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Raven014

Raven014

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  • @savevatznick said:

    https://forum.deadbydaylight.com/en/discussion/comment/606104#Comment_606104

    There is existing progression that can be fleshed out in things like a player's Devotion level, and them gaining Iridescent Shards per level. Maybe rewards per devotion level, etc.

    Ideally, the blood-web would be scrapped because if add-ons are made permanent fixtures in player's inventory like perks were, there would be nothing to grind bloodwebs for. I don't believe locking gameplay behind "grinding bars" helps people understand the game any more quickly, so ideally I wouldn't want a progression system that makes you have to play X amount of games with a low-tier add-on to "unlock" a better one.

    I mean, I do find it frustrating to have one item left on the bloodweb being just too expensive.

    But then, I don't mind it, since that's the only way to get the addons.

    One thing though, if the bloodweb were to be scrapped, how would you get perks that are not the survivor teachables? How would that work?

    Would leveling perks be like how I proposed addons being like?

    Still, I'd be interested in seeing it.

  • The only question I have is, if the other survivors created the black lock, then why does the black lock lead to darkness and not to light?

    @TheBretzel said:

    @White_Owl said:
    Interesting theory especially the parts about the spirit world, but I don't agree much on point 4/5. Yes, gens emit light when fully repaired, but even when they are all running the Entity's power is not weaker, otherwise Bloodwarden and most endgame perks would hardly work.
    I honestly doubt the Entity would use its own weakness in the world it has created: a survivor would just need to knock over a fire barrel in Shelterwoods or the Rotten Fields to start a fire whose light could weaken a lot the Entity, maybe even allowing survivors to escape.

    I agree there's something going on with perks like Bloodwarden and Bamboozle, but I think it can be explained as the Entity itself being physically there, thus needing a bigger amount of light to even be affected. Rattman asked the same thing so if you want you can go read my response to him to know my point of view on it.

    Also as for putting the map on fire, something unexpected will happen indeed, but I dont think you could do it willingly as a survivor. Since this is a nightmare, there are things you just cannot do, like fighting the killers back or even talking.

    On a side note I know the Asylum was on fire during a certain point, so maybe it was tried before and it failed, or maybe it has nothing to do with this and it is just either a concidence or unrelated. But still just wanted to say that.

    One thing I just remembered: There are fire barrels everywhere... why wouldn't a survivor take a stick and light it?

  • @Liruliniel said:

    @blurmcclure18

    I dislike NoeD from both a survivor and killer aspect. I think it's a cheap unearned perk. I admit it's a powerful and well designedish perk, but when I see a killer use it *no shot at anyone* its usually a bad killer who needs NoeD simply because they be bad and cant get the down normally. Usually as survivor the only time I encounter it is when the buddy and I have a crap team so we rush to gen rush.

    Though no one has no excuse not to do dull totems anymore simy due to the increase in BP.

    As a killer I dislike it simply because did I really win the game or get better if NoeD finishes the job? Not really. It does not actually help you improve. No shame to anyone who wants to use it that's just my thoughts.

    Well, survivors tend to deactivate it more than it should be... I don't use it because of that fact.

    As well as the fact that, well, good survivor teams will end up bullying the killer. Gen rushing is a problem, and one I think should be addressed. I wouldn't use NOED if I didn't feel that the gens get done too quickly. It's an evening of the odds.

    Then again, a lot of the time it's deactivated before I get a chance to use it, so... yeah...

  • Yeah, the exposed effect doesn't need that. Or doesn't need that when you're outside of terror radius.

  • Interesting proposal. I would be keen to see it.

    However, I'm sure that there would be some kind of progression, right? Like play enough games with scratched ruler to unlock the better ruler kind of thing? Because if all addons were unlocked from the get go... it might be a little much.

  • @CoffengMin said:

    and in fact if killers suck so bad to allow survs to get a second exhaustion use they deserve to get run around even more looping isnt even that effective anymore

    Sometimes, there are certain maps which would be abused by toxic survivors if this ever was a thing. Haddonfield, is one that comes to mind...

  • @AngelKings said:

    Thank your for the reply! Was not expecting someone to reply so soon. I never really run into "toxic" survivors. This is kinda the first time so I did not know what to make of it.

    No problem. : )

    It was a hurdle to get over, but you kind of just have to not care about survivor players opinions to play killer well.

    Sure, I have some "rules" I follow, but they are more like guidelines:

    1. go for the rescuer
    2. mori as the last hook
    3. let the last survivor (after 2 or more DCs, and only then) have the hatch.

