TheUnendingNightmare
TheUnendingNightmare
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- TheUnendingNightmare
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Comments
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It would be cool if you could fix the breaker for certain doors, which would lock down an area or path for a certain time. Forcing the killer to break something to lift the lockdown.
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I agree! Idk why it was taken away in the first place.
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You have to care what ppl like and think if you want them to get behind the changes you want to make.
Maybe if the survivors doesn't have BT the points aren't awarded instead.
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@Kikki said:
https://forum.deadbydaylight.com/en/discussion/comment/695418#Comment_695418
It dosen't make any difference if you get 1000 first and then 500 or 1500...
To me not really but to a lot of ppl it does.
Don't get me wrong I always go for the safe unhook and don't even run BT but I'm just stating facts ppl wouldn't like about this.
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Idk why ppl try to run for the hatch...let the killer close it and start opening one of the doors, 9/10 you have enough time.
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Complaining that a D tier killer was buffed to A tier ? Really ?
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/695416#Comment_695416
Take it as you will
Okay ?
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Safe*
And yes but I would still make less points since I wouldn't get both score events.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/695401#Comment_695401
Yeah okay.
It's not an exploit. The same way gen tapping is not an exploit. The same way the trick killers use on Coldwind farms is not an exploit.
Those aren't exploiting game design flaws or oversight and aren't disruptive to perks/hexes as oppose to this. Also, not all killers can use those "tricks".
Anyways not my point and I'm unsure why you're becoming defensive on the subject.
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Sadly true but this would make BT useless in the eyes of most ppl if you couldn't even get the points from a hook rescue.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/695388#Comment_695388
- That's not an exploit tho.
- That just seems like a bad game design then. (reminder: hex skillchecks look like that) And you still want to retain the old part of Ruin.
Oh then fake would be white instead of red.
Also, yes that's the definition of an "exploit". It's when you "exploit" a game design flaw or oversight.
Since idk if something prevent them from fixing it bc it is such a quick time event or bc it relies on the audio queue, I offer another solution instead.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/695359#Comment_695359
But like:
My aim here would be to prevent the very easy exploit to prevent skillchecksThe 1st part doesn't have a diffrence in higher ranks (unless you mean stopping working on gen when hitting ruin)
but make the perk much harder to deal with.Maybe annoying. But tell me, how would the "fake skillchecks" be diffrent from "hex skillchecks"?
1- Yes that's the exploit I'm talking about.
2- The fake hex skillchecks wouldn't be much different except for the entity block but wether you would succeed it or not it would explode/lock down if you even tried to hit it. The idea would be to "succeed" you have to not hit the fake skillcheck that's why there's a color difference.
This WOULD make it harder bc not only do you still need to look around for the killer but you also have to look carefully at the skillchecks before pressing it and in reversed + 5% faster which is bound to feel unfamiliar.
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@Milo said:
It's a cool suggestion but.... does ruin need that kind of buff?
Lower rank probably not but higher rank tbh it is nearly useless. Even if no one find it, they'll all ignore it using the exploit to not trigger skillchecks or can hit great skillchecks reliably enough to completly negate the hex.
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Doesn't the Pig just got "buffed" by the stalking variants rework ?
Like she now use the same stalk has Myers(undetectable) and her old stalk(oblivious) is a status effect you put on survivors.
She's already a thousand time more viable now. Without mentioning all the killers who got buffed by this "new" status effect.
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Yeah I would love to have more things on my survivor too but tbh we are so OP already...and I don't think a fifth perk slot would be really that much helpful on the killer side. (I'm red rank in both)
I wouldn't be against it if the survivors had "focus perks" and killer free for all.
Let me explain;
a default survivor(Quentin) could equip 1 healing perk, 1 exhaustion perk, 1 sensory/aura reading perk, 1 support perk and 1 bonus perk.
The bonus perk would be related to the survivor. Meg could equip an extra exhaustion perk, Dwight an extra aura reading perk, etc.
Imo this would "soft balance" builds and make survivors more than just skins.
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@Ersh said:
https://us.v-cdn.net/6030815/uploads/964/93MBMLZDHVTL.png
I think this pretty much concludes this debate, Pukka is right and here's the evidence to back it up.
