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TheDuhJ

TheDuhJ

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TheDuhJ
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  • @Mandy said:

    You cannot opt out of the chat filter, it's on by default for all users.

    This is dumb. I can't here punchlines to people telling Chris Rock jokes anymore. You are silencing black voices.

  • @OBX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2060816#Comment_2060816

    I fail to see the equivalence, but you are welcome to recommend that to the devs.

    I kinda see it, a hook related timed activation, destroys progress the other side made. The key difference is DS is a reward for bad survivors and PGTW is a reward for good killers.

  • The undetectable change makes some sense... but that does not fix DBD. Everything else is just... GOD no.

  • Something tells me if I read this post, I'm gonna spend hours explaining why its wrong. I'm gonna spare myself today, gonna fill up my easter basket

  • @Axe said:

    run DS so you don't get tunneled

    it deactivates IF YOU DONT GET TUNNELED

    I like it, but to be completely fair. It doesn't deactivate if you don't get tunneled. It deactivates if you THINK you are not getting tunneled.

  • @Blindninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2060651#Comment_2060651

    I love you guys tears. Mad that your get out of jail free card is gone

    wth are these opinions? The perk didnt go away... you just cant do the BS with DS anymore. Except locker in killers face thats still a thing.

  • 5 to 7%? Damn that is waaaaay to high. Maybe like 1-2% per knife. I agree with everything else but if the knives are that high, think... 8 *5 = 40% slow. God damn that makes him vs that survivor basically a 150% movespeed killer. That would be bonkers.

  • What are the noises this survivor is making while on my shoulder... its... creepier than most killers

  • I think they should give him a fast dash that activates when you hold up a knife. Could be used while strafing, but you have to throw at least 8 knives before you can m1 again. This would give him a playstyle that good killers could utilize around loops to actually mind game survivors. Lower rank killers would struggle to use it effectively so lower ranks aren't effected too much.

  • If you give killer the ability to see survivor auras at base within 16 meters of a hooked survivor while they are not in chase I think this is a fair trade off

  • Wouldn't it be neat if he got 2% increased movespeed or something everytime he hit with a knife for a short while. That would be nice.

  • @SnakeSound222 said:

    How is it broken? Is his power not counting towards the Emblem or does he just not get anything for Chaser no matter what he does?

    Its probably the power

  • You should switch your avatar profile pic to this:

    bronze emblem.png



  • Everything you said, plus main event can only be used within a 10 second time frame of getting it... wth were they thinking

  • This Killer is SWF Bully bait

  • @Cmonster132 said:

    Hi all! Ive started playing the game recently and have been enjoying huntress and got excited to see the trickster be added to Dead By Daylight. I decided to pick him up and hes WAAYY better than Huntress! It makes me kind of sad to see Huntress go down a notch with his release but hes SOO good! If you still like Huntress that's fine but I think Trickster is just better now! Good luck in all your games :)

    He's better than huntress against rank 20 survivors because you literally just started playing this game agaisnt total noobality. Plz

  • @lucid4444 said:

    Do you guys realize that the trickster can hit survivors with his bat? And he moves at an astonishing 115% of normal survivor rate? This means he can chase down survivors and hit them, then only once more before he can down them and hook them. 3 hooks.. and they're out of the game for good!!!

    Not only that, but they've added a cosmetic taunt ability where you throw daggers at survivors - sure it doesn't do damage but it makes them yell and it's kinda funny... but when you want to hurt them it's just better to walk up and smack them with the bat.

    I'm looking forward to all the cool techniques you can do with using M1 on survivors with this new killer. Thanks BHVR!

    you do realize its 110% same as hag

  • Dear Survivors, vaulting through windows with long walls is completely broken. Stop cheating. I can't believe that you don't play haddonfield the way it was meant to be played using all the long walls and windows. You know how I know you are a cheater? Cuz you burnt an offering with a stode key on it. Cheat codes in video games that have a competitive edge should not have cheat codes built into the game. Obviously the game wasn't meant to be played haddonfield offerings... thats why they are considered rare add-ons. Until some cheat code fire wall is placed in the game to stop people from using the haddonfield cheat code I quit.