    But the game is what you make it. : )

  • @JawsIsTheNextKiller said:

    @Khroalthemadbomber - It must be a Nurse nerf as she is already the strongest killer. The only chance of it being a buff is if they focus on making her playable on a controller.

    If the doc change is a buff I'd like to see Doc's default range to be longer and to also replace his crazy donut shaped zap with something usable. However they might instead choose to Nerf his ability to find survivors so easily.

    I mean, Nurse is playable on console... I play her infrequently. I'm not the best but I'm not bad.

  • Nah, that David was a potato. Bad luck does exist in the game. I always seem to get found even though I'm very stealthy. XD

    If they are found in a locker, and they go back to the same locker, then that's their fault for getting caught. All I see is you using your mind correctly.

    You weren't tunneling. You were looking for whoever was nearby and happened to find the David.

    In this game the survivors expect you to play to a certain set of rules... You don't have to follow that. You just have to win.

  • Yeah, that's survive with friends, which is already a hard match for Huntress.

  • I think you have a problem with Survive with Friends, which Definitely needs different mechanics to up the difficulty, since they have the advantage of coordination.


    Don't forget, it's been the bane of Wraith players for as long as it's been around.

  • With spirit being my second most played killer, I might be able to provide some tips.

    I would've said headphones, but someone beat me to that.

    One other thing is to at least get used to the scratch marks... maybe using the predator perk can help, but audio is the most important part.

    Wounding survivors, and keeping them wounded, is key. It's why I'll often just attack everyone, since it helps find them later. Sloppy butcher works well with this.

    Most survivors are terrible at pinpointing where you are in haunting. So, you can use that to your advantage, since you don't make the wind sound outside your TR.

    Suprisingly enough, Spirit doesn't need Hex: Ruin if you're doing well. It might help, but Pop goes the weasel is better, imo.

    Pairing it with Surveillance allows you to keep tabs on gens that have progress. Especially good for if there's a gen at 99%, you can knock it down 33%, and also have the ability to see if people go back to it, then be able to get back in time.

    Spirit is strongest when a person is on the hook. So try to keep a person on the hook as often as possible. Not to camp, but for pressure, because she doesn't give a lot inherently.

    If you know that you're having trouble, try to three gen them. Spirit can take advantage of this to an absurd degree.

    Monitor & Abuse, Surveillance, and Prayer beads allow you to hear survivors on gens from further away and grab them from it since prayer beads has no wind noise.

    The Mother Daughter ring is bugged where it still shows scratches (it's not supposed to), so that can be absurdly strong.

    That's for right now, so... I hope it helps. : )

  • Yeah... no, not all of us are up there with level 50 with all our killers yet.

    You'll be able to work for the archive stuff then when that releases.

  • @RepliCant said:

    How I would of like the EGC to go down as the Last Survivor:

    Being the last Survivor remaining triggers the End Game Collapse.

    The following happens:

    • One exit gate is powered
    • The hatch spawns. The hatch now can only spawn when all 5 generators are repaired, or if the last Survivor remains.
    • The 2 minute timer remains. The Killer cannot close the hatch.
    • After 1 minute, the hatch closes and only the 1 exit gate remains powered.

    Not only does this give a chance for The Last Survivor, it sets a time limit on it therefore causing forced strategy and decision making, while attempting to give a Killer a chance as well.

    Interesting... I think it could work, except for three things:

    1. Hatch closes after 30 seconds.
    2. Keys are found/brought too often.
    3. Killer should have the ability to close the hatch, since survivors can get the door open if they know what they're doing really quickly.

    Other than that, maybe it might work.


  • @Maj33y said:

    Exactly after all The nerfs Survivors had

    1. BNP

    2. Healing extended Timer

    3.Gen Speed penalty when 2 or more Survivors working on one Gen

    4. Hooks Respawn faster even if a survivor is sacrificed on it .

    On top of all these nerfs Survivors getting .. you got Plenty of Game slowing perks + the glorious EGC and you ask for that !

    How about You get 32k BP in cheque Sir wouldn't it be better ! ๐Ÿ˜‚๐Ÿ˜‚

    Yeah, just get rid of infinite loops, key drops, and nerf Adrenaline then it will be balanced. XD

    But yeah, Survivors should be able to get a good amount of BPs, and Healing by yourself shouldn't be kind of pointless without a medkit, but it shouldn't be as easy as before. Maybe make rate of healing slightly faster, but with smaller skill checks (Because it should be difficult operating on yourself).

    Gens absolutely need to go slower. I get in games where the first gen is done after 20 seconds, and that's with ruin. Gens often get done in the course of 30-50 seconds if you leave them alone.


    It's true, hooks should take longer if you got a sacrifice on it. Not gone forever, just takes a while. Maybe have an animation that shows the progress instead of just "poof", it's here.


