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TheButcher6641

TheButcher6641

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TheButcher6641
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  • @Kellie said:

    I think you're just stereotyping at this point.

    It was an example.

  • @Pilot said:

    Great, another one...

    The horse is beyond dead at this point, there's god damn crows eating it at this point.

    Another one? I don't think you read my post properly. I said that I have no problem with people expressing themselves irl but a drag queen in dbd doesn't seem appropriate. How does that make me homophobic?

  • I mean the fnaf games aren't particularly scary apart from cheap jumpscares but really neither is dbd. It's more about the idea of implied horror aside from actual horror and fnaf isn't a bad franchise, in fact it's quite enjoyable and popular. Besides if dbd allows a stranger things chapter, which I personally was quite unhappy with, I see no reason why they can't allow a fnaf chapter.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1962635#Comment_1962635

    Your trying to make it so 2 people can pretty much do a whole gen before ds deactivates so yes it is punishing, IF YOU ARE ON A GEN YOU ARE NOT BEING TUNNELLED. I dont know how that concept is escaping you, you should not be able to progress objectives and keep your ds.

    I assure you I understand that perfectly. Being on a gen doesn't count as being tunnelled but my idea is also to prevent you getting hooked too quickly after being unhooked. If somebody else is downed ds deactivates. If you get on a gen ds begins to deactivate, even if somebody else has not been downed. It's not very long too, only 30/35/40 depending on the tier. Your ability to keep ds depends on the killer'd ability to down people. If they for some reason can't or don't then your ds should have already ran out anyway because you'll have been on a gen. If in the unlikely scenario that you decide not to do an objective and the killer doesn't down somebody else then yes you will get to use ds but what you've sacrificed to keep ds is great considering it can be rendered null if the killer does down somebody and you're wasting precious gen time. Other than that it only prevents tunnelling and getting back on hook too quickly. Do you agree now?

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1962526#Comment_1962526

    Still an issue because the coding for protection hits is super wonky. Also if you are furthering the objective you arent being tunnelled. The killer should not be punished for hitting someone on a gen, ever. End of story.

    It's not being punished for hitting somebody on a gen, it's being punished for downing the same person off the hook. If for some reason the killer doesn't down another person and stumbles upon you on a gen you're either going to get to use ds because you've recently been hooked or you're not because you've been on a gen and ds has run out. 

  • @[Deleted User] said:

    This solves nothing, if anything it actually would exemplify the problem.

    This just looks like you want to make it actually easier to tunnel someone just to preserve the ability to sit on a gen for a while with immunity and then jump in a locker when the killer is near which is the current problem.

    This is a complete step in the opposite direction.

    How does it make it easier to tunnel. The whole idea is to prevent tunnelling. If you get tunnelled you use ds. If the killer goes for somebody else ds deactivates and you don't get tunnelled. If you try to abuse it and bodyblock ds deactivates. If for some reason the killer doesn't down another person and stumbles upon you on a gen you're either going to get to use ds because you've recently been hooked or you're not because you've been on a gen and ds has run out. This makes it so that you can either do your objectives and lose ds or save ds but don't do objectives and that's only if the killer doesn't down another person. The situation you are speaking of would be incredibly rare. With the regular ds people always jump into lockers and killers are punishing even when they don't tunnel. The whole purpose of my rework idea is to fix that.

  • @[Deleted User] said:

    The problem with DS at the moment is survivors working through their objective with 60 seconds of immunity. This doesn't fix any of that.

    It doesn't grant you eternal immunity unless the killer tunnels you. It encourages the killer to go and chase other people. I have refined my idea based on feedback though:

    Once unhooked, If you are the first person downed, when you are next picked up by the killer succeeding a skill check will stun the killer for 5 seconds. Protection hits do not trigger ds. Ds begins to deactivate after performing an action, deactivating takes 40/45/50 seconds.

    Does this fix it?

  • @bjorksnas said:

    Still being able to work on gens while invincible

    Thats going to be a NO it capital letters from me

    I realise that and I've fixed it:

    Once unhooked, If you are the first person downed, when you are next picked up by the killer succeeding a skill check will stun the killer for 5 seconds. Protection hits do not trigger ds. Ds begins to deactivate after performing an action, deactivating takes 40/45/50 seconds.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/229245/alternative-ds-change

    Ok so you get unhooked and follow your buddy to a gen and when the killer shows up you body block with no consequence because you cant be hooked without stunning the killer. Then the killer camps your body until you bleed out because even though they weren't trying to tunnel you, you pissed them off and forced them into a lose/lose scenario.

