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yobuddd

yobuddd

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yobuddd
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  • @p1ague said:

    That brings up another point though;I sure wish clone survivors weren't allowed. It's irritating not knowing which player you are looking at /who to report when they work with the killer, plus it's stupid from a lore standpoint. The fact that they're all the same anyway only makes that more galling.

    I agree. The other day I hit a Meg before she unhooked an identical Meg. Then the 2 identical injured Megs ran around in circles before taking off in different directions. I chased one and took her down. Ragequit. I guess I was tunneling but there’s was no way to know in the confusion of it all (plus I can’t see squat with these new graphics). Additional fact, there were 3 identical Megs that match. A pair of SWF and one that changed to resemble them.

  • Here’s a perk idea I posted earlier before I found this thread:

    Killer Perk: Buyer’s Remorse

    Start with 1 token and gain an additional token each time the entity is summoned (max 5). Spend one token to plant a decoy survivor item. When the item is used, or when a survivor carries it into the exit gate area, the item will explode and generate a noise notification. The explosion injures all survivors within 4/6/8 meters and stuns them for 2/3/4 seconds. The explosion also destroys pallets in the blast radius.


    Extra info: 

    The killer can place an item on the ground by holding the “drop survivor” button when there is no survivor being carried. Decoys placed on the ground mimic the exact properties (type, add-ons, remaining charges) of the nearest legitimate item on the ground, if any. 

    The killer can interact with an open chest to place the decoy in the chest. Interact again to close the chest (if desired). Items placed in chests are random, but will be affected by survivor perks like Ace In The Hole. Closed chests cannot be tampered with. 

    This perk is meant to pair nicely with Franklin’s Demise. Imagine a survivor gets hit a drops a high-end medkit. Upon returning to collect it, they see 2 medkits in the general area. One is obviously a decoy, but which one? Do they take a guess or leave behind nice equipment? Picking up the decoy, the stats are identical to the actual one, so there is no way to be certain. Upon finding an injured teammate, the medkit is used and explodes. The survivor is injured and the one receiving the healing is now on the ground dying. After a few seconds of stun, the injured survivor abandons the dying one as the killer closes in.

  • @ImAGirl said:

    I'd like a perk who's function is to highlight survivors so that crouching Claudettes in the reeds of Yakaomoahama can actually be seen.

    Ooooh! How about a “lawnmower” perk? Anywhere you walk will take down tall grass, reeds, and corn for the duration of the match! This should also apply to any non-solid bamboo that you can pass through.

    Very useful perk for anyone but the Trapper lol

  • Here’s a fun thought. What if certain survivors had special interactions with certain other survivors.

    If you see someone is running a David King, you switch to a Feng Min because you know David can throw her away from danger (or into the killer for a stun).

    If you see an athletic Meg, you choose a nerdy Quentin because you know Meg will encourage him to run faster if she’s nearby.

    Detective Tapp can temporarily turn Adam Frances’ blaring white lab coat into a camouflage color.

    Dwight and Claudette can brainstorm together for more efficient co-op actions.


    These are are just off the top of my head, and therefore a bit goofy, but you get the idea. Interactions that only occur between 2 specific characters will lead to more consideration when choosing.

  • As killer, when I encounter 3v1 I play normal. Usually I knock someone down and they rage quit. Of the other 2 there’s usually a locker-hopper and a worker. I kill the hider if possible. As for the worker, I keep my distance and nod so as not to scare them. Once the hider is dead, I will actively HELP the worker find the hatch. They usually learn to trust me when I stand next to pallets to give them stun points.

  • @p1ague said:

    I don't see much upside to this, but it certainly isn't an OP addition. My first encounter with a plague killer, the first survivor I pulled down off a hook puked on me while I was taking them down and infected me. It didn't slow me down much or tip the game against us...

    Yeah, I don’t think it would cause much trouble to balance, but would be good for the sake of consistency and logic. Touching a contagious generator infects you, but no worries about the sanitation of the giant metal hook piercing through your shoulder? Hmmmmm

    On a related note, I found I can sometimes infect a survivor while they hang on the hook! I have to aim high, like at their head. Maybe it’s because I hit part of the hook itself..... (poor survivor)

  • @ItsYourBoyGuzma said:

    https://forum.deadbydaylight.com/en/discussion/comment/394775#Comment_394775

    Lmao Jesus, I used to blacken out my room when id play silent hill.

    Sorry to hear you have to do this for DBD, but again this is the Dev's decision they want survivors to be less noticeable in tall grass

    Lol, depending on the map, they’re invisible standing in the open 3 meters in front of me.

