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Rex_Honeycut

Rex_Honeycut

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Rex_Honeycut
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  • So sad to hear but I take comfort in knowing that Max no longer has to suffer from that terrible condition. He was one of the first streamers I've ever watched. He gave me tons of good ideas for builds. And I'll always remember that time I actually got into SWF session with him. Rest in peace, Puppers.

  • Saw an obvious 3 person swf in the lobby so I changed my trapper build to anti swf (save the best for last, sloppy butcher, bbq & corrupt intervention; iri stone & bloody coil). They had some good runners but I took advantage of their "friends before gens" strategy and had all of them on death hook with 3 gens left. The random gets killed so the swf start sandbagging each other and it was absolutely hilarious. Body blocking, hook bombing, t-bagging after a down, you name it. I joined in the fun and let them locker tech me a few times. I killed them and we all had a laugh together afterwards.

    After that night it became a 4 person swf and has been for the last two months.

  • I don't mind the sounds themselves but man it is difficult to hear skill checks nowadays. The gen sounds just made Lullaby op

  • Tea Time (Killer Perk): Whenever a survivor performs a quick crouch action within your FOV, their movement speed is decreased by 2/3/4% for every quick crouch until they are damaged or they leave your terror radius for 20/25/30 seconds.


    Tunnel Vision (Survivor Perk): After being unhooked, Tunnel Vision activates for 40/50/60 seconds. If the killer starts a chase with you while Tunnel Vision is active, the killer's FOV decreases by 3/4/5% for every 5 seconds of chase. Tunnel Vision is deactivated when the chase is finished.

  • @AGM said:

    Survivor: Auodidact, Babsitter, Buckle Up, Camaraderie, Lucky Break, Object of Obsession, Slippery Meat, Sole Survivor, Up the Ante, Vigil.

    Killers: Cruel Limits, Deathbound, Furtive Chase, Gearhead, Hex: Retribution, Hex: The Third Seal, Mindbreaker, Monstrous Shrine, Overwhelming Presence, Predator, Remember Me.

    These are the perks I believe require the most attention. There are other perks I'd want to tweak the numbers on, but those at least work well enough.

    I had an idea for Remember Me the other day that I think could work. "Every successful basic attack grants this perk a token. Each token collected adds 1/1.5/2% more time needed to open an Exit Gate. This perk cannot collect more than 50 tokens."

    I agree with the majority of your lists but I think those numbers need to be upped for your Remember Me rebuild idea. Even if you get all 4 survivors from healthy to downed for 3 hooks on 3 and 2 hooks on one, that's a 44% increase which is only 7.04 seconds more, far less than the current max of the perk.

    This would force you to slug and to slug often to get any worth. And with it being limited to basic attacks, there's a handful of killers that this would be pretty much worthless to.

    I think you have a solid idea at its base but the mechanics and mathematics need a little more thought.

  • @Pipefish said:

    A second chance perk that literally triggers every forty seconds. Who thought this was a good idea. My suggestion is to have it give you the broken status like no mither. What you all think ?

    Bait it, wait for it and down them. This is one of the easiest perks to counter.

  • I don't think that Myers can be labeled OP when his stalking is basically useless in both indoor and corn maps. Yes, he has strong add-ons but I don't think that any set-up killer can truly be OP.

    Myers, like other set-up killers, is high-risk high-reward. If you take the time to execute your build, you should be able to get that time back by getting people downed in quick succession, at least that's what a balanced game would do.

    Unfortunately these days, solo queue is a 1v1v3 game more often than it's not, regardless of the killer.

  • @yobuddd said:

    • Put egg “traps” around the map.
    • If a survivor gets close, a Facehugger leaps out, grabs their face (survivor screams of course), injures them, and infects them with a xenomorph embryo.
    • Facehugger will then patrol the area for 30 seconds (bot AI) looking for other nearby victims before it curls up and dies.
    • At the time of his choosing, the killer can teleport (Freddy style) to an infected survivor and crawl out of their belly as a new Xenomoroh. Survivor becomes inured, is Broken for 30 seconds, and has Endurance for 30 seconds.

    Teleport is selected by choosing a survivor icon at the bottom of the screen, so that he doesn’t actually know where they are in the game field.

    The endurance effect is given so the victim survivor has a chance at escape. The power is intended to help the killer get to other survivors when he thinks they’re grouped up.

    Open to modification ideas!

    How about instead of the broken and endurance combo cancelling each other out you have an attack cooldown (15s) while the chestburster matures into a xenomorph?

    You could speed up the cooldown by "eating" the old eggs then every time you teleport and transform, your new eggs have increased trigger range.

    Also, would the facehugger attack you instantly or can you try to outrun it? What would be the counter play to eggs? Cleansing? Crouching?

