TheUnendingNightmare
TheUnendingNightmare
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- TheUnendingNightmare
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Comments
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@Yung_Slug said:
> Perk is called "Bully"
> Doesn't want it to be toxic
In all seriousness, it's an interesting perk. I do think it should have more uses though, considering distortion has 3 uses and has a more useful effect.
Don't want it "too" toxic. XD
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@GeneralSpudmuffin said:
Neat idea, but making it once per match seems a bit lackluster... Maybe instead, give it something like an 80 second cooldown or something.
I made it twice but I don't want to make it too OP or toxic.
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I'd say take away the ability to see each others at all time.
The perk is already super strong so if you want to do stuff together it should be a bit harder to find each others, it would combo well with "Bonds" to achieve a similar effect but much more balanced.
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How about this year Nea reveals her true form ?
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Me: I FOUND THE HEX GUYS!
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Would be nice but since the guy who made the movies was arrested for possession of child pornographie I doubt the devs will agree to give him money to buy the license.
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@Dr_Loomis said:
What would make them scream?
When the totem is cleanse and break appart.
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@Pumpkin_King said:
First of all: The inspiration for this idea developed by watching this video
OMG I’m Blurry has her own idea in this video on how you could change the time problem with the main objective of the survivors and I developed mine thinking about her idea.
The Problem
This topic has been around quite the while and some people say gen rushing doesn't exist , some people say that their need to be nerfs to gen rushing, but the fact is that it's hard coded into the game that a gen takes 80 seconds to be completed if only one survivor works on it, without perks, items and item addons. So for all 5 gens to be done not counting the time finding and running to it, it takes you 160 seconds, since 3 gens can be worked on simultaneously while one survivor distracts the killer. That's about 2 minutes and 40 seconds. Yes I know you can argue about games going too fast or too slow. But at some point every survivor can do gens and this 2 minutes 40 seconds are no problem to achieve. Of course under normal circumstances a killer applies pressure, but not every killer has the ability to apply this kind of pressure. For survivors surviving might be fun , but it's no challenge with this small amount of time to finish the main objective.
By the way I didn't forget Ruin, it's just that it's not hard to counter. You either need to find a Hex Totem that most of the time spawns in the open or you just stop for a few seconds after you hit the good skill check, sometimes you don't even need to hit anything because you didn't get a skill check at all. After all it can't be that the only thing slowing the game down a little bit is a perk (considering all the perks that slow the game down by applying an effect to generators).
The Idea
So the problem with the all the ideas is that they are either changes to the game that make it harder for devs to implant them or it's changes that would need a lot of balancing. Considering that I tried to combine already existing mechanics to make it very easy for the devs to add this idea, since it's already partially existing.
So this is the comment I wrote under the video including my idea:
"Just imagine , we could suggest something that's even easier for the devs to do. What if you had as a secondary objective cleansing totems. If you done all the gens and you open the exit gates , but there are still totems , the gates are blocked like when they are with blood warden. It would give the the game another objective that would make sense lore wise. I mean why would either the Entity or a killer do all this work with totems when they just get ignored and don't do anything except activate noed , or turn into a hex totem. Plus it would give noed a stronger use. It would be a double punishment for people not doing the totems but rushing the gens. If the devs just adjust the time you need to do totems , it works very well.
On the other side , perks like Detectives Hunch become extremely strong. ; Maybe the devs could add a debuff to the totems ; A status effect , if you did a totem you get the status effect "Curse" : "Handling the otherworldly left a mark on you, do an earthly objective" This status effect disappears after you completed a generator or got chased by the killer and escaped or got unhooked/unhooked yourself. If the survivor decides to do another totem instead his totem cleansing speed is considerably reduced, the oblivious status effect is applied to him and in a short period crows cawing can be heard by the killer if he's close to the totem. ( Maybe the devs could use tremendously instead of considerably; It depends on the time it actually takes)
I would really love to hear additions, changes or just your opinion on my idea :)
My idea just takes what is already there and makes it useful. It does implement some new features like the Status effect : Curse , but it doesn't implement something that's not already there.
There might need to be some changes like maybe a time limit for how long you need to be chased by the killer to lose the status effect. But since I don't know all the numbers and couldn't test anything I can't really balance it perfectly.
Secondary Objective
In this part I'm going to summarize the secondary objective, so that everyone has clear understanding of the effects and how this is supposed to work.
Dull totems are no longer useless: With this change the survivors have a secondary objective to escape the trial; The Entity is no longer satisfied by letting survivors escape by showing their physical and mechanical skills. The Entity put a curse on all the totems in the trial (Including dull and hex totems). Together all the totems block the exit gates, similar to how blood warden blocks the exit gates. So if survivors want to escape they not only need to focus on repairing all the generators but cleansing all the totems as well. But beware the Entity doesn't like to be rushed: After cleansing a totem survivors now get the "Curse" status effect.
