TheUnendingNightmare
TheUnendingNightmare
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- TheUnendingNightmare
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Quentin: Can wake himself up even if sleeping, at 50% regular speed.
Laurie: Increase the range and duration of aura reading and sensory perks by 15%.
Jake: Sabotaging hooks doesn't trigger the audio and visual notification until the third sabotage.
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I play both sides and I love this idea!
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@GeneralSpudmuffin said:
Yeah, that seems like a decent idea. Though maybe being hit by the hallucinations is what makes them vomit water instead. If not that, then just space them out a little more, live 5-7 secs. With add-ons, you could make it more often, but 3 as a base just feels too fast to me.
Changed a few things and explained how I would see the water reflections working.
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@remember_me88 said:
Hello people of the fog,
Today wr start with two new problems:
1.) Remove the camera flip from the traps of The Hag. It is annoying, it does not balance anything and it isn't really "scary" it absolutely destroys Dead Hard.
2.) Distortion perk should not be activated while using Object of Obsession.
In the description stands that it activates IF the killer WOULD see the aura.
So when I look at the killer but he doesn't look at me, the perk should not be activated.
There are also no balancing issues because it works only 3 times AND sometimes you look at him by accident while he does it too.
3.) Decisive should not have a timer, it should work everytime when you are tunneled by the killer, but also after be unhooked.
May the discussion begin.
No.
Has a Hag main that's one of the major Hag mechanic and also don't lie everyone get scared.
Also, I'm going to tell you the exact same thing I say when I receive hate mail.
"CROUCH WOMAN!"
Ty
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I couldn't read the whole thing bc right off the bat;
Babysitter reveal your aura so it give incentive to the killer to go after you and not tunnel the other person.
It's so you can be a good teammate.
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No.
Did you know flashlights were nerfed when they weren't even half as OP as the rework you show here ?
There's a funny video where you see the dev getting destroyed by a survivor team using only flashlights.
They were nerfed like a week after.
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I wouldn't be against it...could be fun if you can play with friends at home or online but yeah like Rydog say's don't count on it.
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Idk I like the -8s on my DH and Lithe...
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/649650#Comment_649650
Ino mori's aren't add-ons but I think it has the similar impact on the game as the instaheal add-ons.
And your example about the iridescent head huntress isn't the best. Take the nurse's add-ons for example, a bad nurse needs extra blinks or increased range to have any chance of hitting a survivor. However it doesn't mean her add-ons are balanced in anyway.
Same with mori's. I've had games where my whole team survived against an ebony mori killer but other games against the just completely ruin the game.
Instaheals don't take skill to use but take skill to capitalize on using them. I've faced teams with 2/3 instaheals at red ranks and still destroyed them with no gens being done.
All I'm saying is just because some players can't take advantage of strong add-ons, instaheals or mori's doesn't make any of them balanced.
I prefer my example, has the Nurse has even less chance imo to get use out of her add-on...but I think we see each others points.
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@GeneralSpudmuffin said:
I like the 7 Days perk idea. The cursed tape sounds more like an add-on, and Down The Well would be more of a killer power...
How about now ? I changed a few things. lol
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@GeneralSpudmuffin said:
I like the 7 Days perk idea. The cursed tape sounds more like an add-on, and Down The Well would be more of a killer power...
Lemme rework it a bit
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Wow I love it ! Sounds really cool!
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Trapper: Maybe you do bones next time ! Eheh
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Well tbh I am happy to say around rank 9 killers camp Much less BUT I agree it should be made almost impossible.
The game should make it so, if the killer is within a 10m radius or so the hook progression pause.
It would at least prevent face campers. I have nothing against patroling the area but face camp is taking it too far.
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@CashelP14 said:
I think they need to look at add-ons for both killer and survivor. Instaheal extends a chase and some add-ons end the chase immediately like huntress iridescent head.
