Leumas
Leumas
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- Leumas
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@Mysterynovus said:
https://forum.deadbydaylight.com/en/discussion/comment/1913606#Comment_1913606
This would add a lot of utility to the perk, but to balance it out, I'd have it so that the perk can't finish the gen. It can only go up to 99% completion.
Honestly I didn't think of that, thats a bloody great idea.
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Ds needs a nerf to only last 20/25/30 seconds and it doesn't go down in chase BUT it is automatically deactivated if you jump into a locker or are healed.
Unbreakable needs a nerf to only increase recovery speed by 20% (but as a compensation you are healed 20% faster in the dying state as well).
Soul guard I think needs a total rework, as I think having that effect in the game is quite honestly just not healthy. A killer should not be punished for applying pressure in one of the only ways possible - slugging. I've had games where 2-3 survivors have Soul guard and it was an actual nightmare because I couldnt apply any type of pressure.
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I agree to an extent, but there are also times where you shouldn't leave survivors on hooks. For example if your gen has less than about 20 seconds left and you're relatively far away, finish the gen then go and save unless (you're hoping) someone else does before you. If your gen has 40 or more seconds left though, if no-one saves in the first 15-20 seconds you should start heading over because you dont want the survivor to take an unnesscary hook state.
Too many times have I been sitting on a hook watching one person get chased far away from both of the other survivors, but they both think someone is going to save so they stay on their gens - but don't leave enough time to come and actually get me before I get to stage 2.
For this reason its why I love running kindred. I always know when I need to save, and (usually) other survivors can figure out when they need to save me.
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I agree 100%, SWF (even with coms) is not cheating HOWEVER it gives huge advantages as it makes multiple perks redundant (killer and survivor perks) as well as making matchmaking much harder as usually its a spread of 1 great player, 1-2 mediocre player and 1 weak player. In SWF everyone is usually great/mediocre because of the coordination and extra info they get.
Personally how I would balance SWF, is that survivors in a party get a 1.5% action speed debuff (excluding vaults) x their color. Grey = 1.5% debuff, yellow = 3%, green = 4.5%, purple = 6% and red is 7.5%. Some people may be like "omg that's so much what" but remember even a 7.5% debuff to action speeds isn't even 8 seconds for a generator, or 2 seconds for healing and its only applied to the people in the party not all the survivors.
With this in place, you could more easily balance perks and killers around what I think should be the games standard - Solo queue survivors (no coms, no coordination, no perk knowledge.)
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/1913603#Comment_1913603
I didn't read whole dissertation. Huntress changes are most interesting to me.
It's actually how it works right now. You see locker auras only when you out of hatchets. It's already default feature.
In my opinion Huntress is fine. Only thing that require rework is iri hatchets. And she also need some second red add-on. But I'm affraid devs won't be satisfied with only add-ons rework and decide to mess with her base power and make her barely playable without add-ons. Like they did with Billy and Nurse. Devs are notorious for fixing things that not broken.
Wow that shows you how much I play huntress, didnt realise that was already a feature lmao. Honestly I agree, she is in a great spot however I do think the 1% speed bonus for each missing hatchet would be a nice touch just so she doesnt feel totally useless when shes out of hatchets and a slightly more precise hit box wouldn't hurt either honestly so you could make more 'trick' shots.
Yes I did rework her add-ons along with iri head (that is OP AF) as most of them are eh. Her power though as you said otherwise is fine and I pray they dont muck it up.
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IMO It needs to be changed so it also repairs the gen by like 15-20% over that 30 seconds, as atm its just such an incredibly niche/dumb perk that also has massive prerequisites to even use.
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@kaeru said:
>>you should be able to always see lockers within 12m when you have less than max hatchets
Please no. Don't you know how annoying this auras are? Try to play with Pungent Phial. It has 36 meters radius though. But you actualy very rarely need to reload when you have hatchets. And when you play enough, you actually have basic idea where the closer locker is.
Again, is this the only thing you had a gripe with? lol.
But yes I was hesitant to add that because I assumed it probably wasn't a massive issue, but I find it incredibly hard to find lockers on some maps. Maybe making it so it only activates when you have 0 hatchets instead since that's when you need to go and find them anyway.
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@onemind said:
Wow that's a lot I'm not shure for you but when I opened it it is a mess and easy to lose where you reading but still 74 pages that is literally a story
https://us.v-cdn.net/6030815/uploads/8OCJAS9AG8QS/screenshot-20210203-001839-samsung-internet.jpg
This is what I see the the whole time
I did mine on the computer so it looks fine for me, if that's on your phone it probably pushing it into one "column" because I used the fitted paragraphing setting. Rip, I may need to change that.
@Actionjacksn said:
Wow! Thats impressive. I wonder if this will be pinned.
Thank you! I did try obviously haha. And oh you never know!