    ~ThAtS wHaT yOu SoUnD LiKe~

  • You must be new to this game. Hi.

  • I mean, This discussion is over a year old if not almost 2. Flip flop and power struggle synergy i guess, but honestly you could get it in the shrine of secrets

  • How about Gens get done too fast without pop ruin corrupt etc

  • Its gonna be funny when killers think they see a survivor working on a gen then they get hit by DS cuz the survivor was just pretending.

  • Usually they are good in chases. Good survivors have long chases, good killers have short chases. TBH tho, most of the ability in chases comes down to experience with the game and playing/ playing against tons of killers. The game isn't balanced for skill players in both roles at the same time.

  • What invincibility is everyone talking about? Survivors working on Gens with DS are not invincible. They get slapped in the back just as good as any other survivor. Borrowed time and OoO are way more obnoxious than DS. Its funny to hear the devs encourage tunneling and camping then they nerf DS.

  • @TheDarkTyrant said:

    Please explain your decision if you can.

    I mean, this question is biased as f. You should ask if its more fun to have a stressful game you 4k or more fun to not 4k and take it easy. Personally I get stressed if there are 4 gens done and I got 1 hook. I'm trying to get at least one hook on everyone and I don't tunnel or camp unless they do stupid sht right in front of me. If I see a survivor out of position I'm going for them even if they close to a hooked survivor.

  • Is that double window without a pallet? If so then i could be convinced. If not then no fking way.

  • I mean, the noise is the thing that bothers me so much. I hate how noisy spirit is and this makes her even noisier that's the biggest problem to me.. If she phased while doing something other than movement so like she was invisible mid swing it would be a problem but other than that its just whatever.

  • @Ivaldi said:

    Lets be real here.. It took him 47 seconds to down a survivor while just doing a W chase. He would have wasted even more time against someone at the Killer shack or a T/L wall. Literally every killer with the exception of Trapper, Doctor & Bubba have a way to counter "W gamers".

    Wraith - Has high mobility

    Billy - Has high mobility

    Myers - Has small TR and high mobility in Tier 3

    Hag - Traps

    Huntress - Ranged Attack

    Freddy - Gen teleport to cut survivors off

    Pig - Sneak attack

    Clown - Slowdown Bottles

    Spirit - High mobility

    Legion - High Mobility

    Plague - Ranged attack

    Ghostface - Sneak attack

    Demo - Lunge attack

    Oni - High mobility

    Deathslinger - Small TR & Ranged attack

    Blight - High mobility

    Twins - High mobility

    Ji-Woon - Ranged attack

    I smell a survivor main / low rank killer

    Plz talk trash to me

  • @TapeKnot said:

    Here's the Google spreadsheet with all of the data I recorded: https://docs.google.com/spreadsheets/d/18y63C6o_QK1evzsURL2pkFvNJQhW9otMWfEcfkx_4hg/edit?usp=sharing

    On January 29th, 2021 I began collecting data from every Dead by Daylight trial I played. On March 1st I posted the data I collected after 250 trials. I've just reached 500 trials and decided this was a good place to stop for the time being. Throughout my data collection, my survivor rank was 8-1 and my killer rank was almost always 4-1.

    Here are some interesting data points (keep in mind that I played more killer trials than survivor trials, so killer-related data might not be as accurate):

    Overall:

    • I played 148 survivor trials and 352 killer trials.
    • The average kill rate is 78.30%.

    Maps:

    • The most played map was Lampkin Lane, with a 6% visit rate. It has a 79.17% kill rate.
    • The least played map was Badham Preschool I, with a 0.4% visit rate. It has a 87.5% kill rate.
    • The map with the lowest kill rate was The Pale Rose and Badham Preschool II, both having a 62.5% kill rate.
    • The map with the highest kill rate was Rancid Abattoir, with a 97.22% kill rate.
    • The map with the most survivor disconnects was Shelter Woods, with 5 survivors disconnecting.
    • The map with the most killer disconnects was Coal Tower, with 2 killers disconnecting.

