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WickedMilk03

WickedMilk03

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WickedMilk03
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  • @PolarBear said:

    A perk that completely removes a game mechanic wouldn't be fun. People already hardly use lockers (unless they're using specific perks) no reason to make a perk that makes people use them even less.

    Not like anyone uses lockers or the perk anyway. Stealth is a game mechanic as well but killers have alot of info perks.

  • @Cancan71 said:

    This perk has a few problems holding it back:

    It only works when a survivor gets out of the locker next to you.

    Easily countered by Head On, as they make enough distance to be safe.

    Once a survivor figures out you have it, they'll never fall for it again, rendering it useless.

    The only good thing about it is the increased speed you open lockers at. With these problems in mind I propose a new change for the perk.

    "You open EMPTY lockers 50% faster.

    The auras of survivors in lockers is revealed to you within 48/56/64 meters."

    Doesn't apply the exposed status effect anymore.

    Now with this change:

    This perk has utility in getting hooks and well as tracking far away survivors attempting to stay hidden.

    Counters popular perks like Quick and Quiet, Head On and Inner Strength.

    Can be used multiple times as the survivor won't know for definite unless they see you open an empty locker.

    Combos well with BBQ and Chilli

    No exposed status effect means that survivors can react quick enough to avoid getting grabbed, providing a counter.

    I would love to hear your thoughts on this change, but now I need to go to sleep haha.

    I would like to add a: injured survivors that jump in lockers are given the broken status effect for 2 min + you can see them far away + search time.

    Yes this would let the survivor know that you have the perk but it would be too late because they are broken for 2 minutes. That would be good on stealth killers with bbq and would completely counter inner strength.

  • @PlagueDocta said:

    I think they really need to overhaul base objective. Doing gens or hanging survivors on hooks for 3 years is a little bit boring.

    I dont think hooks are too bad. Do you have any suggestions on reworking hooks? never really thought about that I mean, I feel like its fair because the survivors should have to go and help eachother and yes its boring to sit on a hook but it depends on how quick the survivor saves the hooked one. Whereas gens... you have to do them and you just sit and hold and button and its not nearly as fun as the chase.

  • @mrmeowskeeen said:

    Of course people play the killer(s) they do because they like the power, but anymore reasons?

    Not only do I really like her power but spirit is also super strong.

    I play her because she is the killer I can play and lose and blame it on myself instead of the other weaker killers in which I blame the game because the base objectives are so quick and boring and It is very difficult to beat a swf team that actually wants to win.

    If only they just fixed the gens then all the other killers be better. They could then nerf spirit and I would be perfectly okay with it as long as she remains top (but w extra skill required)

    Gens come first. Fix gens. I dont see why the entire community isnt going off about how stupid quick and boring gens are.

  • @OMagic_ManO said:

    I could go on and on about all the things they did, balance and just overall great changes. Really, I mean it.

    Also Michael getting cosmetics?! Ghostface getting his original outfit?! Laurie Strode finally wearing something that makes her not look broke?! Wow. Also Stranger Things but I could care less.

    They have done everything except for balance the base objectives. Thats all we need. If they do that I would be happy. Finally I could rest and see the good in this game if they actually realized that the gens are boring and too quick.

    So therefore I remain disappointed. After dedicated servers, I expect it be next.

  • @VoodooMan7995 said:

    So I've never seen Plague, Legion, or Nurse. I always see Leatherface and Pig lately... What about you guys?

    Wraith

  • Its an interesting match because it is more intense and thrilling ngl

  • @Peanits said:

    Some of the rewards will stay exclusive, others will be available in the store later on. Exclusive stuff always comes at the cost of leaving out anyone who wasn't there at the time, so we try not to do too much exclusive stuff. You'll get way more value out of earning them through The Rift than you would by buying them individually, though, and that's without even considering that you can make your cells back.

