CharlieChatBox
CharlieChatBox
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He's fine-ish. Only issues I've had is when they chill out in a locker next to hook. And the fact I can't see ######### on certain naturally darker maps. Same applies as playing as him, on certain maps, darkness does jack diddly. Super limited by locker spawns on maps like Coldwind or Swamp.
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Crop top Julie. Crop top Billy. Crop top Dredge.
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Ran into a pair of survivors who burned this offering and No Mither for this exact purpose. Didn't know about the lunge onto the logs. Bumping thread because people are now intentionally trying to do this more.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/3021187#Comment_3021187
The hemorrhage change came out of nowhere. It was not a pressing issue and could have easily been delayed and launched at the same time they changed Resurgence and Solidarity. Instead, they went forward with the hemorrhage change and then proceeded to work on 39 other perks.
I'm not going to keep arguing with you, though. Agree to disagree.
https://forum.deadbydaylight.com/en/discussion/comment/3021229#Comment_3021229
Resurgence heals you 50% when the killer hooks you, if you are affected by hemorrhage, you lose all that progress while sitting on the hook.
PFFFT HAHAHAHAHAHA. I DIDN'T KNOW THAT. That's funny
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I get that solidarity is a total joke, but people think Resurgence is a joke? It goes really well those last 8 charges in a yellow medkit and overcome. I know its nowhere close to A tier, but its still a C+. Passing, albeit barely. It does things unlike solidarity, poised, left behind, buckle up, etc etc.
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Overall, these are the proposed values. If it gets the response they want, they'll leave it at 2.5%. If not, they'll either bump it to 4 or 5% come live version or the next mid chapter. They're low balling the value because going too hard in the other direction will cause issues on its own. Playing it safe isn't an issue. If anything, I'm glad with the ground we've gotten. If we can get an inch... you know the rest.
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Hooks taking longer to break is a telegraph to its effects, and even hex retribution does not provide aura reading for that length of time. However, it being a counter method to sabotage plays could be interesting. Maybe:
While carrying a survivor, the Aura of all other Survivors in 16/20/24 meters are revealed.
When a Hook is broken, it is repaired 15 seconds sooner.
Hopefully this fits somewhere as an anti-sabo while also being useful to find survivors close to you who might be trying to make plays.
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@Chilli_man2400 said:
It sounds like a good idea but it will still be ######### cause survivors have no reason to grab tapes. Her cooldown to teleporting is already long enough there’s no point to grab tapes. It should do this
-Projection does not inflict condemnation.
-projection cooldown is reduced by 90 seconds.
-projection cooldown when survivors shut tvs off is increased by 40 seconds.
-survivors who insert a tape gain condemnation and spreads condemnation to other survivors not carrying a tape
there made it a meme addon but changes the entire killer
Those numbers may need to be fudged as a 10 second cooldown on the TV might be a bit too much. But I get the gist, and its pretty cool.
But also Tape Editing Deck if wanting guaranteed value.
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@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/comment/2896032#Comment_2896032
somenos who doesn’t think silent bell is a ‘non-issue’ is a killer main. It’s a ridiculous add-on especially paired with all-seeing. I can’t take anything else you said seriously after that.
It still has the uncloak whoosh and his growls. It is one of the stronger ultra rares, true. It allows him a large amount of stealth as a stealth killer. But it doesn't mean that they're just trolling you or that what they have to say is completely false. People are allowed to be fallible, and still have good points.
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2 seconds to disarm her trap is a bit too short. It sort of makes her on the same level of trapper, and as countered. But do agree that her traps shouldn't be near hooks.
Quick spiel: Hag can't do much if you break her web early before she has pressure, of if multiple people start triggering her traps at once. But yeah, pretty oppressive if you don't know its her before her web is up.
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What do you mean by this? Do you mean you can move the one you're leaving or the one you're switching to?
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Looks good as an option.
