TWiXT
TWiXT
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1156914#Comment_1156914
SUIT BUBBA
Burned Myers
All American Cowboy for DeathSlinger (US flag cape, american themed outfit)
Gothic Doc
Maid Huntress/ Nurse
Human spirit
A maid outfit wouldn't really fit either Huntress or Nurse, but maybe some of the Survivors, or Spirit since the Japanese really like that sort of outfit.
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@Ascended4Head said:
https://forum.deadbydaylight.com/en/discussion/comment/1157822#Comment_1157822
This is a single match. I don't take single matches as gospel.
True, that vid is just an example of a single match and not an overall representation, but if you force me to, I can provide a plethora of other examples as the streamer community is largely regarding Deathslinger as an under-powered joke of a killer. I'd rather not litter this posting with them, since anyone (especially you) can go to twitch or youtube and find plenty of examples. If you do demand that I do so however, then I'll only see you as a troll, and this post as the Bait that others have been declaring. There are many forum posts decrying Deathslinger as too weak with too many downsides (as expressed in my Pros and Cons comment) as well as an incredible amount of videos posted showcasing his ineffectiveness/flaws against survivors. All of which can be taken as evidence in direct opposition to what you are claiming when you should just admit the fact that because he's a "new killer", you simply haven't had time to adapt to his play-style yet, are frustrated over his new mechanics, and taking it out on the devs in the forums in hopes that they'll make him even weaker than he already is.
If you'll simply admit that, apologize, and take a few weeks to get used to him, but still decide that he's "too OP" regardless of what the community and streamers have said or shown, then your argument might gain some merit... but until then, as other commenters have already stated, I'm now viewing this as a bait thread, and I'm sorry I fell for it.
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@Ascended4Head said:
https://forum.deadbydaylight.com/en/discussion/comment/1157736#Comment_1157736
Do a youtube video of you dodging the harpoon when you are playing ranked mode. I want to learn and better myself. I've yet to see any streamer really dodge it. So maybe you can be famous with this?
I don't need to when there are plenty of streamers already showcasing "Their dodging skills" vs. Deathslinger. You can look them up on Youtube, or twitch easily enough, but just incase you don't, here's Tru3 doing it:
https://youtu.be/BiW33V7TLqM?t=249Now you can argue that the person playing the Deathslinger in this video is just bad at it, or that Tru3 is just too good, but in actuality, the limitations of the Deathslinger are what's hurting him most in this example. Every time he fires off his shot, Tru3 not only gets a split second chance to dodge, but also has time to gain distance from the killer every time he presses the "Reload" button. Tru3 has a 2 Huge chases against the Deathslinger in which 2 gens are completed before he finally gets hit and downed, despite the fact that he's using No Mither. If he didn't have the No Mither disadvantage, he'd have lead the killer on even longer chases. The Deathslinger even tries to shoot him multiple times, some of which Tru3 Dodges without even looking behind him because of the Deathslingers limited range and need for a precision aim. @Ascended4Head Are you seriously complaining that this is an OP/unfun killer with the plethora of examples from streamers like Tru3 that are in direct opposition to your statement? Or is this just another B8/joke post that I've fallen for, Like many others have already commented?
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Pros and cons of Deathslinger.
Pros:
Has a ranged weapon
Has a 24m TR
Can Pull survivors out of advantageous spots and loops
Has add-ons to help him secure a hit via lowering his TR, Reloading faster
Quick draw and firing of his weapon
Cons:
Towering height comparable to Plague
4.4ms (110%) Movement Speed
Limited 18m range for weapon
Weapons projectile travels at the same rate as a fully charged huntress's hatchet, leaving room for survivors to dodge it.
Weapon cannot down with ranged attack, Survivors must be reeled in first for the strike
Weapon inflicts Deep Wound Status Effect and Timer upon Chain breaking
Projectile has a very small hitbox which makes it easier to dodge, harder to aim
Striking a Speared survivor puts killer in a slowed down state for the wiping animation
Reloading the weapon takes the same amount of time as the wiping animation and slows the Deathslinger down by the same amount.
Chain break stuns Deathslinger for 4 seconds
Loud Foot Stomps
Loud Weapon giving global noise notification, and Scares crows within his TR giving survivors visible confirmation of his whereabouts.
While his TR and music are smaller and more subtle than say Oni's or Demogorgons, his weapon has a lot of drawbacks, his movement speed is slower than average which gives him less map pressure, and his height makes him very easy to spot, especially on open maps like Blood Lodge, Disturbed Ward, Mothers Dwelling, etc, which makes his approach to get close enough to survivors much more difficult to pull off. The reasons for why many compare him to Huntress and say he's a weaker version of her basically amounts to the fact that Huntress can simply down survivors from any unobstructed range with her hatchets, and the only real disadvantages she has vs. Deathslinger is that she has a wind up time, and a 45 meter humming that alerts survivors to her presence before she reaches them. Whereas Deathslinger has to not only hit survivors with a precision shot, but also has to spend time reeling them in, can't simply down them with his ability which has a much more limited range, and he actually takes much longer to chase and down survivors than Huntress does. With a killer giving survivors this much leeway and counters, I'm actually surprised anyone is complaining about him and demanding nerfs.
Edit: grammar corrections
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Yeah, Killers can be Overpowered, but most of the time we don't need to be... unless we are frustrated or going up against overwhelming odds.
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Plague Starting with a corrupt Fountain in the beginning of the match (although the obvious global sound of the fountain activating in the very beginning of the match as corrupt kinda ruins the surprise that they are up against plague), and the changes they made to Docs mechanics and Add-ons. Also Retribution is a really nice perk that gels well with other hex perks for some seriously fun combo's. Trapper resetting placed traps is ok, but unless they were disarmed, its not very useful, also i dislike how resetting the already placed trap takes the same amount of time to do as setting them in the first place, If they could shave off .5 seconds for doing it, then it would be much better IMO.
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@Peanits , @not_Queen , @drimmalor , Can this Post get pinned for a while by chance? I think it would be nice if it stuck around for a bit longer than regular posts to see what people come up with or suggest.
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Another Cosmetic Idea would be for Spirit, Its the typical Japanese Ghost look:
A Shrine maiden style outfit, no legs, glowing orbs following close to her and that odd looking "upside down Panties" thing on her head (I know that's not what it is, but it just kinda looks like that and I'm too lazy to look up what it's actually called.)
As a "Kind of related to this post" side note, With so many perks and cosmetic options in the game currently, and more getting added all the time, I feel that it's high time the devs put in a "Saved Loadouts" option. e.g. you get 5 numbered slots snuggled between the Add-ons and Perks Fields, and a "Save Loadout" button right under the Offerings. That way you can click one of the numbered slots, pick and choose your perks, add-ons, and cosmetics, then click the save button and every time you click that slot afterwards it'll automatically load the build and cosmetics you saved. It would be a great QoL change to the in-game UI, and make switching between builds much faster than what we do currently. It would also help if we had a Perk Search field, wherein we can start typing in the name of the perk we're looking for, and the screen will refresh to bring it up for us right away, instead of spending time having to scroll through page after page of Perks trying to find it.
Just some thoughts about improving the games UI for QoL Reasons...
Edit: yeah, what @WRussoW said...
Sorry, I either didn't see that before I posted this idea, or they posted it while I was writing this comment.
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@TWiXT said:
This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.
The Dolls
Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius
Back-story:
Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious, and self righteous stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Locked in the basement for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making and although a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught. After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as the doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother Lucy spoke out to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave to rot with her. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.
It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s efforts and all the blood made her slippery and hard to hold down, but after enough bleeding and slipping into shock, her stepmother stopped moving and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, lacquered and polished them to a pristine shine, and with that Lucy finally had the eyes she wanted.
As Agnes grew better at doll making and more astute at the finer details, the Doll Shop became much more successful, and everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard and converted the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes resisted.
In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes’s mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for the murder of Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend the eyes he always wanted. Agnes held a memorial for Lucy, burying her in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned from the doll shop, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.
Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding the bodies in the woods. However, after a long storm caused mudslides, a few of her victims bodies had been discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered. Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the bodies in her basement and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes attacked the constable, taking a shot in the lower abdomen from his weapon, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, all of her friends cried and begged to go with her, but she could only pack up a few with promises to return for the rest later. Tears running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hours. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.
Weapon:
Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.
Power: Possession
Passive:
Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.
(Possible balance change if needed due to The Dolls size)
This is the only killer with a 3rd person perspective.
OR,
Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)
Active:
Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.
