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avilmask

avilmask

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avilmask
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  • Apart from many sentiments, voiced in that thread, here's my one biased opinion: "proximity to the hook" should not tick when gates are open :P

    Chase music also eats butt.

  • @thekate said:

    https://forum.deadbydaylight.com/en/discussion/comment/629820#Comment_629820

    Believe me there are some many killers do this even with high ranks.

    But killers that do that never rank or even derank. So if you get them every game, they never get to higher ranks. Basically, if higher rank killers exist, your statement is false.

  • Let them make a shirtless Nea and you'll see what's scary.

  • @Shirokuro said:

    Not sure about the change but it really does suck that any stealth killer/perk can negate Borrowed Time completely

    And there is survivor perks that completely counter stealth. At best it's one perk cancels another. At worst is killer ability cancels one perk of one survivor and one survivor perk cancels out killers ability. What gives.

    Also yet another complain about insidious Bubba. Oh no, he wasted whole 3 minutes of your life that you never getting back!

  • Her pink add-ons are weaker than green and purple ones, unless used together (so it's basically 14k BP and two slots to make it work). Her most powerful add-on considered to be Prayer Beads (measured by how survivors hate it). Everything else is what @Tzeentchling9 said.

  • Let it possible to read auras through lockers and other auras (gens). I'm all for changes that make solos and swfs closer, with according changes to killers.

  • Jokes on you, not healing counters exposed effect (by making it irrelevant).

    When I see injured people do gens, and it's 1-2 gen situation, it's an obvious adrenaline play. When survivors do gens injured "it's a high risk high reward adrenaline play" (no way survs use it for whoopnig 5 seconds of speed boost). On another hand, when killer let gens go to get noed activated faster it's "bad killer gets rewarded for being bad".

    Anyway, being injured is dangerous most of the time, but dangerous play stops being dangerous when the danger gets removed in matter of seconds. So basically the whole complain about survivors not healing themselves is actually more about survivors getting healed without actually spending time healing.

  • @killermainxd said:

    If you want survs to not gen rush then don't punish them for doing the only other obj in the game... There would be no point in breaking ruin if it took away my perks. That doesn't even make sense.

    What irony.

  • Green part of building isn't really good place for a totem when window is open. It's a favorite palce for all survivors to run through, so it's gonna be exposed basically after first chase. I would like to see totems placed at "sometimes dead end" zones when there is no windows or passes through, and basically never near actually existing pallets or windows, because those places are magnets for survivors.

    Also I like totem placements close to edges, like this one on last screenshot, but just make that piece facing the border of the map (wall) instead of center.

  • Corrupt intervention or ruin to slow down setting up period. Prefer placing traps in grass. Try to have at least one trap with you to /pretend/ like you're setting trap on a loop to break it. Place traps near places, where you would like to be notified (if it's disarmed). If you think there going to be a chase in know to you direction, try to place traps in advance (like when you about to enter basement with someone inside, try to place a trap on their way, or at loops, where survs like to run only because it's good for looping, but not for normal passing). "Save the best for least" benefits from you hitting trapped people, or picking them up if it's an obsession. So one perk to slow down setting up period, one perk for synergy with your traps, and two perks could be something to improve chasing, like enduring and brutal strength. That's basically my way to play.

  • @Usui said:

    https://forum.deadbydaylight.com/en/discussion/comment/628301#Comment_628301

    They don't give a ######### about any perk. Not just this one specifically. Please don't sugarcoat unbalanced killers to compliment your opinion.

    They do, they have especially easy time with OoO users, so they like it.

  • Hexes could be like exhaustion perks for survs, just inside out: doesn't work after breaking for a period of time. I.e. hexes could respawn after cleansed.

    Now keeping full strength totem for the whole match (especially if that's the one that grows in power over time) would be unfair. So something like this should happen:

    • totems without tokens should get starting tokens with maximum strength attached to it. Totems lose some tokens when cleansed, losing progress or generally strength on it.
    • or dull totem should be lit when perk respawns, making it possible to prevent respawn by cleansing all totems. That way killers don't lose a reason to protect totems, but also may chose, where a totem ends at (sooner or later). Thrill of the hunt also can decrease time required for totems to respawn.
  • Funny that just last day I've encountered double ooo twice in a row as a pig, and it was two different teams. It maybe a confirmation bias, but I guess there is a way to tell if killer prefers playing one kind of killers over another? Because it's like whenever I try to play hag, trapper or pig there is at least 20-30% chance I get an OoO. Should probably add more Spirits into my statistic.

