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ZFennecFox

ZFennecFox

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ZFennecFox
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  • It is what is my man. I know that on PS4 there is a group of people I have reported a number of times spam you with party invites and if you don't join they literally sand bag you until you die in game. I know their names I won't post for obvious reasons but rest assured I will usually go for them over randoms.

  • There are somethings that irritate me when I do play Killer like the little wiggle that survivors do that messes with the auto aim. Other than that I kind of enjoy it.

  • I think a good change would be to have their generator repair speed cut by 3% for each person in the que.

  • I believe a fair change would be to have a timer trigger and if you go down within that timer DS is triggered until the Killer picks you up if you hit the Skill Check it increases your wiggle bar by 70/75/80%.

  • A good balance change would be to give a 1% debuff to repair speed for all survivors in a Swf group.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1232902#Comment_1232902

    That's not really a good thing, because it's a PvP game. There's nothing fun in losing because of RNG, at least not for most people. Don't get me wrong, randomness is great to keep things fresh, but random advantages/disadvantages don't keep things fresh. They're the source of all community complaints.

    I say all this as an avid fan of Gwent and CCG's in general. Lol, don't listen to me. Imma post this anyway.

    If you complain about randomness then the whole forum will be witch hunting Bhvr for the random tiles that make up the map.

  • I have been playing since Clown was released and I honestly feel like there fine. Huntress makes me a bit angry but thats only because of bad hitboxes not the add on its self.

    I don't think they should be changed at all.

  • @Desh said:

    If they made No Mither give you 100% decrease in giving Grunts and Pains, it'd be a great perk. I shouldn't have to run Iron Will with it.

    I agree completely.

  • @MadLordJack said:

    This No Mither + Flip Flop + Breakout = never hook anyone and basically turn every match into a 4-person bleed-out.

    That is the beauty of this game the randomness is at its core a huge thing this perk set up might be strong but what if we have a putrid oak offering all hooks spawn closer. What if you go down too close to a hook, what if the Killer brings in Mad Grit.

    It's all variables that can change. In some matches it might work and hey Flip-Flop finally sees some action as a perk. In others it won't the Killer runs Mad Grit and smacks your teammates dooming you in the process.

    Its all random chance. Your build might be strong but there are definitely time it won't be.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1232783#Comment_1232783

    False information, like noise notifications and scratch marks without any cause? Or hallucinations of the killer that can be mistaken for the real thing? What about some killers not having a terror radius? Players shouldn't be spoon fed info all the time.

    That is once again true but at the same time the UI that tells all players in the trial Killer or Survivor information that is relatively need to know shouldn't be messed with.

    I had an Idea kind of similar to that where for the Killer side instead of 4 emblems it would be 4 tally marks like the Loading screen but when a survivor is sacrificed the respective Tally turns red.

    But like it our not the Survivor indicator is the only thing I would hate to see become bugged.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1232604#Comment_1232604

    I can recall a fair amount of posts on the forum that retained the glass cannon aspect while keeping it on par with Unbreakable. One such example is only becoming broken after being hit and the killer can't see that you're broken.

    At that point you would be adding false information to everyone in the game. The only way I see this perk having any benefit while keeping the core perk intact is by completely removing grunts of pain and drops of blood. But that also makes it unfair for Oni players.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1232536#Comment_1232536

    I think the devs want to keep the core functionality of perks intact. Ruin still regresses gens and DS still stuns the killer.

    I understand looking at it like that but at the same time those perks could be changed in away that keeps their own identity. No Mither can't stay the same or change slightly because no one would run a perk that makes you a glass cannon. You can't take a way the Broken status effect because then you have a better perk than Unbreakable.

    The best thing to do would be to completely rework the Perk but keep it as close as you can to David's Identity.

    David takes the hits to protect his team and in return he get his own boost.

  • @Waffleyumboy said:

    Um No Mither does nothing anywhere close to this currently

    Exactly, it doesn't do anything because in the current game any sane Killer won't leave you on the floor to actually get value from your perk. Its basically a hey I'm one hit tunnel me perk. This change would actually see play.

  • @Poweas said:

    It looks broken on paper, but could be niche in practice, I'd love to see it in a PTB though.

    I mainly put this idea forward because No Mither is a barely used perk.

  • @gamemaster1 said:

    neet, but it probably needs to be lowered to either 7.5% or 5% because 10% is a little bit too much

    I was thinking that too but there needs to be a reason to run it for solo's to feel like it helps by giving them 10% it gives the Killer a short window to get to the hook while also giving a survivor a fair chance a actually getting of their shoulder. The current wiggle speed is trash and even with Breakout is still trash plus this also gives a counter to Iron Grasp.

  • Renegade: After a certain amount of time in the Killer's terror radius you can trap a generator that stuns the killer when kicked.

    Renegade has a cool down of 140/120/60. Seconds.

