yobuddd
yobuddd
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- yobuddd
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Oh, well dang. I only ever play solo, so I don’t get to test these things out. I just assumed based on perk descriptions..... oh well. Having 6 boxes is effective then! 😅
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I like 3rd Seal and Undying. Use 2 add-ons for extra jigsaw boxes and these poor people don’t even know where the 6 boxes are. No auras.
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@Kind_Lemon said:
why not just make a perk instead that removes the second stage entirely (only 30 or whatever it is seconds before you die on first hook) but gives you an entire, additional first stage when hooked for the second time (third time is still death)?
The whole kobe while in struggle phase seems like it would be hard to implement.
Yeah, but then that’s essentially Slippery Meat which gives you 6 kobe attempts. You’re right though, this may be difficult to implement and the response to this hasn’t been so great anyway.
I’ve been thinking of other ways to affect 2nd hook stage and have a new idea. I’ll be posting that here in a few moments.
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/208821/survivor-perk-idea-now-or-never
I like it. I usually play killer but when I do play survivor I often feel I'd risk a quicker death at a chance to unhook in struggle phase.
I know what you mean! Even better is that the way this is set up, there isn’t any penalty for missing a skill check, other than missing out on some bloodpoints. The skill check might pull you of the hook, but if you miss it, it won’t speed up the hook timer any.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1777867#Comment_1777867
- Makes sense. That might just make Up the Ante viable
- Okay here's the deal with perks that gives bloodpoints during the match. For some reason, there is a hardcap to how many bloodpoints you can get in one category. That's why bloodpoint modifiers that work during the trial are unpreferable because you can't go past the hardcap and why post trial bloodpoint modifiers are so commonly run is because they let you go past said hardcap. I would prefer if it gave you a token that increases the bloodpoints you get post-trial.
Ahh believe me the 8000 bp cap in each category is just as annoying to me. The reason I chose Survival is because there’s not really much you can do to earn points there during the actual trial. Yes, you could do a LOT of healing yourself, but that’s about it other than escaping.
With this arrangement, if you hit a skill check check, you earn the 1000 and still have a shot at getting out (5000 gate, or 7000 hatch). If you hit all 4 skill checks and find yourself still on the hook about to die, at least you’ve made up for most of that 5000 you’re not able to get from the gate. It’s certainly better than the 452 bloodpoints you would earn in the Survival category normally under these circumstances! 😜
There’s also the fairness factor. Killers have BBQ, survivors have WGLF. As far as I know, those are the only perks that award post-trial bonuses (unless I’m forgetting about some rarely-used perk). I wouldn’t want to give one side an extra perk that does this.
I think the way it’s described currently provides enough incentive to see moderate use from the community. That said, I absolutely appreciate you sharing your concerns!
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I’d say Tapps are a grown-up persona of Steve. They have the maturity to focus and work hard, but have that evil streak that is Steve which comes out when provoked.
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@Saltjar34 said:
A problem with this perk is the same as Slippery Meat, it's luck-based. Sure, being able to have 4 attempts for a 10% chance to free yourself off a second hook is great but in the end of the day, there's a possibility it won't work and you just wasted a perk slot.
I totally see where you’re coming from, but I think it’d be way too powerful if it were a guaranteed unhook. It’s for this reason that nobody picks Slippery Meat over Deliverance. The specialty here is that it’s for the 2nd hook stage and there is no alternative perk that can do this.
Now to your point of it being a potentially wasted perk slot, let’s sweeten the deal with these additions:
- Perks and offering that affect Luck will affect this perk (so the 7-10% is just base level)
- Since these 4 skill checks are very difficult (imagine Brand New Part along with struggling on the hook), each one you hit gives significant bloodpoints. Each successful hit should award 1000 bloodpoints to the Survival category. This could dramatically make up for the points you lose if bad luck causes you to die on hook anyway and not escape.
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Hag is always so festive! Let’s let her show it off!
And she has so much to say while waiting for a lobby, we could turn those lil snarls of hers into a carol!
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Sounds like she used Mint Rag which allows her to teleport at will to any trap, triggered or not.
Counterplay to this would be to unhook quickly and don’t worry about triggering the trap. This is because that add-on has a cooldown between teleports. (I forget how long, but it’s significant, like 45 seconds or something.)
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@QwQw said:
This killer seems pretty weak but I also really like him. I don't know I guess I just get a good vibe from him. Also the perks are all pretty creative.