    Survivors:

    • The most picked survivor was Feng Min, with a 9.94% encounter rate.
    • The least picked survivor was Detective Tapp, with a 1.19% encounter rate.
    • The survivor with the lowest escape rate was our favorite gremlin Quentin Smith, with a 3.23% escape rate.
    • The survivor with the highest escape rate was Laruie Strode, with a 29.63% escape rate.
    • The toxic survivor with the most disconnects was Yui Kimura, with 4 disconnects.
    • The pure survivors with no disconnects were William "Bill" Overbeck, Adam Francis, Jeff Johansen, and Ashley J. Williams.
    • The most used survivor perk was Decisive Strike, being brought 670 times.
    • The least used survivor perks were Buckle Up, No Mither, and Sole Survivor. All were brought only 1 time.
    • The most used item was the Camping Aid Kit, being brought 251 times.
    • The least used item (not including event items) was the Broken Key, being brought 5 times.

    Killers:

    • The most picked killers were The Nurse and The Nightmare, both having a 7.43% encounter rate.
    • The least picked killers were The Hag, The Oni, and The Twins. All had a 1.35% encounter rate.
    • The killer with the lowest kill rate was The Plague, with a 10% kill rate.
    • The killer with the highest kill rate was The Oni, with a 87.5% kill rate.
    • The toxic killer with the most disconnects was The Legion, with 2 disconnects.
    • Most killers didn't disconnect once.
    • The most used killer perk was Barbeque & Chili, being brought 77 times.
    • A lot of killer perks weren't brought once, too many to list without cluttering the post.

    Offerings:

    • The most burned offering (not including event offerings) was the Escape Cake, being brought 85 times.
    • A lot of offerings weren't burned once, also too many to bother listing.

    I might start collecting data again in the future. If you have any ideas for what other data I should collect, feel free to leave it in the comments below.

    You need to average the ranks in your stats. I would like to know when you play survivor games how often you go against killers lower rank/ higher rank/ equal rank to you and the vice versa, so when you play killer, how often are the survivors higher rank, lower rank, or equal rank to you.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2020942#Comment_2020942

    I agree with this all, my post was made before I heard about the perk/ extra power the killer was given. So I couldn't mix that into the equation.

    I believe the killer extra power should be powerful, but not so much that it has no counter to it.

    Maybe make the totem that injures people when you hit it instead make it a totem where if you hit it, all survivors who have been injured in the past 60s (this can be adjusted) have their auras revealed to the killer for 4 seconds and they become broken for 60s.

    This would mean that it doesn't give something for nothing, just punishes survivors. Of course it would have a cooldown aswell.

    The phantom perk could be good in a hex build, and if also gives incentives to make people just cleanse totems.

    I'd run it with ruin, haunted grounds. Or devour, haunted grounds, or even haunted grounds noed.

    Paper cut just seems unnecessary, as it removes their item. Maybe make it so that it changes it to a black (item they brought in) and it gets upgraded or you get an add-on or two if you brought in the best item tier.

    Phantom hooks seems like it could be good, but in practice it would be annoying for survivors (negates Ds if tunneled). I'm ok with it, but seems rather niche and wouldn't get used. I'd just guard a slugged person's body once I downed them if they ran at me with Ds. Even UB can't counter that.

    So feel me out on the Rift perks we already have. The design behind these perks is to apply pressure in a way that streamlines the killer's ability to get into the next chase without having to feel as much stress. So the hardest the game so the difficulty curve looks something like this:

    Endless difficulty curve.png

    It's pretty simple for survivor at the start so you can get some rewards for participation in the first round, and the longer you last the more skill it shows. They feel like they have earned the right to brag, and maybe there could be exclusive swag they could acquire by getting a really high round completion count and benchmark.


    For killer its hard at the start, but the bonus perks they get as well as the natural chipping away they will do to survivors over time makes the game easier they progress through trials. I'm not hearing a whole lot about not being able to replay killers twice in a row. Do you think that if we make some absurdly strong powers that it makes up for this position? I mean at this point we might as well get creative as possible with the Rift perks. If you have any ideas to contribute as rift perks feel free to add or you can simply tweak mine with your thoughts. Here are a couple extra I thought of:

    Load up: After the first gen is completed, a entity worm will spawn in the basement. Upon arriving in the basement, the killer will have access to their perk inventory and be able to make a new secondary custom perk load out. Once they have locked in their selection, they will be able to switch between these perk loadouts by pressing "Q" (does not allow you to switch add-ons). Allowing you to get a feel for the game and create an perk build custom to your situation. Switching has a 60 second cooldown, and switching to your second load out changes the color of your read stain to a Yellow stain.