Oblivious is a status effect put on a survivor that limits just them from hearing the Killer's terror radius. It ONLY currently applies to Demogorgon.
Undetectable is when Killer stealth is active, and only currently applies to Freddy and Demogorgon.
That's literally just the Pig stalk but has a status effect.
Thing is no ones wrong.
You guys just don't get that, all this does is creat a fake effect of oblivious stalk when survivors are hit or do certain actions against certain Killer. As oppose to the killer going into stalk mode.
Also, they buffed the effect a little has it doesn't trigger sensory and aura reading perk when within a certain radius.
Finally, I'm not sure but I think Ghostface and the Pig now use undetectable stalk instead of Oblivious. And I like it, it was a bit weak has a full on stalk mode.
P.S Just Read the description YOU sent and then test (well I guess you can't anymore) the Pig vs Myers stalk. The Pig stalk match perfectly the definition of Oblivious and Myers stalk undetectable. I guess if you aren't a sensory/aura reading perks user you wouldn't notice.
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@ElusivePukka said:
Yup. The Hex Ruin having more regression on a missed check wouldn't mitigate that the two affected could just do skill checks normally, as we in red ranks do. Missing greats isn't a penalty for the rank least likely to miss greats, and all you're doing is allowing two people to be completely unhampered at a time. Whether you agree or not, the facts here are that what you propose is a nerf. Your imagined scenario of only one or two survivors working on gens has very little to do with reality, considering that a typical reaction to Ruin in high ranks is "hah, they wasted a perk slot" and the survivors pushing through.
Oblivious, btw, isn't stalking. It's a new mechanic which removes the killer's terror radius for affected survivors, which may apply retroactively to GF, Pig, et al., so it would do pretty much what you want without the inane idea of invalidating a previous perk - and would even synergize well with that previous perk.
No literally everyone is just misinformed.
Oblivious was the stalk mode of Ghostface and the Pig.
Unaware or wtv is the one Myers use.
The difference was that oblivious use to still trigger sensory and aura reading perks. Now I think it doesn't.
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@ElusivePukka said:
You're just empirically wrong that this version of Ruin isn't a nerf - it's directly weaker, allowing normal play from those affected and those unaffected being faster than what we have now. It would amount to essentially the same gameplay as now, except like the rest of us red rank survivors we'd be doing gens faster with your change.
You 'going for a better Third Seal' is you going for 'a perk that directly invalidates the existence of another' - bad game design, bad idea. You wanna shut down aura reading perks? Oblivious does that now.
No.
The hex ruin would periodically switch between the 4 survivors but only 2 at a time. Keep in mind this version would be much more strong when missing a skillcheck.
As for the third seal thing. This would include the removal of the stupid weak perk obviously.
Last but not least, I think oblivious/(the other one) stalk is literally on 3 killers only. This would allow other none stealth killer to use a bit of stealth mechanics.
P.S I'm also red rank
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/683084#Comment_683084
Your confused mate. The Hag has a 24m terror radius, The Spirit has a 24m terror radius and The Pig was 28m. I think you meant 28m/32m/36m. He should never have a 36m terror radius since he is 4.4m/s.
https://forum.deadbydaylight.com/en/discussion/comment/683092#Comment_683092
No my point is correct mate. If I'm the real obsession and you don't find me the whole game then I have 9% gen increase with no down side. Also you didn't tell me why it should be a hex totem. The game tells survivors when they have an increase or decrease to repair or healing speed therefore meaning if I'm getting the increased speed I'll know I'm the real obsession.
If you want to make this perk work then remove the hex part and remove the speed bonus.
https://forum.deadbydaylight.com/en/discussion/comment/683100#Comment_683100
You don't mention anything about distance reduction for technology in the perk description. My point is simple I would rather have the tier 1 version of this perk than the tier 3 version so the tier order needs swapped. But the killers I mentioned before would be way too strong with this perk.
https://forum.deadbydaylight.com/en/discussion/comment/683111#Comment_683111
In it's current state Hex: 3 Little Pigs is not worth a slot. If fixed it maybe ok but right now it's pretty bad. Red ranks would be over the moon to see the killer running this since its makes the gens go even faster, they'll probably not destroy the totem. So if your telling me you'll run that perk once you get past green ranks then have fun with that. You won't be able to complain about gen speeds ever again.
