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Volfawott

Volfawott

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Volfawott
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  • hill_o said:

    @Khroalthemadbomber said:
    The birds are for people who are AFK. At a certain number of birds it actually triggers an alert like a failed skill check for the killer. Otherwise it's just the noise. They go away after you've moved for a bit or work on generators.

    They were put in place because people would basically dick over their teammates by hopping into a locker and stay in there the entire match.

    The term "This is why we can't have nice things" is an apt description.

    I wonder why they didn't ever change it to something like "the locker kicks you out" or something instead. That seems like it would be more fair to everyone.

    Honestly, I hate the crows mostly because when I'm against a killer who slugs all 4 people, I think I should at least be given the option to go hide somewhere (assuming they don't have deerstalker) and bleed out.

    Little hint if you keep recovering crows will not appear above you even if you don't move so find a hiding place then just hold the recover button down
  • @Shadoureon said:

    @thesuicidefox said:

    @thesuicidefox said:

    @Milo said:
    How does boil over increase your aura reading tho...?

    @CrtKazz said:
    Open handed/kindred/boil over is a nice combo I’ve seen. 

    I think it increases the range where you can't see hooks as killer.

    I'm thinking if you had a whole team with Boil Over, Open Handed, Sabo, and No Mither, then throw up 4 Pertified Oaks and you can basically make it impossible to hook you.

    But then your build relies on 4 offerings that arent always available for your team.

    Well that's the absolute best build, otherwise just bring toolboxes for extra sabo. The idea is to make it hard if not impossible to get a hook and you can't slug so killer is SOL.

    Open handed doesn't increase range of boil over.
  • Hahaha hahaha No 
    No seriously mate, Ruin is mandatory on most killers for one reason it wastes time for survivors and gains time for killers.

    Killers need time, remember in this game the killers are on a time limit and for the most part survivors aren't.

    However if you really want ruin to become less a viable option so it's not overused first either make gens take longer to complete which is something you probably don't want or suggest a viable alternative.

    Also here are some of the progression and generator affecting perks and why they are not viable alternatives before you say them.

     Thanatophobia: Is not a viable alternative even if you injured all the survivors it would increase the time taken by 12 seconds at most not counting great or action speed perks.

    Pop goes the weasel: doesn't fix the problem as it still requires a successful chase and hooking and then do you have to find a suitable gen within those 30 seconds.

    Overcharge: is purely based on the survivors skill and it only happens once a per damaged gen.

    Surveillance: hahahaha...hahaha .... there is nothing else that needs to be said about this perk

  • Well there was this time i sneaked into a metal concert with a friend without tickets, we both put on overalls and grabbed some toolboxes and told the employees that we have been called cause of malfunctioning sound. Once inside we put of the caps, took the drinks out of the toolboxes and blend into the crowd.

    No one questioned anything.
    You sound like an awesome guy to hang out with.
    Thank you, do you have any stories to share?
    Mate, I'm boring af. I'm 20 and I don't really hang out with people that often or do anything that interesting.
    I understand, i have been kinda bored in RL since i lost contact with my crazier friends.
    Well there was this time i sneaked into a metal concert with a friend without tickets, we both put on overalls and grabbed some toolboxes and told the employees that we have been called cause of malfunctioning sound. Once inside we put of the caps, took the drinks out of the toolboxes and blend into the crowd.

    No one questioned anything.
    You sound like an awesome guy to hang out with.
    Thank you, do you have any stories to share?
    Mate, I'm boring af. I'm 20 and I don't really hang out with people that often or do anything that interesting.
    I understand, i have been kinda bored in RL since i lost contact with my crazier friends.
    Hey at least you had those times.
    Something to look back on instead of just admiring what other people did.
  • Well there was this time i sneaked into a metal concert with a friend without tickets, we both put on overalls and grabbed some toolboxes and told the employees that we have been called cause of malfunctioning sound. Once inside we put of the caps, took the drinks out of the toolboxes and blend into the crowd.

    No one questioned anything.
    You sound like an awesome guy to hang out with.
    Thank you, do you have any stories to share?
    Mate, I'm boring af. I'm 20 and I don't really hang out with people that often or do anything that interesting.
  • I think it caps at 24 metres 
  • Well there was this time i sneaked into a metal concert with a friend without tickets, we both put on overalls and grabbed some toolboxes and told the employees that we have been called cause of malfunctioning sound. Once inside we put of the caps, took the drinks out of the toolboxes and blend into the crowd.

    No one questioned anything.
    You sound like an awesome guy to hang out with.
  • He's finally on the outside.
    This is a win for the people.
    My Lowbei is back.
  • Zarathos said:

    This seems a little broken i know traps are garbage for getting kills but may be we could tweak the timers so they go off in 2 mins as opposed to 2.30 mins and make tampered timers reduction 20 seconds instead of 30. Also whilst crouched as the pig you should have no collision.so she can be walked through.

