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IWFreak

IWFreak

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IWFreak
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  • Grim Embrace buff won't happen. I know why you ask for it, since 40s seems rather short for an effect you only get once. But if it was 60s, the killer could guarantee a full hookstate, or another down, before another gen gets done.

    I would rather have it trigger on every fresh hook, but only last 10s.


    As for Third Seal, I like it the way it is. It keeps the Hex hidden a little while longer, the way it works now (if playing against solos)

  • @jamba said:

    I don't know if I'm being unclear or what. I'm NOT saying that the killer side (apart from nurse) doesn't need a buff urgently, it does. But how can you do that if there's a killer that is already broken? (Please don't try to tell me that Nurse isn't broken, she's a thing apart from the DBD universe.) My idea is just to bring her closer to the other killers, balance-wise, so the killer roster is 1 whole thing, not 26 killers + the 1 god tier dissonant one (it is so). I'm definitely NOT trying to kill nurse, I'm trying to fit her in the DBD parameters properly, so then the game can be balanced without the worry of giving too much advantage to the god killer.

    And do you really think the devs are gonna buff every single killer to Nurse level? They're not. If they were, it would take years to do so. It's WAY better to make her a DBD-belonging character and then proceeding to buff the killer side in general. Extremely simpler and more viable.

    Hear me out!

    In my eyes, what makes Nurse so much better than the other killers is the loops. The fact that Nurse can simply Blink through and ignore loops that other killers have problems with is what makes her so powerful.

    Right now, most pallets completely reset chase. If it's dropped, the killer has no choice but to break it.

    So my suggestion would be: instead of touching the killers, rework loops. Make then less safe on their own, make them easier to chain.

    This should make other killers let that little bit closer to Nurse in chases.

  • @Nos37 said:

    No.

    That said, give the killer a stack of BBQ if the survivor "loses connection" within 10s of being downed and has not been hooked.

    Or just outright give the stack on DC, regardless of the situation... I hate getting denied a stack cuz of an early DC, or even worse... Grim Embrace. Grim Embrace only procs on 4 stacks.

    Same for survivors, free WGLF stack on DC.

  • @IamFran said:

    I trade this for Decisive Strike not activating when all the generators are done, deal?

    As a former survivor main, straight up deal!!

    I'll give you some extra: DS deactivates on Protection Hit.

    (Still not sure why this has not been added yet...)

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2934392#Comment_2934392

    Mid sprint.

    No object. He didn't collide on anything to turn.

    No object, as in, there were no objects around? Or as in, he didn't bounce on an object?

    What Brimp meant was that Blight can slide along an object without bumping on it. If, while sliding along an object, they turn into it, it can look as if they suddenly changed direction when they pass the object.

    Look up Hug Tech, if you want to know more. I am currently learning to use that better as Blight. Btw, to a fault, it is also possible for Demo and Hillbilly to slide along some objects with their power. Ms Piggy can also look away from her move direction when dashing along an object.

  • @Rooftopper said:

    i tried being afk pig few times, it was so boring its not worth it

    It is funny, once or twice. Mostly cuz you're thinking of the best perks to use with such a strat.

    Or when showing it to your friends...

  • I personally like how Obsession works now. It also depends on what kind of Obsession builds you make? Since STBFL and Remember Me or basically opposites...

    You do not want Nemesis and STBFL in the same build. You could say you want Nemesis combined with Play With Your Food. But there aren't many killers that can utilise it well. Best I can think of are Ms Piggy, Legion and Wraith.

    I really hoped Bubba Train was still a thing...

  • @Rezblaze said:

    Play With Your Food is a unique perk that people used to use because they could cheese stacks out of it without being too broken.

    But with more and more restrictive changes to the perk, its slowly degraded from underated to not worth the slot, even if it has a fit in some fun builds.

    I'm thinking that there should be a change to this perk, and I'll explain it here:

    • Play With Your Food begins the match with no stacks and inactive.
    • When you injure the Obsession without downing them, PWYF activates.
    • After abandoning the Obsession, and the obsession heals successfully, you gain 3 stacks of PWYF. If the Obsession goes down at any point, the perk deactivates and all tokens are consumed.
    • PWYF tokens are consumed normally (After using basic or special attacks)

    I think this change would make it pretty powerful, but without completely destroying the meta as it stands. The survivors are also capable of keeping it from going out of control, by just not healing the obsession. This can render the perk countered, but also just leaves a survivor injured the whole match.

