SCP_FOR_DBD
SCP_FOR_DBD
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The amount of effort you put into this is insane, nice job!
Heres my tier list for Ghost Faces addons.
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1579646#Comment_1579646
Because he runs right straight to it and then he keeps "the hunt" :)
But that wastes tons of time and if he gets too close the cage will teleport somewhere else. Its nowhere near bubbas level of camping.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1579297#Comment_1579297
Demogorgon's might actually hurt you unless you're able to remove the portals yourself, since there are some situations where you want a portal to be cleansed so you can place a new one.
I actually had an idea for the Trapper that I forgot about until now. Instead of passively gaining a trap every minutes I was thinking he would just start with all of them on him.
For Doctor, I was thinking either make Tier 3 permanent or make it so you end up in Tier 2 after snapping out of it instead of Tier 1 (for the latter the shocks would also deal twice the madness so they reach tier 3 faster).
Myers is tough for me. His iri addons are already so good it's hard to come up with something better. I think your idea is pretty good though. Maybe it could even make survivor stalking unlimited rather than regenerating over time.
Thats true. I'll give demo the ability to destroy some. Doctor could work but that sounds a little boring, then again my thing for Ghost Face was infinite ability so what do I know? Unlimited stalking myers sounds fun.
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Wait, how does him sending people a long distance away to a place he can't see which will move to a different place when he gets too close reward camping and tunneling?
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Agreed, the quietness of Ghost Face is so tense. When the sound design tries they make something great.
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It sucks for both sides, it just doesn't fit the design of the game.
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@benki said:
https://forum.deadbydaylight.com/en/discussion/comment/1577090#Comment_1577090
Here's how I would change them. Maybe not so attached to the original themes, but just simple ideas for fun!
Rokos Basilisk: After hitting a survivor they are affected by the blindness status for 40 seconds. After the blindness runs out, the survivor will scream and you can see the auras of other survivors in 16/24/32 meters of the survivor.
Cartesian Demon: Injured survivors will occasionally hear fake skill checks. Moderately increases the chances of injured survivors to have skill checks going in the opposite direction.
Prisoners Dilemma: An additional chest will spawn in the basement. If a survivor opens this chest, they will suffer from the oblivious status for 60 seconds. You can see the auras of survivors interacting with chests within 24/32/40 meters.
Achilles Tortoise: Upon taking a protection hit for another survivor, the killer will be slowed to 100% for 5/10/15 seconds. You do not receive the speed boost from protection hits.
The Chinese Room: Injured survivors sounds and auras are hidden from other survivors for 30/60/90 seconds
Thanks, these are all so different that they might be different perks. I will edit Achilles Tortoise to your suggestion though, since it fits the theory and is more balanced.
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They said they were looking into it, your thread was closed because one of your questions was answered and your others didn't have answers. Expect this thread to be closed to since its pointless.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1577724#Comment_1577724
Those are some cool ideas! I really like the pyramid head one.
Would the Freddy one interact with dream pallets in any way?
Thanks! The Freddy one could have dream pallets be placed passively. I made a few others.
Myers
All survivors slowly replenish stalk over time and EW slowly grows overtime.
Doctor
All survivors can now enter a fourth tier called "Insanity"
Doctor loses his TR and his field gets bigger. Static Blast charges way faster. Skill checks go even faster, windows will look like walls from a distance.
Trapper
There is no limit to how many traps he can hold and he will passively gain one every minute.
Demogorgon
Shred now instadowns and portals cannot be cleansed. He can cleanse portals himself so he doesn't get stuck with a bad setup he made.
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What makes you think it only happens when chased off hook? I've had games where I've gone after the unhooker, found the other like half a minute later. They jump in a locker, and I get stunned with head on.
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@TapeKnot said:
Most of these perks are far too complex for the game, and almost all of them are overpowered or make other perks obsolete.
Rokos Basilisk: Overpowered, also makes Nemesis more or less a downgrade.
Cartesian Demon: Does too much for just one perk, also the Doctor is a killer that almost all of this already.
Prisoners Dilemma: Overly-complicated and overpowered.
Achilles Tortoise: Overpowered. It might just be better than DS if used well.
The Chinese Room: Not a very good perk in general, and SWF obliterates any use it could have.
