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Soulslayer618

Soulslayer618

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Soulslayer618
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  • dead space

    solid necromorph (which I think is actually scary af) maybe the ubermorph

    then issac clark as survivor the dude is an engineer and would likely become new main lol

  • @ScaryCat said:

    I'm not sure if this is actually a thing or if I'm just being oblivious, since I haven't seen anyone talking about this issue...

    For the past 5-10 games I've had today, I've been finding way too many Skeleton Keys in chests, and so have my teammates. Neither of us had any perks that would help with finding good items from chests.

    And then there's the KOBE. Again, me nor my teammates had any perks to make KOBE happen, yet 3/4 successfully unhooked ourselves in the last few matches I had.

    Is it really all just a coincidence? 'Cause it doesn't seem like one to me. Anyone else experiencing this? I'm sorry if this topic has been already discussed, but I haven't found anything yet.

    my brown toolboxes medkits and green keys would like to have a word with you about our luck

    (27 days since last kobe)

  • the crown of the entity

    image.png

    is on all the characters I have it for

    it makes it hard to hide sometimes and Id like to be able to change the hair but it is DOPE and I love having it

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2076487#Comment_2076487

    The Botanist: A hardened warrior, having fought through despair only to bring others down in the end. Using her power "Revenger's Blowgun" and her three teachable perks "Empathetic Void," Toxic Shock", and "Mind Shatter" she is able to pick up on the survivors' locations and strike.

    115%, small.

    ---------

    "Revenger's Blowgun", a Blowgun fashioned by The Botanist herself, she uses its deadly accuracy to hunt down her prey.

    Press the "Power" button to bring up the Blowgun, slowing yourself for this time. Pressing the "Attack" button will release a Blowdart exactly where you aimed, though a short cooldown exists after firing. A survivor hit with a Blowdart will slow down by 10%, which stacks up to 5 darts. Upon changing health state, all Blowdarts are removed.

    The Botanist has a second form of ammo, only able to be found at Lockers. This "Lethal Dart", when it hits a survivor, begins a 20 second cooldown, after which (if they do not change health states) they are automatically injured. A survivor cannot be put into the Dying State through a "Lethal Dart".

    ---------

    "Empathetic Void"

    What once was a heart brimming with selflessness is now an empty hole of cruelty.

    After injuring a survivor with your Basic Attack, their aura is revealed to you for 6 seconds. This perk has a cooldown of 60/50/40 seconds.

    "Toxic Shock"

    You know the best ways to make them hurt.

    All survivors injured with your Basic Attack are afflicted by the Hindered status effect for 30/35/40 seconds.

    "Mind Shatter"

    They'll lose their sanity just like you lost yours!

    After placing a survivor into the Dying State, gain the Undetectable status for 10/12/14 second.

    "I swear it's- it's like she can appear from nowhere! She's hunting us down, one by one!"

    ---------

    The Scrapper: A rugged man, born of pure brutality, and who prefers getting the job done himself. Using his power "Bear's Knuckles" and his three teachable perks, "You All Die Together", "Brutal Dash", and "Hex: Pain Incarnate", he can quickly traverse the map and keep his prey injured.

    115%, tall

    ---------

    "Bear's Knuckles", a pair of brass knuckles fashioned out of the jaw of a grizzly bear, pressing the "Secondary Power Button" will cause The Scrapper to begin a charge forwards not interrupted if he runs into objects. He keeps normal turning during this time. After 4 seconds of charging, he will automatically attack in the direction he's facing, slamming both hands on the ground in front of him, causing the Entity to break any dropped pallets and block all windows that are nearby. Any survivor caught in the direct hitbox of this attack suffer one point of damage, whilst any in the surrounding shickwave suffer from 50% decreased movement speed. Whilst recovering from his charge, The Scrapper moves at a significantly slower level for a couple of seconds, and the ability begins to recharge.

    It is possible to press the "Power Button" to cancel the charge early, or the "Attack Button" to attack earlier.

    ---------

    "You All Die Together"

    You couldn't protect any of your friends, so why should they be able to do the same?