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@RDQ_TheRedFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2900715#Comment_2900715
To be fair, I also don't like NOED for the same reason people claim DH is an unfair perk. Both are UNEARNED and take 0 skill to get. Granted, Rancor and a few others behave this way, but they're not quite on the level of these perks because they're hard work for nothing types. I don't hate the fact that these perks work the way they do, but so many others do genuinely despise these, so to appease the masses, this was my simple idea.
As for a simple nerf to NOED, I would just do what Kyto did. Make it require tokens per hook that you get in game to activate. I'm not exactly sure how to make it as simple as this nerf (which again, is only a response to several people begging for a nerf.)
TL;DR - I don't really care if DH does get a nerf or not (I don't run it) and if this was put in, NOED would have to get nerfed in a similar way to compensate.
https://forum.deadbydaylight.com/en/discussion/comment/2900653#Comment_2900653
I'm unclear on the Safe Unhooks you've brought up, but that's not why I'm responding to this, lol. I'm responding to you because while you technically can, have you forgotten the speed burst you get when hit? In order to use it in the same chase you got it in, you'd have to flip around to body-block a second time, then use DH to protect your buddy. I'd personally use it by taking a hit for a teammate, then sprinting away to hopefully make that chase last a bit longer, then use DH for my next chase since I already have it active.
The unhook thing is a potential option to placate people saying protection hits are too hard. Since there are a limited amount of safe unhooks in the match. And yes, I'm aware of the having to turn around. And I'm also referring to people having to unhook right next to the killer out of necessity.
And to respond to a later comment, self care takes 32, 5.7 COH is 21.4. It's why people are still losing their minds over it.
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Add-ons of Concern:
Cat Figuring: Why is this a straight nerf? Give it something in return. Also, what do you mean by the +/-15% arc vs +/- distance?
Baby Teeth/Weighty Rattle/Rusted Needle: Kidnapping victor still prevents application of status effect. It's why they're not good. And this doesn't fix that. Unless I'm reading it wrong.
Stale Biscuit: Mangled should stay till Fully healed, not 45 seconds.
Cat's Eye: I don't think I understand this. Or it's use. So, you traded a cool stealth attack add-on for one that makes your attack worse and very hard/unusable around trees?
Victor's Soldier: Too long on aura reveal.
Drop of Perfume: Aura reveal seems unnecessary.
Silencing Cloth: Also, a bit too long, since a quick toggle refreshes that 20 second timer. And the 40 is basically half a gen.
Iridescent Pendant: Technically balanced. But also is boring.
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@Joemoe said:
https://forum.deadbydaylight.com/en/discussion/comment/2901780#Comment_2901780
Opinion about the addon changes? Also I think literally the best way for Twins to have a more fun and slightly more interactive playstyle is to give something to Charlotte. That's the most simple thing I can think of.
What did you give her? Other than having Victor being able to drag back his kills? Cause I don't remember reading that this gave her anything.
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@ays12151 said:
https://forum.deadbydaylight.com/en/discussion/comment/2900598#Comment_2900598
You could use this with Beast's Marks but in that case you are playing without Award Winning Chili (Best addon). Maybe 6% is to much,but 4% could be perfect. To be honest a lot of players don't understand Bubba's power and get a down isn't that easy (MEDIUM-HIGH MMR).
Good solution would be decreases duration to 30 seconds and movement speed bonus to 5%. Then it could be fair. (Imo Fair don't exists, SPIRIT 70% movement speed addon xD for example)
Spirit's is an ultra rare. And almost unanimously agreed to be BS. And you can play without Chili. But doing the math, wow, Chili is really powerful. It's kinda absurd. And yeah, +5 for 30 would probably work.
In short, why speed specifically. Why not stacking/temporary cooldown from chainsaw downs. Or things other than speed, which already has 2 add-ons.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2900603#Comment_2900603
Would it actually make sense though? Bumping onto nothing mid-rush?
It's a placebo. The wall is a fake. As far as things making sense, not sure if this is where to draw the line on Blight. Unless that's not what you mean.