It's hard to say how these perks could be improved...
Rokos Basilisk shouldn't apply oblivious on hit with no prerequisites unless it becomes a hex perk, and the exposed status effect should either be removed or the range and duration should be considerably decreased.
Cartesian Demon couldn't work in concept, as the Doctor does everything the perk does but better. Plus, there shouldn't be perks that function as "mini-killers".
Prisoners Dilemma needs to be heavily simplified and nerfed. Perhaps when two survivors are hooked at the same time, the first survivor to be rescued is afflicted with the broken status effect for 60 seconds? Although even then, there are survivor perks that do exactly what this perk does (Deliverance and Second Wind), which would make this perk a lot less useful.
Achilles Tortoise just can't work, both in concept and in execution. It needs to be changed to something completely different. It can just extend early chases by a massive amount, which is horrible during the start of the trial when the killer has no pressure and HAS to down someone fast to not lose.
The Chinese Room is not powerful enough and even if it was buffed, a perk like that really doesn't fit the game. There are also a TON of survivor perks that reveal other survivor auras to you, which makes this perk even worse. Perhaps it could be reworked so that if a survivor is not physically seen by other survivors in 30 seconds, that survivor's aura is no longer shown and they are afflicted with the blindness status effect until seen by another survivor again.
I appreciate the feedback! However I do disagree with some of it.
To start with the complexity issue, they need to be complex in order to stay true to the questions. I never tried to make them more complex than something like deathbound though, asking me to simplify them kinda ruins the point.
Rokos Basilisk: This perk is in the same vein of make your choice and dragons grip, unlike them though theres way more of a chance no one will get exposed. And theres a chance multiple people will get exposed. I don't see it having anything to do with nemesis cause it has nothing to do with the obsession.
Cartesian Demon: I see the problem here. I'll change it to be skill check focused, so it doesn't mess with doc.
Prisoners Dilemma: I don't see the problem with this one. You say its overpowered but your using an entire perk slot to maybe leave someone broken for a long time. And while in concept its complicated, in execution not so much. For survivors its basically just rescue everyone, if you only rescue one the other gets punished. If you rescue neither they both get punished.
Achilles Tortoise: I see the problem here too, I'll change it to something else when I think of it.
Chinese Room: I see the problem here, but I think it could work. I'll edit it to include hidden auras along with what it currently does.
Thanks again for the feedback!
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@PrettyFaceKate said:
I don't think we need to encourage toxicity.
They already let Ghost Face and survivors teabag, and survivors get to point and flash light click. Killers generally have the head nod as well. If someone wants to be toxic they can be toxic.
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@Boaris030 said:
Tbh Blight is a little insane for a notebook, what if he just injected more entity juice while roaring like he does at the start of a lethal rush
He is supposed to be like the smartest killer in the game, he studied everyone, he already has a notebook. I will add the injecting thing though.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1577928#Comment_1577928
I don't get your anecdotes about people leaving...they come in knowing that the best perks are probably going to be banned and when they do they get surprised and immediately dc? Besides, both sides are losing strong perks so why would either one be angry about losing a perk?
I've seen people say they'll DC when they see: Oni, Spirit, Freddy, Pyramid Head, Bubba, Death Slinger, and Hag. Thats a third of the killers here. I could see a survivor quitting because DS, Unbreakable, Dead Hard, Sprint Burst, And Adrenaline were banned. And I could see a killer leaving because Pop, Corrupt, BBQ, and Nurses were banned. People will get angry about anything huge like this, I still see posts whining about crossplay. "Well I need this perk more than they need theirs so this is hurting me more!", I could imagine the posts now.
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Yeah, when I keep running into the same dude. And when I can tell they're new.
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They both have counter play, the problem is they don't have fun counter play. Slug with Decisive and unless they have unbreakable they're wasting time. Death Slinger has cover but not much else, and I find mind games more fun than a wall.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1577904#Comment_1577904
I wasn't supporting the game mode actually being implemented, but I think it's a cool concept and here's why. The perks should still be bothered with because they act as ban shields for the next tier of perks, creating a whole new meta from their death. Plus, the devs will be motivated to balance perks more by finding out which perks are the most problematic and often banned by killers. Perk builds are for casual mode, ranked mode is about improvising with the perks you're provided and making it work. Idk how this will cause DCs, but yeah queue times would be screwed which is why this could never actually be implemented. But it could work, and I like thinking about it.
