not_requested49
not_requested49
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Why did you edit this? The quote says better ideas than what u have now.. like for BBQ nobody cares about hunting or deviousness because we already have distressing, Beast of prey and thrill of the hunt.. Brutality and sacrifice are really the main ones we need perks for.. even if they make killing survivors harder like how no mither makes chase last less
That way its not a super popular perk that some people would say they "have", to take since it'll make the "objective" harder, they can go as far as reducing base speed by 10% and I still would not mind and run it
Brutality is one that is less needing a perk for now that myers' scratched mirror addons now correctly increase brutality points and we have Legion which makes brutality easier to get since hitting a survivor thats in deep wound with frenzy gives the same brutality BP
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/357309/the-next-killer-perk-pass
Your reworks suck and nerf most of these perks.
The dragon's grip idea however is something that makes sense and might actually be a good rework.
How would I do these perks better? Example :
Beast of Prey :
After injuring a healthy survivor your red stain is removed for 60 seconds (no cooldown).
Or keep Beast of prey the same.. it doesn't need to be nerfed by removing the BP bonus
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@Clockwork_Enigma said:
The following perks will be talked about for this thread, and this will only go over what should be done to them:
- Barbecue and Chili
- Beast of Prey
- Blood Echo
- Claustrophobia
- Deathbound
- Dragon's Grip
- Eruption
- Fire Up
- Grim Embrace
- Hangman's Trick
- Iron Maiden
- Monitor & Abuse
- Predator
- Shadowborn
- Territorial Imperative
- Trail of Torment
Barbecue and Chili
After hooking a Survivor, the auras of all other Survivors who are at least 60/50/40 meters away from you will have their auras revealed to you for 4 seconds.
Each time you hook a unique Survivor, gain 1 Token, up to a maximum of 4 Tokens:
- For each Token in your possession, gain 25% additional Bloodpoints in Sacrifice score events.
- All Tokens are consumed if you hook the same Survivor twice in a row.
Beast of Prey
After putting a Survivor into the Dying State, Beast of Prey activates:
- Grants the Undetectable status effect for 13/14/15 seconds.
Scourge Hook: Blood Echo
After putting a Survivor on a Scourge Hook, all other injured Survivors will be afflicted with the Hemorrhage and Exhaustion status effects until that Survivor is unhooked.
After the Survivor is unhooked:
- The Hemorrhage status effect lingers until Survivors afflicted with it are healed.
- The Exhaustion status effect lingers for 20/25/30 seconds after.
Claustrophobia
Once a Survivor is injured by any means, Claustrophobia activates for the next 20/25/30 seconds:
- The next time a Survivor performs a rushed vault on a window, that window becomes blocked for the remainder of Claustrophobia's duration.
Deathbound
When a Survivor heals another Survivor for the equivalent of one health state, they will scream and reveal their location to you.
- For the next 60 seconds, that Survivor will be afflicted with the Oblivious status effect when 16/12/8 meters away from the healed Survivor.
- When exiting that range, that Survivor's aura will be revealed to you for 3 seconds.
Dragon's Grip
Performing a damage generator action activates Dragon's Grip for the next 30 seconds:
- The first Survivor that interacts with that Generator during that time will scream, revealing their location for 4 seconds and becoming Exposed for 60 seconds.
- If the Generator is not interacted with during that time, it will automatically explode and apply an instant 15% regression to that Generator.
Dragon's Grip has a cooldown of 110/100/90 seconds once the Generator is damaged.
Eruption
Performing a damage generator action on a Generator applies Eruption:
- The auras of all Generators affected by Eruption are highlighted in yellow.
- The next time a Survivor is hooked, all Generators with Eruption applied to them will explode, applying an instant 10% regression penalty to those affected Generators.
- For each Generator damaged after the first, apply an additional 2% regression penalty whenever all Generators explode by Eruption, up to a maximum of 12% additional regression.
Survivors within 8 meters of a Generator once it explodes will also be applied the following effects:
- Affected Survivors will scream and reveal their location to you.
- Applies the Hindered status effect to all Survivors for the next 20/25/30 seconds.
Fire Up
When a Generator is completed, Fire Up activates for the next 40/50/60 seconds:
- Gain a 20% action speed bonus in damaging generators, breaking pallets and breakable walls, and vaulting window locations.
- Gain a 20% action speed bonus in picking up and dropping Survivors.
- Gain a 50% action speed bonus in snuffing Boon Totems and hooking Survivors.
- These effects become permanent once all Generators are completed.
Fire Up will gain additional duration if multiple Generators are completed, and does not reset its duration.
Grim Embrace
Each time a Survivor is hooked, Grim Embrace grows in power and gains 25% of its progression.
- Each time that Survivor is subsequently hooked, Grim Embrace gains 12.5% of its progression.