Mori:
Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.
Map: The “Doll Lady’s” House.
In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.
Unique Perks:
Painful Neglect: The Entity is swift to punish those who become distracted from their goals. Survivors who take their inner 30 degree cone of vision off of a generator while repairing experience a 5/10/15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 5/10/15%
Hide n’ Seek: Control over your heart rate conceals your exact whereabouts from survivors. When within 16/24/32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.
Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion notifications are exempt from this effect.
Survivor: Wei Ying
A bit malnourished but professional to the core, Wei Ying is a clever man in his 30’s who has over 15 years of experience as an electrical technician. In his youth he always took apart every toy and electronic in his possession; intrigued by how they worked, and as an adult he’s a master of electronics and an artist with his tools and ingenuity having created multiple patented devices that are mass produced today. Cocky, condescending to others, but intense when he commits to a task; having him as an ally ensures objectives will be completed more smoothly than you’re accustomed.
Unique Perks:
Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
Safety First: Your knowledge of working around electrical circuits outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.
Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.
TL;DR Version:
The Dolls
Appearance/Mannerism: Alabaster porcelain dolls the size of totems of male and female variety with differing outfits (possibly in themed outfit packs of 4, e.g. creepy dolls made to look like small versions of the other killers/survivors), they have a 24m terror radius and a 6m\s movement speed.
Weapon: Small weapons such as knives, scissors, screwdrivers, ice picks, claw hammers etc. basically anything small enough for a Doll to wield that can be found anywhere (possibly in themed cosmetic weapon packs of 4, e.g. Realm themed small farm tools, medical tools, metal shop tools, hunting tools…). They have a larger than average lunge range but the shortest reach of all killers.
Power: Possession
Passive: Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks thier inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.
(Possible balance change if needed due to The Dolls size)
This is the only killer with a 3rd person perspective.
Or,
Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)
Active: Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over .3-3 seconds depending on distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.
Mori: Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.
Map: The “Doll Lady’s” House
A small 5 room run down home with a basement accessible by a cellar door on the outside in the middle of a large and very grassy meadow. On the edges of this meadow are young woods, and a small pond. The grounds are surrounded by a spike tipped, rusty, Iron rod fence, and the hooks are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.
Unique Perks:
Painful Neglect: At Max, Survivors who take their inner 30 degree cone of vision off of a generator while repairing it experience a 15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 15%.
Hide n’ Seek – At Max, When within 32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.
Mind Numbing Mist – At Max, Up to 4 Survivors no longer receive Status effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion status notifications are exempt from this effect.
Survivor: Wei Ying
A malnourished electrical technician with a cocky attitude, and condescending demeanor towards others. Never the less his expertise at repairing and tinkering with items makes having him as an ally a great benefit to the team when focused on primary objectives.
Unique Perks:
Tools of the Trade: At Max, While carrying a Flashlight or Toolbox item of Rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
Safety First – At Max, When you start repairing a generator it powers down over the span of 4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.
Delay Resistors – At Max, After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed by 5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.
All creative criticism is welcome.
Funny enough, I came up with a perk that limits survivors information in the above killer concept, just not as overwhelming on the amount of information the hud displays as the OP has said:
Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion notifications are exempt from this effect.
Basically it stops survivors from seeing if they are in the dream state, sick, broken, the obsession, etc, and It also doesn't display any notifications for perks being used against them, like Ruin, Huntress Lullaby, Coulrophobia, Unnerving Presence, etc, but while this perk removes all the noise and Icons in the HUD which blatantly spell out everything for you, it does not prevent their effects on you. So for example, say you were healing a survivor in the presence of Coulrophobia, You still get a red progress bar showing that you are being de-buffed while you are in the killers TR, same goes for someone suffering from the Mangled effect, Gen slowdown perks, or while you are hindered you see your characters movement speed still slows down so you can figure out what's going on based on your gamer instincts. Exposed, Exhausted, injured, and Hooked are exempt from the perks effect, and of course it does nothing against survivors aura reading. Sure the perk isn't too nice to use on brand new players, but anyone who has played this game for more than 50 hours will be able to tell if somethings wrong and work to counter it, much like how survivors already instinctively know when the killer is using BBQ&C, or NC, they don't need any notifications or icons on their HUD spelling it out for them because the killers behavior gives it away.
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They are likely trying to de-pip/de-rank to the less frustrating ranks, but this is probably the worst and lamest way to go about it aside from DC'ing. Ebony Memento Mori's and instant down tech De-pips killers just fine without them having to resort to these kinds of pathetic tactics.
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Ebony Mori's I could see getting the 2 hook nerf treatment because they allow killers to kill all 4 survivors, but the Cypress and Ivory Mori's are fine the way they are because they only take 1 survivor out, and don't guarantee a win.
Currently I use Mori's only when I reach the Red ranks in order to de-pip until I reach the ranks that are less frustrating for me. The requirements for hooks and sacrifices at the red ranks are 9 and up in order to pip, so If i hook 4 survivors, and then kill them all with a mori, it's a guaranteed de-pip for me, and while I'm comfortable with using an ebony mori for this purpose, I'm pretty sure the survivors aren't all too happy about it, but At least the matches are pretty short.
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Black Plague outfit for Plague.
I imagine an outfit with a black Half-Veil over her face, kinda like Nurse's funeral outfit Veil only it cuts off just above her mouth, a Spikey small Obsidian crown holding the veil on her head, A long flowing elegant Black half sleeved Dress with With a long V cut from her neck down to her bellybutton, A single split in the Lower half of the dress originating from her Right Hip leaving one leg exposed, an Onyx and Hematite encrusted belt around her waist, with a similar necklace and sharper looking Black metal Claw decorative jewelry for her hands. Her Incense Burner (weapon) is a Shiny Black Skull Speckled with Sharp Obsidian Shards with the fire inside burning red, and carried with a shiny a Black Chain. Her Skin is Alabaster Pale with only a few bruises on her stomach slightly exposed by the long v-cut, left underarm, right forearm, and Right Calve (back of the shin). her face shows no signs of the disease and She's wearing Black lipstick, and has a few black makeup streaks running down from her eyes and barely reaching her jaw line. Her hair under the veil is no longer wrapped up or braided, and instead flows out freely from the back of it down to her mid back, and as you've probably guessed by now, her Hair color is also black.
Now when I say Black, I'm talking seriously black, the closest we have currently in game are the Black DbD shirts that have red lining, or Ghostface's OG skin. It should be fine on Plague since she's so tall, has a normal TR, and her exposed skin in this concept is super Pale, Like a porcelain doll pale. I feel it would look elegant and badass at the same time, and if they could make her vomit turn black as well, that would be cool, but as I learned with the Halloween outfit, they probably won't change the color of her vomit to match any of her outfits themes. If this were to become a cosmetic for her, I'd buy it in a heartbeat.
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I wish I had your luck... Unfortunately for me I've had to deal with a lot of them, and they always bring in Sabo/toolbox and Breakout. Primarily this happens with SWF groups, but I still have had a few solo groups harass me with it, and unless I equip a full anti-sabo build, I end up having a very hard time. I don't get them every game mind you, but I'd say on average I have gotten them 4 out of every 10 games. I attribute it to survivors playing with the new mechanic introduced this week, and hope it will die off in a few weeks, but for now it's really frustrating being a killer.
Maybe its because I play in the evenings between 9 pm and 2 am, or maybe I just connect to a server that is rife with survivors that can't get enough of bullying the killers. Idk, I'm just hoping it'll die down soon, because this is pretty ridiculous in my experience.
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/1154316#Comment_1154316
I was talking about Infectious dude.
oh right, sorry. Even still, the point stands that if Infectious Fright was limited to insta-downs only, then it would be far more restricting than it was when it was limited to "down with Basic Attack" only, and the only killers that would get to use it are either the ones with insta-down abilities, the much hated insta-down add-ons, and those who use Insta down perks for their very limited duration. Currently IF does this anyway regardless of the conditions in which the killer downs the survivors, and in the case of Insta-down packing killers, it's primarily used to snowball a team of survivors that stay too close to the killer while they're downing their teammates. By limiting it to Instant Downs only, that makes it far less universally useful to the majority of the killers, or limits its usage to very small time windows with the right perks, which would make it even more trash tier than it was before when it had the "down with basic attack" requirement. Adding a cooldown only for insta downs would have the same effect as insta down killers would stop using it entirely, but maybe that's what you were going for with your suggestion.
