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Yes please. It is very tedious and annoying and adds nothing positive to the game.
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Me with Survivor
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In general, Whispers and it's not close.
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"Make it so that not even activated traps will kill you."
What?
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No? Why would it be?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/925279#Comment_925279
I don't see why not :))
Screwing over teammates.
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Context is important. Dying on hook to give teammate the hatch is okay. Dying on hook because you were downed in the first 30 seconds is not okay.
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@RPGWolfGamer23 said:
I think the only thing that would really change with Doctor are his add-ons, mostly because they don't meet the add-on recquirement. Doctor is definitly a fun killer to play as and against in most cases.
Based on how some of these leaked add-ons are worded, it seems like they are definitely planning to change Doctor's Static Field/Treatment Mode in some way.
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@dooces said:
https://forum.deadbydaylight.com/en/discussion/comment/922313#Comment_922313
oh, since they said not to, well then, who am i to hold their stats and make them justify it? much easier to just ask people to not pay attention. stats are stats. come up with any rhetoric you want, the stats say it all.
The devs say the stats don't say much, so...
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@limierr said:
https://forum.deadbydaylight.com/en/discussion/comment/922448#Comment_922448
Well this is like the irredescent king at the difference that only one shoot is necessary to apply all effect and the survivor get also slow down.
The thing is that Iridescent King applies unique effects at random instead of just stapling together several keywords.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/924557#Comment_924557
Well now that you mention it, it turns out I use it all the time. Silly me, I must have forgotten.
Fortunately I stream pretty much every time I play killer, so I can back it up.
Oooh, where/when do you stream?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/924662#Comment_924662
To play Devil's Advocate, though, I could still follow you around like a true M1tress until you're forced to vault a window or drop a pallet and then throw it at you while you're stuck in the animation. That wouldn't take a whole lot of skill.
At that point, you're kinda just a riskier Leatherface, no?
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@Peanits said:
The tell I feel is pretty obvious. Once you see someone go down from healthy once, you know she's using it. Ideally you don't want to get hit by a hatchet even if she's not using it, so it's not really a "too little too late" situation.
Anyway, I'd be totally okay with that personally. The most interesting idea I've heard was to make long range hatchets (>24m or 32m) instantly down people. That way it stays powerful, but requires a lot more skill to use and has way more counterplay. What do y'all have in mind?
I think as long as you make it so you can't have more than one Hatchet with Irihead, you are good to go.
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You used Pig as an example of "you can't stack this with other add-ons."
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/924259#Comment_924259
I know that's why I like your idea, but I still lean towards my idea because it isn't a boring "you can't stack this with other specific add ons" effect. We all know how those go for other killers like the Pig.
Forgive me if I am missing something, but are there Pig add-ons that don't stack?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/924231#Comment_924231
I don't think iri head needs that big of a nerf. A 110% speed killer has to give up her power for a small chance at an instant down. I like your idea and how it fits in with other mediocre iridescent add ons though.
The important thing is that Irihead lets Huntress insta-down at a distance, something I'm pretty sure no other Killer in the game can lay claim to. Letting her have multiple shots at that seems excessive IMO.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/924219#Comment_924219
I like the idea of Iri head starting out with no hatchet and reloading only gives you one hatchet at a time. This would give it synergy with reloading speed that devs probably intended.
My idea would be to make Irihead so that you lose all Hatchets when you throw a Hatchet. That way, it actively has no synergy with add-ons that give you extra Hatchets.
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I would prefer changing Iridescent Head(or at least changing the interaction with extra Hatchet add-ons), but if you had to just give it a tell, I think the best tell by far would be the Huntress humming a different tune.
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I've yet to see a single Mettle of Man go off since the protection hit changes, so I don't know if that is because people are not running it or because people are running it but failing to get it going.
Decisive Strike I think is close to a good spot. The one issue I still see with it is that it is still possible to trigger DS after you go out of your way to avoid tunneling the DS user, which I think is a no-no. I think deactivating it after a hook and giving it some extra upside to compensate for that will fix that problem.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/922926#Comment_922926
No, suiciding is not bannable. It can't be. There would be absolutely no way to accurately assess when that is happening - therefore they can't punish for it.
