Avatar

Set

Set

About

Username
Set
Joined
Visits
90
Last Active

Comments

  • I want a mimic killer as much as anyone else but the issue always is, the killer is hard countered by swf. A good swf will know where the killer is at all times and without being able to fool survivors this killer is kinda lacking in the power department. Like when you look at wraith is main strength isn't that he is invisible, it's that he gets a faster speed while cloaked and has a big lunge coming out of cloak.

    Do you trust me and hex trust no one kinda have the same issue. Smart survivors will counter your perks once they know the exist. Both hurt survivors for being close to eachother so once they know of the effect they just split up. Survivors splitting up is actually worse for the killer because it makes them more efficient on gens and makes it hard for the killer to snowball. Plus in the current meta where survivors know this they use everything in there power to counter act the situations where they are forced to be close already. Like with Boons and medkits survivors can heal faster and more efficiently with the bonus of being able to do it by yourself and allowing your team to progress gens.

    But yeah this killer would be a total noob stomper but against more experienced players would get absolutely crushed.

  • I think the killer idea is super well thought out and the idea of putting down flags like a conquer is really fun. My only question with that is, would the speed effect of the flag stack with other flags. So you might be able to just like completely shut down one or two loops with three flags but and the downside is you know having all flags in one spot. I could see how that could get pretty ridiculous with the vanquisher ability as well, but again you're kind of putting all your eggs in one basket of survivors being in the dead zone you created so it's still risky. I also love the idea of vanquisher not just downing you instant but allowing the killer to still kind of be right behind you after a hit.

    I think the Golden Chain addon could probably you cause exposed, because killer instinct is kind of a meh reward. Once they break the flag you can visibly see which one was taken because the aura will be gone and the smaller radius is a pretty sad downside. Plus if they are breaking flags during vanquisher they are taking a pretty big risk already as that's the place where the killer is most powerful.

    Hex: Chronophobia is a really awesome idea for a perk but my one gripe with it is the 3 tokens reward kinda conflicts with the 4 token reward because blocked gens can't regress.

    For Hex challenger I think it would be fun if the killer moved 25% extra speed and the survivors moves 20% and has the stun thing that way vs your Challenger it's a really fast pasted and high octane chase. It would also make sense for the survivor to get maybe like a 10% vault speed increases or something.

    Acrimony is an interesting idea for a chasing perk for survivors. I don't love the idea of a non exhaustion perk that slows the killer, but also having this perk might mean you don't have a better perk so maybe its balanced, but kind of a hard one to judge without it actually existing.

    I think play with fire is just a no mither buff so I'm a fan.

  • The only screwing sbmm has been doing to me is I have to wait 20 minutes for a game of killer.

  • I don't understand how people can complain about The Game map when haddonfield exists.

  • I've uninstalled dead by daylight multiple times, nothing wrong with taking a break. I hope your games get better I'm sorry.

  • @ILEECHIPS said:

    I love the idea of a knight killer and the power is awesome being able to trap survivors in the armor having almost a portable hook if reading correctly can really change the variety of gameplay.

    One thong i do question might just be how I see it but Ghostly withdraw seems kinda weird because your kinda forced to get a scourge hook perk maybe of it also spawned in some it would make more sense to me

    Im only saying this because if yo I were doing a adept or something it would basically be useless

    But anyways keep up the good work

    Whoops, should have put under the description of the perk that 4 random hooks are changed into scourge hooks. That's how Scourge Hook : gift of pain works, and I just kind of assumed that was how all future Scourge perks would work. But I see how that could be untrue. I will edit the my post to fix.

  • @thelegion_fan said:

    https://forum.deadbydaylight.com/en/discussion/284781/killer-concept-haunted-knignt

    Just thought of a quick little add on idea here it is. Dull spike tip (yellow/green) when sheald dashing if a survivor gets pinned and you hit a object/environment they go to the injured state (not injured to downed because it is dull) down side sheald dash is slightly shorter / ok theres the first one now the iridescent one. Sharpened spike tip (red) when sheald dashing if a survivor gets pinned they go from healthy to injured (after dash ends) if you hit a object/environment they get insta down no matter what. Ok what do you think about them? The reason they effect dash is because it is added to the shield. I think it whould fit pretty good but what about you?