Maybe instaheal add-ons heal over time like suggested above and iridescent head huntress puts survivors straight into deep wound state.
They are reworking nurse add-ons also which is a good balance change.
Mori's shouldn't be after 1 hook either, it should be when the survivor is on death hook. It can completely ruin a game if they tunnel a survivor off the hook and immediately mori them.
Like I said above I'm not against nerfing some Killer add-on and mori.
ALTHOUGH, mori's are offerings not add-ons and for the huntress well tbh her iridiscent axe are only good if she is herself. I've been in plenty of games where the huntress couldn't hit anyone with it.
Insta heal on the other hand doesn't require you to be good to use it. Simply to run to someone and there you go this person is now perfectly fine.
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Also correct me if I'm wrong but the illusion fades away at some point right ? Meaning everyone will be back with their clothes except the killer. This is a big enough tell imo.
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@JerZeyCJ said:
https://forum.deadbydaylight.com/en/discussion/comment/649058#Comment_649058
Yeah, I think putting everyone, survivors and killer, on the level playing field of default survivor clothes is for the best. I'm sure that would make it easier to implement as well.
So you think the killer should have a normal survivor walk animation as well and not go through windows like a killer(the big, wide step through them)? I figured the crouch would be for when you wanted to try and blend in with them and the walk if you were just moving about the map; with the crouched movement speed(if going at full speed) being the tell that, "hey, that's a speedy little survivor over there, they shouldn't be able to go that fast, that's the killer."
Imo it would be more insidious if you started noticing things like: he doesn't vault, doesn't use pallets, there's an unusual amount of "missed' skillchecks. And then when you finally realize what's happening. It's too late.
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/647278#Comment_647278
I think a better comparison would be to rework OP killer add-ons.
I'm in no way against changing some add-on on the killer side but my point rn is that I think we can all agree insta heal add-on are an unecessary crutch for survivors.
Enough perks are in place to hide, heal, skip damage hell even come back on your own.
If even with all that you went down, you should stay down.
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Tbh I think it would be a cool trap rework.
Like if you don't teleport to traps within a certain time they chase ppl.
The add-ons could be the cloud and expose status.
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@JerZeyCJ said:
https://forum.deadbydaylight.com/en/discussion/comment/649052#Comment_649052
The Fog is kinda key to making him work as a character, so I'd say it would have to work indoors too, right? Having it not apply to him in the Basement is an interesting idea, it wouldn't effect the playstyle too much, would make those chests safe for the survivors to use as they wouldn't be locked by him(at the risk of some Basement Time). So y'know what? I'll allow it. Something like because the Basement is so much "closer" to the Entity and has more of its power in it, it causes the Shifter to revert to its true form since it can't maintain the transformation.
I definitely feel perks like Premonition, Object of Obsession, and Spine Chill should still have some sort of effect when the killer is disguised, doesn't seem fair to completely nullify the survivors' perks like that. Maybe just have it be a case of the sound is a bit quieter and the auras are a bit dimmer to make them more difficult to notice or just a flat decrease to how effective their ranges are(but nothing extreme).
And thanks for the lore compliment!
Maybe the fog could cause blindness ? So aura reading perks are tunr down for a time.
It would give incentive to "hide" from the fog and reward a thoughtful killer if they bring the perk "hunting grounds ?" The one that make you see survivor aura in the basements.
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@Rydog said:
@TheUnendingNightmare See above.
Can't say it wouldn't fragment the queues but there would be the incentive of more BP and shards.
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On another matter, I would change the disguise to be more perfect than that.
It should allow the killer to act the same as a survivor BUT doesn't let them use pallets or vaults. Idk if clothes would he too hard for devs but maybe as a "tell" the killer could only display basic clothes.
For the fog, it doesn't feel very strong. Maybe it could prevent the use of sensory and aura reading perks for a time. It could also put survivors in "basic" clothes.