    In that situation you should be punished and get hooked, not get a free pass. Your suggestion is far to easy to abuse, without even going into the swf and matching cosmetics issues.

    I didn't give that much thought but I have a fix:

    Once unhooked, If you are the first person downed, when you are next picked up by the killer succeeding a skill check will stun the killer for 5 seconds. Protection hits do not trigger ds. Ds begins to deactivate after performing an action, deactivating takes 40/45/50 seconds.

    So bodyblocking doesn't work and you can't just work on a gen and abuse it forever.

  • I don't really like this change, in my opinion it should be: Once unhooked, If you are the first person downed, when you are next picked up by the killer succeeding a skill check will stun the killer for 4/5/6 seconds.

  • 1 or above pips and two escapes qualifies as a win for me.

  • I think that there isn't much you can change with keys without reworking them completely. I think that it should be made so that every survivor needs a key to escape from the hatch and multiple people can't escape with a single key. I don't think that there needs to be an animation so that killer would be able to grab survivors of the hatch. If you have a key and you find the hatch you should be able to escape instantly. Finding the hatch is already hard as it can spawn basically anywhere on the map and you can easily miss it. If you have a key and you're the last person alive while the gates are powered you're basically dead unless you can extend the chase long enough to find the hatch. Adding an animation would be a huge middle finger to basically what the hatch should be. A lifeline.

    Oh and also I chose this option because it seemed to be the most like my idea. It would most certainly be a nerf.

  • @Lazerboy88 said:

    So give him instasaw again

    Well if you want intasaw, you'll only have 20 charges in your chainsaw so It's not really viable. I spent ages on this mate so at least bother to read it properly.

  • @Moodyy said:

    i think double engravings are fine the way it is, i main him but some addons need some changes, big buckle ,off brand motor oil , purple tuning guide

    Well what do think of my changes to some of those addons?

  • @Zozzy said:

    They like him down there in the least played. spirit is soon to follow because survivors speak her name too...

    It's funny how the overpowered and weak addons are never changed.

  • @Mr_K said:

    Debs already reworked him. They won't tounch his addons again unless one or a combo proves to be too strong.

    Note, not if an addon proves to be too weak.

    I know. I'm not saying that they will or should rework them but this is how I would rework some of them if it was up to me to improve them.

  • @Raz_ said:

    looks kinda like a mobile game... but im glad they add atleast a UI scale option since it would take a lot from the screen

    It's the ugliest merde I've ever seen

  • What about getting different rewards other than bloodpoints such as cells and shards:

    . Rank 20 - Rank 17 : 25,000 bloodpoints

    . Rank 16 - Rank 13 : 50,000 bloodpoints and 50 iridescent shards

    . Rank 12 - Rank 9 : 75,000 bloodpoints and 100 iridescent shards

    . Rank 8 - Rank 5 : 100,000 bloodpoints, 150 iridescent shards and 15 auric cells

    . Rank 4 - Rank 3 : 150,000 bloodpoints, 250 iridescent shards and 25 auric cells

    . Rank 1 : 300,000 bloodpoints, 500 iridescent shards, 50 auric cells and The Monthly Skin

    The Monthly Skin would be a specially made skin every month for that month only. One for killer and one for survivor. This just adds a little something special for people who reach rank 1. I don't think that these rewards are too much, considering that we only get them once a month and then have to grind up from rank 20 all over again.

  • @BlindMole said:

    https://forum.deadbydaylight.com/en/discussion/comment/1862421#Comment_1862421

    Ok, this was all a misunderstanding or maybe a poor choice of words on my end. I love clown.... I'd suck hus maggot infested belly all day

    It is acceptable

  • You upset me by saying that his lovely grunts were a 'horrible feature'.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/218163/does-m-a-stack-with-infectious

    If you down a survivor in a chase itll add 8 meters. If you do it outside of a chace (say you snuck up on them and/or they didnt run) itll take 8 meters.

    Thanks, that helps a lot.

  • @BlindMole said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861812#Comment_1861812

    He's a beautiful goblin, and far better looking than me! Don't bully my Quentin :(

    Then don't bully my precious clown.

  • I totally agree with this. Rank 1 is very far away from Rank 20 and all you get is some measly bloodpoints. I don't think the rewards should different for killers and survivors however. This probably won't happen, but it should.

  • @Anzardinho said:

    The true invisibility change is very nice for Wraith, but the biggest problem I felt with him was the need of Windstorm add ons make Wraith actually playable in higher ranks. Playing Wraith with and without Windstorm feels like playing 2 completely different killers

    Windstorm - Mud (the yellow addon) should be base and then the others just add to that speed.

