kreeper124
kreeper124
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- kreeper124
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Once people stop playing killer, survivors will get tired of their 15-30 minute wait times and play another game. I can see it happening in the next year
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@kreeper124 said:
I'm not 100% against the new ruin, but one thing that needs to be added to make it a useful perk is that it should only activate a dull totem when 2 or 3 gens are completed. Otherwise it will be a useless perk that will be destroyed before when the devs say it will be useful
Here's my idea to make it more useful and so it doesn't get destroyed 20 seconds into the match
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Only weak survivors use DH, DS, BT etc
Goes both ways
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Here's a thread I made with an idea that'll make the new ruin actually useful. I prefer the old ruin, but if it's changed it should actually be useful https://forum.deadbydaylight.com/en/discussion/118091/small-change-to-new-ruin#latest
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@Aven_Fallen said:
I like this idea.
When the Ruin Change was published, I was like "It should not be a Hex anymore". But in combination with Surveillance, this would be an insane tracking Tool and the Killer would not have to patrol Gens, because he would instantly see where Survivors are.
But with this idea, it would actually be able to provide some use Lategame, which might not be the case when it is a lit up Hex from the beginning of the Trial.
However, what still could happen is that all Totems are cleansed at this point, resulting in a game with 3 Perks for the Killer. But I guess that should not be that bad, because then Survivors wasted time cleansing Totems and not being on Gens before.
Yeah there's still that to worry about, but that's all hexes in general. Once I even remember I was cleaning a totem, the last gen popped before I finished and it turned into a hex totem. Got rid of noed 2 seconds into the endgame. So there's always a risk, but this will at least help it not being cleansed 30 seconds into the game
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@Zaptros said:
Actually, a good idea for once. My personal idea is that if a killer damage a generator that is being regressed, it makes a small instant regression, with a short cool down for each generator
Thanks. And yeah that'd work pretty well too
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Wait what? This is the first I'm hearing of this
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I only 99 the doors if I stay by them. If I see a surv running towards me with the killer in tow, I open it right away so they can escape
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@ChiTenshi said:
With honesty, the Pig's Mori can be put on the list. It's rather boring for what it delivers, and I can think of so many things they could have used from the franchise to give us a more satisfying kill.
I wish they would've used a kill from the movie as Mori rather than a generic throat slash
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@Sonzaishinai said:
Some more mori's like Legion where the survivor actually fights back a bit would be cool
I love the legions Mori for that reason. Makes it look more realistic
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/967903#Comment_967903
I thought so :) and just to clarify, I didn't say that to bash your ideas - I really liked them! The only thing I disagree with is your opinion about the current huntress animation. Why would you ever want to remove that? It's the most brutal mori that we have!
I like the Mori, but I just feel like they could do something better using her hatchets. Or even dual wielding her hatchets to do some real brutal damage
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I'd much prefer the old rank reset come back. The way it is now, once you're in red ranks you're stuck there, unless you stop playing for a couple months. If the emblem system was fixed then sure this would work fine. But I'm a rank 4 surv and I feel like I should be rank 10 at most since I suck at chases
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@Accullla said:
@kreeper124 are these ideas inspired by mortal kombat by any chance? 😀
On topic. I've heard an idea being tossed around a while ago that I really liked - design 1 or 2 new mories for each killers and allow players to buy them through the store - same as cosmetics. I would actually love it if this were a thing.
Yeah that'd be cool, being able to select which Mori. And I've hardly played mortal combat, but they've done everything so it'd be hard not to at least somewhat copy a cool kill move lol
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The reason I hate playing against ruin is not because of the skillchecks, because no one works on gens. Everyone runs around getting themselves killed looking for the totem. I learned how to work through it, but apparently no one else can
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I'd say yes. Demogorgon is really fun to use but not the best tier killer. Nancy's worth it for inner strength and Steve is, well, Steve. His perks aren't that great but you get a great hairdo. Overall it's worth it imo
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I think an appropriate pig buff would to be make one of her add-ons base kit. I can't remember the name of it, but jigsaw box auras are only visible once the trap is activated
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/967732#Comment_967732
I'm pretty sure GF moves slower when crouched. Both of them have the exact same movement speed when crouched (without addons)
GF is definitely faster than pig when crouched, but it's still slower than his base movement soeed
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I try not to run any meta perks as survivor, except recently adrenaline. But on killer some of them are needed. I play on Xbox and there's loads of trolly swf survs on it
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Not sure what basement glitch you're talking about and I play on Xbox. But then again I try to stay away from the basement so I'm hardly ever hooked there. Is it the one where you fall through the floor? I've seen it happen in a few YouTube videos a while ago
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Only time I hate the EGC is when it's the trapper and I'm the only one left. You disarm the trap, open the gate a little bit then he comes and puts down another one. Other than that I think it's fine
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You can go to the DbD gamepedia and look up shrine of secrets. It'll show everything in the shrine, and also has a section that shows all the past shrines
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I'm excited for the doctor changes. For the most part, everything the devs say they're changing seem like buffs. The passive madness being gone is debatable, but the new version sounds better to me since it's a guaranteed madness level rather than walking right by a survivor and they don't scream
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The only DbD player I watch is ohmwrecker. Not because he's particularly amazing at the game (though he's much better than me) he's entertaining to me and his videos are usually chill
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I wouldn't mind an fnaf chapter if it was done right. Not sure what abilities the animatronic would have though. Never read the books so not sure if there's anything super special it can do that's not in the games
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Only time I camp (more of a patrol) is if the exit gates are powered or if I know there's a survivor nearby
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Doesn't sound like a glitch. Sounds like people just waiting for the killer to see them jump through
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Yeah I don't pay attention to that anymore. I'm just happy with my 3k even though the entity isnt
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I've started running kindred because I got tired of no one coming to save me. Its helped a lot, I hardly die on first hook anymore
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Cross progress definitely. I want to play on PC again but I have almost every killer on Xbox so I don't wanna have to buy them all again
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I'm not sure if anyone feels the same about this, but if the onis demon strike lunge is reduced I think it'd make the oni a lot easier to handle. Right now his lunge feels kinda much and half the time you end up lunging right past the person you're trying to hit
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Hatch closing is needed in the game, otherwise we'd be back to having hatch standoffs for 5-20 minutes. Hell, I remember when the game first came out I was in a hatch standoff for 30 minutes. That's just not fun. With the way it is now, the game ends much faster allowing you to get into another match right away
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The only time I'd think it would be okay to camp (more of a patrol) is if you KNOW there are survivors waiting by the hook. But killers will always say "I saw scratch marks" trying to justify it when no ones around. Called out so many killers on that one since I have kindred and knew no one was nearby
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/945305#Comment_945305
Any buff they give a killer would...like I said...alienate that random guy who didnt have a choice in getting lumped with a 3 stack. Often times I dont even KNOW I got lumped with a SWF until I'm at the endgame screen and one of the ranks are WAY off from the rest. The other day I found myself witnessing absolute horrendous play from 2 Blendettes that opened the exit gates while I was being hooked, then proceed to WALK across the map to me, stop cautiously 30 meters away on opposite sides and plant their feet firmly into 2 separate bear traps. This only made sense when I saw BOTH of them were rank 16 and were brought in by their rank 2 teammate...who died first.
