Yung_Slug
Yung_Slug
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- Yung_Slug
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Comments
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@Kaiju said:
No tbh he needs trapper sack or bag base kit and able to reset the trap at place not pick it up and reset it
Well yeah, but those changes have been suggested so many times before.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/695804#Comment_695804
Oh, well they'd just give the default logo a red background as its background is already grey, and nothing else is red. As for the emblems, they don't have a background in-general, so they can also have a red background since by default they have none already.
OR for the sake of convenience the color might change all together for emblems, and they'd either give it a different color or change the picture to something else to make it easier.
Either way, you'll still have the trusted tag, so its not like it'll be impossible to identify if you're trusted or not.
I wasn't too concerned about being able to identify them, I was simply curious about how it would look. Guess I'll have to wait and see if that ever happens.
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It's active at all times and doesn't use up the key.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/695793#Comment_695793
Yes, I know. You only get the trusted tag if you already have the red background, OR if you get one in the future.
They'll give you a red background following forward with the tag because its most likely easier to identify who is trusted and who isn't. Its only given to people by the devs, so there's no way to forge it.
If you're asking is there anyone with the trusted tag right now without the background? No, there isn't. Will there be one in the future? Not likely since they'll have the background given to them like how Boss, Groot, Twisted has theirs.
My question was what would it look like if someone got this red background but that person's profile pic was an emblem or the default logo.
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Have you ever tried using PWYF on Bubba?
Also surprised you put trapper on A tier.
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@FireHazard said:
The only way to currently get the "trusted" tag is to already have the red background OR get it with the trusted tag alongside it.
Nobody currently had the trusted tag without the red background, and I believe nobody ever will because it helps stick out who is trusted and who isn't with the red background in their icon.
When I refer to people with the "trusted" tag, I am referring to people with red backgrounds.
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@Hoodied said:
GhostFace does not exist any more
Someone looked at him for too long.
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Ace and his reflection.
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Crows fly them in dark souls style. Obviously.
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I could imagine seeing corrupt killer versions of Claudette, Jake, and Meg.
Not Dwight though. Dwight will never get promoted.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/641453#Comment_641453
I always heard of him being a guy. That may be up to interpretation, however, since there is no proof of either in the game at this moment.
However, in the Blighted event, Vigo was basically revealed. He was hooded, but spoke about his experience with the Blight event and partially describing himself in the lore entries with it. Rumor is that he's a future killer since he's done his experiments, but only time will tell.
His power will be replacing the survivors' offerings with salty lips.
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I love dead by daylight for many reasons.
First, I love spooking people. That's why Myers is my main (I actually haven't seen Halloween. I'm not even a big fan of horror movies :P). It's especially entertaining when someone misses a skillcheck and runs away, since it looks like they got scared so much they blew up the gen (if only that was how that actually worked).
I also enjoy the gameplay in general. Other fully online games like TF2 never really appealed to me, but something about DBD is really enjoyable. Perhaps it's the wide variety of playstyles.
I like speculating what new characters could be added in the future. It's kinda like Smash in that regard, except there's also the possibility of fully original characters with unique and interesting abilities.
It's also a fun game to play with friends. Dark Souls got old, but this game remains fresh with new content added regularly.
Believe it or not, I really enjoy the community. Sure, some people are toxic, and that's pretty much unavoidable. Even so, this community has done a lot of amazing things and I'm proud to be a part of it.
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Demi, Otz, and Prod.
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I sexually identify as Ace Visconti.
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delete this.
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Your idea of how much 2 meters is might not be completely accurate. I believe the default lunge reaches 6 meters (I'm guessing this counts the 2 meters or so that the killer moves forward, making the attack range 4 meters), meaning to hit survivors with this perk you'll need to either not lunge or hit them at windows, so this perk would be incredibly overpowered.
As for the more questionable hits, if they could determine the distance between where it hit and where it should have hit, we wouldn't have those hits in the first place.
