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Orion

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Orion
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  • What do you think about buffing Hex: The Third Seal so that it causes Blindness to 2/3/4 survivors while the totem is up? In other words, remove the "on hit" requirement. Alternatively, just remove the Hex part and make it apply to 2/3/4 injured, dying, or hooked survivors.
    41 comments 542 views last activity
  • I'm starting to think that the source of many of the disagreements over which killers are balanced stems from how we define balance in the first place. I'll start. Personally, when I say that a killer is weak, I mean that they're not good at the thing they're supposed to be able to do. For example, the Cannibal is supposed to be able to down multiple survivors if they're close together. Howe
    72 comments 1,063 views last activity
  • @not_Queen Isn't it possible for you guys to spoof a single save file with everything unlocked (all survivors and killers level 15 with all perks unlocked at tier III) that would then be used as a "master" save file for every player in the PTB?
    0 comments 22 views last activity
  • Everyone get on it so I can puke on your asses!!!
    67 comments 533 views last activity
  • I went to the "Betas" tab, but there's no beta available. I tried restarting Steam, but that didn't solve it. Can anyone help? I'd like to throw up on survivors.
    Mod
    38 comments 1,442 views last activity
  • 1 Vote Up=Yes 1 Awesome=No (Because I'm too lazy to make a proper poll. You can also type in your answer, it's up to you) I just had a trial as the Pig where I managed to put all survivors in the dying state. Despite having no chance of winning, they still tried to wiggle off. Rather than take the risk (minimal risk, but if someone had DS...), I let them bleed out. In the end, one of the survi
    35 comments 342 views last activity
  • I played as the Doctor because I hadn't in a while, and decided to just max their madness, then slug. No hooks (although I did hook a couple of them because I was getting bored with how long the trial lasted). I took NOED because I figured they'd easily finish all the generators and wanted to startle them a bit once they did, as well as having a more concise way of slugging at the end. I went ar
    40 comments 952 views last activity
  • This is probably not going to stop the deluge of threads asking about it, but oh well... Vile Purge is the killer's power. It makes you throw up on objects and survivors. Both become infected. Survivors who are sick make noise and become increasingly sick as they exert themselves (running, vaulting, etc.). When "fully sick", they're damaged and become Broken. To cleanse themselves of sickness,
    57 comments 1,113 views last activity
  • @not_Queen What happens if a survivor chooses not to cure themselves of the sickness? I didn't catch what the drawback was.
    30 comments 422 views last activity
  • As the title says, this is something I made for the Steam forum, a long, long time ago. Elements of it seem to have been incorporated into other killers, but I'm hoping the devs will take notice of this and incorporate the killer as-is (or with minor changes). Note that because this suggestion is so old, some things might no longer be relevant. It is a simple copy/paste, after all. No flavor
    9 comments 112 views last activity
  • The numbers below are just hypothetical, so don't pay much attention to those and instead focus on the overall idea. Consider the following: When buying a perk from the bloodweb, all tiers of that perk are instantly unlocked. Each perk tier is assigned a numerical value denoting its cost. Weaker perks (underused perks, like Slippery Meat and Monstrous Shrine) would cost 1 point at tier I
    14 comments 82 views last activity
  • Most of the strength of Self-Care comes from the fact that hits are useless when you heal. There's no drawback to getting hit multiple times if you manage to heal yourself between hits, and you can do so an unlimited number of times. Self-Care compounds the problem by allowing survivors to heal themselves. If this game is to be balanced, survivors cannot be self-sufficient all the time. With t
    30 comments 242 views last activity
  • @Janick @Patricia I had an idea that could very well solve the majority of frustrations from both sides. It would require hard work from the devs, but I truly believe that if the game is to be truly fixed for both sides, it needs more than band-aid solutions like Hex: Ruin. The game needs to become more complex so that it can be properly balanced. This idea would: Revamp the Survivor
    57 comments 462 views last activity
  • I'm sure we've all heard complaints about Killers using aura-reading perks. Usually the complaints revolve around said perks being "overpowered", sometimes even "wallhacks". However, there's one question that nobody who complains about this has answered yet: If aura reading is so powerful, why don't Survivors use their aura-reading perks? Discuss.
    29 comments 601 views last activity
  • I know, I know, the RBTs are not actually meant to kill Survivors, but I'm curious to see how many times they've managed to do so, separating "timer ran out" kills from "person tried to escape the map" kills. Would it be possible to get this data? @not_Queen , can you ask someone for this data?
    4 comments 42 views last activity
  • Camping is a hot-button issue for many Survivor mains, who often say it's "unfair". Well, I say it is fair, for now, but I'd like to discuss when it might become unfair. First, let's analyze camping, from the Killer and Survivor's respective perspectives. The Killer had to: Find a Survivor (won at stealth) Hit a Survivor Hit a Survivor again (won the chase) Pick up the Survivor Ge
    84 comments 991 views last activity
  • The reason the Legion feels underwhelming has little to do with their power or stats. Similarly to the Doctor when he was first released, the problem is the Deep Wound mechanic that their power relies on. Deep Wound is simply not that great. Changes to the Legion will not fix the problem. Deep Wound is what needs fixing.
