matthewg64
matthewg64
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@KayTwoAyy said:
Just a shot in the dark, but perhaps the actions needed to see value from Very Rare Add-Ons are influenced by rank? Pinky Finger is ez mode. ...but i understand some might struggle more than others to get value from such an Add-On.
Yea everyone’s had their 1 minute games before. If you could control time and fix your pathing it would different but luck was with the killer that game
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@KateMain86 said:
The Oni is way too powerful. I can't tell you how many times I have seen a powered up Oni take down an entire team after downing the first survivor. Pair this with survivor finding perks or gen pressure perks and its good luck you'll need it to have any chance of escaping the trial against that. My suggestion and feedback on this killer is that his power should reset if he downs a survivor with it activated. It is not fair to play against a killer that retains power after significantly hurting the survivor team with an instant down ability.
How often do you play and Do you not watch YouTube? There’s counter okay to him. It’s always easy to complain about him but start playing as oni, and see if it’s that easy to get 4ks. IF it really is op as you claim, make a video on your struggles as survivor or you totally dominating as killer and give a idea on how to change him. This complaint is weightless, its no good. I’m a survivor main it’s really just a billy that has to work for his power
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It would be an interesting change. personally I like the passive phasing, gives her more character.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1912656#Comment_1912656
Ah so now, we're just temporary buffing the killer and survivor. That's not what I understood from this:
a clown event, cool joker boxes that survivors wind up, clown can change the colors of his gas that week?In one post you're saying one thing, in other completely diffrent thing. While stlil on topic.
yea that’s for another topic I guess
other killers will take some thought but the main thing is each killer has a spotlight week. Changing their powers is a lot so instead it’ll be simpler. Kinda lame because the only thing left to give is points, but if it’s the necessary move then here
trapper: triple points for each successful trap
survivors: collect bloats
-maps are extra vibrant in event mode, more decorations
wraith: double points for uncloaking hits, gain a 2% bonus to each category for every 30 seconds spent cloaked
survivors: a pole with a wraith bell on it must be wrung to reveal a hidden hex in a 15 meter radius
Billy: scares crows around the map that you can saw thru for points, they don’t stop momentum. Double Points for chainsaw downs
survivors: little green mortars that one can pull start to activate it. Runs for 1 minute. Grants a bonus to gen repair points.
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@REL1_C said:
Now this use to be meta perk but now you'll hear "who uses self-care". So all I think self-care buff should be is increasing the 50% heal speed to 75% heal speed. If you combined this with botany, it'll be 108%. It's quite strong but it's 2 perk slots wasted to heal yourself. If you think about it, it's a buff to self-care and botany but a nerf so the survivor cant use 2 more meta perks lol.
you gotta remember all the perks you could combine with that new buff and it would be insane. Sc is your permanent healing method, but in return it takes longer. If you use it, I strongly suggest dropping it. It helped me get used to the game but it’s more efficient for yourself and the team to use a new kit or get healed by someone
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@timbologna said:
- It's quicker to just 3rd hook a survivor instead of mori
- You've literally just unbalanced the game
- I'm stuck queuing with the same toxic red ranks that keep bringing two blueprints and a key, last game 3 of them escaped with a gen left. Y'all can keep saying leave the game and enjoy as your survivor queue times keep going up and up.
They’ll never get rid of moris because the animations will go to waste
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@AhoyWolf said:
What if there was an Add-on that allowed Blight to regress Generators when Slamming into them?
Maybe a Rework for Summoning Stone?
Summoning Stone
When Slamming into a Generator, it starts regressing at a normal regression speed.
What do you think?
Seems pretty dope
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@AnnoyedAtTheGame said:
Can we get another nerf to % on the gens please?
All this game is now is 4 swf who just want to come in the lobby and gen rush the game.
Can we add another 30 seconds to each gen? decrease great skill check to add a quarter to the percent its at now?
Also toolbox nerf so they do half the % they're at now.
It's an absolutely waste of a match. It's a waste of BP that could have been earned. I got a felling I will start lobby dodging again today.
You gotta remember before adding more time to gens, think about all the abusive Freddy players you’re gunna see. That’s the worst scenario ever. I’ve suggested in the past adding an objective that pushes survivors off gens
-power surge: in-between every 2 gens OR at 2 1/2 gens, survivors must activate panels before continuing on gens
-blockade: I even drew out the animations years ago but in the walls, there will this thing survivors need to pull out and activate before gens can be worked on OR it affects the gate. Either way the blockade structure is simple
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1912412#Comment_1912412
Ah, so you mean the rift!
it would be celebrating a new killer every other week?Just instead of every weak, it's slightly longer and just once. And usually for 2 killers and survivors!
I see what you're proposing, and for killers like clown, plague, nightmare, that could definitely work. But it wouldn't really work for every killer. Like, how would you celebrate Trapper or Legion? Aside from "yay, they're the killer of the week guys!"