I just really hate the "down with basic attack" requirement, and it doesn't belong on perks unless they are a bit more OP. If infectious Fright stayed with the Aura reading it originally had, then I would have no problem with it keeping the Basic attack stipulation.
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Dying Light and Thanatophobia, but only on killers that keep everyone Hurt regularly like Plague or Legion.
Currently however I'm really warming up to the Haunted Grounds and Retribution Combo, It's just so funny when someone cleanses a HG totem and now not only is the entire team exposed, but I can also see all of their auras for the next 10 seconds, which gives HG much more value.
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/1153632#Comment_1153632
Or maybe what's where the key is. They should add the cooldown when you put a survivor into a dying state from uninjured only
That would just restrict it even more to instant downs only: Shape, Billy, LF, Oni, Haunted Grounds, Devour Hope, Make Your Choice, Iri Hatchets, Readhead Pinky Fingers. Not all Killers have instant downs built in, and those who have add-ons for it are viewed with great ire amongst the survivor community for using them. As for Perks that allow it, they all have small windows in which it can be used save for Devour Hope, unless Survivors never find it. Making Surge, which already has a 32 meter range from the downed survivor restriction, and a 40 second cooldown between activation's, only activate on instant downs, would make it even less accessible/universally useful to all killers than it currently is. Plus, with the aforementioned restrictions already in place, and its small rewards, it hardly seems worth it.
Currently Surge has 3 conditions for activation: Down with Basic attack, Down with a gen within 32 meters distance from the downed survivor, and a 40 second cooldown. If just one of those things isn't done correctly, the perk doesn't activate or affect anything, and with so many conditions to use it for such a meager reward of 8% damage and it gets the gen(s) regressing at the normal rate without you having to kick the gen yourself, it could do with 1 less restriction to make it more viable in my book.
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Originally Infectious Fright had another stipulation/condition for activating it:
"Put a survivor into the dying state with a Basic Attack."
On paper this sounded like a decent limitation, but in practice, especially when considering the other Conditions of the perk (TR, Survivors nearby), this was an excessive condition that meant killers with damaging powers (e.g. Huntress, Hillbilly, Oni, Plague, Demogorgon, etc.) would hardly ever see it activate for them, which made the perk far less universally useful to killers. On Stealth killers, or killers with a low TR, it's still not as useful as other perks, but on all other killers it's a godsend of information so they can either Chain downing survivors, or know when another survivor is going to flashlight blind them, or nearby waiting to Sabo a hook. When the perk was originally tested in the PTB it reavealed the aura's of all survivors within the TR when a survivor went down to a basic attack, but this apparently made Shape broken as hell.
In its current iteration it's both more balanced, while being universally useful to most killers than its initial testing proved to be.
Now if only they could remove that stupid "Put a survivor in the dying state with a Basic Attack" requirement from Surge... It didn't work for Infectious Fright, and it Ain't working for Surge either.
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I follow a simple Killer Rule:
"If survivors aren't going to hold back on their builds and tactics, why should you?"
I'm the guy that sees a 4 man SWF load up in the lobby with toolboxes, flashlights, keys, and decides its time to break out the Iridescent Head hatchets. For the most part I play pretty normal and have some casual fun, but on weekends, when there are more survivors playing and SWF groups queuing up, the kid gloves come off. Killers most certainly can be OP, and can abuse builds that show it, but for the majority of the time there really isn't a need to do so. I have no qualms with responding to the challenge survivors present with as equal and opposing force as I am able using the in game mechanics, nor will I ever feel guilty about bringing in OP builds against an SWF team with full meta builds or items... They're probably used to winning with such builds/tactics, so it's Healthy to remind them that this isn't their personal "bully simulator" every once in a while.
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Pros and cons of Deathslinger.
Pros:
Has a ranged weapon
Has a 24m TR
Can Pull survivors out of advantageous spots and loops
Has add-ons to help him secure a hit via lowering his TR, Reloading faster
Quick draw and firing of his weapon
Cons:
Towering height comparable to Plague
4.4ms (110%) Movement Speed
Limited 18m range for weapon
Weapon cannot down with ranged attack, Survivors must be reeled in first for the strike
Weapon inflicts Deep Wound Status Effect and Timer upon Chain breaking
Chain break stuns Deathslinger for 4 seconds
Loud Foot Stomps
Loud Weapon giving global noise notification, and Scares crows within his TR giving survivors visible confirmation of his whereabouts
Conclusion:
The reason his TR is small, and his music is subtle is that, Unlike Huntress, His weapon has a lot of drawbacks in damage and especially in its limited range. Add in the Fact that he's crazy tall, Moves at the same speed as Huntress, and has global Audio notifications for when he's using his weapon, and what you get is a killer that clearly wouldn't be able to get close enough to survivors at all if his TR and Music were at the standard size of 32m, or loudness of Demogorgon's, Oni's or Doctor's. An example of another killer with a Limited ranged attack that benefits more when their TR is lowered to 24m by M&A: Plague. Like Plague, he moves slower while charging/aiming down the sights, Unlike Plague however, Deathslinger is still limited by his slower than average movement speed, and only gets one precision shot before he has to spend even more time slowing down to reel in and strike a survivor, or reload. His Semi-Stealth approach is necessary for his power to be useful, otherwise every time survivors heard him coming, they'd locate him immediately due to his size, and stealth or run away. As it stands currently, Large and open maps like Disturbed ward, Blood Lodge, Ironworks of misery, and the Red forest are his bane as they allow survivors ample viewing distance of him with little to no LoS blockers, and he can't traverse them fast enough to apply adequate gen pressure.
His TR and Music seem to have been intentionally made smaller and quieter than average so that he can actually get close enough to be a threat, otherwise he literally would be the worst/most easy to avoid killer in the game with a laughably worthless ability.
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Pros and cons of Deathslinger.
Pros:
Has a ranged weapon
Has a 24m TR
Can Pull survivors out of advantageous spots and loops
Has add-ons to help him secure a hit via lowering his TR, Reloading faster
Quick draw and firing of his weapon
Cons:
Towering height comparable to Plague
4.4ms (110%) Movement Speed
Limited 18m range for weapon
Weapon cannot down with ranged attack, Survivors must be reeled in first for the strike
Weapon inflicts Deep Wound Status Effect and Timer upon Chain breaking
Chain break stuns Deathslinger for 4 seconds
Loud Foot Stomps
Loud Weapon giving global noise notification, and Scares crows within his TR giving survivors visible confirmation of his whereabouts
Conclusion:
The reason his TR is small, and his music is subtle is that, Unlike Huntress, His weapon has a lot of drawbacks in damage and especially in its limited range. Add in the Fact that he's crazy tall, Moves at the same speed as Huntress, and has global Audio notifications for when he's using his weapon, and what you get is a killer that clearly wouldn't be able to get close enough to survivors at all if his TR and Music were at the standard size of 32m, or loudness of Demogorgon's, Oni's or Doctor's. An example of another killer with a Limited ranged attack that benefits more when their TR is lowered to 24m by M&A: Plague. Like Plague, he moves slower while charging/aiming down the sights, Unlike Plague however, Deathslinger is still limited by his slower than average movement speed, and only gets one precision shot before he has to spend even more time slowing down to reel in and strike a survivor, or reload. His Semi-Stealth approach is necessary for his power to be useful, otherwise every time survivors heard him coming, they'd locate him immediately due to his size, and stealth or run away. As it stands currently, Large and open maps like Disturbed ward, Blood Lodge, Ironworks of misery, and the Red forest maps are his bane as they allow survivors ample viewing distance of him with little to no LoS blockers, and he can't traverse them fast enough to apply adequate gen pressure.
His TR and Music are intentionally made small and quieter so that he can actually get close enough to be a threat, otherwise he literally would be the worst/most easy to avoid killer in the game with a laughably worthless ability.
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Scrapped tape is the reason why I ended up with over 600 Iridescent Queens. It's such a bad add-on, and I never purposely bought it in bloodwebs, much less ever used it, I only had so many of them because they were in the path to better add-ons. Bringing it back is going to have a similar impact on my inventory, only now it costs more. They could've at least made it so that the inner 3 meter circle is where it will hit 8 meters away from doc making it a max 7m circle with range add-ons. The whole "Ring" thing makes it so bizarre to handle or hit survivors with, and if you add the range increase add-ons they just make it a huge ring with an even bigger center area of safety which becomes ridiculously difficult to hit survivors with. I have no Idea who actually likes this stupid thing, or why, and this is coming from someone who has loved/mained Doc since his release.
