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CupertinoEffect

CupertinoEffect

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CupertinoEffect
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  • Saw a suggestion on the subreddit ages ago that the different backgrounds could be rewards for the Adept challenges.

  • @4Two_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1603194#Comment_1603194

    in a chase, will this remain active forever? i think the biggest issue with ds rn, is that if you are able to loop the killer well while its active, they dont really get punished for it. after 60 seconds the killer can just tunnel freely again.

    the reason i loved basekit idea, is because it allows low rank players to still be able to play, and it means tunnelers are punished, without having to run a certain perk, just to counteract bad behaviour on the killers side.

    however, the TR idea is a very cool one, not sure how it would work on stealth killers though

    Stealth killers throw a bit of a wrench into the distance idea. In the version of the perk I wrote, it's a pre-determined 32 meter distance, not terror radius, so stealth killers don't auto-counter it by having no radius. Survivors could use the timer as a sort of pseudo-Spine Chill pseudo-terror radius by gauging how far the cloaked Ghostface is based on how slow the timer is going, but, it'll last a minute at most and isn't that powerful so personally I'd just leave it.

  • Might be a bit overkill, and I don't see it being part of the base kit, but I do like the timer idea.

    Reducing the timer down from the 40-60 second range to around 20, but the timer is affected by vicinity to the killer, sounds like a good change to me. Killer can still counter a survivor they suspect of having DS by slugging or walking away, but aren't forced to ignore the crutch survivor who immediately hurried into a locker for 10% of the match or take the hit and aren't completely shut out by pairing with Unbreakable or similar perks. But killers who would just camp with a shorter time limit can't do that because the time limit could become even longer than it is now if they try. Therefore it becomes harder for both sides to exploit, and punishes tunnelers, without nerfing it into the ground.

    I pitch the following:

    After being unhooked or unhooking yourself, Decisive Strike will become active for X seconds.

    For every 8 meters below Y meters you are from the killer, this timer is slowed by a stackable n%.

    If you are grabbed by the killer while Decisive Strike is active, receive a skill check. If you succeed, you automatically escape the killer's grasp and they are stunned for 5 seconds. Decisive Strike then becomes deactivated for the rest of the trial regardless of if you succeeded the skill check.

    [blah blah blah obsession perk, not important to this pitch]

    Let's say Y is 32 meters. If we assume that, then either n can't be a number that exceeds 25%, since that would naturally cap it at 100% at 0m, or "slowed by a stackable n%" should be followed by the phrase "to a maximum of" and a hard cap, in which case n could be anything. Either way, a hard cap would still be helpful even if there's no risk of exceeding 100.

    For perk levels, on one hand X could be 10/15/20 (or whatever) with n as a fixed number. On the other hand, X could be a flat 15 or 20 no matter what and n be 10/15/20% (or whatever). The former is clearer as a fun video game reward progression, while the latter sacrifices a little bit of clarity to the non-meta gamers who won't understand why that percentage is important. Y could also be shifted, but I don't think that's a good idea.

    Personally, I'd like something like this:

    After being unhooked or unhooking yourself, Decisive Strike will become active for 15 seconds.

    For every 8 meters below 32 meters you are from the killer, this timer is slowed by a stackable 15/20/25%, to a maximum of 75%.

    [etc.]

    So if you're a legit survivor and a killer is trying to tunnel, a 15 second countdown reduced to the maximum of 1/4 speed will take about 60 seconds of camping with 16m range to time out. Same as we have now.

    Meanwhile, if you're a legit killer and you suspect that a player is trying to bait you or exploit the perk, the counter is the same counter DS has now. Slug, or just let them go. The difference is it's now significantly more effective to counter it properly, preventing tunneling without being the meta-controlling crutch perk many consider it to be now. And even if you're slugged, the timer will usually still be more than 15 seconds since most killers will probably have to spends a few seconds in the slowdown radius after downing you anyway. Killers are better off doing a patrol of the gens or chasing off the one who unhooked the survivor before doubling back.

    At this point the main issue I can see is Decisive Strike being too circumstantial as a killer would only have to even think about countering it if they were already near the hook to begin with and might accidentally run out the counter if they're just out of range for 15 seconds, though if they're 15 seconds away you could argue that it's fine? The numbers could be tweaked for sure depending on where we think true balance lies but hopefully what I have here is a decent start.

  • If you want to save a slot on your first example, you could sacrifice 50% of your injury noises and run No Mither.

    Seriously I don't know why No Mither existed in the first place. If the intended use of it is "don't get hit," I could just do that without No Mither and still not leave blood trails, with the added bonus of not constantly emitting 50% pain noises.

  • Honestly it's shocking to me that the kanabo isn't already paired with Oni's weapon slot.

  • @gibblywibblywoo said:

    Yeah it looks like an old Jpeg they found on google images. The kind you'd see in a kids presentation.

    I was trying to avoid the words "deepfried JPEG" in my feedback for fear that it would sound hyperbolic, but as long as I'm not the only one thinking it, yeah the barbed wire overlay looks real stock JPEGy.