emptyCups
emptyCups
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Will both team sides have the same number of perks finally ?
I'd like to have 12 perks as the killer like survivors do. People seem to be against that for some reason
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Something to be done about noed ?
@AshleyWB said:
There's been talk about noed getting nerfed and talk about noed staying as it is. One thing which stands out is that noed is a frustrating perk to go against. It's almost shameful to equip it to begin with.
I like noed but I think it's due a nerf and when perks get nerfed to be less annoying, they tend to lose their function.
So here I am thinking of nerfs which will be less annoying but still as lethal at the end game.
Waiting 7 seconds for the noed cooldown to happen would mean the perk is more strategy based and not as crutch as it is deemed now. It would reduce the slug potential due to the fact that if you hit one Survivor down, for the next 7 seconds if you hit a survivor they will need 2 hits to go down or the 7 second cooldown to be complete.
This isn't a nerf noed thread, this is more of a I know noed will eventually be nerfed and when it is please make sure it's use remains, which is of course the insta downs once gens are completed.
And yes I know some Survivor perks need nerfs to break them out of the meta but that is irrelevant to my point however much I agree with you.
Oh boi do I have the solution for you !!!
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@Hendo said:
https://forum.deadbydaylight.com/en/discussion/comment/1076561#Comment_1076561
Lol - kinda. The vocal beams are as you described to a degree, however, the survivors "washing their faces" has a meaning from old folklore from sirens. It ensnares them to work slower trying to forever trap them with her. While ensnared they not only work slower but are at a risk of revealing themselves to her via yelling out at random times to "accidentally" missing a skill check. Them placing their heads under water is reference to old legends of sirens drowning travelling sailors. They are actually placing their heads under water to kill themselves, but are capable of snapping out of it last moment via hitting proper skill checks. Missing skill checks wounds healthy survivors, places wounded survivors into a timed mending state, and from there into the dying state if you miss to many.
Lol - I was laughing when I first read your comment though XD
Well laughter was my goal, love how your so dedicated to your lore.
https://m.youtube.com/watch?v=b4ElGB-e8mEInstead of a beam or cone like some sonic attack. Consider a terror radius that plays a song. And the longer the song plays the more drawn a survivor is.
Do you know how they killed sailors ? They leapt into the water themselves... so make the survivors walk slowly into you when hit with the power. Skill checks to break the pull, if they dont do it quick enough they go inches from you.
While the power is active killer wouldn't move. Can stop whenever you want but I'd wait until they are right in front of you so you can hit them ; )
Love the puddles for movement tho
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So as killer you shoot lazers with your mouth that makes people tired until they wash there face
@Hendo said:
I created a big ol chapter idea called "Depths Forgotten" a few months ago and have been adding to it over the year, and I feel pretty confident in the way it's turned out so far. My chapter is a bit strange though, mainly since it has one Killer and two survivors. Some may not think it is too odd since with the Stranger Things DLC we got both Steve and Nancy, but back then at the time it was weird. I was originally planning to do a raffle between the two survivors, but since it is possible to gain two survivors at once, I am going to try my luck. Also, sorry in advance, but I was incapable of drawing The Siren, but I was able to draw the two survivors to the best of my abilities, and you'll come to see I draw girls better than boys lol. I am hoping this DLC idea pleases everyone, and hopefully it can get added to the game one day, but enough talk - you came here to see the chapter idea. Without further a do... Depths Forgotten!
Killer: Cordelia Brynn or The Siren
Gender: Female
Age: 28
Backstory: Cordelia loved to sing... she was once told it was a way to see into the soul - a way to venture past natural earthly bounds. The thought excited her, enticed her to seek that adventure. Singing was Cordelia's way at escaping her harsh reality. Her family was poor and hardly capable of surviving through the normal weeks. No money to buy supplies, and no crops to harvest. It wasn't just Cordelia's family struggling to keep afloat, everyone in her village suffered greatly from the weather and lack of vegetation. Her village was close to the ocean sea line, and when the weather became cold and harsh, no crops could be produced. They were all slowly starving to death... Traveling merchants avoided the area during the winter months so they were all indeed on their own.
Every winter would cost her village large amounts of lives, and Cordelia considered herself lucky she's survived the harsh seasons each passing year. Her village was dark and gloomy, but Cordelia continued to sing - still seeking her escape from reality... and normally it worked. Wanting to help lighten the dampened souls, Cordelia one day went into the village market and sang a made up lullaby about a traveling sailor. Residents quickly filled the market as they all took a moment to forget their troubles and sorrows and listened to a young girl sing.
Cordelia's voice caught the attention of everyone, her voice was enchanting... but only one voice every caught her attention in return. A young man, a traveler... her sailor. He was her adventure, the adventure she had always dreamed about as a child. For the first time in her life, she found the adventure she had always sought... A family of her own making.
Years would soon pass, and happily did she live - her voice lifting up saddened souls during her village's harsh times... but all adventures must come to an end. Returning home from her day singing to the residents of her village, Cordelia spots movement from the ocean beach. Following that movement, her sense of adventure pushing her on, she discovers the force that shall forever shatter her heart. The man to whom she had given her heart sat with another woman... He looked lovingly into her eyes and told her that he loved her...
Sorrow, then anger... Cordelia was furious... Rage shaking at every inch of her body... A small voice urged her to act on this new found rage, and act is exactly what she did. She took a jagged dagger from her village blacksmith and held it behind her back, and she went to the exact spot to which her beloved had proclaimed his love for another... and she began to sing. She sang the lullaby of her traveling sailor. Something within her heart and throat stirred, her mind focusing one soul, and one soul alone... and slowly that single soul stumbled onto the empty night lit beach. Entranced, the man walked past her and stood at the edge of the beach, the water grazing his toes. Still singing, she takes the jagged dagger and slits her beloveds throat from behind just as her song comes to an end. The body of her beloved stumbles then falls into the ocean, the water slowly turning a cool red tint.
