thesuicidefox
thesuicidefox
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It is an obsession perk so you will know they have it.
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Just to be clear, only survivors perks were leaked. If there is a killer to come out with Ash (which there probably is) we don't know what their perks will do yet.
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@HeroLives said:
I want this to be real, I want it to be real so bad
These are screen shots from KYF. I just composited the perks into 1 image.
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I will just say that I really would like to see DBD on Xbox Games For Gold, if only so I can have my friends that don't play download the game to own for free and try to get some of them to come play with me. I know 1 friend in particular would NEVER play this game, but he would download it if it were free and I asked him to. If I get him to do that I can sucker him into at least trying the game, we've been friends for over a decade I'll have him play with me as an Xmas gift or something.
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@HeroLives said:
https://forum.deadbydaylight.com/en/discussion/comment/371539#Comment_371539
Alright, and ooo gives you the ability to huddle together and keep tabs on the killer so the group can move from the area before the killer gets close enough given the 72m distance.
If all 4 of you can do this then the killer is garbo and OOO likely wouldn't have made a difference. Any decent killer will find and chase at least 1 of you. Also you are generally better off splitting up anyway to do multiple gens at once, you only need to team up mid or late game when there are fewer gens. If it's a Legion, Huntress, Billy, or LF being close together like that is generally a bad idea too.
Also if you happen to get a Freddy, OOO becomes OOF because now you are "Object Of ######### ME" since the aura reading will only benefit him.
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Hope is actually very strong and a soft counter to NOED because it beats the killer's speed boost. If you have it against a 110 killer without NOED, it's impossible for them to catch you in a straight up chase.
Boil Over is useless because as killer I can just know where a hook is. There's some use on Lery's or Game to make it harder for the killer to hook you. It does need something a little extra to make it a bit better. Inverting controls is a no no, devs have said they want to avoid anything that messes with a player's control of their character.
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@VoodooTheKiller said:
You know it's not fun being a high rank killer going against someone that doesn't move and or camping them just because they lag while there are 3 others? Are you just trolling? Because you aren't really giving me anything to go on with your comments.
If they are lagging its going to hurt them more than you. Catching them should be pretty easy so yes you can just tunnel them to death if it bugs you that much. I've done it before, as a 110 killer against good survivors. I didn't want to, but the lag was pretty annoying during a chase and I could tell other survivors didn't like it either (as it seemed like they would try to heal the person or something and the guy was skipping around).
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Flashlight is the counter to Hag though. It's not exactly a counter to Wraith, more of a nuisance. But against a REALLY good Hag you need to be able to disarm those traps quickly.
Though maybe if she had an add-on that increased her trap defense against flashlights that would be a good option. Then you run that and Franklin's to counter flashlights as Hag.
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Plague's best build will probably included Enduring and Spirit Fury. It seems her biggest weakness is pallet loops. Last 2 I don't think will matter much, you could run the standard BBQ/Ruin or try other stuff and mostly be fine.
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@HeroLives said:
https://forum.deadbydaylight.com/en/discussion/comment/371494#Comment_371494
I see your point ,but there’s a big difference between “I’m in a chase at shack” , and “the killer is over blank , and now he’s over blank” Bc the killer doesn’t have to be in a chase for someone to use ooo and relay information which is ultimately my point.
If there are 4 of you in a chat, you can easily keep a set of eyes on the killer at all times. When you get hooked "oh whoever is to my 9 o'clock killer is headed your way". It helps marginally at best for SWF because you can already do this.
Also miscommunication is a thing and not everyone is great with giving good intel quickly. By the time you tell someone what the killer is doing, he's already close enough to them they can see or hear them and call out "killer is by me". You don't need the exact X/Y coordinate of the killer.
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@VoodooTheKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/371498#Comment_371498
Try being a killer main where you have to wait over a minute to get any survivors in your lobby, when you do they are from across the world and don't want to leave the lobby, so you are forced to leave so you can actually TRY to find an enjoyable game where the people arent lagging and DCing at every corner
Well the difference is that killer generally has an advantage if a survivor is lagging. You can also tunnel/camp them if it's that bad. I wouldn't bad ping as killer unless like more than 2 had red ping.
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..
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@LegitAdventurer said:
https://forum.deadbydaylight.com/en/discussion/comment/370725#Comment_370725
He litterally just ran around all game. Doing nothing but scare randoms off gens with his lullaby I'm sure.