"Handling the otherworldly left a mark on you, do an earthly objective" This status effect disappears after you completed a generator or got chased by the killer and escaped or got unhooked/unhooked yourself. If the survivor decides to do another totem instead his totem cleansing speed is considerably reduced, the oblivious status effect is applied to him and in a short period crows cawing can be heard by the killer if he's close to the totem.
If the exit gates have been opened and there are still totems in the trial, the Endgame timer isn't counting down until all the totems have been cleansed.
After completing all the gens the Hatch spawns in the trial, but the black lock can only open if conditions are met:
- There's only 1 survivor left.
- If more than 1 survivor is left: at least 3 totems have been cleansed during the trial and the survivors need to open the Hatch with a key.
- If more than 1 survivors is left and less than 3 totems have been cleansed it won't open even if the survivors try to use a key.
Hex: No one escapes death is now a lot more of a punishment for survivors than a second chance for killers.
Blood Warden now activates when the Endgame timer starts counting down.
Additions
Counter to killer just guarding one totem: "If there's only one totem left, the Endgame will break the totem in 40(maybe 60) seconds, after it has been broken the Endgame timer starts counting down."
Feedback
I really hope the devs are reading this and consider implementing my idea.
Please feel free to give constructive feedback on my idea, I apologize for bad grammar , English is not my native language. And if you have any suggestions , changes or additions, I would love to hear them.
If we all stand behind this idea the devs hopefully see this and might finally implement a secondary objective!
I dislike it bc it force you to go for an exhaustion build since you'll be forced to fight.
Maybe you do not like immersion but you still have to consider those players has even the devs still make map (Hawking lab) and perks (Nancy healing perk) for that kind of playstyle.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/704742#Comment_704742
I meant balanced landing's passive effect rather than the speed boost. The exhaustion makes the perk a little more balanced, but it would still look pretty ridiculous and it might break certain map tiles.
Yes it's more of a fun thought than actual idea. I just thought it would be kinda cool and add more playstyles.
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@Blueberry said:
This would be a buff, if anything this perk needs a nerf. It's one of the best perks in the game.
Imo it shouldn't work once exit gates are powered or it should only have one use (counting when a hit is blocked).
With the way oblivious work definetly not.
Also, yes it's a buff bc BT needs it. It's like DS mostly useless.
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@DinosuarOats said:
Sounds like it would make the game a lot less fun
(This game is not supposed to be highly competitive)
Ranks, meta perks, SWF. This game is competitive. Nothing like F13.
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@Kerbert said:
ummm no.
I'm a red rank killer and don't see how this could be a bad thing.
Honestly this would just help survivors not to be tunneled.
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@Yung_Slug said:
And they can do that every 40 seconds with no exhaustion? Aside from how silly that would look, it would probably break a lot of loops, especially with balanced landing. Imagine chasing a survivor in The Game and they just jump up to the second floor.
Yes that's an exhaustion perk. Didn't I write it somewhere ?
So no you couldn't use balance landing after this. Or any exhaustion perks actually.
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I would love to get Buffy and/or Willow has survivors.
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Well...actually Leatherface higher ups is kinda hard bc since most ppl(not me) run an exhaustion build they can get ######### over pretty quickly.
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Old post but again it is completly ######### up. Especially against the Spirit, sometimes I pallet and she literally dc and at first I thought this was rage quit but the consistency and quickness make me think otherwise.
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@Acesthetiic said:
https://forum.deadbydaylight.com/en/discussion/comment/703955#Comment_703955
You don’t need hex’s on hag IMO. Pop Goes The Weasel, Save the Best for Last, Monitor & Abuse, Corrupted Intervention are all great perks for her and a solid build all together.
Not saying it isn't.
I like making rp builds that works. That's all.
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For me it's more the map I don't see.
I understand they dont want another fiasco like when they released Legion but...I was hoping to see it more often...
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I agree and disagree.
It's easy imo to rank up with good killers that suits you but the fact you get lowered when you are playing killers you don't like or are not good with is just logical and basically reset you on the "get good" scale.
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@PeenutsButt3r said:
https://forum.deadbydaylight.com/en/discussion/comment/703955#Comment_703955
That's what I'm rocking, didn't think there's one would say that, except for the 4th one I'll probably go with another hex or bbq if I want some BP. But still they popping totems and gens like crazy plus some free totems already near the gens, with a really good group of survivors I'll get 1-2 kills with the build at most but mostly with 5 gens already done.
I usually get full team kill.
How is your trap placement ? Like where do you put them ?
I find a lot of begginer Hag wrongly put them around gens. The best place to put them is before or/and after vaults/pallets has if the survivors were running away from you or a gen.