Since trapper is the the very first, I think it’s suiting that the entity manifests in a much more aggressive form. The events is kind of like a very slight, but fun buff for killers. And survivors get the chance to match that buff by interacting with things in the map. And for Variety’s sake, If it’s trapper week, you can play any killer you want in his event but you won’t get the interactions. that’s still a debate tho.
-Trapper can interact with the entity in certain locations. When you approach you can give a trap to it, in return it will become a blighted trap. They can’t be disarmed. Blighted affect washes away if activated.(can’t place blighted traps in front of exit gate, only defaults... maybe) I’m not set on this idea tho, it’s open for change
-survivors can collect serum from little bloats around the map. Once enough serum is collected, they go to the same thing killer interacts with and the entity coats them in blight. This blight coat has no affect until being hit. Getting hit gives extra speed speed to gain distance, making you discouraging to chase.
-legion is open for many opportunities, it’s in the name. This is IMO what his power should’ve been but for the event. Legion can enter a locker to embody it. Blocking it off for use and gets a notification if disturbed. Once inside you can look around and see auras of lockers and which one you want to pop out of. you can do this a maximum amount if 6 times so by the end of the trial legion is more of a, well legion I guess lol if it’s too cheesy to do something relating to his name then do something like this.
Legion can interact with a pillar or something that gives him a crazy feral. fills his frenzy bar by 15% for each vault he does, cannot abuse the same window. Lasts only in the duration of one frenzy. So basically always getting around the map
survivors can interact with spray cans and Mark 1 vault location. Get points for doing so and The survivor who sprayed it can vault thru that window and blocks it for the killer for 5 seconds. Entity burns up paint . Spray cans are limited so use em wisely
if that’s not fun or fair then something else can be done. With all my suggestions
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1911173#Comment_1911173
I... didn't deny that
They aren't... the best lately but that's besides the point.Making an event on 24/7 wouldn't help that either. So I don't see your point too.Read the edit then, fuc you guys. I clearly said it would be on different tabs. If you don’t want to play events then don’t. Read the 2 killer themed events. I didn’t wanna say this in the beginning I honestly thought someone would expand on this. We can obviously have Christmas events during Christmas you doofs that’s not what I’m saying... I was giving a bloody example for the 2nd time.
On the separate tab, it would be celebrating a new killer every other week? that’s the dbd theme I was hoping someone would bring up but guess I have to. Yea it’s a lot of work but so is making the new game mode that people are talking about wanting. That’s one of the most logical themed events I can imagine bringing into dbd without having to create a whole new deal.
if this idea is so horrible I won’t push it any further, but nobody seems to see what I’m actually picturing.
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@AnnoyedAtTheGame said:
So just been in another match getting t bagged at pallet drop by p3 characters.
So any info on the t bagging removal or are the devs to busy playing friday the 13th?
Oh, the person got tunnelled and camped to death for t bagging me.
Show us your gameplay, or when you remember record the games you get T bagged a lot. The better you are the less at bagging you get, I’m just gunna say it. So honestly if you don’t learn to get over this is a video game you’ll get heated easily in real life. Just remember when they’re doing it their just people having fun. They’re not gunna attack you in real life and if they were an Anonymous friend you guys would laugh about it in the end. If all else fails, and you still wanna get mad. imagine watching someone else getting mad at it, it’s quite funny
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@Terro said:
Right now in dbd being uninjured is just plain better, while being injured makes you an easier to down and easier to find.
Just 0.5%-5% buffs to stuff. You could even make it only work outside of killer terror radius. Something about being injured giving more focus or adrenaline or the entity's power seeps into your wounds. Maybe even the closer to death hook you are the stronger things get.
At the very least make it harder to find injured survivors and easier to find uninjured survivors. Helps solve tunneling and helps early game for killers.
1.Have you heard of no mither? Some people run killers permanently injured #########.
2. dead hard is in the tool bag
3.iron will + pro survivor = healthy survivor
injured survivors don’t need ######### I can run people just fine injured. Sure I won’t make as ballsy of a play but being injured is what the killer deserves.
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“Big” occasions. Firecracker gens! Yay. Pop pop. Nothing interactive, hardly ever. The Most action that’s allowed is a little pull on something and consume it animation. Are you gunna deny the fact they’re like that? They’re so uninspired, I can’t believe the reaction I got on this forum. We really don’t wanna change huh
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1910140#Comment_1910140
Because we've been like that for over 3 years now? Themed events, for big occasions. They aren't... the best lately but that's besides the point. There shouldn't be an "event 24/7" because that just makes those themed events less of an event.