Yea the build is Whispers, Unrelenting, any obsession perk, and TOTH. Never sleep anyone. Use Whispers to find them so you can make them hear the lullaby to spook them. Unrelenting so you can swing at them while they are awake for more spooks. Obsession perk just to make someone an obsession for yet more spooks, and TOTH to scare them into thinking you might have NOED for the icing on your cake of spooks.
It's hilarious to just stand there watching survivors get all scared and stuff, but by the end of the game they will usually realize whats going on and just leave.
The biggest troll though is that it's impossible for them to pip. They earn no Evader unless you sleep them, they can't earn Benevolence since you don't hit/hook anyone, and at the start of the game you spook them so hard they rush gens and therefore can't get anything higher than silver Lightbringer. That's 1 point Benevolence, 4 points Unbroken, 0 points Evader, and at most 2 points Lightbringer, totalling 7 points which is a safety. Only 1 has a chance to pip if they do a gen, your TOTH, and both exit gates, which will never happen as survivors just rush everything and never share. And since they don't share at least 1 survivor will depip from it too.
And the best part is that they can't troll you back. You have no collision so you can stand anywhere facing a wall and just go AFK, they can't get any BP from you nor trick you into holding them hostage by forcing you to body block. It's the absolute best troll in the game.
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Adam is a very boring character IMO.
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X-Files theme song has entered the chat.
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I got into a few lobbies earlier where the killer's ping was like 1100ms. I promptly left to find a new lobby.
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Killer's face is always to the left of the survivor's butt (when facing them to flashlight). So when they pick up a survivor look at where their butt is during the aura and you will know where the killer's face is.
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Ivory Haft (Huntress)
Thrown hatchets will stick to surfaces and can be reclaimed to inventory by simply touching them. Think like throwing knives/axes from shooters and such. Hitting the ground or a survivor uses the hatchet like normal.
Iridescent Chain (Billy)
After doing chainsaw sprint for 3 seconds any survivor you hit will be given the Broken status effect for 90 seconds. After doing a chainsaw sprint for 9 seconds any survivor you hit will be instantly killed.
Sally's Last Secret (Nurse)
For the first blink only, the Nurse no longer screams after doing a blink and the blink effect is completely silent. Increases fatigue time.
Grandpa's Custom Clutch (Leatherface)
Let's you break pallets with chainsaw and keep going.
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I think OOO is mostly fine how it is, as it is a good anti-killer-stealth perk. IIRC they are changing OOO with the next update so the effects are applied only to the obsession, which makes it more fair overall.
As for how it works in SWF yea it can be really strong, but generally speaking you don't need it to keep tabs on the killer. If I'm getting chase I can just say "I'm being chased by shack" and my team knows where the killer is anyway. OOO doesn't change that. The only thing OOO does in an SWF is they immediately know what killer it is, but once someone gets found it's a moot perk for the team. Also since the killer can see you they can keep tabs on you for free. If I see you just teabagging at a distance I will probably ignore you because you aren't doing anything important. If I see you doing a gen or healing I will come over and interrupt that, so it goes both ways.
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I see a lot of people citing Doc's ability to nullify stealth but no one seems to mention the more broken aspects of his kit. The fact he can outright stop you from vaulting via shock (or worse random screaming) is just buggy and stupid. The only thing that should stop a vault is Bambo. I feel like every time I face a Doc it's guaranteed that I will vault a window only to teleport back to the other side from a laggy shock or scream. I'm okay with him stopping a pallet drop because there's never an instance where you still drop the pallet but the game reverts it and puts it back anyway. And I get he needs some buffs to make him more viable but allowing him to stop vaults is just disgustingly broken and cheap.
Then there is the issue that he can also STOP you from doing gens or healing in Madness 3. Again, I get he needs buff to his map pressure but when someone is slugged and you can't do anything about it because you are in Madness 3 it feels extra cheap. He's also the only killer that can legit hold a game hostage at 3 gens. No other killer can pull this off, they can stall the game for a time but not indefinitely. And before someone says "don't 3 gen yourself" yea well Doc with the right build can turn most games into a 3 gen if they want. Only when the gens are on complete opposite sides of the map can he NOT do it. Also most Docs that go for 3 gen offering Game which is impossible to not 3 gen yourself.