Ha thanks! Yeah I always appreciate the more creative ideas for perks, so I try to put some effort into them
As for the killer, I was thinking we have killers powers for tracking, powers for chasing, and powers for downing. But there aren’t really any killer powers that are designed around interfering with the survivors’ objectives. (Seems kinda odd when you think about it, huh?). Well, Pig maybe.
Anyway, it may seem weak, but I bet it could slow survivors down quite a bit in practice! 😎
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@F5arTheB5ard said:
Havent played in a couple months but I just had 2 matches on ps4 as the blight. Back to back someone dc within first minute and the match stops.
So basically survivors can now dictate who they can play against? Is their atleast a ban for the survivor who dc because they can't outplay a certain killer.
I was rank 6 btw, some people on here are super worried about rank lol
You on PS4? This happens a lot, but it’s actually a bug. They don’t load in right, so while the match begins, one player is still on he loading screen. Sometimes long enough for heir character in-game to get crows. When they’re finally dropped, the match ends with the message saying someone disconnected while loading.
I’ve seen this from both sides of the issue. Had a match end after a really long load time telling me I was the one who disconnected. Again, this seems to be a mainly PS4 issue.
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@Speeddemonsaif said:
Speaking of Blood Waden. Why when I activate it every survivor in the exit game gate instantly becomes a potato and try to hide behind a pillar LIKE I SEE THEIR DAMNED AURA AND THEY STILL HIDE IN THE EXIT. This happens 99.9 out of the times I've used Blood Warden.
I know, it’s hilarious! My guess is they don’t play enough killer to know the details of the perk. “It block the gate. Oh, there’s more?” Lmao! 😆
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@[Deleted User] said:
Auras in this game don't show up if you have direct line of sight. Could it have been that the Blendette was actually in your direct field of view when you looked over but you didn't see her because she was a Blendette? If she was actually behind a pillar and didn't have Distortion, Sole Survivor, etc. then I have no clue what happened.
Yeah, no chance there. I wa running around looking at the exit area from all different angles.
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Yeah, no Distortion. Ummm, Kindred, Spine Chill, DS, and Sprint Burst.
However, I recall looking AT the actual gate when her aura lit up. She was already at the back and was crouching toward the middle. It could be she snuck in and that’s when I noticed it, but I’m pretty sure it lit up in front of my face.
If anyone is able to test this in a custom game, please report back.
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Maybe not instantly, but imagine holding a button to “hemorrhage” and double the bleed out speed.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1773941#Comment_1773941
I like them a lot!
Anti-clicky clicky and a new version of the old ruin (kind of). But it doesn’t have feel like it would have the same problem as old ruin 👍
Living Shadows seems to benefit the Darkness way more than other killers, but maybe I just can’t think of another use for it..
I’m glad you like these! It was fun working up some ideas based on a “darkness” theme!
For the hex, the inspiration was actually Huntress Lullaby. This one interferes visually while Lullaby is auditory. Play them together and yikes!
You may be right about Living Shadows. It really comes down to how the devs define “light source”. If we include things like porch and street lights at Haddonfield, then survivors may find themselves unintentionally triggering the perk fairly often. Hawkin’s lab? Hmmmm. Imagine if moonlight counted at McMillan. TheY would literally have to stay under trees whenever possible. What about Hex totems? They’re lit, and this could make cleansing them much more dangerous!
Anyway, even if it’s not that strong, it’s always good for characters to have some weaker, more situational perks. 6 new meta perks each chapter would be........problematic, eh?! 😄
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Perk Suggestions
Living Shadows: Survivors who come within 3/4/5 meters of a light source (fire barrel, completed gens, etc) generate an unnerving shadow. If the shadow exists for more than 3 seconds, it emits a red stain and standard terror radius heartbeat detectable by ALL players. During this time, these effects are removed from the killer.
Hex: Dark Arts: for as long as the hex is active, the skill check circle is 4x/3x/2x thicker than normal, but will also be clear as though made of wavy glass (similar to cloaked, moving Wraith). It will be difficult to differentiate from whatever background the survivor is looking at. The normally red skill check marker will be black.
Sticky switch: Flashlights gain the ability to provide actual illumination to the entire view area within the flashlight’s range, but they remain lit for 0.5/1/1.5 seconds after letting go of the button. Survivors cannot run while the flashlight is lit. The additional area illumination can be detected from great distances.
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What if the 4th perk slot could only choose from that character’s teachable?
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Sometimes I’ll play along, but it doesn’t usually go so well. By play, I mean I spin in a circle and then run away.