    Oh and then there’s the Ormond map! The auras! The “hint of generator” is even weaker than the “hint of flavor” in a can of La Croix water! 🤮

  • @Bongbingbing said:

    You'd think so, I know it's for anything they interact with so maybe it only counts when they interact with it again by exiting?

    Yeah that’s what I was wondering about. From a game mechanics standpoint, that makes sense.

    From a logic standpoint, I think they should be infected anyway. I’ve infected lockers and opened them to see that the goop is all over the back inside wall. That said, a survivor inside would’ve certainly gotten a faceful of gunk.

  • Not sure why that middle paragraph is bold. I didn’t tell it be bold. Strange.......

  • Let’s take it a step further. Disconnected players should leave behind a dummy “bot” character that just stands there.

    The killer can still earn points for downing/hooking. Survivors can still earn points for unhooking/healing. The bot is programmed to do one thing and one thing only, and that is struggle on the hook until the bitter end.

    Perhaps make sparkly black “entity smoke” emanate from the character so that all players know at first glance that there’s nobody home.

    In regards to perks like Huntress Lullaby and Devour Hope, only the first hooking should count toward those. Otherwise killers would farm power from players who have already been bad teammates and hindered the other survivors by leaving.

    Overall, this gives rage-quitters no reason to disconnect while being carried just to spite the killer and rob him of bloodpoints and “hooking events” for perks. If they can’t be jerks, they’ll probably just suffer through it and hope for a rescue like they should.

  • @nunadventures said:

    it should be more like Friday the thirteenth. Where all survivors have different run speeds and stuff.

    It be cool if some survivors are faster at gens or running, some can heal themselves without the need of self care or a med kit, or a character needs 3 hits to go down instead of 2. Just simple stuff like

    Different run speeds would work pretty well, but I think the others might be too powerful. I think the differention shouldn’t be quite as strong as a perk. It should affect non-vital aspects of the survivor experience, or at least be limited in the number of uses.

  • I had a few suggestion on this in a different thread if you wanna check it out.

    https://forum.deadbydaylight.com/en/discussion/51219/differentiated-survivor-abilities#latest

  • Fair enough. Admittedly I’ve seen some pretty bad trappers as well.

  • 98% agree! It’s an exceptionally irritating limitation.

    2% disagree: Weakest killer? I dunno..... I’ve seen very effective Trappers out there! 😎

  • Ok, I should update my complaint as it was made prematurely. Auras are okay for the most part. The problem is Mount Ormond! I can barely make out gens, hooks, or even my hex totem! Playing on PS4 btw.

  • @yes said:

    Is it alright if I create a post dedicated to what you posted, and give credits to you? This idea sounds wonderful. :)

    Would it be alright? That would be awesome!! I’m really glad you like the idea and would be happy for all the help I can get in spreading it! It’s worth mentioning I really like Froggard’s idea of the sewer map as well. I could really see this going places!

  • While we’re on the topic, let’s talk auras! As killer, hook and generator auras have become very faint since the update.

    Patrolling gens is harder when I can’t see distant ones. There have been times that I hear the gen before I see it.

    When carrying survivors, I waste too much time spinning around to find a hook. On more than one occasion I’ve walked toward a gen instead of a hook because all I can see is the tall vertical pole part.

    Now it’s worth mentioning that “colored in” character auras (like when you use Bitter Murmer) glow like a Christmas tree! The trouble just seems to be the red “outline” auras of gens and hooks.

    Anyone else having this problem?

  • Well fellas, here’s a new one for ya.

    As I’m trying out The Plague, a survivor wastes loads of time by looping like crazy while his toolbox buddies gen rushed. I Finally took him down. Rather than pick him up to hook, I just puked on him until bleed-out!

    .

    .

    .

    🙂

  • @LiquidLink1988 said:

    First of all, this would tip off survivors that there is a fake hex; NO other hex totems spawn a notification immediately

    My idea for this would be make a Fake Hex totem appear in the trial. If that totem is cleansed, the survivor's aura is revealed to the killer for 60/80/100 seconds

    You’re right, this would have to mimic other hexes. Have the notification display with the first skill check or something similar.

    I like your idea about the “aura trap”! Wouldn’t it be fun to have a customizable trap hex? Choose between showing auras, exposed statuses, slower work speed, etc.

    I know I know, that’s a lotta work and unlikely to happen. But still.......

  • @LiquidLink1988 said:

    The Spirit comes from the idea of The Grudge... Doubt this will happen

    Oh! That never occurred to me, though it makes sense.