    All survivors within 4m/6m/8m of another survivor suffer from the exposed status effect. This effect lingers for another 3 seconds after leaving the range.

    "Brutal Dash"

    Pressing the "Active Ability" button will cause you to begin a short, 3 second dash forwards at 180% speed that breaks any pallets you come into contact with. Bumping against a wall or other survivor will cause this perk to deactivate. You cannot attack whilst Dashing.

    This perk has a cooldown of 120/110/100 seconds.

    "Hex: Pain Incarnate"

    A Hex Perk rooting its power on pain.

    Any survivor you injure will suffer from the Broken status effect. This applies to the most recent 2/3/4 survivors injured.

    The hex effect persists whilst the associated hex perk remains standing, after which it gets deactivated.

    ---------

    Sally Smithson, an empathetic Nurse who does her best to help her patients, and her teammates. Using her three teachable perks, "Hush, now", "Thanatophobia", and "A Nurse's True Calling", she is able to resolve herself against fear and heal her teammates more effectively.

    ---------

    "Hush, now"

    You need to remain quiet in this realm to survive.

    Any survivor who you unhook makes 50% less noise whilst injured or healthy. This effect persists until the next time the survivor is placed into the Dying State.

    "Thanatophobia"

    You're afraid of death, but that just makes you more determined to escape!

    For each injured, hooked, dying, or dead survivor, generator repair speeds are increased by 3%/3.5%/4%.

    "A Nurse's True Calling"

    It's always been your destiny to help those in need.

    After a survivor is injured, see their auras for 15 seconds. After healing another survivor, see the auras of all survivors in the trial.

    Your healing speed is increased by 20%/25%30%.

    ---------

    Lisa Sherwood, a village girl who narrowly escaped cannibalism, she is now hardened to the horrors of reality. Using her three teachable perks, "Lucky Charm", "We've Got this!" and "Pocket Punch", she's able to narrowly avoid lethal situations and confront the killer easier.

    ---------

    "Lucky Charm"

    A little splash of magic can go a long way.

    After repairing a generator for 3 seconds, you mark it with a lucky charm. The aura of the generator is now revealed to you until it is completed or damaged by the killer.

    The auras of all regressing generators within 32m/40m/48m are revealed to you.

    "We've Got This!"

    A little moral boost can go a long way.

    When running within 20m of another running survivor, both of you gain a 7% speed boost. This effect persists for 3/4/5 seconds after leaving this 20m.

    "Pocket Punch"

    Always a useful tool, even if it is your last resort.

    This perk activates when you would be sacrificed the next time you would be hooked. Pallet stuns last 0.5s/1s/1.5s longer.

    ---------

    Adiris

    A devoted Preistess who saved her people, she brings the same Light into the Realm. Using her three teachable perks, "Divine Intervention" , "Infectious Courage", and "Shining Grace", she's able to take the burden of her team upon herself, whilst still boosting others around her.

    ---------

    "Divine Intervention"

    There is some other force in this realm, something evil, but asking nicely goes a long way.

    Whilst in a chase, the Entity reveals the auras of any killer traps, chests, or totems within 10m/12m/16m.

    "Infectious Courage"

    You've always had an infectious smile.

    After getting the "Reunited" score event for the first time with each survivor, you both gain a 5% boost to repair speeds. This effect remains until you begin and then stop repairing a generator.

    "Shining Grace"

    You've saved your people once, you can save them again.

    When a survivor would be sacrificed the next time they're hooked, and you would not be sacrificed the next time you are hooked, that survivor re-enter the struggle stage and you lose one hook state.

    If multiple people run this perk, they all lose one hook state.

    "I'm not letting you die on me!"