    No.
  • Why were you searching the chest in the Thompson House with an rtb on instead of taking it off double points if it was activate .

    Also what she did is allowed. Not considered taking hostage as it's for the purpose of killing.
  • I'm not gonna pay more money for this game (like i did before). I was waiting for every DLC, and bought every single DLC just right after they came out.
    But no more - until you fix those problems - because it is a problem when you playing survivor.

    Their tears are filling up their glasses
    No expression, no expression
    Hide my head, I want to drown my sorrow
    No tomorrow, no tomorrow
  • I'm not gonna pay more money for this game (like i did before). I was waiting for every DLC, and bought every single DLC just right after they came out.
    But no more - until you fix those problems - because it is a problem when you playing survivor.

    All around me are familiar faces
    Worn out places, worn out faces
    Bright and early for their daily races
    Going nowhere, going nowhere
    1. Thanatophobia - Sorry, I don't want to be punished even more when some salty idiot DCs.
    2. Surveillance - Whatever.
    3. Territorial Imperative - I would keep it as it is right now.
    4. Hex: Huntress’s Lullaby - Yeah, sure. That's a pretty good idea.
    5. We’ll Make It - Keep it as it is right now.
    6. Decisive Strike - I don't care, I don't use this perk. But if I did, I wouldn't find this change very good. By the time you hit the second skillcheck you could already be hooked.
    7. We’re Gonna Live Forever - I would increase it to 15 / 20 seconds. Good idea to prevent farming.
    8. Self-Care - For the last goddamn time. Leave this perk alone. I'd be fine with it being slower, or that if you stop healing it would regress down to zero, but no, don't limit the uses.
    9. Saboteur - Eh....
    10. Dead Hard - It would be still very much counterable so I guess it doesn't matter.
    11. No Mither - Let me propose my change: You start the survivor completely healthy, you would take 2 hits to go down and once you picked yourself up / someone would pick you up you could no longer be healed to healthy, also, the UI that you cannot be healed would not be shown to the killer.
    12. I can already see pretty much everyone following that Vigil guy around if it's someone with NOED or MYC or Myers lmao.
    13. Resilience - Whatever.
    Starting healthy would ruin no mither's synergy with the injured perks.
  • This perk is BROKEN it removes 2 powers from the killers, Clown and Doctor, PLEASE NERF!

    H Let's be honest if you're in the Clown's mist likelihood is he knows where you are. Also I ran it to see just how good it would be against the doctor it took me about 3 days to actually encounter one Doctor. Trust me Doctor is not a prevalent enough killer for this perk to become meta so I doubt a lot of people would be running it unless they were already running it before the update or they just really hate doctors and are willing to sacrifice a perk slot to screw him over.
  • its about time the devs do something about it. so going for the evil incarnate achievement on grim pantry managed to farm enough evil one gen left. kill all 3 but the obsession its basically a standoff i walk away a few times come back. they take the hatch because amazing free wins and get out of jail free cards. ♥♥♥♥ing ridiculous

    All around me are familiar faces
    Worn out places, worn out faces
    Bright and early for their daily races
    Going nowhere, going nowhere
  • It just happens when you have tinkerer tier 2.
    The Killer has no control over it other than just not using tinkerer tier 2.
  • Judgement said:
    Since Jake’s Sabotage perk is basically worthless now, BHVR should change it so Sabotage prevents noise notifications when sabotaging hooks or Hex totems, and reduce the noise made while doing these actions. Rather than buffing a somewhat useful perk, they should buff one that’s completely worthless instead.
    Sabotage could also be a way to counter TOTH if this was true.
    First what does the perk Saboteur have to do totems. By that logic hangman's trick should make totems respawn. You can't just add a random non connecting effect to a perk and call it a buff.
     (Look and what they did with sloppy Butcher, mangled makes sense as a rough and shoddy injury is going to be harder to heal than a clean and precise one but what you're suggesting would be like slapping the mangled effect on surveillance because surveillance needs a buff)

    Second until they fix how BS totems can be getting destroyed really early in the match, I don't think they should add anything then makes them easier to get rid of.
  • I really like the meat plant.
    I don't know if it's just me but I find it really easy to navigate and find generators on it and as a killer not only are my totems safe but because I tend to mainly play stealth Killers it's really effective moving around the map
  • The selfie is decent but it doesn't relieve address the initial perks by themselves rather exhaustion as a whole.

    So people who agree that sprint burst should have been nerfed but don't really feel like the other ones should have a kind of in an odd position.
  • Soren said:

    Technician is a lovely perk, but it falls behind other stealth perks.

    Technician is supposed to be a perk about sound, so why not reduce as well the sound when you sabotage or break totems?

    If you want to but this perk make it reduce the  generator's progression sounds in general not just the sounds of your repairing.

