Rectal_Prolapse
Rectal_Prolapse
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- Rectal_Prolapse
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Killer
1> Ruiner
Whenever you hook a survivor, the next generator you damage will become highlighted in yellow for all survivors.
For the next 60 seconds, all skill checks generated by targeted generator will become hexed skill checks (good skill checks will regress the progress by 1%/2%/3% while great skills checks will provide no progress).
Increases the odds of receiving skillchecks on affected generator by 12%.
Survivors will achieve objective points regardless.
2> Relentless Pursuit
After chasing survivors for 30 seconds, relentless pursuit becomes active, allowing you to destroy a pallet or a breakable wall with your basic attack and having the successful attack cool down reduced by 20%/30%/40%.
Being stunned by a pallet immediately puts relentless pursuit on cooldown.
Being idle from chases for 5 seconds will cause the progress to begin decaying in a factor of 2 per second.
3> Hex: Doom
When a survivor finishes a generator within your terror radius, he'll suffer from the exposed effect for 16/20/24 seconds. In addition, survivors operating the exit gate lever will be exposed for the duration and for a lingering 3 seconds after stopping the action.
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Survivor
1> Eldritch Affinity
You start the trial with 1/2/3 tokens. Each time you're hooked, Eldritch affinity will attempt to spawn shadow pallets on eligible locations within 16m radius of you.
The amount of shadow pallets generated depends on the amount of tokens remaining.
Survivors within Eldritch affinity range can see ther auras highlighted in white. Everytime a pallet gets dropped or destroyed it consumes a token.
2> Heavy Frame
Decreases the speed at which the killer carries you by 12% while increasing the amount of wiggle progress necessary to break free by 10/8/6%.
3> Evasive Maneuvers
Discard your item sideways in a attempt to gain momentum.
Causes you to dash forward briefly (similar to dead hard but without iframes) and to generate lines of scratch marks to the side of your character whilst hiding your own for 3 seconds.
Causes exhaustion for 35/30/25 seconds.
4> Smoke & Mirrors
Whenever your aura is revealed to the killer, it shows him the actions you were performing 6/7/8 seconds ago. This effect gets diminished by 1 second each time it triggers.
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Because it's impactful. You need to respect wounded survivors with the lunge until you realize either they don't have it or they're just exhausted on the floor, lol.
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Well, you're on the 1 side of the 1v4 format, it is expected for you to get a much more dramatic feedback out of your good/bad plays. You don't have the option to "hold m1 to win" like a few survivors may have during a match, which helps getting your jimmies unrustled from time to time. Killers don't have that. You gotta be 24/7 "it's NAM all over again, baby" in order not to get teabagged into the next ice age by the end game collapse: keep track of hooks, cleared out loops, rng vaults/pallets, gen progression, 4 survivor's perks and each of them skill level in order to evaluate which you should chase or drop. Don't wanna overdo it more but it's a much more tense experience, but it's an expected one.
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>create an offering called "wholesome killer experience"
>immediately removes cowshed, Ormond, Haddonfield and all badham variations from the map pool
Based.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2135244#Comment_2135244
Never forget the 99.7% gen ruined by ruin. I had times when it took me 30 seconds to fill the last 10% due to ruin lol.
Old ruin was just too wholesome for bhvr to handle ๐
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Make maps smaller or less infinite friendly (Haddonfield, cowshed, badham - looking at you, bud). That would actually improve the experience for both sides.
Nobody likes to sit on gen for whole match neither playing walking simulator while gens go brrrrrrrrrrrr.
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I disconnect as a form of conceding a match in order not to deal with all the notification spam / teabag / overall bm survivors do at the end of a typical Ormond / cowshed / Haddon delightful match. I'm too old for that crap and I don't mind the bans, really.
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Trapper's fun monopoly has been threatened by blightyboy as of late so I stand divided on this one.
As for survivor, I'd pick Bill any day if only he wouldn't be so obnoxiously LOUD. Old man needs an aspyrin badly.