    Well regardless of the inspiration, I still think this would be a fun killer to play. Maybe they could claim no inspiration, change the hair-based theme, and say they’re shooting for some sort of “spider-child” type killer.

    Any devs reading this, I promise I won’t be upset if you exercise creative license with my killer ideas! I’m just happy to be involved! 😁

  • @Eveline said:

    Why not haunted grounds?

    That was kinda the inspiration behind the idea. We need more “mind game” perks. For this idea, you want to make survivors worry that there’s a hex out there and spend time looking for it. This would be pretty powerful alongside Haunted Ground as they are more likely to trigger the trap and still think there’s another hex afterward.

  • Let’s take it a step further: a global ritual!

    Examples (with random numbers, just for the sake of discussion):

    —If the community can hook 10,000 survivors over the course of a week, all killers who contributed get a portion of the bloodpoint/shards pot. The portion earned is based on the amount of contribution.

    — Survivors must loot 8,000 chests in 4 days....

    — 100,000 window vaults from all players over a weekend earns the community BloodHunt for a couple days (or a week).

    The length of time for these can vary, and as such there may be a couple occurring simultaneously. Maybe make one that is exceptionally difficult to unlock (or earn) a new outfit.

  • @MojoTheFabulous said:

    Oh yes, an Exit Gate stand oFF sounds like a fantastic idea.

    You have a point! Is there some way we could work in generator, hook, and treasure chest standoffs as well?? Oh the possibilities...... I can really see this going places!

  • @projecteulogy said:

    This is why i dont teabag in the exit gates.

    +1

    Increase the time it takes to move after being downed in the exit gates and disallow people to "fall to safety" after being downed in the exit gates.

    I like it!

  • @p1ague said:

    I disagree that that would be "ideal" since it does sometimes happen that the gates have been opened and for whatever reason you still have to evade the killer and wait for them to roam the map looking for you, a simple timer would be unfair in that situation. But we definitely need something to punish those fools who get away and just stand there waiting to actually exit until the instant they hear a heartbeat. IDK what their damage is, and feel like that should officially meet the definition of "holding the game hostage"

    Fair enough. I should elaborate. This was something that was discussed in a different thread a while back. Here are the details of the idea.

    1. The countdown can be initiated by the killer only after an exit gate has been opened for a certain amount of time (say 3 minutes).
    2. Once it starts, it still takes a while (3-5 minutes). This gives all survivors still in the field plenty of time to find an exit.
    3. When the timer runs out, the game ends. The killer does not lose points like he does when disconnecting. The prevents holding the game hostage.
    4. Things that still need to be worked out: Do survivors lose points if they don’t leave in time? Do they still earn points in the Survival category if they don’t leave? How does this play out during a hatch standoff?
  • @altruisticassassin said:

    I think it's a decent idea in my opinion it would be interesting but I doubt the devs will do something like that. What they really need to do is find a better way to speed up the end game you know when all the gens are done and gates are open and the survivors are just walking around lol

    I agree. The ideal situation would be for a countdown to start (perhaps initiated by the killer). If survivors don’t leave in time, then they didn’t “survive”.

  • @LCGaster said:

    @yobuddd I did take this idea from someone's post but I don't remember if it was yours

    If you mean the overall idea of petting Maurice, then no, that didn’t come from me. I saw your thread before typing this idea up. I put this in another wishlist thread called something like “Make Maurice A Killer”. Then I realized it applies more to just petting him in general so I pasted it over here.


    I still like like the idea of giving him an actual use in the game beyond cosmetics. I think this idea will also encourage people to give him the comforting pets he so badly desires!

  • I posted this in a different “Maurice” thread, but it definitely applies here.


    Whether you’re the killer or survivor, pet Maurice and he’ll drool a slime ball into your hand. Throw it at the target of choice. Affected players are slowed for a time. Affected equipment (gens, door switches, chests....) get gunked up and suffer from reduced action speed indefinitely. Affected hooks are greased, greater chance to pull yourself off. Apply the ooze to yourself for a one-time accelerated “wiggle free” action at the cost of increased skill checks until it’s used. Drop it on the ground. Any player stepping in the resulting (nearly invisible) puddle will fall down for 2 seconds, and a killer will drop a carried survivor.


    One slime ball ball per player per game. Add Maurice to every map. When you pet him, Maurice coughs and sputters making a noise notification for all players.

  • I’ve thought of some perks for this killer. I find it very difficult to make balanced perks, so I’m definitely open to ideas for edits.