    ---------

    So yeah that's what I had in mind, lol

    Love the ideas wording and all the perks that go with it but some minor adjustments because of similarity to perks that exist or need for clarity (or maybe a little too op)

    • "Toxic Shock" -You know the best ways to make them hurt. All survivors injured with your Basic Attack are afflicted by the Hindered status effect for 30/35/40 seconds. (3/4/5%) because everything has a different amount of speed slow on hindered
    • " You All Die Together" You couldn't protect any of your friends, so why should they be able to do the same? All survivors within 4m of another survivor suffer from the exposed status effect. This effect lingers for another (1/1.5/2) seconds after leaving the range (steath killers op and solo queue sandbagging came to mind immediatly)
    • "A Nurse's True Calling" It's always been your destiny to help those in need. After a survivor is injured, see their auras for 15 seconds. After healing another survivor, see the auras of all survivors in the trial. Your healing speed is increased by 30/40/50% when healing another survivor. (botany feels too similar so I thought minor buff and only on others)
    • "We've Got This!" A little moral boost can go a long way. When running within 20m of another running survivor, both of you gain a 3% (or maybe 4%) speed boost. This effect persists for 3/4/5 seconds after leaving this 20m. (think of endgame against slower killers like huntress or trickster so adding hope to this would literally make you faster than them)

    the rest are amazing and I personally would like them in the game as is

    @GoodBoyKaru if you come up with ideas for other character swap perks let me know ping me or whatever Id love to see what you come up with next cause this is awesome #redditGold XD

  • @GoobyNugget said:

    I love the idea of killer perks being turned into survivor perks

    Iron Maiden

    You're used to running and hiding.

    • Fast vaulting into a locker triggers a loud noise notification at a random locker
    • If the killer checks the locker that was randomly selected, they will get stunned for 2 seconds

    Nurses calling

    You have a duty to protect your patients

    • When a survivor is injured, you see their aura for 10 seconds.
    • You hear other survivors moans of pain 25/50/75% louder
    • After healing a survivor you see the auras of all other survivors for 5/10/15 seconds

    Furtive chase

    You want to get out of chases as fast as you can.

    • The killer becomes obsessed with one survivor
    • Unhooking the obsession gives you one token
    • Pressing E during a chase will use a token.
    • Using a token will make your scratch marks disappear for 10/20/30 seconds

    Brutal Strength

    You'll stop at nothing to give these "things" real pain

    • Stunning a killer with a pallet will stun them for 1/2/3 seconds longer
    • Dropping a pallet will instantly break it

    "Ungh!" -Trapper stun noise

    Might make an entire post about killer perks turned survivor perks idk

    GOOBYNUGGET!! also loving the ideas

    iron maiden - maybe random locker within 24 meters with a 1/2/3 second stun

    furtive chase - 8/14/20 seconds but only use while uninjured (because dead hard can be a problem)

    brutal strength - I like it but added ignores enduring? maybe a cooldown

  • @GoodBoyKaru said:

    Coolest killer: I think Claudette would be pretty cool, she'd be, like, this 110% killer able to use a blowgun to inflict different status to the survivors, from damage-over-time effects to hindered to allow her to hit her next shots easier, etc. David would also be pretty cool; his entire power is that he punches people hard.

    Coolest survivor: Nurse would be a, well, nurse and her perks would be pretty cool, Hag could have some great perks around her lucky symbols, and Plague would be really cool as well!

    • Claudette (The Botanist) - with blowgun think of trickster mixed with clown - the darts can add effects with addons but would otherwise be limited ammo shots to add slowdown for a decent amount of time
    • David (The Boxer) - Literally the FASTEST KILLER horray but he is only m1 killer addons add effects and change his lunge ability (possible to jump over gaps with slowdown orsomething?)
    • Nurse (Sally Smithson) - alt world nurse pre trauma so she's taken as survivor instead of killer
    • Hag (Lisa Sherwood) - same as nurse? perhaps something similar with their own twist on it
    • Plague (Adiris) - yeah her backstory as plague confuses me so idk how to fix that survivor wise

    but I do love your choices

  • bro this map sucks and I dont even like running it as survivor

    it just fees bad man

  • @Spill said:

    I think a good idea instead of immediate de-activation, the timer should speed up when performing actions. Let's say 2x. So if you immediately got on a gen after being unhooked. Sitting on that gen will deactivate DS in 30 seconds.

    so they get to keep 30 seconds of invincibility? isnt that why they changed it?

  • @BubbaDredge said:

    I don't get the broken keys at all.

