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ShyN3ko

ShyN3ko

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ShyN3ko
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  • @Mc_Harty said:

    Mettle of Man needs a nerf. On it's own it's not that bad, but combined with Decisive, Deliverance, Dead Hard or Borrowed Time? Let's just say the amount of ######### you can do with these perks is insane.

    Adrenaline, surprisingly, counters Mettle if the killer has NOED. The survivors can't use it if they are fully healed, they have to stay injured.

    Yeah its rly insane in combination with other perks.

  • @TheBean said:

    My issue with MOM is that we got a bugged perk on release once again.

    Ohhh yeah.

    The devs should test perks.

  • @DingDongs said:

    https://forum.deadbydaylight.com/en/discussion/55756/mettle-of-man-is-not-op

    Pffft

    No complain about Hex:Ruin and BBQ&Chili but Dark Devotion instead?

    But i do agree the part of SWF will abuse Mettle Of Man.

    Ruin: Gen tapping and destroying the totem.

    BBQ&Chili: I only use it for the bloodpoints.

    Dark Devotion: 20 seconds are nothing.

    40 seconds would be nice.

    80 seconds would be OP.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/402470#Comment_402470

    Neither of Janes Perks is good enough.

    Jeffs Perks are also mediocre or useless.

    Adams Perks are also quite useless, apart from Deliverance.

    Autodidact: 5 second heals (but only in few matches)

    Deliverance: Free escape from the first hook

    Distortion: Anti aura perk

    Aftercare: Nice Aura perk

    Solidarity: Faster heal on 2 people

    Poised: Nice stealth perk



    And the survivor perks just sound rly good and have good numbers.

    Killer perks sounds rly good,too.

    But they have bad numbers.

    You said survivors dont get good perks.

    And yeah thats true compare to the other survivor perks.

    But the "bad" survivor perks are still better than many killer perks.

  • @Bongbingbing said:

    Or even worse, after 3 basic attacks on a survivor the next hit on them in the healthy state is an Insta-down..

    To anyone defending MoM saying it isn't as bad as everyone's making it out to be, would you be happy for this perk for killer's? I doubt it.

    Yep, that's exactly my point.

    But my english is rly bad XD

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/402447#Comment_402447

    8 seconds is still long though. Every second counts.

    And thats the problem.

    Every second count for killers.

    Killers use perks with bad numbers, because they neeeeeeeeeed this seconds.

    But the perks are bad, if you compare it with survivor perks.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/402438#Comment_402438

    I think there is a difference of what you think is decent and what people use. I mean, I love Autodidact, I like to have some form of "Gamble" in it and can help a lot once I have my stacks. But it is nothing that is used.

    And so are many other Survivor Perks. If you go for the last 3 Chapters, I only see Deliverance really used. Rarely Aftercare and Distortion. And while Head On sounds fun, it is so unrealiable.

    But Spirit Fury, Distortion, maybe Haunted Ground and Rancor and on a rare Occasion Corrupt Intervention are more used than the recent Survivor Perks. The Difference is just that Killers actually have to rely on different Perks in their "group". A Nurse Main will not see anything in Spirit Fury.

    Spirit and Enduring are good.

    But you need 2 perkslots for it.

    Haunted Ground and Rancor are situational.

    And all Plague perks are not good enough.

  • @Kagrenac said:

    https://forum.deadbydaylight.com/en/discussion/comment/402438#Comment_402438

    Quality over quantity.

    Not all of the recent survivor perks have been bad

    Deliverance is pretty good

    Distortion is neat

    Solidarity is awesome

    But most of the dlc survivor perks are too situational or inefficient to be reliable.

    Yeah and many killer perks have bad numbers.

    Sloppy Butcher are 4 seconds(8 if the survivor use selfcare).

    Many survivor perks have great numbers.

    You cant use them every time, but if you can use them.

    Then survivor perks are rly strong.

  • @TheRealDweard said:

    Many people on the forums like to overreact. Its a fact that the majority of the players in the game actually do not use to forums. Usually its the same people complaining about the same topic. Prepare for many salty comments on this post some them will be constructive but the majority will just be toxic.

    Yeah I know.

    But I just want more viable killer perks.

    I use 25-30 different perks.

    And I know that 5 are not rly good.

  • @Aven_Fallen said:

    During the last Chapters Killers got quite some decent Perks. Survivors nearly no decent Perks at all.