Yea I'd run technology because it is broken at tier 1 lol it's more broken than old ds or mettle of man.
https://forum.deadbydaylight.com/en/discussion/comment/683122#Comment_683122
Why did you say lastly twice? I think I'm giving you more help than this chapter deserves. I've played this game since its release, been at rank 1 for pretty much the whole time so I'd say I'm pretty knowledgeable about this stuff. I told someone last night about the lore thing and they laughed their head off. They don't even watch south park which just proves my point even more.
Also you said why do I critic when I don't have a chapter. It's funny how that's the only thing you didn't reply to.
It's such a shame because when I saw a ManBearPig chapter I got so excited.. but then I saw his lore and just wanted to cry. It's annoying because you can see it so easily how you only spent 20 mins on this. The last chapter I wrote I spent months trying to get it to a place where I was happy with it.
Dude I checked your profil and you never wrote any chapter. All you do is comment and write in the "feedback" section.
Also, if you do not like my idea feel free to leave and make your own. I'm done debating with you. You literally killed this post.
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@ElusivePukka said:
Ruin doesn't need a nerf, and certainly doesn't need to be made as useless as this suggestion. If anything, it needs the buff that the upgrades to totem spawns will provide.
Disruptive Energy is, as @Yung_Slug said, just a better Third Seal. I'd suggest deafness or oblivious being applied, versus blindness, and just removing the 'sensory perks' bit.
The point is that this would reduce the range of; premonition, spine chill and any aura reading perks would be completly shut down.
As someone who use sensory perks in my meta build (red ranks) I would personnaly be scared shitless of this hex.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/681232#Comment_681232
Wow I must have hit a nerve xD the idea of a ManBearPig killer would be cool, but not one this short.
No matter what you say a chapter that you only spend 20 mins on will never be that good. It can have potential but it needs more than just a few random perks and a ability to make it work.
If you want suggestions I'll give you a few:
1. Hex: 3 Little Pigs isn't a great perk. Your giving one player an increased gen repair speed, which no one will run. And the aura is shown only when the obsession is downed therefore if they hide it is pointless. Also why is it a hex totem? This perk has no reason to be one.
2. Every perk needs tiers. Technology needs the numbers swapped around to make it better however it still is too strong for a Billy, Freddy, Demogorgan, Spirit or a Nurse.
3. Create perks that you would personally run yourself. If you don't think you would actually run it then there is no point in it.
4. Make sure the numbers are easy numbers for the dev team to work with. A 26m is just too awkward of a number to use. It should probably be 24m and his speed should be 4.6 since he will be too easily looped at 4.4.
I had taken a break from the forums for a while but I always did give people suggestions on how to improve their chapter for a very long time.
Also I have written my own chapters in the past, which just shows how new you are to the forums. I always spent a lot of time writing the lore, trying to balance the ability and perks and creating add-ons that complement the killers ability. If you click on my name you'll find them pretty easily.
Lastly, you're not stroking a nerve. You are just being completly unhelpful whilst trying to seem knowledgable. Of the 5 "arguments" you made, only one was even just close to be a suggestion.
There's a difference between criticism and *constructive* criticism.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/681232#Comment_681232
Wow I must have hit a nerve xD the idea of a ManBearPig killer would be cool, but not one this short.
No matter what you say a chapter that you only spend 20 mins on will never be that good. It can have potential but it needs more than just a few random perks and a ability to make it work.
If you want suggestions I'll give you a few:
1. Hex: 3 Little Pigs isn't a great perk. Your giving one player an increased gen repair speed, which no one will run. And the aura is shown only when the obsession is downed therefore if they hide it is pointless. Also why is it a hex totem? This perk has no reason to be one.
2. Every perk needs tiers. Technology needs the numbers swapped around to make it better however it still is too strong for a Billy, Freddy, Demogorgan, Spirit or a Nurse.
3. Create perks that you would personally run yourself. If you don't think you would actually run it then there is no point in it.
4. Make sure the numbers are easy numbers for the dev team to work with. A 26m is just too awkward of a number to use. It should probably be 24m and his speed should be 4.6 since he will be too easily looped at 4.4.
I had taken a break from the forums for a while but I always did give people suggestions on how to improve their chapter for a very long time.
