βLAKE
βLAKE
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/673843#Comment_673843
It says "Grant me the favor of killing one." Not "Grant me the favor of another RBT." That's what Last Will is for.
Her main power is using the RBT to idk maybe KILL SURVIVORS. I already discussed this.
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Anyways if anyone has any good ideas to this I am all ears. Maybe add this as an alternate mori or just change the default mori animation.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/673836#Comment_673836
The Entity gives her a limited amount. So why does the Entity randomly give her an extra one that she can only use as a Mori?
Here. Maybe pictures will help you. Read the descriptions and the lore description.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/673829#Comment_673829
Not the point. The point is she has a limited amount, and having one handy when she is supposed to be out makes no sense.
It is exactly the point. In reality she doesn't carry any RBT. You wanna know where it comes from? The Entity. Look at the starting animation of when she puts the RBT on the survivor. You can see it pops up like any Entity animation (think of Blood Warden, Bamboozle, when a survivor pops into lobby, etc). It is a known fact that The Entity uses the survivors and killers memories to bring stuff into the realm. Therefore, he has full control of what goes in and out of the trial. The entity is the game master and he makes the rules therefore, there is no limit to the amount of RBT's in the trial (forget the in-game rules we are talking lore here) and in the mori offering it gives the hint that The Entity will allow killers to satisfy their lust for blood by allowing them to kill the survivors instead of sacrificing them.
Since every time The Pig gets a RBT from The Entity whenever she wants to place it on there heads then its allowable for her to get an extra RBT from The Entity because thats what the mori offering is all about lore wise and game wise.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/673822#Comment_673822
If she has an extra RBT, I'd rather use it as a spare RBT than know she can only use it for a Mori.
Tell me where she is getting the RBT.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/673020#Comment_673020
Yes, because she has not run out yet.
You make no sense. You don't like my idea because she magically pulls out a RBT during the mori animation, but you are completely okay with her doing it outside of the mori. What?
Like think a little bit here. She dies in SAW 3 and then magically appears in a DBD trial. She runs around slashing survivors with supposedly carrying 1 or more RBT while doing so. None of this makes sense. DBD doesn't make sense nor should it be. You limit your imagination in video games if you base it solely on logic.
Its fine if a 90 lbs woman can go around carrying 100+ lb survivors on her shoulder, carry slightly heavy RBT and magically produce RBT out of thin air.
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@ElusivePukka said:
QoL does not include cosmetic changes like a mori that's already fine the way it is, kiddo. Alternate traps are only QoL changes for people who lack skill with Pig.
Quality of Life means stuff that improves the aesthetic and feel of the game. That includes how things play out and how they feel to use them. Sure, your suggestions for better addons and balance changes would improve the "feel" of The Pig, but so would aesthetic changes to her boring mori animation.
I don't understand what skill has to do with changing the look of the RBT's. There is no skill behind it, it's just cosmetic only.
Don't get so emotional about it. We want the same thing.
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@TAG said:
Ever since I got the drill weapon, I have been content with Pig's mori.
Also, I don't like the idea of Pig pulling a RBT out of her butt when she is supposed to be all out of them.
Yet she pulls the RBT out of her butt every time she puts it on a downed survivor .
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@ElusivePukka said:
Pig main here, perfectly content with the mori we have.
We don't need alternate traps, we don't need alternate moris, just some QoL adjustments and updated addons.
Alternate traps and and alternate mori's are part of QoL.
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Yeah, poor thing. God bless the new players of DBD because I know a ton of killers who purposefully derank or wait a week or two after rank reset so they can bully the low rank survivors.
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@Clockso said:
https://forum.deadbydaylight.com/en/discussion/85895/pig-mori-idea
what if she doesn't have any more traps and the survivor she is about to mori doesn't have a trap?
Its a video game. Just make her pull a RBT out of her butt or something. Read my mori suggestion dude. She pulls out a RBT on the survivor at the start of the mori.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/668474#Comment_668474
What you proposed could be negated by NOED, which many survivors complain about.
Well I thought about different types of NOED suggestions, here are some of them:
NOED is only applied to those who haven't been hooked.
NOED is no longer a hex totem and can be only activated if a certain number of survivors are still alive
Keep same stats of NOED, but add faster action and vault speed.
Keep same stats of NOED, but add faster bloodlust.
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@Larisa said:
Adrenaline is fine. Most oftently, last gen is in convinient for killer triangle of gens to control. If not, well, you know, perfect killer game is when no gens are done and everyone is dead in 5 minutes
Not in every case and you need to think about other scenarios that get abused. Especially with SWF who abuse the adrenaline save.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/670905#Comment_670905
No. If they're already down, they don't get up. And it only would apply to injured survivors.
okay what are you talking about now? Adrenaline or NOED?