    If people realize you have PWYF with this change, it's gonna render the perk useless.

    You preferably don't want to chase an injured obsession, so they can do whatever they want while injured.

    I would love for PWYF to not be an obsession perk, so you can build stacks quicker, BUT you lose all stacks when a survivor loses a healthstate.

    And this would just be me dreaming, but I would love for PWYF to take Bloodlust's place.

  • @SuzuKR said:

    The game does not need more ways for salty players to quit while dodging the DC penalty.

    How about dodging salty killers...? If I (or any other person for that matter) don't want to wait for the bleed out timer, I want a way to bypass that.

    Bleeding out means no gameplay, no gameplay is a no no for me...

  • @TodesTheSpirit said:

    Alright before survivors come at me with pitchforks and torches saying spirit doesnt need a buff, this isn't a huge basekit change or anything that will make her op, it will just make her chase music a little less frustrating so you can actually focus on tracking.

    Alright so for my proposed QoL buff, it's really simple. Her chase music as good as it is, is obnoxiously loud when your trying to track in phase where you need to hear the most. So issue being whenever someone with IW camps a pallet and you start to charge phase you have the chase music continually blast in your ear for a few seconds, this is where the issue is because since you cannot hear breathing at the pallet you need to hear footsteps and grass moving which all get drowned out by the music when you need to hear it most. So what's the change? I would just like whenever you start to charge phase the chase music on her end goes away just so you can actually focus on tracking and it becomes less of an annoyance 🙂 please let me know what you guys think as I dont think this is unreasonable whatsoever.

    I do think Spirit needs some base stats buffs. She is EXTREMELY reliant on add-ons, which makes it harder for me to play her, since I prefer playing killer without add-ons.

    The difference between add-ons and no add-ons is too big. I think it would be great if her basekit gets buffed, and her add-ons nerfed, especially the stat-changing ones.

  • @Pika_Belle said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855059#Comment_2855059

    They instantly know you are phasing anyway. The phasing sound happens as soon as you enter your power

    And Spirit's standing still animation resets. Seeing that also instantly notifies you that she is phasing.

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2833299#Comment_2833299

    Hey there! I know this is a delayed response, but thank you for the thoughtful replies to my idea. Non-Euclidean Spaces sounds like a pretty advanced piece of programming, but if it’s something the devs could handle, then I’d love to see something like this enter the game!

    Oh yeah, you mentioned earlier a concern that this perk would make the basement significantly more difficult to escape. That’s true, and is part of the power of the perk, but I’d also like to remind you that there will be staircases at opposite ends of the basement. This makes it impossible for the killer to intercept all escapees since they can just leave through the other end. Multiple survivors could split up and use both staircases so the the killer has to choose who to pursue. This guarantees that at least someone will reach safety.

    I realized that too, the 2 staircases would half the Killers power to camp.

    Non Euclidean spaces have a simple solution. Someone made a concept game for it.

    It's basically using portals, like Portal and Portal 2 do. And then using camera's to show the other side, so it looks like it is one space.

    You can see it in the game Antichamber. There is this neverending staircase, and if you place a cube at a certain spot you can see the block disappearing when you pass it again.

    It should be possible in the Unreal Engine, but isn't particularly efficient, since you have multiple camera's rendering the same scene.

  • Why do I like this idea?

    An information exhaustion perk.

    I also hope behaviour could give back the collision related stuff that Clairvoyance had...

    Maybe less than what it was? Only lose collision with other survivors? I would love to have the ability of not being bodyblocked or sandbagged by other survivors, or them by me.

  • @R1ch4rd_N1x0n said:

    https://forum.deadbydaylight.com/en/discussion/comment/2833234#Comment_2833234

    Yeah but just because one or two Killers can counter bodyblocking doesn't mean bodyblocking is okay.

    Not saying it is okay.

    Just saying you can do something against it now, without waiting, with these 2 killers.

  • @IWFreak said:

    https://forum.deadbydaylight.com/en/discussion/312448/killer-perk-from-the-depths

    There are multiple reasons this wouldn't work. Although I have to admit that is sounds really ######### cool!

    First, distance between main building and shack is not constant.

    Second, some maps don't have a Shack and/or main building.

    The deeper stairs sounds kinda interesting, but can also make gameplay more dull. Getting out of basement will be THAT MUCH harder. And against some killer that is definitely not needed, looking at Hag, Trapper, Bubba and Huntress'...