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@vladspellbinder said:
So I just had a game as Deathslinger on Coal Tower. I've got Barbecue, Ruin, Thanatophobia, and Tinkerer so nothing to help me find that first Survivor out doing nothing.
I get lucky and find one pretty soon, get into chase and get my first hit. As I'm going for the down Tinkerer procs on a gen not too far away. So I drop chase, I don't need a hook this early and could get some Thana value by hitting the two on that gen, because it's GOT to be at least two on the gen for it to be this fast.
Gen pops before I can get to it but I do get a hit in, pretend to chase and loop back around for another hit so three stacks of Thana value.
Game goes along, I have decent pressure and keep constant Thana deff on people, I'm getting my hooks but it's pretty obvious I'm outclassed by at least two of the Survivors, they are coastally giving me struggle in chases. And when I'm not chasseing one of them Tinkerer keeps going off so I drop and go bother the gen and let it run down but gens keep going when I'm only around one person so I think to myself "At least on of them has to have Prove Thyself, these gens are going too fast."
Well, get to the score screen and not a single Prove Thyself, gens were just going by that quickly. One yellow toolbox for the lot of them, no other gen perks like Stake Out or Fast Track, just pure brute force on getting them done.
I know there are a lot of Killer Mains, which I am, that complain about gen speed but so far I've never actually seen someone ask "What can we do to slow things down a bit that is fair to both sides?"
Which is what I'm asking.
Buffing base regression on kicking a gen might help somewhat, but that's not the main issue.
As a Sometimes Survivor I also don't want the time it takes for gens to be completed to be raised. They already take so long to finish and "M1 Simulator " isn't fun.
I think toolboxes are fine as they are, they have limited charges and if you devote your whole build to it can be super powerful but not broken. At least solo. If the whole team does it then... well SWF is another problem and not the topic of discussion here.
I do sort of like the idea of having to find something in the environment to be able to make progress on the gens. Someone brought up the idea of "wrenches" needing to be found to able to make repairs and while I don't like the whole of their idea it has merit. I don't think you should require anything, be it a toolbox, Perk, or special item found in the trial, to start working on a gen. I think that you should be able to not have to go looking for something to get started. But maybe once you hit 50% you do need something to keep going, be it a "wrench" or "gas can" or what have you, just something more than a toolbox or a Perk, nothing pre-trial, something that has to be found. Maybe the gen could be locked at 50% until that item is brought, no up or down on it, can't be kicked or worked on at that point. And when the item is brought to the gen progress unlocks in both directions. To prevent people from just locking all gens at 50% before unlocking them, because you know Survivors will do that, maybe have a limit to the number of gens that can be locked.
I really don't know how something can be changed to make it at least fair to both sides, if not fun for both sides. Right now generators "take too long" when you play Survivor but "go by so fast" when you play Killer. I know this is something of a matter of skill but you shouldn't have to have Perks to stand a chance of winning, no matter what side you play.
So while I may not know what can or should be done to make things more fair and fun I do think something has to change.
I think the gen time is fine as they are, but I do think there should be different rulesets on games based off of the average rank (mmr in the future) which could affect the skillchecks system by making it much less forgiving for more experienced players.
Skillchecks should actually be a problem if you're on edge, working on that final gen under the killer's TR, not just some minor inconvenience you get rid off like some pestering fly that's landed on top of your tea mug.
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@DrJohn said:
The pig, also known as La Puerca, also know as Das Schwein, is without a doubt the most op killer in the game. No killer even compares when it comes to her lethality. The most recent stats showed that she is the most picked killer in the game in red ranks, and because of this she deserves a nerf. First off, instead of killing a survivor, which her reverse beartraps always do, they should just explode with confetti and give the survivor a speed boost. Secondly take away her ability to crouch, just no, it's gross and unladylike, especially for a well off Lady of her status. To think she would mingle with the common plebeian near the ground, preposterous. Third make her move at 20% movement speed. Lastly take away her ability to infect survivors and break them by vomiting and forcing them to cleanse, I don't remember this ever being part of the saw franchise and should just be removed because it's stupid.
