TheMadDoctor
TheMadDoctor
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I do appreciate your opinion. After thinking, I did come up with some ideas, they're rough but decent ideas I believe. One was having you only able to do this if you were in a chase for a specific amount of time and the cooldown for this being rather long like over a minute, maybe 90 seconds and this cool down will only start once the chase ends. The other idea was to also allow you to only drop a couple pallets every match. So you can't really abuse the mechanic. Honestly, my biggest issue is relying on pallets and looping in order to survive. Giving the survivors more base mechanics to work with for chases would be a neat idea. Yet, I don't actually know how that would be done without scewing the balance way more in the survivor's favor without making huge changes to base mechanics to killers or reworking how chases work entirely.Mister_xD said:@TheMadDoctor said:
@Mister_xD said:
maybe the entitus should just block the pallet, similar to a window, when the same survivor runs through it more than 2 times during one chase...yeah that would be one way to fix that issue, but this was just an idea cause I doubt the devs would do that.
well, i do understand where your idea is comming from, but i see several issues with that tbh... that way there would be almost no pallets left on the whole map, since every time you enter a chase you just break as many of them as you can, before the chase ends, leaving them with almost no pallets...
so, i know how annoying loops are, but there has to be a different way to solve that problem, without breaking the whole game i mean. -
@Mister_xD said:
maybe the entitus should just block the pallet, similar to a window, when the same survivor runs through it more than 2 times during one chase...yeah that would be one way to fix that issue, but this was just an idea cause I doubt the devs would do that.
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Honestly I wouldn't mind that last swing getting a hitbox adjustment, but I would prefer it only injure them since the chainsaw burns out at that state.apropos said:I wasn't sure if this post should be a bug report, or if it should be a balancing request, so I'm going to try and combine the two.
So, while playing Leatherface there are times when I appear to be "on top of" a survivor with my chainsaw out, which I assume should put them into the dying state. However, as you can see in these videos, that's not the case. The attacks just complete as if I had missed.
This happens often when survivors are trying to 'juke' the attack. But, considering that this chainsaw attack is done in a sweeping motion, I don't see how juking would be possible - given Leatherface is close enough.
Other than that, it happens almost anytime the chainsaw is used during a chase and not using 'The Beast's Marks' & 'Carburetor Tuning Guide' add-ons. Sometimes it seems like the extra movement speed and decreased charge time from those add-ons make the difference between Leatherface being viable, or inviable.
I have a playlist of 13 videos, but I've included one video as an example here:
Warning: Volume
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Still. I'm aware, this is just an idea.TheLegendDyl4n1 said:@TheMadDoctor said:
TheLegendDyl4n1 said:@TheMadDoctor said:
Hear me out mates. One issue with the higher ranks is running around a single pallet before finally dropping it after circling it many times. So here's an idea, why not have killers be able to drop the pallets during chases? Keyword, DURING CHASES, you can't run around dropping pallets then breaking them to make chases impossible...cause that would be broken. Killers should be allowed to drop them during chases to speed things along.
ok do us all a favor and throw out your computer then go get it delete your account and throw it out again
Jesus christ man it was just an idea.
im sorry just you gotta do some research and if you did you would see how bad this is
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Hmmmm yeah but the issue is it seemingly is going back to an issue with DBD. Perks made to underly issues with the base mechanics. I will agree, it could be balanced. I would say giving this a long cool down would help since it forces a killer to think about loop points in a map and if he ahould limit a specific one to catch up. I would prefer it be a base mechanic instead of a perk.Lagoni said:This would not work. EVERY game would start with the killer finding a survivor, just to run away and drop pallets until the chase would end, because it would save you time overall to not have god-pallets.
The idea could work as an activation perk. after x amount of seconds spent in a chase, the perk becomes active, and you can drop a single pallet. I still don't think it's a good idea though (Spirit fury, and enduring already has something similar as well). -
Jesus christ man it was just an idea.TheLegendDyl4n1 said:@TheMadDoctor said:
Hear me out mates. One issue with the higher ranks is running around a single pallet before finally dropping it after circling it many times. So here's an idea, why not have killers be able to drop the pallets during chases? Keyword, DURING CHASES, you can't run around dropping pallets then breaking them to make chases impossible...cause that would be broken. Killers should be allowed to drop them during chases to speed things along.ok do us all a favor and throw out your computer then go get it delete your account and throw it out again
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@Cymer said:
If big changes aren't possible how about simple but effective band-aid?
Let there be consequences for getting hit.
Like for every hit the survivor's movement speed or actionspeed get reduced by 1% or 2%.
