Zoldyar
Zoldyar
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- Zoldyar
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How much blood points tho? As we know some killers would face camp right at the start so that they will have enough time to face camp another suriviour. So if a surivior was to be unlucky enough and get hook right at the start and be face camp all through that I hook. Would it just give them 5k bonus because if so then that won't encourage them. If it's 10 or 14k won't encourage red rank survivors because they will get depip if we get less than 15k ( I think). So the points would have to be ridiculously high. Also the game already rewards people for staying on hook which is called 'struggling'. So if people are still dcing even with that, then your suggestion won't help.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/709832#Comment_709832
Your completely killing your ability to hide for the entire trial in return for power in the endgame.
Unlike with NOED this has direct downsides beyond losing a perk slot, isn't surprising them at all AND requires 2 perk slots AND isn't even that much better than NOED in the first place.
In fact it's arguably worse due to lacking a speed buff.
This post is just unbalance because a surivior cant counter that perk at all. The thing about noed is that a surivior can counter it, but with this you can't do anything. What is the killer has play with your food? They are also granted a speed boost becuase they are obessed with all suriviors. Not only that, but what if the killer has blood warden? You are honestly granted all killers the ability to win games easily, in return it just takes up a perk slot? That isn't even a valid reason because unlike build such as endurance and spirit fury, condition has to be meant. However, with your idea there is no disadvantage other then perk slot.
What do you mean suriviors has to be stealth? There is only two ways for them to escape which is hatch or exit, so you will constantly know the position of where they are. They can't relay on other team mates because they are all in the same boat so if they were to waste time hiding and e.t.c. They will die by end game, so this point ain't valid.
Not to mention the glowing red light will hint you that a surivior was opening the gate. Don't even get me started if someone chose killers that has a fast travel time or cover map pressure such Hibilly, Nurse, Freddy, Demogorgon, Spirit and hag.
This perk really needs alot of limitation or a rethink without a doubt. It's like if a surivior can run all exhausted perk without the exhunasted effect because there is a perk that ignores it. That is basically what you are giving to killers.
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@NuclearBurrito said:
Familiar Crowed
You are Obsessed with all Survivors
Gain 50/75/100% more Bloodpoints in the Sacrifice Category
This perk is op because what if the killer has rancor? There will be no counter to that perk which gives all killer an easy win.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/706914#Comment_706914
This isn't a build to counter the Spirit. This is a build to simulate being healthy, but also negate the Fixated speed buff while keeping the scratchmarks portion.
If you want a build to ACTUALLY counter the Spirit I would pick:
- Spine Chill
- Fixated
- Dead hard
- Iron Will
But that won't help you learn her counters, it will just lead to you relying on perks that hard counter her.
The build I proposed is fundamentally different in that it isn't trying to be a good build, that simply isn't the point in the first place. It is simply a build that lets you see your scratchmarks so you can understand what the Spirit is seeing a bit better thus helping you make sense of where you are going wrong in any given encounter and what kinds of jukes can work or not.
If you call no mither being "healthy " here, we got a problem.
You should know as I'm assuming you are a high rank killer that scratch marks isn't the only way a killef can track a survivor. You can hear a suriviour noise when they are in a full health state.
There are also crows which basically helps gives out the suriviour location usually.
Other then that. Now that you have made it clear to me what you were saying, I don't see the problem with your point at all. I thought at first you were ignorant.
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@NuclearBurrito said:
If you want to practice playing against a Spirit I would recommend the following build:
- Fixated
- No Mither
- Iron will
- Exhaustion perk of your choice
The idea is to use Fixated to help you get used to what the Spirit sees. And then use No Mither + Iron will to simulate being healthy but disabling the Fixated walk speed buff, because that walk speed lets you do extra jukes and you don't want to have to rely on that.
Once you are comfortable with manipulating your scratchmarks you can take off those perks (besides the exhaustion perk) and run your normal build. The same jukes will still work but now you can get hit twice, after the first game you need to use different jukes because scratchmark jukes alone won't work while injured.
You are joking, right?
Number 1.) How would the player know he would be going up against a spirit before the match start?
Number 2.) You understand how much of a bad perk no mither is, right?
Other then that, I don't see anything wrong with your statement .
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@graveyard_7777 said:
This happens almost every match when I'm playing as survivor and I'm left either by myself or with one other person
Depending on the killer and her/his skill, the spirit is probably the most unbalance killer. She is arguably a better Nurse because of the fact that the game didn't make any counter to her or a big drawback. The only disadvantage she has is that she can't see suriviors and that her power has a cooldown (which the add ons to decrease cool down are very occurring so yeah). The power having a cool down is good, but not seeing a survivor really makes little to no different at all.