You missed April 1st by 20 days man
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@overchan said:
Just had a match playing as the trickster.
1 gen left, 2 survivors alive.
The survivors were doing absolutely nothing, just hiding for like 10, 15 minutes, then at some point i found one of them. hooked him, closed the hatch and then the other one escaped by the exit gate.
Can what they were doing be considered "hold the game hostage"?
It depends on the amount of butthurt of the losing end usually. In dbd, people complain a lot. However, I'd guarantee you that doing fixated locker hopping for 'whoever gets spotted last gets the hatch' is a very obnoxious way to hold the game longer than it should.
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Spirit and Hag are the absolute worst.
Clown is right there too, but they can't take the cake out of the the pretty ladies of the game. Only reason I'm not going with nurse is that you can pull off some crazy jukes when going against some mid tier player, which is a lot of fun (good nurses play a different set of rules from dbd so I won't even mention them ๐ ).
Spirit: no iron will/ptb off the record? Though luck.
>proceed to mind game yourself into a sword lunge.
The hag: so you're injured and brought any exhaustion perk besides dead hard? OH MAN.
Tragic to play against, just tragic.
Worst maps for survivors depends on the killer, really. Hawkins is probably the worst if you're against a killer that doesn't rely on special abilities (bubba cries in pain as the map loads).
Shelter woods is probably the best killer map in the game other than coal tower, so I'd pick any of these.
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@Killerdonut80 said:
https://forum.deadbydaylight.com/en/discussion/comment/2130136#Comment_2130136
I canโt count how many games we got gens done until the totem was found late. The only perk I hate with a passion is Noed, and yes I play 50/50 Survivor and Killer and I never use that perk, itโs just so Bullshit.
Noed is the killer's purple/red key. They have no place in the game anymore. I've lost track of how many 3 gen perfect lockdowns I've lost due to a random key loot or games that I've completely stolen because of silly Noed clown gamer skillz. Extremely disgraceful, both.
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Regular regression should be stronger (a third, instead of a fourth), kicking gens should do some direct damage in order to prevent the silly 1 millisecond tapping and skill checks should become much harder as the average lobby rank tends to red, for they are pointless at this moment and offer 0 challenge.
Ruin is a poor shadow of its former self and not even worth running anymore. I am 100% team pop/surge/oppression, unless I'm rolling undying on blight/bubba (which are surge cucked because of the basic attack requirement, totally silly).
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@CashelP14 said:
Here is why your first queuing idea is 100% flawed.
First off not only will the killer get increased waiting times but so will any grouped survivors. This massively increased waiting time will cause people to leave the game and you'll kill the community.
Secondly if killers are only facing 2 man swfs or a full group of solo players then you should nerf killers when against them right? After all if your wanting these changes to be implemented because swf is OP then why wouldn't killers get a debuff vs a team of solo q survivors? Most people agree solo q is weaker than killer at the high ranks so why wouldn't this get the same treatment as the swf vs killer argument?
Lastly and probably one of the worst things is what happens when a full 4 man, 3K+ hour team finally finds a match. The longer survivors wait, the matchmaking pool increases in range. So if this team waits for 20+ mins (if they're lucky because I'd expect it to be longer) then they'll probably get matched with a lot of killers around rank 20. Since no one at the high ranks will want to face 4 man groups they will instead make people at low ranks, who are obviously less equipped than them bite the bullet.
Any sort of matchmaking split is BAD for the game. Whether it be what you suggested or if it's a option to turn off facing swf or whatever else people suggest.
Also for your second idea that's also not great. A bloodpoint bonus won't stop lobby dodging and showing who's swf and who isn't will just make every game that team faces super sweaty, forcing them to do the same.
