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Tekno_Badger

Tekno_Badger

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  • Almost everything needs reworks. Here's what I did:

    • Change Scarlet Egg to both reveal survivors' Auras and highlight them with Killer Instinct while they walk or run through his trails and for 5s after.
    • Change Rust-Coloured Egg to reveal all survivors’ Auras for 5s after sending a survivor to a Cage of Atonement or using Final Judgement.
    • Buff Lost Memories Book to 60s and add Blindness too.
    • Change Punishment range add-ons to 0.75, 1.5, and 2.25m respectively. This reduces the need to run two of these add-ons together.
    • Change Crimson Ceremony Book to increase Punishment range by 3m.
    • Change Obsidian Goblet to make the Executioner become Undetectable for 30s after using Final Judgement or sending a survivor to a Cage of Atonement.
    • Change Iridescent Seal of Metatron to inflict the Exposed Status Effect for 60s on any survivor who rescues a survivor from a Cage of Atonement. Make the rescuer scream and reveal their Aura for 5s.
  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455708#Comment_2455708

    It is only one lit totem after the gens are done.

    The Devs did include dull totems. They obviously want people to cleanse them, otherwise they wouldn't have kept NoEd as is for as long as they have, nor would they have buffed small game and introduced a new tracking perk as well as new hex perks.

    You're not obligated to do dulls, but you're not obligated to have an easy escape after holding M1 for most of the match.

    They're there for points and Hex Totems. And if you think NOED is getting cleansed before the damage is done, then you don't play this game enough.

    You absolutely do deserve a win if you beat a killer so bad they didn't even get 6 Hook States. NOED is ruining games, especially at lower ranks

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455695#Comment_2455695

    Every Killer is good at Red Ranks. Nemesis is no exception. You can win at Red Ranks with every Killer.

    You can win, but not against every team. Encounter a good SWF on the wrong map and you're not gonna win. Otz is a DBD god and even he's struggling. Nemesis doesn't have enough chase power, and the zombies are far too inconsistent. He's just a far weaker Pyramid Head

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455268#Comment_2455268

    I wasn't implying you would personally but reading around here a lot of killers do seem to get super salty when you do objectives too quickly etc.

    I get it - especially if you have waited 10 mins for a match you don't want it over in 5 mins but it's hard to tell who wants what as a survivor at this point. Play styles that you think logical to other people seem toxic.

    I believe there needs to be counterplay on both sides. It's infuriating when you feel helpless in this game, and it's bad design

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455272#Comment_2455272

    That is your opinion, not fact. If you and your teammates can’t distract and loop the killer long enough to do gens and totems, using the many crutch perks, strong tiles and 15-20 pallets that the game provides, then you simply got outplayed.

    No change is needed except for the lazy attitude most players have in this game.

    Ah yes, how dare the survivors not do a 6th gen that the devs didn't include?

  • @fogdonkey said:

    Unfortunately this is a wasted effort... BHVR usually doesn't listen and does things by their own imagination.

    Probably, but if even 1 idea makes it it's worth it. The pipe dream is for the community to take notice of this until the devs can't ignore it

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2453854#Comment_2453854

    The idea is fairly realistic. The devs have shown that they can do bigger overhauls (Freddy, Boob, Doctor, etc.)

    Frankly, I don’t think minor adjustments to killers like Myers are very forward thinking, and they’ll only highlight his issues even further. Myers’ design in current DBD is inherently flawed.

    Agreed, but the devs don't care about anything but newer content and newer players. We're cash cows

  • @Holylock said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455263#Comment_2455263

    Is there a specific killer you'd like to see some ideas for? or some perks? (I used google translator if the phrase seems strange, I know English, but I'm not confident in my English)

    Also if you have your own Doc, send a link! :)

  • @Holylock said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455263#Comment_2455263

    Is there a specific killer you'd like to see some ideas for? or some perks? (I used google translator if the phrase seems strange, I know English, but I'm not confident in my English)

    I need help with Demo? Feel free to review them all though

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455510#Comment_2455510

    Who knows, a concept here and there may twist that imagination one way or another.

    That's the hope. They're incredibly ignorant though, they think they know better than the players

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455510#Comment_2455510

    They do listen, but this does not mean that they need to follow.

    E.g. in this document the OP wrote that the Speedboost should not be given to Survivors on the first Tentacle Hit from Nemesis. They will not do that, but not because they dont listen, because they tested it and decided against it.

    Also written is that Exit Gates should regress - again, they tested it and decided against it.