Upon reaching 100% progression, Grim Embrace activates and the following effects are applied:
- The Entity blocks all Generators for 30/35/40 seconds.
- The auras of all Survivors are revealed to you for 5 seconds.
Hangman's Trick
When you are carrying a Survivor, the following effects are applied to you:
- Gain a loud noise notification whenever a Survivor is attempting to sabotage a hook.
- See the aura of all Survivors within 6/7/8 meters of a hook. This effect lingers for 5 seconds after the Survivor leaves its range or you hook the carried Survivor.
The following effects are also applied to hooks even while not carrying a Survivor:
- Reduces the speed of sabotage attempts by 25%.
- Hooks that are sabotaged or broken repair themselves 100% faster.
Iron Maiden
Survivors who enter inside of a Locker suffer from the following afflictions:
- Scream and reveal their location to you every 5/4/3 seconds for a duration of 4 seconds.
- Suffer from the Oblivious status effect while inside of a Locker.
Survivors that exit a Locker will then have their auras revealed to you for 5 seconds.
Note: This change would only apply if the locker search speed is increased by 50% for all Killers at a base level.
Monitor & Abuse
Your base Terror Radius is reduced by 8 meters and your field of view is increased by 6/8/10 degrees.
Whenever you enter a chase, the following effects are then applied:
- Your base Terror Radius is increased by 8 meters so long as you remain in the chase.
- Your movement speed is increased by 3% for 10 seconds after starting the chase.
Predator
Scratch marks left behind by Survivors last 3/4/5 seconds longer:
- When playing on outdoor maps, scratch marks will spawn moderately closer together.
- When playing on indoor maps, scratch marks will spawn considerably closer together.
Note: This change basically makes the ability more readable on both indoor and outdoor maps.
Shadowborn
When the Trial begins, Shadowborn activates. While Shadowborn is active, the following effects are applied to you:
- For the first 50/55/60 seconds of the Trial, you are granted the Undetectable status effect.
- For the entire duration of the Trial, your field of view is increased by 15 degrees.
Territorial Imperative
The aura of any Survivor entering the basement will be revealed to you for the duration of their stay in the basement, and an additional 3/4/5 seconds afterward.
- When a Survivor enters the basement while you are at least 16 meters away from its location, gain a loud noise notification.
These effects do not apply if you are currently inside of the basement.
Trail of Torment
Performing the damage generator action on a Generator activates Trail of Torment:
- The aura of the Generator is revealed to Survivors in Yellow.
When a Survivor interacts with the affected Generator, the secondary effects of Trail of Torment then apply:
- Gain the Undetectable status effect for 13/14/15 seconds.
- For each 1% of regression applied to that Generator, gain an additional 1 second of the Undetectable status effect. This effect stacks with instant and gradual regression perks.
While I appreciate the work done to so many of the perks in the game, I think we can admit that the original versions of these perks are absolutely bad or borderline unusable in the current game of Dead by Daylight, or otherwise too powerful in the case of a few of these.
Maybe these should be for whenever the next perk pass comes around. Imagine how much more intuitive these would be.
Please do not nerf beast of prey, just leave it alone please because any "buff" to it will be a nerf because then they will remove the BP bonus to justify it
Just leave it be and focus on others like territorial Imperative
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@brokedownpalace said:
Nah. The perk could probably be buffed in some way, but not made basekit.
It was nerfed, why would you think it would be buffed?
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@greed23 said:
Recently it was pointed out that Legion, Myers, Wraith, wesker, and any killer who has modified vault speeds through add-ons or special killer attributes no longer benefit from the vault speed perks.
My only question is... Why? No one was complaining about the meme builds of fire up, bamboozle, and superior anatomy. It was usually funny and very scary to bump into one of these non-meta builds where the killer vaults a window as fast as a survivor. All this has done is remove yet another non-meta but fun option for killer builds. One person pointed out that they'll just start running the same slow down set that every killer does now.
Basically, just saying that these decisions should be reverted, as they provide no benefit to anyone.
Wait what? When was this changed?
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@BearMerchant said:
https://forum.deadbydaylight.com/en/discussion/comment/3286085#Comment_3286085
Oh that could be an interesting buff to it! Probably not pallet drop speeds but exit gates would be nice.
What's wrong with pallet drop speeds? I don't think it would be that OP as it's neither vault speed or repair speed (which are the two most valuable values)
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@SerperiorPyroar said:
While I have no problems with the current bloodpoint system, nor the way the bloodpoints are obtained, I would like to throw out a few suggestions for small changes that can be made to the points that are obtained in game.
The reason I am suggesting these changes, is simply because, after the (semi)recent change, increasing the cap on each category from 8000 to 10000, It has been next to impossible to get a "perfect" bloodpoint game as killer, and as survivor, without specific items, perks, or going against a specific killer, it is outright impossible to get a "perfect" game. While not absolutely necessary to do each game, I think it was a nice little accomplishment to see on the end screen that maximum number, and I would like to be able to start seeing that again when people, others included, play extremely well.