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It should work for Pig (when crouching), Ghostface (when shrouded), Wraith (when cloaked), and Demogorgon (when leaving the portal). Tier 1 Myers doesn't have Undetectable but is immune to aura reading by default as well as Spine Chill/Premonition, so if Undetectable is not working properly you could try Myers for the time being.
Edit: It appears it hasn't been implemented yet. So just be patient, maybe try scratched mirror myers if you can't wait for OoO immunity.
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Any map I can use scratched mirror on is a good map in my book.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/694789#Comment_694789
https://forum.deadbydaylight.com/en/discussion/comment/694909#Comment_694909
Btw, i only play Killer, so: Can you rotate your Survivor in lobbies?
A Killer can't do that.
Yeah, survivors can be rotated in lobbies.
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@PolarBear said:
Isn't it 40/50/60 already?
According to the wiki it's 30/40/60.
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If only other players could see it so we could have a lobby of 4 survivors just spinning around.
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They should really make protection hits more clearly defined.
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Nonsense. If Dark Souls 3 has taught me anything, it's that Luck is the best stat in any game. In Dead by Daylight you can use it to:
- Think you get better items from chests.
- Try to kobe and go straight into the struggle state.
- Get rid of one of those pesky perk slots.
- Add an extra icon to the HUD of you and your team.
- Escape bear traps in 2 seconds instead of 3 seconds.
And that is why Up the Ante is S-tier and Vigo's Jar of Salty Lips is the best offering in the game.
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I played Myers and got the sweatiest rank 13s I've seen in my life.
Going against demogorgon is fun.
As survivor, I've been more potato than usual and I've been dying to bad killers who were only slightly less potato.
Everyone keeps looting my chests even though I tell them that my build is based around chest looting and I find better items. Don't loot my chests. If you do, I'll loot your chest.
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The power seems alright, depending on how long it takes to warp around the map. Good mobility is always nice. Perks like Surveillance would be good for him.
Paranoia seems a bit annoying, especially since you can't tell how close the killer is, and you scream out so hiding is impossible. Come to think of it, this perk is pretty much the Doctor's power.
How does the killer get rid of survivor hexes? Does it take up a totem spot? What if the killer already has 5 hex totems from his or her own perks? What if 4 survivors run hex perks?
I already hate the idea of Spiritual Corrosion, especially since it only destroys Hex Totems and not Dull Totems. Hexes are pretty much our only way of slowing the game down, but this perk would make survivors able to genrush without consequence. They don't even have to look for Ruin, they can just do 1 gen and then it's destroyed no matter how well it was hidden. Using token hexes like Devour Hope and Huntress Lullaby would be impossible. Even if Dull Totems were included, there's still 1 Totem per gen (and multiple survivors can run this perk at once) so NOED isn't even an option for those who wish to use it. Haunted Grounds would be the only viable hex because hexes would be destroyed no matter what.
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I think that version already exists, but it's an exclusive cosmetic. The one we have is just the free version.
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Decisive strike seems too strong when I tunnel.
FTFY
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It should still work unless there's a generator in the way. I'm pretty sure I was able to do it in the PTB.
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I feel like you're greatly underestimating BHVR's creativity. What makes you think they'd add any of those? Except a werewolf, that's the only one that could fit I think.
Also, they could have added a vampire a long time ago, considering that they are humanoid.
And "literally every other game in existence?" so where are the dragons in Hollow Knight, Doki Doki Literature Club, Stardew Valley, FNAF, Portal, Left 4 Dead, Plague Inc, Baba is You, Deathgarden, etc.?
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/692375#Comment_692375
but sloppy would deactivate if you entered the terror radius yes?
No. Sloppy has nothing to do with the terror radius.
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@justarandy said:
Huntress? Uhm... What about spirit? Don't you hate to go against spirit more?
Nope.
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P.S. There is actually one thing I like about Huntress. When I'm playing her, I can hum her lullaby to distract me from the fact that I am suffering. That is all.