He's just not fun to play against at all when he can stop you from doing things you NEED to do. Again, I'm fine with giving him buffs if these 2 things were removed from his kit because it's stupid to deal with. Madness 3 should do something else, IDK what, just let me heal, do gens, and vault properly.
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Discordance is better for stopping gen rush.
Surveillance is better for tracking survivors.
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Take away the "scream/shock stops vaulting" and I would be fine with this. That ######### is so stupid and buggy I dunno why it's in the game.
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Doc and Legion are the only killers I hate to play against.
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Yea if killer DC's you should get a BP bonus just to make up for the loss of offerings and items.
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@Raccoon And I'm sure you didn't just come up with the game on the first shot. You had to iterate on it. And I'm betting it's still not perfect, but since you guys play for fun as a drinking game no one is try harding to break the game. And when someone does find a loophole I'm sure you guys are quick to make a new rule to stop it.
Point is game design takes iteration. They aren't just sitting around doing nothing in regards to Freddy they are designing, testing and iterating.
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Spoken like someone that has 0 clue how game design works. If you actually went and made a game, even one as simple as a pen/paper board game you would see what I'm talking about. Or you can live in a world of ignorance. Your choice.
It's easy to criticize from the outside without understanding what it actually takes to do something.
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@Bravo0413 said:
If it's a hex and can be destroyed it needs to be powerful ------> remove the cooldown theres no need for it if it can be removed permanently...
I agree, however I think that a cooldown might be necessary to add some room for counter play. Otherwise it would be overpowered. Again this stuff needs testing to iron out the kinks.
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Play without add-ons (or just using white add-ons) and without Ruin or aura perks. You want to learn how to play "core" killer. Once you get comfortable with that you can start using Ruin/aura perks and good add-ons. If you start off using this stuff you will never learn the basics of being a killer. You will probably win a lot at first because survivors at low ranks are awful, then you will start losing a lot. DO NOT GIVE UP! Learn from your mistakes. Accept it as part of getting better.
The hardest parts of killer are time management and tracking. You have to know how to prioritize stuff, how to optimize your pathing, how to find and chase survivors, and how to disrupt survivor objectives. Don't be afraid to give up a chase to protect a gen or hook if it something you REALLY need to do. Most killer mains don't even understand this, they just chase without thinking then complain they lost when they never applied any sort of map pressure.
Just practice. Pick a killer you like and play them and only them until you get good enough with a killer you can branch out.
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@Raccoon said:
I'd be surprised if any work has actually been done on a Freddy rework at this point, given the amount of new content that has since been released from scratch and the timeline of this rework.
I honestly feel that they have been lying about any progress up to this point, given that no evidence to the contrary has materialized, aside from some ideas tossed around on stream, long after such ideas should have been discussed.
Game design is a lot of iteration and testing. They probably have done a TON of work on him but nothing has stuck yet. Reason being, something that looks good on paper does not always end up being good in practice. Sometimes the only way to find what works it to try stuff and fail. It's not nearly as simply as you make it out to be.
Hence why the DS change took so long. They said they tested this that and the other thing, and that's because game design IS iteration. They can't just wave a magic wand and have the solution immediately, it takes time.
Don't believe me? Go make your own game. Doesn't need to be this big production, just make a simple board game. Play it with your family. Get feedback. Notice the flaws. Iterate on the design. Test again. That's the cycle and this sort of thing happens probably hundreds of times before you would get to a point where the game would be "good".
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/369457#Comment_369457
Simply put, I think this idea is in one of those awkward positions where it's super difficult, if not impossible, to balance the idea without making it too strong or too weak. If you make the deal sweet enough that the would-be Traitor would take the deal, you risk giving the Killer too much momentum all at once. If you deliberately try to keep things in check to prevent that from happening, you eventually just end up with a bad deal that no Survivor would want to take.
But it's a high risk/high reward. The killer can offer the deal and no survivors accept it, therefore making it a wasted perk slot. A survivor could also be killed by another, which benefits the killer slightly but they don't get the full use out of the perk. They could also get a survivor that uses the deal against them. Again the minutia of the perks effects require testing, we can't possibly theory craft all the ways in which it would be used. I wrote it out like you would see on the perk's card just because, you guys need to look at the bigger picture of what the perk would do: survivor is given a deal where killer can no longer kill them directly but now the survivor has to work with the killer or they will definitely still die, either from not honoring the deal or from other survivors killing them directly. That's the basic concept I want to get across here.
