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Freedo

Freedo

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Freedo
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  • @R1ch4rd_N1x0n said:

    Any perk that relies on your friends dying is awful. I still think it would be bad.

    I have thought of a better idea, because at the same time we don't want our teammates dying, but if we wanna stay true to the type of perk it is lets say this


    For every stage a survivor reaches, or would reach including DC's of course, you gain a token. For every token you get, up to a maximum of 6(max amount of stages of course), you gain a 12m radius of no aura reading.


    You gain value even as the match progresses, without necessarily having your team dying completely. Which honestly would work way better then it is now. Because for one dead teammate, the tide of the match drastically changes.

  • @Sakurra said:

    "No way! It's op. We don't need more survivor good perks. This game is already survivor sided. Let it be useless." - by any killer main.

    "Yes, I love your idea." - by any survivor main

    "I'm not sure if your idea is acceptable, but I feel like this perk needs a buff" - by any killer-survivor player.

    But yeah, this perk is very useless.

    I have thought of a better idea, because at the same time we don't want our teammates dying, but if we wanna stay true to the type of perk it is lets say this


    For every stage a survivor reaches, or would reach including DC's of course, you gain a token. For every token you get, up to a maximum of 6(max amount of stages of course), you gain a 12m radius of no aura reading.


    You gain value even as the match progresses, without necessarily having your team dying completely. Which honestly would work way better then it is now. Because for one dead teammate, the tide of the match drastically changes.

  • @fulltonon said:

    I don't get why those kind of "selfish" perks (even though this one isn't really what BHVR made) even exists, those are a perk that ######### other teammate and not killers...

    I have thought of a better idea, because at the same time we don't want our teammates dying, but if we wanna stay true to the type of perk it is lets say this

    For every stage a survivor reaches, or would reach including DC's of course, you gain a token. For every token you get, up to a maximum of 6(max amount of stages of course), you gain a 12m radius of no aura reading.

    You gain value even as the match progresses, without necessarily having your team dying completely. Which honestly would work way better then it is now. Because for one dead teammate, the tide of the match drastically changes.

  • @CorgZ said:

    Sounds really good and reasonable, it's basically useless now

    I have thought of a better idea, because at the same time we don't want our teammates dying, but if we wanna stay true to the type of perk it is lets say this


    For every stage a survivor reaches, or would reach including DC's of course, you gain a token. For every token you get, up to a maximum of 6(max amount of stages of course), you gain a 12m radius of no aura reading.


    You gain value even as the match progresses, without necessarily having your team dying completely. Which honestly would work way better then it is now. Because for one dead teammate, the tide of the match drastically changes.

  • @AngyKiller said:

    So, basically, you get Iron Will plus no blood plus Shadowstep, just for not dying?

    That's so brokenly OP, and encourages Survivors to hide and drag out games because now the Killer can't find them with literally any perks or powers.

    Gameplay-wise in a 1v1 situation it is a fair matchup because poor Laurie does not stand a chance on her own versus Michael, these stacked effects allow for Laurie to put up a fight as the sole survivor of the team and perhaps reach the hatch or door without being found first!

    There's your problem; Survivors are not supposed to have a 'fair chance' in a 1v1 against the Killer! This is NOT a 1v1 game. This is a 1v4 game. This means the '1' Killer has to h ave the power to match '4' Survivors. This also means, when the '1' Survivor is all that remains; The '1' Killer is stronger than them, and surviving is almost impossible.

    People need to stop thinking this game is a 1v1 game. It's not. Your perk is insanely broken but you think it's fair because you think 'I'm making the 1v1 even' is a good thing.

    I have thought of a better idea, because at the same time we don't want our teammates dying, but if we wanna stay true to the type of perk it is lets say this

    For every stage a survivor reaches, or would reach including DC's of course, you gain a token. For every token you get, up to a maximum of 6(max amount of stages of course), you gain a 12m radius of no aura reading.

    You gain value even as the match progresses, without necessarily having your team dying completely. Which honestly would work way better then it is now. Because for one dead teammate, the tide of the match drastically changes.