@Voodoomancer said:
https://forum.deadbydaylight.com/en/discussion/comment/2130080#Comment_2130080
It's unknown if it would force split the player pool or happen to be a weird balance to a two sides problem. I would urge a ptb with this on for a month to collect data and feedback before truly adding it to the game.
I can see both the pros for it and the cons against it. And openly agree that there is probably a better solution that I cannot yet see. It is quite a topic for thought though.
Well, as explained, dbd being a "better with friends" kind of game, by choosing not to pair with 3/4 man squads, the killer would be shooting himself in the foot, and himself only. The queue times would balance that out on themselves.
As for the second suggestion, same thing, the lobby dodgers would shoot themselves in the foot by going back in the line so it evens out by itself again...
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@Voodoomancer said:
https://forum.deadbydaylight.com/en/discussion/comment/2130087#Comment_2130087
I see the game as playing a slasher film. If I can hear people(as I should since I have ears) I would like to find them and interrupt them as well. On the flip side it would keep information concise and keep players immersed I would think.
But that is only a hypothetical on proximity chat which may have a Max strength of touching characters and a min strength of 10 feet where it fades in between.
Imagine being the slasher in a movie where your victims go like "Johhhhhhn Madden UoooouUuuuUUuuooooOOOoUuuuu My name Is PINKY PiiiiiiEeEE"
Truly, the stuff of nightmares.
I wish this actually happened (for reals)
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2130084#Comment_2130084
Discord is better than proximity. There is no point. Same voice chat as discord can solve a problem
You're completely missing the point so I'm not even gonna elaborate ๐
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@DamienDuff said:
What is the most boring change you think happened in dbd ?
I've witnessed all the patches and updates since the pig DLC
I've seen alot of perk changes and add on changes
but the most funny and ridiculous change I've seen so far in dbd is the new instructions add on change live now in PTB
( you don't get skill checks while repairing with a toolbox) which now lasts for seconds LUL
I just wonder who the f cares about not getting skill checks for few seconds LUL
I mean unless youre smoking or drinking something and dont want to press space bar, you can still set it to mouse 5 or something LMFAO what is this ?? what an idea for an addon OH MA GAWD LUL
Battle passes... It's an absolute disgusting format of generating engagement. Imagine being pactually bound to grind out a single game for a limited amount of time, non competetivr game, as a matter of fact. When I heard they're implementing this cancerous diarrhea into the game I got flabbergasted.
The tomes? Awesome. Love challenges, love the extra blood points. What I love the most is actually being able to take my time and actually having fun, instead of a chore.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2130058#Comment_2130058
Kindred basekit and Proximity chat for survivors that the killer can't hear, those would make Solo much better to play
Proximity chat should've been implemented on day one imo.
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@Pulsar said:
That's really just hiding the issue.
Solo's are at a HUGE disadvantage compared to SWF.
Killers will obliterate Solo's, but be dominated by some SWF.
You've got to address the power imbalance.
You got a point, but we're talking bhvr here. 4 years to quell the OoO issue. I'm taking the baby approach, that doesn't require much work around hard-coded matchmaking, wouldn't harm the queues as much and it won't take much of bhvrs attention away from their beloved battle pass development.
@Voodoomancer said:
Here's my take on it. I believe there should be 2 modes to this game. A casual and a (lack of a better word) 'competitive' mode.
Casuals are just that. You go in find a game and go. Could be 4 solos, 2 doubles, a solo and a triple, or a full swf.
'Competitive' could allow for only solo queuing where experience and game sense is key. Could change the entire dynamic of builds for both killers and survivors.
Then there is the issue of in game comms(think Friday the 13th). A lore friendly way for them to communicate in game instead of just a global system. There is also the option of proximity chat that runs the risk of the killer hearing your plans or worse: finding your location through the strength of the proximity.
There is a lot of things we go go with and not a lot of it may work. I'd like to see multiple ptb of these to gauge some serious feedback.
The core problem is force splitting the player pool. Queues are already as trash as they can be. I believe the rewarding system would not harm the in game economy as much as players quitting the game because of back to back SWF troll Fiestas.