"Killing yourself on purpose" is listed under "Unsportsmanlike Conduct" in the report menu. You would likely have to do it a lot, but you can probably eventually get banned for it.
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@kate_main said:
https://forum.deadbydaylight.com/en/discussion/comment/922876#Comment_922876
I like surge + PGTW, since Surge applies PGTW if it is active!
It actually does not. The only perk that Surge synergizes with is Surveillance.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/922741#Comment_922741
If you are using it with surge for example, they can just gen tap both gens and choose one to work on
Why would I use Surge? That perk sucks, unlike Surveillance.
Also, what you are suggesting is a bigger waste of time. :P
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Yes, because gen tapping to play around it a good idea and not a waste of time. :P
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It's happened before. Surveillance used to essentially have no effect before it got changed to something decent.
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@limierr said:
https://forum.deadbydaylight.com/en/discussion/comment/921894#Comment_921894
Not really :
=> You obtain with the ultra rare addons all the power of nearly all existing addons.
=> You also obtain something who will slow down survivor which will end the chase quicker or manage to slow down his speed and all his action speed. By action speed , it apply on : repair, heal, sabo, openning chest , cleanse totem, opening door, .... It offer a tool that give a good polyvalence between map pressure and end fast chase.
=> The 15% of malus for action speed is stronger that the begrimmed head (only 5%) and represent to give an idea a malus for gen speed of around 12s (solo survivor, no speed gen bonus).
=> You use for that only one addons as you are not limited for the number of hatchet. That mean that you can use others : fast aim , more hatchet , ...
I mean, all you really did was just make keyword soup and called it an Ultra Rare. There's nothing really interesting about it.
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Once I become not-Trash as Survivor, I intend to main Jake because I like his Blight skin.
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/921994#Comment_921994
That's the point of Hex perks though.
See my edit.
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@ASpazNamedSteve said:
We buffin' meta perks now?
I'd like to think of it as "finding a balance" for Ruin. That way, it lasts long enough for Killer to get decent mileage out of it, but not too long that it effectively lasts the whole game. Avoiding "feast or famine" situations, if you will.
TBH, the more I think about it, the more I feel like I am just fundamentally not a fan of Hex perks in general for this reason.
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That seems pretty lame for an Ultra Rare, honestly.
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If Doc could have an add-on that shows the range of his shock and Nurse can have an add-on that shows her blink landing spot, I think Huntress can have a crosshair add-on
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@projecteulogy said:
https://forum.deadbydaylight.com/en/discussion/comment/914470#Comment_914470
Slugging is already a problem when playing Solo. If you give a last kill mori as base kit, you're going to need to balance it with an Unbreakable-esq Basekit for survivors as well.
Why? The only arguably relevant thing Cypress stops is DS, and if they are the last person, there are ways to make sure DS doesn't go off anyways. Giving Cypress as base kit adds almost nothing to the Killer's tool kit.
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I could be mistaken as I do not own the game on Switch yet, but from my interpretation of what people have said regarding the Switch version, the answer is likely no.
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@Haku said:
Getting 3 people really sweaty/ nothing logical said back as an argument. I guess I am on the right way.
But I agree with what you are saying.
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/919858#Comment_919858
There are perks for that for A reason .... imagine that ? Red stain is a thing confirmed ?
Just Imagine survivors being able to hide their scratches while running sideways without a perk. I hope this gives u a better understanding what I am trying to say without you getting all sweaty
You're right. We can already get rid of it with other ways; might as well go the distance and remove the Stain completely.
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/918522#Comment_918522
Well it is about the red stain not about the keys sadly. The key here is what the red stain does and why it exist. And the devs do care usually when something is used not the way it is supposed to - for example being able to fast vault in places where u shouldn't - its just wasd keys as u said, the hook tech is also simple wasd
You're right. They should fix red stain hiding by removing the red stain so there's no stain to hide.
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Potentially controversial thought: I feel like it should be the opposite and think it should lean in on that completely, making it so any self-unhook attempt will 100% succeed, but at the cost of you skipping phase 2 and being sacrificed the next time you are hooked.
Deliverance can be adjusted to make it so you don't skip a hook phase for unhooking yourself (the rest of the perk remains the same). Slippery Meat and Luck should just be re-worked completely anyways because they both are badly implemented IMO.