Also I have written my own chapters in the past, which just shows how new you are to the forums. I always spent a lot of time writing the lore, trying to balance the ability and perks and creating add-ons that complement the killers ability. If you click on my name you'll find them pretty easily.
Lastly, of course I make perks that I would use. I can see tons of synergies here like technology, ruin and huntress lullaby.
Instead of assuming stuff like that I wouldn't use those perks or that there's no way to add them up together think about it for a few seconds.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/681232#Comment_681232
Wow I must have hit a nerve xD the idea of a ManBearPig killer would be cool, but not one this short.
No matter what you say a chapter that you only spend 20 mins on will never be that good. It can have potential but it needs more than just a few random perks and a ability to make it work.
If you want suggestions I'll give you a few:
1. Hex: 3 Little Pigs isn't a great perk. Your giving one player an increased gen repair speed, which no one will run. And the aura is shown only when the obsession is downed therefore if they hide it is pointless. Also why is it a hex totem? This perk has no reason to be one.
2. Every perk needs tiers. Technology needs the numbers swapped around to make it better however it still is too strong for a Billy, Freddy, Demogorgan, Spirit or a Nurse.
3. Create perks that you would personally run yourself. If you don't think you would actually run it then there is no point in it.
4. Make sure the numbers are easy numbers for the dev team to work with. A 26m is just too awkward of a number to use. It should probably be 24m and his speed should be 4.6 since he will be too easily looped at 4.4.
I had taken a break from the forums for a while but I always did give people suggestions on how to improve their chapter for a very long time.
Also I have written my own chapters in the past, which just shows how new you are to the forums. I always spent a lot of time writing the lore, trying to balance the ability and perks and creating add-ons that complement the killers ability. If you click on my name you'll find them pretty easily.
The tiers are the distance reduction and I'm using the same distance has empathy. I agree I could add a timer tho to make it a bit harder to use.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/681232#Comment_681232
Wow I must have hit a nerve xD the idea of a ManBearPig killer would be cool, but not one this short.
No matter what you say a chapter that you only spend 20 mins on will never be that good. It can have potential but it needs more than just a few random perks and a ability to make it work.
If you want suggestions I'll give you a few:
1. Hex: 3 Little Pigs isn't a great perk. Your giving one player an increased gen repair speed, which no one will run. And the aura is shown only when the obsession is downed therefore if they hide it is pointless. Also why is it a hex totem? This perk has no reason to be one.
2. Every perk needs tiers. Technology needs the numbers swapped around to make it better however it still is too strong for a Billy, Freddy, Demogorgan, Spirit or a Nurse.
3. Create perks that you would personally run yourself. If you don't think you would actually run it then there is no point in it.
4. Make sure the numbers are easy numbers for the dev team to work with. A 26m is just too awkward of a number to use. It should probably be 24m and his speed should be 4.6 since he will be too easily looped at 4.4.
I had taken a break from the forums for a while but I always did give people suggestions on how to improve their chapter for a very long time.
Also I have written my own chapters in the past, which just shows how new you are to the forums. I always spent a lot of time writing the lore, trying to balance the ability and perks and creating add-ons that complement the killers ability. If you click on my name you'll find them pretty easily.
The hex three Little pigs does not show the real obsession aura but the other 2 fake obsessions and is made this way so you can keep your obsession for last and have less trouble finding the two last survivors. It would also be great to hide which ones are obsession when you are using such a perk.
It is a perk designed to facilitate end game or to rush 1 or 2 survivors. Think about it, the tactic should be obvious.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/681232#Comment_681232
Wow I must have hit a nerve xD the idea of a ManBearPig killer would be cool, but not one this short.
No matter what you say a chapter that you only spend 20 mins on will never be that good. It can have potential but it needs more than just a few random perks and a ability to make it work.
If you want suggestions I'll give you a few:
1. Hex: 3 Little Pigs isn't a great perk. Your giving one player an increased gen repair speed, which no one will run. And the aura is shown only when the obsession is downed therefore if they hide it is pointless. Also why is it a hex totem? This perk has no reason to be one.
2. Every perk needs tiers. Technology needs the numbers swapped around to make it better however it still is too strong for a Billy, Freddy, Demogorgan, Spirit or a Nurse.