  • @Sheldor said:

    https://forum.deadbydaylight.com/en/discussion/comment/621664#Comment_621664

    1.) Using a game mechanic to reach a place in the map you werent supposed to reach

    2.) Using a game mechanic to reach a place in the map you werent supposed to reach

    find the difference

    Easy. Game mechanic that accessible only under certain conditions and mechanic that accessibly at all times. There.

  • @brokedownpalace said:

    Wait if that's not an exploit then why was using Dead Hard to jump the gap on the top of the Mother's Dwelling main house an exploit?

    Not trying to start an argument, I'm curious as to what the logic is.

    Not intended use of a perk most likely. Basically opens an opportunity to traverse normally impassable terrain using DH. Lunge isn't a perk... so it's different, I guess?

  • Movement speed is kinda too much. Also it's not much of a punishment for a survivor as a way for killer to buff himself. Because you just not gonna give survivors a chance to heal until they downed, unless it's an unhook, and killer is encouraged to return to the hook because of this perk.

    I had an idea of different kind: neurotoxin - your weapon is covered with neurotixin that slowly affects accuracy of victims actions. All actions that require precision become harder, causing 1% regression on normal skillchek per token and making size of great skillcheck zone smaller by 25% per token. Victim gains one token every 30/25/20 seconds of being injured. Removed if healed.

    That way survivor is punished for remaining injured for prolonged time, while not giving a killer any chasing advantages.

  • I'm pretty sure the moment you hit them with a saw. So yes, IT IS dumb.

  • Teleporting between basements is too much. Spawning two basements is actually cool. May be an actual activator for basement builds, because their problem is it's actually hard to get survs to the basement.

  • I had an idea of the mascot killer:

    • human sized and wears a mascot costume with huge head (damaged and wearied out);
    • uses pre-recorded audio song instead of a heartbeat, and makes phrases during actions, like hitting people, grabbing them, picking them up, or using an ability. His phrases are spirited and cheery, but recording device sounds like it's broken and always chows words, makes crackly sounds, changes speed of phrases;
    • for weapon he uses blades, attached to fingers on palm side of a hand. His attacks look like tagging move. In memento mori he "thinks" that he tickles the survivor, dealing dozens and dozens of slicing injuries until survivor finally dies;
    • (bonus/optional for better immersion) he's delusional and suffers from "pyro vision": tagging and tickling don't look dangerous to him, and hooking action doesn't seem violent, screaming is replaced with laughter. From time to time at according moments he has "moments" when he sees things for real, but for a short period;

    His ability allows him to get into a locker and get out from another one of choice every 30 seconds. He makes a loud sound, like "Howde!" or "Here I am!" when he does so.

    His map is abandoned amusement park.

  • Don't forget DS to counter hook farmers. "Build to counter your butthead teammates".

  • @My_Farewell said:

    https://forum.deadbydaylight.com/en/discussion/comment/618394#Comment_618394

    Problem are the trolls, regardless they are swf or not.

    It's drammatically harder to be a troll as solo survivor, especially when you're outnumbered in your team.

  • @My_Farewell said:

    https://forum.deadbydaylight.com/en/discussion/comment/618382#Comment_618382

    When solos complain about swf it's usually because they troll them or ignore them while on the hook, not because they are succesful.

    That means problem of swf not only in their success?

  • Only killers complain about swf, huh? I've seen so many times, how swfs ruin the game to solos.

  • There's still dad's glasses. Anyway, losing vision of tracks would disable here chasing ability, leaving only "mindgames" and fast travel between gens. It means iron will gonna shut down spirits, and that's no good. Basically spirit should be always able to hear survivors in phase if she loses her tracking.

  • What I got with preschool from my new experience is survs don't loop on most pallets anymore, instead they go for a hit/drop in your face and proceed to run to a shack/middle building, where pallets are completely safe. And since middle building is in the middle... it's pretty easy to get there from any location, making this place a favorite looping rote. It always feels lame when you have to chase all of the survivors to practically the same location.

  • I like huntresses mori, it's really vicious and straightforwardly brutal.