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@badster said:
https://forum.deadbydaylight.com/en/discussion/comment/918704#Comment_918704
I can’t take you seriously if you think infinites still exist lmfao
Isn't bloodlust the reason infinites don't exist? If you take away bloodlust, wouldn't certain infinites come back?
I am of the belief that bloodlust is a band-aid fix for the issue that is bad map design, and it can't really be removed until that issue has been resolved.
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@rickyray101 said:
https://forum.deadbydaylight.com/en/discussion/comment/917503#Comment_917503
No once the exit gates are powered and a person is hooked it activated. The killer waited until the gates were powered then hooked the survivor.
Blood Warden actives when you hook someone while the Gates are open, not powered. Just don't open the Gate until you are actually ready to leave.
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Can't you play around Blood Warden by just 99ing the Exit Gate and making sure as many people are able to get out as possible before topping it off and opening it?
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I don't think it's possible to do it the way you suggest due to the mobile game handling certain things differently (like Survivor items being pooled).
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I'd be okay with the option being available after your total bleed-out meter has gone down by at least half.
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@CakeDuty said:
https://forum.deadbydaylight.com/en/discussion/comment/917163#Comment_917163
And that's why I came up with the point that 1st box never should have the key. Again, my playstyle doesn't involve me checking boxes. If someone has a trap on their head I actively avoid them, unless they run into me while I'm not in a chase or I find them doing a box while going from gen to gen, otherwise I'm off checking generators.
https://forum.deadbydaylight.com/en/discussion/comment/917166#Comment_917166
I never stated that boxes shouldn't kill. I said that I believe that the RBT is meant to slow the game down, not be a guaranteed kill. That's why I feel bad if a survivor is unlucky enough to die to the trap. And most of these nerfs (not being able to see boxes/exhaustion/mangled) is to encourage a playstyle that doesn't revolve around tunnelling the trapped survivor. Like, why would you need the Exhaustion addon if you don't plan on finding that survivor again? Cause if they happen to run SB they'd be able to run to a box 3sec faster?
Also I've stated that the boxes confuse NEW players, making them think they have to patrol those.
I'm a Pig main and I love her, I play her 80% of the time when I play killer, but I've also played plenty of survivor matches where they'd focus on tunnelling the trapped survivor.
So your solution was to cancel out a buff you suggested with a wholly unnecessary nerf? To make sure Pig has almost no control over RBTs at all and to make sure that having an RBT basically makes you feel more safe than if you were not wearing one?
I think you do more harm by removing box auras than you do good by making first box auto-fail. Consider that Amanda's Secret, again arguably the worst add-on in the game, still has some upsides to compensate taking away the downsides. And you believe that the add-on should be forced onto people but without the upsides.
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@CakeDuty said:
https://forum.deadbydaylight.com/en/discussion/comment/917106#Comment_917106
I know it sounds crazy, but as a Pig main myself I rarely ever check Jigsaw boxes, cause I focus on putting pressure on the survivors without a helmet. I stand by what I said, I believe that Pig being able to see the Jigsaw boxes confuses new players and makes them check those instead of gens, indirectly encouraging tunnelling. They waste time going from box to box to see if a survivor is trying to get their trap off, especially now that boxes spawn so far from each other.
Maybe there is a reason it sounds crazy. :P
Without being able to see the boxes, how exactly are you to make sure the Survivor does not get their trap off too soon and render its stalling useless? You are leaving its stall potential almost 100% in the hands of RNG.
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@CakeDuty said:
https://forum.deadbydaylight.com/en/discussion/comment/917106#Comment_917106
I know it sounds crazy, but as a Pig main myself I rarely ever check Jigsaw boxes, cause I focus on putting pressure on the survivors without a helmet. I stand by what I said, I believe that Pig being able to see the Jigsaw boxes confuses new players and makes them check those instead of gens, indirectly encouraging tunnelling. They waste time going from box to box to see if a survivor is trying to get their trap off, especially now that boxes spawn so far from each other.
Maybe there is a reason it sounds crazy. :P
Without being able to see the boxes, how exactly are you to make sure the Survivor does not get their trap off too soon and render its stalling useless? You are leaving its stall potential almost 100% in the hands of RNG.