Smiling, Cordelia begins to sing once more, but this time she sang reaching out for her next traveling sailor who would surely pass by one day... the voice whispering into her ear had promised her that, and she believed it without a second thought. All she has to do it continue singing and wait... Cordelia loved to sing. She was told it was the way to see into the soul - a way to venture past natural earthly bounds... and venture past she shall.
Appearance: Caucasian, very pale, average height, Long gray(silver) hair with dead plants and flowers sticking out, dull purple scales along her cheeks and forehead, blue eyes, wearing a torn mossy and bloody knee length dull blue dress.
Weapon: Large, bloody jagged dagger
Terror Radius: 32 meters
Speed: 115% OR 4.6 m/s
Height: Tall
Power: Siren's Pull - Her voice is soft and soothing to the ear... if you follow you'll sink beneath her. Siren's Pull allows you to channel you voice into enchanting vocal beams. With each survivor you hit with Siren's pull, they slowly become entranced over the course of 60 seconds. As time progresses and the survivors are slowly becoming enchanted, their work ethic begins to lack. Once fully enchanted survivor repair, healing, and sabotage speed decreases by 30% until they snap out of it. While any survivor is enchanted they could at any random time give out a sudden shout or immediately miss a skill check revealing their location to the killer. Along with this, The Siren is able to travel between water ponds for the ponds are randomly generated upon the start of the trial.
Snapping Out of It: Only pain can break the strongest enchantments. Scattered around the map are small water puddles. Upon attempting to snap out of it, survivors kneel down and place their heads under the water. Skill checks will appear that are quite difficult to see for the skill check zone blends in with the rest of the skill check circle - hit them correctly, and you snap out of it and rise up ready to complete your objectives. Miss a skill check and it will place your character into the wounded state OR if you are already wounded it will place you with a borrowed time status effect requiring you to mend upon snapping out of it.
Mori: The survivor trips and falls to the ground, but after running a few short steps, they stop upon hearing The Siren's traveling sailor lullaby. Stumbling back a bit, the survivor is grabbed from behind by the siren. Singing into their ear, she raises her jagged dagger and slits their throat before letting them stumble and die on their own.
Perks:
Faulted- As soon as the final generator is active our killer has left a sweet surprise on the exit gates. Skill checks now appear on the exit gates increasing in difficulty by Slightly/Considerably/Tremendously.
Haywire- For each missed generator skill check, the Entity will regress the survivors generator by 5/10/15%
Retribution- When a survivor stabs, blinds, or stuns the killer they suffer from the Hemorrhage status effect until they are healed and the exhausted effect for 45 seconds. Retribution can only be triggered once every 80/70/60 seconds.
Survivor: Northela Bourne
Gender: Female
Age: 24
Backstory: North has always loved history - it was always unique, it is what guided time to it's current path. History was her favorite subject growing up. Her favorite class in grade school, and it was what she majored in upon attending college. It was what she molded her career out to be... The world knew her as Dr. Northela Bourne - world known Archaeologist!
Knowledge was a tool, North kept in her belt. If you had any question, North was normally the first person to talk to... though only one bit of information has always evaded her grasp. She grew up without ever knowing who her parents were nor why they gave her up, but she always sought to find out just that. Talking to the orphanage she grew up in to hiring PI's, but no one knew much - just the information she already knew.
Despite her constant search for her past, North pushes on uncovering the mysteries of the world so that everyone may learn from her discoveries. Though one day she and her most trusted partner Killian visited an island that seemed to house an old village as described from the two fishermen who first discovered it. It was supposed to be a simple duo observation. The island was old and worn down after the many years of abandonment. North and her partner looked all over the island for anything of historic value, but other than the usual bones, burial sites, and structures there wasn't much. North and Killian made multiple reports back to their team back at the office building on the main land, but their line went dead after North's last report of an old jagged dagger she had found on the beach...
Appearance: Caucasian, light tan to her skin, average height, long brown hair in a style of a Mohawk braid on the top of her head, and bits of hair pulled back, the remainder of her hair falling down her back and she also has bangs. Red shirt with black leather cuffs. Brown pants, and black combat boots. (Not great at description so I made a drawing to represent what I meant) (Ignore the notes in pencil, I changed a lot as I colored it all in).
https://us.v-cdn.net/6030815/uploads/923/G10SHZ52SBDX.jpg
Perks:
Persistence- Seeing your friends in trouble you become motivated to do your best. When a survivor is either hooked or in the dying state, you gain a 3/6/9% speed in healing, sabotage, repair, cleansing, and exit gates until they are either rescued or die.
Finders Keepers- Only becomes active upon starting a trial (Not pre game) You use all that is available to you. Allows a survivor to carry, use, switch, and possibly escape with 2 items, and decreases item consumption by 10/12/15%
Senses- Get an audible and visual warning when the killer disturbs crows 50/75/100% of the time. Cooldown is 5 seconds.
Survivor: Killian Strider
Gender: Male
Age: 25
Backstory: Killian had a craving for adventure. He always went traveling with his parents during his youth, and was always the first to sign up for international school trips. He loved to explore, loved to discover what lies beyond the natural life he grew up around. During his early college years he took extra history classes, for he knew history meant traveling. Traveling didn't always mean going to multiple places physically, it could also mean mentally.
