves another or heals another within your terror radius, you gain a token. You are able to break generators faster and break pallets faster.


    Thinking Ahead:

    After you break a generator, the killer will have a 30 second window to sabotage any nearby pallets. Pallets that are tampered with will fall on survivors who run under them during a chase.

    When a pallet hits a survivor, they will take one state of damage, and the pallet will be destroyed.


    I'm not sure what the third killer perk should be.

    Survivor:

    Saboteur: In your confinement in the realm of the entity, your madness has convinced you to help the killer to try to achieve your own freedom from the cycle. Every time you miss a skill check, you gain a token. For each token you gain, you get 1000 points in the Objective category, as well as regression penalties increasing by 2% on each generator. With 5 tokens, every missed skill check will expose the aura of any other survivor working on the same generator to the killer if within the terror radius.


    Too Much Knowledge: You have an understanding of the Entity, and it drives you mad. One of your point groups (except Survival) will change to one of three choices: Endangerment, Sabotage, or Neglect. You will not know which group has been changed until you start losing/gaining points. Endangerment is if you make actions that endanger other survivors. Sabotage is actively fighting against other survivors' efforts on generators, and Neglect is the opposite of Altruism. You start at max points with Neglect, and will lose them for Altruistic actions.


    No Trust:

    You have an inherent mistrust of others, and tend to be more cautious. If other survivors are within a radius around you, actions overall are slower, however, there are less skill checks. When you are by yourself, your action speed is accelerated, and there are more skill checks.

  • Well, I think you should play the way you want to. If you like playing by the survivors 3 billion rules for killers, then great for you.

  • @Kerbert said:

    I don't think this is the way because I don't think game mechanics, perks, or skill should be based around RNG.

    Lol, then maybe don't play the game? 90% is basically RNG

  • @Atrushan88 said:

    @Raven014 Except able to creep up on you even easier because you don't see his face until he's right on you, and then you see a mass of white with a terrifying face and get the bejeesus scared out of you. At least the Pig has a warning, and GhostFace does too if he's marked you, lol. I have failed skillchecks against that cosmetic.

    Lol... you've developed a fear of KISS Jeff, haven't you?

    In all seriousness, yeah, you're right. It can be way creepier. That's the face that even killers can be afraid of...

  • Maybe ease the time penalty for rebuilding it (Say, make it 20 seconds to set up and 10 to light) and it'll be worth it. I like the idea, but that time penalty is way too long.

    Maybe give the killer the ability to light dull totems to do that too.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/612210#Comment_612210

    The difference rests on the fact that a chapter is supposed to bring in a new killer, a new survivor and a new map, while a paragraph only adds either a survivor OR a killer, no map.

    And many people, like me, were extremely disappointed about not having Sydney Prescott added to the survivor roster.

    Didn't Leatherface come with a Swamp map variant?

  • @Atrushan88 said:

    @Raven014 Yeah, I know. If you've ever had one urban evasion beside you, you'd know it's even creepier than most killers, if not all.

    Reminds me of Ghostface or Pig, tbh.

  • @Atrushan88 said:

    @Raven014 There's a difference between liking a band and liking what they dress themselves in. I like their music, but put a KISS member next to me on a generator in a world where people with white masks try to kill me, and I won't hesitate to book it.

    Lol, that was a joke! XD

    But yeah, I get what you're saying. His eyes are creepy in that cosmetic.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/614102#Comment_614102

    @Raven014

    "As a high rank killer, sometimes it's just out of our hands because we don't always want to play nurse."

    Sometimes it is out of your hands even if the gens aren't being repaired at a great speed. Either side has side effects for making mistakes.

    "Did I bring Ruin? I shouldn't need a perk as a killer to have a chance against the worst of conditions"

    As pointed out before, I wasn't stating that Ruin is required but that it is there to aid (slow down), and if you don't use it, and a team is playing optimal. Gens will get done in no time.

    "Was I tunneling? No. But that is a self inflicted handicap that I shouldn't honestly need."

    If you read carefully... I wasn't suggesting that you should tunnel, instead what I meant was that IF you were tunneling, fast gen repair will be the ultimate result.

    "Do I bother to check gens? All the time. As soon as I move to the other end of the map the one at 0 that I checked first is already done."

    Then I would suggest that you need to work on being aware of your surroundings (like when you're in a chase) listen to gens possibly being repaired where you are chasing. Remember it and come back to it after the survivor gets hooked.

    The point is that it shouldn't always due to a killer's weakness. It should be due to survivors actually having to try... you know?

  • Points do not matter. Not really...

    Chaser: Makes you have to have a decently long chase, but catch more survivors than you let go.

    Devout: Hook 9 times and you'll get iri. (When I got Legion Adept, I only had to sacrifice three. As long as you get 9 or more hooks, you'll be fine.)