  • I only have the sample size of 6 matches (2 survivor, 4 killer) in the new system so far but my experience has been quite the opposite. Solo queue survivor has been a mess for a while now but I had the easiest teams against my main killers. Maybe it'll get better with more games.

  • Both. Killer, solo queue; it's 1v4 either way.

  • I think that a pyramid head nerf is inevitable. This smells a lot like when they added Ash last year. Instead of luring you into a purchase with an insanely strong perk (Mettle of Man), they're using a very strong killer. And just like Mettle of Man, once BHVR makes a certain profit, pyramid head will get nerfed.

    I don't think/support the separate hook and cage states idea but I think the nerf will be a longer cooldown from rites of judgement to basic attack or torment cooldown will be shorter.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1354912#Comment_1354912

    I kid you not, in this very thread are an ever growing list of counter arguments that no one seems to read. I'll add to it now.

    Just because you personally think it's useless does not make it true. It has already been extensively discussed as to why Spinechill is so powerful.

    Dbd's balancing has changed over the years, yes. But decision to have perks that act as counters is outdated when compared to how the game is now. The fact that the game was once balanced like this, (during which it was basically a different game altogether), does not make Spinechill balanced now.

    Again, your personal opinion does not make the perk good or bad.

    There is no single killer perk that comes close to Spinechill in terms of utility, as I have already said. Your comparison is false

    LMAO!!! ALL of this opinionated! I can easily throw the "just because you believe that doesn't make it true" argument at you all day. Until you can provide me with factual data that proves spinechill is op, all I have is you stuck in your opinion and throwing every counter argument you can.

    After reading through this thread and all of your responses I get the feeling that you main a stealth killer, had a bad run of getting schooled by spinechill players, and it can't be your fault bc "you're so dope at this game so it's gotta be the perk is op!", hence the post.

    You can't bend this game to your will because it doesn't belong to only you. You're in the minority on this one, deal with it.

  • Wow, we're to the point where people are calling for a nerf to spine chill. I personally think it's useless without resilience and if it needs a complimentary perk, it can't be that strong.

    Take into consideration the history of this game in reference to how perks can create counters to mechanics. Urban evasion was to counter the hag's traps, saboteur used to counter trapper's, bamboozle to counter looping, hangman's trick to counter sabo and so on. Spinechill is simply a counter to stealth killer mechanics, just like premonition.

    I used to run premonition as for a time as I could zero in on which direction the killer was and never even considered spinechill. But then when I saw combining it with resilience to quick vault while you're hurt I ran it for a little while. I don't think that the perk is as much strong as it is trendy.

    A comparable killer perk would be whispers as it also offers short range tracking. If spinechill gives survivors unfair info for a head start to run or hide then whispers gives killers unfair info to not leave a certain area of the map. I think both perks are fine as is.

  • @Aneurysm said:

    I like quite a few of them, hybridpanda was the first I watched & I miss him

    The good news is that he has streamed three times in the last week. He's not promising a full time return or reviving his YouTube channel but he has streamed recently and it's just as enjoyable as ever. His community has been very supportive in him easing back into it with no expectations.

  • @MongolPSR said:

    Tru3 or Otz.

    Both are insanely good killers and tru3 is prrobably one of the best players in the game as he can play any killer/survivor with any perks and do well. He gets treated fairly poorly by the overall community but I think thats just because people tend to not like strong personality people that can back up their claims.

    Anyway I like them both because they are how I learned how to get as good as I am.

    Agreed, both are great players. I also think that Tru3 gets a little unwarranted shade for looking at the game analytically and not giving a biased opinion.

  • @Joelwino said:

    I really don't want more perks that mess with sound, sound is broken enough as is.

    Agreed. Whenever I play as Steve, I have built-in iron will in my audio. I hope and assume that the bug isn't transferred to the killer, I can hear the Steves wail just fine when I play killer.

  • Unrelenting is hands down the ultimate noob killer perk; to equip it is to admit you miss a lot of attacks.

    As for survivor, I would say technician for similar reasons, to equip it is to admit you miss a lot of skill checks. (Is 8 meters less of repair noise really going to be effective on its own?)

  • I think that this game would benefit from a legitimate competitor, force the devs to stop resting on their laurels.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1297147#Comment_1297147

    Ok, that makes sense. I know distressing also gives you more blood points, but I'm assuming if you have barbecue and chili it probably doesn't make much of a difference, huh? Like I said I'm stuck using either the doctors perks or random perks outside of barbecue.