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/668474#Comment_668474
What you proposed could be negated by NOED, which many survivors complain about.
NOED requires an extra hit. Are you saying you want them to get back up and be able to take a hit from noed and still walk away like nothing?
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@CoffengMin said:
tbh following your logic ruin should be changed,bbq too and some other overused killer perks
I wouldn't mind
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@toxicmegg said:
if you seriously have that big issue about adrenaline you know u already lost.
not really
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@toxicmegg said:
adrenaline is fine. there is no need to ruin a perk that already activates only on endgame. deal with it bruh. also it is countered by noed.
Not everyone equips noed and adrenaline makes no sense and is OP in SOME cases.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/667736#Comment_667736
Endurance stops them from going into the dying state, but it's temporary. Think Borrowed Time or Mettle of Man. However, it will not be negated by the Exposed effect.
oh okay so its the same as I proposed.
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Wow this is crazy to hear guys. Not gonna lie I was expecting different types of answers since this essentially eliminates stealth ingame. But if you say BHVR officially supports it then I guess its fine to use. Thanks for the replies guys.
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Im confused. Is it allowable or not? I feel like it gives a competitive edge to remove the shadows and that is why I ask.
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@Raven014 said:
Instead of the "momentarily give the health state," why not just make it give the endurance status effect to injured survivors for a moderate amount of time?
That way they won't complain about noed, but they can still be taken down if enough time passes. It also is a slight buff to self care, as the only perk (besides inner strength and second wind coming in the next chapter) to be able to heal a survivor mid game (The others will sacrifice time to find a totem and get in a locker, and the other will require you to be hooked first).
what is the difference between a momentary health state and an endurance status effect?
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@MathiaStef said:
This is honestly annoying let people play how they want to play as long as it doesn't break the rules it is fine if they want to bring a Mori so what? They are a killer they don't make sure you have fun they make sure they have fun
Yeah its fine if you want to bring a red mori and mori everybody. But, I simply posted the initial screenshot because I thought it was funny how matchmaking worked during that match.
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Definitely annoying. Hard to loop against her and kinda unfair with the right addons.
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@Bludge23 said:
https://forum.deadbydaylight.com/en/discussion/comment/660033#Comment_660033
It's rewarding survivors for getting gens done. Should've hooked the survivor when you could.
Not in every case my friend.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/659712#Comment_659712
No, it isn't. The "reason" is because countless other good perks have been nerfed into the ground. That doesn't mean we need to nerf the only one that's left.
Dude, there are many good perks. Adrenaline isn't the only one.
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@Ksoni said:
Stop posting discussion like this. The devs are aware of this issue and post like this doesn't help anyone at all.
Idc if the devs are aware of this or not. I am going to post what I want to share. thanks.
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@Chaotic_Riddle said:
Imagine bragging about DCing.
Imagine bragging when you are wrong.
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Alright i'm gonna clear the air here because I see a ton of toxicness in these replies based on assumptions (partly my fault for not clarifying). Here's how the match went down:
Match starts, Nurse teleports and see's one of the Rank 15 survivors running around. Downs him in seconds and hooks him. I was near him so I stayed for the hook rush. I pick him up and heal him with We'll Make It. 25 seconds later the next guy gets downed. He gets hooked while I am getting Ruin. I break ruin and go do a gen. Then shortly afterwards the second guy who got hooked is saved while the first guy who got hooked gets downed and mori'd. I am barely 25% done with the gen while this is happening. The guy who got mori'd wasn't too far from the other hooked guy so the Nurse finishes that guy as well. It's down to me and the last Rank 15. I play it cool and start breaking totems stealthily because I knew if I touched another gen I was done for because she was just searching between gens for one of us. Luckily the last Rank 15 guy gets found and hooked withing 20 seconds of the chase (no surprise there). I was close to the shack basement so I decided to hide there until he died on hook because there was no way I was going to save hi, heal him, complete the rest of the gens and open the gates. He decides to hang on the hook for the full length of the struggle state while I am hiding in the basement. After he dies, I head up and start looking for the hatch. Turns out the hatch spawned near him so he closes it immediately. I knew i was screwed so I just dc'd. I legit made no points out of that whole game and I felt like I wasted my time there. Once I dc'd I took that screenshot to my amazement and answered all my questions as to how I got such a bad team (even the nurse agreed).
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@BlueFang said:
https://forum.deadbydaylight.com/en/discussion/84233/i-love-this-game
Oh of course a bunch of rank 15s with maxed teachable perks from multiple survivors, totally not a de-ranked SWF, yes-yes.
