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SnakeSound222

SnakeSound222

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SnakeSound222
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  • You might be facing players who think that Doc is complete garbage and that they need to hard tunnel/camp. I'm a Doc main myself and I rarely play like this. As any Killer, I almost always will go for the unhooker (unless I'm losing badly and getting that one kill could turn the tide in my favor) and I will only camp if the gates have been powered. Camping early or mid-game gets boring quickly, especially when there's other things I could be doing like checking the gens.

  • Nerf or remove toolboxes then.

    Or you could just get good at powering through Ruin.

  • Doctor and Freddy. Both are very fun Killers to play as.

  • They're just salty that you're playing one of the strongest Killers in the game. Ignore them. Close the post game chat or make your messages and friend requests private. A challenge isn't something a lot of Survivor mains really enjoy. Wouldn't be surprised if all of the DCing is an attempt to get her "reworked", also known as nerfed into the ground.

  • Did you buy the full chapters? If you only bought the Killer from the in-game store then the Splinter will still appear.

  • Ruin

    BBQ/Monitor and Abuse

    Thanatophobia

    PGTW

    For add-ons I would say Vile Emetic and Infected Emetic/Blessed or Ashen Apple. You could also bring Black Incense to know exactly where the sick Survivor is basically all of the time.

  • She’s easily the third best Killer. You obviously don’t want or know how to play her. She’s very hard to play, but once you get good with her, most Survivors will be terrified of you.

  • I love this idea! This would make it a fair perk that cannot be abused. If this makes it to the PTB or even the live build, I wouldn’t be surprised if the Survivor backlash reached an all-time high because their precious get out of jail free card is in danger. Some Survivors are already scared just thinking about the idea.

  • I think Doctor's shock stun was a rushed addition. That's why it can be so lackluster at times.

    I like your shock buffs and Scrapped Tape rework. I've never understood why the shock delay exists. It seems pointless.

    How much would your Electrodes increase the range? I was thinking Moldy could increase it by 15%, Polished could increase it by 40%, and High Stimulus could increase it by 60% instead of having them decrease the charge time. Maybe that could work for a new version of Maple Knight? I know some people like having a long-range shock or want to use the Interview Tape add-on to create a sniper Doc build.

    I'm fine with the hooked Survivor staying in Madness 3 because it helps slow the game down. Besides, if it's easier to put Survivors in tier 3, then won't the Doc just shock the Survivor some more and then switch back to Punishment? If the Killer really wants to tunnel, then they'll tunnel.

    I don't agree with removing the tier 1 bubble because Doctor is an anti-stealth Killer. He's supposed to have an easier time finding you.

    In order for Doctor to break out of mid tier and reach the top tier, I think he should receive some more buffs:

    1. Increase movement while charging up the shock (this is different from base treatment mode speed) to at least 105%. He can lose a lot of distance from just trying to use his shocks. It can make using the Polished and High Stimulus Electrodes much harder than it needs to be.
    2. Significantly shorten or remove the transition between switching modes.
    3. Add the illusionary pallets to his base kit.
    4. Change the Order series of add-ons to either buff the illusionary pallets (like letting Survivors drop them if they're standing) or give a new effect (like having the illusions randomly perform actions).
    5. This change is just personal (I'm not even sure if it's true, I'd make sure it is though before implementing it), but the illusions shouldn't spawn on a different floor than the Survivor they're tracking on multi-floored maps like The Game. It's really annoying to check one floor because of the illusion and then find nothing because the Survivor was actually on the other floor.
    6. New Ultra Rare add-on: Dr. Otto Stamper's Files. Your static field becomes map wide, shock therapy range is increased by 50% and the charge time is slightly increased. This would not stack with the Order series of add-ons (they increase the Madness gained from the static field).


  • This would be a great idea! It’s not like all Survivors would abuse this and bring the fastest toolboxes, insta heals, and keys all the time! Fair and balanced!

  • @MimiDallas said:

    It doesnt need to be reworked. This map offers diversity in the realm and higher difficulty for the killers. The only rework that is needed is your skill.