    See I love that you get it back and it is so worth it but there should be a golden outfit at the end or some new rarity that would let everyone know what is exclusive. Like I assume the vile charm will be exclusive but thats not nearly as cool as a skin. Maybe one exclusive survivor and killer at the end would be neat. I didnt know about this and kinda lost my b*ner (for the rift obviously) after reading this. I feel like this game hardly rewards dedicated players. It is so focused on the common players and less on the players who are on it over other games as in. In other words this game mostly cares about the players that only get on when a new licensed killer comes out or in between when they have nothing else. I want the commons to see my bomb a** rift skin and wonder where I got it from. Then they would maybe be interested in buying the next rift pass dont you think?

  • @Witas said:

    To be honest, Im pretty dissapointed by this. I understand being "fair" towards players who did not buy the battle pass, but I think that the dedicated players deserve SOMETHING more than casuals. I may be entitled or whatever, but that's what makes the Battle Passes so tempting and satisfying in other games, the feeling of getting something other people won't have. Atleast for me ... What do you think ?

    I almost dont wanna buy it anymore

  • I always suspected this after paying really close attention to the animation. There was a number on the back of the trapper and I believed that would be the age of the next killer as in how far they dated back. I was incorrect but at the time, they were saying it was the oldest killer yet and the year was around victorian which led me to think it would be a plague doctor but instead it was the plague and I dont really like the plague and I thought out a whole concept about a plague killer that was so much cooler than plague. I hope they do a vampire killer next. Might brew up a concept and post it in a few. This is totally pointless to be saying im totally just rambling.

    I would like a killer like this but at the same time, he is making the killers stronger. It is weird to consider him a killer bc if he did that to a survivor would they not be stronger? of course damaged but the trapper was chained and couldnt get out until he was injected and it wouldnt be a good idea for a killer to make the survivor stonger. (pain included lol)

  • @Sylorknag said:

    https://forum.deadbydaylight.com/en/discussion/comment/746997#Comment_746997

    Oh man. I'm pretty sure you know killers aren't the power role if you are rank 1 surv. On a side note, I wish I could play demo, but he's really laggy on PS4 atm

    Supposed to be the power role. The 1 vs the 4.

  • The MLK of dead by daylight lol. Well played.

    I only insult the one sided by calling them one sided and telling them they should play both.

  • @GeneralSpudmuffin said:

    The Entity's disgust for foreign items it potent, and it bleeds into your mind as well.

    -You can see the aura of dropped items within 15 meters, as well as how many uses are left by the color of the aura.

    -When standing over an item, you can press the action key to stomp on the item, reducing its charges by 15/25/33% of its total charges.

    -Has a cooldown of 80/60/40 seconds.

    "Eww, I think I stepped in something..." -Freddy Krueger

    Nah but I am happy that it isnt a hatch perk that would never be used lol. This is just for a gimmick build.

  • @Xboned said:

    So, I'm at a bit of a crossroads. I've been playing for a few months on a very casual basis, killer main. I identify myself as being a green ranks killer, skill-wise, but I'm midway through the purple ranks now.

    Basically, this happened because I fell in love with Freddy and started grinding like crazy on him to get BBQ so I could make lots of BP and then spread that around to my underleveled killers. Level 39 and no BBQ still, but... I actually do pretty well when I play him. Far better than I do with any other killer.

    I'm torn, because I feel like this particular killer is letting me play above my skill level and I'm starting to encounter increasingly sweaty teams. I've dodged a few lobbies now, something I told myself I would never do. The last one I dodged was an SWF group (all joined at once, themed names)that had 3 Claudettes and 4 toolboxes.

    I don't know how to play against stuff like that.

    All I really want to do is keep making BP, which leads me to keep playing Freddy, which leads to more of the same. Me sweating my balls off against survivors who've definitely been playing this game way longer than I have, feeling like the only reason I'm pulling this off at all is due to how boss this one killer is.

    I haven't played in a few days now because it's gotten so stressful, and I'm frustrated that I can no longer take "break games" to play my baby killers. I like the BP I get with Freddy, but I also missing being able to do stuff like practice my hatchets with Huntress, blinks with Nurse, portals with Demo, etc.

    I'm not sure what to do here. Should I keep pushing with Freddy, seeing how far I can get until rank reset even if I suspect I'm being carried by my choice of killer? Should I just say "screw it" and start training on killers that I know I'll get stomped on, taking all the BP losses and depips until I drop back to green ranks?