Also, during a chase don't be afraid to put a trap to break a loop. Even higher ups will most often then not trigger it and give you time to get a hit or use their DH.
And again about "Haunted ground" its just a decoy not an actual reliable way to get kills.
P.S you could switch "Spies from the shadows" for "Tanatophobia", it often cause survivor to think there's still an hex around and franctically search everywhere instead of repairing gens.
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@slingshotsurvivor said:
https://forum.deadbydaylight.com/en/discussion/comment/703927#Comment_703927
Uhmmm when? Because I play on PS4 and it's lit asf. As a killer it's soooo easy to spot survivors from across the map even Claudette who also was lightened significantly.
I agree with @Mochan it's and think it's your monitor/TV.
Yeah sure I'm done with this post, good day ^^
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@grayon444 said:
https://forum.deadbydaylight.com/en/discussion/comment/704038#Comment_704038
Your point is i shouldn't play Claudette with an aggressive playstyle because she is designed to be stealthy.Again because you said ''you can, but you shouldn't'' doesn't take out what you had just said.
Look at why this post was made and the fact you play agressive with Claudette, eye my red rank.
*Face palm*
Okay I'm done. Good day.
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Just switch for DS or use OoO so you can see Freddy's aura at all time.
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@grayon444 said:
https://forum.deadbydaylight.com/en/discussion/comment/704017#Comment_704017
I do not want everyone to agree with me.You just made a very dumb point, and i got mad.
I'm the only one bringing facts to the point of talking about obvious character design and optimal gameplay.
You called me names and gave no solid argumentation. How is MY point dumb ? Please enlighten me.
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@grayon444 said:
https://forum.deadbydaylight.com/en/discussion/comment/704012#Comment_704012
Why is it 'counter productive' as you said?You think she's supposed to be played stealthy because she has the best stealth potential?I don't think so.
Facts:
Wether you think it dark enough in your opiniong of not;
-The overhaul design of the game and color pallet allows her to camouflage extremly well even in plain sight (hence ALL the meme and parody)
- Her small stature add to her ability to hide in Little corners and such.
So imo trying to play agressive with her is "counter productive" bc since she is so well designed to be stealthy why go against it ?
So I'm not saying you "couldn't" but that you "shouldn't"
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@grayon444 said:
https://forum.deadbydaylight.com/en/discussion/comment/703995#Comment_703995
What are you on about?So Claudette's can't play aggressively?That is the most stupid ######### i have ever heard on this forum.Every survivor can play how they want to play.It really depends on the person who controls the survivor.
Also, if you can't have a civilized conversation and keep bad mouthing me idk why you even made a post in the first place.
Yes not everyone will agree with you. Learn to deal with it.
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@grayon444 said:
https://forum.deadbydaylight.com/en/discussion/comment/703995#Comment_703995
What are you on about?So Claudette's can't play aggressively?That is the most stupid ######### i have ever heard on this forum.Every survivor can play how they want to play.It really depends on the person who controls the survivor.
You both should take time to properly read.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/703995#Comment_703995
You seem to have a fundamental misunderstanding of the survivor side of the game if you think Claudette isn't allowed to play aggressively.
Did I say he couldn't ?? I said he shouldn't.
Also, I'm red rank so I think I understand this game A LOT.
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/703989#Comment_703989
But isn’t second wind one time only?
Isn't everytime you fully heal someone ? Or unhook or get unhooked ?
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@Mochan said:
I don't know what to tell you. I showed you photographic evidence of what the game looks like today and how it used to look two years ago. I can even take a screenshot next time I play Haddonfield just so you know I'm not BSing.
The game is too bright with unnatural levels of gamma and saturation that just look plain bad.
The game is significantly brighter today than it used to be and even the devs confirm that. Peanits has mentioned that the game is brighter today and that this was done at the request of players who thought the game was too dark. The game is a lot brighter than it used to be. Unnaturally so. This is a fact.
Evidence ? First off you could just max or lower gamma setting then take the pic but that's not my point.
My situation happened in the meat factory map and survivors brought 3 purple flasks. That's how we started the game I couldn't see anything bc it was literally so dark I couldn't even see lockers.
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@grayon444 said:
https://forum.deadbydaylight.com/en/discussion/comment/703911#Comment_703911
Are you an idiot or are you just trolling?Listen i am a very aggressive player and i don't care about stealth AT ALL.I just want the old look of the game for survivors, that is all.Killers can have a brighter view i don't care.I'm sorry for calling you names but please read my writings uder the title.I DO NOT want killers to get the old lightning back.
I'm not even going go reply anything beside that playing agressive with Claudette is counter productive.