    So unless a killer has direct line of sight or they go really close to the generator they won't know it's been worked on or even that it's progressed.

    However this effect is only applied if you're working on the generator by yourself and as long as you're working on the generator if you get off the generator or if someone else start working on it with you( unless they also have technician) , the progression sound will come back. Until you get back on the generator again or the other person gets off.
  • Honestly I don't mind it now using sprint but it's actually has a negative when it never used to before.

    Lithe: you had to vault whilst in a chase and sometimes it may not even activate

    Balanced landing: you had to find a high elevation which was very map specific sheltered woods being notorious as a pain in the ass for the perk

    Dead hard:  you had to be injured and once the killer knew you had it it practically turn the perk into a game of bait each other out.

    Now which sprint burst if you want to equip it to escape chases early you're either going to have to manage your your exhaustion effectively if you want to be able to move around the map fast or you basically have to walk everywhere.
    Right, so why not apply the changes to SB only or have it activate the no exhaustion gain in a chase? It’d get rid of the problem and you could still use it to get places faster not in a chase.

    "have it activate the no exhaustion gain in a chase"
    That wouldn't get rid of the problem. Sprint burst will just have no negatives again and the other exhaustion perks like lithe and dead hard that are only used in a chase will be hit hard by that.


  • Mercury said:

    I'd rather have it, like other people often mention, reducing the of other Survivors working with you.

    It's a lone wolf perk
  • I quite like the Pig, but I've always been of the opinion her traps should always be saved for the late game. Place first trap when two gens are repaired. Second when 4 gens are repaired, and the rest once all gens are finished and the gates go down. Timers start instantly and now you just have to rotate around the boxes you think have the key in them. I would like to see more focus put into the ambush. More addons for the ability, some tweaking for the sound effects. I honestly enjoy the ambush more than the traps and would be happy to see it get more love and attention.

    As much as I love her I really hate the fact that a lot of her presence realising in end game. And the only real time that it's effective to use your jobs in early to mid game is when you're running a blinder piggy and even then they're still just as easy to deal with as they always are.

    Honestly it makes Amanda really predictable both aspects of her power need to really be worked on well I don't think anything should be done to affect the traps themselves the process in taking them off needs to be a lot more difficult something that is so heavily based on RNG should not be so easy.

    As for her crouching and ambush as I've stated previously they need to increase the movement speed for one right now you're slower than Nurse and have very little map pressure when crouching.
  • Honestly I don't mind it now using sprint but it's actually has a negative when it never used to before.

    Lithe: you had to vault whilst in a chase and sometimes it may not even activate

    Balanced landing: you had to find a high elevation which was very map specific sheltered woods being notorious as a pain in the ass for the perk

    Dead hard:  you had to be injured and once the killer knew you had it it practically turn the perk into a game of bait each other out.

    Now which sprint burst if you want to equip it to escape chases early you're either going to have to manage your your exhaustion effectively if you want to be able to move around the map fast or you basically have to walk everywhere.
  • GolgiNea said:

    @Orion said:

    @GolgiNea said:

    @Orion said:

    @Vietfox said:
    1- Dedicated servers. U know why.
    2- Killers shouldn't be able to see us in the lobby and what items are we taking with us. Same way survivors can't see the killer.
    Thx.

    2 is not reasonable. Killers need the information in order to select their loadouts.

    Then survivors should get the same advantage huh? If we see a doc we can fix our loadout accordingly;)

    No, because this is an asymmetrical game.

    Yep, so both sides shouldnt be able to see eachother. Killers complain so much about survivors and act like their opinions mean more than survivor based opinions. I play both sides & I would much rather not see the little worms before trial lol.

    What you feel two realises then items doesn't determine how a survivor is going to play Just because a person has a medkit doesn't mean that they're  medic of the team they could simply for example not have self care. 

    However a killer and more specifically their powers determines how their style is going to work. Like it or not you don't play Hag the same way you play Doctor and they both have different things that can counter them.

     That's way too much information to give to survivors, all seeing a flashlight is going to do for Killers is probably make them a little bit more cautious of flashlight saves whether it be through clipping a pug like Lightborn or just searching the area before you pick someone up however seeing you're up against the doctor is not only going to dramatically change your perks but your playstyle compared to seeing you up against the Myers
  • I don't know why you thought people here cared about you enough that you had to announce that you're leaving.
    Whatever see ya.
  • While I think they shouldn't change how hangman's trick works honestly it is not prevalent enough for it to receive a nerf.
    Literally the perk as it is is situational at best and when it comes to dealing with Sabotage it still probably just outclassed by agitation and iron grasp anyway
  • Arktyos said:

    Hello people of the fog, thanks for looking at my post!