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Ugh... Sadly it's true. Played 3 rounds yesterday after the update finished, and using my normal builds for the first 2 games I could hardly hook anyone. This is probably an excited reaction from survivors because now they can easily stop killers from hooking, but they also brought in Breakout which made things so much worse... They were probably full on Sabo Squad SWF's considering how coordinated they seemed, so I was bullied pretty hard. After those first 2 games left me feeling sour, I switched to the build: Agitation, Mad Grit, Iron Grasp, & Hangmans (because I wanted to see if it has any usefulness after the change from the ptb version). Suffice to say, I was finally able to hook survivors regularly again and funny enough, because they were all so hell bent on sabo'ing, the gens weren't going very fast. Once they figured out they couldn't sabo-save against my build though, they stopped trying and the gens just flew. I 3k'd that game, and they blasted me in the chat for having a full anti-sabo build... sigh, the next few weeks as killer are gonna suck.
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Pros and cons of Deathslinger.
Pros:
Has a ranged weapon
Has a 24m TR
Can Pull survivors out of advantageous spots and loops
Has add-ons to help him secure a hit via lowering his TR, Reloading faster
Quick draw and firing of his weapon
Cons:
Towering height comparable to Plague
4.4ms (110%) Movement Speed
Limited 18m range for weapon
Weapon cannot down with ranged attack, Survivors must be reeled in first for the strike
Weapon inflicts Deep Wound Status Effect and Timer upon Chain breaking
Chain break stuns Deathslinger for 4 seconds
Loud Foot Stomps
Loud Weapon giving global noise notification, and Scares crows within his TR giving survivors visible confirmation of his whereabouts
Conclusion:
The reason his TR is small, and his music is subtle is that, Unlike Huntress, His weapon has a lot of drawbacks in damage and especially in its limited range. Add in the Fact that he's crazy tall, Moves at the same speed as Huntress, and has global Audio notifications for when he's using his weapon, and what you get is a killer that clearly wouldn't be able to get close enough to survivors at all if his TR and Music were at the standard size of 32m, or loudness of Demogorgon's, Oni's or Doctor's. An example of another killer with a Limited ranged attack that benefits more when their TR is lowered to 24m by M&A: Plague. Like Plague, he moves slower while charging/aiming down the sights, Unlike Plague however, Deathslinger is still limited by his slower than average movement speed, and only gets one precision shot before he has to spend even more time slowing down to reel in and strike a survivor, or reload. His Semi-Stealth approach is necessary for his power to be useful, otherwise every time survivors heard him coming, they'd locate him immediately due to his size, and stealth or run away. As it stands currently, Large and open maps like Crotus Prenns Disturbed ward, Blood Lodge, Ironworks of misery, and the Red forest maps are his bane as they allow survivors ample viewing distance of him with little to no LoS blockers, and he can't traverse them fast enough to apply adequate gen pressure.
His TR and Music are intentionally made small and quiet so that he can actually get close enough to be a threat, otherwise he literally would be the worst/most easy to avoid killer in the game with a laughably worthless ability.
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Haddonfrield: Yoinked a Jane off of a balcony just as they cleansed Haunted Grounds, very good feels already, but because they cleansed Haunted Grounds and not Retribution, I saw a Dwight crouching nearby on the other side of a picket fence, so I reloaded while looking at jane, quick turned and shot at him nailing his hitbox, and kept him pressed against the fence as I reeled myself over to him for another down. This is probably one of the only killers that doesn't have to fear the shenanigans survivors get up to on Haddonfeild, and Retribution has Fantastic synergy with Haunted Grounds, so I'm happy with that too.
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most likely saving her for the same week as Easter, y'know... because of bunnies.
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@Almo said:
It does not delete the item if there are no charges.
AWWWW... with item retention gaining a huge buff in this patch, letting Franklin's Demise destroy items would have been a nice buff for it. Not to mention, now survivors are Guaranteed a key escape every time as long as they remember where it got dropped because keys don't require charges to open the hatch.
I was really looking forwards to FD still being able to destroy items because of the new update's Item retention change. Since survivors can't lose items via Depleting Charges, how many now do you think are going to actually be using the keys aura reading abilities? How many survivors will be running around with empty toolboxes, flashlights, and medkits? It seems to me FD would've gained a nice buff if they allowed it to keep destroying items, and with these changes I also see our inventories becoming flooded with items and the only thing depleting being the add-on's as long as we don't run White Ward or Ace in the Hole (seriously a perk that does white wards job?). Where is the Risk to items now? Sure we lose them if we Die, or FD knocks em outta our hands before we escape, but with the new changes we're gonna end up with more Items than we can shake a stick at.
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Killer:
Mothers Dwelling, Temple of Purgation, Rotten Fields, Cowshed, Ormond, Blood lodge
Survivor:
The Game, Hawkins, Coal Tower
Basically for Killer the Largest maps or ones filled with of "corn blindness" are the worst because I generally don't play the Highest mobility killers, and the Gen Spread is so heavy that if every survivor splits up and starts working gens, then by the time I actually chase and hook one of them 3 gens pop. It's crazy how difficult it is to apply pressure on those maps. Whereas with survivor, the smallest and most claustrophobic maps make it far more difficult to avoid the killer without playing heavily immersed and stealthy, and unfortunately that means if you go up against Doctor on these maps, then you're totally screwed and have to rush the gens asap to even have a chance of escape. The same could be said for playing against a Nurse or Hag, but at least with them you aren't screaming every minute and giving away your location, so stealth play can still work to a decent extent. Also I find it ridiculous that, despite the lack of a scarecrow, the corn fields in any map featuring them have 0 crows within the corn... This is great for survivor since we don't have to worry about the killer tracking us because of them leaping into the sky, but likewise it's terrible for the killer who already has a hard enough time just seeing survivors in the corn at all, no matter how tall they are.
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I love these kinds of posts, they always make me laugh/cringe since the OP's usually don't understand the fundamental flaw in their logic:
"NOED doesn't reward killers for playing poorly, it rewards killers for survivors laziness."
There are 5 totems in each map, and each totem takes a base of 12 seconds to cleanse making the maximum total cleansing time for 1 survivor 60 seconds of the match. What's more, the totems reward 1k-1.5k in BP for cleansing, the majority of maps make their whereabouts easy to spot, survivors have multiple perks and tools that will reveal totem locations/incentivize them to cleanse totems, and there are 4 survivors that can each cleanse a totem at any given time making the hunt for totems much less time consuming than the max possible 60 seconds.
So with all of this working against NOED, why does it ever get a chance to activate at all, much less in SO MANY GAMES that survivor mains come to the forums almost daily to blast the devs with complaints about it?
Answer: Survivors are too lazy to be bothered with "Doing Bones."
They'd rather focus on the core objective instead of taking a few seconds off of it to prevent a killers perk that has the potential to wipe them all out in the last 2 minutes of the game. You can't blame Killers for taking advantage of survivors laziness at all when It's so easy to prevent, and yet it's still public enemy No.1 to all survivors because of how effective it is when it gets to activate, but in truth, the survivors only have themselves to blame if it does. The average Trial last for 10 mins, and they can't afford to spend 12-24 seconds per survivor to ensure a stronger chance of escaping just in-case the killer has it? With NOED becoming increasingly more prevalent since the Ruin nerf, It's a wonder why the survivors haven't adapted to expect it! Even if you/your team manages to cleanse all of the dull totems against a killer that doesn't have it, with the BP you gain, and knowledge that you are playing it "better safe than sorry", what genuine reason do you have to avoid doing it? I'm not really sorry to say this but, survivors, you reap what you sow... and that's the point of NOED.
Please stop coming to the forums all butt-hurt and demanding nerfs just because you and your team were just too damn lazy.
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Until we see an official banner announcement on the forums, like we did for the Legions bugged Nasty/Filthy Blade add-ons which made mending time infinitely stack, there should be no reason to fear any bans for using the add-on with exception to obvious abuse. Until BHVR makes that official announcement, I don't think they can really blame anyone for accidentally running it, unless they get reported by multiple groups of survivors for multiple games. Being reported for 1 or 2 games could be just the killer player discovering the bug, and then trying to recreate the situation for it so that they can record and report it themselves, more times than that though, and you're looking at someone who knows its a bug/exploit and are purposely abusing the hell out of it. Basically until the announcement makes the exploit/bug public knowledge, BHVR shouldn't ban players for it unless they are reported as 3+ times repeat offenders.