    In the last 3 Chapters:

    Killer 4 perks.

    Survivor 7perks(9 with the new Survivor).

  • @Raccoon said:

    You can't slow the game down.

    There are currently too many second chance perks and chase extenders.

    Play scummy and win, or play "fair" and lose.

    *puts in cassette tape*

    "THE CHOICE IS YOURS, AMANDA."

    Lets play a game.

  • @KillermainBTWm8 said:

    Here's a video on all the perks that slow the game down for a decent amount of time. https://www.youtube.com/watch?v=dQw4w9WgXcQ

    I cant watch the music video in my country XD

  • @Kagrenac said:

    Pig isn't a good killer. Thanat is a pretty bad perk.

    After the thana nerf, yes.

  • @Slayer said:

    Pig is one of the few killers that i consider UP. Her and leatherface i always laugh when these killers down survivors in about 20-30 sec. Imagine someone being that bad.

    Leatherface has a one shot ability and he is rly weak.

    Thats just weird.

  • 2,5 min.

    SWF Genrush with hatch key and insta heals.

  • I said it before the plague was released.

    She have nice perks, but the numbers are important.

    And yeah all numbers are rly bad.

  • @GraviteaUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/397023#Comment_397023

    I agree but it comes down to the % chance of that happening.

    Skill ceiling is not generally done as numbers but more like Tier lists.

    These are normally determined by the mechanics and kit the killer has at their disposal.

    I know i have way more chance of getting out a game with a W vs a Legion then a Nurse.

    So all killers should be the same tier level like billy, but not as braindead killer.

  • @LCGaster said:

    I'm confused on how can you put skill in numbers.

    You could say that Wraith, my favourite killer, has a skill limit. I got to rank 1 and I never had a game where I killed less than 3 survivors. (Except one time I had to DC because my host family and I had to go to the grandparents).

    Then you are rly lucky and didnt face tryhard SWF teams with optimal playstyle.

  • @Yamaoka said:

    I see what you're saying but honestly it's not that simple.

    Even optimal survivors can lose to a mid tier killer such as the pig depending on the pig's build, map, map layout, their spawn location, your spawn location (I usually have better games if I spawn next to my totem because I don't waste time checking on it and also it doesn't get found as quickly), helmet rng in case of the pig etc.

    Winning is not all about skill but also a matter of luck to some degree.

    Thats right.

    But they should remove the "skill" limit.

    With some complex killer ability reworks.

  • @Yamaoka said:

    I see what you're saying but honestly it's not that simple.

    Even optimal survivors can lose to a mid tier killer such as the pig depending on the pig's build, map, map layout, their spawn location, your spawn location (I usually have better games if I spawn next to my totem because I don't waste time checking on it and also it doesn't get found as quickly), helmet rng in case of the pig etc.

    Winning is not all about skill but also a matter of luck to some degree.

    Thats right.

    But the devs could remove the "skill" limit.

    Just rework the abilities with a complex idea.

    Ok yeah I know its not easy.

    I tried it in a discusion,too.

  • @LCGaster said:

    I is confused

    And why?

  • Pig has 2 problems.

    Reverse beartrap and useless addons.

    And you are right.

    More killer should be viable like Billy.

    And this is how i would buff pig.

    Enjoy the novel :3

    https://forum.deadbydaylight.com/en/discussion/41229/my-complete-pig-buff-rework-devs-you-can-use-this-if-you-want/p1

  • @powerbats said:

    https://forum.deadbydaylight.com/en/discussion/54993/see-through-and-low-objectes-with-pallets

    You're joking right, so let the killer get bloodlust the whole time since the survivor has now way of breaking los then.

    Speaking of no skill Legion counters loops with Frenzy, along with pallets, window vaults etc. Then you have Nurse that ignores loops entirely, Doctor who just shocks you so you can't loop properly. Myers that just stalks you to death.

    Oh and Billy says hi on Gas Heaven, Nurse says hi, Spirit says hi, Hag says hi, Trapper says hi.

    Because killers cant mindgame this pallets.

    Example:

    Freddy, Wraith.

    Survivors can just loop them.

    2-4 are fine, but not 8 on 1 map.

  • @LCGaster said:

    Yeah, it would be fun.

    I tried my best to not think about something that would make the killers too strong

    Yeah ok, im the oposite.

    My ideas are too strong, because nerfing is easy.

    And I dont want a perk like "Brutal Strength".

