Bazzajack
Bazzajack
About
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- Bazzajack
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Comments
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Would be better if it was something like the next hit that would put you from the healthy state to the dying state will instead make you injured but with a deep wound
This way the survivor can't use it to have 3 health states and have to be healthy in order for it to work, also wound be a good counter to NOED
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/924578#Comment_924578
Sarcasm? that really doesnt help anything. if youre referring to the title it was originally posted on general discussions which people will only click on if they feel they can argue among each other which isnt what i want. i want changes that will improve the game, if you disagree say why, or your opinion`s. just dont be one of those people who will disagree just because, i think these changes are just and a step in the right direction
Whilest its posted like a funny remark actually some genuinly good ideas in referance to Key/moris and defo the totems pay out
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He did it, he fixed Dead by daylight
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Would be a deccent thing to slap on Bamboozled or Cruel limits but a bit BS if it just became killer base kit
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I get the consept of it being fair but the last thing I want is to wait 30 mins every match for another 4 red ranks to be avilible
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/889239#Comment_889239
Even if that were true, why does that matter? The principle is the same: there's little you can do to counter it.
What can you do to counter a mori?
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I think their fine the way they are, as it stands its much harder to pull off a key escape than a Mori
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Agreed it should work from the last gen being done
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Yeah right
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Not to mention half the charms are just copys of eachother in different colours
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@FireHazard said:
It's emblem based for the most part. It's determined by how well you do in-game, and as such you're rewarded for your gameplay.
It says here on the DBD wiki that it's also determined by the amount of time you've spent within the trail itself.
here's a quote from the wiki.
Experience points
Experience Points or XP are how one levels up their account. They are obtained after each trial and are calculated depending on the following factors:
- Time played in the trial (1 XP = ~1 second)
- Highest Emblem Quality
- 18 XP for obtaining at least 1 Iridescent Emblem
- 12 XP for obtaining at least 1 Gold Emblem
- 6 XP for obtaining at least 1 Silver Emblem
There is also a "First Game of the Day" bonus (300 XP), that can be obtained for either side for completing the first trial of the day.
interesting...
there are some things here that I wasn't even aware of, like a first game of the day bonus and what not.
Cheers mate
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I would agree if once downed the perk stays active until grabbed, nothing stopping the killer from slugging and then coming back, just like now
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@Doctor_Derek said:
https://forum.deadbydaylight.com/en/discussion/comment/790011#Comment_790011
oh cool! i didn't know that. thanks!
"Object of Obsession just ruins stealth killers and take away strategy from killers like Trapper."
Ruins stealth killers? you obviously didn't know about it
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It doesn't do anything to stealth killers anymore becuase of the undetectable status affect.
It is a powerful perk with a massive drawback of the killer also seeing your aura, leading to you getting rightfully tunneled and killed, its not a huge problem
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@Pigster said:
https://forum.deadbydaylight.com/en/discussion/comment/763410#Comment_763410
That sounds interesting and risky, sounds like an great concept. So it woul kinda match with this all knowing evil 😁
https://forum.deadbydaylight.com/en/discussion/comment/763391#Comment_763391
True, i just think this downside matches so well with the franchise and should be implemented in some way. Its just a personal opinion 😅
Fair Enough
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@Pigster said:
Well i like the idea, its like the perk solidarity should have been. So as a rework concept, i like it.
But still thinking the downside of MoM should somehow be implemented, cause it matches so well with the franchise, removing it feels kinda wrong.
If you want a perk to a have a downside it has to actually be worth its while in the first place
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@AhoyWolf said:
No Mither
You will start the Trial Healthy. After the Killer hits you once, you will suffer from the Broken Status Effect for the duration of the Trial. Your thick blood coagulates practically instantly.
- You don't leave pools of Blood.
- While running or in the Dying State Grunts of pain are reduced by 50 % otherwise Grunts of pain are reduced by 50/75/100 %.
- Grants the ability to fully recover from the Dying State.
- Removes the Ambient Sounds while Injured.
- Gain 100 % more Bloodpoints to all Bloodpoint categories.
The bonus Bloodpoints are only awarded post-Trial.
Thoughts?
"The killer won't see that you have the broken effect"
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/740924#Comment_740924
Skill? It doesn't require skill to find the obsession and let it go.
No but if you miss a hit on a survivor you lose a stack of the perk, Hence the skill
There would be no counter play
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Nah it takes all the skill out of the perk
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Other than some extra bloodpoints what would actually motivate a survivor to bother with this?
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@HellCatJane said:
Thinking about we'll make it, is not a teachable. So, it would make better sense. I think combining 2 teachable's especially from different characters won't be good. (and seems unrealistic to happen)...