    Not doing anything (immediatly or at all) does not mean that they are not listening.

    Idc what BHVR tests, they completely ignore the veteran community and higher ranks. Nemesis isn't good at red ranks. Any veteran player (Otz, Scott, etc.) who plays him agrees that speed boost needs to go

  • @IlliterateGenocide said:

    you want to nerf no mither? lol ok. cant take this seriously after seeing that

    ######### do you mean nerf? I buffed it so the killer has no idea that you have it, and you can use it a couple times and still get healed within a reasonable time.

  • @KajdanKi said:

    Just use Corrupt Intervention. Just like you said - IF they have prove thyself. Go for Plague perk and have never that issue again

    1. You shouldn't be forced to equip any one perk.

    2. Sweaty teams just hide out Corrupt, and good survivors know to just run the killer into the Corrupt zone

    3. A bad Corrupt spawn ruins the match. And even without prove thyself the gens are still gonna fly with bad spawns

  • We all know this isn't gonna happen, but they need a rework. Make opening hatch like an Exit Gate, and make it regress when inactive

  • @DetailedDetriment said:

    The pallet validation is horrible. Killers lose hits that they should be getting, and the scream without getting a down is disorienting.

    Also, Huntress doesn't need yet another nerf because of servers.

    I'm tired of hit validation, literally every swing at a pallet is invalidated

  • @VikingWilson said:

    https://us.v-cdn.net/6030815/uploads/QSELX9Y7RL9J/genspeeds.jpg

    Optimally, two survivors on a gen is best, provided the gameplay of DBD and crunch time. More than two are just cherries on top. Now, those make for ridiculous speeds and I suggest that the diminishing returns get reversed, as in the more survivors on a gen, the less the diminishing return hurts.

    1 survivor - 100% overall speed

    2 survivor - 155% overall speed (rather than 185%)

    3 survivors - 270% overall speed (no change)

    4 survivors - 385% overall speed (rather than 355%)

    Two survivors nearly halving the time, while a third hopping on takes off only a handful, and a fourth just a couple of seconds is wonky. This would address the insane speeds generators can pop off and give the regular killer a bit more of a chance without having a sweatfest.

    We absolutely do not need to increase gen speeds lmao

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454142#Comment_2454142

    Survivors don’t “throughly outplay” a killer if they get downed by NoEd. If the killer was bad and survivors were thoroughly outplaying them, they should have had no problems cleansing totems. Even if they didn’t cleanse totems during the match, they can always find the lit and crackling totem after the fifth gen pops.

    And no, your suggestion wouldn’t work since most gens can be completed by competent survivors by the time the killer gets their third hook. Note, I said competent, not sweaty swf. Just average players who know the game.

    Completing 5 gens doesn’t entitle you to an easy escape. The game isn’t over until you’re out the door.

    Finally, I’d argue that killers earn NoEd by playing most of the match with 3 perks. If they were bad, and still get use out of it, it’s on the survivors. If they were so impressive that you couldn’t do bones, then they earned its activation.

    NOED is a crutch perk, and if you can't get 6 Hook Stages by Endgame, then yeah, you were thoroughly outplayed. It's a simple change and it stops killers from playing terrible all game then getting 2 kills through no good play of their own

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454656#Comment_2454656

    You cannot have this attitude and then want survivors to fascilitate you by 'playing nice' too. If youre a killer who is in the game to sacrifice everyone then you cannot be surprised when survivors band together to do everything in their power to survive.

    The problem is you never know which type of killer you are getting. Is it someone who want to play to win or someone who wants to play to have fun dance around the objectives a bit. Different people seem to have different expectations around what we should all be doing and it's confusing a lot of the time due to no communication on the console end.

    I never expected survivors to go easy, why would I? Their job is to win

  • @Holylock said:

    I read and liked some ideas, I even commented a little. I would comment more, but I'm doing something similar at the speed of a snail.

    Feel free to share! Would love to collaborate

  • @Duke_Ragereaver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454624#Comment_2454624

    also newsflash, why the hell should it be made easier for you to ruin someones game experience?

    What a self-centered take. It's our job to kill you, not play patty cake. You have a horde of anti tunnel and altruistic perks already, excuse me if I want the most powerful one to have a bit of counterplay.

    Oh, and not sure if you know this, but YOU aren't making anything easier, because you aren't a dev and it isn't up to you.

  • @Duke_Ragereaver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454624#Comment_2454624

    also newsflash, why the hell should it be made easier for you to ruin someones game experience?