    For a few weeks I like to play the pig and I thought about buff ideas. Here is the reason why i think the pig needs a buff. If you set a trap on the survivor (and some Survivors don't care about teammates), then many people turn on the generator to activate the timer. If the timer is activated, the survivor has more than enough time to remove the trap. I stopped the time and the result was:

    Without Add-On: The Survivor has 2 minutes to find the correct key (and maybe he is lucky and finds the key in the first box)
    With Add-On: The Survivor has 1 minutes 30 seconds to find the correct key.
    (The Add-On reduces the death-timer)

    My buff ideas:
    -Without Add-On: The Survivor has just 1 minutes 30 seconds to find the correct key.
    -With Add-On: The Survivor has just 1 minute to find the correct key (and the Add-On is Ultra-Rare)
    -The Pig can find in the basement in every locker one more trap or she can collect traps from survivors who h
    As a result, the survivor has more stress and probably dies more often with this buff than now Or is not the trap used to kill people or is my Game style wrong?

    I'm all for buffing Amanda but changing the time on the reverse bear traps isn't the way to go remember they're not designed to kill. what we want is to make them apply more pressure to do that you have to make them more difficult to get off.


    * Snap out of it style skill checks jigsaw boxes. Basically same size and same no extra progression effect, this way you can't rush through on great skill checks as will not get you any extra progression. Also because it would be the same size as the snap out of it prompt thid would also make unnerving presence or her add-ons that increase the frequency of skill checks a lot more impactful.

    * Make huntress lullaby and Thanatophobia work on jigsaw boxes.
    Currently there are way too many perks that positively effect jigsaw boxes (leader, prove thyself, resilience, spine chill, this isn't happening and stake out) and only one that negatively affects them ( unnerving presence which in itself can actually benefit survivors making it easier to hit greats as the perk isn't hard to deal with) huntress lullaby and Thanatophobia will be the perfect perks to add to the list as they still need to be stacked before they could be effective giving the survivors a chance.

    As for her crouching and ambush abilities

    * Crouching movement speed should be increased to at least 100% or 105%
    This would make Amanda able to apply a lot more pressure whilst being in her stealth state but not incentivise people to actively chase people around in crouch mode which you really shouldn't be doing.

    * Get rid of the insidious screech and delay lay her roar until the end of her charge.
    I don't need to explain this it would make surprise attacks just a lot more effective.

    *Increase her base charge and crouch time then change her add-ons accordingly honestly they did this pretty well with Trapper and Hag so basically just do the same for Amanda.

    Lastly add-ons

    *Fix her Gear add-ons.
    I have had problems with them since release we have been through how many patches now and they haven't been adjusted.

    * Increase the Aura reading range of Amanda's letter to 18 or 20 metres or increase the crouch speed 110% when using it. basically to make up for its disadvantages which currently vastly outweigh just 12m aura reading

    *Change jigsaws annotated plan ( which is meant to be jigsaw sketch) so it's not so inefficient in comparison to jigsaw sketch (which is meant to be jigsaws annotated plan) like how john's medical file isn't a complete waste in comparison to video tape. Also fix the damn names of the add-ons.

    *Amanda's secret like with Amanda's secret it's benefits of vastly outweighed by disadvantages but I don't really have a suggestion to fix it so I'll just say it needs to be tweaked or reworked.

  • Blueberry said:
    Rule set #2 should be baseline. It’s new effect for the addon is that the traps will never kill a survivor. However, they cannot be removed by any means until the timer ends and it just falls off. Essentially making the survivor think they are just getting unlucky with the boxes while in reality they are completely safe but wasting a ton of time with all the boxes and panicking thinking they are about to die. Gives up their kill potential to waste a lot more time. 
    It's a great idea but it's completely ruined by survive with friends or simple common sense.

    Unless piggy is planning not to use a trap the entire game until the very end either somebody is going to search all the boxes realise what add-on you have and tell their friends not to worry about the trap or the survivors are going to notice that somebody's trap has fully ticked down and they're not dead yet so they're not going to worry about the traps
  • The update hasn't even been out for 24 hours give it time for you to get the timing down.

  • It was massively toxic on both sides

    Survivors: were sabotaging lunar hooks and only lunar hooks most of them would literally just camp out by lunar hooks waiting for the killer to bring someone.

    Killer: camped lunar generators and would literally throw the game just so the survivors can't complete them.

    Survivors: in retaliation to the generator camping they started bringing brand new parts and decisive strike a lot more often. Also they abused the new update to flashlight and pallet saves until was reverted

    Killers: in retaliation to the sabotaging they started bringing in ebony moris and hangman's trick. Also there was a sharp rise in impossible skill check doctors.

    Basically both sides were being absolute douche bags to each other. Now it wasn't like anyone was asking for everybody to farm but mainly people just asking to not go out of your way to be a douche to the other side.