Killers:
While it became harder to get all categories maxed out, I don't have a significant problem with Brutality, Hunting, or Deviousness, save for a few killers (but that's a discussion for another post). The category that I have an issue with currently is Sacrifice. Theoretically, it is possible to get a maxed Sacrifice game, however, the requirements are a bit odd. In total, from 12 standard hooks, you can receive 8400 BP (12 "hooked" events, 4 "caught", 4 "entity summoned", and 4 "sacrificed"). In order to get the remaining 1600 BP, you would need to get 7 of your 12 hooks during endgame collapse.(7 "Late Hook" events * 250 BP each, 1750 BP total, putting you over 10,000). *this is all assuming no deaths by the kliler's hand, each death here gives 1000 total BP, 300 more than you would receive if it were a normal last hook, or 50 more BP if it would have been an endgame hook.*
My remedy for this is to either give a bloodpoint score event for receiving a certain number of hook actions in a trail (my suggestion is 9, matching the number of hook actions that devout requires for iridescent quality), or increase the number of bloodpoints for each individual action, or perhaps one or two of the actions. If the new event route is taken, I would give the event a hefty 2000 BP value, enough to max out sacrifice, and enough to remedy 2 potential mistakes on the survivor's part that the killer had no control over. An 1800 value would also work, allowing for a single mistake on the survivor's behalf before the killer is no longer able to get the perfect game. For the value increase, it would come down to what the increase was applied to, and how much room for error is wanted. As I'm making this a quick post, I have not come up with values for this change.
Suvivors:
In terms of survivor categories, most I have no issues with. If the game truly is a perfect game, you would have been chased, worked on generators, helped your team, and still been able to get out. The point of this is to reward a fantastic and fun match, not give people a reason to derank, and want to run newer killers for eons. The category that I specifically wanted to look at was survival. Against specific killers, survival is easier to increase, such as against Legion, Freddy, Doctor, Wesker, Nemesis, etc., as they all have a secondary way to increase the survival category (mending, snapping out of T3, vaccine/med spray). However, some killers don't have a way to increase the category at all. Outside of what killer you're facing, there are specific perks that you can use to increase you're own survival, at the cost of other people's altruism. Medkits and other healing perks, as well as Deliverance and Slippery Meat*, give you survival points for unhooking yourself or healing yourself. When facing the killers that don't have a specific way to increase Survival, or outside of using these specific perks, you have no way to increase survival, apart from actually escaping the trial, which is 7000 points now (Thank you guys for increasing it when you changed the cap), and escaping as the obsession, which, unless an obsession changing perk is active, will only be rewarded to one person. being 1500 points. If you died as the obsession instead, you receive 1000 points instead.
To me, this not only seems awkward, but unrewarding. I don't mind at all that countering the killer's power rewards survival points, but I believe all games should have the opportunity to award a perfect game, which means this would need changes. My first suggestion, distribute the points for surviving the trial through the generators. once 1 gen gets completed, award a very small amount of survival bloodpoints for "Still Alive" Anyone who has been sacrificed, or died, would not receive these points. Each successive generator completed would reward more and more points, until the gates themselves were opened, and the final "Survived" points were awarded, which would be, in my opinion, about 40-50% of the total bloodpoints for survival.
In terms of normalizing killers with survival bloodpoints, create a Countering Killer category, that caps at 1000 instead of 10000. This would be specifically for killers that have some sort of current survival point gain. This either could be displayed on the scoreboard separately, together with the other bloodpoints, or not at all. This option is only for if it is deemed necessary. Leaving the countering killer power points in survival is also still acceptable.
While the chances of the changes I stated here being implemented aren't super high, I still wanted to take some time and throw my ideas out there, in the off chance someone, or a lot of someones, see this and like the ideas as much as I do. Thank you for anyone who decided to read all the way through, and perhaps I will share some more of my minor modifications that would make this game, just a tiny bit better.
Or simply just adjust a perk like territorial Imperative to give 100% sacrifice for hooking in basement
Or just make something like that basekit
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@Renfear said:
https://forum.deadbydaylight.com/en/discussion/comment/3286072#Comment_3286072
Killer offering tokens look slightly different from survivors,so you can tell. And when it's late at night, when all the tryhards online? Please. It's always at least a green.During the day, sure.
They don't tho? They always look exactly the same at the offering screen
When the match starts though you can tell because the killer offering is always below the survivor offerings when tou pause if game, if any were played
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@BearMerchant said:
I know devs get a lot of feedback here and most of it is impossible or unlikely to implement, but if they do read this then neat. Figured I'd toss it out into the void regardless.