Kilian met his best friend and colleague, North on a school trip to Peru to learn about the myth of Lake Titicaca. The two of them quickly gathered a friendship for they both shared the same love for knowledge and travel. Quickly, Killian had made a name for himself as a world famous Archaeologist. He had a nice set up for himself; steady money coming in to support his family and himself, and there was a fair amount of adventure waiting at every pass.
His life will soon take an unexpected turn when he and his trusted partner, North get a report in about an abandoned settlement on an island seemingly in the middle of the ocean. Upon first sight the island seemed like any other abandoned settlement of the past, but the last thing anyone had heard from him and his partner was a report back to their main crew about an old jagged dagger his friend had found by the ocean shoreline.
Appearance: Caucasian, Tan skin, Tall (About as tall as David), Light brown hair the left side was slightly shorter/shaved, and on the right is was longer and swept over (See below for a better representation plz), Dull blue eyes, black long sleeve button up shirt, red plaid vest, tan brown pants, black shoes.
https://us.v-cdn.net/6030815/uploads/773/DV597SG14SGF.jpg
Perks:
Reassuring Presence- Each time you cleanse a totem this perk activates. Once you unhook a survivor they will be automatically healed over the course of 10/9/8 seconds. You MUST unhook them safely.
Second Chance- A supernatural bond links you to the killer making you the obsession. You stole a vial of strange nectar - a gift meant for the entity upon your arrival in the fog. In order to activate this perk, you must save at least one survivor from a hook "safely". If you do - once you're downed on either your second or final hook only (First hook does not apply) you will be given a command option to use the perk. Upon pressing the required action button - you break the vial upon the ground forcing the entity to whisk you away to a safe location 32/48/64 meters away... Looks like you get a second chance at life. Don't waste it...(Perks deactivates after use).
Prodigy- You´re a sneaky one - send the killer on a wild goose chase. Successfully escaping the killer´s chase will activate this perk. Once you´ve gotten away, a false trail (Scratch marks) will appear for 5/10/15 seconds alongside your original trail. Best hope he follows the decoy trail instead of the original... Cooldown is 60 seconds.
Map:
I introduce to you the Sea Side Isle! A copy of it's former glory, the entity has recreated the settlement that was lost to time. Explore multiple broken down and leaning homes that withered during the harsh winters, and see the remains of the past settlers as you go by too! And lets not forget the shoreline where our famous killer has been born... but don't think of this as a rout to escape, the entity knows your tricks and swimming will do you no good - for he has blocked off the water after you've walked a few feet in. Bathe in the pale moonlight as you fight to escape this cursed island of the dead!
And there you all have it! I have been working on this Chapter idea for so long and I hope every single one of you enjoyed it! I'm not sure about the rest of you but I have always hated it when someone sings in a horror movie or game - it's always creeped me out. Depths Forgotten feels complete in my mind, and I truly do hope you believe so too! And Devs, if you see this and read this far - Thank you! Maybe consider this idea if you ever run out of options - it would be a dream come true to have this come into Dead By Daylight for real! So thank you fellow followers of the Fog, please let me know your opinion on this chapter idea, I'd love to hear y'alls thoughts!.
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@GeneralSpudmuffin said:
https://forum.deadbydaylight.com/en/discussion/comment/1034507#Comment_1034507
This is exactly the effect I see for these two. Though, doing it with two whole bodies would be a bit difficult, especially if it's meant to be seen from almost any angle...
The two bodys cant be presented at all times. Would it walk behind or next to you
How you go though doors or weave though trees like that ?
You'd have to make them Siamese twins in some way or have one in a shadow realm or have them possess each other like enchantress does
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Yo this is crazy cool
As a survivor I'd be upset at a trap that can move to attack me. That's a little OP
But if it only prevented 1 action each color and never did damage that'd be something
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Artist is ben erdt
Keep in mind how killers effect and control gameplay. Your killer is mostly weak considering the vision and sound is as weak like clown and ur sonic will act alot like the doctor shock mostly used for the stunn effect to close loops.
So deadly in a chase if timed correctly
Without detection or movement powers you will have poor location and map pressure. Lots of escapes
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@Brucecastro81 said:
What's the point of breaking the totem after the 2 minutes, this perk is unhealthy to solo queue
I would use it on a hex build with devour n haunted grounds
All that time cleansing would distract from gens for sure
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So clown with less area attack And legions vault...
Keep working on it bud and dont worry so much about stats
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Hello
I'm the guy your looking for
Never intentionally deranked in my life as survivor
Currently rank 15
Lvl 50 tho got the perks I like
I dont play often on survivor but I win almost every time since the ruin nerf now I've been playing more
It's a matchmaking issue not a player issue
Rank is so pointless I got 3k hours in this game
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Trunk only
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Always orginal
And with a completely new power that uses status effects. Like plague or doctor because they are my favorite. I dont want it to be another chainsaw or "stealth" killer
Maybe someone with a secondary locker teleport or locker traps so lockers are more killer involved then hatchet storage
NO MORE HEX PERKS
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I'm Mike myers
I hook a survivors and notice someone running straight at me. So I stalk
I hit once 5feet from the hook and they go for the save.
3rd survivor runs, I tap stalk activating T3
And down the 3rd running after the second I down him as well.
I hook second, then I turn to walk to 3rd and who do you know its 1st hook right at me. I down him leaving him there to hook 3rd
Stil no sign of 4th. So pick up 1st again and DS hits.im stunned He saves 3rd
Angry I hit 1st but now he has borrowed time.
They save second together just as 4th pops the last gen.