    19 comments 391 views last activity
  • From the threads here, it sure seems that way, but in-game, all they want is their vials, and then they leave. They don't help me (as Killer) get jack #########.
    19 comments 211 views last activity
  • This is basic physics you should learn in high school, but many people have been having problems with it, so here we go. A decrease in speed of x% does not translate to an x% increase of time spent. Interaction speed in Dead by Daylight, in the case of generators, healing, repairs, sabotage, and so on, is measured in charges per second (c/s). Each interaction has a set number of charg
    34 comments 811 views last activity
  • I've been thinking about this a while. Finite healing is a bad idea, because it makes the healing action itself a risk for the Survivors in the long run. Each heal could be their last, which is not something you want. Giving them the Broken status effect for a short duration every time they were injured, however, could be more balanced. It'd only start after the second time they were injured,
    1 comments 51 views last activity
  • Hope all the Portuguese players are doing OK after the storm tore through Portugal.
    0 comments 11 views last activity
  • In case you're not aware, before she became the Hag, Lisa was taken by cannibals who slowly fed on her while she was still alive. With her dying breath, she drew protection symbols she'd learned from her village elders - very old magic. She became empowered by the Entity and was able to take her revenge. The question is, why did that happen? Was it simply the location, the bloodshed, that drew t
    15 comments 391 views last activity
  • I want to stream the PTB tonight (about 7 or 8 PM GMT and until midnight, give or take), but with the long wait times, I'd prefer to have a group I can test the changes with. If you're interested, leave a link to your Steam profile. EDIT: We'd be rotating who plays Killer, and the host would be someone who's more or less close to everyone. EDIT #2: Right now I can't stream due to a Steam bug t
    Mod
    23 comments 151 views last activity
  • (Thread inspired by @Tsulan) Even the (supposedly) weakest Survivor perks grant massive buffs compared to Killer perks. Additionally, there are several perks on the Survivors' side that grant them self-sustainability. This is strange in an asymmetrical game, where the numbers side is supposed to rely on teamwork and the solo side is supposed to be self-sustaining. Let me give you a few examp
    10 comments 101 views last activity
  • This is a very simple change that would make hook farming less common and allow Killers to punish hook farmers: if you unhook someone while in the Killer's terror radius, you become exposed for 15 seconds. Borrowed Time would bypass this mechanic. Simple, efficient, effective.
    6 comments 61 views last activity
  • I'd like for the Survivors' PoV to be locked to a certain cone when they're interacting with something so that they can't just hold M1 and keep a 360º watch on everything. This is a simple change that would make positioning more relevant when working on generators, provide a much-needed buff to stealth Killers, add to the "scare" factor, and buff Spine Chill.
    30 comments 222 views last activity
  • Camping is a boring strategy that pays off 9 times out of 10 thanks to Survivors. Furthermore, hooking a Survivor puts pressure on the Killer to prevent rescues, as opposed to putting pressure on the Survivors to unhook. Since the Survivors are the ones supposed to be under pressure, as this is an asymmetrical game, I would like to see it changed in the following manner (keep in mind the numbers
    21 comments 71 views last activity
  • This is just a preliminary build, something I think would really compliment her power. Perks: Sloppy Butcher, Bloodhound, Predator, Save the Best for Last. How to use: Spirit Walk over to a generator, get one hit. Chase that Survivor. If you can get a second hit quickly, good. If not, Spirit Walk again once it recharges, and stop where Sloppy Butcher says they are. Hit them again. It's lik
    28 comments 4,431 views last activity
  • I can't get a lobby, and I'd like to stream gameplay from the new Killer, so if anyone's up for it...
    5 comments 41 views last activity
  • I did the math, and if an "M1 Killer" (a Killer whose power does not help them win a chase) is up against a Survivor with Sprint Burst, from just 10 meters away , it takes about 37 seconds to actually put them in the dying state, assuming the Survivor runs in a straight line . With looping, DS, etc., this obviously prolongs the chase by a lot. If you guys (developers) are serious about wanti
    72 comments 763 views last activity
  • One of the main balance issues with the game, IMO, is that most Killer powers have specific drawbacks that usually make it better to just run up to a Survivor and M1 them to the dying state. For example: The Huntress is slowed when readying a hatchet and slowed even more when throwing it. This, in addition to her default slow movement speed and the fact that dodging slow-moving hatchets is
    2 comments 61 views last activity
  • I'm trying to make a list of Killers and Killer perks that Survivors actually have to play around under penalty of death. As far as Killers go, you have: The Nurse The Hillbilly The Huntress (with the right add-ons) As far as Killer perks go, you have: NOED Devour Hope Make Your Choice I know there are more, but I can't name every Killer perk off the top of my head. Wha
    6 comments 52 views last activity
  • Hex perks are supposed to be high risk, high reward, but the fact is, they're too weak to be worth it. I think the following adjustments might make it worth it to use a perk that the Survivors can shut down 15 seconds into the trial. Hex: Devour Hope Bring the token requirements down by 1, across the board. In other words, it takes one token for the Killer to get that speed boost, 2 token
    35 comments 322 views last activity
  • Bloodlust should give Killers a chance that their attacks will deal double damage. 33% at BL I, 66% at BL II, and 100% at BL III. This will help make chases shorter and hopefully make looping more dangerous.
