RKK
RKK
About
- Username
- RKK
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Comments
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@ClickyClicky My braincells are slowly deteriorating from reading your comments
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@Waffleyumboy ๐คฆโโ๏ธ
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@Secreted Thanks for the correction, I guess my friend miscalculated. Wow I thought 34 meters was insane but if it's really 60 meters that's ridiculous. No wonder BT is completely abused and used offensively to protect the unhooker.
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@DawnMad I dont think your understanding the point I'm trying to make. Its not about tunneling which is something I don't do anyways. It's about the fact that you are forced to hit the unhooked survivor with BT regardless if you tunnel or not. If you go after the person who unhooked, the BT player is able to bodyblock until both players are able to get to a loop or window. Then again, if you decide to wait out the timer they'll still be able to get somewhere. Through the research I've done, you can get up to 34 meters in range until BT deactivates and this is without perks helping increase that distance. This is the same issue with DS where these perks are now being used offensively because of how safe they are. When an anti-tunnel perk can now be used offensively it just shows the perk needs to be tweaked in a way to make it used for it's intended purpose. At this point, BT is being abused by players because of how long the timer is and same goes for DS. All this balance would do is make the perk intended for its original purpose and neget its ability to be completely abused. Hope this helps you understand the argument I'm trying to propose
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@Nutty_Professor 8 seconds would be fine considering it would still allow the unhooked person to run and take a hit if the killer decides ro tunnel. This wouldn't change BT's fundamental properties which is anti tunnel since it would still work as that. This change would also prevent people playing offensive with this perk due to the long timer. (Btw Styptic Agent is also 8 seconds)
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@PrettyFaceKate So you would want 15 seconds along with it activating regardless of terror radius? Yeah buddy, that's completely unbalanced and 15 seconds is an exceeding long time. It allows the unhooked person to run a total of 60 meters (75% of the map) or sometimes more depending on perks. In my honest opinion, it should be the same as a styptic which is 8 seconds as well. This wouldn't change BT's fundamental purpose which is anti tunnel since it would still work as that. As the unhooked player you can still take the hit if the killer decides to tunnel and also this would prevent people playing offensive with this perk due to the long timer.
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@C3Tooth Exactly, this balance rework would make it apply regardless of terror radius at the expense of a shorter duration
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@Nutty_Professor I have no issue with BT besides the fact 15 seconds is exceedingly long. I do believe to make the perk balanced on both sides this would be the way to go. Make the endurance status effect apply regardless of terror radius which will make it useful against stealth killers, and in return shorten the timer. The Styptic Agent is also 8 seconds
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@tylerlogsdon1 Your underperforming you need buff
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@Apple2o Dont even start with the "nOt EnOuGh PrEsSuRe" argument. It's been debunked countless times and is an extremely weak claim
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@Dreamnomad Speaking the truth is out of line? Wildcard and BHVR are almost identical in their behavior and reasoning for balancing
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@TheHoodiedOne What Cod are you referring to? I've never heard of a dev removing a gun for balance purposes
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@GrootDude Yes, its feedback but it holds no merit. Just a rant with no evidence or data to support his claim.
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@GrootDude A thread about a player ranting to nerf a killer because he's "too OP" is not significant
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@TheHoodiedOne COD is a very bad example to compare DBD with. Actually, in fact COD does not have "broken maps", or 25min-1hr queue times, constant error codes sending to the menu etc. Trust me, if it did It would not be one of the most top grossing games at the moment. Your correct, no game in existence Is perfect. They may suffer from minor bugs or glitches but not the issues DBD has. Look at Fortnite for example, that game is practically flawless due to the devs hard work and effiencey in making a great game.
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@GrootDude Is this a joke? How is this thread a significant issue in your eyes? I've looked over many threads and he's only replied to ones about easter eggs, archives, auric cells, and meaningless conservstions such as the one you listed
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@GrootDude Which ones If you dont mind me asking. 4 years after launch and this game still has serious problems. (Matchmaking, broken maps, game mechanics not responding, error codes, etc.) The list goes on
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@GrootDude Then wouldn't it be more reasonable If he responded to threads that have actual significance? BHVR take shortcuts when it comes down to fixing issues. For example, instead of fixing the matchmakimg system they just hid survivors ranks instead. Sometimes you have to take the narrow path even though it's hard. Itll pay off in the end by making your game successful. @Peanits
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@Peanits Its hilarious how the devs respond to threads about easter eggs instead of fixing serious issues. You guys are almost as bad as wildcard ๐
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No
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The first one would be a nice addition and could mimic how tinkerer works. For the second one, I don't know if this would be healthy for the game. Your turning a non stealth killer into one which might be to strong especially with one shot capability.
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@prismalorg I realized it sounded very similar to doctor right after I finished it ๐ Yeah, I do agree that it would have to be a hex perk similar to huntresses etc
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Creative but this perk wouldn't work with the game's mechanic system in place
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@DeathEscape
Your only factoring in 1 variable. This perk would be used with other slowdown perks such as thana, dying light, ruin, and addons etc. It would take significant longer even with 2-3 people. Also, your comment is referring to end game when theres only 1 person left. This perk would be primarily used for mid game and the beginning of late game (1 gen).
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@TruthTheDeceiver I completely understand your point about it being a hex and not a passive. I made it a hex because I wanted a very high risk, high reward perk. Because as you know, the perk can be deactivated any time throughout the game. Personally, what would make this perk different compared the two you listed is that you can reach up to 18% (2 dead) for your speed increase. Considering every second counts this boost would be huge. Also, let's say for instance two survivors are dead which would give the remaining survivors a 6% decrease to actions. If your running this perk on freddy for example, who has addons for slowdown combined with ruin, pop, dying light, or other slowing perks it will make gens extremely difficult. For Fire Up, it only affects gens and pallets while this perk would affect everything. I dont think you took that into consideration. As I mentioned this is just a concept and improvements could be made.
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I completely understand where your coming from. The locked chest idea was an addition to the concept I thought of for more content. I edited that part out and now have the main concept I want to present to people.