    You aren't doing anything, coz you aren't a dev. And you still have DS. Quit whining about having 10 seconds to get to safety, it's plenty

  • @Epitome said:

    So I don't typically fall victim to camping as I'm in higher ranks, and usually only get camped on occasion/end-game...

    but reading all the posts on here about camping and how it negatively effects new plays got me thinking!

    Perk Idea: Cry For Help

    After being hooked, if the killer remains within a close range of you for 25/20/15 seconds, Cry For Help activates.

    Once active press the active ability button to let out a scream that is 75% louder to the killer, and reveals the killer's aura to all other survivors for 30 seconds (regardless of being Undetectable)

    Can only be activated once per hook.

    This would discourage people from camping cause not only would they get ear-assaulted for camping, but it would also act as a stronger copycat of Kindred to a degree. (being able to see an Insidious killer aura)

    Make it a default pool perk so you can get it at the very beginning and boom. Happy newcomers.

    Also I could see people having fun with this perk as it would be obnoxious and silly like Iron Maiden.

    Another funny thing is: if people wanted to really counter the aggressive volume of the secondary hook scream, they would have to either not use a headset or turn down their volume which makes nearby survivors less susceptible to being heard/detected by the killer.

    Just a funny (but very productive) idea I got from reading all the camp posts.

    It'll never happen, but imagine! lol

    Causing hearing damage isn't and won't ever be a good perk idea

  • @Yui_TheBeauty said:

    Two Words:

    Don't Tunnel.

    Newsflash, it's not our job to make your game fun at our expense

  • I think they should shorten it to 10s. Then at least it has better counterplay

  • Console still broken, stale meta and no build diversity, ongoing epidemic of killers that aren't fun to go against in chase but still can't win the 4v1, broken maps, devs ignoring the veteran community as long as they get paid...you name it

  • Skins, that's literally it. You get a 1% higher chance at rarer things in a game where rarer things often aren't even better

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454360#Comment_2454360

    This is why Survivors get nerfed for 5 years now... If Devs would only care for Survivor, they would still have their broken Stuff. Killers would still play, they played back then and would still play now.

    @Topic:

    I dont think that Badham is that bad. The school and the House of Pain are strong, but it is not like it is impossible to win overall. Basically every Pallet outside of a Building is unsafe and playable for the Killer.

    That's why coldwind didn't get nerfed at all during the rework despite the high escape rate. That's why cowshed still has an ungodly number of strong pallets and jungle gyms.

    Badham is a very strong set of maps, it's not just about pallets. Gens are hard to defend, the buildings are strong, and even 5000hr veterans that play both ways agree with me on that.

  • @Starly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454347#Comment_2454347

    NOED is a second chance perk, while adrenaline removes almost any chance for killer. They are opposites to each other.

    https://forum.deadbydaylight.com/en/discussion/comment/2454348#Comment_2454348

    I get it. Then I think it should give you deep wound if you get up from dying state. Cuz real adrenaline does not remove your wounds. But since it a game we can at least make it somewhat believable.

    Lol adrenaline doesn't remove "any chance". Ranged killers can attack right through it, and it only lasts 5 seconds, so you can catch up in 10. Just because an opponent's perk is inconvenient for you doesn't mean it needs a nerf.

    NOED is one of the most toxic and unhealthy crutch perks in this game, so I can tell what side you main based off your comments lmao. I main killer and even I know it's a problem.

    Also, nothing about this game is realistic to real life, they're perks in a game, not a true story film

  • You don't get to play 8 games and decide you know more than the veterans. Facecamping is toxic. Standard camping is strategy. This game isn't balanced around hooking everyone 3 times

  • @Jasix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454354#Comment_2454354

    They gave an option to disable chat.

    The enacted a wonky filter system.

    I know for a fact reporting players results in bans.

    So - no your post is not factual.

    Lol yeah hackers aren't on the rise in DbD lately or anything. I've run into players I've reported previously for derogatory terms in chat, so good luck with that. 5000hr veterans of this community openly agree that BHVR doesn't enforce anything. They care so little about it that the report options still state bodyblocking to be bannable, even though it's commonplace

  • Tampered Timer isn't fine, but it's also the only thing that makes her viable against high-level teams. She needs a power buff and then that add-on nerded

  • Because the devs only care about the survivor community, since they're the majority in a 4v1 game. They've become a profit-greedy, soulless corporation

  • I'm All Ears, pull off those sneak attacks from around a wall when they run into you

  • MMR just made all the high-level matches boring and sweaty. People just hold w, there's no looping whatsoever. It's not fun at all

  • I'm sorry this happened to you. BHVR doesn't do anything to moderate this game, it's pathetic. I laugh at the people who put in their quotes that it's their job to stop cheaters or check reports, because they literally don't do anything, ever.