    Hahaha! That’s a good one!

    You are joking, right?

  • No. Haddonfield needs it next. Everything on that map needs fixing. Ormond just needs visual fixes.

  • @brokedownpalace said:

    You already can't tell. All survivors join at the same time now.

    They don't for me. I have lobbies where Survivors join individually.

  • Dude did you even think about this suggestion? This would be a really, really unhealthy addition. There's actual reasons to DC outside being salty you know. There could be an IRL health problem that you need to attend to or your power gets knocked out during a storm. So many people would quit the game because they feel forced to finish a game or lose something that could've taken them a while to earn.

  • It can be fun without Ruin. It just depends on how good you are, how good the Survivors are, your build, and whether the Survivors are in an SWF group. I don't run Ruin on my Doctor and I still have fun at red and purple ranks.

  • @Kasaki said:

    That's why they made bamboozle and also the new demogorg perk , there are counters people just don't want to use them

    Lol what? You gotta be kidding me dude.

    Perks should NEVER be the solution to a game’s core problems.

  • I think the devs are slowly starting to fix these with the map and loop reworks. Hopefully Haddonfield will be the next reworked map and that the devs ignore the crybabies who want every map to be full of safe loops.

  • @BlueFang said:

    All you people using self-care with Botany knowledge

    Just bring Pharmacy for pete's frigging sake! You'll get a green med-kit so you can heal yourself and others far faster then self-care and botany without the need to sacrifice two bloody slots and you'll search every chest faster

    There's no reason to run Self care when pharmacy exists

    1. I’m too lazy to level up Quentin lol.
    2. Botany also helps with helping other Survivors. I think it also works with We’ll Make It. It’s like 2.3.0’s healing nerf never happened.
    3. Green Medkits are what, 24 charges? You can only heal yourself once. You also aren’t guaranteed a medkit in the other chests. After that first medkit, you could be back to running around injured and relying on your teammates. Pharmacy isn’t really worth it in this case unless the medkit has add-ons.
  • I always combo it with Botany Knowledge. I'm basically playing like the healing nerf never happened.

  • Hell yeah! Being able to heal at least one health state instantly is way too OP, especially with how fast the gens can go. At least Killers actually have to get close to the Survivor in order to use an instadown. What good did that Haunted Ground or MYC do if you couldn't catch a Survivor within 60 seconds?

  • @Appleseed said:

    You want an easy game so you play a mori.

    Someone dcs.

    Congrats, you now have your easy game.

    Except OP wants to use a Cypress Mori. How do they want an easy game if they are bringing an offering that only be used when there's only one Survivor left?

  • Unfortunately, I think a DS nerf is highly unlikely because too many Survivors view it as a “get out of jail free card”. There would be an outrage if DS didn’t turn every bad play into a safe one or didn’t grant them guaranteed hook immunity.

    1. Jason Voorhees.
    2. Survivor could be Tommy Jarvis or Alice from the first film and the map could be Camp Crystal Lake.
    3. Jason could have a perk that increases his action speeds for a limited time after specific conditions have been met.
    4. The Entity would use Pamela to lure Jason. Tommy could lured with the opportunity to kill Jason for good. I’m not sure how the Entity would get Alice. Maybe it would just randomly take her because it enjoyed her performance against Pamela?
    5. I don’t think BHVR wants to get involved in the ongoing F13 rights battle. It’s supposed to continue until like 2023.
  • I think it might be worse trying to play Survivor because there’s two of them this time. Queue times for both sides will go up, but it won’t be as bad as you think.

  • Survivors abusing the infinite sprint burst after being hit bug and then trying to message me saying that they weren’t messing around. Really wish the devs could ban these guys.

  • I really, really hope that Surge works with Overcharge and PGTW. That would be a strong and fun perk combo.

  • I really love the Killer perks, especially Surge. I'm planning on leveling up the Demogorgon ASAP.

  • I really like these perks. They sound awesome, especially Surge.