  • RemoveSWF said:

    That's not holding the game hostage because you can do something to end the game. It's holding the game hostage when a killer blocks the stairs and the survivors can't escape and can't die.

    You just need to git gud.



    plain old bullshit.
    Sadly it's not consider holding the game hostage unless a survivor is in a spot where the killer can actively not hit them like on a car it's not considered taking the game hostage.

  • Jeeperrs said:

    I stopped playing DBD after update, its now unplayable as survivor now. Tunneling killers, camping killers, God Mode for killers, they made it not fun for survivors and probably now killers now the main focus of game. DC this game everyone.

    Aww poor survivor.
    Don't worry hopefully one day you'll find a match where the killer will just hand you some milk and cookies then give you kisses before leave through the exit gate.
    Until then I guess you'll have to git gud.
    Sad Face.
    Yours sincerely
    A Miss Piggy, who traps survivors with reverse bear traps in the basement until they die.
  • Gonzalo said:

    Darn i was really hoping it would come in this patch.
    People really want it but why won't they add it?

    I can imagine the devs just pulling out some popcorn and just watching us Min players die a little on the inside everyday we don't have Bunny Min.
    As compensation not only should we get Bunny Min but we should also get school girl Min to compensate for the trauma.

    P.S  I have been told that it needs to be anime school girl Min and I would personally also like gothic lolita Min but that's just me

  • Rattman said:

    @Aari_Piggy66 said:

    What I don't get is everyone had something bad happening with their life or at they were flawed when The Entity took them which is why I assume that the entity needed.

    Claudette- was a shut in and an introvert

    Meg- throws away future to look after her ill mother

    Jake- rejected his family and was a wild child

    Dwight - was a spineless wimp who was everyone's doormat

    Nea- a troublemaker and a rebel

    Laurie-  hounded by an obsessed murderer

    Ace- was in debt and had people out for him

    Min- depression, anxiety, low self-worth and used alcohol to get away from it.

    David K- your overall douchebag

    Quintin- hounded by a dream demon who left him sleep deprived and full of hatred

    David T- obsessed detective

    Then you have Kate who really didn't have anything wrong or bad happened with her or any noticeable faults. She was literally the definition of wrong place wrong time.

    Do you know how killers and realms for the game were choosen? All of the killers did something terrible and cruel. After this they were choosen, possessed and tranfered in Entity's realm. Same thing goes for locations in the game - if you look through all of them - something terrible (realted to killer) happened there. So, here a simple answer, for the question "What all survivors have in common, how they were choosen?". Somehow they walked into one of the locations, related to killer (IRL), then they got tranfered to exact same copy of this place in Entity realm. BTW, all of this is obvious, if you read Benedict diary. You can do it here, btw.
    http://archive.deadbydaylight.com/manual/lore/

    David and Min definitely don't enter a place related to any killer.
    Same with the original four and kate.
    The only people we know who enter one of the locations are Nea, Quintin and Tapp

  • Lol prestiging is pointless I was told not to prestige Amanda because I wouldn't be getting the really good add-ons which is her lower rarity ones
    But I got her to prestige 3 and honestly the game has still been giving me video tapes, combat straps and medical files up the wazoo. if I'm lucky I might bump into an Amanda's Letter or Tampered Timer once every 5 webs but that's about it.
  • So, No-Mither is a-near guarantee for a killer tunnel. While it has its niche it's hardly rewarding for a perk, likely as the killer sees the icon for it, they will never slug someone down and leave them. Two ideas I had which could work together or either/or might make it a little more of an opportunity for people to use it if they would like:

    1. No-Mither Icon - The distinctive icon for No Mither really has to go. It tells your teammates you can't be healed, sure, but if it isn't obvious after 3 seconds of trying to heal someone, there is an issue. Advertising to the killer that you can be one-hit-downed is worse than running an Obsession perk. Unless you're really good at hiding or wasting a second perk slot on Iron Will, there just isn't a point to having it at all.

    2. Status Effect Alert - It happens with NoED, We'll Make It, Devour Hope, any status effect delivers an alert to the survivor about perks. Why don't we do something like this with No Mither? Instead of the affected icon starting off injured, why not start it off healthy for the rest of the team, and when the killer hits the survivor and they immediately go down, give everyone an alert of 'No Mither' and correctly display the icon for the rest of the match? That would also prevent tunnelling the no mither from the start of the match.

    I like both ideas, however I can see a slight problem with #2. So if the killer hits you and you instantly go down, they’re going to know that you have it, which would cause you to have the same problem as the original NM. A possible remedy for this is that one you’re injured the first time, you’re stuck like that for the rest of the game (including the notification for other survivors). It wouldn’t ruin synergies either, because all you’d have to do is get hit once, sure you won’t have Resiliance or other perks at the but it would make the perk better overall; and again, you can just get hit once.
    I doubt it would make the perk better in fact it might make it more situational and a lot less reliable as you're hoping on the possibility that the Killer slugs you if they don't you just wasted a perk slot and now you're in injured state the whole match.