    When I see a key, I bring a mori and I use it. Fun for me, but I don't see how that helps the victim.

    I often use it with a time add-on and a token (its like having bond without the perk) theres also blood amber but that is costly

    theres also a passive with the unique wedding ring so you ALWAYS see the obsession (which I use when helping my friends with their challenges)

  • @TumbleElf said:

    There was another post about this a couple days ago, but I wanted to evaluate on it.

    I wrote out passives for each survivor and wanted to know if this would actually work in the game. This would be the equivalent of killer powers but for survivors, and could bring more people to playing the less popular (ugly) survivors ;)

    the passives were meant to synergies with their teachables and work with their lore/backstory

    here are my ideas:

    Survivor: Name of passive: effect of passive

    Meg: Athlete: While not exhausted, walk 3% faster.

    Dwight: hard worker: after working on a generator for 30 seconds, great skill check success zones are increased by 20% for that generator.

    Claudette: Helping Hand: always see the aura of healing survivors, and increase healing speed by 5% in cooperative healing actions

    Jake: nature’s blessing: after alerting 2 crows, the next crow will not be alerted and all other survivors will be revealed to you for 3 seconds.

    Nea: On the run: whenever the killer gains a level of bloodlust, gain an extra 5% speed boost for 1.5 seconds

    david: reckless: gain an extra 5% speed boost after being hit for 3 seconds

    bill: commander: after reuniting with a survivor, that survivor gains 5% repairing, vaulting, and healing bonus for 30 seconds. This can only be activated once per survivor.

    Ace: Risky and courageous: after unhooking a survivor gain 1% stackable luck for all survivors up to a total of 6%

    Feng: in the zone: after 5 minutes of not being hooked, gain 10% repair speed bonus for the rest of the trial

    laurie: let go: after being hooked twice gain 5% vault speed bonus for the rest of the trial

    quentin: FOCUS: after not being chased for 30 seconds, reveal the closest generator for 3 seconds.

    tapp: intel: when a survivor gets chased, reveal the killers character to you (tells you which killer it is).

    Kate: By the campfire: while doing a cooperative action, reveal your aura to all other survivors.

    adam: philosophy: after a survivor takes a protection hit gain a stackable 2% bonus to healing speed up to a total of 20%.

    Jeff: rock and roll: while in a chase all other survivors repair 3% faster

    jane: on air: for 12 seconds at the start of the trial, all survivors can see your aura

    ash: saviour: after unhooking a survivor, that survivor moves 7% faster for 2 seconds

    steve: let’s go: after escaping the trial all other survivors move 2% faster and vault 5% faster (only 1 Steve at a time)

    nancy: Be Strong: when a survivor dies, gain a stackable 1% movement speed and vault speed increase

    yui: drive on: after repairing the equivalent of 1 full generator, gain a 10% increase to unhooking and healing speed

    zarina: Fascinated: when you discover a new portion of the map, see the aura of the closest generator for 10 seconds.

    cheryl: dark past: after being unhooked see the aura of the killer for 1 second

    felix: architect: always see the aura of all pallets and vault locations in the main building. If the map doesn’t have a main building then always see the aura of the closest pallet or vault location. This will deactivate if you vault or drop a pallet in a chase, and reactivate when you leave the chase.

    elodie: strange new world: for 6 seconds at the start of a trial see the auras of chess, generator, and 1 dull totem for 3 seconds.

    yun-Jin lee: musical: hear generators for an additional 8 metres

    thanks for reading :)

    I feel like a few of them would need to be slightly nerfed (a little too strong ) but the ideaa itself is really nice

    BUT its only fair if the killers have something like it too because otherwise itd just be a big flat buff to survivors and you know how much we like to complain about one side getting too much attention (lol jokes but seriously maybe an earnable passive for each killer? you have good ideas so Id like to know what you think of)

  • the overall UI Ill get used to and I do like some parts of it but I wish I could scale up specific parts of it but you can only scale down

    also the new post game screen looks gross its too bright and it feels like its moving too fast

  • I did not know that

    thank you @MandyTalk for letting me know

  • @Sheldor said:

    You are playing an 18+ game. You are by no means whatsoever considered able to make your own decisions about language and what to accept. You need a perverted political correctness bot software to make those decisions for you and protect your eggshell of an ego.

    what are you even talking about? ego? did you just not read it or is this a joke I dont understand?