    Gatekeeper: This one isn't in the killer's hands, since it governs gen completion. This one you just have to delay gens as much as possible, which Pig is terrible at. If you can keep it above 3 left, then you should be good... Also kicking helps. However, delaying gens getting done also effects this for the first 9 minutes. So, if you are able to stop 4 gens from getting done in 10 min or so... (not likely at higher ranks) then this should be iri.

    Malicious: If you hit people, this will be iridescent in no time. Survivors healing also takes away from it, but not as much as you can gain from hitting them twice. As long as they remain injured more than they do healthy, you should be fine.

  • @sluc16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/614119#Comment_614119

    The point is not that it doesn't matter cause I was injured. The point is he should not be able to do it in the fist place.

    That was a joke. I think survivors should have to be in the open, not behind objects to break him.

    It's not fun being broken out of when you can't see where they are (because you can't see the KI effect either when trying to pinpoint where they were).

  • Hahaha.... NO.

    Survivors have it so easy, but this is not the way to change moris. You have the green one for that.

    I'd just make it so red moris have to two hook first. That way it's more of a "I do this instead of hooking" gameplay change.

    I also think they need more mori animations, but that's beside the point.

  • I think you got mindgamed. It's one of the few tricks all killers can use.

    You're also not thinking of console players, where it's harder for the killer to aim. So... no. You are not correct here.

  • @brokedownpalace said:

    I'm sick of moris.

    Moris have to be earned through your actions (hooking at least once). Keys can be found with luck.

    However, I do think Ebony moris have to have two hooks before a kill. Since that would be more fair to survivors.

  • Maybe he should, because survivors seem to break him out from behind objects.

    Besides, you were injured. It doesn't do much when you're already one hit away from downed.

  • The entity is a lovecraftian nightmare. Like said things, it is neither because it is above such basic, animalistic things.

  • @Atrushan88 said:

    Jeff with the makeup. I jump every time.

    What, you don't like the band KISS? XD

    To be honest, I haven't seen anyone near me use that, so I can't say it's scary. : P

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/614005#Comment_614005

    Yes, I love the effect of the sap dripping down their faces!

    Huntress' mask also looks great there as well. : )

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/614001#Comment_614001

    Let me reiterate what I said...Legion is definitely somewhat inspired by Ghostface like Billy is inspired by Leatherface. They have their difference but I’m pretty sure they took some inspiration from Ghostface.

    Also why do you like playing Leatherface on Ormond? I don’t mind Leatherface because survivors suffer from Bubba Syndrome and their IQ drops by about 80 when playing against him. I just hate Ormond all together when playing killer.

    I think I like Huntress’ Hallowed Blight cosmetic the best but Doctor’s is the creepiest.

    Maybe in personality, but it's still a far stretch.

    For some reason I always get dumb survivors with bubba on Ormund. No idea why. I can actually have fun there.

    I really liked Doc's, but Wraith's is cool too.

  • Guess I was wrong. But the point stands. 90% of my games are rushed to hell. For you to say it's not a problem is just ignoring that.

    Maybe it's because I'm on console... or maybe it's the region I'm in... but games take 10 minutes to get and 3 to finish. I just find it frustrating.

    I get it. No need to affirm him.

    @Johnny_XMan said:

    @My_Farewell @GrootDude They all say the same thing...

    "Clearly you've never been in red ranks..."

    Nice clapback. xD

    Same to you.

  • @Johnny_XMan said:

    I love how people keep asking for more objectives to slow down gens.... when it practically just buys time for bad killers who have yet to learn how to catch a survivor.

    Half the posts on here about "gen rush" don't explain in detail what they might have done that resulted the gens getting done so quickly.

    Did you bring Ruin?

    Did you apply the right map pressure?

    Were you tunneling someone till their 3rd hook?

    Did you bother to check gens once in a while?

    Etc. Etc.

    These are the questions that need to be answered before someone claims "I got gen rushed".

    As a high rank killer, sometimes it's just out of our hands because we don't always want to play nurse.

    Did I bring Ruin? I shouldn't need a perk as a killer to have a chance against the worst of conditions.

    Did I apply pressure? Sure, to one person. But most killers can't apply pressure to multiple people, or when they do, other survivors can ignore it.

    Was I tunneling? No. But that is a self inflicted handicap that I shouldn't honestly need.

    Do I bother to check gens? All the time. As soon as I move to the other end of the map the one at 0 that I checked first is already done.

    Gen rushing is a real problem.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/613532#Comment_613532

    Then you’d encourage de-ranking and nobody wants punished for playing with friends. Another forced objective would be better, although I don’t feel like gen rush is a huge problem right now.

    Clearly you don't play as killer in higher ranks.

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