    Also getting hit once it's not that simple especially against the good killer getting hit once could lead to you getting downed and hooked true you activated your synergy build but now you're closer to death than you would be if you just originally started injured.

    To add to this part you also have to deal with these potential outcomes.
    Getting farmed
    Getting tunneled
    Getting camped
    Getting left on hook till death or struggle
    Moris
    And all this just to activate synergy that is barely even worth the injured state to begin with.
    But you’re not going to get tunneled just for having NM and the killer won’t know that you have it, which are the main 2 things that are wrong with it. The things that you stated would happen with this change would happen with normal NM, if not more so. Also if a killer knows you have NM, there is no way they are leaving you on the ground, but if they have no idea if you have it, then it would have a higher chance of getting a use out of its main ability. 
    I'm not talking about getting tunneled for using the perk.
    You stated to activated synergy with the injured perk you simply just have to take one hit which as I said taking one hit is not as simple as you think unless you're really good at losing the killer it's going to result in you getting hooked.

    As I stated before not only does you getting hooked mean you're closer to death than you would have been if you started injured it also means you open yourself up to the point I mentioned in my previous post which includes tunnelling.

    Which surprisingly enough happens more frequently to players than slugging. When someone talks about it destroying the synergy they're not talking about not being able to use the injured perks, they're talking about how we have to go out of their way to get injured and potentially screwed themselves over in the process just because people want to chance of actually being slugged which in itself is a rare occurrence unless.

    Now let's be honest if this change goes through it's not going to make the perk more useful in fact the perk is still going to be outclassed by unbreakable as it doesn't have a down side and being slugged is already a rare occurrence and it's even going to be even less useful to those who run it with the injured synergy perks because they have to go out of their way to actually activate the synergy which let's be honest for 9% isn't worth it.

    Also little side note if you think all of these

    Getting farmed
    Getting tunneled
    Getting camped
    Getting left on hook till death or struggle
    Moris

    Only happen to people who run no mither because they run no mither you clearly don't know enough about the game.
  • So, No-Mither is a-near guarantee for a killer tunnel. While it has its niche it's hardly rewarding for a perk, likely as the killer sees the icon for it, they will never slug someone down and leave them. Two ideas I had which could work together or either/or might make it a little more of an opportunity for people to use it if they would like:

    1. No-Mither Icon - The distinctive icon for No Mither really has to go. It tells your teammates you can't be healed, sure, but if it isn't obvious after 3 seconds of trying to heal someone, there is an issue. Advertising to the killer that you can be one-hit-downed is worse than running an Obsession perk. Unless you're really good at hiding or wasting a second perk slot on Iron Will, there just isn't a point to having it at all.

    2. Status Effect Alert - It happens with NoED, We'll Make It, Devour Hope, any status effect delivers an alert to the survivor about perks. Why don't we do something like this with No Mither? Instead of the affected icon starting off injured, why not start it off healthy for the rest of the team, and when the killer hits the survivor and they immediately go down, give everyone an alert of 'No Mither' and correctly display the icon for the rest of the match? That would also prevent tunnelling the no mither from the start of the match.

    I like both ideas, however I can see a slight problem with #2. So if the killer hits you and you instantly go down, they’re going to know that you have it, which would cause you to have the same problem as the original NM. A possible remedy for this is that one you’re injured the first time, you’re stuck like that for the rest of the game (including the notification for other survivors). It wouldn’t ruin synergies either, because all you’d have to do is get hit once, sure you won’t have Resiliance or other perks at the but it would make the perk better overall; and again, you can just get hit once.
    I doubt it would make the perk better in fact it might make it more situational and a lot less reliable as you're hoping on the possibility that the Killer slugs you if they don't you just wasted a perk slot and now you're in injured state the whole match.

    Also getting hit once it's not that simple especially against the good killer getting hit once could lead to you getting downed and hooked true you activated your synergy build but now you're closer to death than you would be if you just originally started injured.

    To add to this part you also have to deal with these potential outcomes.
    Getting farmed
    Getting tunneled
    Getting camped
    Getting left on hook till death or struggle
    Moris
    And all this just to activate synergy that is barely even worth the injured state to begin with.
  • Doom_Punk said:

    She does have the shortest mori, yeah.

    Wait I thought all Moris were 10 seconds like all of them well I guess I've been living a lie
    Amanda's one lasts about 7 seconds being the shortest mori

    Clown and Nurse are tied for longest at 14 seconds 
  • First my Lowbei
    Now Pink 
    Who is going to be next. Chester ?
  • Just going to leave this here 
  • "And then one by one jail came for them all"
  • Smaller than ew1 Myers. What drugs are you smoking. 
    With monitor and abuse his terror radius is the same as Hag
  • They're probably going to do it in groups of 2.
     We have Trapper and Hag this patch
    Next without a doubt is probably going to be Freddy and Wraith.
    After that we might get Bubba and Amanda
    Doctor and Myers
    Clown and huntress
    And I feel like the last two would probably be Nurse and Billy
  • @Jack11803 said:
    And for clown, the healing perk is just another distressing doc perk.