    Keep practicing with freddy since you enjoy him. He is no spirit, billy, nurse. He is very similar to demo I think.

    It isnt about him being op its all you mate. Keep it up. Hopefully they fix this games quick objectives so all killers can finally lose and blame it on themselves instead of the imbalanced game...

  • https://forum.deadbydaylight.com/en/discussion/84313/is-this-why-the-devs-are-scared-of-balancing-no-offense-devs-ha#latest

    My own idea^ totally not bias.

    And after hearing someones badass suggestion, Saboteur should show the progress of damaged hooks based off of the color of their aura within 28 meters.

  • @BrendanLeeT said:

    It's mainly an issue with maps that contain loops and structures that are too safe and have the potential to waste too much of the killers time. Once the maps are fixed and chases are now somewhat skill based then you'll see that generator times are not that much of a problem.

    Although I don't like them only reworking 2 maps a year they are somewhat improving the maps that contain way too many broken loops.

    They could fix that by adding something in the center of the map that survivors would need in order to finish a gen. Then survivors would be impacted by large maps as well.

    I have a gen rework concept on my discussions where I address what I believe needs to be done.

  • The ability doesnt seem too strong. Maybe he could do a roar that would stun survivors near him for a sec in fear and then their breaths could be heard louder (as in fear) He should have a sprint thing too where he could get around super quick but couldnt attack off of it and canceling would have a 5sec stun but that timer would decrease based off of the amount of blood therefore the more time in match, he could use it eventually to get kills as in: sprinting behind someone, canceling and hitting. That would be map pressure...

  • @TheTigerPaws said:

    I had a fun idea for a killer for a while. I’m slightly but afraid it might be considered to close to The Plague, lore-wise, but what do you guys think?

    Map: City of Gold (Backwater Swamp)

    If you follow the rivers in the swamp, you’ll soon find a city made of gold. Plucked from the Jaguar’s mind and planted in Backwater Swamp, City of Gold represented his original home. The city’s center shows a fine marketplace, many laid out rugs and tents showing fine goods. A beautiful bathhouse connects to many canals. Up ahead, the temple of Tezcatlicopa, and to honor the eternal god of night, a huge stairway that leads to the sacrificial alter. While it’s true name was long forgotten, there is a certain unsettling beauty to this place.

    Killer: The Jaguar 

    Name: Necalli

    Aliases: Cuāuhocēlōtl

    Gender: Male 

    Nationality: Aztec 

    Realm: Backwater Swamp (City of Gold) 

    Power: Ritual of Tezcatlipoca

    Weapon: Macuahuitl 

    Speed: 4.6/115 

    Terror Radius: 32 Meters 

    Height: Tall

     

    Appearance: The Jaguar is muscular with deeply tanned skin. He wears a jaguar pelt around his legs, an obsidian knife attached to his hip, and a white loincloth. He wears jaguar fur around his shins and wrists and wears leather sandals. His headdress is made from a jaguar head, his face coming out of the jaguar’s mouth, with red and black feathers attach to the head. His chest and stomach is exposed, showing off his tattoos along his body. His left hand is not of flesh, but rather of obsidian. The top half of his face is has war paint over his eyes, but the bottom half of his face shows no skin or muscles, showing instead a skeletal jawbone and teeth. 