  • @Trashmaster said:

    Actually make all clown sounds louder, and make more of them. They're great

    A fellow intellectual.

  • @BlindMole said:

    I can't imagine them doing a rework and not removing that horrible feature

    Quentin's face is horrible, you don't see them changing your beloved profile picture.

  • Never, his grunts are a wonderful feature and shall never be changed. You'll have to kill me first.

  • @DBD78 said:

    30 seconds that's probably now going to be a perk used on many Doctors out there? Perhaps good enough to use on other killers than Huntress also?

    Maybe you could run it on bubba, as good survivors will get into lockers to avoid bbq & chili.

  • @YOURFRIEND said:

    My idea was to combine lightweight with Hope.

    How exactly would this work?

  • @RepostRiposte said:

    Imagine someone running this with Iron Will and they just disappear from the universe when injured

    No thanks

    IYHO. Okay how you rework lightweight then?

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/216510/reworking-lightweight

    This rework would be a massive middle finger to colorblind people who already can't see scratch marks very well.

    I hadn't thought about that actually. Yeah scratch that idea. What do you think could replace though?

  • @Blueberry said:

    I think this change doesn't fix its problem and falls over other perks uses.

    Just make Lightweight and Predator respectively increase or decrease footstep sounds while walking and running.

    Boom. That's it. Now they're decent.

    That's a great idea but it needs a some sort of secondary effect to be a justifiable perk slot. Did you like my idea about leaving no blood trails while crouching or walking while injured because join them together and I think we've got quite a great perk. Do you have any more suggestions?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846602#Comment_1846602

    How would this interact with Kindred? If it allows everyone to see the Killer for 31 meters (without stacking), that is overkill IMO. If it only allows you to see the Killer for 31 meters, then i prefer the current Open-Handed because it increases the range for everyone else.

    Okay I'm doubting myself now. How about:

    Increases the aura-reading ranges of you and your team by 10 metres (open-handed effects do not stack). Grants the ability to see the aura of crows when within a 24/28/32 metre range (the aura of crows is not extended by your open-handed).

    The extended range is good at any tier but not too powerful and the higher the tier the further away you can see crows. The aura of crows would stay visible while crows fly off and the perk would light up when they do, to tell you that somebody has triggered a crow within 32 metres of you. This would allow you to locate the whereabouts of your teammates and the killer as well as avoiding crows to not attract the killer. Or if you're not a fan of the crow idea:

    Increases the aura-reading ranges of you and your team by 10 metres. The killer's aura-reading ability is impaired by 4/6/8 metres.(open-handed effects do not stack)

    This would help against very strong killer perks such as nurse's calling (which would lower the range in which the killer can see you healing) and Barbecue and chilli (which would increase the distance that you have to be away from the hook for your aura to be shown). Thoughts?

  • @LiunUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846586#Comment_1846586

    increasing the range is not really worth it as open handed stacks with other open handed

    Okay wait I think I've got it.

    Original: Increases the aura-reading ranges of you and your team by 4/6/8 metres.

    My rework idea: Increases your aura-reading ranges by 5/10/15 metres. Grants the ability to see the aura of crows when within a 32 metre range (the aura of crows is extended by open-handed).

  • @LiunUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846586#Comment_1846586

    increasing the range is not really worth it as open handed stacks with other open handed

    but people could still stack the original openhanded and still get up to a maximum of 32 metres of extended aura reading.

  • @LiunUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846569#Comment_1846569

    15 meters? that plus kindred and survivors would be able to see killers 31 meters away from a hook

    Okay perhaps I didn't think that through, what about 6/8/10 metres.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846572#Comment_1846572

    I would keep it’s original effect and make your scratch marks tighter together(this is what predator currently does). This would make it so scratch mark would not appear on walls and trees

    It's better than the original but does it really justify a perk slot? And now you have to rework predator.

  • @Phasmamain said:

    We already have lucky break to stop blood trails. Maps like ormond are already hard to track scratch marks on so this would be very annoying

    Lucky break hides blood trails for a total of 120/150/180 seconds whether or not you are crouched, walking or running. Surely scratch marks would be easier to track on Ormond as it is red on a white ground. And how would you rework lightweight then?

  • Original: Increases Aura-reading ranges by 4/6/8 metres.

    My rework idea: Increases Aura-reading ranges by 5/10/15 metres. Grants the ability to see the aura of crows when within a 32 metre range (the aura of crows is not extended).