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Killers are imbued with superhuman strength by the Entity. Otherwise survivors could just gang up and beat them senseless.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/692840#Comment_692840
I looked at this earlier, if you wanna keep the red then you can’t.
Ah, that's a shame.
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What's wrong with Adam? Anyway, Claudette's probably the biggest science nerd, and she likes helping people as well. Judging from the survivors' stories, I'd say she's the most book smart of the bunch.
If you wanna go more towards the video game aspect, Feng Min's really the only avid gamer.
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@8obot1c said:
https://forum.deadbydaylight.com/en/discussion/comment/692550#Comment_692550
because like the perk says, you are getting ready to do it later, that doesn't always mean you do it right now.
Okay, but this perk will be pretty much only be used for early-game genrushing.
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@8obot1c said:
https://forum.deadbydaylight.com/en/discussion/comment/692470#Comment_692470
Im still trying to figure out how here traps work
double skillcheck on a skillcheck is only 5% regression for ruin
I tried making it so that when you get there they cant pop it. You could still do it though
Look up insidious mindgame bubba for 3rd perk idea
rush in is for those people that want to flashlight save, but cant usually get there quick enough or if there is a pallet next to them you can get there faster.
Locker Mania is supposed to be random, I wanted to make a perk that consisted of luck.
Getting Ready is so that it doesnt take you as long to do a generator later in the game.
I can guarantee you that most people aren't going to use rush in for saves.
Also, if getting ready is meant to make it easier to do gens later in the game, why is it an early-game gen rush perk?
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I'm guessing the power works like hag (you can only have 9 at a time but you could place more than 9 total), which would be the best case scenario. Even with that though, the power seems super weak. It's a trap that slows survivors but if I'm understanding this right, you don't even get an alert when it goes off? Even if you knew when your traps go off, what if a survivor activates a trap on the other side of the map? How will you get there before the slowness runs out? Let's compare this to other trap-based killers.
- Trapper doesn't start out with all of his traps, and his traps can be interfered with, but his traps are also far more deadly and have snowball potential. I think Trapper might actually be stronger than this killer.
- Hag's traps can also be destroyed (if you have a flashlight) or avoided by crouching. However, she can teleport to her traps when they activate, allowing her to apply pressure to several survivors at once. Hag is definitely stronger.
- Freddy's traps have a similar yet weaker effect to those of this killer, but he also has the ability to teleport across the map, which means he can apply much more map pressure. Being a high-tier killer, he's definitely stronger.
I think the best strategy for this killer would be to set up around 3 generators, but even then trapper could do it better since his traps apply pressure. This killer might not be able to apply quite enough pressure to even do a 3-gen strat successfully against a good survivor team.
Overall, the killer needs a way to apply more pressure, whether that's better traps or a secondary ability. Simple slowness traps aren't quite strong enough (there's a reason Freddy is good and Clown isn't).
Design-wise, I'd probably main this killer just for the plant powers. Plant gang rise up.
Here are my thoughts on the perks:
- Overgrowth is pretty much Huntress Lullaby. Skill check related hex that can get up to 5 tokens by hooking survivors. The effects seem to synergize with Ruin and Lullaby, as well. For the double skill check, does it regress twice with Ruin when you hit them?
- I like the idea of a slower gen speed, but good lord if I get a doctor with this no gens will ever get done. Maybe make it only work in chase so you can't just sit around 3 gens and hold the game hostage? The slower vault might shut down a lot of loops for free, but I don't know for certain how much it would affect the game.
- The third perk is like a much more powerful version of Tinkerer. Again, I'm not sure exactly how strong it would be but you would probably at least get some free hits.
- Rush In seems like it wants to encourage picking up the downed survivor, but what it really does is let you loop the killer around for ages. You'd actually be discouraged from saving the survivor because you'd lose the 12% speed boost (which is very strong).