  • @FlameGNG said:

    dbd depipping due to face camping is messed up. I know that yall are saying well the kilelr gets punisehd really hard from it. Yea i know you et severly punished for doing it but its enough to ruin someones day and maybe ruin the team. When i get face camped i struggle the whole way out so my team can do so much gens as possible but then my teamates camp a box 10 meters away expecting bubba to stop camping when he has already been there for 100 seconds and they dont get any value and they somehow manages to lose. Do you get any points if the killer is around the hook? if so that would counter the whole thing with de pipping now i dont really care that much about my rank but its sad to play against half decent killer hook camping(bad killers) then play against even worse killers and looping them for 80 minutes becuase they dont know how to loop some tiles. maybe add it so you atleast get some blood points from the killer being close. I almost consider myself griefing if i suicide on hook since it doesnt punishment the killer enough :/

    I mean they have a point subsection for "distraction" and if youre getting face camped Id say youre distracting them pretty heavily so getting the points for it would be nice.... but no and in the words of willy wonka "YOU GET NOTHING YOU LOSE!"

  • I like it but I feel like those times are way too short to be good for the game (personally thinking minimum 1 minute for the heal but even then idk if thats too short) passive healing is extremely strong and I think that short of a timer would be bad

    my evidence? well high skill chases can last for multiple minutes so if the survivor heals like 6 times mid chase I think Id stop playing dbd as a whole (and Im a survivor main so I can attest to long af chases)

  • lmao I didnt even notice till now

    but I think its mostly so you can see your character more objectively for cosmetics? or an oversight... or a bug and only some people get it..... or we're going crazy..... probably the last one

  • wouldnt a fix be "theres always an obsession in a match despite perks"?

  • @Blindninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2060747#Comment_2060747

    If they changed it to where the timer didn't go down while being chased I definitely wouldn't have a problem with that, but they shouldn't have a problem with deactivating when they tell the game they aren't being tunnelled.

    I 100% agree but currently it goes down either way which is their argument

    the idea I see coming up a lot is lower the timer to like 20-30 seconds but it doesnt lower while in chase

    there is of course still the problem with pig wraith ghost face and other stealth nonsense like moonwalking but I feel like thats more of out maneuvering than anything else

  • @Blindninja basically theyre upset that it deactivates when they do something but also deactivates while being tunneled

    getting a 60 second window isnt always a lot to go with in high skill gameplay, and so if they run the killer successfully for 60 seconds they lose DS even though they were being tunneled which is unfair

  • I see a lot of people not understanding the post so Id like to chime in real quick

    • with an obsession on the survivor side the killer will be more cautious of DS and as such is less likely to tunnel
    • not many killers run obsession perks and without survivors running it the game often doesnt have an obsession
    • if theres no obsession the killer doesnt need to be cautious and can tunnel freely

    and on top of that DS is now what I believe it should have been all along, an anti-tunnel perk, but the fact that theres no obsession in most games lessens the pressure on the killer as a whole which makes it harder for all the survivors

    (at least thats my understanding of it)

  • I cant speak for everyone but my personal experience says its good for cheeky hits or shutting down some loops

    like a faster huntress hit so they cant just run in circles to avoid the hit

    I will say its weird but I wouldnt call it weak

  • sounds dope as all get out but I cant even fathom what the necromorph power would be let alone perks that would fit them (or issac for hat matter)

    that aside idk if EA would ever part with something so great

    from what Ive seen they put a lot of spite into business practice. "this series is trash and noone cares about it dump it!" 'oh hey can we use the characters?' "PAY US IN 7 HUMAN SOULS AND A DRAGONS HORDE OF GOLD!!!" (exaggeration obviously but not too inaccurate)

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2029865#Comment_2029865

    The objective is to please the entity by hooking and sacrificing survivors not killing them after 5 hooks

    even though youre 100% correct thats horrible and it makes me sad

  • @[Deleted User] said:

    Best to just run your own map offerings honestly and although people wont like me saying it dont be afraid of DCing from a game if you really are not enjoying yourself its there to be used.

    thats fair Im just tired of like 3 maps in particular haddonfield being my least favourite

    it kinda sucks that survivors can suicide on hook if they dont wanna play but no matter what the killer is forced to stay or take a penalty

  • I wish someone had told me how to deal with people in general

    we got so many amazing and nice people in the community but the vocal majority have been utterly cruel and it makes me sad even now

  • dude theyre trying to help and give advice

    I got almost 1500 hours and Im in the same boat as you

    you just gotta roll with it as best as you can and if it becomes too much then take a break (thats what Im currently doing after getting ######### on and bullied a bunch)

    all I really know is - people are mean and they dont have a reason

  • @GodLikeTerror said:

    Please no more perks for generators. I will lose my mind. :(

    11 for survivor and 20 for killer and a ton of them have been around for a long time and dont see too much use

    besides its just an idea

    but aside from it being a gen perk any feedback on the perk itself?

  • @Keezo said:

    some walls if broken, make the loop stronger, and in some cases, an ACTUAL infinite(Saloon for example). 10s to instantly win is worth it in every case

    why even have the wall breakable there then?

    seems kinda counter intuitive if you ask me

  • @Mandy said:

    I love the little crows with hats, I especially like what's written on Santa's list...

    the blight looks just as confused trying to read it as I am

  • still want robin skin for nancy

  • @WheresTheGate said:

    There are situations where suicide on hook is a strategic move.

    For example:

    2 survivors left. I'm on the hook. There's a Bubba hidden nearby using me as bait to get that last survivor. In that situation staying on the hook is just a guaranteed death for both survivors since Bubba can pop out and instadown the other survivor before they ever get me off the hook. In that situation if the other survivor starts getting close I will suicide on hook. It saves the other survivor from sure death and maybe even gives them the opportunity to escape.

    I also agree with those that said it's a good way to get out of a bad match, and I don't mean a match where I wasn't playing well. As a survivor main if I get stuck in a match where one survivor is trying to sabotage the others or with survivors that aren't even trying to do gens I'll just hook suicide and leave. The killer gets a kill and I get to go to another match where hopefully my team is actually trying to escape.

    I agree with that Im speaking about like 4 gens left game just barely started 1st down of the game kinda suiciding

  • @Katie_met said:

    https://forum.deadbydaylight.com/en/discussion/comment/1818425#Comment_1818425

    Yeah but sadly it would be difficult to see that, you know when a survivor is stood in a lobby,

    its already hard to see some items

    depending on the character and the item you cant tell if they have a key flashlight or medkit

    imo something else they need to fix

  • @Katie_met said:

    If I'm correct, keys are going to be nerfed (or so I've heard) but broken keys really need changing. They have so much potential because of their aura reading abilities, but killers play toxic towards broken keys because of course the item appears to be the same as dull and skeleton keys.

    Honestly I think the item needs changing. I've thought about broken keys being changing into a necklace or a ring but a ring would be hard to see and a necklace would clash with outfits. Maybe the survivor could hold the necklace so it dangles from their hand?

    or the broken key could appear broken?

  • @RamblinRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1818366#Comment_1818366

    I'm still waiting on your statistical data for the average time difference between hooking and pressing a button

    Was it 8 seconds you said?

    so you dont have any reasoning and you want continue trolling? ok

    let me just go record "going against my ethics and suiciding" to prove an internet troll wrong by timing it out suuuuuuper specifically despite the fact that the amount of time is negligible and is not the point of the thread

  • suicide is not normal gameplay

    I want you to explain in what way it IS normal gameplay since youre so adamant about it

  • progress bars we can see

    each of the 4 categories you can gain BP in

    just so I can see the progress on each if I pause or something

    do I need more boldness as survivor?

    maybe more brutality as killer!

    just a way to check would be nice

    and since they already have the assets in game and the game keeps track per round it shouldnt be too hard to impliment