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So Victor has no slugging or snowball factor. Got it. Then I guess that 6 second respawn time technically works. Yes, increase the time it takes to shake them off, if not make it so the slug can't shake them off. Make it so he can only be kicked off by someone else and faster than the 8, but allow them to recover, since Victor still detects others around him.
This is a much weaker Twins than the current counterpart, but your design has merits as an interesting rework.
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You got my hopes up. I've been wanting this for so long, and all I get is a sentence. Pain.
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@Howdy_Hoe said:
https://forum.deadbydaylight.com/en/discussion/comment/2900705#Comment_2900705
TBH sorry about the font size. If I make another concept I'll up it. But in my defense, it looked great zoomed in on illustrator while I made it.
I can see your points about the raritys of these. Though with the Maps and the sacrifical ward I was pretty agressive about upping the rarity of those becuase some maps favor one side or the other and i'd rather more often than not it be left up to chance.
I'd fight to keep the Lethal Pursuer Lite offering cause I think it's pretty cool, but it would be maybe overpowered on smaller maps. I kinda feel like it balances out in the end cuase if you are on a giant map it's kinda useless.
Once again sorry about the font size.
It being OP in any scenario is cause for concern with an offering. An offering shouldn't serve as a 5th perk.
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Hoarder: Wow, that's a bit too much, actually. Wasn't expecting that. It's also a major tell if you have Hoarder, and almost only synergizes with Franklins. And two item drop add-ons. And still won't give you that much value, because people don't loot in front of the killer. Or pick up items while already injured if they had dropped them from franklins. Or don't pick them up. Until you're not around. Suggestion, make it map wide. And give the Killer undetectable when someone picks up an item for 8/12/16 seconds?
Oppression: This is indeed one way to take the perk. Admittedly, somehow balanced?
Cou De Grace (I don't like the french): Reduce that to 30/35/40% bonus lunge increase if that's a permanent buff. But definitely interesting.
Base Kit Power (I'll address Add-ons after we hash Base Kit Issues): Blood Tracking still encourages the slugging to an extent, since it rewards him for going after injured survivors. You have to then swap again if you want to do any form of snowballing due to the auto switch. I get the idea of him dragging them, and think it's pretty clever, but you list it that they can remove him in 15 seconds. If you hoof it directly, you get him to drag towards you 40.5 meters, and can get the 109.5 meter away survivor in 15 seconds. If the AI didn't run into a wall. Killer also only has 2 power buttons. So I'm a little confused by the "third ability button". The 6 second respawn time still makes it so kicking Victor isn't too much of a hindrance, and isn't really a punishment, since the gremlin can instantly follow up faster than a person can heal another. And does he still have the shriek radius detection while dragging? Seems mostly solid other than these gripes/concerns.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2900691#Comment_2900691
If you are right and Dead Hard is that OP, then killers would need to be nerfed to compensate for the game imbalanced caused by getting rid of Dead Hard. You have to remember Dead Hard is used by about 50% of the survivor player base. Are you willing to accept across the board nerfs of Killers just to nuke Dead Hard?
Remember, I have no bone to pick in this fight, I run Sprint Burst almost exclusively and think all the Dead Hard stuff on these forums is hysteria.
I'm good with losing Hook Grabs. Seems like a fair trade.
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The text is friggin hard to read. Too thin and small. Need to open and zoom into the pics.
Perks: Yes.
Offerings: Yes.
Prestige: Make a new set of cosmetics for this.
Bloodweb: yes.
Survivor Browns: Yes.
Yellows: The one that protects items should be Green.
Greens: Fine, actually.
Purples: The one that rejects maps should be Green. Same with the +200% if everyone escapes. And probably should just be if you escape.
Pinks: Maps should be purple. +200% for all Survivors should be purple. And if you escape. Maybe make a pink one where its +100% to all survivors for each survivor who escapes?
Killer Browns: Fine
Yellows: Increase keep items and decrease chests to green.