Also
that are coherent to your entity theme= Blight. It's Halloween but also in entity mood.It’s not besides the point that the themes suck. they are to insignificant to be treated like willy wonkas golden ticket. We’re acting like starving people when they give us a neat looking gen to work on. And it pops a little extra. I can’t believe the reaction I got on this forum. and MANDY why don’t you give out a little hope instead of talking about how difficult it would be. I’m so sorry you guys would rather put work into a HUD change that’s gunna revert in a week due to people hating it.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1910439#Comment_1910439
Your other main point was to keep it as is but with a quicker cooldown right? I believe I acknowledged that in my post, I'd take a shorter cooldown, and maybe even make the duration longer too (45 seconds is not that long, and they may heal up by then anyway). It could last 1 or even 2 minutes to punish not healing even more.
yea but where it makes you broken as well, it would be a neat buff
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1910233#Comment_1910233
At the very least the cooldown should be reduced and the duration increased IMO. 45 seconds isn't that great and it already goes if they get healed, which might be less than 45 seconds anyway.
You lost me at spine chill, how does blood echo punish spine chill?
https://forum.deadbydaylight.com/en/discussion/comment/1910209#Comment_1910209
I don't see why blood echo should only punish the survivors killers interact with. Let's say Survivor A is engaging in the game and gets chased and manages to escape, or has been unhooked, and survivor B is hiding in the corner, or sitting on a gen far away. Should survivor B gain immunity to the perk just because they are doing gens, or even worse, just sneaking around?
It’s just the combo, forget spinechill what about the other stuff?
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@JediWithASniper said:
I’ve mentioned this in a few threads, but never put up a post about it. I feel like hexes need a massive overhaul, and I don’t really care which ones get buffed or nerfed, except to say that most hexes are extraordinarily weak. (I am a survivor main) I propose the following changes need to be made so that the Hexes become a more enjoyable part of the game for both killers and survivors.
- Eliminate Hexes from the blood web.
- Each killer should come with two new hexes.
- All Hexes are at their max tier, (like in the bloodweb) and do not need to be leveled like perks.
- Each killer may equip two Hexes along with their regular number of perks.
- All Hexes (of owned killers) are immediately available to all of your owned killers. (If you purchase a new killer, it unlocks their two hexes for the rest of your killers.)
I get what you mean, I fantasize about haveing a 5th slot. A perma perk that you can only change during rank reset. But 2 extra slots, specifically housing hex’s leads to one viable combo. Undying + the hex you like + bbq and the other 3. It might work in the worst killer in the game, but nurse players would doom us with that change
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@JPA said:
Does anyone think Blood Echo is a little weak because it is both situational AND has a cooldown?
It will only apply the effect to survivors which are injured, so it is situational in that you have to have already applied pressure to the entire team for it to get full value.
On top of that, it has a 60 second cooldown, even at tier 3. A whole minute is quite long in DBD.
I feel it should have a shorter cooldown, no cooldown, or perhaps be stronger, perhaps in one of the following ways:
- it applies to everyone, not just injured players
- it applies to everyone, but the exhaustion effect is lifted when you injure or put a survivor into dying state
- the effect lasts longer than 1 minute
- it has additional effects to exhaustion/hemorrhage, 4 seconds of aura maybe?
Survivor main here. What if it stays only effecting injured survivors. BUT in return it has a way shorter cool down. Way shorter because it’s meant to punish injured survivors and if you want me to even go this far, Since it targets injured survivors, what if it also makes them broken for the duration too? Blood echo seems to punish spinechill resilience and dead hard users but still not the case.
I say this is because that’s been my build and I on purpose stayed injured against a bloodecho user and the conclusion is, I’m still at my best when injured. Even if bloodecho exhausts me I’m not dependent on my perks, I 99 my health so it looks vulnerable, he chases me I waste the 45 seconds and then he leaves.
to narrow it down.
blood echo: all injured survivors suffer from the exhausted and broken status effect for however long?
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@Hex_Salt said:
https://forum.deadbydaylight.com/en/discussion/comment/1909281#Comment_1909281
Good point but it shouldn't have to be a perk. Gens regress so why not the gate?
because you need ruin for automatic gen regression, it would only be fair you need a perk for automatic gate regression as well. Unless you guys are talking about physical going up the gate as killer and doing an action to regress it’s progress. In that case, I fail to see how it would be all that significant.
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@Mandy said:
Events are time limited because they are themed events, usually requiring a lot of in game changes and major updates to enable the theme. To have a completely separate game (which is what you are inferring) would be an enormous amount of work and actually really difficult to implement on all platforms.
Maybe make some brand new themes that are coherent to your entity theme and not Christmas? Geeze the summer event was an example and from the look of it I’m the only one who missed it. It sounds a lot easier than creating a whole new game mode since BHVR wants survivor objectives to remain at 1 thing. NOED and devour makes it 2 objectives but that’s situational and another topic. It seems like they don’t know what to do, so why not add something you’ve already coded in? nobody’s talking about any changes in detail to the game. It’s not that it’s a terrible game we’re obviously addicted to it, but it’s not gunna last or go any further if the creators remain satisfied. If they’re not and they are working on stuff idk why they can’t be vocal about it.
