MarvelousTrip
MarvelousTrip
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@sizzlingmario4 said:
To answer your question in the OP, the way that skill checks normally work is that there is a default chance for a skill check to be triggered each second, and it will continue doing this every 1 second until a skill check happens. This number changes depending on what you're doing, but for generators, it's an 8% chance every second. Unnerving Presence increases this chance to 18% every second.
The problem with the perk is that this increased chance for skill checks actually works against you, because it means survivors have more opportunities to hit great skill checks and finish gens faster because of that. In addition, the great skill check zone is not affected at all, only the good skill check zone, meaning a higher percentage of the total success zones put together consists of the bonus zone.
This is how I would change it:
When a Survivor is in your Terror Radius, their healing and repair skill checks are affected as follows:
-Skill check trigger odds are increased by 12%
-Skill check success zones are 60% smaller
-Skill checks have no bonus zones (no great skill checks), leaving only 40% of the normal size of the good skill check zone.
thank you for clarifying how the skill checks work.
Like, I thought of this "possible buff" and discussion because :
1° even as an iridiscent killer, i try to run different perks, such as unnerving presence
2°some perks are definitely stronger than others
3° i think there should be more variety on used perks (if we were to make a poll on what perks do you see the most, we all are sure that some very select few would come on top, while others are barely used.
I didn't knew the generators had a passive 8% skill check chance of happening per second. Now that i think of it, if unnerving presence increased the chance to 12% without great skill checks (the way you said it, i might be expressing it wrong) it wouldn't be a horrible change, for both sides.
It wouldn't be outright broken for killers, and it would make sense with the perk, seeing how it only affects when the survivors are around the killer's terror radius.
Personal opinion of it, at least.
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@HagathaSimmons said:
https://forum.deadbydaylight.com/en/discussion/300267/unnerving-presence-buff-idea-and-suggestion
hmm,the 10% increase in chance to proc is super RNG based so putting it in terms of how often a skill check procs in seconds instead sounds like a nerf actually. just thinking about if you knew something was going to proc X number of seconds while on your status bar perfoming this action you could just technically stop the action before it occurs by counting (assuming that is what you meant). There isn't an established X number of seconds while doing an action that a skill check occurs, it's all % and RNG.
As far as seeing it's usefulness, Trapper is a base game starter killer, so it would make sense for his perks not to be too amazing and difficult against new players I guess. For newer players the smaller skill check zones can be difficult, but obviously more experienced players don't have that issue.
It's fun on "Impossible skill check build Doctor" but besides that it's not as useful or practical for more experienced players, and I don't think it's meant to be.
I mean, that's more or less what I was thinking.
About trapper.
Let's be honest, trapper is not an easy killer to play, it requires a lot of map knowledge and requires you to predict how and where the survivors might go during chase and outside of chases, it requires you to plan ahead. Most new players will struggle with that seeing how unpredictable DBD is, and how each match is different from the last.
So, about his perks.
So, brutal strength is a no brainer, useful depending on the killer, agitation has its uses, but unnerving presence has literally no use (i didn't even knew about this doctor build, because i don't play doctor).
About Unnerving Presence.
If it's Rng based, and if the rng ticks every second, it still has 90% chances of failing at purple rank every tick.
And if it's time based (inside the terror radius) i can see how it could be abused, i mean people know timers and spreadhseets for literally everything nowadays to figure out the most efficient build.
But like, i'm not talking on a competitive aspect.
I'm talking about this perk not being useful (because in your words, it's not strong enough to do anything a high skilled survivor can't deal with) and a perk that is only decent with new players doesn't make sense. (I mean, if that was the case, why nerf killers that aren't played in high mmr simply due to them being useful against new players? (i'm talking especifically about a killer that has a box that if a survivor takes it, denies him from using his power).
I personally believe this perk could receive a but of the % of triggering, so IT COULD have more use outside of "i'm new to the game and i'm playing trapper" or "i'm doing a very specific build where this perk will work".
Some perks should be reworked, so the meta can expand, and so people can use different things besides "just the usual."
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@IamFran said:
The disposition of the map and the design of the assets good, but it's too bright for my taste and there are an ambiance sound which sounds too similar to a survivor healing.
Yeah, I noticed that whenever the black ink that comes from the sand appears, that sound happens.
Personally, I have been playing pinhead lately, and the sound reminds me his cube, which can be very confusing.
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It's a beautiful map, but... I definitely disliked the tower, when survivors run upstairs it usually feels like a waste of time to chase them, due to not being able to drop doing from the balcony. Since the map is too big, SWF groups will just say "hey, i'm looping him around the balcony" and there you go, you lost the game.
I personally don't have a problem with the size of the map. There are perks that help you to see if they're too far away, gen rushing, re-doing gens you already kicked...
I have this massive personal complaint about the noises of the black ink this new map has. I wish that was lowered down, a little bit.
Besides that, cool map, cool design, but the tower definitely could receive some tweaks here and there.
We can't forget that most players play in groups while using third party voice apps, and the killer has to deal with them by himself.
Maps definitely should be more balanced towards the killer.
Just saying.