Wrong.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/659955#Comment_659955
Exactly. This screenshot is a piece of art. At first glance, you only see the non-fitting matchmaking. At a second and third glance, you see the glorious details, the de-ranking OoO-DS-insta-heal-user, the ragequits - while looking at the picture, your feelings change from being annoyed at the matchmaking to pleasantly surprised that in the end, everything turned out well. Truely a masterpiece that belongs in a museum. <3
Look again
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@Carlosylu said:
I will NEVER upvote a post of a DCer... I repeat... NEVER
Btw... I can see that OoO + DS + SB + insta-heal and that other player with DH + DS + Unbreakable
None of those were new players, LOL! Nice try though...
GOOD JOB NURSE!
Hypocritical imo.
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@NoShinyPony said:
You dc'ed because you were playing against a Nurse with a mori?
I dc when everyone just died in seconds and hatch spawned on Nurse.
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@Bludge23 said:
https://forum.deadbydaylight.com/en/discussion/comment/659738#Comment_659738
I play an m1 killer, aka the clown, so I've experienced adrenaline plenty of times. I still don't see why it should be toned down when it rewards survivor objective and punishes killers unable to kill. It is a strong perk but it only works at the end. If there's any need to it that I could see them do it's removing the ability to wake up and giving that to wake up perk. It's just my opinion but I'm sure others agree with you.
No the wake up is fine. Think about it, wouldn't you wake up from a dream if suddenly you get a surge of energy? They do this all the time when they inject adrenaline to the heart. Like realistically, its possible that you can sustain your injuries for a while longer when you get an adrenaline boost. It has happened to me when I fell off my skateboard and I broke my arm, yet I will still able to get up like it was nothing until a short while ago I started to feel it. Like I said previously how its OP to get a permanent health boost, but realistically wouldn't you think that survivors would feel the pain again after the adrenaline wears down?
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@TRB124 said:
It’s powerful but not OP. Almost everyone uses it but Nerfing it isn’t the right way to go. Using that logic Ruin or PGTW should be nerfed because of overuse? It rewards survivors for completing their objective, it’s not like it rewards failure.
Buffing all the other useless perks to make them a viable pick is the right way to go. Until then we will keep seeing the same perks being used when playing “seriously”.
The new perks that have been revealed aren’t really helping with most of them being useless outside of meme builds.
I have been playing since before Myers and people have been using the same perks since its inception. We now have 5 pages of survivor perks w/ perks that have been reworked and people still use the same builds today. Yes, Adrenaline does reward those who complete the objective, but also keep in mind that it also rewards those who didn't complete the objective. Have you ever stop to think that SWF survivors who just antagonize the killer while their buddies fix gens use Adrenaline to abuse its ability? Like every SWF member has at the very least Adrenaline. Keep in mind that this is not the only perk that killers have to worry about here. There are insta heals, Borrowed Time, Decisive Strike, etc. I'm not asking to change the perk entirely. Just put a timer on the benefits instead of giving a permanent boost.
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@Bludge23 said:
I personally don't understand why people want adrenaline changed when it's a peek that only works after all the generator's are done? If you lost you lost. It rewards survivors for doing gens and punishes killers for not being able to kill.
I'm not asking to remove the adrenaline ability. I just ask to tone it down. If you are injured and the last gen gets done, then sure go ahead and get a health and speed boost to survivor longer. But lets be honest, its overpowering that they get a 5 second speed boost with a permanent health boost. This is demoralizing for an M1 killer at the very most because now you have to catch up to the survivors and hit them again (sometimes twice) while being looped around pallets. Not only that, but it also rewards those that are being toxic against the killer like looping, insta heals, borrowed time and then getting the adrenaline boost.
All I am asking is to put a timer on it just so that half the cast of killers don't get loop for an extra 2 minutes.
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@Chocolate_Cosmos said:
Adrenaline is fine in my eyes. Honestly, there are no OP perks in game right now, just so many of them are weak and underpreforming.
Adrenaline is OP. There is a reason why its one of the top 5 survivor perks right now. Hell, I run it in every survivor build I have just because how OP it is. Months ago I dropped self care for Adrenaline and it has worked out a bunch. I cannot tell you how many times myself and other players have played ballsy because we knew if we got downed, hooked or initiated a chase we would be fine because of Adrenaline kicking in for the save. Nothing is more demoralizing when you are struggling to gain momentum near the end of the game and the one person you have been chasing gets Adrenaline or more specifically when a person on the hook has adrenaline and then the other person you are chasing has adrenaline.
The reason I ask for a timer on the health boost is because those who play risky with Adrenaline runaway with zero consequences. It is more troubling when a good survivor that you need to down has been looping you and once you are about to finish them off they get up with full health adrenaline and loop you for another 2 minutes. Also, most survivors don't even care of taking a hit by the killer near the endgame because they know they will get a free health and speed boost after they have been hit.