    Well, but killers can't take away survivor perks, and most end game builds don't work all the time. I miss the old Remember Me...

  • It's iffy for me, but then again, I don't have very many uses for less terror radius. Maybe I'll try it on huntress, since people seem to forget that she has a smaller terror radius.

  • I do think Legion needs the buffs. I would love to make like a bloodhound Legion build.

    I might go about it slightly differently for the addons though:

    Pins (other than iridescent):

    Make it so it applies when DW is first applied, not after the second hit.

    Rulers:

    I don't know why there isn't a ruler above the yellow one, so make a green and a purple one that make it way better recharge.

    Also make scratched base kit, like you said.

    Mixtapes:

    Fuming is good in the right hands. It tells you what is being worked on where. It's like wraith's all seeing rune. However, only during frenzy is kind of weak, though...

    Make them more consistent. Julie's and Joey's both decrease exiting cooldown, while Susie's... increases KI detection? Make them all the same! Frank's needed to be changed, but now it's just useless...

    Maybe make them effect Movement speed, like they used to. Making it like the killer's are effected by certain music.

    Heck, the item names can change based on which member's cosmetics you have on. Like the purple would be Julie's if you're Julie, Joey's if you're Joey, etc...

    Stab wounds:

    Completely agree... although I think that DW needs to be a different mechanic to BT, because it does nothing these days.

    Never Sleep Pills: Like all that increase KI detection, I don't get the point. Most times, when you see one on the edge of your TR, survivors will outrun your frenzy. So having an increased KI detection doesn't help. Same with the Friendship bracelet.

  • Haddonfield is one of the most survivor friendly maps in the game, with the exception of swamp maps and Ironworks of Misery.

    Three genning usually helps, but isn't a guarantee in this case.

  • This is a good post. Hopefully it'll dissuade the survivor mains from trying to nerf these two like they've been trying to recently...

  • That sounds like a killer that had a bad day. I wouldn't take stock from it.

  • @Enriro said:

    I will do that because salty bad killers main doing topics "Balanced Landing/Decisive Strike/Mettle of Man/Every other survivor perk is OP, bo-ho"

    Mettle of Man was broken at launch, and it can be easily abused today. Not as much as before, but enough to make it still a major nuisance.

    DS used to be the bane of killers everywhere. I learned how to dribble survivors. It's not as bad, but it can still be the reason some survivors survived when they shouldn't. At least it's to counter tunneling.

    BL isn't as obnoxious, but it is annoying when I do time it right only for BL to be the reason I "missed".

    BT is one that is abused really easily. If people make a bad play, their team should suffer for it.

    Survivor is so easy that you don't need perks to do well.

  • @CookieBaws Yeah, that's not going to happen because BL is a survivor perk. One that seems like it would have few uses, but is really good when you know what you're doing.

    What do you mean by "reduction" though?

  • @Enriro said:

    When NOED will be nerfed?

    This perk is very exploitable in some situations and it's not okay.

    Can you make 2% movement speed boost and delete one hit down, just it.

    Obvious survivor-main bait.


    The difference between BL and NOED is that BL can't be disabled, nor does it have a downside besides Exhaustion (Which is something that's easy to get around). It even has a passive ability even when exhausted.

    NOED can be turned off, even denied by survivors if they play their cards right.

  • I find that 99% of survivors I get matched with are potatoes. The 1% that are decent and know how to play, cheers to you.

  • I disagree because this would just be a nerf for all expose perks.

    Survivors shouldn't get the notification for how long it lasts. They should feel FEAR when exposed.

    They already get the notification for MYC, so survivors know that they have the perk and should hide. It's not as effective in higher ranks because of SWF, since they will let you know anyway.

    I think MYC needs no change as of now, since it's too situational for use.

    Again, the person who has exposed gets more than enough notification that they have the effect that I don't think it's necessary. Besides, Rancor is really weak, and doesn't deserve that kind of nerf (I mean, it doesn't even work properly when you close the hatch, it doesn't need to be worse).

  • They just call me the Raven. Nice and simple. Leaves a lot to the imagination.

  • @marching_hyena said:

    i really hate the new system where the whole entire match is cancelled if just one person disconnects during match making :((( It's unfair considering how the wait time for finding lobbies usually is longer, at least in my experience

    For me as a killer player, it takes 10-15 minutes to get to the point where people can even join. That is ridiculous.

  • @Astinate said:

    https://forum.deadbydaylight.com/en/discussion/comment/597354#Comment_597354

    The hallowed blight cosmetics are based on mutations the killers go through due to being injected with putrid serum.

