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TraitorousLeopard

TraitorousLeopard

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TraitorousLeopard
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  • I'm still amazed that the Kate one just uses her CG model for the head. The quality on these wasn't great to begin with, kind of surprising that it's going downhill over time instead of up.

  • Prestiging seems pretty silly when cosmetic options exist. If your only options were Default or Bloody, I could understand the investment, but usually there's something more fun to dress up your character with.

    For me, the priority goes All Teachables Unlocked -> All Perks on my favorite characters -> All perks on every killer -> All perks on every survivor -> Big stockpile of my favorite addons -> Maybe someday, if I'm sitting on 1 million BP with all perks on everyone, I'll prestige someone.

  • I would mostly say map info perks like Windows of Opportunity, Zanshin Tactics, Small Game, Spies from the Shadows, etc. and avoidable-mistake-protecting perks like Technician and Unrelenting. These perks are generally bad, but more importantly they get less useful as the player gets better at the game. There are a lot of others that are just as much of a wasted perk slot, but usually those stay just as bad no matter the skill level.

  • Ben Drowned, and the chase music is just King Kong.

  • Killers don't always play along, but pointing at a hook tends to be the gesture for "Please kill me so I can leave."

  • Honestly this would be a fantastic buff for Mindbreaker.

  • For the ranking system? Sure, since that's on its way out anyway. For the new MMR system? Definitely no.

  • I got it with a not-so-great Nurse. The blinking sounds cover your footsteps and the slow default speed means you can hug her butt while she chases someone else.

    Now I'm stuck on Kate's "do badly, but not THAT badly" Master Challenge.

  • The current ranking system is bad, but to be fair you literally didn't do anything skillful the entire match. You held M1 for a while and left. Even with the new MMR system, I would hope that just working on generators and leaving would result in no rank increase.

  • @C3Tooth said:

    So thats mean gunshot a survivor then M1 will drops 2 token? Sounds much but actually fair, he may had 125% speed before shooting after all

    But to get that he would have needed to end 2 separate chases with the obsession, plus waiting out PWYF's cooldown. That's a game-throwing amount of wasted to just to land 1 hit more easily.

    @DelsKibara said:

    It's technically an "Offensive Action"

    Tombstone Myers can straight-up murder people without losing tokens. "Offensive Action" is a weird term for it, but even though it can technically damage, I would still say that the redeemer is closer to Doc shocks and clown bottles, a means of securing a hit rather than the hit itself.

  • Only issue I can see with this is that it'd be the death of certain gimmick builds. Trying to do Jumpscare Myers and getting one of the many big, open maps instead of an indoor map basically ruins the whole build.


    Right now, I'd say that it'd be a good change to remove them. But ideally, we could just have more balanced maps and buffs for other offerings instead.

  • Only issue is that this is basically a better Alert in addition to AMN's regular function. Unless your teammates are throwing the game by randomly dropping pallets, knowing where a dropped pallet is means knowing where the Killer is. Plus seeing the dropped pallet dissapear means you know when they're stopping to kick.

    Maybe restrict it to pallets that have been dropped for 15-20 seconds? Then you'd know which ones were truly left alone, instead of seeing every pallet as it's dropped and kicked.

  • I'd rather have this be a buff to a much weaker hook-related Perk, like Slippery Meat or Camaraderie. Deliverance isn't OP but it definitely doesn't need a buff more than those, plus it'd be some good perk synergy.

  • To be fair, two of the most iconic Killers in all of cinema wear;

    -A discolored rubber Captain Kirk mask

    -A generic hockey mask

    Which would totally fit the description of "something you'd find in the trashcan of a Halloween store for kids."

  • It's almost like injured survivors have visual and audio cues to give them away that healthy survivors don't have. Pretty common where a Killer will return to the hook, see no one, and then hear the injured guy who just got unhooked. To ask the killer, who spent time walking back there, to ignore them when no other targets are present, is basically asking them to throw games.

    Unfortunately, a lot of the time the answer to "why are people who were just unhooked being targeted" is because the game is literally designed around it, and Perks are basically all that keeps tunneling from being the smart approach 100% of the time.

  • Only if I can sit in the locker for 40 seconds and accumulate 5 extra health states.

  • Add a bunch of silly scoring events.

    Yoink! - 500 Survival points for grabbing an item from a chest someone else opened.

    Numero Uno, Baby - 2,000 extra Survival points for escaping while another player is hooked

    Someone Needs a Hug... - 5 altruism points/second spent within 5m of the killer while not running

    I Got You Something! - 1,000 altruism points for dropping an item within 10m of the killer

    We don't need no stinkin' pallets! - 1,000 boldness for dropping a pallet outside of a chase

    Friend to the Animals - 5 altruism bp/s for being near a crow without scaring it away.

