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Koziiina

Koziiina

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Koziiina
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  • My favorite perk. Here's the two changes I think it needs:


    Firstly, allow it to activate on any downs. I think the cooldown is fine, personally. Additionally, I think if you have any other perks that have some effect for damaging gens that it should inherit those effects. Something like pop could be assigned to whatever generator has the most progress. It'd be an incredible combo to have Surge and Pop and I think it would rival Ruin+Undying. If it could synergize with other perks.

  • @White_Owl said:

    That could create confusion and possibly some OP combos.

    As a Surge lover who uses it on most M1 killers, I would remove the M1 requirement and make it proc also with powers. That would make it usable even by killers who rely a lot on their ability to down survivors.

    Sure. Anything can be confusing if it isn't immediately apparent. I'd like to think Repressed Alliance is an excellent example of a confusing perk. Such things become more clear with game sense and experience.

    And yes, I agree. If there's one change to surge that I think needs to be made, its that. I don't understand why the developers are so insistent on making a bunch of perks that only activate on m1 downs.

  • @smileybones said:

    https://forum.deadbydaylight.com/en/discussion/comment/1789497#Comment_1789497

    I literally said I wish Surge and Oppression were viable.

    Okay. Glad we've cleared that up then.

  • @smileybones said:

    Well, I think Surge and Oppression wouldn't make sense if they worked together. If we're talking synergy, I'd say surge and oppression being the delivery system, with Pop and Overcharge being the payload. Many people complain about the ruin/undying combo, but if there were viable alternatives that didn't synergize with ruin/undying, then we could see some variation.

    I'm not entirely sure what you're trying to say here. Even if Surge+Oppression isn't a "viable" alternative to Ruin+Undying, I still think having another option is better than not having one at all. I like to think of it as the Ruin vs Corrupt discussion before ruin was changed to what it was now. Both had different strengths and weaknesses. Regardless, having two options and having one be slightly worse than the other is better than only one good option.

  • @DwightFairfield said:

    the only change i'd want for surge is the removal of it's cooldown, it seems unnecessary due to the fact that not everyone goes into the dying state one after another, and if they do, it should be punishing to them for standing around a gen instead of running away

    That'd be a nice change, yeah. I'll really settle for anything. Surge is one of my favorite perks.

  • @gatsby said:

    Honestly, Surge already has great synergy with Ruin/Undying because it applies to auto-regressing gens.

    Buffing it to have synergy with EVERY gen regression perk would be insane. Because people would start 4-stacking gen regression builds.

    Just imagine Surge applying Pop to Ruin regressing gens. Actually a nightmare build

    Yeah, I can see where you're coming from. However, the main problem with running surge with ruin undying is that you have three perks accomplishing the same thing. Not to say thats a bad thing, of course. I honestly think that Ruin Undying is far more powerful than a theoretical build with Surge, Overcharge, Pop, and Oppression. You can still run other perks with Ruin Undying, but committing to a build with all those perks does put some weaknesses in other areas.

    Also, Assuming Surge+pop would apply to only one gen instead of all three, I could imagine it being pretty fair.

  • Stakeout. Its great.

  • I'd actually love to see a very high risk high reward trade off like that with no mither.

  • Reverse bear trap kills.

  • @m3dicookie said:

    @Shipthebread said:

    @m3dicookie said:

    @Runiver said:
    Dead Hard is definitely fine.
    DS is more debatable, and in my opinion, very broken and mostly : UNFUN.

    Dead Hard at least, has some counterplays, and is arguably not super strong, while still being very useful to have.

    wait what no counter play to ds hmmmm dropping a player to the hook seems to be their counter play , and the new ds will be better because no more healing up so one hit kills sweet .

    You can't always drop and even then that's a lame thing to have to do. Also the new proposed changes IMO would be a buff, like a free get out of jail free card for all end game play. I don't run DS but with the proposed changes I would run that just as an end game sure safety net. You all think people would actually use DS now at their first hook and be no mither rest of the game.

    It would just make the end game a living nightmare.

    well if they hate DS play Michael with full tombstone and infinite Tier 3 just murder them all XD
    .

    and i know you can't always drop and its lame but you already know they have ds sometimes and if one has it more then one have it. i guess rework iron grasp so it has a chance to prevent a DS that would be cool. or prevent everyone from using DS only one person. i guess just run end game perks that prevent escape will happen too. i think if they just took out all the perks that made things easy on killers and survivors this game would be crazy XD i want them to test it out in a ptb no SC DS SB , on the killer side no noed bbq nurses calling fire up , i think thats all i can think of this game would be odd.

    Firstly, Tombstone and infinite ew3 are both ultra rare, making them pretty difficult to get in large quantities. Maybe for people who have a stupid amount of bloodpoints and just have nothing else to do with them, I could see this being possible. However, not everyone has thousands of hours in the game and can stockpile ultra rare addons.
    In addition, not everyone is guaranteed to have decisive strike as well, sometimes there's only one and sometimes there's none at all. Changing a perk in response to how strong another thing is isn't a good idea. Like the buff to enduring, down the line a while after decisive strike got put into the game, enduring got buffed to shorten that stun. It might have been intentional when it was first released and they added it later, but I'm not entirely sure about that.
    Another example is ruin. Ruin was made to counter how fast gens were being done, and now everyone who doesn't run ruin has this problem. Making a perk to "bandaid" a problem/another perk is just lazy. Running all end game perks brings up some more problems, like people could still have decisive strike, people can still have a good amount of pallets left to loop you long enough. Chances are you won't get a lot of kills if you rely solely on the end game. But I may be wrong, maybe an end game strat is the way to constantly get four kills.

    As for the game perkless, It'd be interesting to see how differently people would play.