    Background 

    Necalli was born within the Golden City, and began training when only a mere child. Necalli soon proved himself strong, navigating the toughest of streams, disarming many of the other trainees, outrunning and taking down multiple obstacles and showing off as a gifted hunter and sportsman. Soon Necalli and many other young men were called into battle, an army threatening to take the city. Necalli suited up, only within a few scraps of war cloths and a spear, and took on the the battle. Within the blood and violence, Necalli managed to take down an enemy soldier, and instead of killing him, Necalli knew what must be done and capture the man instead. The priests and the commanders were impressed with Necalli’s first capture, allowing the man to take part of the ceremony. Necalli watched as the priest slit open the capture soldier’s chest, the man screaming in pain as the priest forced his hand into the wound and soon ripping out hos heart, killing the soldier. The sacrifice to the gods was complete. Necalli soon learned that he had moved up the ranks of their army because of his capture, he was given an undecorated obsidian-edged club, a shield, two distinctive capes and a bright red loincloth. When the next battle came, Necalli was ready. Soon one capture became two, then three and then four, and the numbers were all but a blur to the young man. For his work, Necalli has moved up to the high rank of Cuauhocelotl; the Eagle warriors and the Jaguar Warriors. Necalli looked at the two sub armies and deciding to join the Jaguar warriors, those who honor Tezcatlipoca, The Jaguar god of darkness, magic, and war. He was given his Jaguar uniform, many weapons, the tattoos and marking of his status, his own land, personal concubines, and became a commander in the army. Life was glorious for the warrior, but it soon came to an end. The new threat came across from a different land. Men with pale skin and odd weapons. The army of the Golden City ready themselves, Necalli in front with the other commanders. The battle was long and gruesome. Many warrior losing their lives, but not without taking as many of the enemy as they could. Necalli fought with everything he had in him, killing and dragging captive enemies away. Then soon Necalli got too close to was opponent, with his odd weapon pointed at the Aztec. A loud boom was heard and Necalli collapses to the ground, blood dripping and flesh hanging out from his face. But by some miracle, Necalli survived the attack, his face horribly disfigured. The golden city’s army won the battle, but loss so many warriors. The commanders knew the new threat will come again soon. Necalli laid within the healer’s hall, feeling defeated as the high priest came forward. He offered Necalli a way to defend the city from the new threat. A ritual that can call on the true power of Tezcatlipoca. A ritual that can give Necalli power and strength. Necalli accepted without a second thought. The priest took Necalli to the sacred alter and laid him down. He gave Necalli a heart, the heart of a jaguar and told him to consume it. Necalli wasted no time, tearing his teeth into the organ as the priest took out a small bowl of blood and paint them along Necalli’s tattoos, before finally taking out a obsidian knife and asking Necalli if he still wanted to do this. Necalli nodded, determined to take on what comes next for his city. Without another word, the priest took the knife and stab into Necalli’s left wrist, breaking the bone before tearing into the rest of the flesh. Necalli grit his teeth, pain hitting his brain as a scream was held in his throat. When his hand was completely severed, the priest took it and placed it into the bowl of blood. He chanted and pleaded to the Gods as Necalli squirmed in pain, his stubbed arm oozing blood as he struggle for consciousness. When the priest finally ended the chant and set fire to the bowl’s contents, Necalli had passed out. The fire consume the hand and blood, burning it to ashes. All around the sky turned black, as Necalli’s body begin to squirm and soon thrash. Blood poured from his disfigured mouth and the knife by the priest’s side, to his shock, begin to melt, the obsidian colored liquid moved around Necalli’s body and to his missing hand. When it made contact, Necalli’s eyes opened. 

    The Spaniards came again to the city of gold, just as predicted, but no history is told of it. Why? Because they all died before being able to tell about it. The city became known as impenetrable. From rival cities to foreign enemies, no one was able to touch the City of Gold. It grew into an Legend of an untouched city, no one being able to find it and come back to tell the tale. But even then, legends do, in the end, are uncovered. The Coty was finally found, it had been defeated and ransacked. Skeletal remains tell of some of the carnage, but the real story told of the city’s protector, a patron of some kind. Images of this protector slaughtering hundreds of enemies, mowing them down one by one. Until one night, a deep fog overcame the city and the protector vanished. It didn’t take long for the city itself to fall after that. The legend of the lost City of Gold was uncovered, but in the end, it only brought up more questions. 

    Weapon: Macuahuitl. A flat wooden club with skull designs and Nahuatl language carved on to it. Along the edge of the club, obsidian blades are attach around it. The Jaguar lets the blood drip off his weapon and on to his obsidian hand. 

    Power: Ritual of Tezcatlipoca

    After The Jaguar hits a survivor, he lift his weapon up and lets the blood drip on to his obsidian hand. The blood absorbs into his arm and this fills up a blood gauge that allows The Jaguar to use his ability. His ability, throws darkness on to the survivor’s vision, decreasing luck, aura reading capabilities, harder skill checks, and in general harder to see the map. He can use his power in different tiers depending on how much blood he had saved up, but using his power reduces

     the blood he had collected. 