I down one of them and pick them up hoping to get a single kill that match for all my effort its 3rd he DS while they open the gate
They all walk out. After many tbags Gg ez killer lol
I never stopped hitting, downing, hooking for even a second once it all started. I even juggled pretty hard like I'm suppose to and not tunneled...
Honestly DS needs to turn off when I hook someone else
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@Scytere said:
Makes me sad actually. Just had a game with a Demo who just stayed in a corner and moved around that little area, doing nothing. I had coaxed one cause from him but he gave up and resumed the pacing in the corner. Didn't get a pip either way. Didn't know why he was acting like that.
The way you worded that made me really sad...
Hope that demo feels better someday...
(Whispers) who hurt you little guy who hurt you
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Bloodweb.
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@Peanits said:
If you're not sprinting, you will see the prompt to disarm the trap. If you don't know if there's a trap there, don't go sprinting in blindly.
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@PigMainClaudette said:
I can play a perfect game against someone like a Hillbilly, on Yamaoka Estate, WITH AN INSTA-SAW and they ONLY USE THE SAW, dodge them the entire game but get hooked once.
They kill everyone else. They close hatch. I get the game open. They NoED me. Of course I'm going to feel cheated! Of course I'm going to accuse them of being unskilled! Of course I'm going to call NoED "Baby's first crutch perk" when people like that unfairly get me or can't perform at all, so NoED and camp for a kill!
It is bad perk design 101. There is no warning and no build-up for such a game-changing, stat-altering effect.
Noed counter
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/1075070#Comment_1075070
Yes they do. They can drastically reduce the generator progress. What if the final generator is at 99% when it gets broken with Pop Goes The Weasel. It's then regressed massively and the killer then has a huge opportunity to win the match still. It's most certainly a second-chance perk.
There's more too:
- Hex: No One Escapes Death
- Bitter Murmur
- Barbecue and Chilli
- Blood Warden
- Corrupt Intervention
- Discordance
- Enduring + Spirit Fury
- Franklin's Demise
- Hex: Ruin
- Rancor
- Surveillance
- Whispers
- Hawkin's Underground Complex, Gideon Meat Plant and Lery's Memorial Institute are all statistically more killer-sided.
- Add-ons like Iridescent Head massively increase the strength and utility of the killer's power.
- etc.
I'm not saying I'm against any of these perks, maps or add-ons. I'm just pointing out that saying that the game only has survivor-sided things isn't necessarily a true statement.
- Corrupt Intervention
- A second chance at the start of the trail ?
- Discordance
- An aura reading perk ?
- Enduring + Spirit Fury
- Using two perks to break a single pallet after taken 3 to the face is a second chance ? Maybe but for 2 slots lol
- Franklin's Demise
- Second chance at what?
- Hex: Ruin
- Nerfed to oblivion and taken down within the first minute
- Surveillance
- Howww
- Whispers
- Wwhattt??? Are you kidding me
- Hawkin's Underground Complex, Gideon Meat Plant and Lery's Memorial Institute are all statistically more killer-sided.
- Add-ons like Iridescent Head massively increase the strength and utility of the killer's power.
I'm sorry are you lost ?
A single ultra rare that gives you one hit downs is an issue not all the killers that can do it naturally and repeatedly without locker recharge is a second chance perk ?
Indoor maps on killers that need room to lunge are a nightmare as killer. Million windows.
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@Alice_pbg said:
I don't like your definition on crutch.
A crutch is something that carries you, that without it you couldn't possibly get as far as you got.
Agree
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So killers playing the game normally is toxic not nothing survivors do is...
What a bait post
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@rikaa said:
https://forum.deadbydaylight.com/en/discussion/comment/1071585#Comment_1071585
There are tons of thing that they need to fix in this game. I am just saying that they wanna balance it. It is not balanced and working on %100 but t I mean since ruin was nerfed at red ranks still killers get 4K or 0K. 2K does not mean that the killer loose or win. But If you get 4K(which is hard at those ranks for killer if they are facing with good SWF team) surelly there must be different rewarding. You may have noed and blood warden so it makes a suprise for the end game. Trust me I have seen lots of matches that we loose at the end. If you make enough pressure on survivors, you may high chance to win even they completed their objectives.
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Well If the killer does it without reason and regardless then it is despised by many of them. I am survivor main but I play as killer as well. After I started to play as killer I understand killers and why they tunnel and camp in some scenarious. And I am not mad If I am tunneled and camped. Especially if the gens are popped really fast. I mean it is the way how you play. You need to do the right thing to make pressure without listening everyone. I think in this forum lots of people are killr mains so they will say the same thing about tunneling,camping or sugging. It is allowed in this game and not a ban reason because it is situational tactic. You have an option. So devs do not forbid it but they made perks for survivors to make it harder for killers. I am not telling you to facecamp. But depending on the popping gens, you may try to tunnel. At least, you can hit the unhooked person and let him down(if he has DS), and go after the unhooker. He will stay on the ground and someone will mess with him instead of doing gens. And at that time you will be chasing another survivor. Also you may make far camp and get free hit from the unhooker. I do not know :D It is how I play and how I put pressure on survivors. And in my opinion it works.
2-
For sure killers have to be faster. I am not complaining about it. I just said that there are some game mechanics and basic rules. There are + and - for survivors and killers. And I am not thinking about why. I think they are all okey since I played both sides. I mean if a survivor is injured also he will be bleeding and groaning(if he does not have Iron Will). You can listen voices, sounds and track bloods or stratch marks. But as a survivor, they also need to know where the killer comes from to do something otherwise It makes the game unfair for them. Imagine you are against something that almost knows where you are and you can not understand where it comes from. It would be frustrating. And not only bloodlust, also there is entity block on the windows. You can hide your red stain by moonwalking. These are basic game rules and mechanics that I am used to it. I think they are OK.