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@Mandy said:
Events are time limited because they are themed events, usually requiring a lot of in game changes and major updates to enable the theme. To have a completely separate game (which is what you are inferring) would be an enormous amount of work and actually really difficult to implement on all platforms.
@Milo said:
They are themed events for a reason. Does any game you play does that?
why Do we wanna be like every other game now?
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1909270#Comment_1909270
like i said having forcible obsession switching on two perks won't happen and that would be way better than nemesis it's just not reasonable, hell i would run that on it's own.
Having gaining a token upon obsession being switched be a secondary effect would probably be good but limited unless you also run nemesis.
Before you respond yes i heard you, you don't want to have to run two perks but they won't make PWYF switch obsession especially with how easy it is to manipulate the chase mechanic.
yea that’s the stubbornness I hate about this game. Can’t change one without dueling the other.
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1909245#Comment_1909245
Not my idea as I am not OP.
Although I somewhat agree with you, I do want to say that with or without this change, killers tend to facecamp during endgame to secure a kill anyways so adding this wouldn't change much.
Also, comparing one of your matches to a change isn't a very good argument due to the fact that not every match is going to have the same outcome.
Regarding my last 2 points, I do agree about it being a perk instead. It could be seen as OP by some & a perk is a good way to fix that.
I’m not comparing a match. I said plenty of times, as well as other experience this often. It would be a force of motion and I don’t like rushing the end. It would take away the option of playing how we want in the end. Ik 99ing the gates takes away how you want the end to play but that’s where the game clashes. The way it is, you had your chance in the beginning now it’s survivors turn to rein. If it’s a must have, it needs to be in the form of a perk
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@AChaoticKiller said:
I do feel it needs an additional effect however since tokens will be consumed quickly making the perk inactive for large periods of the trial.
That’s why my additional effect was being able to switch obsessions And Not NEED nemesis I hate the fact behavior thinks I wanna take up 2 slots for a play style but okay okay narrow it down for me
2 tokens worth 7.5% each
OR
keep it same, automatically gain token upon getting new obsession.
edit- I also imagined tokens only being consumed when downing someone but, that would be inescapable with stbfl haha
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@dmhughes86 said:
Why so angry. Relax I'm just trying to make the game better. It's ok if we don't agree but no need to be hostile.
I understand how it can feel the game can feel really oppressive so I want to suggest things that alleviate things as much as possible for both sides. I personally feel that this actually makes the game harder for killer overall but at least provides some tools for him to deal with it. If you don't agree I understand but let's try to get along.
I’m angry because I had a lot of good points in there but also, idk sorry if im not completing understanding your true thought process. It’s just when I read what you wrote, i can’t help but wonder if you’re trolling or not. That first sentence you have honestly ticked me off cuz I, idk screw it. I appreciate that you are suggesting ideas but I can’t imagine how this isn’t too powerful.
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1909219#Comment_1909219
It is definitely meta because it is used every single time it comes down to the endgame.
Sure the survivors earned their escape, but if somebody gets hooked & they go for the save, there shouldn't just be a door waiting for them. It should be a choice between either saving that person & taking a risk or opening the door, no in-between.
Hell even if the doors do get changed to regress, there will always be somebody near them to prevent that anyway, so what's the problem with it?
there’s been PLENTY of times I, or others go down for the first time when the gates are powered. We ran him the first gen, then again for the last 2 but your idea would totally put me in an undeserved position. Unless I have the fantastic 4 I’m probably getting face-camped, which I play solo, unfortunately. But seriously it maybe could be a good perk, but not part of vanilla DBD
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@dmhughes86 said:
Hatch always visible to killer.
Totems can be lit by survivors (20 sec required)
When a totem is lit by survivor they gain the ability to see the hatch. Also one chest on the map should be despawned/sacrificed. Keys that can open the hatch should only be able to be found in chests on the map. Killer gets notification of chest sacrifice.
If a totem is lit with a hex it must first be purged before being relit.
I’m sorry but these suggestions are absolutely horrible and would make hatch situations a one way road. I wrote a whole load of reason why and explained them but my page decided to refresh so here’s the nice version
1.survivors don’t need to see the hatch it’s a horror game for peetes sake and not our right to have so it’s a 50/50 we get the rush or we don’t
2.killer sees hatch? Just literally why? what benefits does that being? Why does the hatch exist at that point
and I’m too mad to keep writing I lost a ######### essay on your ass. this would ruin the game
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@dmhughes86 said:
Hatch always visible to killer.
Totems can be lit by survivors (20 sec required)
When a totem is lit by survivor they gain the ability to see the hatch. Also one chest on the map should be despawned/sacrificed. Keys that can open the hatch should only be able to be found in chests on the map. Killer gets notification of chest sacrifice.