    Tier 1: The Jaguar is able to cast darkness on a single survivor within line of sight, making it hard for them to see on their screen and reduces their luck. Lasts for a minute. 

    Tier 2: The Jaguar pushes his darkness into his terror radius. Any survivor within his terror radius will have their sight darkened, their luck reduced, and disrupting aura reading capabilities as well. Lasts for a minute.

    Tier 3: The Jaguar spreads his darkness across the whole map, effecting all survivors, darkening their vision, reducing luck, and disrupt aura reading capabilities. Lasts for a minute.

    Perks: For the Gods, Chosen Tribute, Hunger for Blood 

    For the Gods: After chasing a survivor and letting them escape 3/2/1 times, this perk activates. When chasing a survivor again, the survivor will become Exposed. If you down the Exposed survivor, the perk will be placed on a cooldown. If the survivor escapes, the Exposed status will be removed and the perk will be set on a cooldown. Has a 45 second cooldown. 

    Chosen Tribute: You become obsessed with one survivor. Hooking your obsession will hide your obsession’s aura for 6/12/18 seconds. After your obsession is sacrificed, you gain a 20% increase of bloodpoints in the Sacrifice category.  

    Hunger for Blood: After hooking a survivor, you are able to inflict the Hemorrhage status on the next healthy survivor you hit. They suffer from it for 30/45/60 seconds. 

    Mori Killing: The Jaguar walks up to the survivor, grabbing them by the neck, and slamming them on their back, he takes the knife from his hip and stabs into their torso, under their rib cage, dragging it open. He then shoves his hand into the cut reaches up and tears out the survivor’s heart. He raises the heart up high before squeezing it, letting the blood pour on himself. 

    Survivor: Pedro Silva

    Gender: Male 

    Role: Gentle Strongman 

    Nationality/Ethnicity: Afro-Brazilian

    Appearance: He’s a powerlifter, muscular and huge. He has dark brown skin, coffee brown eyes, dark brown hair in long dreads and a scruffy short black beard with some grey. He wears a grey compression pants, grey tank top, black weightlifting shoes, and black wrist sweatbands. 

    Backstory: Pedro Silva grew up with a house full of boys. He was forced to learn to be tough. Never cry. Never show emotional invulnerability. Only masculine things. This was just how things were in his household. Him and his brothers were encouraged to rough house, to the point where almost every week requires a trip to the hospital. Aron has always been pretty strong. But when he began to mature is when his strength really blossomed. He took on wrestling in school and was constantly at the gym. His father pushed him harder and harder, both physically and mentally to be a real man. Pedro was depressed. He hated feeling like he was never “man” enough. An ultimate form of masculinity his father has created that is completely unreachable. He did enjoying lifting weight, helping him ignore the pressure of his family. He grew physically stronger every day. His coach joked about how he should train for the olympics for powerlifting. Though a joke, Pedro held on to that idea after he had finished school and moved out of home. After moving out by himself for a few years, he decided to take in his old coach’s suggestion and began to train for the Olympics. The process took years, but he went through the steps, and was readying himself both mentally and physically. And it was hard, so hard. Days came where he was not able to push himself any farther. He didn’t know how to express his frustrations other than being angry and throwing things. The trainers he had hired had each quit, not wanting to be involved in Pedro’s rampages. Finally one coach came into his life and surprised him. A woman named Carmen. She was an Olympic weight lifting herself and began to train him. Although wary, he agreed and then came the day he had another temper tantrum. Carmen though was not having it and shut him down quickly. She then managed to convince him to go see a therapist and both the therapist and her got Pedro to take a break from training and do things he would not be allowed to do in his old family home. He started his own small garden. He painted pictures. He watched sad movies and let himself cried. He adopted a tiny kitten. With the therapy session, Pedro learn how to better express him emotions without violence and in general, be happier. The weight the family put on him, was let off and he felt he can breathe again. Eventually he returned to his weightlifting training and it became easier. He focused on discipline and become strong not only physically, but mentally. One night after work he decided to drop by the gym and get in a couple of hours in. Finding the place closed, he turned to leave, only to hear a click and the door open. Despite better judgement, he decided to walk in and close the door behind him. That was the last anyone heard from Pedro Silva. 