    The 2 stairs thing could work, but only with a particular system which I forgot the name of. And I don't know if it would work inside the Unreal Engine, and if the Devs can do it.

    Alright, I'm back with the term I forgot.

    Non Euclidean Spaces. Using that idea, the devs could make your idea work.

    But then you still have the problem of some maps not having a shack or main building.

  • @yobuddd said:

    Your lair is your power.

    The basement is twice as deep as normal and it has 2 sets of stairs - one at each end. One staircase leads to the main building and the other staircase leads to the killer shack.

    When carrying a survivor within 8 meters of a basement staircase, wiggle progression is reduced by 40%/50%60%.

    Anytime auras are read in the basement, or from the basement, the basement’s relative position will be seen as the exact center of the map.

    The main point of this perk is map traversal, plus an exceptionally strong basement. Killers can use the basement as a quick gateway to other areas of the map. The wiggle reduction is merely there to give the killer a chance at actually reaching the bottom with a survivor.

    There are multiple reasons this wouldn't work. Although I have to admit that is sounds really ######### cool!

    First, distance between main building and shack is not constant.

    Second, some maps don't have a Shack and/or main building.

    The deeper stairs sounds kinda interesting, but can also make gameplay more dull. Getting out of basement will be THAT MUCH harder. And against some killer that is definitely not needed, looking at Hag, Trapper, Bubba and Huntress'...

    The 2 stairs thing could work, but only with a particular system which I forgot the name of. And I don't know if it would work inside the Unreal Engine, and if the Devs can do it.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2833239#Comment_2833239

    Nope, only healing sounds (injured noises and the actual healing noise).

    In that case, I am all for adding hiding your auras to Solidarity.

  • I really like the first and second idea! Information when you get out of the basement. I would still add a minimum range to it, like BBQ has.

    The third is downright OP... Perma aura reading on people in the basement will get oppressive, especially with how oppressive basement already can be.

    Last, spawning in basement as Insidious Bubba? Would be kinda funny...

  • @GoshJosh said:

    Unless you change the prerequisites for this perk - that is, that you and another survivor must both be injured, and you perform the healing action - I don't ever see it seeing the light of day (outside of Adept Jane). If it could at least store healing progress while healthy it would be something, but you're better off running any other healing perk than Solidarity as long as it operates like this.

    How do we feel about it hiding the auras of both you and the survivor you're healing in replacement - or preferably, addition - to its current effects? Just throwing out an idea, I'm open to hearing others.

    I think Bite The Bullet already hides your aura's while healing.

  • @R1ch4rd_N1x0n said:

    Many have suggested basekit BT. Instead of that, I think Survivors should just lose their collision, and their hitbox for a short time. That way they have some chance to get away, but also cannot bodyblock the Killer, like many do with BT. Would be fair imo.

    There are 2 killers that can counter bodyblockers with their power, as far as I know.

    First, the survivors have to be standing still, like in a doorway. Myers and Ghostface lose collision while stalking. Survivors use this to counter the stalking, since stalking doesn't work on survivors that are too close. But as killer you can use it to counter bodyblocking.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2831819#Comment_2831819

    I think that is really the best idea. Fixes the problem and I can't think of a way to abuse it

    Depending on how long it takes, it's a free out of jail card when unhooked close to a gate. And that is without BT, DS and proper bodyblocking as extra's.

  • Didn't Slinger have an addon that gave him aura reading on all survivors in his TR while he has someone speared?

    I would love that coming back, with his increased TR. Imagine using it with Distressing.

    As for your feedback:

    I think his TR is mostly fine, maybe a little smaller, indeed. Like 28 meters, as you suggested, but not lower than that.

    As for the ringing, I don't know for sure how it works now. But I do agree that the ringing should only be heard when Slinger van actually shoot. Not while beginning to aim.

    Haven't played Deathslinger that much, so I haven't got that much experience.

  • And here I am wondering why you bound that button to F...

    Do you even use a mouse button in that scenario? And what for? Hitting skillchecks?

    @Spinostafrikawick said:

    I use F for interactions (Healing, Repairing, Looting, Whatever), which means I have to use this button to repel crows. This is pretty uncomfortable to try and move around while repelling the crows, especially if I'm being chased as well. I've kind of decided by now to just not even bother trying to repel and just try to dodge the crows. So I think there should be a separate key binding for getting crows off.