    *Hex: Chronic Disease:* A trapped totem appears in the game area. As it is being cleansed, it triggers a moderate/hard/very hard skill check. Any survivor who misses the skill check gains broken status for the rest of the match. The totem remains until successfully cleansed, potentially affecting multiple survivors.

    (Side note - I believe a wider variety of trapped totems in this game would go a long way!)

    *Fever:* Increase the size of your terror radius by 10% / 15% / 20%. Survivors halt their recovery from exhaustion while they are within your terror radius.

    *Ear Infection:* A survivor can only hear directional audio sounds (including heartbeat) from one side for 30/60/90 seconds after being hit by the killer.

  • Whether you’re the killer or survivor, pet Maurice and he’ll drool a slime ball into your hand. Throw it at the target of choice. Affected players are slowed for a time. Affected equipment (gens, door switches, chests....) get gunked up and suffer from reduced action speed indefinitely. Affected hooks are greased, greater chance to pull yourself off. Apply the ooze to yourself for a one-time accelerated “wiggle free” action at the cost of increased skill checks until it’s used. Drop it on the ground. Any player stepping in the resulting (nearly invisible) puddle will fall down for 2 seconds, and a killer will drop a carried survivor.


    One slime ball ball per player per game. Add Maurice to every map. When you pet him, Maurice coughs and sputters making a noise notification for all players.

  • @Saint_Ukraine said:

    You Can't See Me
    You can't see him.
    "You can't see me!"

    Wow that had me laughing out loud!

  • @Boss said:
    I'm famous!

    Lol wow! Looks like we made the news!

    As a side note to anyone concerned by our exchange in the OP’s, ummm, OP, let me put your mind at ease. The thread referenced was a “let’s have a laugh” type thread. We weren’t complaining. We weren’t bashing (or even excluding) survivors. We were simply sharing stories.

    If we want to discuss the merits of taunts from one side or another, that’s fine. But I want to make sure we don’t blur the line between complaining and reminiscing.

  • @yobuddd said:
    When a survivor starts wasting my looping and the others are gen rushing, I change my goals. For the rest of the game I’ll chase that survivor until my feet are stepping on their heels, but never take a hit. I just want them to know that I was RIGHT THERE the whole time and they only survived because I LET them!

    Well, I take that back. I’ll hit em once and let them run injured the rest of the time. They know I could take em down but choose not to.

  • When a survivor starts wasting my looping and the others are gen rushing, I change my goals. For the rest of the game I’ll chase that survivor until my feet are stepping on their heels, but never take a hit. I just want them to know that I was RIGHT THERE the whole time and they only survived because I LET them!

  • @SadonicShadow said:

    @PigNRun said:
    When I dont feel like doing Killer matches but need the daily bonus, I equip Rancor with any Killer, pretend to be AFK the entire match, wait for the Obsession to come and farm Chase points (or taunt), M1 and mori them.

    I legit laughed at this. That is so evil and yet so good. I am going to have to try that at some point.

    That actually happened to me once! Might’ve been him

  • I was getting concerned. Up until today almost all the stories of pettiness seemed to be coming from killers! Glad to see things even out a bit! :p

  • This is still happening. Just chased a survivor who vaulted back and forth through the tractor window (onto the hay bale) easily 20 times. As the killer, I saw the black vapor at the base of the window indicating that the entity should be blocking it. Also heard the sound of the entity closing off the window after the 3rd vault. Nonetheless, the survivor just kept going through.

    I reported them for a bug exploit.

  • @TheHourMan said:
    I made a match last 15 extra minutes because I refused to allow the freeloading hatch camper to be the one to escape. I kept guarding gens, downing the one who was doing objectives and letting them wiggle free, etc. until I eventually found the hatch. Then I checked all the lockers around it and found the freeloader. Slugged him next to the hatch. Downed the other survivor. Picked them up and brought them to the hatch. Dropped them and picked up the freeloader. Hooked the freeloader where he could see the other person sitting on the hatch with me nodding at them. Let the good player escape. Hatch camper was not pleased. Spewed salt. Made me feel warm and fuzzy.

    Wow! I’m gonna have sweet dreams tonight after that story!

  • @Boss said:
    Geez. Uhmm...
    Nodding, i guess?
    Like, i never even considered it to be a bad thing, but then Crusader said it wasn't friendly.
    So yeah, nodding i guess.
    Other times i get complaints, it's just them being salty. (That's if i have my chat open.)

    Nodding?!?! My goodness you have GOT to be the most toxic player I’ve ever met! Petty doesn’t even BEGIN to describe this one!

    Nodding. Sheesh. Some people..... how do you live with yourself?