    Let's See How You Like It: Every time a killer hits their obsession they get a stack of this perk, they have the ability to throw down a pallet and subsequently break it. Hitting a survivor with a pallet puts them in the dying state.


    I will address your thoughts on the other perks in a while, but I'm gonna break and eat something.

  • @saltmineinaction said:

    https://forum.deadbydaylight.com/en/discussion/234568/dbd-endless-game-mode-idea

    https://forum.deadbydaylight.com/en/discussion/comment/2018920#Comment_2018920

    This idea seems very fun I like it but the 24 meter hook rule seems out of place here...

    It would allow the killer to take the game hostage and ,knowing some of the players in this community, they will.

    I absolutely love the rest great work man!

    I'm gonna edit op in a bit. @ilovedbd123 whose criticisms have helped shape my thinking on this inspired some ideas I want to add to enhance the best killer experience. I wanted to discourage the worst iterations of killer and survivor that are all too common. On the killer side its hard slugging and camping, tunneling to me is annoying but not the worst thing ever. I know there are sadistic people who go out of their way to find creative ways to be extremely toxic, but I'm trying to target the things that make people say "I'm gonna do something else." On survivor the most toxic thing they can do is salty dc, but the entitled sense of power survivors feel in general is a problem in the base game. I'm trying to make it so that even though this is a longer game mode. I want killers to not feel too pressured to have to create map pressure and I want even the worst survivors to be able to feel like they can manage to escape at least the first round. If you want, I can @ you in the edit if you want to check the progress. I will only do that with your permission, otherwise just check in sometime tomorrow, I should have it reworked by then.

  • @ilovedbd123 Ok, I'm not trying to necessarily make a game mode that is balanced or even necessarily practice for the normal game. Just an alternate one with cool flash new stuff in it to drive ppl to trying it out.

    Ds into lockers, I mean... I think ds should be changed generally. I like it as an anti tunnel, but I don't like that if you down somebody else hook them, and then down the guy with ds, he/she could still have it up. I would get rid of the ds timer altogether and make it deactivate upon 1 of the 3 conditions:

    • The survivor touches a generator or a totem
    • Another survivor with DS is unhooked (never 2 active at the same time)
    • Another survivor is downed

    I know this doesn't address the situation where one survivor is left in the match with ds and if so what they gonna do. I don't think ds into lockers is healthy, I would make a feature on killer where they can bind a locker they watch someone go into. Like with "e" or some other key, and it locks them in the locker for like 30 seconds, but you don't check the locker if you do this.

    The rest of your stuff mostly talks about how difficult it is to be killer in the base game so its will be difficult in this game mode. Like you said, I'm open to finding creative ways to make the killer feel like a true power role so they don't feel the need to play in generally unfun and tedious ways for themselves and survivor. I'm a rank 2 survivor and rank 7 killer this past season, and I prefer killer. I just can't be bothered to want to play gen goalie and just want to test my chasing prowess. That's why when I want the chasing aspect of the game to feel like unchanged from the base game, but make the pressure game simpler. So I don't want to design Rift Perks (the super perks I mentioned last post). To make pressure much less tedious. I certainly don't want the game to be absurdly easy for survivor, but I want them to feel some success in the easier part of this mode. If they don't feel like they can succeed in even a small way, they dc or just give and tbag hooks and thats no fun and against the spirit of the game.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2019946#Comment_2019946

    https://forum.deadbydaylight.com/en/discussion/comment/2020794#Comment_2020794

    I then went on in the post to say why it didn't work. I'll re iterate however for the sake of fluency.

    Your saying only killers can stop someone from playing, whilst massively nerfing any way to get pressure possible. This will make it so killers can't win, as any pressure they could make is negatable with ease.

    The game dbd is meant that you have to apply pressure to win, your gamemode is no different. If you want good loot then you have to play well. And you have nerfed/ stopped any way they can do this.