    20% are not much.

    40% would be good.

  • @DexyIV said:

    So it goes from a movement speed stacking perk to a movement speed stacking into an ability augment perk? That's overloaded as hell. It would be like giving survivors the ability to do gens 25% faster after getting all 5 stacks of Autodidact.

    Its only 2%movement speed per token.

    And not instahealing, if you have 5 stacks.

    As killer you must ignore 5 times 1 survivor.

    This is rly much time waste.

    And the Perk is called.

    "Play With Your Food."

    So after playing with your food, you get a better killer ability.

    And then you can rly play with your food.

    I think my perk idea fit rly good with the name.

  • @LCGaster said:

    Trapper: His traps become bigger, giving survivors less chances to avoid them.

    Wraith: When 16 meters away he's completely invisible (I would love this to be in his base kit).

    Hillbilly: Making him faster seems fine.

    Nurse: She is fine as it is but I guess she could benefit from a shorter stop after the blinks.

    Micheal: Survivors' amount of Evil to gain is replenished by 50%.

    Hag: Either her traps become resistant to flashlights or she can teleport to any trap on the map as long as it gets triggered by a survivor.

    Doctor: When a survivor's Madness level goes up they have a 35% chance of gaining a random affliction (Kinda like the Crimson King add-on but less powerful).

    Huntress: When reloading hatchets she no longer stops to look at it (Much faster).

    Leatherface: When charging his chainsaw he's slowed down much less.

    Freddy: I honestly don't know.

    Amanda: When standing up from crouching her terror radius stays zero for longer.

    Clown: The gas occupies a much bigger area.

    Spirit: Either her passive phasing is much more prominent or the duration of her power is extended.

    Legion: I don't know.

    Plague: I don't know

    For the ones I wrote "I don't know" is because I didn't play those since I didn't buy any of them, yet

    I like your ideas.

    I think they are too weak, but we both cant test them.

    Some ideas are good, but not a new thing(bigger traps, faster reloads).

    Trapper could get another trap type.

    Wraith is a rly good idea, because he is a non-invisible stealth killer.

    He rly should be invisible.


    Maybe a Community Contest (Brainstorming) would be great.

  • @LCGaster said:

    You lose a token if you miss as well.

    And yeah, Legion is kinda the proof that they don't test all perks on killers 😂

    What I'm saying is that creating a whole new part of the power for one perk is just too much work, I'm not saying I don't like this idea.

    Then there are some more problems with this version of the perk, what would some power upgrades be for some killers? Like Trapper, what would he get that he doesn't have with add-ons? Same goes for Legion. And gaining tokens is not that difficult, especially with Wraith.

    Making a killer OP just because you lose your obsession 5 times doesn't sound good as well, by this I mean your example of the Doctor and Myers, but I might have misunderstood Myers.

    This upgraded Killer abilities are just examples, how it could work.

    And losing 5 times a survivor is rly much time waste.

    Only Wraith can do it in 30 seconds with his abilty.

    And Trapper could get better and new traps.

    Legion could get a 3 Bots as teammates.

    But they are just confuse and jumpscare them.

    I mean Legion is a Bot killer.

    I rly see no skill for legion.

    And this are just EXAMPLES.

    You could make examples, too.

    And i would say something like: Too weak or OP.

    Btw, do you have examples?

  • I like your basic idea.

    "Buff useless perks"

    This community has many ideas about perks.

  • @LCGaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/393126#Comment_393126

    I don't think it's completely useless, just meh.

    Upgrading the killer's power would be very difficult, especially with all the killers they have and will have in the future.

    It's too much work for one single perk.

    They could just change it so that when you hit someone you lose a token, it would already be much better.

    You already lose 1 token if you hit someone.

    And its complete useless, because you lose too fast tokens.

    And after 2 years, we could get something comlex.

    And btw, when they make a new killer, they must test all perks.

    Example Legion:

    12 perks only works on him.

    Oh wait, this is a negative example.

  • @LCGaster said:

    The reason why they changed Tinkerer is because it's a pain to work on each killer to make their power fit one single perk.

    Play With Your Food is useless since release.

    So after 2 years, they have enough time.

  • The rly good survivor perks give the survivors a new ability.

    Example:

    Dead Hard , Selfcare, Head on , etc....

    But as killer no perk affects the killer ability.