    ---

    And I'll name him George... - 5 deviousness/second for being within 5m of a survivor and not attacking them

    YOU. FORGOT. YOUR. HAT. - 3000 Deviousness, Put 4 reverse bear traps on the same survivor

    Just Shy - 50BP/second for standing still and looking at survivors without stalking them as The Shape

    Smoke Bomb! - 500BP as Clown, throw a tonic within 3m of yourself then leave the chase

    Natural Habitat - 5BP/second for being in the basement as Bubba

    It's Happens... - 500BP to step in your own trap as trapper

  • I'd say that-

    1. The Killer should be very clearly informed if the survivor has DS. Survivors often abuse matching cosmetics for this exact reason, so the killer wastes time chasing what they thought was a different survivor, only to be hit with a DS at the end. Let the Killer know who to avoid.

    2. Interacting with anything should shorten or cancel the remaining duration. You can't tell the killer they should leave a survivor alone if that survivor is repairing gens, breaking totems, healing teammates, etc. If you're in a safe enough position that you can go back to working on objectives, you don't need the safety net of DS anymore.

  • Babysitter- In addition to hiding blood and scratch marks, the person you unhook moves at 150% movement speed for 5 seconds.

    Better Together- In addition to other survivors within 32m seeing your aura when you work on a generator, you can see the aura of other survivors in a chase within 32m while on a generator. While they see your aura, you gain a 100% bonus to BP in the objectives category, and they gain a 100% bonus to BP in the boldness category.

  • You should be able to see your injured allies still with empathy. Just not the dying ones.

    And obviously it is meant to be used in a way where you leave people slugged for longer than normal. It'd be pretty useless if you didn't.

    Now, letting you bleed out is a bit extreme, but as long as the game is able to progress towards an end, it's not holding the game hostage.

  • I know it would never be meta, but I'd love an exhaustion perk that dealt with scratch marks. Either;

    A) A brief, maybe 5 or so second period, where your character makes no noise from breathing, grunts of pain, and leaves no scratch marks.

    B) Your character makes an explosion of scratch marks in a radius around you (If standing still) or a line in front of you (if moving) and these scratch marks remain fresh and visible for longer than normal.

  • For me, and I think a lot of people, a crazy game where you go for a dumb/risky save and 2-4 people die instead of 1, it was still a much more enjoyable end to the match.

    Leaving with people in the hook is never fun, interesting, or satisfying. It's just boring. It's the "smart" play... but it's only smart if you care way too much about 5K BP.

    If the killer actually chased one guy, hooked him after 5 gens, and then facecamps him with NOED, that means you spent the whole game doing nothing but gens. And now, at the end, presented with an opportunity to actually play the video game and interact with the killer to get your teammate out... you just leave? "No thanks, I had too much excitement from those skill checks and that one time I heard the terror radius a little. Five thousand BP is much too valuable, think of all the thing I could buy with it."

  • The devs said their goal was that you should hit 70 if you do all the challenges. Tome 1, I was at about 61 after finishing all challenges except 6 Feet Under. Tome 2, I'm currently at 67 after finishing all but one normal, 3 Rift Crystal challenge. So I'd definitely say they did a much better job, plus we didn't have any absolute nonsense challenges this time around like "4 gens with Dark Sense" or "2 unhooks during EGC". I'll take grindy challenges over stupid, game-throwing challenges any day.

  • "Also, you can't mind game survivors when you are vaulting now which hinders her a bit. "

    I mean, there is that thing where you can invisibly zoom around the entire loop in a second or two, that's a pretty good trick.

    Spirit is a lot of things, hindered is not one of them.

  • I would say no since it deprives survivors of most SF counterplay. You can count pallets broken, observe how little the killer seems to be respecting pallets, see if they've got Enduring, etc. and use that info to know when you can stun and when you have to drop pallets early. If you can just go to some random part of the map, break two walls, and bring SF into a chase with an unsuspecting survivor who never even had the chance to see you build it up, that seems even less fair.

  • @Slaughterhouse3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1173750#Comment_1173750

    No nerfs....just some addons redone lol everytime someone wants a change it does not always mean a nerf :/ im not even a survivor main 😂

    I wasn't saying you were suggesting a nerf, quite the opposite. Suggesting that Hag get an add-on that protects her traps from flashlights would be a huge buff, one that I don't think she really needs.

  • Jane. These Cowardettes are trying to suggest a survivor who blends in, but you want one who STANDS OUT, with her rainbow shirts, anti-stealth thickness, and uncomfortably loud injured moans.

  • Probably Tenacity. It's just fun to be confused for a second why you can't pick up the person you just downed, then you see them DEJA VU around the corner at (relatively) lightning speed.