I've won games 1v3 after someone got tunnelled to death or just died because they were bad. It's entirely do-able to win in those situations, so long as you neutralize the threat as survivor (by destroying the totem and killing the Traitor ASAP).
Guys this perk isn't meant to be a meta perk. It's meant to be a fun perk that just changes the natural dynamic of the game, that dynamic being "killer kills survivors because survivors are the enemy". And unlike most other stuff in the game it doesn't directly affect the speed at which things are done or give the killer a faster way to kill survivors (other than being able to find them easily through the aura reading).
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@FayeZahara said:
Guess who understands asymetrical nintendo with mario party. 1 vs 3 minigames showed true balance with making stressful situations but as long as one got out it was still a victory. You being in larger team should make for moments where you trip each other up.
Balance needs something that gives success to whole team if one makes it out but doesn't pull back on the power role being overwhelming.
I know silly to take from board game but dbd maybe give something like the 10 coins to survivors for one player overcoming the hell of 4vs1.
Those 1v3 minigames were made to HEAVILY favor the lone player, and that's because in most cases it would 3 blue spots versus 1 red spot. It's Nintendo's way to make up for that 1 player that got the red spot because they lost coins. That's not balance.
If you really think Nintendo understand BALANCE you have a very ######### up idea of what balance is. Case and point... blue shell. Nintendo is the master of neutralizing skill via unbalanced nonsense to make the game fun for people that suck.
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As much as I hate the killer, Legion's weapon is probably the coolest. I just like those kinds of military knives.
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Just keep a bucket nearby, you'll be fine.
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@Coriander said:
Why can non-Clowns take that perk?...
Because so many killer players are jokes.
ba dum tiss
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You should drop Nurse's and do BBQ, Ruin, Sloppy, and Discordance. Using Sloppy and Nurse's isn't really that good because Sloppy basically says to survivors "don't bother healing" and I'm betting you are wasting a lot of time trying to catch them healing when they just push through gens while injured.
You could also try BBQ, Nurse's, Ruin, Haunted Grounds. Ruin + HG is a really strong combo and can get you a strong lead at the start of the game.
IDK what add-ons you are using but IMO the best combos are duration/speed or duration/recovery. First helps with map pressure while the second is better for a chase. Green add-ons > everything else. Avoid over using Amulet, it is overrated IMO. It's better to save those for when you run PB or MR.
My build is BBQ, Sloppy, Thana, and Stridor. Sloppy + Thana is a really strong combo that can slow the game better than Ruin, but it requires a bit more skill to pull off. Sloppy says "don't bother healing" while Thana says "you really should heal before doing anything" so survivors are caught in a bit of a catch 22 once you get 2 or 3 injured. Stridor is great on Spirit because it makes up for the only drawback to phase walk. You don't need blood or scratches to track, you just use sound and survivors can't hide it like they can an aura for Nurse's or something. It also hard counters Iron Will, which itself is a hard counter to phase walk. This is all on top of good synergy with Sloppy/Thana combo (since they will be injured for longer periods of time and therefore will always be making noise). Then finally BBQ is there to quickly acquire a new target quickly after a hook. Once you get a snowball going with this build it can be near impossible for survivors to recover. Sloppy/Thana slows down the game, BBQ and Stridor make it super hard to hide from you while injured. Maybe give it a chance and see how you like it, but it might take a few games before you get used to it. Playing without Ruin can be frustrating if you can't land hits and keep them injured, but the fact it can't be taken away is where the power comes from.
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It's okay. It's good for zoning survivors since they MUST stay away from you to heal (as opposed to Nurse's which just makes healing near you a risk but won't do anything to stop them or force them away from you).
I do think that heartbeat perks like Coulro and Unnerving should persist for a short time after leaving the heartbeat just so they can be used more effectively for zoning without flat out increasing your heartbeat range.
I love Coulro on Freddy because it basically makes lullaby apply Dream World debuff. However since Freddy is the weakest killer there are much better options.
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If they increase regression to something like 0.4 c/s (currently it is 0.25 c/s) and put a default -5% regression on the kick that alone would help killers a lot. The problem I face as killer often is that when survivors gang up on a gen there really is no stopping them. You are either forced to sit there for ages to watch it regress or you take a chase and the other get back on the gen. Also gen tapping to keep it running. Better regression penalties would give killer a more effective way to stop gens, and it would stop survivors from tapping in your face or risk losing more progress.