If a totem is lit with a hex it must first be purged before being relit.
1.totems break after cleansing. BHVR won’t make animations for rebuilding them and I dont wanna see my hands hovering for a few seconds and bam it’s built. Also, being able to even do that is extremely powerful if you have a key, people tend to forget the hatch is a chance thing, it would be broken.
2.killer always sees the hatch? do you think it is just free points for kicking? That takes away the whole 50/50 scare factor of the whole hatch deal anyways ######### is that suggestion.
3.chests being sacrificed? What the? You really gotta go into more detail And I’m wondering why you worked that into your totem/hatch rework but whatever
theses aren’t reworks they sound like buffs that will cause hatch situations to be a one way road. It’s supposed to be a scary situation, implementing your idea would remove the horror factor once more
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I fantasized about it but By then the survivors won, that should be in their control. The only benefit of EGC really is getting the chance to use bloodwarden and maybe slug and camp for the next 3 minutes so what’s the issue you have with 99ing? I’ve never heard it been described as a meta, it’s just a method. An effective and necessary one from the survivors side. From the killers side well... the gates are powered. And although that’s when stuff tends to go downs it doesn’t mean the killer needs that extra advantage of 100% setting off EGC. Otherwise somebody will ALWAYS be getting chased while the other opens the door, then they’ll most likely go down as EGC starts and the whole camping/slugging the last 3 survivors starts again. We did our 5 gens, regressing exit gates isn’t deserved. As much as I would’ve loved it while I got my ass kicked as trapper rn, somebody woulda been screwed over for no reason.
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@Karao_Ke said:
Trapper is in need of a buff (or even a rework) & we all know it. The question is, how would we do that?
One of my ideas to buff him would be:
Whenever a survivor attempts to disarm a trap, they have a small chance of getting stuck in it. If you want to be more fair, slap a overcharge/DS skill check onto disarming a trap & if you fail it, you have to attempt to escape the same way as if you actually stepped in it.
Or if people still feel like that's too unfair, make it an addon. I personally think it's what Bloody Coil should've been.
Let me know what you guys think! Of course we could just have him carry more traps at once, but I think this being added as well would spice things up a bit.
hell yeah I HATE going against trapper but he does need buffs. The skill check thing is amazing, Idk if I’m comfortable with it being part of his base kit, but a purple add on or green forsure.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1908946#Comment_1908946
I don't see that as too much of a problem since if a pool is that close you should have used it instead of blocking the pallet, it's pretty easy to get hits with CP the problem has always been getting to pools since they are almost always out of the way. Also if the killer did this couldn't she have just used a basic attack all that gives you is time to run. the killer would also have less time in CP so if they downed you quickly they return to normal when they could have gotten another hit or down.
as said when using solicit chant she is slowed to nearly a hault and it lasts 3 seconds, i don't think the pools need their interaction time increased since they are still out of the way usually and i don't see it being a good change since faster is always better. also the time can be reduced to 20 seconds effectively limiting it to only 1 maybe 2 chases but i think the range should increase then so ingesting corruption is better since you would get 60 seconds instead of 20 seconds edit: that is if 20 meters isn't good enough.
I don’t usually let plagues get a basic attack on those pallets. Also I kinda wasn’t considering the fact that she goes slower when using solicit chant. Only because now I’m sitting here trying to imagine this. I see a plague use solicit chant, but knowing that her speeds movement speeds are slowed, I’m just picturing exploits and ways survivors will punish that movement speed. And if that’s worth drinking a pool from a distance. I do like the idea of drinking from a distance, but her being slower than if she just walked up to one, i honestly think as a survivor I have the advantage. Unless I’m in a dead zone. If she respects the pallet I’m dead forsure but 99% plagues don’t wanna get stunned so tbh I don’t think she needs that slow down.
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@Onyx_Blue said:
Demogorgon:
Roar audio only applies to successful Shred and Basic Attacks.
Footsteps are quieter.
Shred hitbox width is slightly reduced.
Portals take slightly longer to seal (1.5s)
Portals cannot be sealed for 6 seconds after they have been opened.
Cruel Limits - every time a Generator is fully repaired, the two closest Generators to it's location become blocked for 20/25/30 seconds; Generator blocks do not stack.
Red Moss - moderately increases Shred range (5m); slightly increases movement speed while charging Of The Abyss; moderately decreases Of The Abyss charge speed.
Rat Liver - slightly increases Of The Abyss charge speed.
Vermillion Webcap - tremendously increases the duration of the Undetectable status effect applied to The Demogorgon when emerging from a portal. (10 seconds)
Violet Waxcap - moderately increases the duration of the Undetectable status effect applied to The Demogorgon when emerging from a portal. (6 seconds)
Barb's Glasses - removes the audio of traversing the Upside Down and portals opening; decreases movement speed to 4.4m/s.