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@JerZeyCJ said:
The Shifter
Terror Radius: 32m
Movement Speed: 115%
Height: Average
Weapon: Claws
Appearance: Gangly limbs, mottled gray skin, and a caved in, shattered hole with only darkness inside where a face should be.
Lore: The Shifter is a creature purely of the Entity's own design. Born in the Fog of the Entity's Realm, the Shifter bears resemblance to changelings and other shapeshifting creatures from human stories and myths. The Entity likely took the concept from the minds of the many victims it has trapped in its Realm over the years and shaped them into the perfect killer to instill the emotions it feeds on into the Realm's survivors. The other possibility, that Shifters truly existed in our world and that the Entity has more power and control over our world than initially thought, is simply too horrific to imagine. The Shifter breeds not only fear among the Survivors, as every killer does, but something new; an emotion the Entity hasn't tasted before: Distrust. The distrust of the Survivor's towards each other now that they cannot even rely on each other to save themselves.
Powers:
Shift: Press M2 to take the appearance of a random Survivor and open up the ability to use your other powers while also losing your Terror Radius. The impersonation is not perfect, when walking, the Shifter stands completely upright and can move at its normal movement speed and when crouched can also move at its normal movement speed as well but is otherwise identical to a crouched Survivor. The Shifter also cannot vault over obstacles as a Survivor does and goes over them as it would normally, it also cannot use pallets.
Changeling's Mist: Hold M2 to release a fog that covers the entire map. For 45 seconds, the fog causes Survivors to hallucinate and see every Survivor, including themselves, as a different, random Survivor. Has a cooldown of 70 seconds after it ends.
Shifter's Tricks: While taking on the form of a Survivor, these abilities open up to the Shifter.
Back Stabber: You can attempt to heal an Injured Survivor. Doing so will fill up a bar that when completed, results in you stabbing the Survivor in the back and putting them in the Dying state.
Feign Hook: After hooking a Survivor you can interact with them to take their place on the hook. This results in them being teleported up to 30m away back in the Dying state. While you are on the hook, the Survivor who's place you took is not revealed to the other Survivors but they also do not continue to Bleed Out unless you get off the hook(in which case, their location is then revealed to the other Survivors again). Should you successfully trick a Survivor into trying to help you off the Hook, you jump off the hook and pounce on them, damaging them for a health state.
Lock Chest: You can interact with chests and lock them. Locked chests take longer to open.
Generator Sabotage: You can pretend to assist with Generator repair. While you and a Survivor are both on a Generator, you fill up a bar that when completed regresses the Generator back for 25% of its original progress before the Shifter started sabotaging it and has the entity block it for 25 seconds.
Shifter's Surprise: Hold M1 while transformed to prepare a lunging attack that changes the Shifter back into its true form whether it lands or not and has an extended recovery duration for the Shifter whether it lands or not.
Killer in Survivor's Skin: Spending time in the radius(5m) of Survivors while transformed slowly charges up this ability. Once fully charged, hold down M2 to activate it. When activated, you shift into a larger, even more monstrous form.. While in this form the Shifter has slower movement speed(100%), higher attack range, lower attack recovery, and a much larger Terror Radius of 50m. This forms fades after 30 seconds and the Shifter cannot take on a Survivor form for another 60 seconds after it ends.
Perks:
Lost Lamb: After a Survivor spends 20/18/15 seconds within 5m of another Survivor, they become Exhausted and Broken when they are no longer within 40m/35m/30m of another Survivor. These effects are removed when they Reunite with another Survivor.
Last Light: Survivors who enter into the light of a completed Generator suffer from the Blindness and Hindered status effects for 2/3/4 seconds.
Split Up: When two or move Survivors are doing actions by themselves at the same time at least 40m/35m/30m apart, they are revealed to you for 1/1.5/2 seconds and the progression of whatever they are working on is slowed by 3%/6%/9%.
Wow that's an insanely good idea! Especially the lore!