    I also like searchable items to hide totems idea. But it feels like it's gonna suffer from "pig's syndrom", i.e. gonna create a feeling like it's always the first or the last one. And it was proposed a lot of times to make lit totems look like dull ones, yet it wasn't changed still.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/618124#Comment_618124

    To reduce the time a Killer has to waste on a DS Survivor.

    Old DS wasted ~15 seconds of the Killer's time before it activated (pick-up+wiggle+stun), new DS only wastes about half of that with ~8 seconds (pick-up+stun).

    Time is the most valuable resource a Killer has with how fast the average game has become nowadays.

    Didn't think about it. That's actually true.

  • I meant the fact it self that DS didn't work instantly =_= Whatever you say, my point was that it have been changed so it actives before killer can take an action, therefore "cheap tactic" was fixed.

  • And? Why did they remove 35% wiggle progress condition?

  • @My_Farewell said:

    https://forum.deadbydaylight.com/en/discussion/comment/617579#Comment_617579

    Now this is a pretty biased comment.

    Jumping into a locker is a smart and legit tactic. If you don't want to eat that DS then wait for it to go off.

    If you still think it's a cheap tactic... Where were you when killers used to juggle survivors to avoid the old DS?

    >Where were you when killers used to juggle survivors to avoid the old DS?

    That's why it was fixed.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/617384#Comment_617384

    The fact that the perk at it's core is: "Can I please get to play more than one hook" shows how bad tunneling is rewarded in the current 'meta' due to imbalance. However, you would say it is abusing DS to jump into the locker so you can stun the anti-tunneling killer. However, it isn't abuse to slug and camp until 1 minute is up to avoid the ability of the perk. Again some people seem to only be able to make judgement calls that purely benefit themselves. However, my suggestion is to remove the ability to abuse DS and makes it so you will NOT be hit with it if you do not tunnel. The only FAIR thing to do is give them the balance of their problem as well being slugged until the timer is up.

    Your logic is a prime example of why I see "Oh Killer/Survivor Main biased AF." You are abusing the design of the perk. Similar to legion walking backwards it was an abuse of how the mechanic was designed.

    But don't worry make a snark comment D: instead of putting any thought behind it. >.>

    You are also punishing the person that was already on the hook which is essentially a gameplay timeout corner. Which even they are saying they didn't want to be unhooked, however, you can't prevent it. Which is why the concept of "Safe Hook Rescue" needs to be redefined.

    I wasn't snarky here. I was serious. People pull each other from the hook in completely unrespectful manner because they know they can afford that. Only way of "counter play" (more like a compromise) is down that person and let someone pick him up (because protecting him for a whole minute is just stupid). Perk works already, killer not gonna pick you up. Seriously, now we're complaining that DS leads to slugs? What, it should give armor, like mettle of man, but also stun a killer if hits you (that's basically how "locker abuse" works)? Speaking of being biased.

  • He can be saved unless it's Bubba. Only Bubba can hit more than one person with one swing.

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/616963#Comment_616963

    That’s what you took from the post?!

    Ok let’s flip it. Is it fair that a survivor brings an anti- tunnel perk, get tunneled, and doesn’t get to use it? Nope... sure isnt, but betting you don’t care about that part of it. So what I am saying is both sides can occasionally get screwed, but overall it’s working as intended. Just deal with it.

    Wait, what the heck do you mean by "bring anti-tunneling perk, get tunneled, and doesn’t get to use it?"? He misses it or something?


  • @Jdsgames said:

    Here is how I think DS should be handled.

    Now let's discuss tunneling:

    You go after the person that just got off the hook to down them again.

    Now what I suggest is a buff/nerf to the perk accordingly. You still have a minute timer: However, if you are downed within that minute DS is active. This is nullified if a survivor is hooked prior to you being downed. This prevents the Abuse of DS on the survivor side. It also prevents the Abuse of Slugging for a minute on the Killer side. You either get away untunneled or you don't and get DS. There is no longer an immunity since you can down the rescuer and then hook them find the DS user and down them and hook. Again they had the chance to GTFO from the situation.

    Slugging for a minute is an abuse now? D:

    Isn't it the only sensible thing to do if somebody makes an unsafe unhook? This thing MUST be punished.