    (Jk ;) )

  • As the Shape I like to stalk to a hair’s width from level 3 and then stand at the side of the exit gate holding the stalk button while survivors spin circles inside taunting. Every now and then one gets too cocky, gets seen, and then gets dead.

  • As the pig, I once used a reverse bear trap and tried to carry a survivor to the exit gate and drop him outside.

    Didn’t work though.......

  • @Tom_Peters said:

    @yobuddd said:
    This really is very similar to the idea I had. (You posted a comment on mine saying yours was similar. You were right!)

    We have to keep in mind that perks still have to be bought in 3 different tiers in the bloodweb. I would assume this would change its “perk point” cost as it improves. How would we approach those that are just worth 1 point, even at tier 3? Would the lower tiers be cheaper somehow or just always be 1 point?

    With this in mind, I want to bring over the suggestion I made on my post. Give players the option to toggle a perk between any of the tiers you’ve unlocked for it. Maybe you really like your current perks, but have 2 points remaining. You want Sprint, but it costs 3 points. Just revert it back to tier 1 or 2 and now you can afford the lower version of the perk.

    I think that just makes the whole thing that much harder to balance. For your example with Sprint Burst... at Tier 1/2, all it does is have a longer exhaustion cooldown. If it worked this way, I would 100% use the lower tier version of the perk to have an extra perk point just for a difference of 10 seconds (I think that's the cooldown difference per tier?).

    Exactly my point! However I see the extra complexity as a good thing. Waiting for an extra 10 seconds for a cheaper Sprint would probably be a smart trade, but some might not agree. Furthermore, not all perks have such a minimal difference between tiers. Anyone using Self Care, Autodidact, or Botany Knowledge will probably want to run the highest possible tier.

    I think if we maintain the use of tiers we will see a far wider variety of perk combinations being played. The way I see it, increasing the variety and usability of perk combinations is the true calling of your overall idea here.

  • This really is very similar to the idea I had. (You posted a comment on mine saying yours was similar. You were right!)

    We have to keep in mind that perks still have to be bought in 3 different tiers in the bloodweb. I would assume this would change its “perk point” cost as it improves. How would we approach those that are just worth 1 point, even at tier 3? Would the lower tiers be cheaper somehow or just always be 1 point?

    With this in mind, I want to bring over the suggestion I made on my post. Give players the option to toggle a perk between any of the tiers you’ve unlocked for it. Maybe you really like your current perks, but have 2 points remaining. You want Sprint, but it costs 3 points. Just revert it back to tier 1 or 2 and now you can afford the lower version of the perk.

  • @Milo said:
    So if you maxed out a character you cannot use 5 perks?
    Cause all 3 level perks are either Very rare (purple) or Rare (Green)

    Good point, didn’t think about that. Hmmmm, how about keeping my current gradation suggestion, while adding the option to use any perk you own at tier 1,2, or 3 (so long as you’ve unlocked the higher tiers)?

    Maybe you must have your tier 3 Nurse’s Calling and Ruin hex, but you could get along with a tier 2 Overwhelming Presence and Sloppy Butcher. For you low level slot, maybe use a tier 1 Discordance. (I’m assuming these are the appropriate rarity values at these levels).

    The ability to revert to lower levels would allow for some creative combinations I think.

    While we’re at it, maybe players should be able to choose between using 5 slots wth gradation, or 4 slots without.

  • @p1ague said:
    Hmm, I think the counter for that might just be.. Let it apply to haunted ground also

    However, this means we need to have a way of knowing which hex totem is applying which hex, if there are multiple in play.

  • @p1ague said:
    Hmm, I think the counter for that might just be.. Let it apply to haunted ground also

    Oooooh, that’s devious!

  • @p1ague said:
    Now that I think about it, that might make this more doable.. I bet the possibility of actually moving totems is very low; it would probably be difficult to code and make a lot of things need to be reworked. But a perk where you could move the hex from a totem into your weapon, where it can be placed on another dull totem, or broken if you hit a survivor with it.... That might work

    Hey that’s a good idea! I like the the thought of a greedy killer taking an easy hit only to realize he just destroyed his own hex! On the other hand, there’s a good chance that survivors who see him imbue his weapon will circle around and harass him. He can either hit one and lose his hex, or have them follow him to every dull totem. Hmmmmm, maybe an imbued weapon should give survivors Exposed status.

  • I hadn’t thought about the tiers tbh, but I think PigNRun has a great solution there.

    Another option could be to spawn 1/2/3 trapped totems in the field. Of course they would still all go dull after one is cleansed.

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