As for playing around with it in KYF lobbies, I don't think your friends are going to report you as KYF is more of a testing/training grounds anyway, and discovering bugs in that setting isn't really hurting anyone or gaining you points towards your rank, character levels, or BP pool.
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@toxcitynacl said:
https://forum.deadbydaylight.com/en/discussion/comment/1141635#Comment_1141635
Get inner strength (and maybe add detective's) and you heal in 6 seconds inside a locker. Can bring in a med kit as a crutch until that first totem.
This. + having a build like that helps prevent NOED which has become more prevalent since the Ruin nerf, so there's not really a downside to it.
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Not every game, but often enough that it's a headache of frustration for most killers, and alleviated only by using higher mobility or higher map pressure characters. Bottom line is that if you are playing a mid-low tier viable killer, then survivors have less pressure and take advantage of it in every way, but if you are playing a high tier killer with good map pressure then while survivors will scramble to get the objectives done asap, you'll be able to deal with it better. The largest maps are difficult for all killers, because of distance and gen spread, but for mid-low tier killers they are practically a guaranteed loss unless the killer can somehow shift the survivor teams focus from objectives to saves, or slow down the gen progress with perks/add-on's, which recently took a hit with the loss of Old Ruin.
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This is a silly complaint, and yes this is coming from a killer main with 1k hours playing only killer, and only 658 hours as survivor. It's an Anti Tunnel perk for a reason, it almost always ensures that the survivor gets 1 minute of protection after being unhooked from getting tunneled, downed and hooked again. Basic Strategies against it as a killer are to either chase other survivors who haven't been recently unhooked (aka the rescuer for example), tunnel the unhooked survivor to try and get rid of it early in the game (letting the survivor get their second chance knowing they won't be able to later), or leaving the survivor you suspect has DS active slugged until the timer runs out before you pick them up. If they still have DS at the endgame available to them after the gates have opened, then you're SoL if you down them near a gate and just have to let them go, because they are either going to crawl out or DS you and escape anyways.
Other possible counters include using tracking perks Like Bloodhound, Predator, Nurses calling, Spies from the Shadows, Stridor, etc in order to try and locate the survivor who DS'ed you, Unnerving Presence to make the DS skillcheck harder to hit, good ol' Memento Mori, or Killer abilities to catch back up to them/locate them if you insist upon continuing the chase against the DS user. Not all killers can do the latter, in which case you just have to let them get away and go back to pressuring their teammates knowing that eventually you'll get them again.
DS has become FAR more balanced than it used to be, wherein a survivor could use it once per game at any time they were downed and picked up with no time limit or hook requirement. This is a major improvement over how it was back then, and makes the perk much less abuse-able. While it can be seen as a crutch perk in the endgame scenario, it's far more likely that it'll be used before then, you'll counter it by either slugging the survivor for a while to waste their and at least one of their teammates time, Try and use perks and abilities to counter it and continue pursuit, or render it's perk slot a moot point by never letting them get to use it because you go after their teammates while its timer runs out, or simply mori them.
Killers have countermeasures, it's way more balanced than it used to be, and people who hate it should probably spend less energy/time complaining about it, and more learning to deal with it like the rest of us.
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@BigTimeGamer said:
“Main objective rushers”
how dare survivors do gens!!
noed is whatever, but it’s a crutch and a half
"NOED doesn't reward killers for playing poorly, it rewards killers for survivors laziness."
The hard Facts:
There are 5 totems in each map, and each totem takes 12 seconds to cleanse making the total cleansing time for 1 survivor 60 seconds of the match. What's more, the totems reward 1k-1.5k in BP for cleansing, the majority of maps make their whereabouts easy to spot, survivors have multiple perks and tools that will reveal totem locations/incentivize them to cleanse totems, and there are 4 survivors that can cleanse a totem at any given time making the hunt for totems much less time consuming than the max possible 60 seconds.
So with all of this working against NOED, why does it ever get a chance to activate in so many games that survivor mains come to the forums almost daily to blast the devs with complaints about it?
Answer: Survivors are too lazy to be bothered with "Doing Bones."
They'd rather focus on the core objective instead of taking a few seconds off of it to prevent a killers perk that has the potential to wipe them all out in the last 2 minutes of the game. It's so easy to prevent, and yet its still public enemy No.1 to all survivors because of how effective it is when it gets to activate, and in truth, if it activates they only have themselves to blame. The average Trial lasts for 10 mins, and they can't afford to spend 12-24 seconds each to ensure a stronger chance of escaping? I'm not really sorry to say this but, survivors... you reap what you sow. The only time NOED was Ever a "Crutch" was when it wasn't a Hex Perk and thus uncounterable at all back in 2016-mid 2017.
So Survivors, Please stop coming to the forums all butt-hurt and demanding nerfs to NOED because you and your team were just too damn lazy.
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Killer:
Home Field Advantage: Achieve a Merciless victory in your chosen killers home realm. Must be completed in one trial.
Bloodbath: Keep survivors in the injured state for a total of 30 minutes.
Grounded: Put all 4 survivors into the dying state simultaneously. Must be completed in one Trial.
Hunter Instincts: Sacrifice 2 survivors with a stealth killer while using Bloodhound. Must be Completed in one trial.
Mine!: While using Franklin's Demise, ensure a survivor doesn't escape with an Item they brought into the trial. Must be Completed in one trial.
Mercy Kill: Put 10 injured survivors into the dying state while using Nurses Calling.
Guilty Pleasure: Allow the Entity to sacrifice at least 1 survivor when the EGC timer runs out while Bloodwarden is active. Must be completed in one trial.
Making it Personal: After hooking your obsession 2 times, successfully kill them by your own hands.
Dirty Girl: With The Hag, teleport to 10 Phantasm traps when they are triggered by survivors.
Deception: After triggering Dark Devotion, Put another survivor into the dying state before its timer runs out. Must be Completed in one trial.
Silent Approach: Put 8 survivors into the dying state while they are Oblivious.
Going Viral: With The Plague, Achieve the Contagious Scoring event 10 times by means of survivors interacting with each-other or infected objects.
Long Shot: With The Huntress, Injure a survivor with a hatchet from more than 30 meters away. Must be completed in one trial.
Hidden Predator: Achieve a Merciless victory while using a Murky Reagent offering. Must Be Completed in one trial.
... And Me Without a Spoon? Kill 4 survivors by your hands while having Devour Hope in your loadout.
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I love these kinds of posts, they always make me laugh/cringe since the OP's usually don't understand the fundamental flaw in their logic:
"NOED doesn't reward killers for playing poorly, it rewards killers for survivors laziness."
There are 5 totems in each map, and each totem takes 12 seconds to cleanse making the total cleansing time for 1 survivor 60 seconds of the match. What's more, the totems reward 1k-1.5k in BP for cleansing, the majority of maps make their whereabouts easy to spot, survivors have multiple perks and tools that will reveal totem locations/incentivize them to cleanse totems, and there are 4 survivors that can cleanse a totem at any given time making the hunt for totems much less time consuming than the max possible 60 seconds.
So with all of this working against NOED, why does it ever get a chance to activate in so many games that survivor mains come to the forums almost daily to blast the devs with complaints about it?
Answer: Survivors are too lazy to be bothered with "Doing Bones."
They'd rather focus on the core objective instead of taking a few seconds off of it to prevent a killers perk that has the potential to wipe them all out in the last 2 minutes of the game. It's so easy to prevent, and yet its still public enemy No.1 to all survivors because of how effective it is when it gets to activate, and in truth, they only have themselves to blame. The average Trial last for 10 mins, and they can't afford to spend 12-24 seconds each to ensure a stronger chance of winning? I'm not really sorry to say this but, survivors... you reap what you sow.
Please stop coming to the forums all butt-hurt and demanding nerfs because you and your team were just too damn lazy.
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I used to be very competitive as a killer, and relished holding rank 1 each season, and dropping back down to rank 10 during the resets, but these days I don't play as much as I used to. Because I play more casually than before, I actually don't like being in red ranks anymore since they are just frustrating for any non-competitive player, and so when I inevitably do achieve red rank, I purposely de-rank to something more comfortable. I don't flat out stop playing for months of course, since that doesn't really do any good, and you can achieve the red ranks again within a casual week of playing, but I also don't just let the survivors win, go afk, or DC, since there is a much simpler and fun way to de-rank while still being in the spirit if the game: Ebony Mori's.
