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EwokVDub

EwokVDub

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EwokVDub
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  • @Mister_xD said:

    yeah i can get behind that.

    what would you say about these ideas:

    1) Dead Hard

    when active, press the active ability button to make a dash forward, avoiding any incomming damage (stays the same as right now)

    uppon activation, Dead Hard causes the Exhausted Status Effect for 60/50/40 seconds and deactivates itself again (also stays the same)

    Dead Hard activates after being in a chase with the Killer for X/Y/Z seconds without taking damage.

    essentially, i keep DHs effect the same, but with an actual activation requirement.

    This ensures that those who like the Perk dont feel like it was robbed from them, but it also means it no longer is a free second chance perk, but actually requires some work on the survivors side to get active.

    It essentially shifted from being a get out of jail for free card to a reward for Survivors doing well against the Killer.

    also, you no longer need to be injured for it to work, so thats something. still, Killers would have a lot more control over when someone DHs and when not. taking chases they shouldnt leads to you being punished / the survivor being rewarded.

    2) Hex: No One Escapes Death

    when the last generator gets repaired, Hex: No One Escapes Death activates (a change in the activation requirement so it no longer triggers uppon hatch being closed)

    uppon activation, turn all remaining Dull Totems on the map into Hex: No One Escapes Death totems. If no Dull Totems are available or when the Perk doesnt have enough Hex Totems left for it to take effect. (only important for Tier 1 and 2)

    when active, the Killer gains the ability to kill Healthy, Injured and Dying Survivors. Doing so will result in the immediate destruction of 3/2/1 Hex: No One Escapes Death Totems.

    now, NOED received a whole rework from me, so let me quickly explain:

    first of all, it no longer triggers the Exposed status effect or a speed bonus effect. This means the Killer doesnt just get an easy anti loop tool and cant just immediately slug all 4 Survivors.

    instead, i turned it into a tombstone for every Killer. mechanic wise it would work the same, allowing any Killer who is close enough to a Survivor to instantly mori them. This means the Killer can no longer use NOED to bait others back into the trial to go for that juicy unhook, as it eliminates the Survivor immediately. In addition to that, the Killer has to sit through the entire mori animation, allowing anyone else close by to make a run for it.

    and to top it all off, i made NOEDs strength entirely reliant on the amount of remaining Dull Totems. teams who ignored totems all game will get hit by a very strong NOED, while teams who cleansed totems will have an significantly weaker NOED (in the 4v1 aspect), so its strength is 100% in the Survivors hands.

    A very interesting rework to NOED. In fact, It's one of the few that I could get behind and I would love to see it be tested. I think that NOED is already balanced. It's a very strong perk with very reasonable counter-play. A perk that only activates after the doors are powered and can be prevented beforehand seems reasonable to me. However, this rework would bring an interesting dynamic to the end game. The only change to your rework is I think Killers should be given a shortened alternative to their Mori if this perk is active. Some killers have 12-15 sec animations and I feel that it wouldn't instill enough fear or the perk wouldn't have enough power being an end game perk. Most survivors would be able to escape and I think the perk should have the ability to kill at least two survivors before a gate is opened. If the killers could have a 5 - 7 second mori (like Pyramid Head's built in mori), I think the perk would have better balance overall and still be a force to be reckoned with.

  • In case anyone is wondering, here is the table for the 3 second DS. I think DS is good at this state.

    3 second DS.JPG

    The point of contact at a 1 second DS is 14.695 sec. Way too fast for DS to be useful.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1624151#Comment_1624151

    I'm sorry but I need to see your proof about this guaranteed 30 second headstart on a 5 second stun because I'm not buying it.

    5 Second DS.JPG

    Here's your proof. MATH!

  • @C3Tooth said:

    That idea is actually...great.

    It contain surprise factor because there is no expose. Especially when you hit a healthy survivor on 99 gate and run to the escape only to know short blood warden happen.

    If only the timer keep stacking the more you hit up to 20sec. It will be great.

    I think it would be interesting if the time would stack if you hit a survivor multiple times. Just using the times I used as example; if you hit a survivor twice, that survivor wouldn't be able to escape for 14 seconds at Tier 3.

  • @TAG said:

    Question: Would this need to still be a hex perk if this idea were implemented?

    I imagine so. Being able to block the exit would be a powerful ability to have without it being a hex. That's just my own opinion, though.

  • @Wubalubadubdub03 said:

    The perk sounds fun and would stop some of the bm from survivors at the gate.

    But personally, I think they should just add a totem counter.

    Totems have become a big part of the game, and deserve a counter like gens.

    Many perks on both sides involve totems and a totem counter would benefit all of those perks. It would also nerf noed while not actually nerfing it, so killers can't be mad.

    I would love for them to add a second perk like noed, a hex that takes over a dull totem later in the game. It would give even more of a reason to cleanse totems, which the devs stated they wanted to do.

    I also hope they add more hex that change dull totems.

    I think it is also annoying not knowing how many totems are left. However, I think I will have to disagree with the totem counter. My reason would be that it gives a bit of urgency to survivors not knowing how many totems are left. If there was a totem counter, it would provide too much relief to survivors knowing that they don't have to worry about perks like NOED. I think the anxiety of what "not knowing" can cause is intended by the developers. There are also built in mechanics like Detectives hunch and maps that allow a degree of the same effect.


  • @shanny_boi said:

    NOED IS ALL WE HAAAAVE. T_T

    I like noed the way it is. Survivors have crutch perks like BT and DS. We also have crutch perks like NOED.

    I understand and share your frustration as someone who prefers to play Killer. I just think that there are so many other methods that we killers can learn and adapt to rather than relying on a perk that requires zero skill to use. At least BT and DS require a little bit of skill to use (ex. timing of grabbing a survivor for BT and the skill check for DS.) I totally understand the frustration of going against BT and DS, even against a 4-SWF. In no way do I think that killers ever have the advantage going into a match (we often rely on survivors to make mistakes we can capitalize on), but killers cannot grow in skill if they keep relying on this perk.

  • these are nice and simple solutions.

  • @Vox_Nocturne said:

    Both could do with tweaking. Here's a possible tweak to both that could work

    1. Mori: Simple tweak - Mori activates when survivor is downed and their next hook would be their final. It's still useful, as a) fun animation and b) avoids the longer process of hooking. As a little extra, it would be nice to give each killer a couple of varied Mori's to choose from.

    2. Key: Copy the idea from "Hex: Thrill of the Hunt". The key will take a set period of time to unlock the hatch, and triggers a notification to the killer when this starts. The hatch could take less time to open, but if the action is stopped it resets the progress like Hex: TOTH, or it takes longer but does not lose progress. I'd prefer the former, just to avoid the 99% tactic.

    These 2 ideas could make it more fun and tactical.

    That is a very interesting tweak to keys. I like this idea.

  • I like how there isn't a: It's my own fault I died and I need to get better option

    Let's be honest, it's probably our own fault most of the time and we need to stop blaming others for our own inadequacies

  • The Devs said, in the the most recent Q&A, that they are not looking into "fixing" face camping. They said they want the killers and survivors to make choices and react to the others' choices. They said that face camping is a legitimate strategy the killer can choose to use. They did emphasize that it is a BAD strategy and the survivors can EASILY counter the killer by doing the gens quickly. The person on the hook is kinda outta luck, but it's ultimately up to the survivors at that point on whether or not they escape. So basically, do the gens and get out.