  • I don't think it would be a good idea, balance wise. I am already happy they haven't added something for Pig for hooking survs with a Beartrap on their head.

    Add-ons for effects while holding a Tape would be okay in my book, tho.

    Maybe the aura of the TV survivors have to go to gets another color for the killer? Idk if that would be overbearing... Maybe increase or decrease meter buildup based on distance to the TV or killer.

  • @prion11 said:

    Huntress has a "proxy terror radius" that is considerably larger than her actual radius, through her song. This makes her iconic and unique to play against, even if it is boring to go against her so often.

    I think pyramid head should have the same sort of proxy radius, and it should be the sound of his great knife dragging on the ground. Make it louder and scarier, wouldn't that be awesome? He's like the avatar of punishment after all. I know the dragging sounds already exist, but make them louder and more scary in a big area!

    Btw, this is not a game balance opinion. purely a thematic request

    Imagine all killers having their TR's removed. And having their own iconic sounds amplified.

    Pyramid Heads knife screeching as he drags it along. The stomping of Nemesis and Demogorgon. The breathing sound of Pig, Ghostface, Hillbilly, Trapper and the like. The chainsaws rattling of Hillbilly and Bubba.

  • @Leachy_Jr said:

    My 2 most played killers recently are artist and trickster. I decided to give blight, clown and wraith a few goes cos I hadn't played them in a while.

    How on earth do you deal with the amount of dead hards?

    I'm literally losing some games purely because of dead hard - especially as wraith.

    Seriously, I'm starting to understand why there's so many "nerf dead hard" threads now if every m1-type killer gets screwed THIS HARD by a single perk.

    Mindbreaker is alright, just I don't wanna be forced to run it every game if I don't want to get E key to outplay-ed, it's really good on blight though so I'm never taking it off of him.

    And well this isn't even talking about circle of healing which I've already ranted about enough.

    I will gladly stick to Bird mommy and Trickster thank you very much if this is how screwed over other killers get by the meta.

    I have been playing Blight since recently, and I have gotten some mixed experiences against Dead Hard.

    If I suspect someone of having Dead Hard, I mostly Lunge out of a rush as late as possible. This mostly results in me still hitting the survivor at the end of their Dead Hard. This only doesn't work if survivors Dead Hard into you. But then you can still choose to not lunge yet, and try and hit them with your next rush.

  • It would indeed be helpful if we at least could choose between sliding and bouncing...

  • @Akumakaji said:

    I always forget how bad some of Billy`s add-ons are. Like the black grease for his eyes. Or I was looking at his gloves, because I couldn't remember what they did, and I was like "wuuut?! Thats awesome! ... wait a minute! Ahhhh, they are total crap!".

    Why are so many of his add-ons dependant of his overheating? Yikes. Give this good boi a pass! (and Pyramid Head, please *puppy eyes*)

    It's that I don't play Hillbilly myself, but I really miss playing against him as survivor. Especially curving billy.

    I hope devs will give him some love, maybe I will torture myself and try and learn him myself.

  • I also don't think this idea would be added. Mainly cuz Pentimento also has gen slowdown of 30% at 1 stack? Correct??? Stack this on top of other slowdown perks like Thana and Dying Light. We would have Forever Freddy all over again, without the Freddy...

    I do like the idea of the HEX.

  • Survivor: Kindred and Windows Of Opportunity.

    Killer: BBQ and Lethal Pursuer.

  • @AhoyWolf said:

    I agree, it also shouldn't make the failed skill check penalty larger, instead is should make it smaller.

    Or don't touch the penalty at all...

    If the devs would add the extra feature of blocking explosions killer perks, we won't need the alteration of failed Skillcheck Penalties.

    That they are larger now is a problem already, since people can and already are using it to grief in-game, by missing skillchecks deliberately, since this regresses gens...

  • This actually is really stupid...

    I hope you get your rank back in time! I am actually getting a bit scared for my rank now...

  • I would say decrease the map size. Almost to the point where holding Shift+W isn't the best strat anymore. Shift W is so good now, cuz it brings the killer away from the objective so easily, even if the survivor goes down fast.

    With making maps smaller, you decrease the chances of the killer not being close an objective. And all survivors will be closer together at all times.

  • @legionMainAKA_Shadow said:

    Perk search bar

    Perk presets

    Be able to favorite perks so the appear at the top of page

    pair up with according ranks (or my games just weird)

    remove quentin/nea

    show which survivor at end game so you can tell which was which

    let fov increases stack (pls)

    dont let you stretch your screen (ghost of da face)

    Agree to all of the above.