With this little change, not only the killer gets emphasized to hit multiple survivors and rewards the killer to break a chase after one hit to disrupt the other survivors and kick gens.
This will slow down the game naturally and the survivors are getting under a time pressure if they get hit too often.Not a bad idea, although being able to just drop pallets during chases as the killer would also would be helpful.
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Personally, I feel like fireup needs to allow for action speed buffs for every gen done, so even with one gen done, you still get a token...and I also would like for them to crunch the numbers up.
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@tehshadowman33 said:
Playing with Wraith without addons feels worse than Freddy without addons.I main freddy, it is not worse than freddy with no addons.
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I love you.xxaggieboyxx said:And remove the stupid auto aim on awake survivors -
While I agree making it too complicated is understandable. New people are actually confused by Freddy? Despite the fact, this is my opinion, I felt Freddy is very simple, yet his dreamworld idea feels like a handicap currently. To the point where a buff isn't good enough for him. This feels like it could make freddy a viable killer.Dreamnomad said:The real fundamental problem is that it is too complicated. Every fix makes it even more complicated. Freddy's ability needs to be explainable inside a tool-tip. If you have to write an essay to explain all the inner workings of his abilities then it will be too complicated for DBD. Especially for newer players. New players already are confused by Freddy in his current state.
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This is genius, but if I may ask, you got any rework ideas for Freddy's perks?
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how about...we don't make FOV for killers a mechanic? Just let them have an fov slider for killers, give them some advantages but they still are stuck with first person cameras
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....not to be a dick..but man you ever heard of proper grammar?77haris1 said:Pig buff surival its really easy to remove Reverse Bear trap- my idea to we should give the pig buff to Disables the Survivors' ability to see Jigsaw Boxes highlighted until their Trap is activated and we should charge Rules Set no 2
Tier III Buff Brutal strength 20% to 35% faster
Tier III buff Fire Up Tier 10% to 13% 12% to 16% 14% to 19%
we should buff Surveillance
buff Iron Grasp add when surival have Decisive Strike stun time 4 sec to sec 2 to killer killer when killer have Iron Grasp
spirt Idea we shoud give the spirt cloth im not like to se naked woman give the spirt cloth
Thank you for read my idea
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DrButtlet said:I like the avoid as teammate idea because I do use that feature in Overwatch alot.
But what if we also added in a flat 100,000 BP to the opposite side of the team from the quitter?
So say you're a survivor and you rage quit, 100,000 BP instantly to the killer per survivor that quits. Same as if a killer quits all survivors get 100,000 BP because they quit.
Maybe too high an amount but I feel the current amount isn't enough when people quit on me. I'm not even good >.> still noob.
Hmmm a bit much but I'd say 10,000k for every disconnector works. Along with temporary bans. -
Yeah...cause that addon debuffs the pig too much to make it useful.Williamz said:@TheMadDoctor said:
Williamz said:Pig is fine. She can do well and isn't too overpowering. One of the more balanced killers of the game. If she needed anything perhaps a self activation of the trap after 40 seconds instead via a generator completion.
I don't even think she's even remotely overpowered in a good way....hell I think she's underpowered. Yeah she has the traps but it doesn't make sense to have the survivors see jig saw boxes before the timer activates...cause that's 4 people with an annoying advantage cause there's only one killer, that killer needs to be op but balanced properly so they're threatening. The issue here is her power is undermined by not having any advantages that make that much of a difference. Rule No.2 shouldn't of been an addon and the pig should of had a built in aura reading when crouching cause having that put on another ultra rare addon,"Amanda's Letter." Was stupid as it gives her a petty advantage but debuffs her way too much by making her only have 1 trap. That's not a justified set of debuffs for seeing survivors aura's in a range of 12 meters. A good example of a red addon is Freddy's Red Paint Brush, it lowers Freddy's terror radius and Dream transition time but it slightly nerfs his movement speed. She needs this buff.
When I say overpowered I mean she isn't a top 3 killer or low tier compared to Freddy. She's in a sweet spot. I definitely don't think she needs anything adjusted to a large degree. The Rule No.2 addon could do with a secondary buff but I don't think it should cloak boxes by default as that would make it too far strong on larger maps and I do feel like the sizes of the maps reflect her effectiveness as a killer. I do agree that Amanda's Letter should give at least three traps not one though.