  • @Mr_Myers said:

    Myers and Wraith. Not the strongest but imagine uncloking into an Insta down

    jumpscares incoming

  • @Bongbingbing said:

    https://forum.deadbydaylight.com/en/discussion/comment/388971#Comment_388971

    I want this so much, People are too used to the shimmer wraith gives that it's almost impossible to get a scare anymore 😓

    Yeah many killer abilities are not rly good ingame.

    Trapper traps are white.

    And wraith the invisible killer isnt invisible.

    Logic

  • @Kind_Lemon said:

    I love the idea of Nurse and Leatherface, but I’m more partial to Nurse and deep wounds or Nurse and Trapper.

    My non-Nurse combo would be Wraith and Pig. It’s redundant, but I love the tragedy of The Wraith, and with RBTs, his story becomes that much sadder.

    Wraith is a interesting killer and you can combine him with anything and its strong.

  • @WatchBloodRain said:

    Leather face and pig

    No killer radious until you start reving thr chainsaw behind the wall of the gen, terrifying

    Their are so many strong combinations.

  • @Chaotic_Riddle said:

    Legion + Hillbilly

    let the DCs commence.

    This is a funny scene in my brain.

  • @ImAGirl said:

    It'd be cool if this were a new game mode. Stepping on Hag's Phantasm traps also douse you in Clown's Pink fun mist.

    It would be very nice.

    And tons of new things

  • @Delfador said:

    Freddy + Nurse

    Can we also use addons like paint brush? :)

    Why not? XD

  • This is borrowed time, but I must have the perk and not others.

    The new DS is better than many killer perks.

    Survivors said tunneling is a noob strategie.

    Now they have the new Anti Tunneling DS.

    Now they say that the new DS is trash, because they cant activate it.

    Zero Logic

  • I play her, but i dont play much.

  • @Franks_mixtape said:

    Not on my watch.

    Do you have hunting music?

  • I would like a trapper buff.

    Example:

    With Addons he can use other traps,too.

    His traps have a low - high range connect system.

    His traps will be connect with the nearest wall,

    if they are in range.

    His Traps are more hidden.

    Like Junkrat traps in overwatch.

  • @Blueberry said:

    Way too big, just like Red Forest is. They both need to be compressed like the swamp maps were.

    But Billy need his road.

    Just kidding.

  • @Ihatelife said:

    https://deadbydaylight.gamepedia.com/Red_Forest

    New map is smaller than mother's dwelling.

    Holy Entity.

    Thats big.

  • @[Deleted User] said:

    It's insane. It's becoming mathematically impossible to get more than 2 kills on a standard movement killer unless the survivors badly mess up. The SWF squads are not even healing at this point. I'm not sure what I'm supposed to do. Maybe I'm just bad, but I can't mindgame a see through long wall/short wall against a good survivor, and by the time I break the pallet they're at the next one. Meanwhile, gens are being done. I had 5 matches in a row yesterday where survivors used Coldwind offerings and a MacMillan game where two L Wall/T wall combos spawned next to each other in the middle of the map that pretty much formed an infinite because the survivor had a fast fault regardless of which way I cut through the tile. What the hell?

    Its rly weird.

    I have it 6 games in a row.

  • After 1,5 years Godmode.

    Yes, they hate survivors.

  • @White_Owl said:

    Yeah matches tend to be quite short. Sometimes I even wonder if survivors are enjoying themselves by just repairing gens and getting out asap.

    But not every match.

    After the patch, I had it every match.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/375834#Comment_375834

    ^This. Survivors will stop tunneling generators soon enough.

    Depip and genrush.

    Perfect.

  • @ryokoryu said:

    this is definitely an issue, my games went from about 12 minutes on average to about 6. I went from usually getting a 3k to usually getting 0k. Tends to go like this. Find survivor, down survivor, hook survivor. 3 gens pop, less than one and a half minutes in so far. find second survivor, down second survivor, 1 gen pops and hooked survivor gets unhooked. Hook downed survivor. find another survivor, down third survivor, last gen pops and downed survivor proceeds to run off from adrenaline. Third survivor arrives at open gate injured and the 3 uninjured team mates body block and 2 get injured but 0 kills. no way to keep pressure on the gens and both ruin and lullaby depending on the killer I am playing make no difference. I have deranked to 15 and the survivors don't seem to be slowed down at all by ruin, lullaby does not slow enough, but sometimes they miss a skill check.

    Yeah its weird.

    Hook 1 survivor = 2-3 gens

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