I have a ton of these mean little red/pink skull offerings in all of my killers inventories because, unless I'm using them for the purpose of de-ranking, there's literally no incentive to use them at all. Killing a survivor after their first hook means that you end up losing major Devout, Malicious, and Chaser points, and so for competitive players, this means that you lose out on the points necessary to gain a PiP. This is doubly important for when you reach red ranks, wherein gaining PiPs requires 9 or more points towards your emblems. If you're just killing survivors after their first hook however, you can't even earn 8 points, and this is also enhanced by using a killer with instant down abilities/add-ons/perks etc, since ending a chase too quickly lowers your Chaser point scoring as well.
Bonus: You also still earn decent Bloodpoints as well, so there's not really any downsides to playing this way.
Double Bonus: If 1 or more survivors DC, or kill themselves of first hook because they hate your build and the Mori, that also earns you an "Entity Displeased" score.
So, to sum this all up: If you reach the red ranks and don't want to stay there, simply gear up your killer with Instant downs + Ebony Mori's, and watch your rank plummet while you have some very fast and exciting games.
"Mori's: The fun way to de-rank!"
*This message brought to you by the "Mori's Offer Fun Opposition to Survivors" foundation.
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@trouble2x said:
A really in-depth creation/idea I think it has much potential and should be implemented in Dead By Daylight if Chucky is not. If Chucky is implemented instead however, I still think some of these ideas are ingenious to incorporate towards him and his play style/character creation. Well done, you thought of everything. I think this has potential to become something and that they should at least review it and consider it. I personally am still voting for Chucky just because I grew up with that and how iconic he is, but this is not a bad idea, mind you. I approve this idea. Job well done.
Thank you so much for your kind comment, and for taking the time to read the concept (I know it's a bit of an exhausting read). I Think the only way the Devs will pay attention to it however is if they have a "Killer Concept" competition like they did for the Cosmetics, which resulted in the new Clown Pink elephant outfit. Of course if that were to happen, I'd likely have to go even further and provide a full add-on's list, and art concepts. The only reason I haven't is because I'm not that skilled at art, and while I can think of a full add-on List, I felt that would be excessive to add to an already long read. Either way, I feel that this concept presents a strong enough idea that it should be a part of the game, that is "if" they can't get the license for Chucky. I'm with you on that as well, and would like to see Chucky in game, but unless they follow something like this concept for his game-play mechanics, I fear they'll just screw him up.
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@trouble2x said:
https://forum.deadbydaylight.com/en/discussion/comment/1129451#Comment_1129451
I love your commitment and how in-depth you got with this. I also love how we think alike in so many ways, it’s awesome. I think if they did make this an actual thing in Dead By Daylight that it would have so much potential for fun and enjoyable gameplay. I like the idea of possessing dolls; much like mine I like the red stain and heartbeat as well. Either of our ideas would be a very creative addition to the game or even combining them together in a way. I also had a few ideas of my own concerning Chucky’s Perks and Mori.
Mori:
I think it would be neat if Chucky tosses his weapon to the Survivors hands and then they stare at him confused before Chucky then does a quick chant of his black magic and transfers his soul in theirs and stabs himself profusely before then transferring his souls back into his doll form.
Perks:
Wanna Play? -
Chucky has the ability to trap a vault or pallet location (limited) so that if the Survivor uses that location it’s at the expense of a penalty. That penalty being something along the lines of injuring said Survivor or perhaps something as simple as causing the Exhausted Status Effect to them. (Would be deadly to those who use Lithe, Dead Hard, etc.)
Leaving So Soon? -
Unlocks potential in one’s aura reading ability. When the last generator is activated it grants the ability to see the auras of the Exit Gates except the Door Completion can be determined by the intensity of their auras. Additionally, similar to Surveillance or Discordance if a survivor is currently on the Gate Switch it highlights in yellow.
Voodoo -
Totems, both Dull and Hexed are now faced with Skill Checks and if failed it sends off the classic sound cue notification to the Killer while also regressing the progress of the Cleanse. If the Cleanse action is cancelled before 100% it makes like any other Totem and resets its meter.
OR
Anytime a Survivor is Cleansing a Totem of any kind, whether it be Dull or Hexed the Survivor cleansing the Totem will have their aura revealed to the killer for so many seconds or for as long as they are cleansing. If the survivor happens to fully cleanse a Totem then their aura is revealed for so many seconds before finally wearing off. It could also have a cool down as well.
As for Chucky’s Power name, I think Heart of Damballa suits it nicely.
I think this has potential to become something fun and an interesting angle on DBD. They could really take this somewhere if they wanted to and I strongly believe they should. I hope that they at least consider it as it would be an interesting take on the game and an angle that could provide a new gaming experience— one that is both fun and exciting. I’m with you though. I don’t care about money or titles or anything of the like. A shoutout might be nice, but I’m not too excessively worried about it though. Just some ideas and suggestions that I hope they’ll address and take to light.
I like these perk ideas, but there are a few faults with them. Voodoo would have to get a name change, because BHVR has stated many times that they will not base any killer, perks, or game-play mechanics off of any existing or practiced religions. It's a simple change, something that sets it apart like "the Old magics" or "Supernatural Protection" really just anything that will set it apart from Voodoo, otherwise they would never even consider it. Other than that Its a good perk that either makes totem cleansing harder, or informs the killer when a survivor is cleansing a totem, which would pair insanely well with any other hex perks.
Killers already see the aura of exit gates, but being able to see their progress based on the intensity of the aura would be a substantial advantage, so While "Leaving so soon?" would have a decent effect and place in a killers loadout, like all endgame perk its would feel a bit too situational. There's nothing wrong with having situational perks, but people tend to shy away from them unless they are more universally useful.
Wanna Play would be excellent, but I don't see it being useful against pallets unless Chucky can also vault them, as that would probably be how he activates the perk.
We definitely both think alike when it comes to the idea of possessing multiple dolls as a power, which is why I thought you'd like my concept, and I'm thrilled that you did, and thank you for your kind comments. I don't know if BHVR can get the license for Chucky, which is why I made the concept in the first place while hoping a Dev was paying attention... sigh, here's hoping they do, and if they don't use it verbatim, they'll at least come up with a version of their own that works well. I'm getting tired of their recent killer concepts being seen as Hybrids of already existing killers (Ghost face being a hybrid of Pig & Shape, Deathslinger being one of Huntress and Legion, Oni being a lesser billy, etc), and although people would no doubt refer to my concept as a variation of the Hag (teleporting around to preset traps/dolls), I would hope that it's overall game-play mechanics would be unique enough to set itself apart from that stigmatization.
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@TWiXT said:
This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.
The Dolls
Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius
Back-story:
Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious, and self righteous stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Locked in the basement for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making and although a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught. After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as the doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother Lucy spoke out to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave to rot with her. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.
It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s efforts and all the blood made her slippery and hard to hold down, but after enough bleeding and slipping into shock, her stepmother stopped moving and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, lacquered and polished them to a pristine shine, and with that Lucy finally had the eyes she wanted.
As Agnes grew better at doll making and more astute at the finer details, the Doll Shop became much more successful, and everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard and converted the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes resisted.
In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes’s mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for the murder of Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend the eyes he always wanted. Agnes held a memorial for Lucy, burying her in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned from the doll shop, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.
Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding the bodies in the woods. However, after a long storm caused mudslides, a few of her victims bodies had been discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered. Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the bodies in her basement and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes attacked the constable, taking a shot in the lower abdomen from his weapon, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, all of her friends cried and begged to go with her, but she could only pack up a few with promises to return for the rest later. Tears running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hours. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.
Weapon:
Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.
Power: Possession
Passive:
Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.
(Possible balance change if needed due to The Dolls size)
This is the only killer with a 3rd person perspective.
OR,
Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)
Active:
Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.
Mori:
Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.
Map: The “Doll Lady’s” House.
In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.
Unique Perks:
Painful Neglect: The Entity is swift to punish those who become distracted from their goals. Survivors who take their inner 30 degree cone of vision off of a generator while repairing experience a 5/10/15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 5/10/15%
Hide n’ Seek: Control over your heart rate conceals your exact whereabouts from survivors. When within 16/24/32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.
Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion notifications are exempt from this effect.
Survivor: Wei Ying
A bit malnourished but professional to the core, Wei Ying is a clever man in his 30’s who has over 15 years of experience as an electrical technician. In his youth he always took apart every toy and electronic in his possession; intrigued by how they worked, and as an adult he’s a master of electronics and an artist with his tools and ingenuity having created multiple patented devices that are mass produced today. Cocky, condescending to others, but intense when he commits to a task; having him as an ally ensures objectives will be completed more smoothly than you’re accustomed.