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/703932#Comment_703932
How is it a crutch headache perk? Isn’t it literally just a heal over time perk? How is it on par with something like Adrenaline?
Bc adrenaline requires you to reach end game and activate only once. This is literally a safer selfcare.
I kinda see this has too many steps and understand what you mean. Although at the same time I see how OP this could easily become.
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I wish that the fake totem aura would be another color tho so you know which one to protect instead of being worried about all of your totems.
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@xEa said:
Honestly, in very rare situations. Survivors are aware of this perk and will simply hide it out. You can consider yourself lucky if you get 1-2 hooks but most of the time, you wont gain anything.
Playing DBD for 1000 hours now, im pretty sure i never got downed by this Hex even a single time. And i am the complete oposite of a sneaky survivor.
I've downed a few survivors but tbh like I said it's mainly to distract from the hexes you're protecting.
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Idk all my other games run just fine (Don't even think, F13, FF14, Man of medan)
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/702764#Comment_702764
Here's another example of you "git gut"
I mean , look how fast M1 killers get rushed. This plague is ok as killer, she does some mindgames, but this video states how fast can 3 gens get popped.
Literally 3 gens in 80 seconds
I mainly noticed how she doesn't have Tanatophobia, Ruin or even her own perk that blocks gens for 120s.
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I use it mainly has a diversion from all my other hexes.
(Main Hag red rank)
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/703955#Comment_703955
How is spies from the shadows supposed to slow the game down? It's just a tracking perk
You could change that one for another. I just think it's good when you patrol gens and survivors are trying to be immersive.
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Hag main red rank;
1- Hex: Ruin
2- Hex: Haunted ground
3- Hex: Thrill of the hunt
4- Spies from the shadows
Note: If this doesn't slow the game down...nothing will...
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@Mochan said:
I know nothing about the PS4, so I will not comment.
But the game is lit as duck on the PC. I doubt they'd make the game bright on one platform and dark on another, though. They haven't darkened the game since the patch last year that changed the engine.
Seriously my game settings are on maximum and certain maps are still extremly dark (Myers map, meat packing factory, the red forrest). Also, when 4 survivors bring the purple fog flask ######### gets INSANE.
I also don't think they would make it different. But I swear that since the Demogorgon release, the maps I just talked about are much darker than ever. Idk if it's a bug but this is true.
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Sure but then insta heal add-on should only activate when going down.
No ? That's what I thought.
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I agree with Mochan. If I see you heal and understand you have such a crutch perk I'm killing you so I don't have a headache later.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/703037#Comment_703037
Something has to be wrong with your monitor, this game is lit as heck.
Not they made it darker recently(PS4) maybe YOUR settings are too high.
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Are you trolling ? Is he/she serious rn ?
Not only did they already made certain maps and basements of certain maps dark af but Claudette lbh is black and dressed in brown which is 90% of the color pallet for this game...
Either get better at immersing yourself or change for a loop and juke build.
(Red rank both sides)
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@SpaceCoconut said:
When I play hag and they run to pallets I've trapped... it never gets old.
Although this match had the coolest teleport intercept I've ever done :)
The magic happens at 10:10
OMG I though I was the only one doing that ! XD I never see youtubers do it! XD
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I made a few modifications again :p
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Tbh the whole perk is weak.
I mean unless you are just starting or literally NEVER played has a killer, you won't need it since you probably know how scratchmarks work.
Imo they should add another effect in addition of the scratchmarks and faster walk.
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Idk since the update I've been completly unable to counter his expose mechanic even when I was looking at him with no cover...so idk feel he's already been buffed...
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@Pandamonium said:
Are you planning on building a survivor for this or is this a perk that all survivors will have (Non-teachable like deja vu or we'll make it)? So if you run this perk and you get hit, will the other survivor receive the hit and vice versa or only when they take a hit and you absorb it? Because if it is the first one, it could really screw up the either one of you without asking for that effect. How long will this last? For the rest of the match until that perk kicks in, 60 seconds or 120 seconds? How about status effects like exposed and mangled? Will those get transferred over too? What will the changes be over all the tiers of the perks?
Essentially this would work similar to BT except you or the hooked survivor could equip it to get the effects.
If you get hit, your soulamte receive the damage, get into the mangled status effect for 20s and lose the soulmate status.
I would make it last the exact same amount of time has BT.
Imo this would prevent ppl unhooking others when chased since this would screw them over. It would also prevent camping in a way has either survivors couldn't be instantly downed and hooked again.
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All I'm saying is that it's useful. If anything just for the fact it can make survivors cleanse the wrong totem.
My Build with the Hag;
1- Hex: haunted ground
2- Hex: Ruin
3- Hex: Thrill of the hunt
4- Spies from the shadows
So yeah my build is almost all hex. It maybe why I find it incredibly useful the way it is.