3. Create perks that you would personally run yourself. If you don't think you would actually run it then there is no point in it.
4. Make sure the numbers are easy numbers for the dev team to work with. A 26m is just too awkward of a number to use. It should probably be 24m and his speed should be 4.6 since he will be too easily looped at 4.4.
I had taken a break from the forums for a while but I always did give people suggestions on how to improve their chapter for a very long time.
Also I have written my own chapters in the past, which just shows how new you are to the forums. I always spent a lot of time writing the lore, trying to balance the ability and perks and creating add-ons that complement the killers ability. If you click on my name you'll find them pretty easily.
Terror radius and mechanics Works in 26m/32m/36m so no 24 would be an akward number not following their perk values chart.
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@Yung_Slug said:
Disruptive Energy is just a better Third Seal.
Yes that's kinda what I was aiming for :p
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@Cheers said:
Hex ruin would be pointless in SWF then. The 2 effected would look for the totem while the others work.
I did mention that it is impossible to make anything with SWF in mind bc it just breaks the entire game so it isn't even taken into account.
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@ElusivePukka said:
Ruin doesn't need a nerf, and certainly doesn't need to be made as useless as this suggestion. If anything, it needs the buff that the upgrades to totem spawns will provide.
Disruptive Energy is, as @Yung_Slug said, just a better Third Seal. I'd suggest deafness or oblivious being applied, versus blindness, and just removing the 'sensory perks' bit.
That's in no way a nerf. I made or this way exactly bc this would buff it.
The way the perk would work is that for a time 2 survivors can't do any gens of course if in SWF group they'll coordinate the "cleansing team" but alone this would work much better. Keep switching the hexed survivors could potentially revert repairs on gen with an untimely skillchecks.
Also, this could lead to only one survivor working on gens if the killer is smart and chasing one of the two not affected.
This would definetly be a bit "harder" to be optimal but imo this could be much more disruptive.
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"Jump scare" wouldn't work just bc I think they made "Sprint burst" this way on purpose. So you need more careful thinking.
Try using "Lithe" if you don't like "Sprint burst" it is a more managable exhaustion perk.
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Me playing has Meg
*See no shirt Shia Labeouf*
M: Oh no despair I have trip over a branch and am now completly defenseless !(Slightly raise skirt around thighs)
S: ...
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/679684#Comment_679684
Yea but his lore is half man, half bear, half pig. Creating a chapter that's only 20 mins is pointless, they are never that good. You can tell when someone doesn't spend time on a chapter.
Although I will say seeing ManBearPig as a chapter idea makes me want to give him a proper one.
I think my idea, which isn't a chapter, is kinda nice.
Instead of bitching about it why don't you give suggestions ? Or better go do one yourself.
Beside I can write the lore I want so idk why your doing a nervous poop here.
Also, why do you even critic when you have written no chapter or any killer/survivor builds ideas ?
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David x Tapp x Freddy (DTF)
..... What ?
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I believe the entity to be a sentient and almost omnipotent being, Who created a pocket dimension within Earth's realm.
It seems to feed off strong emotions wether negative (killers) or positive (survivors). It also seem to become increasingly powerful has it is now able to bring survivors and killers from the distant past. As well has manifesting itself during Halloween.
Of course Nea is his daughter, a link into our world.
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@Proscope666 said:
I have thought about this and this is what I thought he should be like
Name:Pyramid head/The Zealot
Terror radius:40 M
Speed:Slow
Extra:Terror radius noise has an extra sound of his sword dragging on the floor
Ability: Cruel Treatment-The Pyrimd Head Leaves Scarab nests around the map that Trigger upon interaction with a survivor, When a survivor Triggers a scarab trap they bleed and leave a blood trail on the ground, They also Make a lot more noise, Scarab Traps can only be placed on downed pallets, Vault spots, Or Generators. He has 5 that he can place at once
Secondary attack:Punishing blow-After a wind up that can't be cancelled once pressed, He Swings his fist in his off hand, The survivor that is Hit gets no speed boost for getting hit, He then for the next 2 seconds after the Attacks normal stun for hitting, he gains a small speed boost, He moves slower while winding up this attack
Perks:Never ending Anger-The killer gets more angry as his prey ilude them, Every time you get pallet stunned or blinded you gain a token, Each token gives you A 4/8/12% bonus to Breaking Pallets, Picking up Survivors, Kicking Generators, And hooking Survivors.