I have a few question tho,
1- Is the fog only outside ?
2- If I was in the basement when you used it, will I still be affected ?
3- If not would it change anything ?
4- I often run premonition, contrary to the popular opinion I really like it a lot. Would it trigger if I was getting closer to the hook and was looking at him ?
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So sorry if I don't just believe every google document thrown at me.
But anyways keep believing what you want this ridiculous feud is taking away from this wonderful Killer idea which I think we can agree on, is good.
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@Dwight_the_Locker said:
https://forum.deadbydaylight.com/en/discussion/comment/648993#Comment_648993
I'm correcting you again. Only exhaustion perks, killer perks or status change the breathing/groaning. That's all I'm saying about that.
On the topic of shade, you're right I'm not throwing shade but facts. Although I'm unsure why you attacked me in the first place.
Bored with your life ? I have a few ideas.
Going back to your locker would be one.
I am going to dissect all these points.
1) I didn't throw shade, I suggested an Idea and still haven't insulted you at all through out this comment thread. However me responding and clearing up misconceptions but you go and attack me
Quote:
Bored with your life ? I have a few ideas.
Going back to your locker would be one.
2) I am sorry but I will like an exact copy and paste of where I have attacked you within my comments on this thread alone. "unsure why you attacked me in the first place". What? Again, copy and paste anything you believe is attacking YOU and YOU only.
Quote:
On the topic of shade, you're right I'm not throwing shade but facts. Although I'm unsure why you attacked me in the first place.
3) You didn't check it, did you? The link. It has full details on Survivors. From size, to breathing to groans of pain. You are "Correcting" something that is perfectly fine. I am more of a person who needs to know the nitty gritty so I can fuel my locker filled rage I end up in when I suggest things! Exhaustion, Killer Perks and Status. This can be changed to Inflicted Status, Exhaustion does not increase any noises from the Survivor, only denies them use of multiple speed amplifying perks. No Status makes Survivors breathe/groan louder. The only one that comes close is Hemorrhage but that is blood pools. Then Killer Perks. This is the only one that works due to Stridor. That one forgotten Nurse Perk.
Quote:
I'm correcting you again. Only exhaustion perks, killer perks or status change the breathing/groaning. That's all I'm saying about that.
And you cannot use this comment as the insult point due to the fact you called it out on your 1st Response to me dissecting your post, meaning that point would have no value.
"Here's a ----------good-------- survivor concept"
Sure you didn't start #########.
Secondly, yes again test it yourself exhaustion perks cause survivor "heavy breathing". I believe this is even on the official wiki. Without any perk causing exhaustion they breath pretty quietly.
The killer perks I was refering to btw was "Stridor" but I'm not sure if it's just the killer that hear it louder or it is literally louder.
Btw do you mean your unofficial link ? I was once showed a link that said (with fake maths and everything) survivors could reduce heavy breathing causes by exhaustion with the perk iron will. That isn't true.
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@Dwight_the_Locker said:
https://forum.deadbydaylight.com/en/discussion/comment/648870#Comment_648870
"tried to throw shade"
hmmm.....
I put " that due to not trusting myself with thinking my ideas are good for everything.
Also there is stats that show Survivors breathe/groan louder
https://docs.google.com/spreadsheets/d/1uk0OnioNZgLly_Y9pZ1o0p3qYS9-mpknkv3DlkXAxGA/edit?usp=sharing - here
What change it, is when you use an exhaustion perk. Test it dear.
unclear to me what you mean, there is no exhaustion perk in this line up, nor nothing that effects it.
Also didn't throw shade so...
I'm correcting you again. Only exhaustion perks, killer perks or status change the breathing/groaning. That's all I'm saying about that.
On the topic of shade, you're right I'm not throwing shade but facts. Although I'm unsure why you attacked me in the first place.
Bored with your life ? I have a few ideas.
Going back to your locker would be one.