    Well no, also I think you mean 'Overwhelming presence', not distressing, since the latter is the one that increases terror radius and bp gain and overwhelming presence is the one that increases item consumption rate. The clown coulrophobia perk slows down healing of survivors within terror radius by 50%, whether they have item or not, so it affects self care- healing teammates, and medkits, not just the kits. So it's barely the same thing. And overwhelming presence doesn't low down the item action speed it, just consumes it faster.

    I think what they meant was it's just going to be another perk the doctors run with their distressing builds because of the large terror radius. 
  • @Aari_Piggy66 said:
    WhateverIGuess said:

    I think the song she played was the survivor theme you hear when you choose "Play as Survivor".

    That part is really cool because it went in detail as to how she got into the Entity's realm. Others have just like "they disappeared deep in the woods and no one saw them again." type of bio. It'd be nice if the devs rewrote some bios and made them more interesting like Kate's. What happened, what caused the entity to consume Claudette / Meg / Jake / Dwight, did they fight back like Kate or tried to run? Or maybe blindlessly stepped into the Entity's trap?

    What I don't get is everyone had something bad happening with their life or at they were flawed when The Entity took them which is why I assume that the entity needed.

    Claudette- was a shut in and an introvert

    Meg- throws away future to look after her ill mother

    Jake- rejected his family and was a wild child

    Dwight - was a spineless wimp who was everyone's doormat

    Nea- a troublemaker and a rebel

    Laurie-  hounded by an obsessed murderer

    Ace- was in debt and had people out for him

    Min- depression, anxiety, low self-worth and used alcohol to get away from it.

    David K- your overall douchebag

    Quintin- hounded by a dream demon who left him sleep deprived and full of hatred

    David T- obsessed detective

    Then you have Kate who really didn't have anything wrong or bad happened with her or any noticeable faults. She was literally the definition of wrong place wrong time.

    But Claudette and Meg didn't do anything bad. Meg literally gave away her entire future to help her mom and Claudette was just shy. I can understand the others, but I don't get those two.

    With Meg bad things happen to her which caused her to abandon a hopeful future as for Claudette being a shut in and an introvert are considered very negative qualities same with how Dwight didn't do anything bad he just had negative qualities

  • From easiest to most difficult least for me anyway

    1) Nea ( good perks and good power. honestly if you lose and don't get the achievement you're bad at the game and should uninstall)

    2) Bubba ( Barbecue and chili and knockout help a lot, Franklin's is situational but it is nice. he's very meh when it comes to his power, a bit to add on reliant but as long as you have decent charge time reduction add-ons you should be fine)

    3) Hillbilly ( Enduring and Tinkerer help as for lightborn same thing as Franklin's. Good map control an overall very nice power)

    4) Clown ( Bamboozle and pop goes the weasel shortens the chase and really shuts down progression respectively. His power already helps out in the chase so you shouldn't have any problems)

    5) Doctor ( good power. Overcharge is amazing and his best perk, overwhelming presence really isn't going to do much other than hurt flashlights and monitor and abuse is just average but let's be honest you're playing the doctor so likelihood is you got this achievement four people disconnected)

    6)Trapper ( His powers really average and perks to help shave off a couple of seconds of your time wasting but unnerving presence sucks)

    7) Myers ( Honestly just play him normally, most of the time you want to try to get dying light off as early as possible and kind of just screw other two perks)

    8) Freddy ( honestly there's nothing else I can say other than just shoot for end game, the more survivors you can get rid of before that point the better but just trying to get if you want to sleep by end game)

    9)Amanda ( she's not a terrible killer her powers are decent but weak honestly just hope for a lack of Sprint burst and potato survivors. Make your choices the only perk you can really count on the other perks; hangman's trick is too situational unless you happen to bump into sabo squad. Surveillance I've stated this multiple times but great concert the time limit screws it over not going to help you out)

    10) Wraith ( just use the wind storm Swift Hunt combo as for its perks bloodhound is decent if you want to save some time but with the Windstorm Swift Hunt combo you can pretty much just continuously go in and out of invisibility. shadowborn is just really meh makes it easier to keep track of survivors and helps with spotting them. Predator probably not going to really help you that much)

    11) Nurse ( I'm on console that's all I really have to say about that)

    12) Huntress ( once again on console and hiromi good perk is lullaby and that's a hex perk with notifications that don't need to be there so you could pretty much tell how the match is gonna go)