I play a lot of altruistic builds. I love playing support, but after chatting with a streamer yesterday they brought up a great point that you often don't see the direct result of support perks in this game. Things like Leader are hard to gauge. You have no idea how much they're actually affecting teammates, or who it's affecting.
They mentioned a subtle visual indicator would be helpful for this, so you know which teammate you've buffed. Visual noise can be a potential issue but even a little mark next to their health bar/over their head or a subtle buff outline would be nice.
I'd like to see some weaker support perks get some love too, which would probably be easier to implement, since it's just tweaking numbers. The 10% bonus heal speed on Empathic connection is laughable and doesn't synergize with other heal builds very well.
TLDR;
1) Buff Empathic Connection and Better Than New. Both of these perks would be maybe worth it at around a 25% bonus. Hell, I'd argue an outgoing heal speed bonus of 50% on Empathic Connection would be fine and actually make the perk worth running.
2) Make Autodidact have a skill check bonus for the first 2 stacks. Right now the RNG means you might not ever get a skill check during a heal. The first 2 skill checks deplete the health bar, I think it's fair if you can get them out of the way quicker.
3) Give proper feedback to the player running the build. Whether that's a little visual indicator or subtle outline or even information on the endgame screen about how much time you saved your teammates, I think it would make taking support builds more fun and rewarding overall.
That's all for now!
I agree with buffing empathetic connection as right now it's hardly worth running over something like empathy since the bonus is inconsequential, making it 25% would actually give it nice synergy with healing builds
With better than new I think that while healing a survivor or yourself with the perk equipped, ignores Mangled for the duration of the heal as well as extending the after effect to unhooking, sabatoge, exit gate opening and possibly pallet drop speed (these bonuses still do not apply to self healing however)
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@Renfear said:
https://forum.deadbydaylight.com/en/discussion/comment/3286010#Comment_3286010
95/100 it's a Mori. After 1500 hours, I've seen shroud like... three times.
Still you wouldn't know it during the offering screen if 5 offerings in total were not played
Also it might just be a yellow mori as well which pretty much requires normal gameplay or forcing survivors to leave or bleed out
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@Delcat said:
One of the reasons I finally decided to buy DBD was because I've been a Silent Hill megafan since '03, and, uhhh...this would be REALLY HARD to code. I'm a starting game dev and what you're asking is just far and beyond anything that any Killer can do, or should. If I may please explain...
--Massive changes to the environment would be incredibly showy powers compared to the other Killers. Unless it was an across-the-board change, it'd unbalance the game terribly. (I haven't played as Freddy so I can't speak on Dreamworld, but isn't that...I have not heard about players liking Freddy much? I am curious to play as him because it sounds fun, but the one tier listing I checked ranked Freddy as "JUST DON'T" and I can only imagine that's because of imbalance because it's Freddy aaa)
--True fact: The real reason it's snowing and foggy (ash, rather, but "snow") in Silent Hill is because Team Silent realized that fog would mean a shorter draw distance, and thus allow objects and enemies to be obscured until the player gets much closer--it was a bid to save processing power, but it became iconic for the series. However, we already have The Dark Mist. Perhaps there could be a customization option via Perk to turn the Mist into a more familiar fog,...but it could potentially cause lag, succeeding in the opposite of what it's intended for! But it's an interesting concept, I'd love to see what they think of this one <3
--Survivors using mirrors to go in and out of two worlds, on the other hand, is just...not supported by the current code. That would require running two identical maps in the same place, with cosmetics shifting dramatically between them, in real time, and I can only imagine what that would do to load time/lag. What might be cool is a Perk that causes *individual player perception* to shift when hit/Hexed, but again, that's a lot of coding and load time, and anyway...we only were able to use mirrors in 0rigins and it was one of the most complained about features for a reason. Not a good look on the standard canon of "Town/God controls Other/Misty Side". Would love to see some hallucinations or Easter eggs, turn the Cages of Atonement at Midwich into the Watchers from SH1 kinda thing, but I doubt they're gonna invest (they literally have to invest, after all, game development costs money and this is an $8 DLC) in making that intricate of a system.
----That having been said, I would LOVE to see good ol' Misty Silent Hill itself as a map. Midwich Elementary is amazing, and I'd happily buy more SH maps--Brookhaven, bits of the the town proper, get some apartments or either hospital in there, yessss I would pay for this.
------...if Konami wasn't such a dog in the manger on their properties. It's surprising we got anything at all, they have never given Silent Hill the love it deserves 8/
--As far as gameplay goes, it took 17 years to step out of this Pyramid Head costume into DBD's, and it was well worth the wait, at least to me. He's a tricky killer, and I'd love to see his AoE reworked a little (maybe just a scoonch wider?), but he's to spec. Pyramid Head moves at the pace Pyramid Head likes, his slow Great Knife drag is iconic but when he pursues, he PURSUES, as noted in the Spoiler of Spoiler at the elevator with Spoiler. The Judgment Trails alert you to survivors while you're in knife-scrape mode, and PH seems really effective in overcoming survivors during Chases by simply relentlessly pursuing them. It's a canon build!
