SpyMature
SpyMature
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She's not OP, but it's that she has no counterplay and is not enjoyable to play against, so I'd rather just kill myself on the first hook and move on and get ANY other killer but Spirit, I'd much rather go against Nurse than Spirit.
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Yeah, some of these suggestions are pretty bonkers, here's my take on those perks:
Soul Guard
- The enduring effect also applies to any teammates that you pick up yourself for 6/8/10 seconds.
- Enduring from recovering from dying lasts 6/8/10 seconds.
Blood Pact
- Both you and the obsession can see the aura of the killer if the killer is within 8/10/12 meters of the other person. (You do not see the killer's aura near you, only when he's near the other person)
- You don't have to fully heal each other up to get the haste speed buff for 8/9/10 seconds
- You can see each other even when the other person is picked up by the killer. (You see the killer's aura per the above feature)
- Overrides Knock Out.
Mettle of Man
- Amount of protection hits required to activate this perk are reduced to 2
Buckle Up
- Picking up a survivor grants him a 3 second sprint burst
- Killer's aura is revealed to both the saviour and the saved person for 8 seconds
- Your aura is revealed to the killer for 8 seconds
- Survivors recovery progress will be highlighted in white aura within 32/64/128 meters of the downed survivor
Flip-Flop
- Flip flop has an aura effect
- Any downed survivor within 8/10/12 meters at the moment of being picked up will have the Flip Flop effect applied
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@hahadrillgobrrr said:
I'm going to play Billy as much as now or maybe even more. Depends how well that new pallet addon helps me put pressure against God tier loopers.
lol, have fun with that pallet addon, cause you're pretty much shooting yourself in the knee with that, similary to Oni's ultrares.
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You think that's bad?
Wait until they do a Huntress "Add-on pass" and give her a "Stamina" cooldown mechanic so you wont be able to throw more than 2 hatchets in a short period of time.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1407759#Comment_1407759
The restriction doesn't even look like it would impact good Billy players all that much anyways, so I don't see the problem.
My point is that I just want to have F U N with a consistent power that doesnt have so much restritctions to what I'm allowed and not allowed to do.
Imagine if Huntress would get a "Stamina" cooldown system, and you wouldnt be able to throw more than 2 hatchets in a short period of time..... Unless.... that's what they're already planning for her "addon" rework with "a small tweak to her base kit"
Honestly, who in the hell would ever ask to get more restrictions on a power that tell you what you're ALLOWED TO DO and what YOU'RE NOT ALLOWED TO DO.
It's boring and lame, instead of adding this overheat as a mechanic, they should make is a "chainsaw graphics update"
No one wants more of these lame cooldowns added into the game on powers that are fun to use.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1407745#Comment_1407745
You can if you didn't overheat the chainsaw.
Why put that rescriction on chainsawing across the map in the first place when Hillbilly is literally the most balanced killer in the game.
Honestly, it really feels like Nurse all over again with them adding a boring and lame cooldown just for the sole purpose of making the killer feel more restricting and boring so people would play less of that specific killer.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1407689#Comment_1407689
But you can still do that. It says in the post that when traveling with the chainsaw if it overheats you are not stopped. You just have a cool down when you choose to stop.
This means you wont be able to immediately chainsaw a survivors who's working on a gen you traveled to, and instead you'll have to wait for a boring and lame ~10 seconds cooldowns, forcing you to go for an M1 instead, on a survivors who's working on gen in the middle of nowhere, because if you try to wait for the cooldowns to finish, they'll be easily able to run across half the map and get to a pallet or a window.
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@slim0b said:
From a killer's POV: It IS fun to use and satisfying when you hit the punishment especially in the red ranks.
Missed punishment attacks result in a tremendous slowdown almost allowing a survivor to go to the next loop if you understand when to capitalize on PH's mistakes. Point is they're very punishing.
I agree with your points on his addons tho, most the green-brown ones are better than the purples and reds which is downright ridiculous.
From a survivor's POV: Even going against it, the devs made sure that survivors can react to it, and it isn't even that difficult, by making them see a red marker prior to the wave, and making the wave take time to travel to it's maximum point.