Killer mains that are used to suriviour blinding them and e.t.c wouldn't even tell the different as they can just track you in multiple ways.
Number 1 is your sound so let's say you are in full health, a killer can still hear you. Lets say a suriviour was to stop running it wouldn't make a different since the killer can just phrase our whenever she wants and can just use it to gain distance.
Number 2 even if you run iron will while injured, the killer can simply follow your blood and starch marks which basically limits a suriviour from escaping a killer.
Number 3 You can't tell rather she is vaulting or phrasing which means you are taking a gamble. Usually it results in the killer's advantage because they have a higher speed plus can hear noises if a survivor fast vault. So it's more of in the side of killer.
Number 4- If you are a red rank survivor seeing a spirit is never a good sign especially when she occurs so many times (Bubba and spirit appears the most in red ranks and they really ain't something you like to see). This is because killer mains themselves knows she is broken and just an easy win to matches, why else don't you see her getting nerf? It's because killer mains know she is a free match winner so they will defend her at all cost. It's there way of the game being "balance".
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@CaptainNapkin said:
We all know that Demogorgon is gonna be nerfed upon its release. They did it with Plauge and the Ghostface, so why not Demogorgon? There's alot of talk between whether Demogorgon is Overpowered, underpowered, or it's in a good spot for both downsides and rewards for good play.
The Demogorgon is being made to where its supposed to disrupt the current meta, not being OP, and this is why.
[tedtalk music plays]
The Demogorgon's portals, if placed in good spots, can remove the need for the perk, "Barbecue and Chili", and possibly, "Whispers". The perk "Whispers" is a reliable perk to count on whenever its the beginning of the game, and both the killer and survivors are trying to get the game going. Now, Portals aren't the best for the beginning of the game as they don't start placed out for you, so "Whispers" is still reliable to use, but if portals are placed near generators and your too far away to be in Whispers range, you can see if the survivors are near that generator. Now, it doesn't completely remove the need for "Whispers", it just mildly lessens it's ability to track upon long distances.
"Barbecue and Chili", however, is currently the best tracking perk in the game for killers as it allows the killer to practically see every survivor in the game that's farther than 40 meters from the hooked survivor for 4 seconds. Now, if the Demogorgon's Portals have not been destroyed, and they are placed near Generators, they can instantly give away their position to the killer, putting them in a terrible position. Now, I'm not saying that "Barbecue and Chili" and "Whispers" are worthless to killers now, I'm just giving you the more risky, and a bit less effective alternatives to hopefully save a perk alot for you so you can get more use out of other perks instead of the same, regular build you've been using for 4 weeks or longer.
These are mainly suggestions and do not obstruct your ability to play the game. I don't make the meta, only the community does.
But in all honesty, we need a buff to the perk, "MindBreaker".
I think the Demogorgon just needs a little nerf and that's just a cool down with his lunge attack (maybe slower movement speed), but other then that he should be perfect.
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Wake up: I don't agree with the description of it and to be honest it seems like it could ######### up suriviours or help them. However he might need to change that one
Pharmacy: That is just a b.tech Botany Knowledge which us even more stronger than that. So I wouldn't say that op because to use Botany Knowledge doesn't take as much requirement as Pharmacy. However like wake up he should probabaly re think that one.
Vigil: That arguable rather that's ok or not because legion does have perks to make this perk and prove thyself useless. It might still be broken because of how quickly gens can be done depending on the killer and his skills.
I wouldn't say his perks Is op but just rather pointless from killer's perks or could easily be cancel by other perks such as Sprint burst and e.t.c. He might need to do more thinking about the perks.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/669544#Comment_669544
You say it's near impossible... yet I saw tru3 doing it for what felt like ages.
You gotta do it like you do billy, don't let him have the straight line
He last less than a minute during the chase when he started looping the killer. Had the killer not tried to keep double back when there is a safe pallet or used perk such as spirit fury to help during a chase. You can imagine how quickly that Chase would last. Also if you watch noob3 using the killer, I don't recall him being in a Chase that last longer than a minute.
I'm not saying he op as it is too early. However, I think we can all agree his perks to reduce gen time is really massive.
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There is only two problems I have with the new killer which is his m2 and perks. The reason why I say his perks is because if a killer runs surge, pop goes the weasel or Huntress lullaby, ruin and overcharge. This build would become crazily unfair for all suriviours and that ain't a debate.
Another problem is his m2 which has no cool down. Why I say it is a problem is because the distance it covers is ridiculous, especially with the fact that his attack has a wide range to hit a survivor. This can become a problem because the chase a killer and surivour can have would last 20 seconds or less. Due to his high range and distance it's nearly impossible for a suriviour to get to the next pallet without getting hit.