3- I know about DS and BT which usually make killers frustrated. But that is how devs make it. They do not completely prevent gen rushing, camping, slugging(they also support it with Infectious Fright and Oni), tunneling. They just make perks to prevent them a little bit for both sides. But as I said, If you put on enough pressure at the beginning that will be better. Instead of hitting the unhooked survivor you may hit the unhooker. You may wait a little bit before hitting the unhooked survivor(untill BT timer will end) then just down him and let him stay on the ground instead of picking(Because of DS). Still good killers do not suffer from DS or BT since they know that to do about it.
4-
You are right. Both of them are changing the the whole game if they are used in the correct way. But in my opinion still moris are better than keys. Because you need to complete 5 gens if there are 4 survivors alive(exit gates are powered in this situation why would use the key and escape from the hatch xD), 4 gens if there are 3 survivors, 3 gens if there are 2 survivors. Also you have to find the hatch. For mori it is enough for killer to hook a surivor for once and then tunnel and you get rid of 1 of them. Well, I do not have problem with moris and keys anymore(I used to be really frustrated and find them unfair :P). I actually find them funny for both sides. They make the game interesting. Especially hatch escapes with key.
5-
I do not know the top 3 killers but probably Oni, Billy and Freddy. But at red ranks huntress is pretty strong even she is slower than other killers. I think fast killers are chosen not because of winning the chases. Because of the gen pressure. Oni, Billy and Freddy are really good to check the gens and put on pressure. I think playing and winning as a killer is usually about putting pressure on survivors. Then other thing just come after it. But still good killers can put pressure on survivors with different killers. Specific builds, add-ons make the game interesting.
Well as it is said, asymmetric. If the game was like CS:GO(5vs5) there would not be any problem. The problem is that is really hard to balance the game for both sides because of its nature. There will be disadvantage for killers and survivors in different topics. For example, 3 people are gen rushed and 1 survivor is caught and camped and died. It is not fair for that survivor. For killer 4 people are doing things together and well-organized. It is unfair for killer but It happens. I think that is because of the game. There will be different advantages and disadvantages for both sides. The game will never be balanced. But at least if people understand each other(both killers and survivors), at least the toxicity and complaints about the balance of the game in this forum will decrease. But for this, people need to get rid of "Killers" and "Survivors" mentality I mean "we" and "they" mentality...
I am glad If I can help or make a different perspective for you. You may check good youtubers,streamers who play as killer main. So you may see different builds and game plays and how the good killers come through some of problems
Thanks bunches
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@Saitamfed said:
Actually the game is not survivor sided but it's bad designed.
I understand your frustration but let me point some "exploits" (if we can call it like it) that survivors take advantage of and the killer's struggle with, taking advantage of such exploits doesn't mean the game favours survivors, because it's not intended to work in that way.
Bad Map design is the best of the examples
Maps are designed for specific killers, those are the ones being released. Let's suppose Sanctum of Wraith, the map was released with Oni as a killer. The map is insanely big so you need a good amount of speed in order to travel fast. Oni has the Demon Dash that allows him to travel fast. We can say that Spirit and Hillbily are good with that map as well because they can travel fast as well, but the map was originally tested with Oni and made for Oni.
Bad Map Tiles
Some tiles are awful. On Wretched Shop, the shop has 4 exits. Two windows and two doors. You have a pallet (not really safe) closer to the smaller door, and one closer to the right window (very safe), so if someone knows what he is doing, you will loss tons of time trying to catch that survivor. And don't let me start talking about infinites
The double window is another barrier that killers struggle with as unless you use a specific perk and pray that it helps, you won't be able to catch up.
Bad Tile Spawn
Some tiles has a safe pallet and spawns next to another tile with another safe pallet. Wich creates a "double barrier" that helps survivors.
Now, some things that make killers suffer as well
Bad bandaid perks
Perks like "Bamboozle" are bandaid for those bad designs. In theory, Bamboozle idea was to help you. Now. Why it doesn't really help? Because as I said, some tiles spawn next to another safe tiles, so if a survivor finds a window blocked, and as the killer has a slower vault speed than survivors, those survivors can move into another safe loop until the block is removed.
How can we make Bamboozle helpful? Well, making that the vault speed faster, like 25% and that the last window you vault remains blocked.
Imagine it, even combined with Fire up tier III and 5 tokens it will make the vaulting speed slighty faster than a fast fault, and we need to think about this, Until the end game it won't have that power.
SWF
Now, this is a touchy subject to talk about, while no one can penalize for playing with friends, it's true that playing with friends has a lot of advantage over random survivors. And... the game is not designed about SWF either.
Super agree !
Game should have SWF in mind tho because it's easy to get a group, just make freinds. Why everyone isnt always a group i will never understand
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@RngGenerator said:
No matter how many statistics you put in, no matter how many good points supported with evidence you say, no matter how many community agreed upon things you mention, there will always be an imbalance in this game for various reasons. This game a a new type of sick and it pains me to say that because I do love it. There is so much wrong with it we can't just start saying 'fix this, fix that' we need to take it one step at a time and that won't happen overnight. It will take a long time to get this game to a place that even remotely resembles a balanced state. All we can do is wait and see if the devs are actually paying attention or not and pray that they fix this game one day. It's all up to them and they can't be picking favourites otherwise this will be the end of Dead By Daylight. But that is just my two cents and I may be wrong. Maybe the devs are secretly planning a massive update to the game that will fix it, or they are making a new game to draw everyone's attention away. There's no way to know for sure. All we can do is wait and see.