Unique Perks:
Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
Safety First: Your knowledge of working around electrical circuits outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.
Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.
TL;DR Version:
The Dolls
Appearance/Mannerism: Alabaster porcelain dolls the size of totems of male and female variety with differing outfits (possibly in themed outfit packs of 4, e.g. creepy dolls made to look like small versions of the other killers/survivors), they have a 24m terror radius and a 6m\s movement speed.
Weapon: Small weapons such as knives, scissors, screwdrivers, ice picks, claw hammers etc. basically anything small enough for a Doll to wield that can be found anywhere (possibly in themed cosmetic weapon packs of 4, e.g. Realm themed small farm tools, medical tools, metal shop tools, hunting tools…). They have a larger than average lunge range but the shortest reach of all killers.
Power: Possession
Passive: Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks thier inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.
(Possible balance change if needed due to The Dolls size)
This is the only killer with a 3rd person perspective.
Or,
Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)
Active: Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over .3-3 seconds depending on distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.
Mori: Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.
Map: The “Doll Lady’s” House
A small 5 room run down home with a basement accessible by a cellar door on the outside in the middle of a large and very grassy meadow. On the edges of this meadow are young woods, and a small pond. The grounds are surrounded by a spike tipped, rusty, Iron rod fence, and the hooks are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.
Unique Perks:
Painful Neglect: At Max, Survivors who take their inner 30 degree cone of vision off of a generator while repairing it experience a 15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 15%.
Hide n’ Seek – At Max, When within 32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.
Mind Numbing Mist – At Max, Up to 4 Survivors no longer receive Status effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion status notifications are exempt from this effect.
Survivor: Wei Ying
A malnourished electrical technician with a cocky attitude, and condescending demeanor towards others. Never the less his expertise at repairing and tinkering with items makes having him as an ally a great benefit to the team when focused on primary objectives.
Unique Perks:
Tools of the Trade: At Max, While carrying a Flashlight or Toolbox item of Rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
Safety First – At Max, When you start repairing a generator it powers down over the span of 4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.
Delay Resistors – At Max, After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed by 5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.
All creative criticism is welcome.
I submitted this killer concept a while back, and It's a bit of a long read, but I Included a TL:DR version for everyone's convenience. It has a unique game-play mechanic, and addresses the Doll Sized killer problem with a simple but elegant solution. If the devs can't get the license for Chucky, then I believe this would be the best alternative that would allow for a Doll killer in the game. Please read it, and whether you like or hate it, I'd appreciate constructive criticism and feedback in post. It's also a shout out to any Doctor Who fans out there, as the Weeping Angels had a big influence on how I made their game-play mechanic.
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@Peanits said:
"The minimal amount of time that it would take to frequently do so would allow for consistent feedback, design ideas for underutilized perks, and promote actual discussion (backed by data) regarding problem areas that people are using perks to 'band-aid.'"
This is the idea behind releasing stats, and I absolutely agree with you, and this is why we've tried releasing stats in the past. However, each time it just ends up in a mess. Rather than sparking interesting discussions, they more often or not end up being scrutinized with questions about their validity when the numbers don't match someone's personal experiences. It's an onslaught of, "Does this count? Are you excluding that?", or conclusions being drawn based off of very broad numbers (averages), and it frankly just causes more confusion than it helps.
In a perfect world, I would love to release stats on a regular basis, but it's hard to justify when releasing them only causes more harm than good.
+ if the perk usage stats suddenly showed that say DH was used in 80% of the red ranks and 45% of the game overall, then they'd have to nerf it.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1126982#Comment_1126982
Guessing you use Thanataphobia, Save the best, and Stridor? I look at cleansing like a gift. Allows me to machine gun you down at range. Only thing I hate are the creepy whispers.
NOPE! Thana, DL, PGTW, Surge! The concept being that if the survivors don't cleanse then Thana + DL stack to significantly slow gens, while Surge and Pop take chunks off of gen progress that take significantly longer to repair with the DL + Thana combo. For example: 4 stacks of DL + Full Thana makes Surge's 8% damage take 13 seconds to repair in comparison to the normal 6.5 seconds. Being Plague, survivors get no advantage from DL, and Surge activates almost every time you knock a survivor down. The build relies on their refusal to cleanse, as it makes chases take half as long, and sets off Surge almost every time its available. Pairing that with the Gen repair speed slowdown is what makes it shine as a tried and true build, but that slowdown is significantly reduced in potency if they decide to start cleansing. Don't get me wrong, Cleansing is still crazy beneficial with Plague gaining ranged damage, but when it comes to Ranged damage vs. slower gen repair speed... It's no contest as to which proves better in the long run.
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@Laakeri said:
Nurse. Good Nurses still dominate, but your average Nurses dropped off as they got used to 5 / omega -blink.
I dropped off of Nurse too early... Like when they changed how she blinks to being more accurate early because it was frustrating to re-learn what I already took so long to master. I used to be an excellent Nurse too, but after being away from her so long, and after the more recent changes/nerfs, I'm not sure I want to take another 30 hours re-learning how to play her. Granted, It will likely be worth it, but meh... I'm having plenty of Fun right now playing Doc and Plague, so idk....
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When survivors Cleanse at fountains while I'm playing as Plague. My whole build is made around the concept that they "WON'T CLEANSE", and by doing so, they don't necessarily get much benefit, but they also kinda screw over what I'm going for. Freaking survivors man... one moment they are too afraid to give me ranged damage, the next they are too confident in their skills to avoid it. It's so frustrating to build expecting survivors to do one thing, and then have them do something else entirely! Can't survivors just agree... You don't cleanse against Plague (at least until the next update anyways)?
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4-man SWF equipped with 3 toolboxes and 3 original BNPs (instant gen completion), and 1 instant blind flashlight, but "that's not all!" they also brought in 4 Petrified Oak Offerings, which back then removed 1 hook per person submitting the offering. On top of that they also had 2 Sabo survivors going after the hooks, and Hooks didn't re-spawn in those days (also Old DS, BT, SB, etc). To put it bluntly, these asshats didn't even consider my fun as the killer, and wanted to bully the hell out of me. I was playing Shape in one of my first attempts of doing so, and with basic perks, I Still managed to kill 2 of them before the game ended. Considering the odds that were against me, and the fact that I had to play extra sweaty to get those kills, I still think back on that experience fondly, sweetened by their incredible salt in the chat afterwards (i'm a sadist IRL, and that really did it for me). Nothing makes you feel better than making the game a challenge for the other players when everything they bring in is overpoweringly against you.
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This is almost my favorite build for Doctor. Back in the day when doc was complete crap, the build I Used that made him strong was Distressing, Unnerving Presence, Tinkerer, and Overcharge. The reason for Tinkerer being in the build is because it used to enhance add-on's effectiveness by 10%, which made his Order add-on's drive survivors up in madness tiers much faster in his static field. That was his best build back then, and while it wasn't unbeatable, it definitely controlled the map and the survivors ability to do gens effectively. Now the build has changed with the new Doctor update, but only by 1 perk. Instead of Tinkerer, or Surveillance in this case, I either use BBQ, or Huntress Lullaby, but I don't consider this an "infinite Doctor" build, nor do I use it the way that OP has stated the Doc he went up against has. Its strictly meant for making skillchecks more challenging, and I currently pair Distressing, UP, Overcharge, HL, with the Obedience add-on (counterclockwise skillcheck which will soon become part of doc's base kit) as a means to make skillchecks somewhat difficult in comparison to the norm. Needless to say, this only works in the low green and brown ranks, as the Purple and red rankers Mostly consistently nail skillchecks no matter how hard I try to make them.
Idk how this Doctor Player made OP's game last 30 mins with this build, as I often only slow down the game to a max of 15-ish minutes at most if they keep failing their skillchecks as the build intends. I either kill them all, or they finish the gens and escape anyways within the normal time frame of 10-15 mins, so if a Doc is using a similar build to my favorite and making games last 30 mins, they are either really bad at hitting survivors, or they are trolling them with excessive shocking. I don't like that idea, as it turns a viable build into a means of being toxic, and that just makes my skin crawl.