  • The Hatch opening requirements were better before the EGC was implemented. Instead of always opening when there's only one Survivor left, the Killer could've smacked the gate once to power it and begin the EGC (smacking it a second time would open it) and if they didn't power the gates after 60 seconds, then the EGC would automatically begin. The way it is now, more Survivors can get undeserved escapes after getting destroyed by a Killer. If your team gets destroyed by the Killer before 1 or 2 gens are finished, then you probably don't deserve to escape through the Hatch.

  • I love this idea. You wouldn’t be able to run any super broken builds on every character but you would still have more than four perk slots. It would also make Survivors more than just skins, but we’d be seeing a lot more Davids, Bills, Laurie, Megs, and maybe Claudettes.

  • Lol no. This would make the game very frustrating. Survivors would have to learn evasion tactics for every Killer (and probably with every weapon they have too) and would almost always play as female characters due to their smaller size. Killers couldn't just use any weapon they want without having to worry about balance (this would piss off a lot of players). Smaller Killers like Hag and Freddy would struggle due to their small size.

    Balance > Realism in this case.

  • Lol n00bs I bought LF years ago!

  • Or maybe Noob3 is just good at the game/the Killer was playing badly?

  • Thrilling Tremors is a decent tracking perk because it tells you what gens are being repaired, but it can easily be countered by the Survivor letting go of the gen when a Survivor goes down. It works best on high mobility Killers because the Survivor has less time to hide after the perk activates.

  • @Awakey said:

    https://forum.deadbydaylight.com/en/discussion/comment/642297#Comment_642297

    I'll edit later when I have more time, but I really don't think that's right.

    It was in the 2.6.0 patch notes and Emblem changes post from the devs themselves.

    @not_Queen said:

    People of The Fog,

    As some of you may have noticed, we launched the Chapter 11 Demise of the Faithful PTB with some slight changes to the Emblem System. This is the first step in an ongoing effort to improve our ranking and Emblem System. Therefore, we want to provide you with information on how these changes may affect your matches and overall rank in Dead by Daylight.

    WHY CHANGE THE SYSTEM?

    There have been many community concerns recently regarding the current state of ranking. We wanted to address these concerns by adjusting the system to provide an incremental difficulty scale in both achieving and maintaining higher ranks. Each rank group (color) now sets its own requirements for pipping thresholds rather than remaining a static goal no matter how high in rank you climb.

    In addition to the changes to pipping and ranking, there were several changes made to Killer emblem scoring. Killers have been generally pipping at a much faster rate than Survivors since the release of the Emblem System back in April 2018. This was causing issues with our matchmaking system, as Killers in red ranks would have a harder time finding matches as Survivors ranked up at a slower rate.

    WHAT CHANGED IN THE RANKING SYSTEM?

    The number of points required to meet certain pip thresholds has changed, based on the rank group you are currently in. The rank groups and thresholds are as follows:

    Rank 17-20 (BROWN)

    0-8 points = 0 pips;

    9-13 points = +1 pip;

    14-16 points = +2 pips.

    Rank 13-16 (YELLOW)

    0-5 points = -1 pip;

    6-9 points = 0 pips;

    10-13 points = +1 pip;

    14-16 points = +2 pips.

    Rank 9-12 (GREEN)

    0-6 points = -1 pip;

    7-10 points = 0 pips;

    11-14 points = +1 pip;

    15-16 points = +2 pips.

    Rank 5-8 (PURPLE)

    0-7 points = -1 pip;

    8-11 points = 0 pips;

    12-14 points = +1 pip;

    15-16 points = +2 pips.

    Rank 1-4 (RED)

    0-8 points = -1 pip;

    9-12 points = 0 pips;

    13-15 points = +1 pip;

    16 points = +2 pips.

    As you can see, the requirements to pip increase as you move through the ranks making it more challenging to achieve a higher rank group (red, purple, etc.) and then remain there.

    WHAT CHANGED IN THE EMBLEM SCORING?

    Devout

    This emblem was problematic in that Iridescent results occurred more often than any others, and the scoring was binary (did you get 4 kills? Yes / No).