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I did say, or so I think, I checked after I typed that....it's ######### #########. Either bring back ol bloodlust speeds or make the buffs happen faster, you can't avoid both devs!Wolf74 said:@TheMadDoctor said:
3:...Bloodlust. I understand that they nerfed it cause so many people complained but there's one issue...They nerfed it too much. They happen faster (or so I think) but the speed boost is so damn minimul that bloodlust is actually useless for helping solving loops. I feel if they want it to be useful, they should buff them up a little again...and maybe not have breaking a pallet get rid of all your bloodlust but maybe just one stack. The speed boost isn't great anymore, so why keep the pallet breaking penalty in? I thought the speed boost in the last patch was fine, but I willl agree it was a little bit extreme at stage 3 but that doesn't mean you should of split each boost in half! Now it's useless.
You think wrong, because it still takes the same time to get the bloodlust stacks, the speedboost just got slower.
The Devs talked about reducing the time it takes to get stacks to balance the lost speed, but they didn't bring it live that way. -
I never liked the huntress since I sucked, but if its that bad. It does suck since she's slown down because of her hatchets. If the hit detection is that bad, it needs an adjustment.
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No, that's not the only reason. The other reason is blood point pools on survivors are bad. When compared to a killer, you make way less bloodpoints playing them.AyDoggie said:Literally the reason I don't play Dead by Daylight as often anymore. 9/10 matches I play in, there's a camping killer. I've played with so many wraiths that just go invisible and face camp me. This unsportsmanlike behavior is why no one wants to play survivor and why killer queues as so long.
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@HP150 said:
Before there was BBQ & Chili there was Devour Hope, which also encourages you to leave the hook. And after there was Devour Hope there was Make Your Choice, which kinda fell flat like much of that DLC.Devour Hope: The problem with this perk is obvious. It's a totem perk. It can be eliminated 30 seconds into the game without seeing any kind of benefit from it. I think I read in one of the patch notes that they fixed totem spawns... That's a lie because just yesterday I spawned right on top of a totem, I could see it clear as day as my camera was panning around while loading in. The solution is simple: the totem should not light up until you have at least 3 tokens. You have to work hard for the tokens, at least let the perk see the light of day once if you can pull it off.
Make Your Choice: This change would probably get the most push back, but the exposed status should apply to all survivors within X meters of the unhook. You already have to get at least 32 meters away from the hook. Against coordinated teams there can be as many as 3 survivors at the unhook, they could have the recently unhooked survivor fully healed by the time you get back to the hook from 32 meters away. At that point it just becomes a guessing game of who performed the unhook and hoping that you don't fall victim to body blocking.
Kindred: A simple numbers buff would be nice. 8 meters doesn't really do much besides tell your team if the killer is face camping or not. 16 meters seems more appropriate, half the terror radius of most killers, which is a good starting point for what I'd consider a likely safe unhook.
I love your ideas. Especially for devour hope and Make your Choice since devour hope needs some buff cause the amount of tokens need to reap the rewards is pretty big, Make your choice also has one weakness, if two decided to rush to the hook, they can speed heal then the killer has to guess who's the rescuer is, so I will admit a small buff to it won't hurt since the pig's other two perks...aren't good.
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@Maximus7 said:
This is gonna be a long as hell post, you have been warned.
I loved patch 2.1.2. It was far from perfect, but it felt like the one big patch that showed BHVR was noticing that the game needed more balance than it had in patches past. However, too many problems with this patch show me otherwise. Here are the issues I have with the patch and solutions for them:New hatchet hitboxes. I've already talked about these all over the forums, but I will say this that is new: If the survivors' hurtboxes were altered to where each limb and their head had individual ones, the hatchet hitbox change would make a lot more sense. Right now, the survivor hurtbox is way too small and leads to hatchets literally phasing through their arms, legs, and heads.
Spirit is too weak. She needs major buffs to her power. This includes less cool down, seeing blood at base, and seeing auras from aura-reading perks at base in her power. Also I know it's a bug, but being able to hear a directional sound when she's using her power makes it way too easy to avoid her when out of a chase. Right now she's not good at all.
The new map is pretty damn bad. It's too cluttered, too big, and too survivor-sided with a ton of safe looping spots. Solution to map design is what I'm least confident on, so my best idea for this is to get rid of some of the bushes where it is so easy to just disappear into.
The Wraith buff was amazing overall, but he really needed old purple Windstorm at base. Other than that, good stuff.
Hillbilly "false chainsaw fix". All that happened was his chainsaw hitbox was made bigger. This was completely unnecessary and buffs him too much when he never needed a buff.
Nurse shadow buffs. Why make her fatigue less on her long-range blinks? She's already damn strong at base, and borderline broken with the right add-ons.
Map design. Fractured Cowshed was edited well now that the barn isn't an insta-loss infinite. But maps like Haddonfield, and Lery's are still littered with safe spots. There need to be less safe spots on all of these maps (and in Lery's case, less RNG).