Its a nice thought to be sure, but it has problems that are worth being brought up. Literally everything is a perk build, if you run 4 perks when you play you run a perk build, banning some will ruin certain perk builds. It will cause more DCs because you and I both know a survivor will leave if DS is banned and a killer will leave when Pop is banned. Ranked mode isn't about improvising what perks your given, thats how it works if these changes are implemented, which we both agree shouldn't happen.
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@Jill10230 said:
https://forum.deadbydaylight.com/en/discussion/comment/1577888#Comment_1577888
"Or how about we nerf the stuff that needs to be nerfed and buff the stuff that needs to be buffed instead of boiling it down to 2 sides?"
No understand it 🤣
Its simple. If somethings BS on the killer side, Nerf it. If something on the survivor side is BS, Nerf it. If something is too weak on the killer side, Buff it. If something is too weak on the survivor side, Buff it. Why boil it down to "This good, this bad?"
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1577880#Comment_1577880
It wouldn't get rid of those perks, it'd give the killer the option to ban the perks of their choice in a specific game mode. Not every killer will pick the same 5 perks, it'll be a matter of tactical decision making and predicting how they will play based on the perks you allow them to use. That's how ranked play works.
But why even bother with the perks in the first place if they'll be banned half the time? What about perk builds? How will this effect queue times? How many more DCs will this cause? Theres so much stuff that could be negatively impacted.
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About what?
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@MotherOfRaccoons said:
This ain't Fortnite. We don't need that kiddie thing. We need blood and death and suffering.
Cheers :)
Since when was taunting someone considered kiddie?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1577764#Comment_1577764
Banning meta perks is the whole point. Do you have any idea how ranked play works?
At that point why not just get rid of those perks altogether if they're just going to be banned anyways? I know how ranked play works, thats how I know meta perks would be banned.
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@VCDiamondFinder said:
https://forum.deadbydaylight.com/en/discussion/comment/1577755#Comment_1577755
I Definitely don't think these perks will take over the meta, but it would tweak it, out of the 3 Blood Favour is definitely the weak one, with windows being a thing I can see Survivors having a chance, but in the open it could change loops. The cooldown is definitely nice and will keep it under the radar compared to NOED, Ruin, etc. Just looking at these perks make me think the Survivors could use a small touch up, but after looking at the new Survivor perks, I think they either ran out of ideas or are too worried about making the Killers perks the best they can considering the community outcry or balancing.
Yeah, it mentally broke me reading the new survivor perks.
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I think it'd be a better idea to just give both sides a random perk option instead of an entirely different game mode. I feel similarly about the pick and ban thing. People probably wouldn't care about perks if it was unranked, and if it was introduced in the ranked mode the only thing that would be banned are the meta perks. Concept is cool though.
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I think thats the only way to play her, Aggressive Hags just don't exist.
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@VCDiamondFinder said:
https://forum.deadbydaylight.com/en/discussion/comment/1577704#Comment_1577704
I agree with Killers being in a good place, but Hex: Undying I can see being really strong if paired with something like Hex: NOED or Hex: Haunted Grounds, ect. I like Dragon's Grip so the Killers can have a better handle on the Gens and it could stop the Gen Rush, but I feel the 60 seconds if the Exposed Status is a bit extreme, and endgame could be a game changer with Hex: NOED, lastly Hex: Blood Favour seems like a very annoying perk, it may not seem like it but a lot of times when a Survivor is hit they are around palates and that could make Survivors life hell, and pairing that with Hex: Undying in my eyes could be a problem more than a few times. I just overall think the perks are a bit strong when paired with other strong perks and could change the game completely.
Thats true, Undying could be a real pain when paired with other perks. Dragons Grip is definitely good, especially with something like Pop or Overcharge, but I don't think its anything meta defining. I'm not sure about Blood Favor yet, I could see it being used to gain plenty of cheeky hits, but I could also see myself countering it by holding W as a Survivor. I think the fact its a hex with a cooldown will keep it back.
