Hex_HammerTime
Hex_HammerTime
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- Hex_HammerTime
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Comments
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/1617447#Comment_1617447
Hence "too well". Working well with another perk is all well and good, but one should be mindful of potentially overpowered combos. The initial idea of having the perk rely on the Killer opening the locker is a Decisive Strike/Unbreakable in the making.
Then juggle the survivor if you’re scared of DS, it’s not OP you just have to learn how to counteract it
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@Zeidoktor said:
Maybe a time limit before it activates, like Inner Strength and Head On?
For a moment, I thought maybe the opposite, it works if the Killer immediately pulls you out, so he opens the locker he so you go into but you're not there, but that would synergize it a little too well with Head-On. If Killer waits out the Houdini trick, it gives Head On enough time.
Some perks synergize, that’s just how builds work and you can’t really do anything about it
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@blackhat112 said:
https://forum.deadbydaylight.com/en/discussion/comment/1617389#Comment_1617389
Those percentages you have are too low and the other downsides you mentioned are not real downsides.
Entering a pre-occupied locker? Are you kidding me lol.
I’ve already said percentages can be tweaked by Devs. High chance of jumping out right in front of killer (plus a cool down to use the locker you just jumped out of) + aura reveal. There you go
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@BillyMain77 said:
https://forum.deadbydaylight.com/en/discussion/comment/1617354#Comment_1617354
Not really because this would be the most clutch perk ever.
Im in basement i get unhooked killer coming down the stairs i hop in a locker and i have an 85% chance to teleport to a locker somewhere else in the map and basically turn into a ghost?
Or i get unlucky and come out in a locker near by well i just instantly hop back in it and use my ds to make it out.
All while wasting a bunch of the killers time.
Or your being chased and you make it to a jungle gym with no pallet you loop the window couple times then hit the locker... Again if you teleport somewhere else you just wasted a bunch of the killers time for absolutely no skill and the killer gets nothing.
If you come out in a locker near by its still enough distance to make it to something else or lol
Perk is way to OP.
Then tweak percentages; Percentages take in account the number of lockers in the map. Your “basement clutch” wouldn’t work bc there are like 4 lockers in the basement, so you would have an insanely high chance of teleporting right in front of killer. And you wouldn’t be able to use the locker you just jumped out of for a certain amount of time
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@blackhat112 said:
https://forum.deadbydaylight.com/en/discussion/comment/1617370#Comment_1617370
You're idea doesn't need a requirement, it needs a major alteration to its effect like the one i suggested to be doable.
The downside has to be built on, not have a potential killer perk like iron maiden, which sucks ass on anything but huntress, to be playable.
I don’t know what more downsides you want, it has 2 guaranteed/ 1 possible downsides. You have a high chance of teleporting to locker right next to killer (so you don’t need an aura reveal), and you automatically jump out of locker upon teleporting. The possible downside is entering a preoccupied locker
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@blackhat112 said:
https://forum.deadbydaylight.com/en/discussion/comment/1617361#Comment_1617361
Iron maiden wouldn't balance it at all as its not an aura reveal, and exposed means nothing if you are already wounded.
You're suggesting a free escape perk with zero conditions; thats just busted man.
My suggestion wouldn't make it completely useless, it would just force a survivor to be strategic and only do it near one of the single lockers and not just ANY on the map.
I mean dont get me wrong, it sounds like a cool ass perk idea but in practice itd be horrible because its just way too strong. Its like allowing a killer to instantly sent someone to injured/downed just from starting a chase on them.
Do you not know your perks?? Iron maiden does reveal your location. And i did list possible conditions such as a hook rescue or a totem cleanse
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@blackhat112 said:
https://forum.deadbydaylight.com/en/discussion/comment/1617341#Comment_1617341
One use perk doesn't mean anything when their are 4 survivors though, what you suggested is just a stronger version of DS essentially.
It’s not a stronger version of DS though. killer can just down them before they reach locker/drive them away from lockers/use iron maiden. Maybe add a requirement to use it, like perform and unhook or cleanse a totem first
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@blackhat112 said:
https://forum.deadbydaylight.com/en/discussion/191281/survivor-perk-concept-houdini-s-box
This sounds so insanely busted its not even funny lol. Imagine 4 survivors using this. Thats literally 4 free escapes for doing nothing but pressing spacebar.
Maybe teleporting to the closest nearby locker instead would balance it a bit, along with an aura reveal for 6 seconds once you use it.
The killer equivalent perk to what you suggested is a perk that will instantly down each survivor once for just getting close enough to start a chase, once per trial.
You’re idea of only teleporting to nearest locker + aura reveal makes the perk completely useless so no. And the killer perk to balance it out is Iron Maiden, so if a killer is worried about all survivors using it, iron maiden would balance it perfectly
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@BillyMain77 said:
Would need more of a downside to not be so OP like iron maiden effect as well where you come out exposed for like 30 seconds and your location is revealed for 3 seconds.
An exposed effect would make it too weak; this perk has two downsides: you can’t just hide in the teleported locker, and you have a high chance of just teleporting to a locker right next to the killer
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@SleepyWillo said:
Sounds awesome but seems a bit OP to me... If used at the right tile could teleport you to a locker in another jungle gym...
Also, it’s a one-use perk, so teleporting to another jungle gym would not only be rare but it would only happen once, so you would just get out of the chase once. You’ll definitely still get chased again later in the game, so not really OP imo
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@SleepyWillo said:
Sounds awesome but seems a bit OP to me... If used at the right tile could teleport you to a locker in another jungle gym...
Thats why i added the two catches to try and balance out the benefits. The chances of getting an adjacent/nearby locker can be tweaked by devs but i think those balance it out