    You can already see which person was which survivor in endgame screen.

    Open settings, and go to the tab Match Details

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/307332/boil-over-its-too-unbalanced

    I'm sure RDP will get a hook in the library. I think that's the only place it's abusable. Everything else is skill based at that point. Not sure why they didn't already put a hook in RDP's library to be honest.

    Ormond also has a spot, although that is a bit more RNG...

    Mother's Dwelling and Purgation also have some nasty spots

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770421#Comment_2770421

    They're definitely going to let go the first time he facecamps because they have to see why they're not getting off the hook, so you have at least 3 uses out of it automatically. (Unless they all happen to be working the exact same gen, then who cares, they're screwed).

    It all depends.

    If they are on comms, they could tell each other: don't bother saving, or finish the gen first.

    In solo it will indeed be much better.

    DMS would be really good if you are proxy camping a 3-4 gen. Don't walk too far from hook, but patrol the gens from time to time, to block 'em.

  • Facecamping with Bubba and DMS won't do a thing...

    DMS only activates on gens that are let go off. If survivors don't let go, it won't get blocked. If the killer doesn't come to gens, survivors won't let go.

    DMS only works, and works best for aggressive killers.

    Grim Embrace on the other hand... That could work for a camping build. You would have to be kinda agressive at the start, to get the stacks, but once you get the last one, you can camp to your hearts content. If it is basement with Monstrous Shrine, you can literally get a kill or a hookstate before the next gen can get done.

  • I like the idea of showing aura's of disturbed crows.

    Either that, or don't touch the perk. I like it as it is now!

    @tesla said:

    Agitation: I would like if instead of messing with wiggle (there is mad grit already) this speed up the pick up and hook animation

    Blood Warden: I like your idea, but make it 10 sec per token

    Iron grasp: I like your idea a lot

    Insidious: still would be used for camping. How about: After hooking a survivor, insidious activates. Whenever you are at least 24 metres away from any hooked survivor you gain the Undetectable Status Effect. When the survivor is unhooked, insidious deactivates.

    Monstrous shrine: I don't know what to do with this monstrosity.

    Predator: too op, I like one idea I saw where the scratch marks would be animated and flow in the direction the survivor ran.

    Surveillance: very interesting indeed.

    Territorial Imperative: I still wouldn't use, I guess I don't care much.

    Spies from the shadows: how about instead you see the auras of disturbed crows anywhere in the map, no cooldown. Useful, but not op as survivor's aura. And not confusing as the current bubble thing.

    Claustrophobia: another complicated one

    The Claustrophobia one is really oppressive. Not being able to vault a pallet while in the killer's TR? Idk if you realize, but pallets are almost the ONLY defence the survivors have against killers, together with windows. Taking away the ability to vault pallets when survs need it most is just, no...

    What would be interesting: not being able to vault pallets when NOT close to the killer.

  • IF the devs would do this...

    Corrupt only on one gen, or remove Corrupt as a perk, otherwise 6 out of 7 gens would be blocked...

    BT base only while not all gens are done yet. Turn it off after the last gen is done.

  • I have a proposition:

    How about the gen just regresses if you miss a skillcheck while leaving the gen? Like old Ruin did when you hit a good skillcheck instead of a great.

    This still makes the gen regress a little, but doesn't give the notification.

  • As I have only recently got a PS4 myself, and don't have DBD for it, I don't know much about it.

    As I said, buying a monitor or TV with a different aspect ratio than 16:9 is still possible, even for console. But I don't know how consoles handle such situations. Do they force the aspect ratio to 16:9, even in-game? Maybe the TV itself has settings for it?

    I don't know, so I am not gonna go into that. But as far as I know, it is still a possibility...

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756022#Comment_2756022

    The fact that other people can cheat with stretched res does not mean it's not cheating.

    Anyone can download hacks for DBD; does that mean using hacks is not cheating? 😂

    'Anyone can do it, so it's not cheating! 🙃' SMDH.

    And you are misusing my wording for your own benefit...

    I meant that Stretched is a hardware thing. Everyone already has the tools to change their aspect ratio, one way or another. May that be software, or by buying another monitor with another Aspect Ratio, like 4:3 or even 1:1.

    The example you provided is my definition of cheating, using 3rd party software to get an advantage others can't get/that is not intended, like insta repairing gens, going really fast, not being able to die, or knowing other people's location at all times.