    13) Hag ( her powers is easily avoided, and as for her perks always assume you're running perkless it helps with the disappointment when they destroy your totems or at least hope when they destroy your poor totems the only one you have left isn't third seal)


  • Let's be honest here not_Queen destroy them. However I can't decide whether to root for not_Queen or Stefan.
    One of my favourite streamers versus the hottest guy on the dev team 
  • @WhateverIGuess said:
    It probably won't. The Entity is eternal and it's goal is to take over the world. It will slowly but surely take more and more survivors while turning the old ones into killers, once all of their hope is lost. That being said, good always wins at some point so, if there ever was a planned ending:

    I think that the survivors first have to find an opening, something to make the Entity vulnerable and safely escape. I think they'd have to start breaking rules of the entity, refuse to play by its rules. Attacking the killer, trying to kill him or something to break the balance. Then, once the Entity is vulnerable and weak, they could escape.
    I like the theme everyone's using for survivors, that they return to their normal lives and wake up in the real world.

    (I will not include licensed survivors)

    Dwight: He would suddenly wake up in a forest, near a campfire, not knowing what exactly happened. Every night he would hear the Entity's whispers, making him believe he actually was somewhere.

    Jake: Would wake up in his forest home he lived in before the Entity consumed him. The only thing giving him faint flashbacks would be his trusty toolbox.

    Meg: She would wake up mid-sprinting, running out of the woods as fast as she can, looking around and seeing the Entity's spider-like legs all swarming her, then, once she'd run out of the forest, she'd turn around and ask herself: "What am I running from?"

    Claudette: Would wake up in front of her computer, seeing all the people on her forum asking where she is, she'd look out the window to see the Entity's spikes slowly disappearing in the forest.

    Nea: Would wake up on the rooftop of Crotus Prenn Asylum. Back in the old days, when it was still working, she'd ask a Nurse for directions, only to realise the Nurse she spoke to was the Nurse we all know and love. Running as fast as she could, elegantly and before making her swift exit, she'd look at the Asylum again and see a completely ruined building.

    Ace: Would wake up to a bad life, the people who he scammed would find him eventually, and this time, Lady Luck wouldn't save him.

    Feng: Would wake up at a bar, drinks and computers on the tables. It was her LAN party she had planned. She'd develop a big phobia of doctors and hospitals, everytime she'd plug her notebook or phone, she could feel a slight zap and see the Doctor's face as a reminder.

    David: Would return to his normal life, fighting, drinking, thinking that if he could beat the Entity's killers, he could take on anyone that ever challenged him.

    Kate: She would wake up near a campfire, the song of her guitar would wake her up, no one playing on it, it would play by itself. It would play the Survivor theme we all know, reminding her of the awful encounters she experienced.

    Here is what i think would happen to the licensed characters. Since you didn't include. No big deal though.
    1. Laurie: Would probably wake up laying down on the sidewalk in the middle of Halloween. As everyone is passing by her, probably thinking that she is some type of prop.
    2. Detective Tapp: Would wake up as he is getting ready to go after Zep Hindle. Although this time, he knows what will happen and this time. It will be different.
    3. Quentin: Would probably wake up in bed, in a massive pool of sweat. Gasping for air as he realizes that everything that happened was just a dream. But the one question still remains. Is Freddy still out there?
    4. Bill: Since Bill is canonically dead in the L4D universe. He probably at this point would stay dead and probably went to Heaven. That is, if he believes in such a thing.
    @WhateverIGuess

    But Tapp is canonically dead or at least dying when The Entity brought him into the world so like bill wouldn't he just fully die
  • I think the song she played was the survivor theme you hear when you choose "Play as Survivor".

    That part is really cool because it went in detail as to how she got into the Entity's realm. Others have just like "they disappeared deep in the woods and no one saw them again." type of bio. It'd be nice if the devs rewrote some bios and made them more interesting like Kate's. What happened, what caused the entity to consume Claudette / Meg / Jake / Dwight, did they fight back like Kate or tried to run? Or maybe blindlessly stepped into the Entity's trap?

    What I don't get is everyone had something bad happening with their life or at they were flawed when The Entity took them which is why I assume that the entity needed.

    Claudette- was a shut in and an introvert

    Meg- throws away future to look after her ill mother

    Jake- rejected his family and was a wild child

    Dwight - was a spineless wimp who was everyone's doormat

    Nea- a troublemaker and a rebel

    Laurie-  hounded by an obsessed murderer

    Ace- was in debt and had people out for him

    Min- depression, anxiety, low self-worth and used alcohol to get away from it.

    David K- your overall douchebag

    Quintin- hounded by a dream demon who left him sleep deprived and full of hatred

    David T- obsessed detective

    Then you have Kate who really didn't have anything wrong or bad happened with her or any noticeable faults. She was literally the definition of wrong place wrong time.
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