Unfortunately, I do that once and suddenly all 4 survivors start booping. Must be on comms. Aaaaaand now we’re farming, because I feel really cruddy attacking after gaining their trust.
I hate farming.
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Spies
Empathy
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Straight lines bad. Always assume he’ll “Portal” back to a hook after he leaves it. Listen for the universal roar to know that he’s portalling, and know that it’ll be a while before he can Portal back, so break that hole.
Sometimes they Portal a short distance and run back to the first Portal while undetectable to catch you breaking, so use your eyes.
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Kick You In Yo’ Face: When a survivor tries to rescue you within 5 meters of the killer, press the active ability button to kick their face. This causes them to scream and stuns them for 4/6/8 seconds, while pausing your sacrifice timer until the killer is more than 10 meters from you (ideally on his way to hook the punk).
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It was mentioned earlier that Capitol Hill may not be possible from a programming standpoint, and was also kinda “meh” in terms of usefulness. I’ve been thinking about how this could be redone.
For the record, I think every new character should have both strong and weak perks, not all “meta-worthy”. Anyway, here’s a rework that would be both possible to create AND useful.
Capitol Hill: Survivors at an elevation above ground-level become exposed. They remain exposed for 5/10/15 seconds after returning to ground level. If the killer hits a survivor who is exposed by this perk, the perk will cooldown for 60 seconds before it can cause survivors to become exposed again.
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Please forgive my lack of artistic ability, but this is what I had in mind for his mask. Also, this was a old idea, so where it talks about being similar to The Doctor, it refers to before his rework.
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Put down Hawkins lab. Pallets Ev-Er-Y-Where!! Bring Enduring and Brutal Strength. Kicking gens is just bonus on that map. 😉
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As many have said already, if you need a break, take a break. I’d like to recommend Farming Simulator (I’m being serious). It’s very engaging and challenging, but without the win/lose mentality.
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Let’s also remove items, add-ons, and offerings! We want this weekend (or game mode) to be entirely vanilla! Woooooo!
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I highly recommend playing Hag.
- You get lots of hits and have near-constant opportunities to be in chases for practice.
- You’ll start looking at maps and survivor-pathing more critically when you strategically place your traps. This helps you improve mindgames.
- You’ll learn to let go, which seems to be a big one for you. Trap triggered? Teleport and attack. Doesn’t matter if you’re chasing. Doesn’t matter if you just downed someone. Teleport anyway. Spread the pain around. Make them think you’re everywhere at once! This increases your pressure, helps you to not tunnel, and quite honestly improves your enjoyment of the game dramatically.
- Even strong teams can be humbled by Hag, but she’s not the oh-so-hated Spirit or Freddy.
- This was the first Killer I actually got a high kill ratio with. Not at first, mind you, but give her some time. You learn so much playing Hag! I bet you’ll start seeing consistent 3 to 4 kill games after 10 to 15 practice matches. (Space Coconut has good tips for perfecting Hag play too)
- Above all, enjoy! Give yourself goals like getting everyone injured at the same time. Suddenly you’ll realize that these injuries are becoming downs, then hooks, then sacrifices.
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If you’re playing PS4 like me, it could be he just didn’t load in right. I’ve had games where I’m halfway through a gen, or I’ve already downed a survivor, and then the game suddenly ends telling me a player didn’t load.
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I’ve got over 60k shards. As long as I can buy with shards, I’ll buy.
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@NotACompPlayer said:
If you're like 99.75% of dbd players, then you probably only play pubs, obviously because its a casual video game, it makes sense. We all know how pub games go, not the greatest players verse not the greatest players, most players you encounter can be easily won against if you just autopilot, probably because they are autopiloting too. Rarely, you will encounter a player that's outstandingly better than the usual pub bot there is. In this game, getting outplayed/losing hard feels mostly boring and frustrating if you're not actively looking to improve, so most players will start blaming the game's balance because they are losing to a better player. Thing is, the skill of the average dbd player is so low, that player that the player you versed that seemed so unbeatable, probably still has a lot to learn and is easily defeatable by a better player. So unless you're playing competitively in tourneys, you can win 100% of matches by simply being better. Sure, you can say that X game mechanic is boring, and you don't like it, the point of video games is to be fun after all. But you shouldn't complain about the game's balance because you lost. There's no imbalance at pub level of play, you can always win if you simply play better, no perk combo from the other side beats you if you are more skillful, the fact that you are not playing the best killer using the best addons and perks isn't the reason you lost, the fact that the killer is playing spirit with her best addons and a first hook mori doesn't prevent you from getting chased and staying alive for long enough to get a pip at least, even if you are solo queueing. My point is, if you lose, there's literally nothing to blame besides yourself for it, the better player always comes out on top at the end. If you are the better killer, than the survs, you will always 3k at the very least and maybe a hatch escape, if you are very good survivor even if solo queueing, you can almost always get at the very least a safe pip even if you get first hook moried.