Dead by daylight 2
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How about I build a new wall between your room and your bathroom for 200bucks
I'll even include a brand new door on that wall for only 100 bucks
But if you wanna use that door you gotta pay me 30 bucks every month Or walk around the outside of your house.
PM me when I can get started on construction
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How about I buy the game
And get all the content included
And if they make more content, depending on what it is, I may decide that is worth purchasing.
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@Carlosylu said:
Pips or Black Pips?
Emblems?
Bloodpoints?
3k+?
3 survived +?
You have to survive, nobody else matters?
Having fun in your own terms?
Challenges?
All of the above?
Meme-ing with the killer?
4k as killer
Escape as solo
4E has SWF
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Any upcoming plans to address second phase hook "struggle" button
Mashing X feels horrible and it's awful for hardware and fingers alike
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Money.
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Survivor mains want an easy boring game and they imagine back to a time long ago when one time they tbagged so much at the killer they forgot to open then exit gate and got killed. So they post rude comments on any post that doesnt ask for killer nerfs.
Maybe because the killer is suppose to be the bad guy so many people feel entitled to them losing idk. Dont let it get you down
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@rikaa said:
https://forum.deadbydaylight.com/en/discussion/127521/survivor-sided-game-prove-me-wrong-ill-respond
Firstly do not you expect to get 4K. Devs wanna balance this game like 2 escape and 2 death. So even survivors completed their objectives 6/6 like %100, you can still complete yours, still get 4K maybe 2K. Sometimes survivors loose at the end game. There are some options for you to choose. Tunnel, slug and camp. If you tunnel or slug you may complete your objective faster than you think.
Point-2
Killers run much faster than survivors. Killers can see stratch marks. This is not a reason to talk about it I think. This is just how the game goes on.
Point-3
Even survivors have 12 slots, they usually use same perks. Because they need to use them to have better chance to survive. So you are not against 12 different perks. Iron Will or Dead Hard are generally used by survivors even they are SWF. So “12 perk slots” idea is not really logical to me. And every survivor does not play in a SWF team or does not play as a teamplayer. There is still huge population that plays as random. Many perks are not used in a team work. Many of them are personal perks. Like DS, self-care, iron will, DH, SB, quick and quiet, urban etc. So also you should think each survivornas a different player who tries to survive. Do not completely think them as a perfect team. They are also individuals who may focus on survive and escape instead of being efficient teamplayer.
Point-4
As items or toolboxes, killer moris and some usefull or OP add-ons make sense in same degree in my opinion. If it bothers you, you may use franklins demise. I do not know. That should not make sense. Because this is how the game goes on. Many survivor items are not that much powerfull except keys(since insta heals are nerfed). Toolboxes may need some nerf.
Point-5
Skill checks are not really important part of the game since there was not old ruin. So they are easy or not, in reality mind games,maps, offerings, strategies, builds and team works do matter. They are the important part of the game for survivors. I mean killers also do not do anything hard. Clicking mouse-1 and nothing more. Why would survivors have harder or challenging skill checks...
As I said there is something just because of that is the way how the game goes on. Killers have red stain but they are faster and they can see stratch marks and bloods. They have bloodlust mechanic in chases. Survivors have only perks while killers have also specific powers+ perks that can help them to track and down survivors easier. I am not complaining because that is the game. Just think them as simple elementary rules. If you do not like red stains or you think that helps survivors a lot, you may try to play as stealth killer. If you find survivors hardly, you may use doctor or freddy and make them scream or you may use perks like discordance, barbeque or infectious fright. There are lots of choices for you.
Point-6
That is how the game is again. I know that may be unfair for you or other killers. But it is an asymetric game 1vs4. If there is a person more than 1, there will be communication for sure. If the communication starts, other things come after for sure. We just can not make the game 1killer vs 1 survivor. So even there are random survivors, there will be little communication with gestures or guesses to play it more efficiently against the killer. That does not mean the game is survivor sided. There are some advantages-disadvantages of playing killer and survivor. So... That is just the game and how the game is.
For others below your points, I may write much more than I think so I wanna end it here. There are hardnesses of playing as killer and being against 4 people. But also different hardnesses for survivors, too. Like getting tunneled and facecamped. Red ranks may be sweaty. There are lots of things to talk so... :D
If that was true at two kills the game would go straight to the scorecard and say amazing killer victory gg everyone.
If survivors did 100% and didnt walk out. That's entirely on them.
1
Tunneling camping and most recently slugging are universally despised among almost the entire survivors population. Playing this way your correct is the only way killers close the gap. But then everyone would have to admit that killers should tunnel survivors out and camp for a health state to make there obj match survivors.
2
.6 on most killers it's not much.
Bloodlust helps but it's not a race it's a chase, so if they had the same speed the killer could never catch because they always start running before killer does to Avoid him.
3
They do double up perks and your right, but it only takes one small game outta 12 to kill all hex perks.
2 or 3 DS or DH BT means tons of extra chases and free hits.
Not all SWF is always something I like to say "make freinds" in response because in a competitive online ranked game theres no reason other then urself to purposely give up ur team advantage.
4
I'd like to remove killer moris to be honest and put them as a reward for all 3rd hook kills. And in the same stroke kill keys off because they cause the same frustration for both sides.