  • I have a cool buff idea for a pig. What if her ambush benefited from basic attack perks?

    I'm sorry.

  • @Karl_Childers said:

    I say leave it as is.

    Yes, there will be instances where a non-tunneling killer will be hit. But also yes, there will be times where a survivor is legit tunneled and unable to use their anti-tunnel perk. All in all, I would just say these things cancel each other out. Overall the DS change is working out well so it’s best if they don’t mess with it.

    Excuse me, but what you said sounds like when killer is punished for tunneling cancels out when killer is punished for not tunneling. Killer is punished either way.

  • Design of BBQ is good on it's own because it's powerful and encourages you to leave the hook, but easily replaceable, because effect is counterable and not very helpful for killers that have another ways to get data. What's irreplaceable is up to 100% BP bonus. Only that part of a perk makes so it's a default perk in any build if you're a poor butt killer hungry for BPs.

  • I use moris based on how game goes. So it's close to tactic you've adopted. I don't want survs to be discouraged by fast kill, but if they get fast gens I don't hold back.

  • What a discussion to start in killers section.

    Survivors cry in messages to you. You cry on forums. I mean, bruh.

  • Problem with DS is you don't know if person still have DS because you didn't see him being unhooked in the first place (it was at backgorund while you had your business in another place). And you get struck by DS "accidentally", probably not even knowing that it's the same person you hooked exactly 59 seconds ago. If you're reacting to unhook (turn around or basically see someone doing it) you expect it, and that's when anti-tunneling mechanic starts to work. But in another cases it's just confusing.

    My opinion is outside of terror radius DS active time should count each second of cool down as 2, unless in dying state, and additional one if you're at full health. So if you're being tunneled you benefit from full 60 seconds, but when you're completely safe for prolonged amount of time it's only 20 seconds.

  • As a surv most disliked is sloppy butcher, but I've used extensively as a killer until I got more killer perks. It's not like I liked to use it as a killer, too, but when you don't have a better replacement and want survivors be busy with something what can you do?

    From killer perspective my most disliked perk is DS. I like the concept, but I dislike that time is flat 60 seconds. Literal 60 seconds of being unhookable. Timer really should go off faster outside of terror radius (unless in dying state) and reset when healed.

    Those times, when you see a healthy survivor doing almost finished gen and doesn't run from you, you think "I'll try to grab him to make an instant down", and when he DSes you after a grab "######### he still has IT!?" are ones of those unforgettable parts of DBD experience. "Outplayed"

  • @Just_Playing said:

    https://forum.deadbydaylight.com/en/discussion/comment/616726#Comment_616726

    I wouldn't say a perk should fix a problem because you have only 4 slots as killer and not 5 or something.

    We have many perks that fix problems. Both for killers and survivors. Some people call them crutch perks.

  • I had a perk idea for a killer "Decay" that would force everything that has a progress bar passively regress if it's above 80% and not worked on.

    But key point of it was is "damaged" regression doesn't get removed, only paused while surv is on a gen, until surv passes a skillcheck, but perk doesn't force or influence chance of a skillcheck. That one part really could be good as a base :/

  • Most frustrating thing about trapper for me is how far traps spawn. Sometimes I think "man, why totems don't spawn in places like this", and vice versa "I wish traps spawned in places where totems do right now". And I mean at loops, near gens, high traffic places!

  • Corn sure makes me disoriented often... But it also can be a bliss if you're a stealth killer. Too bad that corn maps rely on generic hedge tiles too much making it hard for any M1 killer that stealth killers are. I wish generic mazes had higher variety so not ALL of them are as safe as they are.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/615029#Comment_615029

    Oh. For sure - if a killer thinkk the game is going too fast, then by all means run Ruin or find another perk to do it.

    That's part of the reason I main doc, because with the right build I can slow the gens without needing to use Ruin. I detest Hex totems but I'm not going to complain if things go to fast because I won't use it.

    I bet survs love your gen slowing doctor builds.

  • I think of something like "Hides your blood stain after not moving for 2/1.5/1 seconds and terror radius after 4/3/2 seconds. Effect last for 1/2/3 seconds after moving and goes on cooldown for 15/12/10 seconds". Insidious is one of those rare perks that affect your mind games capability (along with M&A), but due to it's current nature can't be used effectivly or seriously in any way.

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