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Solo queues for survivor giving 15% more BP and EXP.
SWF queues for killer giving 15% more BP and EXP.
Would reward both sides for choosing a harder game mode.
Any thoughts ?
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@xnes_galax said:
https://forum.deadbydaylight.com/en/discussion/comment/648927#Comment_648927
What do you mean with iframe? Sorry for my ignorance.
Anyways, as i said, this post is not for discuss about how strong/weak MoM is/was, but to find a way to make it fair and enjoyable for both sides
"Invincibility frame" as in for example when you activate DH and no matter what you won't take any damage.
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@xnes_galax said:
https://forum.deadbydaylight.com/en/discussion/comment/648914#Comment_648914
It is underpowered in his current state.
The description of the perk that i left in the post is my idea, not the current perk. This is the actual version in case you don't know that.
Mettle of Man :
Evil has a way of always finding you.
After you earn 3 Protection Hit Score Events, Mettle of Man activates.
Once activated, the next occasion that would put you into the Dying State
from the Injured State
is ignored.
The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 metres from the Killer.
Mettle of Manwill deactivate the next time you are put into the Dying State.
Increases your chances of being the Obsession.
The Killer can only be obsessedwith one Survivor at a time.
I'm sorry but knowing about the possibility of 2 iframe I cannot agree.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/648904#Comment_648904
An equal amount on both sides means long Killer que times.
4 survivors per killer would be fast ques.
Beside what I mean was that yes it would increase a bit Killer queues but not that much and would actually fix 15mins queue as survivors.
Best of both world, they would be 5 mins queue on each side.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/648904#Comment_648904
An equal amount on both sides means long Killer que times.
4 survivors per killer would be fast ques.
Well they are suppose to be the dps and favored side imo.
As it SHOULD be more powerful and easier to kill than to survive.
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@xnes_galax said:
https://forum.deadbydaylight.com/en/discussion/comment/648894#Comment_648894
I havent complained about anything. Did i?
Also for DH you mean dead hard, right? I don't see the problem. Assuming you are talking about my suggestion, you are full health with MoM active. The killer hit you but the damage get ingored, he hit you again and you go into injured state, he reach you, Dead Hard, hit you again, you are on the ground.
This if the killer choose to keep chasing after getting rid of MoM.
My point is you complaining saying it is under powered when you just said you can get a double iframe...
Wouldn't you just like an invincible status gifted to your account instead ?
If two iframe in a row can't save you...nothing will...
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/648873#Comment_648873
That increases Killer Que times. The less popular role is the one with the shorter que time.
No it would rebalance it since now there would be a more equal amount on each side.
Now killers get healer time queue and survivors dps time queue... isn't ironic ? XD
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/648880#Comment_648880
I can do some math, let's see how much this killer can slow the game down:
If 4 survivors exit the Ethereal Dimension, there will be 4 mirrors that need to be repaired with each mirror taking 8 seconds.
8 x 4 = 32 seconds plus (Travel Time) to get 4 traps. For simplicity sake, let's assume it take 32 seconds to travel to all 4 mirrors. We have 64 seconds to finish all repairs, and the Witch can now resend survivors back to the Ethereal Dimension (but it wouldn't be a good idea to trap objects while survivors are in the Ethereal Dimension, so let's assume she doesn't send everyone back)
Now she has to walk to every generator and trap them, which probably take another 24 seconds. She can trap 3 generators within a range of 64 to 88 seconds.
It's not that bad because survivors can disarm traps while in the Ethereal Dimension, and they can work on generators until their timer is almost expired.
I say this is on the border of being too good, but we won't know for sure until it's tested. :)
Like I said I like the ideas but some numbers seem a bit too high for me. Like 64m is A LOT.
Definetly would like the devs to work on it tho. Really like the idea of "plane shifting" and magick.
Have you had an idea for a survivor ? I had a "witch" but it wouldn't match the killer.