Adding a second objective is not a good idea for a few reasons. First, the game is difficult enough for new players, making them learn more things just makes it that much harder to learn the game. Second, people have this fantasy that it will fix all their problems when the reality is that survivors will just find a way to rush the second objective, resulting in a net gain of maybe 30 seconds. Third, this would punish survivors that don't gen rush even harder as now the only way to escape a good killer is gen rush AND second objective rush.
End game also needs to be adjusted, because as it stands if all 4 survivors make it to power the gates the game is pretty much over for the killer. The only option here is NOED which just rewards bad killers with undeserved kills most of the time and feels cheap on the survivor end. It's just a lame solution to the problem. Exit Gate progress should regress to the previous check point (ie. the red lights) when not being worked on, and maybe don't show them to survivors so they have to actually look for them (also Wake Up could be the perk that reveals Exit Gates when powered). I'd also say that maybe killer has the ability to damage the gate like they can damage a gen and just prevent it from being used for a short time, just because there's nothing killer can do to stop the gates from opening aside from Remember Me. However this is less of an issue if they were to adjust the regression for gens since it would be easier to control the earlier parts of the game for killers.
The game really doesn't need much to fix the big issues. Very simple things would go a long way.
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@MegMain98 Yea that's what I'm saying. If you can only win with PB Spirit then you are not a good Spirit. Same applies to every powerful add-on. A truly good killer would be able to win games consistently without add-ons or with yellows at most.
I play with duration/recovery or duration/speed add-ons. Greens are usually all I need to beat even the best groups. Amulet is overrated IMO. Yea it's like 3 yellow add-ons in 1, but you really are better off using green because they boost the specific stats more (considerably compared to moderately). In fact I aim for green add-ons for all my killers, I only use purple/pink for specific builds or if it looks like a really strong group of survivors (eg. 4 toolboxes).
The easiest way to beat PB Spirit is to just always be on the move or have tabs on where she is. Killer detection perks crush it pretty hard. I make a habit of doing a gen for 10 seconds then changing sides, or just moving to another gen entirely. It wastes time but it's a lot safer than sitting on the gen to get grabbed. Also you should aim for gens near corn or tall grass so that you can see her moving. I notice a lot of times when these Spirit players get survivors that know how to beat PB they just come out as awful killers.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/368554#Comment_368554
I don’t understand why people call them “Tryhard Beads”. I don’t have an issue with that add-on at all.
Probably because there are a lot of bad Spirit players out there that can't win unless they use PB. It's a fun add-on to use for jump scare builds but when you rely on it as the only means of catching survivors then you aren't a very good Spirit player.
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Shove It In My Meme Hole
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/369424#Comment_369424
I do not agree with your assessment. It only takes one Survivor dying to prevent the Totem self-destructing, which should not be the hardest thing in the world if the Killer now only has to worry about three Survivors. Try to estimate the percentage of games where a Killer does not kill any Survivors vs. the percentage of games where a Hex Totem manages to last the whole game without getting cleansed. To me, it seems like a no-brainer to choose to guard the Totem. As far as changing the collision of the Traitor, perhaps I could be wrong, but it seems like it would be more trouble than it would be worth to implement such a thing.
I believe this idea is really cool on paper but problematic in execution.
Hence why it would need play testing. Maybe it requires 2 survivors to die. Maybe the totem is hidden to the Traitor (thus they don't know which to body block). There are solutions we just need to test it and work out the kinks.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/369359#Comment_369359
I'm not following this logic. By the Survivor simply accepting the offer and jettisoning themselves from team Survivor, the Killer's job is suddenly made a fair bit easier. The Traitor not doing anything does not mean the Killer has a harder time getting the job done. The Traitor can try to aid the Killer through sandbagging and stuff, but why would they if it would risk leaving the Totem unguarded? They are better off protecting the Totem and risking death through a 3-man escape than aiding the killer and risking death through Totem cleansing.
Also, "some Totems being made completely inaccessible through Traitor bodyblocking" is still not good gameplay.
Because if you're not ratting out other survivors they do gens and escape. Yea they are handicapped by you not doing gens, but it seems like more of a risk to not be actively trying to get them killed as opposed to waiting and just hoping they are bad enough/killer is good enough to kill them.