You're Mine-You become obsessed with one survivor, Every time you Hook a survivor that is not your obsession you see your Obsession's aura for 3/6/9 Seconds, When your obsession has Yellow Scratch marks
Eternal Damnation-The entity Wants tge killer to Capture all of it's prey, So it whispers to the killer giving them different bits of information with each level of this perk, With the first level of this perk the killer can see the aura of Survivors that Slow vault pallets and Slowly enter lockers but only while they are doing the action, At second Level the Killer can See the aura of any survivor that blows up a generator for 3 seconds, this level also reveals any survivor with 3 meters of the exit gate panel, The last level Will show you the location of the hatch when it is outside your terror radius, And when you kill 3 survivors from any means, Tge last survivors aura will be shown for 3 seconds after the last survivor is dead
Add Ons:The add ons can increase the duration of the bleed and exaggerated noise, As well as the effects that the secondary attack does
Ultra Rare:Scarab's Pincer-You only have 2 traps, The two traps you have have infinite bleed duration and the bleed amount is Tremendously increased, There is no extra noise, Your Secondary attack inflicts extra bleed amount
Burned Bible-You have no traps, Moderately increase your speed, Your secondary attack Not only gives nospeed boost to survivor it also disables their Fast vault for 10 seconds, Considerably decrease the Punishing blow Cooldown
Obviously This needs some suggestions but I think this is pretty cool
I didn't see a way too lose tokens and usually token based powers can be lost has a way to balance the perk and reward careful actions.
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The Hag...in a bikini!
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... You are oblivious...you can see the killer...
Something doesn't work here...doesn't oblivious mean the exact opposite of being aware of something ?
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@GeneralSpudmuffin said:
Back to the top with this, it could use more attention
I made a few changes. Mainly to perks.
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@CashelP14 said:
He's half bear, half man and half pig. I wish you put more effort into this mate because as a massive south park fan I would love to see this.
His ability isn't that strong and the first perk is too strong. The first perk is also the wrong way around, it seems to be stronger at tier 1 than tiers 2/3.
Yeah it doesn't work the half half half thing bc it's literally a /3 of something not half xD
Btw I did put at least a whole 20 mins.
Those aren't tiers but rather the way his Powers work at all time.
Lemme rework and change a few things.
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Injured for a dull totem ? No. It would be good if it triggered for an hex totem or maybe even put the survivor into the broken status for awhile.
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@Mister_Holdout said:
@TheUnendingNightmare I don't know what else to tell you.
Looping efficiently is the most difficult thing a survivor can do. And it's also the most important.
Everything else is easy mode.
In my view, being an effective runner is required in red ranks otherwise you'll never beat a veteran killer. That's just how it is.
Nope it isn't.
Keep thinking what you want and be toxic to your team. Idc we're not friends. Lol
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@Mister_Holdout said:
@TheUnendingNightmare Let me try and explain my position better.
The most skillful and helpful thing a survivor can do is be effective in chases. That's the one aspect that carries the most weight in determining which side wins.
Pretty much everything else is easy to do (like doing generators). I don't believe I've ever met a god looper who wasn't efficient in all the other categories. In other words, if you can loop well, you can basically do everything else well too.
Yes, there is some gaming sense that is important to have. That gaming sense takes time to develop and can really have an impact on the match. But again, knowing how to run the killer is the best skill to have.
And finally, sneaking just doesn't have an impact like looping does. All of the good killers I've seen have been able to destroy survivors that preferred sneaking. Stealth is usually stronger when there are fewer survivors or during the end game when survivors can afford to be more patient.
Again I disagree.
Not only is looping incredibly easy bc of the amount pallets but idk what servor or platform you play on. I never meet a red rank looper who could reliably do generator.
My guess is bc they tend to just loop and juke they aren't naturally thinking about ways to hide.
You know when I say doing a gen I mean continually. Meaning to hide from the killer whilst he's patrolling the said gen and be able to work around him.
Like I said, you play an important role but it means NOTHING if no one can do gens whilst you are healing or trying to leurre the killer to a teammate.