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@4scoreand7skinsago said:
While I do generally agree but it also seems silly that these items are so well known for being op, unbalanced, and unfun so its just wierd that the devs have barely even addressed it.
Oh yeah, definitely. The devs dropped the ball massively on them. They are on the list to be reworked though, so hopefully we'll see them next mid chapter.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1577673#Comment_1577673
But they are going to buff him and fix his hitbox. It's too early to judge a killer's power and see whether he warrants a buff, nerf or a rework.
This is going off the build they showed in the ptb. If you don't wanna include it you don't have to. Also, doesn't matter how much they tweak his numbers, I'm still gonna want him reworked because of how it doesn't fit his lore.
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Sounds cool! I'd be fine with this if they were very rare, like you can only get one once a week rare. And survivors need like 2x blood points to discourage DCing. But thats only if it were implemented, your already well aware these are broken so theres not much of a point bringing it up lol. I have some concepts for other killers. Ghost Face Hes always in wraith shroud. Pyramid Head He now leaves Trails of torment as he walks and the trails last super long. Freddy Survivors can now fall into an extra state called R.E.M or deep sleep. While in this state the fog will be thicker, noises will be heard at random, and snares will slow more. I might make another post to include others, this is fun!
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Depends on the killer mate. I think Spirit and Freddy are too strong, but I'll never complain about Trapper and Clown. I don't think the perks are too strong either. Hex: Undying is good, not much wrong with it. Dragons Grip has a cooldown and requires you to kick the gen, its also worthless if the survivor is injured. Hex: Blood Favor has a cooldown and is a hex and there are rarely pallets you'd use in 16 meters.
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Or how about we nerf the stuff that needs to be nerfed and buff the stuff that needs to be buffed instead of boiling it down to 2 sides?
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@Zeus said:
Blight isn't even out yet.
So? They aren't gonna rework his power.
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I knew this day would come. Please have mercy m'lord.
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They should give it a special map where people gotta mine salt instead of gens.
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@Todgeweiht said:
Ok, but wha about da SWF?
I spat out my drink when I read this, Now my lap is covered with coffee.
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Can confirm, I am a potato and know of my kind.
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Clown is OP don't you dare.
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I don't care much for him. But I don't hate him, I don't hate any option tbh.
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I take breaks every now and then. Other times I pick up a different killer or run an entirely different perk build. That keeps me from ever truly being done with this game.
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@benki said:
I really like the philosophical background to these perks, but most as they are right now are a bit too complicated making them not only difficult to understand, but also really hard to make work. Good concepts though, i'd be interested to see how you would simplify them.
Thank you for the feedback! Any suggestions for how I can make them better?
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I'd be so pissed if this wasn't included, that mask thing would be so cool.
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Despite the fact no one read this I'm still proud of this concept.
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Trapper. I just picked him up a week ago and everything regarding his traps are the most satisfying things.
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@Jill10230 said:
If they get to the fifth generator it's because you don't know how to play.
This is the version we're going to give soon..🤔
Isn't the game balanced around 2 kills? Don't get me wrong the complaint is stupid but all gens being done is pretty normal.
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@PatBrutal @Almo @Peanits @MandyTalk @Rizzo90@Inji @Miraak @KhaineGB @Gay Myers (Luzi) Can I get a 100% definition? Sorry to bother you if any of you actually see this. Edit: Wrong Gay Myers
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1574963#Comment_1574963
You really don't know what farming means. I'm tired rn. I'll explain tomorrow. Good night.
I don't know how I've managed misunderstand it all this time. Guess I'll know tomorrow. Good Night.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1574959#Comment_1574959
It wouldn't be farming if the killer wasn't there to benefit from it. Please bring an argument that doesn't look like Swiss cheese.
Wouldn't that be mutually beneficial and not momentum for either side then?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1574950#Comment_1574950
Farming is the purest form of momentum, right?
I've literally never seen farming used in the context of momentum. I'll make a post about it to be sure.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1574947#Comment_1574947
You obviously don't know what farming means...
Since when did farming mean momentum?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1574934#Comment_1574934
The quote specifies that it's to stop tunneling and farming...
Yeah, only those 2. Therefore its anti momentum when it shouldn't be.