    Perks: Herculean, Better Yourself Discipline.

    Herculean: Your strength comes in handy. When you successfully stun a killer with a pallet, they are stun for 1/2/3 seconds longer, however, there is a 50% chance the pallet will break on impact. 

    Better Yourself: You work hard, not to make yourself stronger, but to better yourself. Cleans Totems 15% faster. Leave no scratch marks for 5/8/11 seconds. 

    Discipline: Pain is only an obstacle. You start the trial with 1/2/3 Tokens. When you protect another survivor by taking a hit from the killer, you will instead gain the Broken Status and use up a token. After 33 seconds, you’ll be healed instantly to the Healthy Stage.

    I hope you guys liked Gift of Blood and please tell me what you guys think! Lots of muscular guys in this one haha.

    Disipline is a super cool perk.

    Better yourself is OP

    Herculean has too great of a chance to get yourself killed.


    Hunger for blood seems good but isnt that just a weaker sloppy or no? maybe just inflict broken for 45 seconds instead...

    Chosen tribute is useless but maybe I am misinterpreting it

    For the Gods should have a requirement in which they have to be outside of a 32 meter radius of the killer for it to activate bc you could easily abuse it.

  • @DBD_Pinhead said:

    Exactly. If you run without Ruin in higher ranks you have almost zero room for error on anything. Last night I showed my friend the game as killer for the first time and I got paired up with a 1,2,3, and 12. I'm rank 7. Naturally the red ranks were SWF, gen rushed, insta healed in my face, and teabagged at the exit gates. I DCed since they wanted to be douches and my friend asked me why I didn't do it sooner. I agreed.

    Thank you.

    Any other victims of swf/genrush wanna share their stories? (lol)

  • @SinfulHarlot said:

    @WickedMilk03 I play Laurie, Leatherface, and Myers. I won't hold my breath.

    Well I am sure you have seen the new Michael myers chest apparel and weapon skins?

    Also new Laurie skin...

    Now that stuff may not come to rift but the devs are trying to satisfy all players. (except for me because all I want is a balanced game)

    Also... you play leatherface??? do you have fun mate XD

  • @DBD_Pinhead said:

    Well all the extra stuff that don't have a bearing on the game like charms and cosmetics are taking precedence. I'm in purple ranks right now and even running without Ruin is a huge gamble. It's practically mandatory with most killers.

    I am rank 1 on both, play both sides evenly and have 2.3k hours and verse ruin most every game and use ruin every game. I cannot play killers without ruin either or I get easily defeated...

    As the power role I expect to have less stress than the survivor and actually be strong but I stress 10x more when playing killer vs survivor in fact I have nothing but fun when playing survivor. Now everyone is saying spirit is OP and she is my favorite because she is the only killer I play where I can blame myself for losing instead of the game.

    On the side and actually more frequently I have been playing demogorgon and Freddy.

  • @SinfulHarlot said:

    I wished they could find a way to have general cosmetics. Like a jacket that fits all of a certain gender and such. The pass is better than I thought, but I don't really play more than one character. Which makes the pass kinda pointless to me.

    They will do the other characters after. They do free characters first usually. I mean if you look at the first hollowed blight, most of the skins were for free characters (or atleast for the special edition it is free) now all the skins minus jake are the killers that cost. I am sure they will get better and If you play killer (which you totally should) then you would get use from most of the cosmetics as you play killers for their different abilities.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/742175#Comment_742175

    Rank 20 Nurse actually has the lowest kill rate of any killer. If we were basing it off of rank 20, she would be buffed.

    It's okay if you don't like the changes, but at least give them a try first and at least tell us why you don't like them. Making up reasons isn't going to accomplish anything.

    Is she easier to play as now? and how many blinks are there with no addons?

  • @WickedMilk03 said:

    will respond in a mome

    OK SO she should be easier to play as since she is gonna be weaker.

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/738867#Comment_738867

    I was thinking that It would also block the killer so if they were inside they could get a pretty easy chase but would have to wait for the block to come down or if they were outside they could get there while the survivor were trapped.