Greens: No Aura read, and up decrease 2 chests to purple. And do the same offering challenges for killer and survivor.
Gripes aside, this is really cool, even if it hurt my eyes to squint and read.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2900653#Comment_2900653
So the only way to use Dead Hard would be taking a protection hit. That idea completely nukes Dead Hard. I don't use Dead Hard, I use Sprint Burst when playing survivor, and that would make Dead Hard unused.
You know, sometimes nukes are good ideas because wars need to end.
And I'm not seeing an end to the Dead Hard issue.
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Base Kit Myers tier 1 could be buffed to 110. Problem solved.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2899366#Comment_2899366
Survivors who use Dead Hard, which is about 50%, would quit this game if they made this change. You are talking about giving Dead Hard the same requirements as Mettle of Man, which is a dead-dead perk because of those requirements.
I don't play Dead Hard, but my god, this change is ridiculous.
Except with this change, you can literally use the perk in the same chase in which you earned it. That's not the same as Mettle of Man.
And if they made both proc from Safe Unhooks, I'd finally get teammates running BT.
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Link their twitch and report them and maybe it will. Otherwise, people have no idea who you're talking about.
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Zombies do need many changes, because they're not even his power. He has the only power that you can somehow viably get away with ability only. And this change, doesn't change that.
0.35 wind up for an attack that ignores pallets and windows is jank. These changes would be more fair, if it was an "ALTERNATE" attack, and not the primary attack of Nemesis. As in it wasn't always the best option. Make it harder to use, and then you can make it more powerful.
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Here's a dumb idea:
Forced Penance: Applies Broken status effect for 80 seconds on Survivors who take protection hits.
Whenever the Broken Status Effect expires, the Survivor Screams, revealing their location for 3/4/5 seconds.
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Gates force powered at 25 mins, Killer auto wins and game terminates at 30?
Games can go as long as 20, but unless its a hostage situation, they shouldn't go longer than that.
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Blindness physically fogging up terrain outside of X meters could be interesting. Make it so Survivors will almost always hear killers before seeing them, unless they're already breathing down their necks.
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Not sure if this should be the solution or if it can even work, but bumping cause its hilarious.
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Flashlights: What? You're saying to remove the one altruistic thing with flashlights, and to make them more annoying in chases? I mean, I get what you mean by people being morons with their torches, but their stupidity balances out the power of the save. If anything more power probably should be susceptible to the flashlight before we start tweaking one of their only real uses.
No Way Out: This. Unironically. It shouldn't just be a better Remember me. This also goes to a latter extent to Starstruck vs Mad Grit.
Dead Hard: Or give it some type of prerequisite, but I get what you're saying.
Hook Grabs: Yeah. Completely agree. BS when the killer camps, and BS when someone legs it over to the hook, only to have the Killer leg it behind them and still grab them off.
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@danielmaster87 said:
Rushes being slower is an interesting idea, because it gives more control instead of being fast fast fast, but it needs to come with something that allows the Blight player to capitalize off that effect. And if the rush is too slow, nothing else matters because the survivors can just react with plenty of downtime to what you're doing.
That's why the slower speed only triggers after the psuedo bounce. Being able to Slam at any point of a Rush is pretty useful.
Though I am now wondering if triggering the Slam Manually should eat a rush token. Thoughts?
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@ays12151 said:
https://forum.deadbydaylight.com/en/discussion/comment/2898716#Comment_2898716
You need down someone to get this effect. You are carrying Survivor sometimes it takes 15 seconds. Then you need find A Survivor. In my opinion this addon could be just good, Beasts Marks better still.
If you've downed someone, you're bubba. You can leave them slugged until your 45 runs out as well. And hooking shouldn't take 15 unless you're greeding for basement, and yeah, you're bubba, so fair, or a scourge hook. It's not that hard to get a chainsaw down with bubba on most maps. Especially not later into a match. 6% faster is 139.15%. With Beast Marks, that's 142.6%
The bigger issue I have isn't that you're trying to buff it, its that you're trying to make it a 3rd speed add-on. And making it twice the potency of its equivalent rarity option.