    I was referring to the more recent cosmetics (Nautical trapper and scarecrow wraith). I'm fully aware of the lore of the hollowed blight cosmetics.

  • This is just survivor entitlement. They believe they have the right to survive, when it is clear that it's supposed to be a challenge. You have to earn the privilege to survive the match, not the other way around.

    @Madjura said:

    Some people will cry literally always because their precious fee-fees were hurt by losing

    Survivors complained about my add-ons, so I didn't use any

    Survivors then complained about my perks, so I didn't use any

    Survivors then complained about the killer I picked, so I picked (pre-rework) Freddy

    Survivors then complained about tunneling and camping, so every time I hooked someone I ran to the opposite side of the map and never hooked the same survivor twice in a row

    Then I killed only 3 instead of 4 people: "GG EZ BABY KILLER UNINSTALL TRASH"

    This is an example of this phenomena of entitlement. The Devs shouldn't encourage that in any way.

    Just makes the game more toxic. : P

  • @Yamaoka said:

    Always thought XYZ-MAIN meant you're exclusively playing that one character or at least like 95% of the time. ๐Ÿค”

    With killer's though, you end up at least learning a few so that way you can play against strong survivors. I Play Legion most of the time (more like 92% of the time), but I can play other killers too if I need to.

    It's that kind of thing. You're not wrong. : )

  • Legion is my main, the one I play the most, but I'm decent with almost every killer (biggest exception is billy).

    Then again I play on console, so this may effect my playstyle.

    I used to main Huntress, but hatchets just miss even when they shouldn't so... yeah...

    And Spirit is who I go to if I need to just get things done. Especially at High ranks.

  • It's hard to tell. A lot of people get mad about NOED. : P

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/602293#Comment_602293

    Even the Rank 13, who appears to have either been camped or did absolutely nothing all game, got out alive.

    Cringe.

    https://forum.deadbydaylight.com/en/discussion/comment/602135#Comment_602135

    Wow. 10 upvotes. 0 critical thinking. This shows nothing but a salty guy who had a bad game.

    I think you forget that survivors don't have a win/loss condition. Killers do. So when survivors actively use perks that limit killer enjoyment (DS/Adrenaline)... it's not unfounded where the frustration comes from.

    Also... survive with friends is such a frustrating experience for a ghostface. His strength is lack of communication, whereas that's the whole point of SWF.

    My main issue with your response was when you say it was just a bad game. Survivor mains in red ranks make every game a bad game, since killers are weak. Killers need some buffs to even put any pressure on survivors so they're not just gen rushing all the time, which happens to limit the points of a killer, due to lack of time.

  • @Rivyn said:

    Remember folks, NOED is OP, and killers that use it are trash.

    You are just... so wrong about this...

    Just cleanse all totems. It's really that simple. That perk can be so easily countered, and it ends up being countered so much that I just don't run it.

    You don't have to be trash to use it. Since most high rank games (especially swf) gen rush like there is no tomorrow, and so I need something to surprise them, since the doors seem to also get opened as soon as I get to them.

    Noed is designed to catch them off guard. It's not overpowered because it's a hex totem, and survivors who are good at looping can usually avoid it too.

  • @Laakeri said:

    https://forum.deadbydaylight.com/en/discussion/comment/602131#Comment_602131

    Not a single DS was used that game. I was chased when last gen popped so no Adrenaline neither. All I got was bodyblock from 1 random survivor at the exit gate that saved my life.

    Doesn't matter about the context. Where you may not have had good use of any of those, the killer went against a group just like you where they did. This is a constant issue that I hate about higher ranks. It's why I think purple ranks are my favorite part of the game: Not too toxic, but not dumb either. And they don't get gens done within the first 10 seconds of a game starting.

  • That's what I said. He's bad at pressure but not fun in a chase if he does find you.

  • @KaoMinerva said:

    https://forum.deadbydaylight.com/en/discussion/comment/599898#Comment_599898

    That's the point. Her ability is based solely on the player playing her. Every other killer relies on survivor mistakes. That's what makes swf so dangerous.

    I'm not disagreeing. It's why I liked Legion pre-nerf (although I don't miss the default movement speed). The easiest thing to do is just to get out of their terror radius when they go into frenzy. Survivors just don't like that it requires different strategies to the looping they've grown used to.

    Same with Spirit. Requires different counterplay: you need to be moving in unpredictable ways, maybe sprint one way then walk another... although good spirits will still be able to hear you... it's more about skill there.

    Counterplay isn't a bad thing, since it requires knowledge, it's just that it needs to be better than "just loop them". It's why I find Wraith and Clown unenjoyable to go against: They only require looping and the can get free hits. I don't mind wraith so much, but I hate playing against a clown because a good clown has no counter in a chase (of course, that's why stealth is important against the Clown).