I admittedly thought this was a thread about playing in true Pyramid Head style, I should make another thread for that |,D
Here's hoping we get more SH content! If Konami lets us. Seriously, they...they are not great about properties. Sigh.
Freddy isn't fun, his whole dreamworld gimmick is pretty useless and the most it does it allow survivors to be affected by your already mediocre puddles or fake pallets
All his addons suck as well as he arguably has the worst addon kit in the game. The most useful one is the red paint brush and all that does is not allow the Survivors to wake up via skill checks (as if they wanted to in the first place anyway since there really isn't any threat)
He tries to be both Clown and Dredge and fails miserably at both
You can even say that being in the dream world can help the survivor see better, that's how terrible it is
I guess the only things "fun" about him is his fake pallets and his aesthetic with the claw hands and all as well as his mori. That's really about it, he doesn't even talk either
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@Renfear said:
Survivors should know. Not who the killer is playing as, but who the person is. As the killer, if you don't want to play against Twitch streamers, you have the option to lobby dodge. Survivors have no such option. The only reason not to that I can think of is to protect killers from being stream sniped. But survivors have no such protection. That can be remedied easily enough. Make a badge for streamers that shows their stream name after matches while leaving profile information open before the match.
There are certain people that you know, just by looking at them, that you're going to have a bad time. That you don't want to play that match. After a certain time of night, I will not play against someone who brings a mori. Just won't do it, because 9 times out of 10, it's an awful waste of time and I regret having been in there at all.
Now, there was a recent thread about not being matched with someone if you block them, and the rationale is that it hurts the blockee more than the blocker, and that it isn't right to infringe on how someone chooses to play. But at the same time, I should have a right to refuse to play with someone. That consent goes both ways. Give survivors a way to lobby dodge.
You cant really tell if its an actual mori though or a shroud, especially in the offering screen if someone does not play anything. it can be mistaken for a mori up until you get in the match and see that it was only a shroud of binding or something
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@Adaez said:
This perk does not see much use because killers dont really feel its worth wasting a perk slot for something that should have been basekit or something similar to deal with boons
The perk becomes a hex.
Hex: Shattered Hope
Everytime you snuff a boon,it becomes a Hex that has the opposite effect in a 24m radius of the snuffed boon.
For example:
Circle of Healing becomes Hex:Circle of Healing:Survivors healing in a 24m of the hex healing speed decreased by 50%.
And so on with the other boons.
Hex: Exponential
Survivors suffer from -100% bonus to recovery speed in the dying state in a 24m radius of the hex.
Hex: Dark Theory
Survivor have -2% haste in a 24m radius of the hex
Hex: Shadow Step
Survivor scratchmarks are shown for an extra 2/3/4 seconds while in the 24m radius of the hex.
The effect of the Hex lingers for an extra 2/3/4 seconds outside its radius.
Shatered hope activates all effects a boon is possesing,for example if they use Circle of Healing and Exponential,their opposite effects will activate.
What does this mean?
It means that if survivors bring boons,they have 2 choices,either cleanse the snuffed out boon that is now a hex.
Or boon it back,that takes significantly longer since its a hex instead of a dull totem.
Love this idea, especially since that would make hex circle of Healing a worse version of self care so they can spend forever healing XD
Although I would change the names a bit and alter some if it to be more effective like:
Hex: Circle of Pain: Survivors can self heal within a 24 meter range, but at 20% the normal healing speed while healing others takes 70/60/50% longer at any part of the map
Hex: Detrimental: Survivors can completely recover from the dying state when within a 24 meter range, but time needed to recover is increased by 120/110/100% at any part of the map
Hex: White Theory: All Survivors recieve a 2% hindered status effect. This effect is doubled if they are within a 24 meter range.
Hex: Solar Step: Survivor auras are revealed when they are within a 24 meter range and scratch marks are visible for an additional 5/4/3 seconds
Of course though none of these names would even be used since it's tied to snuffing a boon totem and not separate perks lol
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3283451#Comment_3283451
Survivors will waste an insurmountable amount of time doing it and they will just waste time not being on gens.Its 28 seconds to bless a hex,and almost 1 minute if you run thrill.
I can see it now: thrill of the hunt, rework shattered hope, and pentimento lol
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@YOURFRIEND said:
This would be a very cute idea of hexes weren't absolutely worthless right now. Your shattered hope hex would, ironically, just get booned twenty seconds into the match.
Then you simply snuff it again and boom its a hex again
Uno reverse card of dbd
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@HamsterEnjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3282835#Comment_3282835
Plus Susie is 15 and The Hag is still in high school so shes anywhere from 14-18 but most likely 17-18
That's funny since Hag is the only default semi naked killer
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@Remedicist said:
I'm not entirely sure what to do with Eruprion, but my idea for NOED is to make it a Scourge Hook and have its effect be earned throughout the match, similar to NWO or Remember Me.