  • @EvanSnowWolf said:

    The first DC penalty is only 5 minutes. Exactly how often are you getting so tilted you need to bail?

    for clerification Im not DC or suiciding

    Ive had 6 games today where someone suicides on first hook within 5 minutes of the game starting

  • @Gay Myers (Luzi)

    being that you commented on the other post mentioned in this thread would you mind putting your thoughts in on

    • whether or not suicide on first hook is normal gameplay
    • the differences in the BP given
    • and the lack of penalty for essentially ruining the game for 4 others in the same way as a DC
  • @RamblinRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1818277#Comment_1818277

    The time it takes to press a button and the time it takes to get on a hook and die?

    your argument is the statistical equivalent of a 4th grader saying "no Im righterer!"

    its the same thing and the difference in time is on average about 8 seconds

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1818274#Comment_1818274

    What makes them different in terms of consequences?

    one has dc penalty and the other doesnt

    one gives a bonus BP bump to both teams getting screwed over the other DOESNT

  • so basically the same thing except it screw over people more by not giving the BP

    the end result is the same and your argument was the entire purpose of this post

  • @RamblinRango said:

    A hook is gone if someone suicides, so there's that

    yknow what Ill take it

    small victories <3

  • @I_am_Negan said:

    If they want to take the chance to get off the hook their allowed to it's in the game.

    If the killer is camping their team is not doing anything no gens getting done why should they stay in the match?

    😂🤣😂🤣

    😀You can't force people to stay in the match if they don't want to😀

    if they dont want to play then they can go play a different game

    the idea that they can ruin the game for 4 other people with no repercussions is asinine

    and the purpose of them staying is to give the rest of the team time to try to do something inexperience is not the same as throwing and with nearly 2k posts you know that

  • @TripleSteal thank you

    it was a "user specific thing" as you said (game crashed and I relaunched so now Im getting progress) but thank you for detailing it for me

  • @ChurchofPig said:

    They want people to play with new content instead of maxing the characters out then going back to their mains and never play the new characters. I think if they just felt like they HAD to put a cap on it, the cap should have been higher. It's not the best reasoning, but it's what we were told the reason was.

    thats fair I suppose but Im not gonna have fun playing as the new killer with tier 1 perks that dont even fit the killer because everything is available on bloodweb

  • ok but why? oh no they want the new killer to be on par with other killers immediatly we cant let that happen! that makes no sense

    the hacking BP part I get it but it still feels incredibly unsatisfying to get nowhere because of a limitation

  • @kolosovski thank you it actually does help to have the kindness <3

  • @MandyTalk based on the uh.... feedback of the other players would it be possible to get double BP or a login reward AFTER the testing is done as a reward for (in the words of my friend) sticking it out and playing anyway? this is also mainly out of curiosity cause Id be playing even if there was a half BP event for whatever reason

  • @chieften333 said:

    Your post is going to be banished to the feedback section

    Other than that, cool suggestions.

    thats why the disclaimer at the top

    barely anyone goes to feedback section so I wanted to "TRY" to get an opinion before the mods send it away

  • @TheClownIsKing said:

    I like broken keys as an “in lieu of” Bond, with either a Token or the Unique Wedding Ring.

    The only problem is that in the lobby all the killer sees is a key, thus can only think about me cheesing the hatch, so I’ll always play more stealthy with a broken key so I’m not tunnelled to death.

    @xenotimebong said:

    I’d use broken keys more but every time I try the killer just runs a mori and moris me off first hook. I get why but it’s just not very fun so I’l stick with a medkit.

    @Purseboy said:

    I always get moried

    moris suck and are often found as a result

    but maybe we can all consider it "a test of skill" like.... if they see the key and plan to mori you instantly then escape just feels that much better it feels like youve grown and improved enough to be actively capable

    and if not then more improvements to be made

    dont get me wrong I play killer too and it is a PAAAAAIN when they key away but such is life and if I learn to play better then its less of a problem and Ill feel more accomplished if I kill a key team without playing scummy same as listed above for survivor

    its a good feeling and I want others to feel it too

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