  • Hag is already pretty strong, and in a way that most people find terribly unfun to play against. You want her to have add-ons to give survivors even less counterplay?

    If anything, buff her non-teleport add-ons. That way base Hag stays just as strong, but you add a more viable alternative playstyles that some people might enjoy more to play as and against, sort of like how the existence of Pallet Freddy adds variety without nerfing him overall.

  • Pretty much everything I've heard from the devs on the topic has been them consistently saying that playing any way that doesn't prevent the game from ending (AKA taking the game hostage) isn't a bannable offense. If it really went down as your friend described it, then this was definitely a misstep of the report/ban system.

    If I had to guess, he probably got a lot of bans that were inaccurate- people reporting him for something similar to taking the game hostage, even though that wasn't the case, and he either got automatically banned after a certain number of reports or he was issued a ban by someone who just looked at the reports without really looking into the games themselves.

  • @not_Queen said:

    @BabyCameron10

    The killer running Infectious Fright already has to fill conditions to activate the perk's effects. The idea of having the terror radius as one of the condition (and not a flat 32m) is to allow for perk synergy. As for the cooldown, adding something like this would greatly diminish the strength of the perk and we think it is unnecessary in it's current form.

    Survivors choosing to remain in the killer terror radius while a teammate is getting chased nearby are taking a risk. Infectious Fright is a perk that makes this risk greater if the chase comes to an end. We think it is doing what it has been designed for.

    TLDR

    At the moment, we have no plans to change Infectious Fright.

    Not really looking for a change, but curious- why was Infectious Fright changed to remove the "basic attack" requirement, while many other, arguably weaker perks (Third Seal, Remember Me, Surge) still keep the basic attack requirement?

  • It's like Devour Hope, but instead of building up to "kill the entire survivor team," you build up to "survivors actually have to pay attention when repairing."

  • Oof. An Ebony Mori Freddy and an OoO user running behind a trap-based killer and disarming all their traps... you two were made for each other.

  • So you went AFK mid-match, and now you're upset that your team was willing to rat out your hiding place over it?

  • @RakimSockem said:

    I love that people's argument for being against No Mither stopping blood orbs is "A whole team can run No Mither and counter his power"

    LOL okay??? So a whole team can run around being one shot and constantly having to hear the injured music.

    Oni still gets his power from hitting people.

    There's no way to predict that you'll be against an Oni so you would have to run a 4 man no mither squad against a lot of other killers just to wait for a match where you get an Oni.

    And you would have the most trash perk in the game taking up an entire slot in your loadout.

    Meanwhile, survivors can already run a full team of Calm Spirit and hard counter Doctor, without using a trash perk that makes you a liability to the team

    Strength and balance has nothing to do with it. No one is saying that a No Mither squad would be too strong for Oni, but if someone picked Oni they probably want to suck blood, sprint around the map, and bash people into the dirt. Denying them that in exchange for being a powerless M1 killer against gimped survivors isn't fun or interesting for anyone involved.

    Also, I think the idea that buffing No Mither by making it work against one killer's power is an awful way to go about it. No, it would not make No Mither OP or too strong against Oni, but it's an awful way to "balance" any perk.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1146375#Comment_1146375

    But Killers alreay have a higher killrate on that map than the others. Removing pallets makes that worse.

    If I had to guess, it's because Gideon's layout is confusing, the walls give the killer opportunities to sneak up on survivors, and you can pressure gens on both floors with your terror radius. All of these things become less effective against skilled survivors who know the map, but the strong pallets are much more effective in the hands of survivors who know how to loop them.

    For the majority of players who die in The Game because they couldn't tell which way the killer was coming from or it took them a minute to find the stairs, I don't think adjusting the pallets would matter much.

  • Honestly, with how queues are currently, the Killer option is to just actually DC. There's a good chance I could wait out my ban and get into a new match before the survivors from the same match would.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147005#Comment_1147005

    They're all 1 hit. And the rework to No Mither allows the Oni to get their power twice a match anyway... but then again, they will leave orbs anyway when hooked.

    And besides, that is a very specific loadout to counter 1 killer when that loadout is weak to every other killer.

    Just because it puts the Oni in a good position doesn't mean it's going to be a fun or interesting game for them. Plague is the same way- the survivors staying weak and sick doesn't make the plague feel strong or powerful, it just denies the killer any chance to have fun with their power. Oni being denied blood against a team of No Mithers might be balanced, but it's boring for everyone involved.

  • Why on earth was Technician in your regular perk selection to begin with?

  • @Deathslinger said:

    I don’t play much DbD any more (right now) but I played a lil bit of Oni for the first time a few days ago. Can survivors pick up blood orbs? I feel like I heard something on a video or something and now I’m second guessing everything I know about blood orbs.