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@Johnny_XMan said:
It’s not an anti tunnel perk.
Sure it is.
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@CakeDuty said:
As a Pig main I'd love to see some changes to her. I think she's in a good spot right now, her traps are just too RNG based, but they can really slow down the game, and her dash can be used at most pallet loops. However, there are some things I'd like to see changed.
- Her addons need an overhaul, most of them are too RNG based and doesn't affect her power at all (more skillchecks and bigger penalty for missing them), others just encourage her to tunnel hooked survivors (exhaustion and mangled). Also why use an addon to spawn one extra box, when they can get the trap off on the first box anyway? I'd like to see more addons related to her dash or some impactful box addon (like the slower search or 1 extra trap ones).
- Her crouch speed should be a bit faster, right now crouch walking to gens is just too slow and costs too much time. A 95-97% would be nice. Unlike GF, Pig can't just exit being crouched/attack without a slowdown, so she doesn't deserve the huge speed reduction that he does.
- Make her camera slightly taller when crouched, it's just too low and makes it hard to see.
- Would be nice if first box searched was always guaranteed to not have a key, it sucks when you give someone a helmet and they get it off first try. I don't believe that traps should kill, but they should be used as a way to slow down the game, right now it's just too RNG based. I actually feel really bad when people die to the helmet.
- I'd remove Pigs ability to see jigsaw boxes, as this ability only encourages Pig players to check the boxes and tunnel the trapped survivors. I know a lot of people are gonna disagree with me, but a lot of Pig players tend to tunnel the trapped survivor cause it's a guaranteed kill if you don't give them time to do boxes. Rather it'd encourages them to check generators and find other survivors they can trap.
- Here's another controversial one, I'd slow down EGC when a survivor has a trap on their head. It'd encourage their teammates (altruistic ones, at least) to stay in the trial, to help them get the helmet off.
- Crazy idea: Trap activates normally when a gen pops, but also activates after a survivor searches their first box. When they search a box before the helmet is activated they are guaranteed to not find a key, but they activate their trap prematurely. That way they automatically put a bit of pressure on themselves, but also remove some by only having 3 boxes remaining. This is a win for Pig by having survivors have to search through at least 2 boxes and a win for survivors cause they have less of a risk to dying to the traps.
People say they want Rules Set 4 to be basekit, I wanted that too at some point too once. Though I realised, survivors being able to see the boxes makes them stop doing generators to get the helmet off as fast as possible, if you removed their ability to see Jigsaw boxes, it'd only encourage them to stay on gens until a gen pops.
I never did endgame Piggy myself, and hated going against it as survivor, so I really didn't mind those nerfs to her.
"I'd remove Pigs ability to see jigsaw boxes, as this ability only encourages Pig players to check the boxes and tunnel the trapped survivors. I know a lot of people are gonna disagree with me, but a lot of Pig players tend to tunnel the trapped survivor cause it's a guaranteed kill if you don't give them time to do boxes. Rather it'd encourages them to check generators and find other survivors they can trap."
You want to take arguably the single worst add-on in the game, one of the only ones in the entire game that nerfs a Killer (barring the ones that deliberately nerfs a Killer in exchange for extra blood points), take away all the upsides it has...and then make it base kit?
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@ZtarShot said:
Every survivor should have different powers or items, exclusive to them. Like Jake's toolbox or Dweet's locker key. (Could turn that into an actual idea)
I think we're way too late on implementing such an idea, sadly.
Also, fix the Pig add-ons. She has a lot of trash ones. Not just "not good." Actual trash.
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Seems like Deerstalker would be a must-have on this Killer. Get close, give them an oman, mark them, wait for them to go down, then Deerstalker effectively renders the speed boost and removal of scratch marks/blood pools meaningless.
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@LemeTheMeme said:
https://forum.deadbydaylight.com/en/discussion/112490/give-us-a-spider-killer-please
I mean, Plague created a lot of backlash with Emetophobes (fear of puking), a spider killer would be really fun, but the Arachnophobes would be screaming.
personally, I love the idea! Make them like half human, half spider, and that would make for a cool killer. Also, I’m intrigued on how they would create a power for it!
We already crossed that bridge with Coulrophobia. :P
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Reverse Bear Trap kills are my favorite, so Pig kinda wins easily. :P