    The BP bonuses off BBQ far outweigh those of distressing. My current doc build is distressing, BBQ, haunted grounds and STBFL. Shock therapy is an anti-loop mechanic that can force pallets down early so no need for brutal strength or any loop perks. If you get someone at a pallet loop just keep blasting them with shock therapy, even if you don't force the pallet down you'll at least pacify them into snapping out of it before they can do anything constructive (repairing, healing, cleansing and the big one, flashlighting!).

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1295874#Comment_1295874

    They did accidentally release Ghostface to players a month or so early lol it wouldn't shock me if they made a mistake like this.

    True that. But given that they've built up some hype to this chapter that would be a huge gaffe. Not putting it past them but I have my doubts.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1297122#Comment_1297122

    Thanks! But I thought distressing was a good perk to have for the doctor. I thought that having a bigger terror radius meant that his shock attack would also have a bigger radius. Was I mistaken?

    No, you're not mistaken but the larger terror radius benefits your static blast more so that's why the calm add-ons do the work of distressing but only when you need it. I recommend running BBQ for both the bloodpoints and aura readings. Hook someone and if you don't see all remaining auras, fire off a static blast to find the missing survivor (s).

  • It's a judgement call. If you think that BHVR is this sloppy, it's Pennywise. If you think that they're trolling (which I do), it's a red herring.

  • As a survivor, I hate the swamp. Too many dead zones and juuusstt not enough pallets.

    As a killer, I loathe Haddonfield. Too many two story structures and ugh, the RNG on windows and walls.

  • @Meroko said:

    Jason is 100% impossible, there's a lawsuit that prevents it

    I know that the lawsuit is still pending and has been recessed due to the pandemic. I'm far from being any sort of legal expert so if anyone in the thread knows whether this is possible or not, please quote and comment, but what if...

    BHVR came to an agreement with both sides in the dispute to license the character then award the royalties after the case was closed?

    Once again, nowhere qualified to state this as fact, just pure speculation.

  • If you're going to judge and trash killers who use NOED all I ask is that you stay consistent and give that same treatment to survivors who use adrenaline. Literally the same perk on the other side except it can't be prevented from being activated like NOED.

  • I agree on keys and moris getting a nerf. Offerings should be limited to ivory moris and keys should only be usable after the gates are powered. Devour hope and rancor are fine as is.

  • Candyman

    He has mirrors which are traps that he can set. His power is that he can see through the mirrors and stalk. Once he fills the stalk meter, the trap activates and is a Trapper/Hag combo trap. Once triggered, the trap spawns a phantasm and holds you in place for 8 seconds. Candyman can teleport to the trap, which will release you, or he can walk to it for a free hit while trapped. You can tell you're being stalked by hearing a faint voice repeat "Candyman"

  • If it's a license my best guess would be Candyman, maybe Pennywise. When the teaser trailer dropped for Legion DLC I was hoping that they would have a power that had something to do with mirrors. Obviously that was to show that Legion was a team but I still think a power to do with mirrors could be cool.

    Like he can set mirrors like traps and use them to see through. If he sees you for X amount of seconds, you become exposed and he can teleport to the mirror. Maybe someone calling out "Candyman" could be the audible clue that you're being watched, if they get to five, you're exposed. Just spitballing.

  • Did anybody else think of Puff the Magic Dragon when reading the title of this post?

  • You would have an excellent point if NOED wasn't a hex perk but it is so...

    The argument of "rewarding killers for playing poorly" is like saying that decisive strike rewards survivors for looping poorly. Neither are true.

  • This all stems from pipping requirements. It only gets difficult to pip when you're in red ranks as a survivor. As a killer, that difficulty kicks in at green ranks.

    I'm not suggesting that killers get a bp buff, just altering the requirements to pip in green and purple ranks.

  • I'm trying to think of this in terms of base killer power, no perks or add-ons to boost that power. So with that in mind...

    It has to be Freddy 2.0. He can get bloodlust on you while simultaneously slowing your loops with snares. Those snares reveal location globally. He can teleport to generators directly. His lunge is huuuuugge.

    Of course any killer with the right build in the right hands can be devastating but at their base, I believe Freddy to be the strongest.

  • @GHOSTfaceP3 said:

    im just debating if I wanna just main survivor for now on

    I feel ya. I used to go about 60/40 on survivor/killer but now it's closer to 85/15. I think that the pipping needs to be balanced. Idk if it's an aftereffect of the survivor BP buff from last year but it's insanely easy to pip as a survivor and you have to sweat so hard to pip as a killer.

    If a "balanced game" is still a 2k in the devs eyes then a 2k should guarantee a safety pip.

  • @SithLordLuxray said:

    So all perks are crutches...is that all you have to say?

    It's more of a retort to the toxic post-game chat crying out, "you're using a crutch perk!" I'm of the belief that if any one perk is "a crutch" then all of them are crutches. Play a couple of games without perks, it's actually a pretty fun challenge.