It’s things like this you wish you could directly forward to the dbd creator and force him to read it lmao. The response team sucks here I’m sorry if it gets brushed over. Although I do disagree with the portals being under this 6 second protection after being opened because it would create an infinite boomerang where he can just keep coming back to that portal. On top of wanting an extended seal time, it would be pretty drastic to get rid of any portals
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@trokx said:
india is the second most populous country in the world! Accounting for 17% of the WORLD population, I think it’s only fair to ask for an Indian character next season.....hope dbd developers read this!
And if they do I’m not tryna be racist it just fits. An arab survivor and a mummy killer lol. His tunics would be some dope cosmetics
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1908842#Comment_1908842
The only issue i think vile has is simply consistency, players who are good at her would rather use the faster stream of vile and wont want to use a projectile more slow than her regular vile, It's also really easy to hit survivors with her power in the first place.
I think you would want to use this ability in a chase and try to use pools of devotion in corners as you chase since it is more worth it to ingest corruption like normal as you would get twice the duration. In my head it would be you just going to a loop like normal and than she starts chanting and your like "OH #########".
simply put during a chase unless you pass right by a pool of devotion you would want to use solicit chant and when you patrol or just hook a survivor it is more worth it to use ingest corruption so you have more time to use it and find survivors with it active.
i think if this idea is too strong a simple change could be to either reduce the time to 20 seconds or reduce the range you can use solicit chant i personally think it's ok like this tho.
Yea your idea seems fine. I’m a survivor main so maybe when using solicit chant, drinking a pool takes 1 second longer than usual just because I imagine it would really throw good survivors off. We’d have to find a new comfort zone now that she doesn’t have to walk away from me to get her power. And also a if you’re fine adding this, she can’t use solicit chant if she’s too CLOSE. So it’s strictly used for drinking a distant pool. Otherwise you could body block a pallet, sip the blood that’s 6 meters away and always get that hit. solicit chant would make physically going up to one obsolete. What do you think?
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Not bad, that idea seems to help her if a corrupt pool is in the corner or something. That ######### would be scary.
Another cool power would be to switch between a stream of puke and into balls that explode, they travel slower and takes longer to charge but it can hit around corners, anything hit by it stays infected longer, and it’s more effective.
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@Chrisko said:
The game is ideally balanced around 4 survivors to 1 killer.
When a survivor is first hooked and immediately suicides it creates an immediate 3v1 situation. The match is now unbalanced and diminishes the remaining survivor's experience. Also, it tends to create negative feelings toward the killer who is not at fault for playing the game in that role.
When survivors are allowed to exit the game early with NO PENALTY (unlike a disconnect), it harms the rest of the participants in the match. This is especially prevalent in the Solo Q.
BHVR, look at your statistics where players have suicided on hook early in the match and see how that has affected the balance of the game. I would love to see what the data says.
That 4% unhook chance is too give some players crazy experiences and makes them feel lucky. It’s taken advantage of, but those opportunities is what behavior loves, taking an unexpected turn. So it’s for them to change that.
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@Amelio said:
https://forum.deadbydaylight.com/en/discussion/comment/1906706#Comment_1906706
not the first perk that should have that feature but It's so simple that It's suggested since when I started playing and it look like it doesn't make much of a difference so it's useless spending time changing the perk that way, I don't know why you think that what my suggestion is so crazy but the perk it's weak, modify the spawn will not change much but decrensig the tokens actually give it a use in a combination with some perk normally underused but with a lot of potential, let's see If yall actually know the game well: name some of these perks
aw so you don’t want it to be a hex anymore, that’s my idea too lmao. The way you wrote it mislead me but yeah that’s exactly how I see it. Survivors have the power to take 5 tokens away from the killer but that’s the maximum amount. After that the killer can keep stacking, except there’s a major problem I just thought of. The only time your gunna have your tokens is when theirs only 2 survivors left, and you might have like 3 tokens? By then it’s pretty much a hatch game. It sounds cool and interactive but you will never get to it’s full potential, and when you do it’s not gunna matter. Your tokens will remain around 1-3 until... wait. But if they break a dull before you get a stack, they technically only have 4 tokens that can take from you. Damn it’s a maybe
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@Amelio said:
I really like the concept of huntress lullaby but It feel too inconsistent every time I use it so I was thinking about a way to make it more interesting for both killer and survivors:
what about the perk don't spawn a hex totem and grows in power as nomal (one token every time you hoock somebody) but Any time a survivor clense a totem you lose a token and the perk deactivate when all totem are clensed
this mean that a survivor can reduce the power of the perk more easely without getting invested and loosing a lot of the time in the search, on the other hand the killer don't have to fear to see the perk go away after 2 minutes and can actually use it consistently all the match
good and experienced killer probably find ways to use this perk with good survivor, overcharge and unnerving presence can actually be usefull whith an active H.Lullaby versus good survivor since the just don't expect that, on the other hand playing against the perk as a barely competent survivor I think that I didn't felt that change in lost skill checks because I had to be more focused on the gen so I belive that the perk is good against experienced suvivors cause it mess with their habitual timing
your idea of the hex not spawning until it actually has effect is a great idea. Drop the other stuff tho. I know behaviors speaks that language, every perk has its necessary detriments but loosing a token for every cleansed totem is way crazy.