    To rectify this situation, two AND three kills results in Silver and all four kills results in Gold. We added a condition to score Iridescent. Now you require all four kills AND nine or more hook events. This condition will make Iridescent much harder to acquire (as Iridescent results are intended to be) especially for camping Killers. The difficulty level represents the work and effort of going through the process of hunting, downing, and hooking all four Survivors.

    As we introduced in Patch 2.3.0 (October 2018), Devout continues to award a minimum of Bronze quality if all four Survivors are hooked at least once.

    Chaser

    In the same patch (2.3.0), we introduced a “proximity to hooked Survivor” penalty. It was initially a conservative penalty but has been increased to be more penalizing to Killers who remain in proximity. Most players will not notice significant changes to their resulting emblem quality as the penalty applies ten seconds after hooking a Survivor, and does not apply if: A) another Survivor is in the 16M radius; B) The Killer is in a chase; C) if the hooked Survivor is the last Survivor remaining.

    Gatekeeper

    This emblem was also problematic in the results we recorded. Iridescent results were occurring approximately 2x more than Gold, and about 6x more than no emblem quality. We identified this issue as being one of an indefinite time frame, causing a large amount of outlier results from exceptionally long matches that skewed the results.

    The rework of this emblem scores The Killer points for each defended generator once every minute of the match for the first nine minutes. If the match ends before the nine minutes is up, it scores every remaining minute. The generators are worth more the longer that they are defended for. The Killer also scores bonus points in Gatekeeper if they finish the match with one or more defended generators.

    WHAT WERE THE RESULTS FROM THE PTB?

    The results from the PTB gave us a greater insight into the changes that were made to both emblem scoring and pipping. We noted the following:

    Devout results were as intended.

    However, Iridescent quality was slightly lower than expected. The conditions to achieve an Iridescent have been modified from 10+ hook events to 9+ hook events to make this condition easier to meet.

    Chaser was broken.

    The Plague was not registering Brutality scoring events when applying damage and this was not triggering successful chase results in the emblem outcome. This has now been addressed. If you find that you are losing significant Chaser points from camping, then this emblem scoring is working as intended.

    Gatekeeper results were much harsher than intended.

    The scores received from remaining gens has been reduced to put more emphasis and value on the points scored in the early stages of the match. The thresholds have been reduced to make it easier to score. Defending two or more gens for the first nine minutes of the match will now result in a quality of Silver – even if you lose both of them by the end of the match.

    We strongly believe the changes made to the emblem scoring as noted above will show a significant improvement over what was experienced in the PTB. As we are always looking to improve our game, we will continue to monitor and maintain the system going forward.

    See you in The Fog, The Dead by Daylight Team


  • @Awakey said:

    https://forum.deadbydaylight.com/en/discussion/comment/642113#Comment_642113

    If you haven't hooked the DCer, it will. Since you need 10 hook events to get an Iridescent Devout, it could significantly lessen the chances of a Double Pip. Makes it impossible at red ranks.

    You only need nine hooks for Iridescent Devout. If one Survivor DCs, then you'll just have to hook each Survivor three times. I had to do that for Adept Plague.

  • The gaming industry unfortunately works in a bad way with DLCs and microtransactions. I think that the rate at which you gain shards should be increased (to help new players with getting more characters) and the Lullaby for the Dark Chapter should be added to the base game. It's already a free chapter, so why leave it in the store and make people think that they have to pay? There's people out there who had no clue that Huntress and David were free and didn't have them for months.

  • Probably the Undetectable and Oblivious status effects and maybe the Doctor changes.

    The reason I say that we might get the Doctor changes in the next update is because Oblivious would hurt him pretty badly (he is the only Killer that can work well with a huge terror radius). His static field is attached to his terror radius, so he would only be able to use his shock to increase Madness. One of the Doctor changes could separate his terror radius from the static field so Oblivious doesn’t kill him.