Guys you have to consider most of this stuff needs play testing to iron out the kinks. Maybe the Traitors collision could break when within X range of the totem to avoid body blocking if it's an issue. You guys are way too focused on the minor details and not looking at the big picture.
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@PhantomMask20763 said:
Lol, this would be a meme perk to run. The concept itself sounds fun (and kinda funny, a survivor screwing the others over) but I dont think in gameplay people would like it, especially the traitors teammates
Yea that's the idea to get survivors to turn on each other. IDK if you ever heard of a game called Deceit on PC but it's a similar concept, in that if you are good at being a Traitor you can hide that fact from other survivors. Just following them around and meme-ing would give it away and they might go looking for the totem, so instead you do gens and heal like a normal survivor but do little things to get others killed. The purpose is to make survivors not trust each other.
Like one next level mind game would be to do the totem but never finish it. So a survivor see you on it, their aura is revealed so killer comes to get them and you get off the totem. Maybe the time to do the totem is extended for the Traitor so they can do this without accidentally killing themselves.
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@Coriander said:
3v2 when those three have 5 gens to do? This would make gameplay grossly unbalanced. Also, why would Traitor be invincible? Survivors can't attack, and the killer wouldn't kill his own ally anyway. It would be obvious to other survivors the guy who runs over followed by the killer.
The go do the totem and kill the bastard ;)
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@Gorgonia said:
Unless the traitor’s aura is always revealed to the killer
This could be a thing, but then it subverts the aura reading on other survivors. The point of the cooldown is to give the normal survivors a chance to get away otherwise the Traitor could just follow them all game and they never have a chance to counter the perk. Also if the Traitor decides to turn back on the deal they need a way to do that, and giving the killer constant aura on them would remove that option.
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@Orion check the OP. If the Traitor doesn't do something to get someone else killed they die, so it would no longer be an absolute benefit to them.
"Rolling the dice" yes exactly. It's a calculated risk like I said. It can guarantee you a kill if you calculate right.
You can have an opinion but you are clearly just focused on survivors being goody two shoes and always throwing the deal back in your face. The truth is that this would happen very rarely, survivors screw each other over all the time and I guarantee you that they have in games you've been in. Either you genuinely didn't notice or you are just lying. Look at all the complaints about survivors working with killers or purposely doing nothing all game to take hatch. Those players would take the deal every time and screw over the others.
Again think outside the box. Stop focusing on how this benefits survivors and actually stop to think for a moment how it would benefit killers, because it would 99% of the time. The 1% where it doesn't, then the killer made a bad decision, just like everything else that could happen in the game.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/369335#Comment_369335
Why would a Traitor care at all about giving away the Totem's location and their Traitor-ness if they can just bodyblock the Totem?
See the updated OP. If they just stand there and do nothing all game and the other 3 escape, the Traitor dies. If you just sit there and block the totem (which can only happen in some spots BTW) then you are just going to die at the end of the game.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/369343#Comment_369343
- Not nearly enough for this to be useful.
- Which would only be relevant if any of the four survivors take the deal. If they all reject it, then the killer wasted a perk slot for nothing.
1) Dude survivors screw each other all the time. Just look at hatch and how often 1 survivor will let another die so they can hatch. Survivors are jerks, period. You will see benefit from this as killer so long as you aren't foolish with who you give the deal. You have WAY too much faith that survivors will be loyal to each other. SWF will totally have a ball with this perk because some groups just love to screw over their friends.
2) How is this different that any other Hex totem? Or something like Remember Me or Blood Warden where the gates never get powered?
You are grasping at straws here. You just want to ######### on the idea because you don't like to think outside the box.
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@Jigmac gets it! See how easy it would be to get screwed as the Traitor? It's a risk on their end too. You can't be sure a survivor won't try to kill you by destroying the totem, either accidentally or on purpose.
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@Orion said:
Here's the thing: if this perk worked the way you imagine it did, it would benefit both the killer and the survivor. If this perk worked the way everyone knows it would, it would only benefit the survivor. In other words, this perk is guaranteed to benefit the survivor, but will almost never benefit the killer. It's useless.
1) Survivors would indeed screw each other over. You are given them too much credit. They already do this without the need to benefit them.
2) See the last rule. Killer makes the deal and guarantees at least 1 kill now.