    Definitely interesting ideas for addons and did think about the concept of the dash injuring survivors while creating this. In terms of its viability though I think it'd be really difficult to implement without it being frustrating to play against. I honestly don't think that it would make the killer that much more powerful but I think survivors would be annoyed by the concept of the chase basically being shortened significantly by an add-on. It's kind of like engineers tooth pinhead right now, which is an iridescent add-on. What ends up happening is that you hit the first survivor with the chain and they just DC immediately from the game lol. It's like it doesn't make the killer really that much more viable in terms of winning the game but I think to a lot of people it just feels like an unearned injure. So I think you could probably have some kind of add-ons that would have the effect of injuring survivors upon being hit with the dash but you would probably have to have some other side effects and changes to do with other parts of the killer's power to compensate.

    What I would do to make the most interesting add-ons would be to make several add-ons that have substantial effects on the killer. Like let's say maybe a cool iridescent would be something like with 50% soul energy the killer can just set the Armor free and it wanders around for 60 seconds.

  • This change makes alot more sense than the old OoO.

  • @Alexmon70 said:

    If i 4k and utterly destroy survivors. They insta leave. No GG, Nothing.

    I get destroyed? oh ggs! Yeah its ok, you had a rough game, haha, better luck next time or (insert toxic comment here)

    I get a 2k? maybe one or two will say gg.

    Why is it hard to admit defeat? or admit someone played good, or bad (but in a more constructive way then just "haha your bad")

    if we all just.. Told each other the things we're doing wrong (in a CONSTRUCTIVE MANNER) the things we do right.. i don't think toxicity would be such an issue here and in other games.

    its not simple but i'd like to think this community is better then that. Sure we have our differences but we're all here for the same reasons. Well at least id like to think so.

    any thoughts?

    I noticed this too but I would remember that if you utterly destroy a team chances are they probably didnt have a gg. I'm on the team of never saying gg ever. If i do the survivors must have played absolutely spectacular or something.

  • The issue I have is you can dc as survivor and not face a matchmaking Penalty by killing yourself. Very annoying as killer losing tons of penitential points and knowing that it was fine for the survivor. When I play a killer like hag this happens most of the time and really it makes it not very worth it to play her. I enjoy getting points and when im walled from it very frustrating. My current situation is I can either play a "balanced killer" and maybe do well and get points, or I can play a powerful killer and make no BP. Really if a survivor Dcs it makes me want to Dc.

  • I don't think that Ds should turn off after eating 2 but I think that if you eat a Ds any currently activated Ds should turn off. That way you can't be punished for doing well getting alot of hooks in a short period. Honestly though once the new chapter comes out with the New Ds where it turns off as soon as you perform an action to further the progress of the game it really shouldn't be much of an issue anymore. If 3 people want to keep their Ds they won't be able to do gens or heal or anything except be a pest and follow you, which rewards you more than them.

  • The lead game designer said it was a cool playstyle pretty recently so...

  • They will never nerf her because Nurse still loses more games than most killers. The statistics are the only thing the devs will consider when there is no clear problem or solution.

  • @Huge_Bush said:

    Because there is no way for the game or devs to tell the difference if you lost internet or if you pulled out your Ethernet cable.

    You should switch providers to get better service or stop ruining other peoples games with your spotty internet. It sucks when there are 3 gens left only to have someone get put on hook and another DC's due to their crappy internet. If you can't get better internet, then online games are not for you.

    No, I'm fine with penalty due to bad internet. What I'm not fine with is a penalty due to a crash that is caused by a bug.

  • My Response to the idea of buffing Solo player is as follows:

    I love the idea of buffing solo queue and killer to match SWF i think would be an effective solution because it close the gap between the different kinds of game play ie (Killer and survivor). I have one main criticism though. If you buffed everyone it would absolutely shorten the length of the game. This is because a buffed survivor can complete objectives faster and a buffed killer can kill faster. This I think is an issue because it would cause the game to be determined by fewer events, this is already an issue in my option. For example, if a killer slugs everybody in the first 3 minutes, that is few events that make boring game play. Another example, if the killer finds a survivor at the beginning of the game and has a chase that last lets say 100 seconds, 3 gens can pop and the game is usually more than halfway done in 100 seconds. I think thats boring game play not only for the killer but 3 survivors who sat around and held mouse 1. Also a shorter game makes the time spend in a match less worth it. Do you really want to sit in a 20 minute queue for a game that already doesn't last long enough. I think the most rewarding games are the games that last long and cause the skill of the player to be king. Another reason a quick game is bad is because the point system rewards everyone for long games. Also if the entire team dies in 5 minutes the killer and survivors are punished with a game were no ranks go up. But in a game that last 30 minutes and a team dies, in my experience everyone gets 20k points easily.