I can agree with most of this, but then there’s always that edge case. I was the edge axe not too long ago. I p,aged survivor and my team was getting crushed. And I mean absolutely obliterated! 4 gens left. 3rd survivor dies. Hatch spawns at my feet, opens up, and I’m gone!
The killer was absolutely the better player, yet I escaped. Felt bad about it afterward.
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Lol, I wonder, would that be further than The Pig’s sneak attack?
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I’m not trying to make any accusations, but just truly curious. How were you able to buy any perks at all if this was your first match? It’s been so long since I turned in the game for the first time, I don’t recall if they give you a handful of starting bloodpoints or not.
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I play on PS4. Blights I face are either terrible or incredibly strong. There is no in-between. I, for one, can’t control him for the life of me.
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@HealsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1759082#Comment_1759082
This mf spittin' facts
Just the facts man, just the facts. 😎
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Surely there’s some new mechanic they plan to add in if they decide they game can survive without bloodlust....
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@[Deleted User] said:
You guys know that if you're inside her terror radius the static sound doesn't play, right?
Quite honestly waylay, I didn’t know that until tonight. I Guess that’s what’s been happening then.... maybe it shouldn’t be this way.
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I think we should be able to trade in a certain point-value of unwanted items in order to access the (already unlocked) perk we want rather than go through countless bloodwebs waiting for it.
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Christine
Vroom, vroom.....squeeeeeal!
— Flat survivor
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@Saltjar34 said:
That is pretty nice. I'd say, make it so you can put it on anything that's considered a doorway to baffle survivors who don't memorize the map. The only problem is if they do, they'll know which wall is fake and just go through it, making the power's effectivity based on the survivor.
Yes! I like the idea! It’s an iffy concept anyway, but still fun!
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@Mooks said:
Oh we don’t talk about sound bugs that benefit killers here!
but they didn’t fix the silent survivors while slugged yet! How dare they?
(Spirits bug is pretty much in every game against spirit for me it’s not consistent for every phase in one match though. silent slugs I only experienced once..)
Surprise Spirit hugs, silent slugs, and other bugs. People acting like thugs. “Shrugs”. Focus on sounds please, just my suggs.
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Well, whatever the reason, I’m tired of listening to Swamp crickets chirp while I work my gen, followed by a ride on Spirit’s shoulder before hearing any change to audio - aside from the jump-scare sound, that is.
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Had a doctor today zap, slug, zap, slug, zap, slug. Downed every survivor multiple times, but never once hooked anybody.
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Hillbilly’s “roar’ when you start a chainsaw sprint with him. There’s a few different sounds he cycles through, but one in particular that just makes me laugh-cry!
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@OniWantsYourMacaroni said:
I'm kinda sad that you can't look at the survivors face while repairing a gen anymore :(
Oh actually that’s exactly what I’m talking about. It’s when you’re looking behind the survivor and aim just over the top of their head so you can’t see any part of them. When they reach up to pull a gen lever, their face will come up from the bottom and practically fill the whole screen!
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1746908#Comment_1746908
Doesn't matter,it's still gonna be a perk that encourages toxic behaviour.We don't need more of that.
Ah but that’s the thing. If they wanna be toxic, they’re gonna pay for it! One unusable perk all game (less chance of getting to the gate to begin with), plus losing that prized purple beamer forever they decide to throw it! On top of that, killers will probably find this amusing, even if they are the target. I know I would!
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@LastShoe said:
No... i already see trolls using it to sandbag their teammates...
Well, it only works in the exit gate area, so this would be rare. I think it’d be funny for the killer to get to the gate and see all 4 survivors slap each other with items. Bwa ha ha.
but if you think it’s a big issue, then maybe this should only stun killers
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Let killer open a gate after closing the hatch!
This may be more than a minor change just because of how desperately people want this.
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I’m on PS4 (no PTB here), so I don’t know much about the mechanics of The Twins, but can’t you kick the little one? That might move him.
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Mine too! 😩
that’s exactly what I’ve imagined for The Imp all this time!