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@avilmask said:
After pig "consistency" fix, it would be only logical for speed boost to not activate if you're exhausted (because no other 150% boost perk can do the same).
Healing aspect is a whole another story. Seeing, how even more auto-healing perks are added, something must be done about m1 killers, not about adrenaline.
Yeah I feel bad for M1 killers. Maybe they should make it so that once the survivor is injured by M1 attack then they have reduced recovery speed in exhaustion or reduced gen repair speed or something.
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@Atrushan88 said:
@ βLAKE You're already a 1 hit down. Why should it be easier to hear you? Add a Spirit to the mix and you're screwed without iron will. It's a handicap as is, and the injured noises being 50% doesn't really help at all. That's way too weak of a bonus when if anyone knows you have No Mither you're going on the hook.
You can't make No Mither a stealth perk because the main point of the perk is for it to be a handicap that gives you stress and thrill of dealing with killers. If you give the bonus of Iron Will, then that kills the point of Iron Will and people will put it on so they can get bonus BP (like I suggested) and will use it to hide their blood trail. It's suppose to be a handicap perk and in all honesty we should be grateful for the 50% injured noise reduction.
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@Bongbingbing said:
https://forum.deadbydaylight.com/en/discussion/comment/652231#Comment_652231
That's a shame, Guess I'll stick with PC then.
Yeah I think that would be best, since PC gets PTB's, custom icons and are powered by beefy systems (depending on the person's setup)
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@Bongbingbing said:
With The soon to be Arrival of Dedicated Servers and DBD on the Nintendo Switch It got me thinking.
Would it be Possible instead of Having our Accounts tied to Steam/PS/Xbox and Soon Switch Profiles, to instead have a DBD account that you could Log into no matter the platform?
I'm not talking about cross play but simply saving the Info of our accounts in one place to be used on which ever platform you decide to play on.
I'm interested in Playing DBD on the switch but I can't warrant paying the $100 or so for the full game as well as starting all my survivors and killers all over again.
I think the devs answered this in their first Q&A after Switch announcement and they said that they are not allowing cross platform progress
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@Kwanghyun said:
I never use NOED either. And I don’t think there is any killer who needs it, but the idea behind it would be to make the killer much stronger in the endgame if survivors fail to cleanse the totems and just rushed trough the gens straight away.
Also maybe reduce the speed buff a lil bit, but increase vault speed and decrease attack cooldown.
Nah, I think some killers such as, Myers, Pig, Trapper and Wraith need the Ruin buff that I proposed. They are so weak at the start of the game until they start getting momentum and even then they are already down 2 gens.
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@Kwanghyun said:
Or just include NOED in the killer’s base kit and force survivors to do the only thing that makes Ruin useful when it stands. Cleanse the totems.
I wouldn't include NOED into the base kit because not everyone needs NOED nor do they equip it in all their loadouts. But you did give me an idea though.
Totems.
Make it so that Ruin is activated for a good amount of time and that timer can decrease faster by the amount of totems that are broken.
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@Atrushan88 said:
I personally think having 100% injured noise reduction should be put on it instead of 50%. Sure, it overlaps with Iron Will, but Iron Will doesn't have any downsides while No Mither has two very big ones.
I'm not sure I would like to ask the devs to change the injured noise. I think its fine as it is or at the most I would ask for 75%, but definitely not 100% because that would make the perk too stealthy and easy to use. This perk should be a handicap and the injured noise adds to that with the stress and tension of being found/chased by the killer.
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@LastShoe said:
I think it would be a good idea to give it increased %bp for all actions. One of the reasons why queue for the killers can be so long is because they get more bp per match.
Well the reason why I didn't say to give bonus bp for objective actions is because it would give incentive for no mither players to sit at the edge of the map being a gen jockey instead of helping others. I feel like altruistic No Mither survivors are rare and they should be rewarded for playing it risky by doing bold and altruistic actions.
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By % bonus I meant bloodpoint bonus for Boldness and Altruism actions
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Anyone know when the PTB is coming?
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I will assume that if you buy the new killer and survivors through the in-game store then they will probably be 400 auric cells each however, I wouldn't be surprised if you buy the entire chapter through the Steam store that it will be $10 USD.
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@DaS_only said:
Unfair? This actually good for killers. The devs are creating 1 good perk at average per character and the other are useless. Less grind is good, especially when the grind is for perks hardly anyone will use.
Well this does coincide that the devs are planning to make the game less grindy so I don't see why they don't implement those changes in this new chapter.
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I have a feeling that the new survivors will have two shared perks and one unique perk each. Therefore, making it 3 new perks for the two survivors.