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Deathslinger...? I've seen many streamers/youtubers decry him as a lesser Huntress because they both have ranged attacks, but his doesn't damage survivors unless he reels them in successfully first, and he has a shorter range. Unlike Huntress however, he can quick shot survivors which gives them much less time to react, so while a Huntress can simply down a survivor with a shot through a window, her charge up time and slowdown in movement speed make doing so more difficult in comparison to him simply tapping m2 and nailing them with m1 immediately afterwards. Just imagine if Huntress was ready to throw a fully charged hatchet the moment you pressed the m2 button? He doesn't telegraph his attack for as long as she does, so I'm sure that when he does go live, people have had more time to play as and against him, and with a few minor tweaks, he'll prove to be much better than the current observations make him out to be.
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I love it when the killer brings BPS or Gruesome Gateau's because it means more Blood points, and so I play to the best of my ability to try and max every category if possible. While this is strictly for the points offered, I'm pretty sure the killer isn't having a good time with it since I, and possibly my team are playing really sweaty. I don't back off and decide to farm unless I see 3+ BPS/Gateau's, then I purposely find the killer, let them hook me twice, and see if we can farm, and 8 out of 10 times this works, because who's gonna pass up on that many points? I don't think that Survivors aren't so much ignoring appreciation of the BPS offering from the killers, Its more that they are encouraged to do better in their roles for all the juicy points they can get before the game ends. You may be hoping for an easier/more relaxed game, but in truth, you're just setting us up to play harder and earn as many points as quickly as possible.
I can't speak at all for the DC'ers though... Win or Lose we still get 2x the points because of the offering, and the only way to avoid that reward is to DC like an over-entitled brat, so I really don't understand the logic behind it. As for the gen rushers, I can't say... why work to max only 1 category when we can either max or get decent enough points in all categories and receive an even greater reward. I get wanting to repair gens asap, and escape as that is our overall goal, so even if a lone BPS is present, its still decent points, just not nearly as much as it could be. Some may see the addition of a BPS offering as a challenge, like the killer is saying to them "I'm gonna be extra sweaty and earn my 2x BPS, Bring it on!" and so they do. In that mentality I can see gen rushing as being the "Challenge Accepted" response, but that also has the potential to waste the offering for everyone, and all the survivors will say is that the killer just "wasn't good enough" to make it worthwhile.
Basically, 2x point offerings = Challenge to do better. If the Killer isn't putting forth the same effort, then its gonna amount to a wasted offering. The only time Survivors are inclined to play nice is if multiple players put in 2x BP offerings, because If only one does, its just a challenge... At least to me anyways.
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@DamienDuff said:
What is the most boring change you think happened in dbd ?
I've witnessed all the patches and updates since the pig DLC
I've seen alot of perk changes and add on changes
but the most funny and ridiculous change I've seen so far in dbd is the new instructions add on change live now in PTB
( you don't get skill checks while repairing with a toolbox) which now lasts for seconds LUL
I just wonder who the f cares about not getting skill checks for few seconds LUL
I mean unless youre smoking or drinking something and dont want to press space bar, you can still set it to mouse 5 or something LMFAO what is this ?? what an idea for an addon OH MA GAWD LUL
Ok, just a heads up, I am currently inebriated atm (Friends Friday night parties can be crazy/cruel) so, while I still feel a bit a faculty of mind, I may be a bit too straight forward/honest/biased in my response to the OP.
I have mained Killer for 1000 hours since November 2016, and Reached that 1k hour in August of 2019, wherein I switched roles to maining survivor for the next 1000 hours, of which I have only accomplished 659 hours currently. Why it took me so long to get 1k hours as killer is simply because I had a job that took priority and played this game casually for the past 3+ years. Since I lost said job, I've been able to devote more time into DbD, and solely in the survivor role as of August 2019.
I have to say, just as I had suspected for so long playing the Killer role, Survivor is much more easygoing and relaxed overall. While playing the Killer role, I've witnessed:
Instant Blind Flashlights with a blindness effect lasting for 5 seconds, Literal infinite loops, Self Care lasing only 12 seconds, Decisive Strike available on anyone downed regardless of whether or not they have been hooked before or were the obsession, Borrowed Time Protecting both the rescuer and the rescued survivor, Survivors ale to get a Flashlight rescue on killers carrying their teammates regardless of when the survivors started the blind during pickup, Pallet teleportation, Insta heals, Insta Gens with old BNP, Literal Infinite loops wherein the killer could never catch up to the survivor, Perks granting 2nd, 3rd and 4th chances for survivors, Killer abilities being game breaking, Some killer perks being too OP for their own good, But above all... an intense feeling of imbalance in this game primarily favored towards survivors.
This Imbalance feeling all changed in 2019, wherein the devs started nerfing survivors healing and recently their repair mechanics to better valance out the game in favor of both roles. This while unfavorable to one side, is actually a good thing for the health of the games future. If the bend too much in the survivors favor, no one will want to play killer, and likewise if the bend too far in killers favor, no one will want to play survivor. Many players seem to have forgotten that when you play against any killer, they present a new challenge to overcome that can't be done the same way as you've become accustomed to. Case and Point is the Nurse: She outright defies or bypasses the usage of pallets, and thus becomes more threatening around those tiles survivors are so accustomed to for escaping a chase. This makes her far more dangerous around them and makes survivors adapt by either being more stealthy or more cunning in their jukes around said tiles. Each killer presents their own problem that survivors have to adapt to, and while most killers faced still fall upon the basics, the ones who challenge survivors to think outside the box become the most threatening.
"What is the most boring/ridiculous change?"
Easily the recent addition of Sabotage becoming 2.5 seconds. This change not only eliminates the killers objectives too quickly in solo play, it makes coordinated play ridiculously OP.
Admittedly I'm completely with The OP if survivors no longer get skill-checks while using toolboxes for repair, that's just appalling. They already accelerate the completion of a gen by a large margin, even with the recent toolbox changes, so this additional piece of information is rather disheartening to learn as it presents the survivors with no additional challenge or risk for gaining such speeds. This change, if true, is quintessentially the worst thing that can happen to DbD as it presents the survivors with a clear advantage with 0 risks for using it. I thought the idea of lowering the survivors Toolboxes Effectiveness was to make them more risky to use, but if a toolbox can repair a gen 25% without the risk of losing it or even having the chance of a skill-check (which are honestly easy enough as is) then what is the ######### point of making the change in the first place? Increasing the usage of the toolbox means nothing unless you also increase the difficulty of using it. You're basically giving survivors a "Free pass" without any difficulty, to repair gens! Here's another example of what would be more fair:
Survivors are 5% more likely to trigger skill checks while using a Toolbox, but increase their repair rate by (current PTB rate), Failed skill checks while using a toolbox reduce the generators progress by 10/15/20% based on the rarity of the toolbox used.
This makes it so that using a toolbox has an equal risk/reward mechanic, and makes their limited usage more in line with balance towards the overall games mechanics. (Admittedly I don't know if the current toolboxes increase gen repair speeds by 10/15/20%, that was just an example, so please don't take it too seriously, despite how accurate it feels).
Overall, I've been very happy and elated with how BHVR have treated killers in the past year. They nerfed a plethora of broken survivor perks and mechanics, and have buffed killers that have traditionally been considered F-D tier viable in the rankings, and for that I am extremely grateful since playing survivor has become more of a challenge and less of a bully simulator. Here's hoping they keep with the give and take mentality that is keeping this game balanced, and don't side with one side over the other too hard as to make this game unplayable.
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@Carlosylu said:
You can spear people on the other side of the pallet and hurt them and if they were injured they get downed after you let the chain go
No they don't, the get deep wounded. It's still a waste of the survivors time having to mend before healing, but not much of a waste, and since DW was changed to no longer deplete as long as the survivor is running, no one ever goes down to it. However, It is possible to spear someone while they are DW'd and it'll deplete a bit while you have them, so if the DW timer was low when you speared them, and you are on the other side of a dropped pallet, technically the Timer will deplete and down them in that very rare circumstance.
The only real advantage Deathslinger has over Huntress is the ability to fish survivors off of roofs and hills. Sure huntress can down them while they are on those, but then she has to go up to get them, whereas Deathslinger can just yank them down to him. Another advantage I've noticed is using his ability to pull them away from loops, pallets, and the gates. Huntress just downs them at those, and if they were about to reach a pallet, or escape through the gate, then they just crawl the rest of the way. Deathslinger denies them this, and any advantages being slugged under a pallet would've given them. Otherwise, yeah, he's not much better than Huntress, but at least he doesn't have to reload at lockers, and doesn't seem to slow down while aiming down the sites.
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well... except for giving us back Scrapped Tape... They could've at least changed its effect to something more useful because it was so god awful I was releived when it got scrapped in the doc update, now its back to haunt our inventories as the useless garbage it had always been. Sigh