Now you might be saying that I'm encouraging loops. But as much as I hate to say it. Looping the killer is the only way a suriviour can win because it stops killers from preventing destroying gens or stopping people from gens. It also makes the killer waste time and also reduces the map pressure a killer can have. That's why killers such as Nurse, spirit and Billy are in high tiers because they can end chases quickly making them easily have map control and e.t.c
I want to mention them early so people don't exploit this killer and give it a dumb nerf like legion has.
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I see
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@Yung_Slug said:
The change sounds nice, but there's a reason they changed exhaustion. We don't want more infinites.
I think it should work better when you're crouching (and perhaps not moving as well). That way it could be a little more useful and also fit the perk icon and name better.
Inifinites can't be done anymore. Now that blood lust has become more reliable and efficient with the addition that they limit the number of times you can vault. Inifinites are impossible to do.
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I think for the expose status could be op becuase it can be stand four times by each killer. So perks such as barbecue and chill with the perk that plague has that gives out the location when you down a suriviour would be op. I understand that killers such as Myers can do it, but his one takes time while your one can be done instantly. Especially if you do take into consideration that the killer will have add ons.
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@Sziosis said:
In light of the Dying Light rework on the PTB, I came up with an idea or two for Monstrous Shrine.
1. Survivors can no longer attempt to unhook themselves from a basement hook. Healing speeds within the basement are reduced by 50%/60%/75%
2. When you are over 32m away, when a survivor is unhooked in the basement, the basement entrance is blocked by the entity for 5s. This effect has a cooldown of 100s/80s/60s.
2 is a bit stronger than 1, but keep in mind most killers take about 7s to cross 32m and you have to be over that before it activates. This mostly makes it to where you will be able to get into a chase with someone as they leave the basement more than keeping everyone in the basement. Then there are the faster killers that will break this perk, but this is an idea, I don't care for perfection :P
-_- Leatherface killers are smiling
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@WickedMilk03 said:
Legion is not that fun kind of so here was the idea I came up with after being inspired by a fellow in the forums. And lets be honest... Is it really a legion when there is only 1 killer in the match? Is it really a torment creek without a creek? NO
This Changes his whole ability:
- You spawn in and hidden killers are highlighted in yellow
- You can switch between them by hiding in a locker
- Whenever you get in a locker you aim toward the direction of the one you wish to take over and your previous character would then be in the locker that you placed yourself in.
- Feral frenzy activates whenever you jump out of the locker, you run fast and your hits deal damage but it only lasts 10 seconds. The stats for feral frenzy would remain the same (vaulting, speed)
- You can choose when to jump out of the locker after you port.
- There would be no cooldown on transportation
- Feral frenzy would have a cooldown of 30 seconds.
- Once feral frenzy is used on one character, it cannot be used again until you switch between characters. (As if they were exhausted)
- Feral frenzy is activated from inside a locker ONLY.
- If the feral frenzy cooldown is not complete, you will jump out of the locker as a basic m1 killer.
- It takes 2 seconds to enter a locker
- The distance between the characters you choose dictates how long it takes to teleport between them
- If a survivor attempts to enter an occupied locker, The legion will pop out and one hit down them and enter the locker again (a new animation for this would need to be implemented) After they are downed, the feral frenzy goes into cooldown.
Would this be OP. no. Would this be top tier, probably. Would this be fun for both sides? IT SOUNDS FUN. IMAGINE YOURE RUNNING AWAY FROM ONE GUY THEN HE DISAPPEARS AND YOU SEE ANOTHER KILLER OFF IN THE DISTANCE CHASING SOMEONE AS IF THERE IS A LEGION. I love the inspiration. I feel like he would be a sort of map pressure trapper in that feral frenzy is big now but you would have to plan it out.
NOTE TO DEVS IN REGARDS TO COSMETICS: There would be 2 male and 2 female with the basic outfits but you could buy all of them and make the real legion by buying those outfits. Simple solution
I like your idea, but I have a few questions.
1. Would the killer see survivors aura while in frenzy?
2. How would this prevent loops or end chases quickly?
3. Would the suriviour when hit go into mending state?
4. Would the killer regain his frenzy when he hit a suriviour?
That's all the questions.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/667115#Comment_667115
2) I mean power loss on basic attack. Legion loses 50% of his power gauge on a normal M1 attack. When he's not even using his power. He's the only killer who actively loses his ability when not even using it.