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@xnes_galax said:
https://forum.deadbydaylight.com/en/discussion/comment/648851#Comment_648851
It didnt cause exhaustion and it wouldn't cause it in my suggestion
Then what are you complaining about you ?
This mean if you had it and add DH you can get a double iframe before even getting damage no ?
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/648855#Comment_648855
Trapped pallets, vaults, and generators emit a dim, purple glow, so you shouldn't be unlucky when you know what generators, pallets, and vaults are trapped. It's not like Hag where you have no idea where the traps are at, you KNOW where the traps are at as the survivor.
If the killer traps all 5 generators (which is really rare since traps can be disarmed while in the Ethereal Dimension), then just wait for the killer to leave the area. After the killer leaves the area, turn into a bunny and hop away because you can easily hide as a bunny (you're really small, just hide in the grass or something).
Also, the killer is really limited on their amount of traps, think about The Trapper, he will eventually run out of traps and will need to restock.
It's not really during the game but really just end game. When there's not a lot of gens left and if we need someone to go into the wtv realm to undo the trap whilst dodging the killer, hoping the other players understood and are going for it and not just hidding.
Like there's no chat in game, it would make it really hard to go against the Witch without a SWF group.
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@blue4zion said:
https://forum.deadbydaylight.com/en/discussion/comment/645838#Comment_645838
You made no point. We've never faced, you don't know if I have more skill than you.
I stg I am one of those people who don't complain about perks, I didn't even hate MOM as killer! Decisive is never an issue as It's unnecessary to tunnel and exhaustion perks aren't all that if you can use your damn brain. Dead hard is a joke unless they use it to get to a pallet. Adrenaline who? Most of my games don't even get to end game. Killers need to learn how to properly apply pressure, while protecting gens.
HOWEVER
Just as there are over powered killer builds where survivors have no chance,
there are overpowered swf builds that make a killer have no chance. These are not an accurate representation of the balance of the game.
I tell you this is irrelevant.
You could just stop chasing me but the specific loop I have in mind would destroy you unless you can teleport or set up a trap. Even then you must be extremely quick.
My point isn't even the perks anymore, it's certain map design.
Someone here made a good point that it's more a map problem than an exhaustion perk problem.
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@Appleseed said:
https://forum.deadbydaylight.com/en/discussion/comment/645933#Comment_645933
How does nerfing survivors even more make the killer queues shorter?
Bc not everyone would go survivor for an easy win ? Lol
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@Dwight_the_Locker said:
@Jallybwan My Take on a """"Good"""" Survivor Concept
SURVIVOR
INFO
Name - Andrew Werkon
Height - Average
Breathing - Loud
Groaning - Quiet
LORE
Andrew Werkon despised his job. Working at Cuckoo Central, the Crotus Penn Asylum. He got first dibs on who was going to torment as he worked the day shift. He liked one aspect of his job. Seeing those who he remembered from school stuck inside rooms.
This time, the school bit back. Two girls were convicted of murder and packed off to the madhouse. Andrew began the drove back when the wheel stopped moving and the cliff edge grew nearer.
The two footsteps were followed by a trail of blood until a stream washed away all hope that the members of that vehicle made it out alive.
PERKS
Fear the Dark
Your senses pick up as your mistake attracts unwanted attention. If you failed a skill check, the Killer's aura will be revealed to you for 3/4/5 Seconds. However, your scratch marks remain for 5/4/3 seconds longer.
"You ain't fearin the dark until it fights back" - Andrew
Proper Procedure
Your medical training helps those and yourself in ways you didn't expect.
Great Skill Check zones when healing are 10%/13%/15% bigger. There is also a 30%/35%/40% chance the killer will not be notified.
"This ain't the right way, do it like this." - Andrew
Breaking Point
The Entity has pushed you to the point where sanity is lost constantly. But in its place remains the Will to Survive.