Scourge Hook: No One Escapes Death
- At the start of the trial, 4 random hooks are changed into Scourge Hooks
- The auras of Scourge Hooks are revealed to you in white
- When a survivor is hooked on a Scourge Hook for the first time before the exit gates are powered, the following effects apply:
- When the exit gates are powered, the survivor's aura will be revealed for 4 seconds, and the survivor will suffer from the exposed status effect for 40/50/60 seconds
The problem with NOED is that, compared to other endgame perks, it gives a strong effect without earning it. I think this change would solve that.
I actually like that idea tbh
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@GRIG0 said:
I never run NOED as killer, and as survivor the only thing I dislike is when the totem spawns next to the downed/hooked person and the killer can defend both 🤣, other than that I think is "fine".
I don't know what to say about Eruption tho, other than how little u can do as soloQ to avoid it. Maybe make it so that u have a second (or whatever that is not too much so it rewards reflexes) after a survivor is downed to prevent the incapacitated? You'll have to pay attention as survivor and the regression is still there for the killer.
But anyways, many ppl here are very experienced and I'm sure there are plenty of ideas 😁
Eruption can just be changed to a difficult skill check like overcharge
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@daniel_owenz said:
You know these perks need to be nerfed when the like 85% of killers are using them (one or the other). Why should ALL survivors be exposed when the gates open, isn't that horse #########? How are we supposed to save teammates in such a situation, that takes literally no skill whatsoever, it's what I call a participation trophy perk. And sometimes I don't even notice when it's active, like the que for it is so bad that it's a joke at this point, when the gates are open and the killer is on your tail it's hard to see the que. It should affect the obsession only.
Second perk is stupid dumb, he can just see where every gen being worked on is at, it blows up and no one can work on it for like 30 seconds, how dumb is that? Lol, what if there are 3 gens left in the game, one suvivor is looping killre for a while and then gets downed, it's another participation trophy perk that killers with NO SKILL use, NONE, NO SKILL at all with those perks, it's just a hand me down. It should automatically turn off if there are 3 gens left, and it should only work on every other hook, not when a survivor is downed AND when someone is hooked, crazy dumb.
"It should effect the obsession only"
That's literally just rancor lol
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@Predated said:
I'm not sure if the challenge is within 5 seconds before a chase starts, or within 5 seconds as a chase has started.
Almost 2 whole years... wow
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@Rizer said:
Just did this deliberately 3 games in a row, doesn't work. Trying on my 4th... at this rate I'll be rank 10 from 3 within the next hour...
Killer saw me, I jumped in a locker immediately got grabbed out, died and no challenge... it literally states you have to hide in a locker within 5 seconds of being chased... I did it in like 2 seconds all 3 times...
Wait so this has been a bug since February of LAST YEAR?!?!?
jfc and it's almost 2023
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@Kumakx said:
not at all, not that i noticed. Stable 60FPS.
Gif looks far worse, because i used some free tool to convert mp4 into gif, so i could upload it to the forum. Tool capped it at 30fps.
It still says pending... I never noticed this bug but was it fix and the ticket not updated or what?
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3285410#Comment_3285410
So I found the video that actually measured it. Top part is perk saboteur (bottom one is quickest toolbox). The video is in Slovak language, but that should make 0 difference. Also if you watch time and wonder why after .59 comes 1:00, it's because it measures frames instead of fractions of second. As you can see, it indeed takes 3s.
Strange, I wonder what causes the yellow bar then
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@Nirgendwohin said:
still bugged?
same with quick thinking
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@GuyFawx said:
I did it by hoping into a locker when the killer was chasing a friend as long as your near itll get done. Cant remember if i had any specific perks equiped tho
And when was this? Before dredge?
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@KayTwoAyy said:
Does the text say "hide" or "end chase by jumping into...?"
Because I thought the specifics of that challenge was to end the chase by entering the locker. So basically, you need to hear chase music when you jump in the locker, and you need the chase to end while you are in the locker--basically the killer has to not check the locker for like 3 seconds.
This challenge is easiest if you run Overcome, Lucky Break, Quick & Quiet, and Iron Will, and jump in the locker immediately after losing a health state and breaking LOS with the killer.
Alternatively, you could run Poised, Head-On, Quick & Quiet, and Iron Will, and try to do this mid-chase after a gen gets done.
I don't think it can be completed at all, same for quick thinking too
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@Archol123 said:
I'm so glad it was gone, it was really annoying, if they bring it back I want at least an option to deactivate the voiceline.