Sneaking in exhaustion recovery upon being hooked. Would be fine if Sprint Burst wasn't a perk. This should be reverted in my opinion, or at least include it in the patch notes instead of just dropping it unannounced.
Speaking of hooks, invulnerability to the unhooked survivor. In the PTB, attacks that would hit the unhooked survivor immediately after they got unhooked would hit the savior instead. This was perfect. Now the unhooked survivor just tanks the hit, which is ridiculous. The PTB version of this needs to be brought back.
Pallet stun hitboxes. The problem beforehand with them was it would stun killers way too off to the side. Now, they still do but rarely stun killers directly in front of the pallet unless they are at the apex of their lunge. This should be reverted and looked at so that you don't have dumb hits from the sides but you can actually stun the killer when they're trying to attack you through the pallet.
I still find this game a ton of fun, but I feel it took too many steps back with this latest patch. I made this post not to complain and say the game sucks now, but to make suggestions that I feel would make the game better than it ever was.
Those are good issues to bring up, although there are some issues I noticed as well.
1:It seems like they broke flashlights a bit in this update. As killer, I had moments where they aren't shining it in my face and are slightly off, yet it begins to blind me. It's weird as the usual tricks like looking up quickly are actually forcing me to look up all the way almost.
2:That pallet buff they did is strangely..inconsistent, it feels like on one end it does help, but on both ends I still have moments where they dropped the pallet but I still got a hit in and times where I hit the space bar and the pallet doesn't drop. I would either prefer they go back to the old way, or try to fix it again as it's just weird. I also agree on the pallet stun hitboxes being off. There were a good amount of killer matches where they dropped a pallet and despite being rubbing up agaisnt it. The damn thing never stunned me unless I was only lunging. I have an issue with it since it makes perks like enduring or spirit fury seem way less useful cause the number of stuns I get has actually gone down a little.
3:...Bloodlust. I understand that they nerfed it cause so many people complained but there's one issue...They nerfed it too much. They happen faster (or so I think) but the speed boost is so damn minimul that bloodlust is actually useless for helping solving loops. I feel if they want it to be useful, they should buff them up a little again...and maybe not have breaking a pallet get rid of all your bloodlust but maybe just one stack. The speed boost isn't great anymore, so why keep the pallet breaking penalty in? I thought the speed boost in the last patch was fine, but I willl agree it was a little bit extreme at stage 3 but that doesn't mean you should of split each boost in half! Now it's useless.
4:The loop nerfs were not as impactful as I thought, not even bothering to fix a very hellish looping safe spot in haddonfield, there's basically 4 open windows upstairs and one of the first floor that forces you to either follow them threw the window or try to cut them off at the front or back door...which isn't easy as the hedge next to that window has an opening that opens to more loops that can connect back to the house. It was so hellish with the pig that I was stuck on that match....for an hour.
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@SilverMaster said:
One thing that can be added in my opinion that we should see more than grass. I mean it makes quite a sense to crouch but... cmon it is more annoying at it helps. Sometimes I just don't to crouch because I wouldn't see anything or I would miss survivors. Also, thank you for all your posts! I highly appreciate that you all take your time and give your opinions. Quite funny and learning to read them.
Let's hope that the Devs are buffing our piggy.
Thank you all for your posts and upcoming posts! Love ya! Oink.No problem, hopefully they do, and like I said, if they took the ability to see survivor's auras in a range of 12 meters while crouching from Amanda's Letter, that actually would help that issue, along with rule no.2 being a permanent buff. Those basic buffs with the addons being reworked will fix the issues. Still, I hope they see the feedback and buff the poor piggy.
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I don't even think she's even remotely overpowered in a good way....hell I think she's underpowered. Yeah she has the traps but it doesn't make sense to have the survivors see jig saw boxes before the timer activates...cause that's 4 people with an annoying advantage cause there's only one killer, that killer needs to be op but balanced properly so they're threatening. The issue here is her power is undermined by not having any advantages that make that much of a difference. Rule No.2 shouldn't of been an addon and the pig should of had a built in aura reading when crouching cause having that put on another ultra rare addon,"Amanda's Letter." Was stupid as it gives her a petty advantage but debuffs her way too much by making her only have 1 trap. That's not a justified set of debuffs for seeing survivors aura's in a range of 12 meters. A good example of a red addon is Freddy's Red Paint Brush, it lowers Freddy's terror radius and Dream transition time but it slightly nerfs his movement speed. She needs this buff.Williamz said:Pig is fine. She can do well and isn't too overpowering. One of the more balanced killers of the game. If she needed anything perhaps a self activation of the trap after 40 seconds instead via a generator completion.