  • @Chordyceps said:

    I think instead of working off of teammates dying, it should work off of teammates being hooked, with more tokens but smaller numbers per token. It working off of hooks would encourage you to be more altruistic, since if survivors get multiple states per one hook, you'd get less tokens.

    I honestly agree, maybe they should switch it to. For every stage of a hook a survivor reaches, lets say, you gain a token. For each token you gain 12m of no aura reading. Stacking up to 72m, I think this idea would work lovely compared to my old idea. My old idea was all over the place.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755737#Comment_2755737

    Imma side track this a little bit, why isn't current Sole Survivor used? Do you think, if the 1st surv dying gave you 32 meters instead of 24 it would be used more often?

    It's not used because there are better perks for the META. But that's not an excuse to push broken ideas onto it in an attempt to shove it into said META.

    Do you think Iron Will 2 after 2 deaths with added Aura Blockage is better than Iron Will 3 from the start?

    I think giving it Iron Will + Aura Blocking is OP. Hands down. look back at the list of Killers being countered by a combo of aura blocking + iron will; 16 Killers. You're supporting ONE perk countering 16 Killer's add-ons or powers.

    If you can't see how that's a problem, then there's nothing more to say here.

    A I think the perk should stray closer to how they did Yun-Jins perks if they still wanna hold that "selfish" style of perk. Who knows though.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755737#Comment_2755737

    Sole Survivor isn't used much because designing perks around what is basically the failure state of the game is going to be functionally less useful than making perks that actually make a different during any other point in the game. Making perks that not only focus on the failure state, but scale up in usefulness by your teammates dying means optimally, you want to get zero value out of it or you want to get full value out of it meaning you're banking on everyone else dying first.

    It's just a weird way to design and generally isn't going to be as useful as say All of Yun-Jin's perks which produce better effects while still playing selfishly.

    That said, your idea is trending towards the broken side. No scratchmarks, no blood, no aura reading, and sound vastly reduced which if you will remember is reduced in multiplicative value not additive value means the you're effectively an info void for most killers. Also 32 meters is actually quite big, its something like half of most of the larger maps and all of some of the smallest maps.

    Rather than front loading a bad perk with strong effects in an attempt to make it good, why not make a unique effect that makes sense for the context it is being used in. Though like I said, perks like this usually aren't good due to the weird use case so it would be better to suggest a rework that places it in a more useful spot. Also, keep in mind that Sole Survivor got power crept like a mfer by the rework of Left Behind which makes more sense as it does the one thing you actual want in a last man standing scenario which is to locate the hatch as soon as possible.

    Yeah my bad, I was a potatoe back then. I've come to a better understanding now of what and how it should change. Somewhere closer to Yun-Jins side of things, because losing your team really sucks.

  • @AngyKiller said:

    So, basically, you get Iron Will plus no blood plus Shadowstep, just for not dying?

    That's so brokenly OP, and encourages Survivors to hide and drag out games because now the Killer can't find them with literally any perks or powers.

    Gameplay-wise in a 1v1 situation it is a fair matchup because poor Laurie does not stand a chance on her own versus Michael, these stacked effects allow for Laurie to put up a fight as the sole survivor of the team and perhaps reach the hatch or door without being found first!

    There's your problem; Survivors are not supposed to have a 'fair chance' in a 1v1 against the Killer! This is NOT a 1v1 game. This is a 1v4 game. This means the '1' Killer has to h ave the power to match '4' Survivors. This also means, when the '1' Survivor is all that remains; The '1' Killer is stronger than them, and surviving is almost impossible.

    People need to stop thinking this game is a 1v1 game. It's not. Your perk is insanely broken but you think it's fair because you think 'I'm making the 1v1 even' is a good thing.

    SorI wrote this a while ago. After a longass time of playing the game yeah, I've learned a thing or 2 now. Also why did this all of a sudden start getting so many comments, I thought this post was lost ngl.

  • @ModernFable thanks, these last few years I have run countless non meta perks and just staying away from what people consider the meta. I like using these perks and seeing their potential and what they can already do when used.

  • I think this little buff would make the perk very effective at trying to achieve its purpose. On its own, it has a higher chance of being able to heal you at least once in a match. With builds revolving around it, it will not be super overpowering because there are still limitations as well as situations where it wont function.