cobalt22
cobalt22
About
- Username
- cobalt22
- Joined
- Visits
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Comments
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Freddy Krueger should work like The Doctor, tiers for sleep. 3rd tier is put to sleep and unable to do gens and need to find time glasses to wake up which wont be easy to find.
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I never did wanted to use Freddy. He's meh to me, but if it would be a good idea if the dream world would prevent survivors to perform certain actions. The snares and pallets are okay.
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WE SHOULD TAKE FREDDY KRUEGER AND PUSH HIM SOMEWHERE ELSE!!
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2358634#Comment_2358634
That's not really useful, though, as you can tell when the killer is coming because of their terror radius. And it isn't useful against stealth killers either, because the Undetectable status effect blocks aura reading.
It's only niche use is telling you what pallets your team is using.
There are times when killer can leave a pallet and come back for it. Chases can let you know when to repair a gen or cleanse a totem :D
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2358634#Comment_2358634
That's not really useful, though, as you can tell when the killer is coming because of their terror radius. And it isn't useful against stealth killers either, because the Undetectable status effect blocks aura reading.
It's only niche use is telling you what pallets your team is using.
It really depends on the killer but other than that you get some form of info out the killer. I feel like its kindred but pallet form.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2358614#Comment_2358614
Not really.
Alert is pretty bad, as the information it gives you just isn't that good.
It'll be good when doing generators and understanding how far killer is from you.
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@DwightFairfield said:
That's it, I'm gettin' me mallet.
what do you think about my perks?
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i dont mind swf, its the bullying and endgame harrassment.
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@DwightFairfield said:
That's it, I'm gettin' me mallet.
:D
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i just realize something, when results come in you get that one thing that tells you if you displease entity or not too. Derp
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My opinion is SWF doesn't make the skill but the individual. Mistakes can be made even for a professional SWF, in the end SWF doesn't really matter. Comms i think it can be a problem, because most of the time gens can be rushed and certain scenarios that can prevent killers like Trapper for example traps being called out by teammates can really hinder the experience.
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@gendoss said:
You can already kind of tell when they have Bloody Coil because it takes longer to disarm a trap. So when you're disarming and the progress bar is red it's an indication that they most likely have it. It doesn't always mean it though because there is another add-on that takes longer to disable but as a general rule you probably shouldn't disarm a red trap.
I just want an animation for it :P
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i
@cobalt22 said:
https://forum.deadbydaylight.com/en/discussion/comment/2346728#Comment_2346728
Its the same animation but when they touch it its just snaps on arm and injure em.
Bloody Coil would be doing it's job if survivors wouldn't bother to disarm it. :O
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@Anniehere said:
In most cases the healing action is done in the same spot, i think it will be unnecessary but cool detail.
It sounds like a perk doesn't it?
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@cobalt22 said:
https://forum.deadbydaylight.com/en/discussion/comment/2346822#Comment_2346822
Well its not all the time, maybe survivors can suffer hindered and exhausted status effects when breaking a wall. Or one time thing.
Trapped in a place with no way out other than a breakable wall, it could be something especially if a killer is approaching you from far away
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@Personman said:
Sure, let's just make survivors even more op.
Well its not all the time, maybe survivors can suffer hindered and exhausted status effects when breaking a wall. Or one time thing.
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If its disarms faster you get injured as a trade. :D
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I was thinking it if i was struggling to find survivors it would help a bit.
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@Power_Guy said:
There is none, because why have one? If Survivors saw a different animation from normal; they would cancel disarming the trap.
And if it was faster than normal, traps would disarm faster.
So it's just the same animation as normal.
Its the same animation but when they touch it its just snaps on arm and injure em.
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Bad Timing
Survivors that are working on a generator will suffer Bad Timing
Missed Skill Checks will put a decrease on progression speed by x / x / x %
the next good skill check zone will be reduced by x / x / x% when missing previous skill checks
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Hex: Treasure Hunter
Auras of survivors will be revealed when
within x meters of a chest ( open or closed )
sounds of chest opening is increased by x / x / x %
The Hex effects persist as long as the related Hex Totem is standing
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Exit Wounds
When Exit Gates open, Exit Wounds activates.
Grunts of pain from injury will be reduced to x / x / x %
Gain 2% haste as soon as the exit gates are open.
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Right Behind Me
When 1 survivor exits through the gates the remaining survivors gain haste status effect
for about x / x / x sec during trial.
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Hex: Entity's Right Hand
When reaching the last generator survivors negative status effects will be paused
survivors will also suffer exposed status effect.
The Hex effects persist as long as the related Hex Totem
is standing.
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Entity's Locker
When a survivor enter's a locker Entity's Locker activates
Survivors are able to teleport from one locker to another
x/x/x sec for survivor to teleport when inside the locker
Entity's Locker has a cooldown of 80 sec for next activation
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Lethal Usage
When a survivor depletes an item Lethal Usage activates:
Survivors will suffer exposed status effect for x / x / x seconds as soon an item reaches its depletion point.
Aura of the exposed survivor will be revealed as long he/she is exposed. Killer will see exposed status on survivor hud
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Motivated Motive
When performing a co op action negative status effects on survivors will decrease by
x / x / x %
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Hospitality
As long as you are the obsession
Survivor Healing Action will start off by x / x / x %
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@SweetTerror said:
The speed boost that survivors get from infection definitely needs to change. I've been watching some streams lately where very experienced teams of SWF will intentionally get infected as a means to give them a speed boost so that they can either escape a chase, or use it as a means to take the heat off of their teammates. For example they will intentionally run to a window knowing full well they'll get infected, and then use the speed boost to get the hell out of dodge.
The safety that infection rewards survivors is crazy strong.
hearing survivors use nemesis ability as a speed boost means something has to change for nemesis. The healthstates are load of crud considering you are wasting time trying to down a survivor with 3 hits too.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2329719#Comment_2329719
You're thinking of the wrong definition of the word Trick. You're thinking of stuff magicians do. Now if you think of it in terms of skateboarding tricks, yoyo tricks, motorcross tricks, diving tricks, and basically the entirety of parkour... all of which are over the top, completely unnecessary feats of physical prowess... or... tricks... then his name makes perfect sense.
Also his mori is technically showing him doing a trick too
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:P your probably right. His knives is a form of trickery, because it something no one else can do.
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they call him trickster but he does no tricks! Whats up with that!
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@YOURFRIEND said:
What a random post. You must be one of about a dozen people that even remember this game
lel i know right, either the game or a killer that just has dog for ability.
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@DwarvenTavern said:
I'd like them to have their dog drag injured survivors towards the killer. Like the twins, but they don't hold a survivor, but they can drag dying survivors or sniff them out leaving a cloud trail. Something interesting
i was thinking injuring the survivor and disabling them to repair, heal,cleanse and sabotage.
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Cold Ease
like a dumbbell meeting it's match
re-picking up the survivor will regress struggle time to:
3/4/6%