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Yeah I have had matches where I only got 1 token or 2, so more ways of getting tokens isn't a bad idea.Jack11803 said:@JoannaVO said:
@Jack11803 said:
@JoannaVO said:
No I think 100% is good enough, especially for We're Gonna Live Forever, have seen enough farming with it already and can't be arsed seeing more of it if it gets buffed. Same goes to BBQ, it's practically a free Survivor Pudding which saves you 4,000 bloodpoints everytime while your points get doubled.Add more ways to get tokens.
Like?
healing. Generators, destroying totems, many things could be added. At least one of them should allow for tokens if killer is afk
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...ok I get that's a joke. But holy hell does it hurt.George_Soros said:A buff for BBQ? That's a first

While we're at it, we might want to buff SC, DS and NOED too. -
...that's actually a damn good point. Some permanent post match stackable bonus would help as even I rely on both perks for massive blood points hauls. Seriously on double blood point events, all 4 tokens of We're gonna live forever on a successful match nearly gave me 100k...holy #########.ToastfaceKilla said:If anything BBQ and to a lesser extent Were gonna farm forever, the BP gains should be a base ability without a perk, as a killer running without BBQ is just painful, and any builds that dont include it you feel forced into using it on every single build regardless of viablity just for those sweet, sweet bloodpoints. Anything that gives us more choice as players and lets us pick perks based on variety and playstyle, rather than a need for it the better.
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Indeed. I am crazy enough to prestige freddy so I know a thing or two about him. His dream world is very underdeveloped as an idea and game mechanic. Visually it's very subpar, I honestly would of preferred a more dynamic transition where the world turns from the waking world, into a more sinister dreamworld with a bloody red sky. It also should mess with your head, possibly altering loop layouts to trick the sleeper. Although, I would be satisfied with them fixing the issue where body blocking can still work and being able to pull people out of the dreamworld temporarily to prevent sleepers from body blocking hooks or pathways.Wolf74 said:@TheMadDoctor said:
... why not give freddy the ability to grab and pull survivors off of gens, escape gates, and hook rescues if they're in the dream transition ….Good idea. Freddy can already pick victims from locker despite them being awake, so why not at least give him the grab while they are in transition? That would solve a lot of issues for him.
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Eninya said:
She only has, like, 4 addons that are actually good. Her Ambush counters itself and is largely a trash ability/"power".
The only buff she needs is the removal of her Ambush roar, but one of the DbD devs confirmed in a livestream that they aren't going to remove the roar... or buff her in general. They didn't even comment on her balance as it stood.
....that actually sucks since while she ain't bad. The buff is necessary, especially when two out of three of her perks are absolute crap. They also need to fix the balance bug where survivor's can crawl through the exits....even when they have a trap on their head....WHAAAAA!? -
Or here's a neat idea, why not give freddy the ability to grab and pull survivors off of gens, escape gates, and hook rescues if they're in the dream transition if the interruption idea never makes it in. Basically a second in the transition passes and a survivor attempts to rush finish the gen, only to be pulled off and sped up his dream
transition. It would punish dumb risk takes since freddy can't do anything till the transition is over. Also make it impossible to interact with pallets or vaults till the Dream transition is almost over, symbolizing they are now in a new world. If someone you pulled in the dream world is body blocking you, give freddy the ability to pull them out of the dreamworld. Yeah Freddy can't hurt them but they can't body block a hook now can they?
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I agree, I find her red addons to be ridiculous. Especially since seeing jigsaw boxes before the timer goes off doesn't make sense. Why would a survivor be given a chance before they're in real danger? Rule No. 2 is required to be permanent if the pig wants a good advantage. Although I feel her perks, except Make Your Choice, (cause it's a great perk actually) seriously need either a buff or rework, surveillance...is garbage as the time it has at 16 seconds is pathetic with not even a notification it wore off. It needs 60 seconds at a minimum in order for it to be usable. Hangman's trick....Idk aside from a rework.
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True but now that I think on it. I feel since the roster of killers and survivors are getting bigger. I feel the stackable bonus on barbecue and chilli should be raised to 200% at tier 3. Same with We're gonna live forever since grinding will be more insane with each new character I think it would be fair to buff the blood point stacks.powerbats said:@TheMadDoctor said:
Wait wha? I thought it only went to...ooooooh [BAD WORD] I feel stupid. Really stupid.You're probably thinking of tier I and tier II and we all do that sometimes, some of us more than others. Myself probably near the top of that list, but shh don't tell anyone.
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Wait wha? I thought it only went to...ooooooh ######### I feel stupid. Really stupid.