    Your ideas you have presented for a way to bridge the gap are pretty good, and whilst balancing them may be an issue, that's fine. Overall the ideas don't seem too game breaking, and would definitely help.

    Also, you didn't address my other post to you, the one you addressed was the smaller of the two. Not to be pushy, just wanted your response to that (sorry if my other post sounds harsh, I try and be as critical of things as I can and look to expose flaws in most things as it gets people to actually think through their discussion fully. I don't mean to (but I may come of as) aggressive in the post, but it's nothing against you).

    I've linked the post above my quote of your post. Please take your time reading it. You don't need to rush a reply :)

    Sorry i didn't see the other two... give me a bit to read it

  • @Daniel101773 said:

    This... is a troll right?? Huntress is one of the highest skill killers in game only behind Nurse.

    By skill you mean...?

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2019902#Comment_2019902

    Also the argument "only killer can stop someone playing" is an argument as old as time and doesn't hold up in most cases, in all it's been used in.

    In this sense, your basically saying the killer should have to endure an even worse match at even more survivor sided rules. And the survivors should have a field day.

    This is what that amounts to in this case.

    You've put in rules against killers, but very few against survivors. 20s extra gen times is nothing when you force killers to switch out killers every match.

    Also you have given them no mither without the loss of a health state, extra health states and a tactical advantage due to the fact that they can keep perks and items, but you have to swap killer.

    Can you not see this?

    Make the argument then. Just saying its as old as time and doesn't hold up is not an argument, especially when we are talking about a different game mode. Personally, I would get rid of survivors ability to use lockers to hide their aura, because I'm all about encouraging more fun chases. I don't honestly give a sht about gen speed and what counts as winning to killers. To me if you have some solid strong chases and have fun in a (again) casual game mode. Then that's all I was going for.

    You keep talking about pressure for Killers to secure and what not, but like... so what? The game isn't designed around making pressure in this context, its an experiential mode for dbd. I'm not saying this is to replace what dbd is. Its a game mode where the killer can play at their own pace without having to worry too much about pressuring gens if they find it tedious. Focus on chases and have fun. You can still pressure gens normally, and you have extra tools in your tool belt, but I hear ya, so why not more tools for that belt? I was thinking about maybe between matches the Killer gets an exclusive Rift perk that is super strong and you can get up to 3, one between each match. Some ideas I had (names pending) would be:

    • Cloaked totems - Makes all hex totems on the map appear dull and adds 2 totems to the map and adds the property of one random hex totem (that isn't already being used).
    • Injury shrine- This shrine charges up with every generator completed. Attacking the shrine attacks all survivors simultaneously (cannot put in downed state)
    • Paper Cut- Every survivors, items are swapped with a Black rarity map that constantly reveals your presence to the killer while you hold it in your hand. The map has unlimited charges, and the only thing it can do is hide your aura presence from the killer. If you drop the map, you are broken. If the survivor escapes with the map then it transforms into a red map and is added to that survivors inventory.
    • Phantom hooks- The killer can spawn a hook on any downed survivor which skips pick up animation and causes a hook state. For every two gens completed and exit gate opened, they get a stack of phantom hook they can use on a survivor. This Hook will automatically drop the survivor hooked after 60 seconds. Survivors cannot rescue survivors from this hook.

    Those are some to start with, can come up with more.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2020010#Comment_2020010

    There have been literally hundreds of posts on this forum explaining why it is fine. I'm sure a simple search of the forums will find a few DOZEN for you.

    Short version: NOED is fine, it only works in endgame, it has no effect on M2, it has no effect on people already injured, it can be removed by popping a totem, and it forces a killer to run with only 75% of their perks for almost the whole game.

    Counter arguments to common nonsense:

    "They didn't earn those kills!"

    You "earn" kills by pressing M1 all the time. This just ignores one health state, like every other Exposed effect in the game.

    "NOED is for bad killers only."

    It's run at red ranks, too.

    "It's a crutch perk!"

    All perks are crutch perks.

    "If you were good, you wouldn't need NOED."

    If you were good you wouldn't need ANY perks, but they are nice to have, which is why they are called "perks".

    "Don't tell me to just do bones!"