- Locker mania should probably be made more reliable and less random. I could go in a locker wanting a repair but I might end up getting a higher rarity item (which isn't always better).
- Getting Ready actually doesn't seem that strong, maybe without the time limit it feels like something BHVR might add. Also, I think the early game time limit is the wrong idea. Maybe make it activate later on in the game so people can't use it to gen rush.
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- Sloppy butcher isn't based on terror radius.
- Coulrophobia is already useless.
- Dream snares do not suck if you use them right.
- Borrowed Time no longer activates in the dream world.
- Even when BT works, getting hit by Freddy means you will go into the dream and therefore lose blood even while he is chasing you.
So how is this a nerf?
Also, Freddy might not be top tier, but he is definitely high tier.
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@not_Queen said:
Red Moss (current)
Break pallets with a Pounce attack.
Slightly Decrease Pounce attack/Upside Down Charge: Time to charge gets faster
to
Red Moss (Hotfix)
Tremendously Increase Teleport Cooldown
Tremendously Increase Extend Undetectable Mode when coming out of Portal
This is still not 100% the final description so this is why we didn't publish it in the Hotfix notes.
So.... I can spook survivors even better now? This is the best possible timeline.
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Library, High School, and an Entity-themed map.
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Who plays survivor for bloodpoints?
Also I don't care about my kill counts as long as I can get those sweet, sweet points. I need them to get my Lery's offerings.
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Are they using Feral Frenzy when they find you? Killer Instinct is not an aura, so it works in lockers.
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@Okapi said:
Quentin, Tapp, and Jake are the rarest. None of the female survivors I'd categorize as rare. Jane and Laurie are uncommon but still seen. Unlike others in the thread I have no problem seeing Ash. Jeff is more uncommon.
All the other survivors are extremely common. Claudettes are a plague.
It's not extremely common for me to see a fellow Ace.
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I just added some flavor to the killer perks. I'll probably continue to flesh out the lore over time.
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Looping a huntress. My worst killer to go against. I can loop most nurses (On good maps I've made nurses DC, and I performed better than my teammates against a 5-blink nurse the other day, being the only one who survived even though I was chased for longer) but huntress just gives me the big sad.
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Freddy daily: Literally just hit 4 survivors.
Ghostface daily: Down 5 survivors who were marked by you leaning from a corner.
I see no difference in difficulty here.
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Cool survivor concept! Your artwork is great, though I mainly want to talk about the perks.
Stay safe is really similar to babysitter. babysitter would be better if you run away after unhooking, since the blood is also hidden, but stay safe would be kinda ridiculous with we'll make it (if I am understanding the perk correctly).
I got you covered is unreliable (except for SWF) and really a worse version of WGLF, though the vagueness of the actions (searching a chest is an objective action, for instance) might allow you to get stacks when the team didn't really do anything important. On the other hand, survivors might not finish a gen until right after you were downed. Considering this is a BP perk with no real effect, I would definitely run WGLF over this so I can be in control of my stacks.
Alternative use should definitely be an exhaustion perk, since it lets you make distance on the killer. The stun time should also be dependent on the remaining charges I think (so a commodious toolbox with a wire spool stuns for longer than a half-used brown toolbox). Could give some use to BNP actually since you could use that and then yeet the empty toolbox.
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@Critical_Fish said:
You gotta think about every killer when making a Killer perk. The Nurse, Wraith, and the Hillbilly could easily use this to get some early game hooks, I think. Maybe make it 30/35/40 seconds? Your choice though, if you don't think it'd be too good on the faster killers then it would be fine.
If you rely on exhaustion perks, the counterplay would be similar to corrupt intervention in that you would play very passively at the start of the match. Vigil could also counter it to an extent, but it would probably need a buff to be effective.
Edit: Wait, I understand Nurse and Billy but you're concerned about Wraith? He's not really a threat.
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I have one question.
Why are your primary and secondary actions bound to the same key?