MrsJukes
MrsJukes
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- MrsJukes
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Super embarassing, but I actually quoted someone in this thread without realising it was a 5 year old thread. x3
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I've just finished a match where I received the in-game notification that I had finished this challenge, I even lost the debuff for the rest of the match afterwards, but the challenge also didn't count as finished.
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I like the color coding idea. Gives you information on how far is the survivor really even before seeing them yourself.
If you'd allow me, I have this idea of Predator that I've always wanted to share: I am of the belief that a good buff for this perk would be to have it increase you movement speed when moving over scratch marks OUTSIDE of chase. That would be useful for those moments where you see the survivor but you're still too far away to even begin chase. You'd get that extra movement speed until you finally start the chase and then lose the movement buff until the chase ends.
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To start things off, I really like the concept that you came up with for totems that don't do anything until the killer decides to trigger it, or otherwise is destroyed. I'd love to see such additions to the game, as it would add more strategy to totem related builds or just builds in general. I would like to mention that the example perk you used is probably too strong; 60 seconds of aura reading is a lot, it is 4 times as much as what Hex: Retribution does when a survivor cleanses a Hex totem. But an on demand aura reading like this, even if similar to Retribution could be pretty cool. Maybe if the aura reading was something like 30 seconds, which is quite a bit more to compensate you goin' over to the totem to trigger it yourself. But anyways, love the Decay/Rot totem perk concept.
Alright. Here are my thoughts on each listed perk idea.
- I see the idea behind the perk and you suggest that if you succesfully bait the killer for an attack the wiggling survivor gains wiggle progress. That would be way too strong if it worked on succesful hits, as one or two survivors blocking a hook could always guarantee a wiggle off. If it only worked on missed attacks while carrying a survivor it would be better, because then the killers would have to be sure that he'd hit his attack and not risk missing and be punished.
- 1.4m/s = +35% movements speed, where most killers have 110% or 115%. +35% ms for 180 seconds would be beyond broken. Nurse would be able to move at 125% ms, completely negating her only downside. If this instead gave the killer a very low number like 4% or 5% ms it could be more balanced, but it would have to go down to 60 seconds or something. Three minutes it way too much even for just 0.2m/s.
- Similar to Dark Devotion, I kinda like the idea. But the duration is far too much. I could maybe stretch and see it being okay at 120 seconds, but something closer to 60 or 80 would be more appropriately balanced. Moving you terror radius to something else for that long could really have an enormous impact that shouldn't be dismissed.
- Cute perk idea. Maybe if there were more decoy type Hex perks this could be an interesting addition.
- It's a lot different from other Boon totem perks. Usually they apply a buff to survivors within an area, but this one is actively a debuff for the killer, and not one that can be easily ignored, either. I certainly understand it's just meant to be a distraction, but it would be constant noise notification until the killer realised that it was a boon and wandered to try and find it. I just don't think it does much more than annoy the killer, though.
I'd love to hear more about your other perk ideas. Just because I'm here judging your perks doesn't mean I don't enjoy reading about them. c:
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I was never a really big fan of prestiging a character; the cosmetic you'd get would be pretty bland and I'd have to spend even more bloodpoints than I already needed to get the perks and addons I wanted.
Since they also announced that they'd be updating your prestige level according to the number of perk levels you have in your loadout, I think that means that if I have essentially all the perks on all killers for example then they'll just grant me at least the three prestige levels one'll need to lock the respective killer's perk for the other killers.
We'll see if prestiging past level 3 is worth it at all. If not, I'll stick to the basic prestige levels and call it a good update all in all.
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@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2921405#Comment_2921405
bruh actually stfu i hate when people try to tell me what i mean, bubba has a low skill CEILING and floor
Sorry. I didn't mean to act like I know what you think better than you do. It was never my intention.
Bubba, indeed, has a low skill floor. However, I do disagree with you about Bubba having a low skill ceiling, as I believe Bubba can be a lot more powerful once you master his movement around loops.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2915584#Comment_2915584
Well to me it does because there were numerous times where i would play well, have Deliverance but my teammates are trash and terrible and im the one at the end most of the time "with" Deliverance only to die because of end game. My suggestion would fix players wanting to run Deliverance but also dont want to rely on teammates for different reasons. I didnt suggest a nerf but thats indeed a buff! Why do you see it as a nerf? I buffed the range by 8 meters but for balance i increased the cool down, whats wrong with that?
https://forum.deadbydaylight.com/en/discussion/comment/2915616#Comment_2915616
Well i actually went through all the perks and these are the ones i felt needs the most attention. If ypou feel like a perk should be here then why dont you just suggest something.
https://forum.deadbydaylight.com/en/discussion/comment/2915678#Comment_2915678
Thats not a nerf its a buff. A little extra cooldown on a perk thats rarely if ever used wont make that much of a difference. My suggestion is a buff not a nerf.