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@Exerath1992 said:
So... You get 4 perks to choose per bloodweb once you reach level 50. Are you saying it should be 5?
By the time this post was originally made, it was two.
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Well, I've demolished a very strong 4 man SWF on fractured cow hell (pre rework) as trapper, brown add-ons and they've brought about 3 Insta heals and a key (back In the day where Insta heals were actually Insta heals).
The game was a torture from beginning to end and I don't think I got more than a couple of hooks before the gates were powered, but I prepped. I was able to deploy some very, very non ortodox traps around the jungle gyms by the exit gates (they were deployed on the same side) and managed to snowball after they got cheeky with the body blocks over the guy I was chasing. Had to deal with 2 unbreakables and a couple of OG decisive strikes but, in the end, I soaked their sweat in a tip of a hook so that was fine.
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I actually used it for lolz the other day and it got me a couple of quite funny downs.
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@Frama001 said:
I think killer is more difficult to play, and killers need more respect. But every time I play, whether I win or lose, people always insult me, they wish me the cancer, and they report me for no reason. This morning, four italian players (Im italian also,ย so excuse me for my english) that were 25-30 years old,after winning a match in an incorrect way (bodyblock, t-bug, troll... You know...), started to insult me at first, and then my brother. They were phatetic, but I became so angry of that, that i got tired. I disinstalled the game, for now. I hope Mathieu will do something for reduces Ochidian Cancers in this game. Or at least make the killer also cancerous. Cheers, and best wishes.There's a button by the chat container in the after game where you can just hide the chat. Hope that helps.
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Boi this sum wicked cancerous idea right here
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nerf pls
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Unranked games and/or opt out of survive with friends when?
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@TheLegendDyl4n1 said:
@Rectal_Prolapse said:
Dear god noOnly if it's generated at the survivor's position and the killer can actually hear you talking.
if you took the time to read the post, you would of seen that the killler could hear a sort of Gargle of what your saying, but not be able to understand what your saying (the entity would mix it up so you couldnt communicate with the killer) and you could yell at the killer all you want and him not understand you.
I WROTE IT WITH MY HEART AS MY HANDS WERE TREMBLING WITH FURY AS I READ 'VOICE CHAT'
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@TheLegendDyl4n1 said:
@Rectal_Prolapse said:
Dear god noOnly if it's generated at the survivor's position and the killer can actually hear you talking.
you mean allow survivors to abuse killers by being rude/toxic? sure.
Just generate some uninteligible pre-recorded gibberish as though the killer is incapable of understanding the meme dialect.
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@SaltyKiller said:
Since when is Hag top tier again?Since the rework
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Killers should be able to get a % chance to retrive one addon based on the amount of sacrificed survivors.
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They usually come paired with the "carry +2" addon, which counters the limitations to it.
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Left Behind is utter garbage at the moment.
Surveillance should be an innate pig's ability since it's pretty much useless on any other killers.
Spies in the shadows is so bad that when you get that on your bloodweb you feel like punching yourself in the face.The list goes on
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There could be a way to reduce odds of getting matched with undesirable players. Like a BM haven for facecampers and teabaggers, that would be neat.
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Edit because of typos worthy of a ######### oscar award
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A masochistic one
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Dear god no
Only if it's generated at the survivor's position and the killer can actually hear you talking.
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The "I don't even need to set up traps and yall getting your asses 4kd in this" trapper build:
Add-Ons: Both Ultra Rares (Self Rearm Traps + Injured on disarm)
- Distressing (Massive Terror Radius)
- Coulrophobia (No heals for u, boise -- goes in tandem with coulrophobia)
- A Nurse's Calling (I dare you heal)
- Hex: Ruin (to SLOW DOWN THE GAME JUST A LIL' BIT -- Might be switched for bamboozle or pop goes the weasel if you're confident about your chase game)
Basically, placing traps is for SUCKAZ. You're going to be harassing survivors non stop and make them QQ.
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KEK