  • If only you weren't so pure. The Tea bagging that Killers can stand is the ones that get to a safe pallet who know they don't have to mind game to stay safe.

    If crouching was used as a legitimate tactic to dodge I would be fine but most of know what its used for.

  • Anytime I see more than 2 Items you bet I'm bringing Franklins and you players that switch last second oh believe me I coming for those items.

    If I even get a slight itch about the team I'm facing I run Franklin's/Enduring/Brutal Strength/Mad Grit.

  • I don't feel like Ruin needed a nerf not even for new players it was actually a good thing.

    When I started playing I was abysmal at hitting greats my games sucked of course but it fueled me to get better to change the outcome of my matches by actually getting the timing down. When I got so good at it I started running the Killer and now I'm amazing at both.

    Nerfing the one great training tool for survivors was stupid a d the reason they gave was utter crap. If we go by the same logic they gave have the perks in the game should be changed by now.

    Bhvr made a decision that made the game way to easy for veterans and way to boring for new players and way to hard on new Killers.

  • Console Nurse player right here I have to say that there is a slight dip in frames just as the Nurse finishes her blink. It doesn't make her unplayable its just a small annoyance. Other than that I still feel like her blinking through objects is buggy but I like her.

  • Bring back old Ruin and sure you can have your exhaustion perk back.

  • Why are posts like these coming out for perks that have been in the game for years. Did the DBD player base turn into colossal babies when I wasn't looking?

    Thanatophobia is fine, Noed is fine, Ruin was fine. What's next Lightborne is unfair because my flashlight only has 17 seconds of use. Spirit Fury is unfair because I can't teabag the Killer as he breaks the pallet.

    Grow a friggen pair and dare I say Git Good.Sorry sorry for the rant but these posts are getting a bit tiresome to see over and over.

  • Enduring. As soon as survivors see it they always think I'm running Spirit Fury and drop every pallet before I even get to it.

  • Enduring as Killer and Inner Strength as Survivor

  • I feel like your getting something mixed up. Gen rushing is absolutely a thing. It hurts survivors just as much as Killers. By just doing the objective you lose points in every other category if you just want to hold M1 the whole game and leave that's fine but you lose out on more points and more Bloodpoints I generally like to test myself against Killers. It spices up the game and Nets me more points.

    But hey if you don't like running the Killer I'm pretty sure Green and Purple Ranks Are nice.

  • I love Oni, and I pray Monto never reads the title of this question.

  • I usually watch the Items people bring in. If they have more than 1 box I bring in Franklin's, more than 1 flashlight Franklin's and Light born. If i suspect a full team I run Enduring/Brutal Strength/ Franklin's Demise/ and Lightborn. Its the ultimate build to bully these people right back.

    You can run Mad Grit instead of Brutal Strength because teams of 4 usually will try to stop you from hooking the one you caught.

  • To my knowledge the clock always spawns furthest away from you. I would guess it so you can't just bounce to the nearest clock and render all of Freddy's traps useless as quickly as possible.

  • I believe the status effect should include sacrificed survivors. But that's just me.

  • I always go for the one who unhooked, I will smack the survivor down if they get in my way and leave them to the other 2 teammates that are hiding nearby.

    Anyway you are completely with in your own right to play this game however you see fit so long as you don't cheat.

  • Feng Min/Suzy, Meg/Spirit, Dwight/David, Kate/Jane, Claudette/Huntress.

  • Back in the beginning when she was released the hitboxes where actually model sized so the only way you could get those 1 shots was through skillful shooting. Now survivors have a hitbox that expands nearly 2 times there character model its a problem.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1228828#Comment_1228828

    I kinda agree with your premise, but then the 4 man hatch escape achievement becomes undoable. So it had to be removed / changed, and I doubt devs would go this far. Thats why I think my solution is so neat, bc it keeps the achievement intact without changing much.

    Sure, your approach removes hatch camping and slugging to find for hatch. But it may increase slugging for finding the last one, bc the killer doesn't want to gamble for the last kill. May still be worth it, though.

    They can change the achievement other games have done this and I believe they could as well.

  • @CaulDrohn said:

    @ZFennecFox

    Hatch only spawning for the last means neither killer nor survivor can know the location beforehand. So keys effectively can not be used beforehand and only after the killer closed the hatch -> EGC running. That bit is strikingly similar to my idea. But it would introduce quite some RNG, when no one can know of the location beforehand, it's a gamble who finds it first.

    I'm not sure if I like that or not. Surviror wouldn''t be able to camp the hatch and let others die anymore, and DC for hatch would not work. That sounds good. But on the killer side, such a change likely would increase slugging for 4k, since a killer won't be willing to gamble for the last kill when he can prevent it. Survivor won't waste time for finding the hatch in dire situations, maybe a good thing. But on the other hand it could feel just too oppressing. Maybe Left Behind could be buffed to show the location of the hatch before it spawns in this case.