  • @illusion said:

    Not really, but so many people misuse the term, you may be partially correct.

    The thing about crutches, is that most people only use them when they need them. People use crutches when the break their leg. It is something that helps them get around until the limb is fixed. Crutches are not fun to use, in fact they can be quite annoying. Crutches aren't used because people are to lazy to walk. In fact, it's a lot harder to use crutches than it is to walk, when you legs are healthy, so people will get rid of them as soon as they can walk on their own.

    Yes, some people may continue to use them far after the leg is healed because they are afraid of falling, but those are rare.

    I'd say that when you have 80% of people using a crutch, it is for a very good reason. Someone needs to take a look at the leg, and fix it properly.

    Bravo! Or brava if you're a lady!

  • It's a crapshoot. Sometimes I get in a match with 3 other red rank survivors with a red rank killer but not as often as a green. I think that the pipping is broken. After the survivor bp buff it became way too easy to pip.

  • What efforts are being made to restore balance between killer and survivor PIP requirements?

    I would be classified as a survivor main but I do play killer quite often and it's so difficult to pip as a killer lately. The imbalance can be seen in the matchmaking as well where as a red rank survivor, I rarely get a red rank killer. Was this a result of buffing survivor bp rewards last year?

  • As survivor: inconsistent patience with loops. Sometimes I can mind game and stretch a chase by an extra gen or two but I can just as easily get too eager and be in constant movement.

    As a killer: going for the lunge and missing when I should just close distance and tap. When I first started playing, I NEEDED unrelenting

  • I'm just simply expressing my gratitude to the players who make these matches possible in the first place.

    The new rank reset is a joke. Combo that with the difficulty of pipping as a killer versus the absolute ease of pipping as a survivor (I pipped in red ranks without touching a gen or healing anyone, including myself), the matchmaking has become atrocious. Four matches in a row of 4 red rank survivors with green rank killers last night alone. If I was a killer main, that would discourage me from continuing to play. I'm grateful to the ones who still do.

    Empathy is more than a Claudette teachable in the real world. Google it.

  • Utilizing the "weapons of mass distraction" tactic. RUIN NERF! DOCTOR REWORK!... let's just, uh, sneak in removing post game rank reveals and hope that nobody notices.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/889731#Comment_889731

    A crutch for lower skilled players would be DH. Lower skilled players don't know how to loop. Besides, any smart killer leaves when there's a good loop.

    No argument about DH being a crutch. And yes, any smart killer would break a chase if the loop is good enough; organic to the game based on map design and player skill. But if a god-loop is created by an OP perk with no exhaustion or cooldown, then I would say that person does not know how to loop, at least not without a crutch like....infinite BL.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/889652#Comment_889652

    You're making yourself look like a fool by only reading the title and not the starting discussion. I'm arguing that Balanced Landing shouldn't even be an exhaustion perk. And the "awesome added noise reduction" isn't awesome if it only activates once every 40 seconds. It doesn't make any sense for a survivor to have the stamina to keep from bleeding and moaning when they've been butchered by an axe but they don't have the stamina to silence the sounds they make when falling. I don't make any noise when falling, the survivors should do the same.

    Hahahaha BL not an exhaustion perk?!?! You're only proving my point. If BL wasn't an exhaustion perk survivors could loop the killer ALL DAY in certain areas of the map and therefore it would be...abused! Myers House, the Temple, and almost anywhere on the game map. BL was OP and a crutch for lower skilled players, now it's not.

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/889526#Comment_889526

    Yeah, I know. I thought they learned from there mistakes though, but, let's face it. They downed and hooked my ass on this one. Never again. And I'm face camped!

    Dude, that's three responses in a row where you basically said, "I didn't research before my purchase, how is that my fault? I don't play everyday bc killer play is too sweaty, why is the Oni so difficult? Behaviour bamboozled us before with a buffed PTB, why didn't I see the warning signs?" Everyone has buyers remorse once in a while but it's usually the fault of the buyer. Buyer beware!!!

  • Sounds like someone relied on abusing the perk and is upset that they can't do it anymore. The new BL is awesome with the added noise reduction. The nerf makes it more in line with the other exhaustion perks so I consider that to be a good balance and removed the god-like OP status of BL. All they did was take away the ability to abuse it so if you're upset about it you're admitting that you needed a perk to abuse in order to succeed at the game. Simple as that.

  • I think that this is particular to the player. I got this achievement with trapper and without camping. Sure, insidious camping can get you the achievement faster but it can't be that fun for the killer and they know it. If that style of gameplay is considered "fun" for someone by draining the fun of the game from everyone else then I pity that person, not let their behavior get to me.

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