The devs also adjusted the killers sensitivity when in punishment mode disallowing flicks, and blocked A-D movement in it disallowing mindgames. He can be countered if you honestly can just react to his punishment.
The problem that I find with him is that it's better to zone out the survivor in a loop by "intemidating" him that you're going to use it rather than actually using it.
You'll follow a survivor through the loop while using Rites of Punishement (While moving faster than them at 110% mov speed) and at one point they'll either have to drop the pallet and get hit while stuck in an animation, or keep running, but if they keep running through the pallet, Pyramid Head will just stop using Rites of Judgement and do a basic hit.
It's a Lose-Lose for survivor when he's in that situation
It's honestly sad to see that his power is more useful in intemidating survivor to not drop the pallet (or dropping it anyway and getting hit) just to stop using it and get a basic hit.
Power's intemidation is more usefull than the power itself.
With this fix I'm hoping to see Pyramid Heads actually use their power instead of using it as a free zoning tool at a loop, cause they won't be able to catch up to survivor at a loop if they're in a chase while using Rites of Judgement.
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@Peanits said:
It's not a matter of prioritizing newer players over older players, it's actually quite the opposite. Back then, the way event cosmetics were stored were much less secure than recent events, and it made them susceptible to loss of progress (the reason why we needed to return them to people in the first place). We originally decided to return them only to the people who had earned them in specifically to not alienate long time players who had worked for them. Despite our best efforts, there were people missing who should have received them and didn't: The data we had at the time was not robust enough to catch everyone.
So in short, some of the people who did work for and earn them didn't receive their cosmetics back, and there was nothing we can do for them. Those long time players were out of luck. The idea of not alienating long time players ended up alienating those long time players.
It's unfortunate, yes, but leaving those people behind is not an option. This is the fairest way we can handle the situation. This shouldn't be a problem for future events as the way we store rewards now is much more secure.
Why are you giving away only the event cosmetics? If you say that you do this because you cant restore some players progress and give them the cosmetic that they didnt get even though they earned it, this should also apply to Legacy cosmetics. Some players got their legacy, but it was taken away from them, and you couldnt restore access for them.
If you truly don't want to "alienate" the community, you will either give away BOTH Event AND Legacy cosmetics for the same reason you're giving away Event cosmetics, or give away NONE.
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It's [BAD WORD] ...[ahem].... stupid.
"community's best interest" my [BAD WORD]
You've already tried to do this a while ago and the community said "no". Here we go again.
By that logic you're implying being the reason to give Event cosmetic to everyone, you should also give out Legacy cosmetic to everyone because some people lost them, why are not doing that? Oh, is it because it's gonna anger the people who grinded for them? Then why does the same not apply here? Especially with the buggy mess that was Howling Grounds event.
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Toolboxes are basically like little BNP's now, instead of just using toolbox on the first gen you come across at the beginning of the match, you're gonna want to keep your toolbox until you think it's necessary to fly through a gen at the speed of light
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1148618#Comment_1148618
He's the type of killer with a high skill ceiling. We don't want to make any knee jerk reactions based on feedback from a few matches on the test environment where ranked matchmaking is not enabled. We'd like to see what someone can do with them with practice first, then make any changes that might be needed. Most people only play a handful of matches on the PTB, and those that did play quite a bit tended to do pretty well with them as is.
Short version, he's doing okay for now, we're going to watch and see what needs to change - if anything - once people have had more time to learn to play as and against him.
Are you actually serious about that high skill ceiling thing?
"Hey, I can see and hear an injured claudette working on that gen on the 2nd floor of Box building in Mac Millan, and I am lucky enough to have the gen spawn next to the boarded up window, lemme line up my shot" *Bang* *Hit* "Ok, I hit the injured Claudette through that tiny hole in the wall without her noticing...... now what?"