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@REL1_C said:
No offensive to anyone but did anyone actually read what I put, I didn't say they weren't 0 counter, I said there's no counter to a camping bubba.
Yea that’s true, but changing bubba won’t change the fact people still loose as him, and their loosing streak results in a face camp. Face camping in general should come at a cost, not just for bubba. The idea is by staying in a 10 meter radius of a hooked survivor, all others gain a 25% boost to gen repairs to enforce a strict 1 kill only if you face camp. And activating that mechanic automatically counts as a depip. To punish them. Oh yea rank 1 offers as much as a rank 20, this games all sorts of messed up. The twins are unfinished, while they’re working on the next chapter, And the damn reward system remains meaningless. You have to BUY the rewards. It’s sad but true once a man strikes a gold mine he’ll settle. He made it, screw all the other gold that’s out their. That’s what behavior is screaming.
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@AnnoyedAtTheGame said:
How many games does one have to get t bagged in?
Player after player after player begging for t bagging to be removed only to come on here and get nothing but ignored by devs.
You remove the T-bagging issues by getting the freak over it. best we can do is run around in circles to piss the killer off and you know what? You’ll hate that too. You’re also forgetting that crouching is so you can hide better, if you don’t allow your character to instantly crouch again it could accidentally expose you if you miss judged where the killers looking. It’s not created to make you mad, same way with the waving and pointing motions. It’s for solo players to communicate.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1905531#Comment_1905531
I love how so many new players go to feed back on the forums to complain about killers when they haven't even gotten that good at the game yet, yes im talking about you.
Anyone with a good amount of time in this game knows survivors are stronger than the killer to the point where against good survivors in a swf only spirit and nurse have a chance, and if they are using a complete meta build then even spirit is iffy if she can win.
I know I made a whole rant forum talking about how the newbies have the loudest voice. It clutters up the forum and keeps the good ideas unknown and same topic is being discussed by 50 different people.
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@RodrigoFlecha said:
This, I am talking about the Trapper, but I say at the door, today it is not possible to place under the key to open a door and at other points on the map, even the proximity of the gain, a trap should be placed anywhere.
I hope it’s a glitch. I got inspired to play trapper after versing one and I couldn’t place traps at the exit gates. Like the trapper did to me but I couldn’t, I was pretty irritated
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@Valkaryne said:
My idea to prevent the killer for camping would be to set a perimeter (15 meter for example) around the survivor he just hooked and if the killer stays in this perimeter for more than 5 seconds for example, he runs slower (for a couple of seconds) or the life of the survivor doesnt go down.
The idea is to give a chance to the survivors to be unhooked so at least they can escape.
Yo dude how bout this, if killers within 10 meters of a hooked survivor for more than 10 or 15 seconds all survivors get a 25% action boost in order to get things moving and into the next game. originally the idea was 5 meters, but killers could walk outside of that to deny this mechanic.
or like someone said about just slow the rate the entity grows.
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there’s a reason you didn’t get a single upvote lmao
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@REL1_C said:
There's so many things unfair is this game, we all know this. Sorry but bubba is the most. Realistically, bubba can get one down, hook and face camp. There is no counter to this, this is just stupid. I'm sorry but bubba is the worst designed killer. I'm not one of those survivors who will complain about every killer, I have "mind-gamed" spirited and "mislead" a nurse but not even borrowed time can counter bubba. Bubba shouldn't be removed but I have an interesting change. Make bubba rev his chainsaw moderately faster than default and revert him to his old self, kind of. My idea is where if bubba "By default" will break a pallet, take one health state from a survivor and have a small slow, he'll be closer than other killers to the survivor.
I came back because I had such a fun game against bubba. I love versing billys, pigs and bubbas and I’m far from alone. You really need to make a YouTube video on your gameplay because there is counter play.
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@Onyx_Blue said:
So, apologies in advance to the very few amount of players that main Hag. She cannot stay the way she is, her power is incredibley uninteractive and her gameplay is lazy.
In order to remedy this, I have designed a new rework that would keep her identity in tact, but make her an actual interactive trapping killer. Here it is:
Hag:
Traps no longer allow Hag to Teleport.
Triggered Traps glow Golden on the floor for the duration of the alert.
The Survivor that Triggered the Trap is revealed via Killer Instinct for the duration of the Trap.
Triggered Traps afflict Survivors with the Bewitched effect.
Bewitched Survivors experience reversed controls for 30 seconds.