5
Only some powers from some killers
If you notice the top 3 killers aren't the top because of power, only because of the movement speed within ther power. Speed is the issue any killers that approach a different strategy like stealth or status effects suffer in other categories in equal measure
Being asymmetry killers shouldn't have vast disadvantage they should be the power roll. The mountin teamwork overcomes
Everything else you said,
you right
and all of your suggestions for improvement are helpful. If I could upvote more then once I would. Thank you for your time
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@Pok said:
https://forum.deadbydaylight.com/en/discussion/comment/1068809#Comment_1068809
12 hooks is a really rare situation honestly.. If you 4k, you usually snowball at some point and can one hook/two hook the last 2 survivors. And not saying of survivors that don't get unhooked fast enough to not go into struggle because of pressure/commited to finish their gens before. I think at most 4k games end with 10 hooks.
And about the difference in objectives, I'll had that every hooked survivor is a new objective added for survivors.
I don't disagree that the game is survivor oriented, but that's just not as bad as people say, people like to complain, and exagerate things. And ignore facts that don't go their way.
Actually I never considered it... unhooking survivor might not be mandatory but its absolutely an additional objective. I thought about how if ones on the hook the obj rebalance until they are back but not that....
Thank you
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I think they should remove the hatch. Not let it appear for two people lmao! Imagine two DC then two just instant leave with the key lollololol 20 second match JUST IMAGINE.
Lockpicking ? Wowow you wanna give everyone a key on basekit wowowowow
Do gens for the exit gate or die how easy you wanna make this game for survivors :D
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@InnCognito said:
Here is some discussion on FIXES for the game: I am just throwing ideas here and hoping that one or all stick. If not, Hey at least I tried.
Mori Rework:
There has been a continued discussion about Mori. If players see the tile that never turns over and is COLORED black. They know it is more than likely a Mori. - So what if we talk about a Constant. Where Mori is based upon a new meter that builds called "killer rage". Doesn't matter If the item is pledged or not. The more pallets that the killer gets looped through or palleted on. The more this meter begins to build. Which soon enough. Just allows the killer to go right for the "goal" and get to butcher their survivor?
Slugged survivors:
Nobody likes crawling around, so players find this an excuse to exit the match if they are left on the ground long enough. Lets put an idea here for Risk/reward. All hooking posts in the game allow a survivor to crawl to it. and begin climbing up the pole. That way we put pressure on killers to hook their victim or face punishment of not doing so.This might even work for the collective efforts of unhooking a survivor that was tunneled?
The Ranking system:
As the games continue on. Eventually everyone reachs the top ranks, with good efforts. Lets make ranks mean something. LIke any game. It should become more difficult as you rank.
- Less hooks on the playing field as you rank.
- More generators on the map for completion as you rank.
The Hatch.
The hatch is nice, because it WAS a good insurance card, but after the revisions it has created more problems than it has solved. Especially with a survivor stand-off. 2 survivors remain. Nobody does anything. The problem didn't get fixed.
options to explore:
- 2 survivors eliminated means the hatch appears on the map.
- Survivors should be able to apply an action to the hatch to be able to unlock it again.
- the last 2 remaining survivors can chose to lockpick the hatch, but the killer receives a notification, unless only 1 survivor remains.
---- Remember, these are JUST ideas! Discuss - ------
All hooking posts in the game allow a survivor to crawl to it. and begin climbing up the pole
Are you telling me slugging survivors are going to hook themselves now ? I mean... ok I'm down for that save me the effort.
Or are you telling me they are all gonna have free revivals... because no that's bs.
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@LustForBP said:
The idea of this perk comes from a recent post I saw where someone labeled a Perk: “Everything Must Go”.
It helped me generate this idea.
Since most killers are voicing their opinion on SWF collaboration with Items, how about a perk that consumes Items during gameplay. This can also help combat Keys and allow a change to Mori’s.
Franklin’s Demise has a similar affect, but only when you M1 a survivor. Franklin’s consumes the item at 0/5/10% per level of the perk.
“Degrading Possession”
- Consumes items in each Survivors possession by 2.5/5/10% during gameplay
- Increases Repairing and Healing speed of Toolkits and Medkits by 0/2/5%
- *Does not apply to Items found in a Match*
I'd rather change the base game to make it so used items are consumed in the trail so you cant bring the same purple toolbox to every match.
Or make it so if a killer gets a 3k he keeps his add ons
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I would always advise to stay
Even if you have to afk. I'd rather see more afk killers for easy games then dc
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Well the killer dc gave everyone quitter bonus. AND then they all got the 5k for escape right ? So a free win, that they would have anyway.
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Hard agree
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@Happy2Heal4You said:
https://forum.deadbydaylight.com/en/discussion/comment/1069817#Comment_1069817
Sorry man, I was just joking. The thing I wrote is a meme that comes from a popular youtuber.
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@Happy2Heal4You said:
I think you are just nitpicking and biased. I win bye bye
So...survivors have a bigger base kit of actions. Better field of view, better resource gathering and retention, more perks and addons, teamwork advantages, less objectives, and vastly more time for errors and room for mistakes.
But I'm nitpicking?
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@Todgeweiht said:
Point 1
You are not taking into consideration the many factors that affect gen speeds and chases, healing, doing totems and other actions also take time, not counting slowdown perks.
Point 2
This was made with balancing purposes, plus, honestly, it would feel weird having a survivor like camera with killer
Point 3 and 4
Again with this stupid argument, did you miss the whole point of an asymmetrical game? Do I really have to remind you that you are the power role and can kill survivors? Do you really expect each survivor to only have 1 perk?
Point 5
Uh... do you expect the skill checks to be Overcharge level of difficult? I don't see what point you are trying to bring up here.
Ah, yes, because the sounds when injured, healing, searching chests, doing totems, vaulting, failing skill checks don't exist and the multiple perks that let you see auras have yet to be implemented, lmao
Point 6
"Cant compete with"
If you cant compete with them it doesn't mean that nobody can compete them.