Upon reaching your third and final hook, gain a 5% Wiggle Bonus, a 1%/3%/5% Generator Repair Boost but have the Broken Status Effect for 30s/40s/50s after the unhook.
"Very poor choice my dear friend." - Andrew
Thoughts?
I'm going to reply bc you tried to throw shade at me so...
Your lore is barely 3 paragraphs and breathing/groaning is the same accros all survivors.
What change it, is when you use an exhaustion perk. Test it dear.
Like your perks ideas tho ;)
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On one side I feel it could easily be OP but on the other extremely weak. So idk.
Good ideas but I'm unsure ?
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@GeneralSpudmuffin said:
The raw craving for a fresh kill grows to rival even that of the Entity, weakening its grip on you.
During a chase, you earn Bloodlust 2/3/5 seconds faster. Bloodlust lasts until the current chase ends(Escape or down, Injuring does not remove it). Upon leaving a chase, Bloodlust will linger for 10/12/15 seconds. Swing recovery(both miss and hit) is increased by 5/8/12%.
Feels like a good perk idea, not sure about a hex. Seems a bit weak.
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I really like the idea but idk the bunny form for a whole 30s feel REALLY strong.
Imagine being very unlucky and all 4 survivors turn into one. Nothing is being done at all for 30s and 2 or more potentially die.
Especially since you could just trap all gens end game making it impossible for survivors to repair any.
5 traps for 3 gens right ?
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I have a question, does this perk cause exhaustion ?
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I do not particularly like you but you have fun gifs. Lol
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@LegendCZ said:
https://forum.deadbydaylight.com/en/discussion/comment/648840#Comment_648840
Thats some REALLY amazing tips thank you! Will put some of them in use latter.
But we still have a lot of probles with other killers. To name few Wraith, Trapper, The Shape, Clown etc ...
This game simply needs to get some of the things together. Killers overall feel really weak at this very moment. At least again thats my personal opinion as in OP.
That's np and I definetly agree.
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@LegendCZ said:
https://forum.deadbydaylight.com/en/discussion/comment/648788#Comment_648788
I find it is rather useful, and alread yused the tactics, but the time it takes to put Hag trap down make it kinda counterproductive. I put traps infrom of everyloop i find while guarding a generators, but thats the best i can personaly do. But i still find it difficult to master this. But i belive i get there. So i hope you are alright on me being wrong :P
Well ... This is definetly not okay. FFS, after game with all 2-3 rank survivors, i got flamed post lobby as total looser and to unistal the game, how do you think i felt? I did my best, yet when survivors can litelary circle around me, something feels really off.
From playing her a lot don't even bother protecting gens. Use your traps around your totems so ppl can't cleanse them, put some on the outer side of the pallets they would run to if you started a chase, try to remember sometimes your height can help you deceive a survivor and of course put some traps around hooks as most survivors are too dumb to crouch when getting unhooked.
Also, this is new for me but the add-on which cause collision for traps can literally block certain areas. Even when they're not deployed they block a certain space. Although it takes away the ability to teleport to the traps. It can be insane during chases when the survivors become trap in a room when they expected to jump of a window or balcony.
It really helps for those stupid toxic loops...and again that's a tip for the Hag but idk for other killers that cannot set up traps or teleport.
Finally, if you do not really like the trap setting up speed, although from a post rework Hag this is much better since the buff (it use to take a lot longer, a long time ago, to set up traps.) There are add-ons that makes it faster.
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Well I main the Hag so maybe I just got really use to it and don't notice it anymore.
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Small game: Trigger an audio notification when looking in the direction of a killer belonging (traps, totem, etc) within 10m/12m/14m. Additionally If it is a totem, its aura will be shown to the survivor for 3s/4s/5s.
How about that ?
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That's a joke right ?
I mean just stay away from hook basements ?
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Maybe you were just too close ? I Play the Hag alot and although there can be some weird LoS and angles, that never happened to me.