  • Why on earth would you want to make a perk weak? Build diversity is bad enough as it is, on both sides. We need to be buffing the weak perks, not making more of them

    It's a perk that does 1 thing in the entire match, and it's not OP by any means. There's a fair bit of strategy to it as well

  • That makes it pretty weak, and I don't think adrenaline is very problematic right now. There's other perks to focus on

  • @Vulgun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454296#Comment_2454296

    I think reducing it to 0.6 seconds would be better since it'd feel more fluid.

    But I also think that my idea of just making it punishable by adding a second cooldown on miss is just as good. And I could even argue that the attack could have a thin width to balance it out.

    https://forum.deadbydaylight.com/en/discussion/comment/2454289#Comment_2454289

    Trust me, he's not that oppressive if you just Dead Hard for distance or spin him. This would be another mechanic he could have that would be easy to learn about on both sides.

    And again, an added second and a half of cooldown if he misses.

    Addendum: I ended up changing it to be a little more balanced. You two should read the changed parts, which are a narrow hitbox, 1.5 second cooldown if you miss and it requiring you to initially cancel the Rites of Judgement move for 0.25 seconds.

    I don't think the hitbox should be changed, it's already dodgeable. Start him with a 0.75s exit cooldown, and increase the miss cooldown to 2.5s, decrease the hit cooldown to 2s. More risk/reward, and better players reap the rewards.

  • Here's a solution I came up with:

    Make unlocking the Hatch take 8s, and regress this progress by 20% every second it is not being opened.

    Allow survivors to be grabbed while unlocking the Hatch, but not when jumping in. These should also be 2 separate actions.

    Make Broken Keys look different so as to distinguish them from the two that can open Hatch, and increase their usage time to 20s.

  • There's a middle ground to be had. I don't think he should be able to insta-cancel like before, but maybe decrease the exit duration from 1s to 0.8s

  • You're something alright

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454245#Comment_2454245

    You've been steadily conceding & ignoring more and more perks every time you realize I'm definitively right, I notice the smaller pool of perks you try to poke at.

    Now you're just holding onto Lucky Break, the perk you don't understand.

    You're a special child

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454233#Comment_2454233

    This is probably outlandish, but if a rework was deemed 100% necessary/it had to be changed, I'd do the following based on the Scourge system:

    1) 4 hooks are 'marked.' - As evenly distributed across the map as possible.

    2) 'Marked' hooks are only visible to the killer and appear normal to the survivors (they are marked with a different aura for the killer on survivor pick-up).

    3) NOED gains a token each time one of these hooks are used.

    4) NOED will activate as normal if all 4 special hooks are used - Still a Hex.

    5) If not, NOED will still activate (still a Hex) but will only last for the number of M1 attacks equal to the number of hooks used - It will deactivate after this.

    This would make it harder for NOED to fully activate if the killer is camping people out while also providing a medium ground for people still struggling in the endgame but did not perform well (NOED can still gain tokens during the end for any unused Scourge hooks if you hook someone on one, but it will not reach its 'unlimited' mode - NOED will NOT reactivate once it deactivates for the first time if a survivor is hooked on a 'marked' hook).

    Probably will never happen, but seems pretty fun and unique.

    i like that actually, but devs ain't making that effort

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454222#Comment_2454222

    Competitive tournaments have hosts, show me your stats, show me your scrims. I wanna see your epic Mindbreaker plays, pogchamp

    You need to play some games with Lucky Break because you're very very unfamiliar with it

    I've played in Championship of the Fog, Vigo's Court, and Iri League. I play for We Can't Loop. Look it up yourself, and you clearly know nothing about comp if you think all of that is recorded for every league. There's VODs, that's about it.

    I play with Lucky Break plenty. Nemesis and Plague make you cough, and being Mangled makes it harder to reset it in time. I'm not sure what's hard to grasp about this. Now goodbye, I don't have to prove myself to someone so closed-minded

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454219#Comment_2454219

    1). Thank you for the tip. I will tunnel and camp more.