I don't know how to use proper mentions so just know I'm replying to what you replied to me before.
I think you misunderstood how Territorial Imperative functions. As long as you are a certain distance AWAY from the basement, the aura of a survivor that enters it is shown to you for a few seconds. And the perk also has a cooldown. In your perk buff idea you actually increased both the distance you have to be from the basement for the perk to take effect and the cooldown for how often the perk can function.
A buff would be to decrease the distance you need to be away from basement and decrease the cooldown (which I think shouldn't even be there tbh).
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@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2921058#Comment_2921058
that's just not even true old spirit was braindead easy and was the 2nd best killer in the game
You just ignored what Mr_K said. He didn't argue against Spirit being easy or not to play, especially back in the day.
He just argued that skill ceiling and skill floor are completely different things and what you seemed to be looking floor was the Killer with the lowest skill FLOOR, not ceiling.
The killer with the lowest skill floor would be the one that can achieve results without much effort put behind it. Like old Spirit, since she could literally stand still and get a hit. Skill ceiling is how much you can do with the character, like the amazing plays with Nurse or Blight or Huntress which require a lot of practice to accomplish.
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I think what you're asking is the strongest killer with the lowest skill FLOOR. The skill ceiling would be how much skill you CAN possibly put into the character, while the skill floor would be the least amount of skill you NEED to put into the character to achieve results.
That being said, Bubba has quite a low skill floor, but the skill ceiling for him is actually quite high seeing the curves you can do around loops as long as you can cut the corners without bumping and triggering a tantrum.
To answer your question about the strongest killer with lowest skill ceiling, I'd say Demogorgon. Although not the strongest killer by any means, there is also only so much you can do with his power. As soon as you learn to use his lunge, that's basically about it. It doesn't take too much game sense to use his portals and not that much mechanical skill to use his lunge effectively.
Now which killer would be the strongest with the lowest skill floor I would actually mention clown. Even though I used Bubba for my example before of having a low skill floor, I think Clown requires much less effort and forwards thinking than Bubba, as long as you aren't flat out on the open. Just throw the tonic at a loop and that gets things done, with very little skill put into it.
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You suggest a nerf to Territorial Imperative...?
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Not really. I do think Dead Hard as it is now needs to change, but not removed for good (not like they'd do itlike that, anyway).
NOED can go, though. I don't mind. [90% killer, 10% survivor]
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This thread has been quite the journey. But ignoring all the mess, I like the idea very much. Maybe a tweak or two on numbers could do it well, but that's not for me to decide.
It's overall a good idea and would certainly help against camping killers.
However... You don't face camping killers that often. And if you do, that's some severe bad luck on your part. Most games where the killer is aware that camping won't lead to more than one kill will result in no camp situations and a wasted perk slot. That wouldn't be a good perk design, if you need to consider this scenario to have the perk take effect, then no survivor is going to use it anyway.
Camping is mostly seen in end game situations where the killer has no choice but to stand by the hook or risk not getting at least that one kill. This perk would help in that case, sure, but it wouldn't be as consistent as to encourage survivors to use this new version of the perk during the games that it'd matter most.
Facecamping is a real issue. And it requires a real solution rather than a perk bandaid like the devs are known to do with several issues.
tl;dr: I like the perk, but camping on first hook should be a problem the Devs should handle through game design rather than expect their players to run one of their four perks.
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"Having more than one friend should be illegal. Remove this, my pet devs."
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2890264#Comment_2890264
No tf it isn't?
Any killer with a marginal amount of mobility makes it hell to deal with in solo queue where you can't coordinate Tinkerer procs. The perk is absolutely problematic.
If the problem lies around the lack of information sharing of solo queue, then the problem isn't around the perk, but the solo experience itself. With more ways to convey information to your teammates, maybe it would be easier to counterplay Tinkerer in an effective manner just like SWF could.