  • In my experience, Nurse just requires different counterplay than other killers. You just try to get distance and juke. Sure, good nurses can try to predict, but it's still better than nothing.

    I personally don't understand the "nerf powerful killers" bandwagon many survivor mains are on. The point of a survivor is to survive, while they keep making it so easy for them by doing so. It makes no sense to me.

    Nurse needs no change. She's one of the few skill based killers there are that don't require survivor mistakes to do well.

  • @TrueKn1ghtmar3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/597985#Comment_597985

    Lmao but meg is a runner, nea is the looper so shouldnt nea get it XD

    In the original sense of the game, Meg was the original looper (Nea came with Nurse after all). She could get an initial burst of speed, and then make it to the loop...

    Besides, she was always a runner in the lore anyway! : D

  • @CoffengMin said:

    https://forum.deadbydaylight.com/en/discussion/comment/597388#Comment_597388

    well the anti-camp perk becomes the camp perk in those situations, funny right?

    All BBQ does is remove uncertainty from the killer's mind, not force them to leave. Of course, good killers should leave the hook regardless of if they have BBQ or not. But only if they don't have a good reason to stay. If they have seen a survivor in the area, or the hook is next to a gen that has been worked on recently, it might be enough reason for them to check the area.

  • Could be fun, but first I gotta unlock all the perks. : )

  • Freddy's tele takes so long to recharge. I don't think it's worth it to go after the one who's weaker. I'd use that to punish the rescuer.

  • @Azurlynx Was this with gens done or not?

    If the gens weren't done, then that can be a strategy. It just means that you can complete gens.

    If they were, then it means that the doors were the other option.

    So... yeah... there is still counterplay.

  • @ShyN3ko said:

    4 times.

    Always as Doc.

    And 1 time as Pig

    "Teleport hacker"

    or

    "How do you know where I was without BBQ, stupid hacker"

    Ha, it's like they don't know all the perks or what they do! XD

  • @hahmraro said:

    https://forum.deadbydaylight.com/en/discussion/comment/597500#Comment_597500

    That will be just too strong. Not a very reasonable idea.

    Actually, not so. The bloodpoints aren't as enticing because most good killers fill the Hunter category Completely on their own, with exception of Ghostface if you just destroy them.

    And if you're a competent survivor, then you know the general area of the killer even if you're in a chase as well. You want to direct where the chase goes. In a way, it's the opposite of M&A, so it works. Besides, it'd make you use your ears.

  • A near hackusation when playing old (pre-rework) red paintbrush freddy. On the Game.

    They asked me how I got rid of my terror radius. Funniest thing ever.


    One other one is when I was playing Legion (surprise) and KI showed me one in a locker (a survivor I wasn't chasing at the time). They said there was no way to find them in a locker like that and I shouldn't've known they were there.

  • Paintbrush and paint thinner. Makes them unable to know what is real or not. XD

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/597643#Comment_597643

    They will rather be enraged "that there's only cowards who dodge a slight challenge" than admit/realize it's their own fault especially while theyre lobbying against killers with the same argumentation.

    Spirit next btw.

    Slight? XD

    Ouch, Spirit doesn't need a nerf either. X /

    Maybe swap Prayer beads to red, and Father's glasses to purple, but that's the only balance she needs.

  • @xmenfanatic said:

    https://forum.deadbydaylight.com/en/discussion/comment/597354#Comment_597354

    LOL, I know it's kinda silly in some contexts. I imagine maybe since the entity pulls from multiple dimensions and realities, figuring the entity transcends time in a sense from what we can tell, and maybe these are alternate history versions of these characters. That or we should look at them as completely different killers with similar abilities. That would be more specific to the killer with that last note. The survivors would make sense with alternate paths or timelines involving the same survivor before being brought back.

    I mean we could assume the entity I designing outfits for them, but they could be sources from the survivors imagination instead of their direct history. Maybe the entity provides clothing the survivors think up. I don't think it would design clothing consciously, but produce it with it's world altering abilities in response to psychological stimuli that evokes the characters to feel their strong emotions to feed the entity.

    That makes sense.

    Killer costumes can be influenced by survivor fears/killer's warped imagination

    It also makes sense why Meg's white hoodie has the Hope symbol on it. Survivors want a symbol of hope.

  • @yandere777 said:

    But i don't see blinks being removed since its needed for achievements, not to mention ps4

    They wouldn't remove Nurse entirely, but they might want to get rid of the second blink, because... survivor mains tend to be entitled to things...

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