  • @Blue_Diamond said:

    I hope they have, like portals to the Upside Down around the map. The Demogorgon can go into the upside-down and move at like 150% speed and exit at another portal. While in the upside-down, he can "hear" actions by seeing the auras of survivors who are repairing, cleansing, searching, healing or sprinting. While in the upside-down, the Demogorgon can channel his disruptive powers to mess with survivors. He can cycle through disruptions including:

    Induce skill check: Induces a difficult skill check on the survivor you are channeling

    Deafen: The survivor cannot hear the heartbeat of the Demogorgon for some time

    Hinder: The survivor channeled upon will face slower action speeds for some time

    Blind: Survivor channeled upon suffers blindness and cannot see your red stain.

    Well that's just my ideas

    That would be a really cool idea. Sounds like it would make the Demogorgon a decent Killer at the very least. I love the effects that he can give to the Survivors.

  • The Stranger Things DLC will definitely increase the playerbase by a good amount.

    Also, I'd love a Godzilla DLC. Big fan of the franchise for about a decade.

  • The devs don't seem to care unfortunately. They're too worried about them getting into the hands of someone who didn't earn them.

  • I'm not really sure. I like the simple Killer dailies like Doctor's, Huntress's, Clown's, and Legion's. Ghostface's should just to be mark the Survivors or down the marked Survivors.

  • IIRC, the reason that we’re seeing so many keys is because the devs kept the increased high rarity item drop rates for the bloodweb and chests from the last winter event for Survivors. They didn’t keep the improved bloodwebs for Killers though. I think that we should get the improved Killer bloodwebs back to help deal with the insane amount of keys or just remove them from chests completely. I wouldn’t be surprised if the only reason that keys and chests have been like this for so long is because Survivors like it.

  • The only changes I'm not 100% sure about are Doctor buffs #6 and #7 because they're more than just a number change or making part of an add-on baseline. I'm not sure how long it would take to implement them (I'd prioritize changing the Order add-ons over fixing the illusions though).

    Implement my Doctor buffs:

    1. Increase shock therapy range by at least 25%. The current base range is ridiculously small to the point where you won't even want to use it because you'll be in M1 range. Adjust range add-ons to compensate for this buff if necessary.
    2. Increase movement while charging up the shock (this is different from base treatment mode speed) to at least 105%. He can lose a lot of distance from just trying to use his shocks.
    3. Remove or significantly shorten the shock delay. This is just dumb, I really don't understand why it exists in its current state. Is it to give Survivors a good chance to dodge the shock?
    4. Significantly shorten or remove the transition between switching modes.
    5. Add the illusionary pallets to his base kit.
    6. Change the Order series of add-ons to either buff the illusionary pallets (like letting Survivors drop them if they're standing) or give a new effect (like having the illusions randomly perform actions).
    7. This change is just personal (I'm not even sure if it's true, I'd make sure it is though before implementing it), but the illusions shouldn't spawn on a different floor than the Survivor they're tracking on multi-floored maps like The Game. It's really annoying to check one floor because of the illusion and then find nothing because the Survivor was actually on the other floor.
    8. New Ultra Rare add-on: Dr. Otto Stamper's Files. Your static field becomes map wide, shock therapy range is increased by 50% and the charge time is slightly increased. This would not stack with the Order series of add-ons (they increase the Madness gained from the static field).

    I'd also do some really short and probably easy number/status effect changes too. Most of the day would be for buffing Lord Herman though.

    1. Increase the requirement for Ivory and Ebony Moris to two hooks
    2. Rename Exposed to Vulnerable
    3. Injured noise reduction on No Mither would be 100%
    4. Change Blindness and Hemorrhage on the Unicorn and Z Block add-ons for Freddy to Mangled and Exhaustion respectively.
  • This really needs to change ASAP. It's pretty dumb that all the Survivor has to do is tap the gen for 0.000001 milliseconds to stop the regression. If they want to stop it, then they should have to stay on the gen for a couple seconds. The Survivor will be at risk of getting grabbed if they try to stop the regression while the Killer is nearby. Overcharge doesn't really work as a good solution because perks being used as band-aid fixes is horrible game design.

  • You've got to be new to Freddy if you struggle with applying pressure as him. He's got a teleport for a reason you know.

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