In conclusion:
Once again, playing victim, because that is the only thing many of the users of this forum have been capable of in the last weaks
Accept some ######### responsibility, if you are having poor games its not completely the fault of the devs for making a flawed game, its also yours for not taking the time to properly learn it.
Point 1
Your correct, gens get done much much faster when you add other factors like toolboxes, perks and great skillchecks you might only spend 60 seconds on a gen giving the killer even less time for objectives.
Doing totems is pointless lmao unless you have old ruin to motivate them. But even then hexes are the weakest perks in the game none are meta accept the one you cant cleans till the end.
3 and 4
You cant claim killer is a power roll if its literally disadvantaged in every aspect
5
Yes skillchecks should be more difficult in every way otherwise pointless. All those sounds are only if the survivor isnt doing obj and perks for detection ? Mute if a survivor has a perk to counter and they have 12 to do so. Aura reading killer perks all have gameplay counters from survivor that dont require perks and not one just pops for free every killer aura read takes skill or cost time
Your conclusion is play more and learn more ? I got thousands of hours buckaroo I'm in the forums and I'm watching the streams and I've read the wiki from top to bottom. Conclusion killer roll is vastly more difficult then survivor and survivor roll has countless advantages.
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@rhodamia said:
https://forum.deadbydaylight.com/en/discussion/comment/1069410#Comment_1069410
Mmmm. It depends on the skill level of the survivors. As the game is CURRENTLY. Those methods and slugging are about the only way to even begin to counter good survivors. But against low-mid skill level survivors. Hooking someone and running to the gen you think is being worked is a good method. One on hook, likely one unhooking, and the one you are pushing off a gen is 3 people off gens. Works for me at mid ranks (purple)
I try to time kills to a minute and a half each otherwise they all escape
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So far not a single person has led me to believe that tunneling and camping isnt required to win matches. Killers have to play like that
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@PrettyFaceKate said:
You can't be 'proven wrong' or right about something, unless you define that something first. What is your definition of survivor-sided? Is it based on the best players? On all the player-base? Take it from there, next time.
The entire game is survivors sided.
The game gives extreme advantage to the survivor team over the killer side
The number of mistakes survivors can make are many and still win while killers mistakes are frighteningly low.
Hot opinion incoming. Rank doesnt really matter because it's mostly broken. Perks aren't balanced and the game is asymmetry... in 1 vs 4 the game is tremendously more difficult for the 1 for some reason even tho its supposed to be the power role people are supposed to overcome. Survivors have a gameplay advantage on every category and shouldn't
the game is survivors sided
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1068620#Comment_1068620
Because nobody wants to sweat their ass off as killer in this broken ass game. The only reason me and the 5 other killers on PS4 keep playing is because we're too stubborn.
Sorry ur down to 4 starting tonight.
I'm not touching killer till things change
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@Waffleyumboy said:
Hmm another echo chamber...
You're pretty set in your opinion, so I'll refrain from arguing on behalf of sensible and unbiased people.
Do you disagree with any of my points ?
It's not an echo chamber I'm borderline begging for someone to tell me what they think differently
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EDIT I'll put it to you this way... I don't see survivors complaining about anything other then being camped or noed, but u see 3000hour killer mains talk about quitting daily
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1068329#Comment_1068329
Sorry this reply is sort of useless but don't take the bait. They're pretty well-known for starting things and causing people to get angry so I wouldn't keep falling for their comments lmao.
I'm not mad, so far noone has really argued with my OP and just added to it with different things I didnt consider. Certain people argue me on every post in the forum but I'd like to think they just have a different perspective they haven't convinced me of yet.
It's a frustrating game... most people are here to vent in between long matchmaking
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@clubby891 said:
Oh yeah - in regards to you first point, just because i've seen a bunch of posts bring up the 12 hook think a few times today - I'm willing to bet that out of all games that end in a 4k, probably around ~5% of them involve the killer getting 12 hooks.
To get a 4k without 12 hooks means tunnel, camp, slugg.
Slugg the game discourages and looses lots of points, camping and tunnel the dev's actively make perks to counteract and reduce emblems because of it. To say 12 hooks isnt how the game should go is to tell every person in the forums that tunneling and camping is how killers are supposed to play.
And I dont disagree... but good luck trying to get people on board with being tunneled
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/1068353#Comment_1068353
On your first point - kind of. Specifically, what I meant is that (red) rank gives people false perception of their skill and a lot of people expect to be at an even playing field against other people in red ranks, however that's not the case. Because of how easy it is to pip as killer and survivor there are a lot of people in reds that are not that experienced, but because of their rank they are tricked into thinking that they are more skilled than they actually are, so if they get outplayed they are more likely to blame balance in the game, rather than a gap in skill.
My main point is that the game is fairly balanced at it's core, with RNG (random factors) occasionally tipping the scales to either side (killer or survivor), sometimes making it possible to win against people who are better than you, or lose to people who are less skilled than you. This applies both to killer and survivor.
The real imbalance in the game in my opinion comes from matchmaking (i.e. people are not matched up against other people at their skill level) and not from the game's mechanics.
I hope i made a bit more sense this time.
RNG
Random factors like map size and totem placement ?
I get that alittle but I cant think of any rng that helps the killers giving them advantage...
Every tile has its pallets and windows and I know some totem spawns are bugged to be invincible but i always see them rolling new patches to fix that.
Well I think we can all agree match making is broken since I'm not even getting matched at my rank anyway I'm not sure it matters.
I can't say that mm and RNG are the only things affecting balance but I can say its effecting myself and others perceptions and we cant collect data to make real changes until that's fixed.