    Just do bones. I understand it is harder in solo queue, but it's literally the answer. You just don't wanna do it.

    If you are nurse, spirit, death slinger, wraith, clown freddy with snares, any stealth killer. It has effect on your m2

  • @DBDude said:

    @TheDuhJ Ya for my Noed idea I tried to make it where its high risk, high reward but that didn't go out so well. But I do like your Noed change to lower down the bloodpoints so I'll edit some stuff out and look into that.

    For the record I'm no fan of noed. I think its a stupid perk and really unhealthy for the game in its present state. You get a reward for playing badly. It make sense for like a newbie mode, but its in every mode. If its me, I think noed just needs to not be a thing. reworking it is kinda whatever cuz if you do, then you are better off just running devour or any other insta down perk/add-on

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2019073#Comment_2019073

    Ds dead hard BT and other perks would still be meta throughout all games, as they would increase their chances drastically.

    Unless you made it so that in the 24m range if the survivors are in it not only can you see their aura but the timer isn't locked. Or maybe just make it so the timer isn't locked but you cannot see their aura.

    I don't mind either, I just want it to be a fair system where it cannot be abused.

    Believe me, I get where you are coming from. This isnt about regular DBD, its about a different game mode that does not create intentionally frustrating play. The killer has to be limited in this longer game mode because only the killer can force you to stop playing the game. If I want a version of DBD with camping works I dont want someone getting one hooked face camped by a Bubba who is trying to make someones time miserable. People are always gonna be able to create a new frustrating way to play and survivors certainly have their own way. Pausing hook progression isnt even an incredibly massive mechanic. It only effects killers who want to proxy or camp hooks. If you leave the hook, you dont have any problem. And if you do camp, you now have a tool to help you make a play on a survivor. Who is trying to sneak a save. Killers camp because they are not confident in their chase abilities or how to stop an unhook, the aura reading gives them a tool to be more confident. I mean if you tried to camp someone, but while you did it all other survivors just slam out gens, you now have a way of telling how ineffective that strategy is and you can use that info to go make better decisions. Honestly, if this was a perk that locked hook progression but revealed nearby survivors, I think tons of killers would run it cause they prefer having a new chase opportunity as opposed to securing hook states.


    Its a casual game mode that is aimed at giving people a strong taste of DBD, and I would rather that taste isn't the most frustrating sides of the base game has to offer. Ds into locker locker, gen rushing, tbag, sabo squads, and clicky flashlights are all really obnoxious, but with the exception of gen rushing all the frustrating parts there are in your own head. In this game mode survivor's DS recharges each trial you as the killer know exactly who used DS on you. Thats information the survivor is not offered in kind. But killer's frustrating attitudes make end another persons game. You will eventually kill everyone, so relax. You dont get a crazy reward for killing everyone really fast, but its an extra nudge to encourage killers to do the best they can. Bit if you dont really care about that, just have fun throwing a beatdown on survivors at your own pace, because you really are not punished for it.

  • The noed rework is pretty bad, because deviousness works different for every killer. And if you get 7000 points in every category , you will have a bad day, especially since the brutality is very limited too. Unless you are playing, oni, ghost face, or plague you only have 4 ways to get brutality points. Kick Gens (100), Kick pallets and doors (100), Hit a survivor (300), pull a survivor off of something (600). Barring the situational nature of interrupting survivor to get to 7000 points fastest you would need to hit survivors a total of 24 times throughout the match or if you never hit a survivor and go the gen kicking route, 70 kicks. Hope you brought Brutal strength. Now consider any combination of the 3. Still crazy.

    To sum up my thoughts, Basically New idea for noed or lower some of those BP requirements.


    The insidious idea is actually a great idea though. Absolutely approve.

  • @HexSweetie said:

    I know this chapter is old but why the hell is it named “Chains of Hate” and not “Chains of despair”? Or something better? “Hate” just sounds really lazy and doesn’t fit with DBD’s (supposedly) high vocabulary, it almost sound like a fan chapter’s name and not an official name.

    Thanks for hearing my rant, have a good day! <3

    Read the flavor text for the perk hope to see some really high level DBD vocabulary.