I didn't realise that's what you meant. I now agree with the rant on legion now. However I still dont think he needs a buff, but changes. Especially on losing his power using m1 attacks.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/667115#Comment_667115
2) I mean power loss on basic attack. Legion loses 50% of his power gauge on a normal M1 attack. When he's not even using his power. He's the only killer who actively loses his ability when not even using it.
Seriously? I thought you were talking about his Sprint burst attack mode, not normal basic attack. That is stupid and I don't agree of that being there and think it should be change. However, I don't agree on Legion getting buff because I been through too many torture with rank 1 legion with some of nurse's perks. I think he needs a rework because if he gets nerf he will probabaly be really weak, but if he gets buff he will be really op.
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@Locker_Monster said:
Reduce power cooldown by 1 second.
Just 1. Just 1 tiny second.
Remove power-loss on attack.
Seriously. WHY is Legion the ONLY Killer that actually loses his active powers charge when he does what killers do; attack. What made ANYONE think this was a good idea? I mean, if his power could actually DOWN someone; fine. But it can't. So remove this.
Allow the Deep Wounds to incap while self-mending!
If someone is being mended by a teammate; it does not incap. But if they are self-mending, it should incap. A punishment for being too slow to heal. As it is, Survivors can literally ignore the timer until the last second, then start mending themselves. So how does this slow down a match at all when it's 99% ignorable?
Seriously. 3 changes & Legion is in a good place. Why is he still a joke? I want to buy them. I want to enjoy them. But they are not worth the price of the DLC in their current state. They are useless and attacking actively drains their power by 50%, for a power that can't even incap & can be ignored for 99% of its timer.
1.) Why do you want it to be cool down by one second less?
2.) They shouldn't remove power loss when the killer miss his attack. This is because when you hit one suriviour it puts them on mending state and injured state. When in mending state it takes like 16 seconds. Then to heal while injured it takes 27 seconds if not more. Not only that but when you hit a suriviour you regain your power and know the location to all suriviours. Moreover, perks such as thanatophobia and nurse calling makes his Sprint burst even more op than it should be. So why shouldn't they be a high drawback when using it?
3.) I think legion doesn't need a buff, but a rework like Freddy(just without it taking like 200 years to happen). I can go on and on to why legion can honestly be the best killer on slowing down gens and winning games more efficiently than the nurse. Obviously in Chase time no killer other then spirit can come close to the nurse.
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It's annoying when you are a red rank suriviours with yellow rank team mates going against killers that are purple or red rank. Sometimes, I don't know rather killers are op or that my team mates are bad.
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@8obot1c said:
A hex rooting its power to survivors senses. While this hex is up, survivors are forced into first person perspective. Noises by anything are 50%/75%/100% louder for survivors and they aren’t directional.
Idk I had a thought of changing survivors perspective, but idk what do you guys think?
I don't like the first perspective because stealth killers such as ghostface and Myers would be too op with that perk. However, I like the ideas in the rest tho.
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@IceCreamPrincess said:
Well, that perk idea is very similar to what the devs tried just base, and that was abused hard by survivors. As it would be, the killer cannot in any way protect his hooked target, and just have to give up and give a free unhook.
Furthermore, if the killer was to attempt to protect his hooked target, survivors can just run him around the area around the hook endlessly.
Final also, 32m is extremely long range for a perk like that, putting a survivor on a central hook basically means they simply can get away from the hook.
I however really like your idea of a perk that stuns the killer if they're in range after an unhook
I understand some of the points you made. However, I disagreed with one of them.
Killers shouldn't want to focus on protecting one hook suriviour if their objective is to kill all four of them. This just makes it a lot more harder for killers because the time they are wasted protecting the hook suriviours. The more gens that are being done. You will hardly if not ever see a killer camping winning a game. It's very good gen rushing is being stopped, the problem is that the more slower the game is becoming. The more killers would find camping a strategy to winning.
As for killers getting distracted by other suriviours isn't the case at all sometimes. Some would focus on one person then head for the next person, once that person is dead. So it really isn't that simple because I'm talking about a more intelligent killer that would see through that.
As for the distance. I was a bit over my head making it that long. I just wnated it to be an example like make your choice distance.
Finally, I want to thank you for agreeing that killers getting stun while close to someone being unhook is a good idea for a new perk
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@avilmask said:
It existed and even tested on PTB. Reverted pretty quick. Sorry about that.
Why was it? I think this would have been better for killers because it stops them from getting distracted and focusing on the hook suriviour. It would also like I mention before, give new suriviours a better experience to the game.
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@TheUnendingNightmare said:
How about 12m radius ? 32m is extremly large.
I was just using make your choice distance as an example to how the distance would be like.