    Survivors briefly see blood orbs when they first appear so they have an idea of how much blood they're giving the Oni.

    With the add-on Renjiro's Bloody Glove, Survivors see them permanently and touching them removes the blood orb, but also reveals their aura to the killer. Otherwise, survivors cannot destroy blood orbs.

  • In the same way that modifying textures would give you a visual advantage (ie making Claudette's skin hot pink) and is therefore banned, modifying sounds and their volumes would give a distinct advantage over people who chose not to.

    Personally, I think its already a shame that people play on the lowest graphics settings because it increases visibility, I'd rather not have people feeling obligated to remove the music for a gameplay advantage.

  • If you're doing a "down, hook, down, hook" approach and getting a 12-hook game, it basically means the survivors were horribly matched against your skill level. Any team of survivors at your skill level or above, you'll need to do at least some slugging and patrolling to win.

  • Counter Idea: Overheating Bubba's chainsaw causes it to literally catch on fire. Burning survivors have their hook progress and bleedout speeds doubled, for maximum camping efficiency. That's right, we're doubling down on his camp potential. Think you can finish all the gens before this first guy dies on hook? Not anymore, gen-rushers.

  • 2big

    Same issue as Temple of Purgation; they make a couple big, cool, visually unique structures, and then for some reason decide that these need to be absolutely surrounded on all sides by maze tiles, plus shack thrown in. If you just lopped off some of those Maze tile areas, it'd probably be fine.

  • @cosmicvolts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1136593#Comment_1136593

    those situations are different and not logical though. A person standing in front of a hook would prevent someone from hanging them, A killer barely blocking a literal hole in the ground that i can still walk over but not press anything to use is bullcrap.. a killer standing in front of a window preventing a vault makes sense. Theres no reason a killer action should override a survivor action, the killer doesnt detriment from being blocked from hanging someone if anything that gives them an advantage by injuring another survivor?

    Logic doesn't really factor in- their collision box prevents you from reaching the hatch and that's what matters. "Logically" you could squeeze around them and get in the hole, but that's a level of realism in movement that isn't present in any of the other game mechanics. I could argue that, logically, a survivor crouching in front of the hook shouldn't block anything because I'm hoisting a survivor up above them- they should get hooked, and then their dangling body would just smack into the person under them.

    Also, this isn't an action overiding another action. It's your character not being able to perform an action because someone is in the way. The game isn't picking picking favorites on killer or survivor, it's just enforcing a universal rule that you can't interact with things if something's blocking you.

  • @cosmicvolts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1136556#Comment_1136556

    but either way its unfair to have a killer action override survivor there should be an equal opportunity.

    I mean, that's the principle of body-blocking. You could just as well say "a survivor standing by a hook shouldn't prevent a person from being hooked" or "a killer standing in front of a window shouldn't stop a survivor from vaulting through it." Players take up space, and they can use that to their advantage, killer or survivor.

  • @cosmicvolts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133215#Comment_1133215

    Why would they not just close it? Isn't that considered griefing and or toxic? just close the hatch or change it so that the killer's action does not override the survivors? kinda bunk

    No, it's not toxic because the survivor could just be sitting next to an exit gate. If the Killer closes the hatch and powers the gates, there's a decent chance the survivor could leave before the killer can check both gates, so camping them can give you a 50/50 shot at living. So if the Killer wants their 4K, hanging around the hatch until you see the survivor poke their head out isn't a bad idea.

  • @Supernaut said:

    Oh noes! Just realised the new tome level comes out before the new killer!

    I've maxxed everything out and have 15 unclaimed challenges! Was hoping I could just blitz into these and spend all the points on the new characters.

    That shouldn't be an issue, I think? Just leave all your Tome 3 challenges alone and jump into Tome 4.

  • Playing Favorites - Sacrifice every survivor on the hook except the obsession in a trial. (The obsession surviving, being mori'd, dying to EGC, or DCing all count, so long as everyone else is hooked to death and they aren't)

    Don't Touch My Stuff - Hit 3 survivors within 10 seconds of them interacting with a chest, hook sabotage, or totem.

    Mercy or Malice - Drop a survivor within 12 meters of an open hatch.

    ----

    Saving your Progress - Repair a generator within 15 seconds of it beginning to regress.

    Bold Commitment - Finish repairing a generator within 10 meters of the Killer.

    Pretty Great - Hit 2 great skill checks in a row.

    Savior - While using the perk No One Left Behind, unhook a survivor and have them escape the trial before you escape or die. (Unhook does not need to be in EGC, just so long as someone you unhooked during the trial escapes before you).

  • On one hand, Night out Nea and her Pixie haircut cosmetics are easily her cutest options.

    On the other hand, Nea is a street rat tagger delinquent so I get the feeling that "all dolled up" isn't really her style.

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