The only thing your buff idea would do is let me know I'm in this situation abit sooner when the first gen I hop on, I'm ALREADY getting a red bar with absolutely no debuffs from perks or addons applied yet.
Yeah, itd be hard to balance SWF without screwing over solo players, unless they made it so only people a part of the SWF group is affected by the debuff or something, the only way theyd really be able to balance it is limit the number of people in a geoup
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/945271#Comment_945271
No, I’m serious damn it. This is why I prefer calling calling over texting.
Ah okay. Ya never know with the people on this forum
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@[Deleted User] said:
Huh, surprised no one’s ever thought of that before. Sounds like an interesting idea, I think it should be considered.
Pretty sure you're being sarcastic, but I'm not expecting anything to come of it. Just had to vent after 3 games in a row of it lol
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@DBD_Pinhead said:
How is that a counter for totems? They're bright as hell, loud as hell, and usually spawn in survivors LOS, next to a gen, or out in the open for all to see. That's enough counters.
By counter he meant an actual totem counter that tells you how many totems are left in the trial
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That would just make killers slug wayyy more
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@nimesulide said:
There is such a perk: Flip-Flop
Oh #########, didn't know that. My bad. Never looked at ashes perks before lol
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I agree it's an overlooked perk, but I dont think it will ever be meta
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I kind of want then to add one that's not humanoid at all. Kind of like how Last Year added a spider. All of the killers so far are humanoid or at least mostly human shaped like the demogoran
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Remove "Complete in a single trial" challenges, or just make them less luck based
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Anyone have the link to a list of the changes for the doctor? Can't seem to find it
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@John_Doe said:
I think it's purpose is to be more of a tracking perk rather that a slow down perk.
What this guy said. You can use it to see what gens are being worked on
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Just thought that nurses calling might go well with it too, since more often than not the rescuer tries to heal the person semi near the hook. So you know where they are, and they have no idea you're coming
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Sounds interesting, but the first part of his ability just sounds like sloppy butcher but not always active
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Grabs work pretty well for me most of the time. Are you doing a lunge attack when you try to grab? (I know you probably aren't, just figured I'd ask anyway)
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@terumisan said:
Pretty sure you still lose all stacks when the obsession is dead so when you get another obsession through nemesis you just start a 0 again
Wasn't really interested in the stacks from furtive chase, mostly just the change of obsession making them oblivious
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@Yamaoka said:
All of these changes reduce the need for good predictions and precision.
Tantrum? Caused by bad chainsaw control.
Locker juke? Easy to predict and counter as Bubba.
Pallet stun during chainsaw attack? Again: A matter of prediction/skill. You can predict whether you'll get stunned by the pallet.
All of these changes would reduce the skill ceiling for Bubba while NOT buffing him against good players. His worst weaknesses are:
- only 86.25% movement speed while charging the chainsaw
- low chainsaw movement speed without addons
- low chainsaw range without addons
- low chainsaw acceleration even with addons
Personally I've posted numerous ideas to actually buff his ability while increasing the skill ceiling for him but I doubt he'll get any big changes at all.
Something I like about him in the original movie is his "wild" way to handle the chainsaw so I'd like him to have a chainsaw attack that's difficult to control but rewarding when you manage to control it.
That's why one of my suggestions was to actually increase his tantrum-stun, increase his base charge time AND make it so he gets slightly pulled to the direction of his chainsaw swings in exchange for considerably more movement speed during the chainsaw attack.
That would make it extremely difficult and risky to maneuver his chainsaw around objects but you'd actually be able to catch people running around stuff if you are good enough at controlling the chainsaw.
That would actually be amazing. More of a high risk high reward
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@wladimiiir said:
Nice build. Nemesis + Furtive Chase might work just well. I would also try Rancor with the build so you can 1 shot rescuer (who might be very surprised what just happened) during the endgame (don't use Rancor for killing, hook the obsession instead).
Yeah you're right. Rancor would work great with this build
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@Monlyth said:
Actually, it might work fairly well, since if you're chasing a survivor and they pallet stun you, they'll become the Obsession. If you hook them after that, then Furtive Chase will activate on the unhooker.
Hm yeah you're right. Just let them stun you then hook them. Once I get these perks teachable I'll have to try it