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How long can a survivor run without getting tired? Jokes aside, when you've already killed 1-2 survivors, and they insist on being slugged, slug them. You've already effectively won.
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Not sure if it needs to be a much better version of Beast Marks, since this seems like a "win more" add-on now. That's double the bonus from Beast Marks without it's draw back, and you get it from just playing Bubba. If anything Shop Lube just needs a number buff, potentially to 30-40 seconds, since using Shop Lube and Knock Out gives you a lot of slugging pressure.
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@dinomazing said:
https://forum.deadbydaylight.com/en/discussion/comment/2898515#Comment_2898515
you can't bless a pentimento totem, so it doesn't actually.
wait, seriously? I didn't know that. whack.
either way, you already know where the totem is.
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Since you're still new, Killer might be "easier", if you're actually matched with newer players. If not, well, sorry in advance for the toxicity.
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Cosmetics that rank up with how badass you are? Neat idea!
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Out all things to complain about regarding Hag, you choose one of the things that is actually counterable. Look at the trap before it pops.
If anything, why aren't there more threads complaining about the ability to leave traps uber close to hooks, or in basement?
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@BubbaDredge said:
My complaint is that the TV notifies nearby survivors, the lullabye notifies nearby survivors.
Can't we have a little stealth for this stealth killer? Decent survivors are pretty aware of what's going on around them and if they're not, shouldn't a stealth killer be allowed a chance to capitalize?
Fair. The base stealth probably shouldn't have such a large lullaby if not one at all. Teleports usually need a telegraph, even if they're non-directional.
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Allow it to benefit from Safe Unhooks. Remove it's downside. Make it require 6/5/4 stacks to proc. Unsafe hooks are limited, and forcing people off of gens so they can be overly altruistic doesn't sound too bad.
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@dinomazing said:
https://forum.deadbydaylight.com/en/discussion/comment/2898051#Comment_2898051
We lost this ever being a viable idea the moment they released pentimento.
Pentimento can only bring a totem back once. If anything, Pentimento inadvertently doubles the number of boons that survivors can make.
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If not destroy, putting the perk on a cooldown for letting it get caught out by the killer should be fair. That, and the fact that cleansing and blessing take the same amount of time. Blessing should be longer, even if marginally so. 18 to bless, 36 seconds cooldown?
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Why is there no winter gear for killers? They have summer gear. Why not winter?
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For Exhaustion, because Fearmonger exists, it would make it so doing gens would always be slowed because Exhaustion would slow gen progress.
For Blindness, I can see that working, but I can see that being unnecessarily annoying for some, and more annoying than effective. Many of the previous visual effects in game have been reduced in potency due to them causing too many visual issues for those with less than stellar eyes.
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So the math would work out to 50 for no survivors by TV, 60 for removing a tape, and 100 if you hit a survivor near the TV? It might be less cheesable if you have it reduced whether it condemns or not. The cheese is teleporting onto someone, and then waiting the few seconds before hitting to avoid the increased cooldown.
40 secs if no condemned, +20 for every condemned given by tv maybe?
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2898471#Comment_2898471
Great question! While it could work that way, I think his case is kind of different than her traps. My first impression is it could be an alternate button the same as when you view a portal to go through, and still put the power on cool down (to balance it out, not to mention it already has a fast base cool down and there are add-ons to make it even quicker).
So you'd have to be over a portal and highlight the "destination" portal, then choose to either teleport or destroy? Both have the same cooldown? That sounds pretty interesting and fair. You should make this an individual post suggesting a way for Demogorgon to have a better QOL with a way to destroy his own portals!
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Sounds fine except Pig. And to an extent Legion and Ghostface. The latter two are understandable, but the Pig is very small, and does not have much mass to her. Using her foot makes the most sense.