    Exploiting, by my definition, is using the tools provided (in this case, the game itself), may it be intentional or not, to get an advantage.

    And yes, changing your aspect ratio can be done with software, but it changes NOTHING inside the game itself, besides the aspect ratio.

    Yes, this should be looked into and changed!

    No this is not cheating! At least by my definition...

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756022#Comment_2756022

    How is it not unfair when the survivor can perfectly see a killer over walls their not supposed to be able to see over? Not to mention Ghost Face can get revealed much easier just because of your resolution.

    That is unfair. Especially the case with Ghostface. But it is all caused by an oversight in the game itself.

    Ghostface gets revealed if he is in the middle of the survivors' screen. Using Stretched makes it easier to get him in the middle, since you effectively have "a larger middle".

    But I will stand by my opinion, and that is that using Stretched is not cheating... It is exploiting.

    At the end it isn't really important what you call it. It isn't fun for the other side either way. I thought I would just provide my definition, cuz I see the 2 as totally different things.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756012#Comment_2756012

    https://us.v-cdn.net/6030815/uploads/UVUQDXWPEALO/5e731bbc-737e-49c4-b201-f55287954320.jpeg

    Yes, I would confidently say it is cheating. You are dishonestly and unfairly stretching your resolution to gain an advantage.

    It isn't unfair, tho...

    Every single person, with a little knowledge or help, can stretch their screen, or buy another monitor. Equal chances...

  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755944#Comment_2755944

    In stretched res, the game looks like an N64 game and definitely gives benefits. It's cheating, period.

    @AngyKiller said:

    Stretched res is cheating. It's giving the user an advantage not meant to be in the game via outside sources/programs. That is textbook cheating, and users should be banned for it. End of story.

    And anyone defending it is probably using it and does not want to get punished or ousted as a dirty cheater.

    Let's get something straight, right here, right now...

    Using Stretched is not cheating. It is a byproduct of an oversight in the game not having a fixed Aspect Ratio.

    Do you guys wanna tell me that people not using a 16:9 screen are all cheating? They may be stupid, but they are not cheating.

    The people who force their game to another Aspect Ratio to get Stretched Res in-game are exploiters, not cheaters.

  • @SuzuKR said:

    • 40 second cooldown instead of token system

    • Hooking a survivor will immediately end any current cooldown

    • Lunge range reverted back to the original +100% on PTB

    • Press (some button) to make the next lunge within 3? seconds become a super-lunge and put the perk on cooldown after the super-lunge animation is finished regardless of hit or miss

    tldr; Giving killer more agency over when the perk is usable by not making it based off gens (something out of their control and requires losing generators) and being able to decide when to use it. Range reverted to original because it made no sense for it to be reduced when it came to live. Even with these changes it still wouldn’t be meta as it offers no gen regression, but it would make it an actually good perk otherwise.

    Let me add to this:

    Make the cooldown longer, something like 60 seconds, BUT make it also work with Special Attacks.

    On PTB, Coup De Grace also worked on some killers' powers like Ms Piggy, Oni, Demo and Legion, but not Bubba and Hillbilly. For Ms Piggy in particular, it made her animations and acceleration slower, but she practically got 2x as far. You could almost Anti-Loop shack with it. And I want this back!

  • I am all for this.

    I don't like the idea of Iron Will completely countering Stridor, and I use neither perks...

    it would be kinda fine with No Mither, since you would be perma injured...

  • To be fair, I am all for a change so survivor DC's will at least give me the stacks / tokens from the hook.

  • What you are asking for here is some love that all M1 killers can use, not only Oni.

    All M1 killers are pretty weak, right now.

    As for a build for Oni, here are some non-meta perks I myself would consider using:

    PWYF, DMS when the changes go live, Forced Pennance depending on how many people will bodyblock.

    I would look at niche perks that can work with Oni's power.

  • @Faulds said:

    I'm impatient to try it out on live servers then (i did not take part into the PTB). Last time, i tried to run it with enduring/ nemesis and it didn't work well. Now that this annoying aspect is out of the way i'll definitely try again.

    Try it with Furtive Chase on Doctor. I have gotten some pretty good results.

    On PTB, the fact u can use DMS without other perks is amazing. As long as you get hooks DMS is sooo much better than Deadlock:

    It activates more often, can close gens for longer AND works on multiple gens per activation.

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