I guess my point is that if ppl like you snook around more and would let the killer "naturally" find his/her targets, maybe ppl (bc I've seen a LOT of ppl that noticed the same thing) wouldn't have such a bad opinion of higher ranks.
I'm always red/purple rank and I know exactly what you're doing and to me it is toxic especially to the new/lower ranks players.
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@Legion_Is_Best said:
https://forum.deadbydaylight.com/en/discussion/86054/bill-cipher-gravity-falls-killer
What do you mean by “broken until healed” if you’re broken, you can’t be healed
Maybe he meant mending ?
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(red)Slow burning wood: Activate once the last gen is repaired. Delay the activation of the gates for 120 sec.
Edit: this would imo allow noed maybe more than one kill and make more use of end game perks.
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@Mister_Holdout said:
@TheUnendingNightmare Your comment didn't sway me at all. A good killer is liable to snuff out hiding survivors very quickly, which means those survivors should know how to handle themselves in a chase.
If a survivor goes down quickly in chases, then they're a serious burden on the team. Because now the killer can pressure everyone else much easier.
Sorry, but sitting on generators or doing any other menial tasks is not good enough for red ranks. Knowing how to win chases is more important.
I'm sorry but definetly not.
See the problem here is you THINK you are good bc you made it to red ranks when it actually means NOTHING.
Also, I've seen so many red ranks who can't even do 10s on a gen without missing a skillcheck...btw "menial" tasks ? Dude how do you think those gates open ?
The fact you can juke well means NOTHING if ppl aren't able to do gens.
Going back to my original statement. We need to get better at juking, you guys need to get better at sneaking around.
P.S There are perks designed to make it harder for the killer to find you but since most red ranks run the same exhaustion build...most probably don't know...
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@drimmalor said:
https://forum.deadbydaylight.com/en/discussion/comment/673101#Comment_673101
Like Weck said - if some day I wanted to prestige those characters, all the bloodpoints past 50 would essentially go to waste. The only guaranteed way to not waste them is to prestige right at 50 all the way to P3, and then get all perks once I'm there.
Meh I know I never will. Anyways ty for the reply ik it is completly irrelevant now.
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@brokedownpalace said:
Playing on console builds character. 😉
Also, I laugh when PC players complain of only Nurses, Billies and Spirits in high ranks. That's so far removed from my PS4 experience. I see every killer. Except Clown and Doctor very rarely.
Lbh now tho Leatherface and Huntress rules the higher ranks
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@Mister_Holdout said:
Sorry, but I don't agree.
If your team is playing against a good killer, then everyone needs to be skilled in chases.
A survivor that sucks in chases is going to get bodied, which means one less teammate for doing generators.
Nah, if you're in red ranks you need to be good at looping and juking.
I'm sorry but I disagree.
I could switch tables and say if you were better at hidding no one would've needed to be chased at all.
I feel ppl who are thinking this way don't understand the game and how it's played. Like there's a huge world of difference between me counsciously trying to pick Up the killer to help you juke and you running to me with bonds hoping the killer goes for me.
In one case I was prepared and no objectives were broken.
But back to my point, if ppl like you were better at hidding you'd understand chases are extra bp. Yes it can help delay the killer but you know what helps more ? Everyone doing gens whilst the killer is furiously patroling a gen almost done but finding no one.
You know what doesn't help tho ? Trying to 360 a killer over and over, fail and get hooked twice before the first gen was even done.
Moral if my comment ? We both learn to be better at each others job but it is a mistake to think one contribut more or isn't has toxic when failing.
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@MegaWaffle said:
I'll play with my survivors however I want!
*Fan himself*
Me: Well hello there stalky boy. How about you stab me tonight ?
*Myers walk away*
Me: Awwwwn...I really wanted to die...
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@zims47 said:
https://forum.deadbydaylight.com/en/discussion/comment/672583#Comment_672583
I enjoy my pc on my sofa with the same TV at more than 60fps, I'm glad you can enjoy your sad 20 fps in the toaster. 😂
Eumm pc can go higher than 60fps that's console that goes up to 60. If your pc don't go higher dude you are playing on an expensive console.
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@GeneralSpudmuffin said:
And even better, she even hums a creepy little tune or something as she wanders around the map!
Would definetly be cool but idk if it would cost too much money to do.