I thought the dev's intention was to make the perk slot, entirely about points. So its your choice if you want points or "something useful". Like yes it would be great to get the useful and points... but idk. I guess I am more curious now why the dev's chose this approach, if not for that.
Also, No one left behind is only for points as well.
In saying that it is a choice its' not fair that killers don't need to make that choice becuase BQC is a meta perk with the extra bloodpoints slapped on aswell, I think the majority of Surv and killer mains agree this fact and that it could do with a little something added on
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@HellCatJane said:
Why don't we just take all the perks and combine them into one perk. #SeemsBalanced
There's a reason things are separated, to not make things over powered. I would love certain things to happen, but I don't see it happening. If we started combining certain perks because they "fit" together instead of just making a build and just using them together, I'd hate to think where we'd be left at. And the whole idea is only to save an extra perk slot. /shrug.
But seeing other survivors or something seems comparable to BBQ and it doesn't seem super unbalanced. It's not always easy to judge certain things without testing it either. BT would help with people that just go around farming others, who don't run BT, but then again I check what they have and they don't even use WGLF either..... so I don't know...
I think the dev's wanted people to take different perks and fit them together making their own builds, they didn't intend to just start combining them. But maybe they might.... who knows... This game will be around for a few more years I am sure. But I doubt it.. /shrug.
EDIT: When I said I doubt it, i mean I doubt they will combine old perks together into one.
Again not trying to be rude with this, It only affects bloodpoint gain and no perk should have zero affect on the game.
The way you wrote all that sounds as if I'm saying "lets put all exhaustion perks into one" which couldn't be further from it, in its currant state the perk just isn't fair
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@HellCatJane said:
I kind of like the aura idea. We'll make it and borrowed time seems a bit "overpowered" kind of... altho it would be great for BT. I don't see that happening tho.
"Overpowered" is a poor choice of words when talking about adding something that increases the amount of BP's you get to a perk that already exsists. I suggested BT since it already fits in with the currant meta and would make sence with how the perk accumulates stacks.
However I feel We will make it is a very reasonable suggestion and I don't see how people could disagree with it
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What do you mean by passive ability? like pig having traps and a dash attack?
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@JawsIsTheNextKiller said:
I'd like to see it counter instadowns instead. The original punished the weaker killers too much.
Yeah it should defo be a counter against the exposed affect
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Nah it's pretty weak already tbh, needs a buff if anything
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@joshuashep22 said:
Head on is very underwhelming and after the killer gets stunned once they are unlikely to fall for it again not only that but head on gives you exhaustion and barely Any time to escape. for these reasons I feel like head on should be more rewarding for survivors who pull it off. Here are some of my proposed buff's:
1 increase the stun time to 5 or 7.5 seconds.
Head on just does not stun the killer long enough to be considered rewarding and gives barely any time to escape.
2 give head on a separate cool down from exhaustion.
The exhaustion is just not really necessary for such a niche perk.
3 remove 3 second charge time.
Head on is just to tricky to pull off for what it's worth this way it allows survivors to make risky saves and clutch escapes by instantly stunning the killer if they do not move away in time.
What changes do you think head on needs?
Let me know in the comments below.
Its should either be:
Killer gets a 5 sec stun
or
Killer gets pallet stunned (2secs/1 with Enduring) and surviour gets a 3 sec sprit burst
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It's a risky and "team player" move that offers no reward +1
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People be crying like this ######### perk is about to become the new Meta
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/665317#Comment_665317
Oof, having to use a Perk slot on something that happens very rarely?
Oof having a feature added for something that happens rarely?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/660053#Comment_660053
The issue is that it's one of the least used hexes in the game. My suggestion would be that it only notifies you or the curse of blindness when an aura is blocked.
Tbh that should be the case for all status affects, don't tell the survivour until it's actually doing something, Especially for Huntresses lullaby
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The third seal is already a good perk, and your suggestion with the whole no Terror radius thing would be ridiculous
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Wouldn't work people would just report for things they don't like, example anyone who tunnels or facecamps me would be getting reported
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Added poll: https://www.strawpoll.me/18004525/r
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######### did I just read
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@Milo said:
I'm gonna say it one more time... Give Wake Up this: "While in exit gates you reveal your aura to other survivors." and maybe buff the speed to 15/20/25%
Also your No one left behind - why does it need when hatch closes? Cause i can't see a reason that would it require with your change.
When the hatch closes the EGC starts, even if your the last survivor you would be able to heal yourself twice as fast making the perk still viable
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Are there any Plans to buff hope to last the entire end game collapse making the perk a potentially boss end game perk?