    After buffing the numbers of openhanded, there isn't really much else you can add to the perk. I thought about all of the interactables in dbd and perks that reveal their auras but there isn't any perk that reveals the auras of crows. Considering that, it seems suitable to add this feature to open-handed. The aura would stay visible while crows fly off and the perk would light up when they do, to tell you that somebody has triggered a crow within 32 metres of you if you missed the aura. This would allow you to locate the whereabouts of your teammates and the killer as well as avoiding crows to not attract the killer. That alongside the extended aura reading range would be a very justified perk slot, especially when paired with other aura reading perks.

  • @Raz_ said:

    a killer who can constantly spam the ability and use a 200 % speed ability to down people what makes kicking him useless.

    a ability who can just stay near the hook and get informations without moving their butt

    a ability who has probably a bigger hitbox then huntress hatchets what makes running in circles pretty much useless

    a ability who can just hard slug over and over again what makes it unfun to play against

    a ability who can jump over everything

    and what are the downsides of twins? charlotte being slow, but doesnt really matter when you can slug over and over again.

    self care meta? oh wait its the worse perk in the game. so dont even come and say just heal.

    i really thought this killer would be fun but its literally the opposite.

    lets get slugged yeeey most fun thing in the game.

    LITERALLY the best idea of the devs releasing a killer like that.

    I think that she's one of the most fun and unique killers in the game.

  • @Tactless_Ninja said:

    John Carpenters The Thing will always be at the top of my list.

    A properly implemented trust/paranoia system could skew SWF shenanigans away from simply pointing out who is and isn't killer which would be the main issue with a mimic killer.

    I've thought about a mimic killer but there would be too many problems for it to be a reality.

  • Just because you get sandbagged and farmed by one David player doesn't mean that you should leave all David players for dead. That's like saying "I stubbed my toe on a chair so I never want to sit on a chair again". See it's silly.

  • Definitely not. What if you just want to go to a particular map for fun. People don't just go to map for an advantage in game. For example I really like the silent hill map so I sometimes bring Mary's letter if I feel like going there. Or if I just don't want to go to coldwind farm for the hundredth time in a day I sent myself to dead dawg saloon. It would be so boring to never be able to know for certain whether or not you're going to a map you like. I don't often use map offerings but it's nice to be able to go to a nice map once in a while.

  • Probably not, that would nullify the actual ds perk and just because you got to use ds doesn't mean they are tunnelling you. Say for example I hook you and somebody instantly comes for the unhook. You can't possibly expect me to ignore you completely and go for the unhooker. That would give you a chance to go and heal, do objectives and basically spoil my pressure. If I down you immediately after being unhooked because of the incompetence of your teammate it's not because I'm tunnelling you, it's because your teammate is an idiot. I'm certainly not going to pass up the opportunity to get you on your second hook. Ok so if you have ds you can escape my grasp and run off, but that takes up a perk slot which I totally understand, if this was basekit survivors would be able to rob you off a hook with no repercussions whatsoever which is very unfair. Ok so say I hook you walk away and somebody comes and unhooks you. I ignore everybody else and go straight for you, dead set on putting you back on the hook. Now this is tunnelling which is quite toxic, if you then use your ds on me you've now got a second chance. It still wouldn't make a difference if your sole intention is escaping, as if I am tunnelling you then you're going to get sacrificed anyway. Now imagine a third situation, your teammate immediately unhooks you and I decide to be nice and go for the unhooker. Ok so I don't catch them and decide to find another survivor. I come across you, down you and oh ... That's not tunnelling and if every survivor was able to escape your grasp after get unhooked, the killer would be punished greatly for something that they may not be actually doing. I assume you are a survivor main who doesn't often play killer but it's a real hassle to deal with ds and then have to catch a survivor again. You can lose a few gens because of a single ds. Ds should just remain a perk.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1834912#Comment_1834912

    Here ya go:

    Kate's Ravishing rump repeatedly taunts to the point that I can't wait to pick her up for a night of raucous ravaging!

    perfection

  • @Ghouled_Mojo said:

    You are an ugly mother #########. You know that?

    How dare you shout abuse at a child.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1834916#Comment_1834916

    This is something we will never agree on. So far as I'm concerned, if its longer in the game it got deleted. Something that has the same name still being in the game doesn't change that for me.

    That's fair enough. I understand your point.

  • You might as well run no mither by itself

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1834883#Comment_1834883

    In this context, same damn thing. A rework in any other game has at least some ties to the original thing. The perk we called Tinkerer got completly deleted form the game. The killer we called Freddy got completly deleted from the game. Now exists two completly different things with no real ties to the original. They got deleted.

    No because they got replaced. Deleted means they won't be replaced.

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