If a Bewitched Survivor interacts with another survivor, they pass the Bewitched effect onto them for an additional 5 seconds.
Traps have a 3m Radius.
Hag can only place 7 Traps.
Traps do not recycle.
Traps cannot be placed within 20m of one another.
Traps cannot be placed within 12m of a hooked Survivor. Traps previously placed nearby will be destroyed if a Survivor is hooked there.
Devour Hope - gain a token each time a Survivor is hooked up to a max of 3 tokens; 1 token gain 2% Haste effect for 5 seconds after hooking a Survivor; 2 tokens gain 3% Haste effect for 5 seconds after hooking a Survivor; 3 tokens Survivor suffers with Exposed effect. Survivors gain a notification if hit during the killers Haste effect.
Mint Rag - Replaces the Bewitched effect with the Fogged Mirror effect. Fogged Mirror flips the survivors FOV causing them to see falsely. Triggered Traps glow Blue.
Scarred Hand - is now Common Rarity and replaces the Bewitched effect with the Phantasms. Phantasms have collision; increase available Traps by 3; gain 150% bonus bloodpoints in the Deviousness category; gain 100% bonus bloodpoints in the Brutality category.
Waterlogged Shoes - increase available Bewitched Traps by 2; reduces the Bewitched effect by 10 seconds; Slightly increases duration of a Triggered Trap; Slightly increases Trap setting speed.
Pussy Willow Catkins - Triggered Traps cause the Hemorrhage status effect for the duration of Bewitched.
Willow Wreath - Triggered Traps cause the Survivor to experience colourless vision for the duration of Bewitched.
Rusty Shackles - All placed Traps glow and reveal Killer Instinct of Survivors within a 12m radius when a Trap is Triggered.
Granma's Heart - Gain a 2% Haste effect for 4 seconds after placing a Trap; slightly decreases setting speed.
Disfigured Ear - Gain the Undetectable status effect while walking through a Triggered Traps radius.
Dead Fly Mud - A Blackhole effect is emitted from the centre of the Triggered Trap which pulls everyone within 5m towards it.
Dragonfly Wings - A Blackhole effect is emitted from the centre of the Triggered Trap which pulls everyone within 5m towards it; a survivor caught in the centre is Bound for 10 seconds.
Dried Cicada - A Blackhole effect is emitted from the centre of the Triggered Trap which pulls everyone within 5m towards it; a survivor caught in the centre is Bound for 10 seconds and suffers from the Broken status effect for 20 seconds.
I didn’t read that because you said you wanted to keep her identity, yet take away her transport ability? If that’s your idea rework her whole power, don’t allow to place traps and not teleport. The whole point of the killer is to pop up on the survivor instantly. You should think of a totally new thing instead of reworking her traps
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@RodrigoFlecha said:
NOED needs to stay activated longer and the totems are harder to find, or maybe even notify the killer automatically when the survivor starts making the totem regardless of advantage.
NOED has to stop being finished with totem
@RodrigoFlecha said:
NOED needs to stay activated longer and the totems are harder to find, or maybe even notify the killer automatically when the survivor starts making the totem regardless of advantage.
NOED has to stop being finished with totem
Sounds like your noed got cleaned before you could use it, wish I got survivors who did totems instead of gens. If you’re using noes your padding yourself for a fall, it’s really not that op.
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@yobuddd said:
On this, I’d like to throw in the concept of actual ideas. Over in the Feedback & Suggestion portion of the forum, there are loads of truly inspired chapter ideas, killer concepts, perk ideas, solutions to persistent problems, etc.
These are generally positive posts by loyal members of the community and I think they deserve recognition! Just once in a while having a dev pop in and say “wow, we’re going to discuss this idea at the next meeting.” I mean, dang! Talk about feeling validated! This would inspire even more diligent and thoughtful work on future ideas! It would energize these loyal fans and the player base as a whole!
But currently, well...
Its one thing knowing your idea probably won’t make the cut, but that’s to be expected. It’s quite another knowing that it’ll never even be looked at...
That’s why I keep spamming ideas. An on the discussions I do post ideas. I try to make it obvious, that my exact idea isn’t the perfect one. But it’s something to work with, think about, consider, build upon or tell me I need to think in a different direction. I’m not looking for a desk at behavior, just an upgrade to the game
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@QwQw said:
He's annoying yes, but his horrible map pressure means that even though he's strong in chases, you can't 4k with him every game. Also, I have never played a COD game.
Then I’m sorry to hear you missed out on some quality zombies but there’s people who don’t miss, and if they do they’ll make up for it. patience is all it takes. The icing on the cake is his terror radius. If it’s too big survivors run. Too small you’re gunna need spidy reflexes. Shoulda been a lasso type deal that you have to wind up before launching.
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@DoritoHead said:
there is response, just no change.
Any valid responses? Or another copy and paste one.