  • I dislike the general sentiment of just nerfing without compensation. If you are gonna survivor one way you got to buff them another. Just value fixing is a bad idea. Pop for example got a dumb nerf on its timer. Now its just annoying to barely miss it knowing that a month ago you would have gotten the perk. The same will happen with solo games.

    I know you balance around the good players, but if gen speed is so oppressing and all we are doing is duct taping problems, another leak will spring. Gotta rework the system from its base. But instead they just keep making more perks to make it even more difficult to mess with the game's foundations. It is the literal opposite of "don't fix what isn't broken."

  • Most good survivors I play against on PC are console players. Just saiyan

  • @ClownIsUnderrated said:

    Not all PC players talk bad about Console people, but there's certain people on PC who act like their platform is the better of the two in terms of "skill". Yes Dead By Daylight came to your platform first, but that doesn't give you any right to talk bad about another platform just cause you embrace an elitist attitude. People who play on console have been through a lot, and yet PC people tend to ignore that. Don't believe me, well I can name quite a list of things.

    Horrible optimization - This will always be the biggest issue for console people, the worst fps drop I ever experienced was at least 10 fps with Doctor when the Stranger Things chapter came out. You're literally playing a powerpoint presentation, meanwhile a game like Rocket League runs at an incredible 60 fps on console for PS4. Also the DBD tutorial runs at 60 fps, why can the base game not do that?

    Horrible sensitivity - 360's were terrible to hit before the sensitivity increase because you literally couldn't turn your camera fast enough in the direction the survivor was going to hit them. Which lead to a lot of people being insulted for being juked thanks to terrible sensitivity..

    Console feedback - This is something I want to point out because it's hard for us console people to give feedback on certain things because we get ignored quite a bit.

    Killers being handicapped - Everyone who plays on console knows how awful it feels at times to play Blight, since your turn rate is reduced massively and thus making it harder to do things that PC players can do with Blight. Oni was terrible to play on release for console because you couldn't even turn at all when trying to Demon Dash, thankfully this was addressed and fixed and hopefully something will be done for console Blight's.

    Toxicity - PC players can act like they've experienced toxicity worse, but at least you can hide you're little chat box to not see toxic comments. Meanwhile us console people have to go into our privacy settings, and make our messages private and change our friend request settings so we don't have to deal with the endless barrage of toxic comments. Also I generally believe that console toxicity is worse than PC personally.

    So yeah if you're gonna insult console people, at least acknowledge the amount of stress we've been through before you insult our platform. At least us console players don't stretch screen our screens out for advantages, at least we don't use Surround Sound to give us easier Spirit matches, at least we don't put macros on our flashlights to annoy people, at least we don't abuse exploits that aren't allowed in game. I know we don't have the resources to do any of this stuff, but I'm just Saiyan. In terms of skill I think we match up with you PC players pretty good, not at Blight but at with other killers and survivor definitely.

    Rant over.

    a point about toxicity is you could leave the game and if you don't want to mute stuff, people would just send you messages during your games. Pain in the ass

  • @DBDude said:

    @TheDuhJ I mean I wish there was a tutorial mode for every killer, but in all honesty I actually don't know, and I hate to say that. I mean with an advanced tutorial mode a newer player could learn the ins and outs of Legion.

    What I mean is that missing 4 times to become a nothing killer is a high price to pay if you are new. Knowing how the character works and being good at playing the killer are 2 different things. It be like saying, if you are playing huntress, you get only 4 reloads of your hatchets, but if you miss all your hatchets, well that's it. The skill required to execute on a killer should be accessible to some degree for new killers who don't have a full grasp of the mechanics. I would suggest if its that high risk reward, there needs to be some kind of passive ability the killer can fall back on so they aren't left with nothing but perks and a knife.

    Lets go with that. If you were gonna make a passive to compliment your power, what would it be?

  • @DBDude said:

    @TheDuhJ Yes, sorry I forgot to mention that.

    So what you are telling me is that you can get a lot of potential with this perk, but if they miss their power 4 times they an m1 killer the rest of the game. Who does that sound like... (Micheal Myers). Now if you ask, why would I play my legion over MM? Well, you get the power full from start, and you can mimic a survivor that sounds fun, but if you are not good enough, you become burger king myers but without the lowered terror radius.