Not unless they have a RE chapter 3
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3282799#Comment_3282799
Yes it's impossible to sabo in time. The reason is, because description of this perk is wrong (and I gave feedback about this one already). It takes 3s to sabotage hook with this perk alone (no leader or any other perk that speeds/slows down the progress). If it was 2.5s as is in description, you would be able to sabotage hook right after hit, because hit cooldown is 2.7s (and this would also become major buff to the perk).
Not sure what the yellow bar means then
The hit cooldown is 2.7 but you're not accounting for reaction time. It will take longer than 0.2 seconds for you to realize to start the sabo
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@AverageAshEnjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3281334#Comment_3281334
it doesnt help because you have a 3s stun
Not really IMO, the stun doesn't lock you in place nor does it slow you down tremendously
Plus that's only if you get out of frenzy after you vault, it's easy to just vault the pallet they just dropped, hit them and run away
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@AverageAshEnjoyer said:
I don't mind him. He doesn't have any 'antiloop' BS like artist or pinhead for example.
His antiloop is quick vaulting tho..
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3281281#Comment_3281281
But it does not go over the limit, it just makes the 10.000points being reached faster :/
Yeah exactly
If it went over the cap it would be too OP and everyone would run it because it's "required"
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@GannTM said:
You complain about Whispers of all perks?
Next we're gonna hear territorial Imperative needs a nerf or even beast of prey (although imo I think beast of prey is fine where it is since it gives 50% hunting bloodpoints)
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@BringShaggytoDBD said:
A post about nerfing whispers? Well that's new.
cant wait to see someone complain about freddy and basekit sadako being too OP
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I dont think this is that much of deal bro
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@Nightram said:
https://us.v-cdn.net/6030815/uploads/COP9L08SLM5R/20221128-192215.jpg
https://us.v-cdn.net/6030815/uploads/9M8VZEOZ9WDM/20221128-192222.jpg
https://us.v-cdn.net/6030815/uploads/H39JW0T483BO/20221128-192211.jpg
Can we get a cosmetic for claudette morel with this style? Call the headpiece blendette/Bushdette. A full set with a bushdette version. Using the true nature to hide from the killer.
It would be so iconic if she got cosmetics like these with no bright colors, like muddy clothes and dirt on the shoes up to the knees, and bushes being stuck on her clothing and the hair. And the glasses almost falling off like jakes park cosmetic in the picture.
We need a true blendette cosmetics! :D
Seperate cosmetics in a set. Not all glued into one please.
We already have the default brown jacket and the black shirt cosmetic that costs 900 iri shards.. not sure we need it
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@AMOGUS said:
Don't forget the console cursor bug... and now apparently Knight can have an infinite speed increase if he gets stunned while in his power. Knight is 100% going to get kill switched.
I wasn't there for Twins, but can we actually say that this chapter is as bad as Twins? Bad Killer, bug filled chapter...
They still haven't yet for some reason lol
Yet when clown had his haste speed bug he got killswitched ASAP
For me I'm only using it to meme around with the survivors (backpack build giving them a train ride until they wiggle off) but I'm sure a lot more are abusing it to get "easy 4ks"
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@Dionysus42 said:
Flashlights are very weak, that's why you see Green keys so much more than them,
Green keys are way more useless than flashlights.. they can at least be attempted to be used without addons
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@bunnyfengenthusiast said:
It's mentally exhausting to depip at Iri 2 every 2/3 games because a teammate didn't like that someone went down so quick, and the grabbed person suicides on hook. The current DC penalties are far too lenient. They need to start at something low (in case of an accidental disconnect) and escalate to much larger numbers much quicker, as well as take longer to reset. If you don't wanna play the game, don't queue up. Simple as.
They are disabled right now, at least on ps4 so increasing them wont do anything if they arent on lol
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@Chiky said:
https://forum.deadbydaylight.com/en/discussion/comment/3277410#Comment_3277410
It's literally the worst game experience I've ever have so....
You should try a forever legion game or better yet, a box camping pinhead with thrill of the hunt, face the darkness, ruin, and insidious
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@duncan_blake said:
I ran into this bug when I was playing the Knight. I didn't get it first so I hooked a survivor, but as soon as I realized that I was exploiting a bug I let escape that survivor. I have the recording of this situation so I expect not been banned for this. I will stop playing with the Knight until this bug is fixed. It's a shame because I wanted to do the expert challenge.
I dont think they can ban you for a bug thats in their game, especially since they decided not to killswitch him
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Made a backpack build to try it out with it lol
I zoomed everywhere on the map jousting other survivors lol
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@R1ch4rd_N1x0n said:
Easy solution for Nemesis - don't use it. It's a terrible perk anyway.
You sir can have my upvote XD
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@Awesometrax said:
https://forum.deadbydaylight.com/en/discussion/comment/3272973#Comment_3272973
Swap out Retribution for Insidious or Ruin and bring Chatterer's Tooth while just camping the box after injuring someone and it makes forever Freddy/Legion seem like fast games by comparison (yes, this is what Coconut talked about). I really hope they rework the perk ASAP.