    I wanted to discard your idea at the first glance but I gotta admit, it has more interesting implications than I thought. Could be worth elobarating it further :).

    Edit: One thing I forgot: Your idea removes the possibility for getting the achievement completely. So it either would have to be removed or somethign like the hacth always spawning when all gens are powered (like what Brodie suggested).

    The premise of the hatch is an emergency escape route with makes utmost no sense if it spawns after the last gen. By changing the hatch spawn mechanic to spawn when 1 survivor is left alive gives the Survivor a fighting chance against a Killer who downs the second survivor and goes to look for the hatch. It balances key's as Survivors can't just tea bag on top of it it becomes an Emergency Escape.

  • The perk is fine quit blaming it for your negligence.

  • Why is this still being talked about I think a mod actually posted in another discussion about why this perk isn't on the list. Anyway Noed is fine the way it is. Most people will break all the totems before endgame any way so its not too much of a factor the only time this perk is complained about is by people who get cocky and gen rush a Killer. Even when I play Survivor and get hit by this perk I feel like I failed to find all the totems. I generally take it upon myself at the last gen to find all the totems on the map.

    So in short stop blaming this perk for your negligence.

  • @Dehitay said:

    The upcoming patch actually addresses some of the problems killers are facing. It's hard to tell how much it will help till it goes live, but unlike the previous patch that stood absolutely no chance of solving the problems resulting from the Ruin nerf, this one might actually be able to do something. If it does enough, then more people might start playing killer again.

    It will address some of the problem but not the whole issue. Sure the decrease to gen time will make it feel like the Killer is moving into a position of power but not by much. The only time this will feel like a buff to killer side is against solo survivors but as most of us know Swf's will be running the perks to counter this.

  • I can only player Survivor during the early afternoon and even then only for an hour or two if I'm lucky the que time doesn't go past 10 minutes. Meanwhile I can hit ready as Killer and get a game almost instantly. I feel that the Ruin nerf took the sails out of a lot of Killers most people want matches that feel like there in control and to see two to three gens pop instantly after your first down really drives home the fact that you messed up somewhere along the line.

    I will keep playing Killer and Survivor but only because I enjoy both sides of the coin and I'm a slight masochist.

  • Take a breather man. You can't let people like that tear you down if you quit because of that then they won. Anytime I suspect a swf I pack Franklin's, Lightborn, Enduring , and Brutal Strength. So I can tear through everything they try to do. Anytime you see more than 2 items in game switch to a killer that has Franklin's.

  • I don't believe he/she/they will see any type of buff in the near future. While I personally love playing Legion and think that he/she/they could use some small tweaks like reverting the missed strike taking you out of your power. I am not holding my breath on anything.

  • You can't really fix the game once Ruin was utterly gutted the game for Killers went completely south.

  • I play on Ps4 and I only have a 2 hour window to play survivor before the ques start reaching past the 10 minute mark. Playing Killer is more of a stress builder than anything in this game so much so that I stopped blaming Killers who Tunneled and Camped. Toxic little balls of sunshine and their overlords who nerf everything Killers do.

  • Can't speak for any other platform other than PS4 but its mostly used by cocky swf. Mostly used by the one who is considered the best looper among the 4. They get your attention and hold it while the others Rush Gen's.

  • I am utterly scared of playing against Trappers. Its always the fear that the next loop I run is trapped.

  • I believe he is completely fine I might be biased because I can only play a couple of survivor games before I get fed up with waiting for the 20 min que times but at rank 2 I mostly against play Billy, and Doc. I actually find it quite fun to play as him.

  • I believe the hatch should only spawn if one survivor is left on the map regardless of generators.

  • Remove survivors ability to see jigsaw boxes. It makes her Traps more lethal and removes the survivors ability to just ping pong between boxes while your chasing other survivors.

    Personally I would love an Ultra rare add on that triggers the helmet to explode when a gen is finished while a helmet is active. I would call it Hair Trigger or it could remove a percentage of the timer remaining.

  • Quite honestly these changes look good. I play on console and would really love to test these out.

  • @obamagaming99 said:

    https://forum.deadbydaylight.com/en/discussion/141923/hex-ruin

    I think us killers need to stop relying on perks to make the game last longer than 2 mins. They are changing gen speeds anyway so don't think we'll need old ruin anytime soon.

    Its okay to rely on perks to increase game length as it leads to more points and better scoring on both sides. Games actually lasted longer than five minutes and certain Killers could actually have a fighting chance instead of seeing 3 gens pop in the distance during one chase.

  • @Cheers said:

    I quite enjoy current Ruin, and I don't believe it needs a change in it's current state.

    For Killers with high mobility or lethality the change is actually a blessing but for Killers who require setting the map up to a certain flow the Perk is completely useless.

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