    Well would the killer be locked outside of it? would be awkward

  • @PolarBear said:

    I'm just thinking out loud here... What if cruel limits trapped the survivors into the tile where the generator was completed for x amount of time (or possibly in a circle with a set diameter). The problem is that it probably couldn't be done in a neat way (I was thinking like Bloodwarden closes exit gates but could look a bit weird).

    Interesting thought. may be op

  • @KrazyAce13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/734077#Comment_734077

    The part about people complaining killers are op they take only ptb players input which is a small af portion of the community’s input instead of releasing it as is then fixing it mid chapter or a hot fix where everyone not just a select group that’s pc only can voice their opinion.

    Yeah I agree they shouldnt base it all off of ptb. I do however think that legion is trash regardless.

  • @Ark_the_Bonsai said:

    https://forum.deadbydaylight.com/en/discussion/comment/735678#Comment_735678

    True, true. As for the actual idea I really like yours. It'd still be a niche perk but it'd encourage survivors to save pallets til the end game any time it's in play.(It would probably need to have it's time WIBed though)

    I'm not a huge fan of @Toxicboii 's suggestion, but only because I actually really like the current version of Cruel Confinement. It's surprisingly strong as it covers way more distance than you think. If you choose to build around it with Tinkerer you can guarantee a down pretty much any time you can't protect a gen, making it into at least a trade. That's just my opinion though.

    yeah but not many killers can get to the gen on time. I really wish i didnt hate billy otherwise i would get that build. Thanks for the feedback mate. The only reason I like his as well as my own is because you wouldnt hardly feel like you wasted the perk slot. Even decrease the distance to 24 around the killer. Tinkerer would then be useful for all killers using CL bc they could head there and block the pallets around it if they finish it.

  • @Ark_the_Bonsai said:

    Better change, and hear me out on this:

    We revert the name to Cruel Confinement. Eh? Eh? Come onnnnnnn, you know you want it!

    agreed and I was thinking about putting that in the discussion but then everyone would have just commented about that and not the actual idea lol

  • @MegsAreEvil said:

    To let killers get easy downs after all gens are done cause theres nothing survivors can do without vaulting locations?

    pallets and stealth.

  • @Kerbert said:

    https://forum.deadbydaylight.com/en/discussion/comment/735511#Comment_735511

    They actually do consult FOg Whispers, such as a week before Chapter 13's PTB they invited OhTofu and a few others, which we can only assume was for their opinions on the new chapter. They did the same a while go back in March when they invited them to ask their opinions on Ghostface, the EGC, etc

    Well thats just for like panels. Do they actually like have an area where they discuss with fog whisperers? I feel like the only thing like that was The King's dbd feedback podcasts.

  • @xEa said:

    Good points, but one. The Music and the sound overall is fantastic! Never ever change that.

    I dont know man. Not really scary. It is cool not scary.

  • @Kerbert said:

    They're not fog whisperers, so as long as they're just positive contributors of the forums I think its fine.

    I dont believe fog whisperers have much influence on the game. Dont the devs like... not like appealing to content creators because they have their own community that will agree with them?

  • @ceab17 said:

    I don’t want a game that is designed around the hardcore. I have limited hours to play and I have fun even though I struggle as survivor. If there’s anything I’d like to see it would be the ability to play against bots as the killer. I can’t find a game as killer so that could be improved as well.

    I have posted before about how it is possible to balance all ranks.

    If you give all killers a learning curve then problem solved. As killers rank up they get better with the ability and can learn as they go

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/735115#Comment_735115

    What, you mean a separate forum that they're not allowed in?

    no same forum but with a section where the devs are open with their thoughts but only the unbiased and experienced could get in and you would need to be verified as well as not be allowed to share the info.

  • @Toxicboii said:

    Actually, I feel that the perk should block vaults and stuff a few meters from the KILLERS position. Much more better, and has around the same usefullness as Poised.

    I like this. You should make a post about that I would support it. I am fine with either change tbh tho. Well played

  • @YaiPa said:

    I'll vote later. I'm being chased by a Spirit and I need to choose on which side I'll throw down the pallet. Guess I'll flip a coin.