    2). How do I wait it out at the gate? The 10s travel distance from BT if I try to wait it out often puts them close to the gate, as that's where most of the action is happening endgame. They can just crawl out - It's an unwinnable scenario if they're within a certain distance of the gate regardless of whether I outplayed them or not.

    3). I'm more of a Bond/Whispers/Discordance/Kindred/DS/BT person myself - plenty of perks in this game have unique/different activation conditions.

    4). I do not think the hook stage idea is good - What stops someone from just camping 2 people out of the game and getting the 3rd with NOED....Seems like a familiar scenario.

    1. No problem, that's just the way the game is. Do whatever puts the most pressure on them

    2. Hook away from the gate, and bodyblock. But typically with NOED, that unhook isn't even happening. Even without it, target the rescuer, they don't have any protection.

    3. I was just listing similar examples

    4. It's not a catch-all, but it helps a lot with the problem. It'd be similar to devour in strength at that point, and it only activates if the game is reasonably close, so you'd probably be getting someone on their 2nd hook anyway.

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454208#Comment_2454208

    Bro POST YOUR STATS, Mr. Competitive PogChamp.

    Bodyblocks are helpful for breakout, but you absolutely don't need them. Most people bring Sabo if they're running Breakout so the killer has no options.

    I find it EXTREMELY hard to believe that king Pogchamp is this ignorant of Lucky Break's interactions.

    What "stats"? Dbd playerstats? I'm on console bro. 2k hours, and I have past VODs and match records of my 50 wins in a row with the freaking Pig.

    Once again, you refuse to acknowledge that 2 killers counter Lucky Break with just their base powers, and that Sloppy slows healing, which you need to do to stop the timer. So yeah, I do know about its "interactions" whatever tf that means.

    Also, you aren't getting bodyblocks against Agi, Starstruck, or Mad Grit, and if someone sabos you can literally just drop or go to another hook. You clearly don't play at a high level if you can't counter sabos

    This is my last reply. You're a broken record who refuses to acknowledge anyone else's points

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454206#Comment_2454206

    Sorry - I mean you're saying that I do not deserve the perk because I played bad.

    If someone that is unhooked from stage two, after I played 'fair' all game, gets to be protected by BT and DS after immediately coming out of a losing state (hook) and can easily escape through no meaningful interaction of their own, is that ok in your eyes?

    1. Don't play "fair". Tunneling and camping are part of the game, it's not balanced around 12-hooking and there's plenty of counterplay to both of them.

    2. Wait out BT, and slug out the DS. Neither of those perks singlehandedly win games either, they still have to do reasonably well in chases and on gens. NOED singlehandedly can get you 2 kills even if you do nothing all game.

    3. Plenty of other perks in this game like Flashbang, Mettle, Pop, Devour, etc. are all "earned" perks.

    4. None of this is much of an issue if you get 6 Hook Stages, which really isn't that difficult. That change makes it far healthier and makes the game far more enjoyable, especially at lower ranks

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2451011#Comment_2451011

    Youre making it sound like Iron Will gets its value from out in the open, which just isnt the case and Im sure even you know that

    It gets its value in the middle of chases behind walls, youre adding an extra layer of mindgames by literally equipping a perk that doesnt require anything other than being injured.

    People who are healthy cant even get away with the things Iron Will can because of the huffs and puffs they make.

    Ive said this before and Ill say it again, stripping a killer of one of their senses is not healthy for the game

    Someone gets it!

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454201#Comment_2454201

    LOL Mr. Competitive here thinks Mindbreaker is a good perk and that Lucky Break is countered by Sloppy. Post your stats bro

    Mindbreaker is B tier on the right killer, it's not strong by any means, but it works with certain killers. You're also listing freaking Break Out as an uncounterable perk when there's Starstruck, Agitation, Mad Grit, and just plain looking around before picking up.

    Lucky Break is absolutely affected by Sloppy, and you're STILL ignoring the fact that 2 killers counter it with their powers. Hell, Nurse counters it fairly well too. Wraith with All Seeing also counters it.

    Get out of my feed, I'm done here

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454198#Comment_2454198

    I don't understand.

    People that I hook during the endgame can bounce out the door with Borrowed Time and DS because I didn't camp them out of the game and they failed/got hooked at the end game? They deserve the three health states (injured + BT + DS)? They earned it on death hook by just existing and failing?

    What do you mean. If you use NOED properly you can easily secure 1 or 2 kills. Nobody can save them unless they manage to find the Totem with enough time to perform an unhook and even then it's probably a trade.

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