    1 comments 11 views last activity
  • Simply put, if a Survivor manages to slam a pallet on a Killer, that pallet is immediately broken. You could add 0.5-1 second to the stun for the sake of balance.
    14 comments 171 views last activity
  • If Agitation is taking effect, any and all Survivors in the Killer's path are stunned, knocked down, and have no hitbox any more, similarly to when they're put in the dying state, but do not suffer any damage. They can get up after 3 seconds, and it takes them 2 seconds to do so.
    1 comments 21 views last activity
  • I wish there was a way to know if and when a distance-based perk will actually trigger, like Make Your Choice or Devour Hope, instead of having to guess the distance. Some kind of indicator would be nice.
    1 comments 11 views last activity
  • I love her ambush attack, and even if the traps don't blow up Survivors, they're decent time wasters. I'm a big fan of stealth, so she really resonates with me.
    Mod
    39 comments 301 views last activity
  • I think the last bit of a buff the Wraith needs is the ability to attack while cloaked, after which he becomes visible and stunned for a short period of time, as if he had suffered from lightburn. I believe this would make him a considerably better Killer.
    5 comments 111 views last activity
  • I think stealth Killers (the Wraith, the Shape, possibly the Pig as well) could really benefit from having their TR removed unless they have a Survivor in their sights (even if they're not actively chasing said Survivor). Whenever they did have a Survivor in their sights, however, the TR would go back to normal, given their abilities (the Shape at Evil Within I would still have a tiny TR, and a c
    10 comments 72 views last activity
  • This is not my own suggestion, but I liked it, and I don't think the user who made it posted it here. Killers should have a fifth perk slot that can only be used by Hex perks. However, the other slots can still have either type of perk. The fact that they can be completely destroyed in 30 seconds makes it so a Killer can effectively start the trial with only 3 perks, even though they picked
    6 comments 21 views last activity
  • IMO, any perk with tokens and stacks that relies on something existing (an Obsession, a totem) should keep the tokens when that thing is destroyed. To be clear, I'll give an example: Killer manages to get 3 tokens on Devour Hope. Totem is destroyed. The perk remains active at 3 tokens, but the Killer can no longer earn any tokens.
    14 comments 41 views last activity
  • I've never played it, but I usually hear good things about it. Can anyone give me pros and cons?
    3 comments 31 views last activity
  • I'll start: Blink+Bubba's Chainsaw. Teleport through terrain, then put any and all Survivors in the area in the dying state almost instantly.
    24 comments 161 views last activity
  • Since the game was launched, each character's lore has been more detailed than the last, and always well written. The Clown's is basically a short story about the life of a man who became a killer. They're always fun to read. Whoever writes them deserves a raise.
    2 comments 131 views last activity
  • This is not a bragging thread, though I'm sure many of you will take it that way. It's a story thread to describe two low-rank trials I thought were amusing. Game 1: So I'm streaming, and I realized I was up against a 4-man SWF group. Although I was trying to show the Clown, I decided to pull out all the stops and use the Nurse. However, I'm quite rusty with her, so I had to cross my finger
    0 comments 21 views last activity
  • I would like it if offerings were split into pieces that you could find during the trials. I mean stuff like twigs, flowers, chemicals, etc., that you would find as you played, scattered around the map. Once you had enough supplies, you'd be able to make your own offerings, depending on the materials you had. Higher-rarity offerings would require rare, unique materials. You could tie some mate
    0 comments 1 views last activity
  • These are changes I would like to see to The Pig, given my (admittedly limited) experience with her. The timer on Reverse Bear Traps starts as soon as they're placed on a Survivor. I don't know why this is even a thing to begin with, since it effectively gives Survivors the power to disable her ability for as long as they want. In other words, it gives Survivors control over her ability. Th
    25 comments 111 views last activity
  • Killer add-ons are already lost at the end of each trial, yet nearly all of them have negative side-effects. On the other hand, Survivor add-ons can be preserved, yet none of them have negative side-effects. This makes no sense. Either Survivor add-ons need to have negative effects, or they need to be lost at the end of each trial, or Killer add-ons need their negative side-effects removed. I
    2 comments 21 views last activity
  • To be clear, I'm not referring to what's commonly known as "hook gymnastics". I mean that if a Survivor goes to unhook another, and they start the unhook interaction, they should not be able to stop it. The interaction is already short enough, and this will stop Survivors from trolling one another during this interaction.
    15 comments 112 views last activity
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