    Very funny XD everyone on the forums are smartasses and I like it

  • I would like game balance/gen rework first but graphics next

  • I messed up on the title XD fml

  • @SaltySwag said:

    Until DC fixing is done, you have to play the most blandest, mildest killer to keep the survivors from dcing.

    You aren't allowed to use Purple perks (because they are OP) and not allowed to add-ons beyond yellow rarity.

    I really enjoyed this

    XD

  • @Rydog said:

    They shouldn't be required to do anything. It's not an election or a job interview, it's a tag that Behaviour gives to longstanding forum members who are helpful, constructive, and active.

    Yeah I guess youre right. How do you feel about a separate area that isnt pilot members that follows this criteria?

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/731229#Comment_731229

    "DS by itself isnt S-Tier. Its more about B-Tier"

    If it was B tier all rank 1's wouldn't be running it, it isn't B tier. Getting an extra life is game winning.

    "cause its just useful if the killers tunnels, which is sadly common playstyle. If BHVR would do something against this horendous designfailure DS wouldnt be played much at all."

    This is missing the point of WHY killers tunnel. Allowing tunneling isn't a design failure by BHVR. The reason killers tunnel for the most part is because of poor game balancing. Unless you're playing some of the few top tier killers you have to "tunnel" or "camp" to an extent to have a chance at winning. If you 4k'd without doing any of those at all with an M1 killer it's because they messed up A LOT. BHVR has made a mistake with game balance, not allowing those features.

    "'The entire point of DS is to counter tunneling, what the perk isnt able to do like it is, cause killers dont let you get just because the get stunned, they just restart their tunneling."

    Yes it does. It literally gives you an extra life. The point of the perk isn't to make tunneling impossible, it's to give you another chance if he is tunneling, of which it does. If he continues to chase you after the DS to another loop he is costing himself the game because that is a ton of time he's wasting just for you.

    "So the survivor itself doesnt gain anything, cuase its situation didnt change a bit."

    He gained an extra life where he otherwise would have been dead. If the survivors plays bad and goes down again at another loop then he's just playing terribly, but that still wasted a ton of the killers time and probably the game.

    "the perk would be with this change just far too easy counterable."

    Explain why you believe this. I disagree. With OP's proposed change the only time it's more counterable is if the killer literally hooked another survivor and that means you DIDN'T get tunneled. It literally means the perk did its job.

    "Also such a perk shouldnt be counterable, cause its already a counter to cheap playstyles, whose just make the game unfair to play."

    Unfair is simply not true. If you played killer at high rank you wouldn't agree with that statement. The killer doesn't want to tunnel but he feels forced to because of game balance.

    Love this response keep up the goodies mate. Hope they make you a pilot member XD

  • So how about increase the time, but if the killer hooks someone, then you lose the ds???

    Lets say you had 80 seconds and you lost it once the killer hooked someone would that be a good fix?

  • @CruiseControl said:

    DS is fine where it's at. Bad killers say it's "immunity perk" only when they spend half the game getting looped because they're awful in chases. Either eat it, go for someone else, or slug them. It doesn't need to changed, DS in it's current state IS the nerfed version of DS.

    Too one-sided, play more killer. Saying a killer is bad for getting looped? I could say the survivors are bad because all we have to do as survivors is run in circles to win.

  • @Toxicboii said:

    I've give it some thought... Thought of a both buff and nerf to it.

    - While in dying state, Ds timer stops.

    - If someone else is hooked while ds is active. It deactivates immediately.

    - Going into a locker will also deactivate DS.

    -Timer is reduced 40 seconds at max.

    I really like the change this disables it if the killer gets another hook. Survivors keep saying "just stop tunneling" but then dont use it as an anti tunnel perk. They use it mid chase because they have the time to.

    Very cool, totally agree with that one.

  • @OkKiLLer said:

    I think we’re doing a pretty good job so far.

    I wouldnt say that. This game needs alot.

  • @Peanits said:

    ¯\_(ツ)_/¯

    Okay, if you insist.

    I almost thought this discussion was serious. Please buff pig

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