If only they kept DCs counting as sacrifices for the Reverent challenge....
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@Ssajbambusa said:
Edit: Otzdarva proposed even simplier solution. When Hillbilly hits survivor during unhooking animation the chainsaw instantly overheats so it's impossible to get 2 downs on healthy survivors while camping. Maybe it's better than my ideas?
--------------------------------------------
Intro: Hillbilly nerf was the most underserved and unwelcomed changed in the entire game. Literally noone complained about him and he was at the top of most fun to play and go against killers. He was a perfect killer who was strong the entire game and couldn't be disrespected, but was quite easy to outplay if survivor actually tried (If you get backrubbed it is your fault as survivor - no exceptions to this).
Right now his chainsaw can overheat quite easily if you try to do anything else than chase like m1 killer and do eventual backrub. Missing the chainsaw is already very punishing, there is really no need to punish this killer further. I can't recall any person who plays boths sides that was happy with his nerf. The only thing which was good about his nerf was removing his ability to camp endlessly and without any counter.
Thing that makes the least sense is huge chunk of overheat meter gained when just feathering the chainsaw... the most punishing and stupid mechanic so far.
-----------------------------------------------
Changes that will make him more fun for both sides:.
Double the current overheating gains, but Hillbilly only gains heat when within 10m of hooked survivor.
This is very straightforward. You can't camp (I mean, you can, but it's very easy to bait you to overheat this way), but in chases you can use chainsaw as much as you desire. I think this is the easiest to implement and answers all the issues with current chainsaw.
------------------------------------------------
Other, more detailed variant.
Reduce the heat gained by chainsaw to 50% of the current speed and remove feathering gain (initial burst of heat when you click m2) - as a baseline.
When close to the hook, Hillbilly suffers from feathering heat gain and his revving gain is increased to 250% of current number. This gradually get's lower the further away the killer is from the hook up to 15m. (For example, when 10m from hook he gainst heat at 166% of current speed).
------------------------------------------------
PS: Bring back the addon that slightly reduced duration of animation when ending the chainsaw sprint... Please...
Uh.. how tf can you get two downs on healthy survivors with billy? Thats literally not possible, billy's chainsaw can only target 1 person..
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/3276203#Comment_3276203
https://forum.deadbydaylight.com/en/discussion/comment/3276230#Comment_3276230
OP is probably taking about when the Knights camps you need one survivor to pull away the guard and one to distract the knight or force a trade
Why would u need to do that? Again the hunt is cancelled if you attempt an unhook..
When against a facecamping killer u already need two people or else itll result in a trade.. thats with literally every killer except instadown ones, not sure what knight changes since the guards will cancel hunt if you unhook..
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3276258#Comment_3276258
Oh, good to know. Nice they changed it, actually.
Im not sure if it was intentional tho, no word from the devs when i asked them and i did not see it in the patch notes
Imo i think it makes getting hit by knock out more boring than it can already be
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Wait till you try out F13..
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@Chiky said:
Yeah, just I played with a killer earlier that had it. He lost every chase to every survivor, I kid you notz the guy never injured any survicor. But since I had the challenge to stun the killer with a pallet several times, I waited next to the pallet for him to approach and then there's no animation of him getting closer, no attack, no nothing. From a distance I was killed for no reason being healthy. It felt so miserable and lame.
Same killer managed to get another survivor at the exit doors the same way. Stolen victory for that survivor too, and a killer got 2 free kills in a game where, without it, he would had just damaged a single generator a couple of times...
The addons is so absurd that the first time I saw it I wss convinced the killer was hacking. It wasn't until the end of the game where another survivor explained to me that the addon did that.
It's just ridiculous. The developers should be planning to do something about it. Because this was the first and last time I'll ever get close to a MM again, even if that means running all game or hiding all game. Being 1-shot is way worse than having to run all game, even if both experiences are miserable...
Sometimes I really doubt BHVR actually care if players have fun or not
Lol idk man it really just sounds like ur salty abt it
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@IlliterateGenocide said:
People argue that its "unique" or "fits his lore" like i dont care its busted. when they hopefully but myers both tombstone and piece need to leave
And what would happen to the achievement in which u need it for? What about the ones that already unlocked it? They cant just remove it entirely
If it really is that bug a deal it can be nerfed and/or depips being removed for survivor, it has no need to be removed entirely when u can nerf it
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3276237#Comment_3276237
True, true. Maybe I'll be able to check the perk in private game, this lack of icon bother me. Not too crazy but...
Funny enough I can't imagine how long has knock out been changed because I rarely see it. It was one month ago when I saw its new version for the first time, and it was after long long long time not seeing it at all.
I actually made a post abt it. I think it was changed back in 6.1.0