    If its gonna be soooo high risk reward, it needs a little something to give it a bit more accessibility to Newcomers I got some ideas, but what can u come up with?

  • @DBDude said:

    @TheDuhJ So the first two are pretty hard in my opinion BUT the third one is the EXCITING part...

    So this secondary ability Legion would have would be called...….

    Deceptive Disguise.

    So Deceptive Disguise could only be activated 4 times a match, with each Legion member using one.

    So what this does is that you can disguise yourself as a survivor, and if you get near another survivor you could potentially backstab them, sending a survivor into the dying state, but if you miss this attack your identity would be revealed.

    And quick note say if your Frank and your disguised as David, so if you successfully Backstab someone you cannot use Deceptive Disguise as Frank and cannot disguise as David for that match.

    How about that for a concept?

    Its a start, but it sounds really limiting. Would you keep the disguise active if you successfully backstab?

  • @ttvbardberd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2019143#Comment_2019143

    Basically in all my time playing (Which is only about a year) I've never experienced the amount of sweat and try-hard killers who care so much about their rank this much ever, and after this post I actually switched to killer, same thing on here.

    Literally just quit because it's now 2:19am and I was just trying to have a nice Hag game, and here comes the 4 man SWF's with flashlights, OoO and keys, as soon as I saw that I tried to establish a 3 gen and I just couldn't, it was basically impossible for me to do so. There really needs to be an actual competitive mode introduced somehow into this game, because the amount of sweat truly makes this game insufferable most of the time and it's a shame.

    you telling me

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2019206#Comment_2019206

    Exactly the watch the toxic content creators and then lead by their example.

    Damn shame, but hopefully the nice guys don't finish last in the creative end.

  • @DBDude said:

    @TheDuhJ You love my enthusiasm? I love Your enthusiasm! I love creating Killer concepts and reworks even though it takes like 30 minutes to do, and people like you are the people that encourage me to create more of what I love, so thank you and whoever else is reading this for taking time and reading this concept.

    Oh and about Joey, well about the legion anyway....they will have their own addons, so using Joey's addons, like only making him send survivors into the mending state when he gets a hit or like Susie can climb over objects faster and all that, and they will have other addons that are universal (meaning for every) to each Legion member while only having there own addons. Oh ya and about Julie's whole bloodlust thing I know it might not be that good but I tried to come up with something more unique/original.

    Its a great start to an idea. Lemme work with what you got a bit and see where it goes. Some general rules if you want your idea to go well and taken seriously (especially for survivor cause survivor mains are really picky)

    1. Anything that effects movement speed positively, make it accessible but situational. The problem with your bloodlust idea is that blood lust is situational, but often times not accessible. I could give some further ideas on this if you are interested, but try to think of what you are doing with Julie in those terms. Situational, but accessible.
    2. RNG = almost always bad. Unless you really think about its application, don't use it.
    3. Remember movement speed penalties are really, really, really frustrating in this game. If you force it on a melee killer, make their corresponding power very strong or you will get looped forever and it is not fun.
    4. When working on killers, ask yourself "If my killer would do (your idea) why would I not just play (killer your idea is similar to)?" That's how you make something really unique. So even Susie's power for example... "My killer can climb walls, but why wouldn't I just play nurse who can teleport through walls?" "...why wouldn't I just play clown who can slow people down at loops?"

    It's fun to post our creative whimsies without taking too much time to think about them, but If you do on these forums, you will get more traffic and be able to defend your ideas and why you believe in them.

    If interested, here is an assignment for your idea, and lets see what you come up with if you feel like it. (Feel free to use the idea I made as a point for some inspiration if you want)


    YOUR MISSION:

    Rework your characters unique traits so that people really want to switch between all the characters.

    Some tips:

    • Make the transition as quickly as makes sense.
    • Think: If I use X member's power, if I switch to Y member, how would that make my life as killer easier.
    • Try to imagine your own unique mechanic. Remember in the legion trailer how the legion ran with the survivor and David thought it was a fellow survivor, then they put on the legion mask and pounce? I wonder if there is some potential there to get you rolling...

    Anyway, if you don't bother to mess with this any further that's chill and it was a pleasure regardless.

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