"Hey, I already hit this daving and now he ran to a loop I can shoot over, Surely I'll be able to easily down him now if he's not careful enough to dodge my shots" *Bang* *Hit* "Ok, time to go around the loop and reel him in" *David starts struggling* "Alright, just a little bit more..... any seconds now" *Chain breaks* *David runs to the next jungle gym while you have to reload your weapon* "Darn"
It's absurd how Deathslinger is literally just a worser version of Huntress that cant down survivors and has to reload after every shot.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1146601#Comment_1146601
Oh yeah, that guy...
What was his name again? I can't remember. It's right on the tip of my tongue.
I think I maybe know who you're talking about, but I'm not quite sure I remember him either, I think his name started with "C"? or was it "K"?
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I'd have to agree that it feels like the whole point of Nurse rework was to reduce her usage, I wouldn't say that she's was really "nerfed", but it's sure as hell boring to play as her.
It's just not satisfying anymore. Like, ok, you go for a 2 blink hit, you hit the survivor, he gets a sprint burst and runs away. Now after your fatigue is done, you're forced to awkwardly look at the survivor for 4 seconds without the ability to do anything at all. And it pisses me off, it's very boring, she's my 2nd most boring killer to play as after her "addon rework" with the most boring one being Hag.
Both of these killer are really powerfull, but they're not F U N to play as.
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Chris Walker when?
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A good example would be this
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Decrease the regression speed value from 2x to like 0.75x, and remove the HEX part
Honestly this change is bad for the game overall, because it hurts the low tier killers like Clown and Trapper and actually BUFFS the 3 top tier killers that have tools to apply pressure on the map.
This just enforces the 3 killer meta and makes playing low tier killers pure suffering.
Not only will you see the 3 top killers (Nurse, Spirit, Billy) more often, but killers will also start slugging / tunneling more often as well.
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I thought this thread was gonna be about how boring it is to play as Hag and against her, but apparently people think that Hag is underpowered. (spoiler alert: no, she's a very powerfull killer)
Anyway, continuing my thoughts, she's just very boring, she's boring to play as and against, her game ramp up feels even slower than Trappers, you HAVE to use her phantasm traps to catch someone, otherwise you're just running after someone until they run into your trap, you teleport and hit them, repeat from step 1.
I wish devs will give her some sort of rework at some point to fix that, otherwise I'll just never touch her, maybe I'll even skip her tome if one comes out before her rework, it's just mentally exhausting to play as her and against.
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Ironic, you were trying to prevent people from throwing their games and killing themselves on the hook during the event where you had to collect flower nectar, and now you're introducing these challenges, which FORCE you to throw the game in order to achieve them.
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@Peanits said:
It's surprisingly doable, actually. Toss on Bond and try to work on generators with others. You don't need to be on the generator from start to finish, you only need to be there when it goes off. It might take a few tries, but you'll get it.
It is doable, but requires you to throw the entire game in order to achieve it, as well as if you're the first one to be found, you can forget about doing the challenge and ######### on the first hook.
I did this challenge with other survivors who were doing this challenge as well, I got grabbed while we were working on the 4th gen, so after the unhook I dedicaded myself to doing the last gen, and what do you know, all 3 of my teammates got slugged, and instead of going and helping them, I had to keep working on the gen cause otherwise I'm really likely to not get the my 4th gen done.
I think the challenge should be toned down to finishing 3 gens so people wouldnt be forced to throw their games in order to achieve it, and kill themselves on the first hook should they be the first ones to be found.
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Also, the whole system of punishing people for disconnects doesnt fix anything and just creates more problems, the only people it's gonna punish are players that are gonna be ######### over by the game's bug, for example: a bug still exists where you could down a survivor, and you wont be able to pick him up, neither will his bleed out timer go down, normally under these circumstances the killer could just DC and move on, but now they'll get punished instead.
Otherwise salty survivors will just kill themselves on the first hook instead, the whole difference is that its gonna take them 10 seconds longer to get out of the game.
Devs, can you at least fix the game first before implementing this system and ######### over players who encounter one of these bugs?
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@Almo said:
It's really hard to change achievements on consoles. As an example, we'd like to change Skilled Huntress to be 20 shots like it is on PC as 100 is way too many of these to ask for. But they ask us, "But is it still possible to attain these?" We say, "Yes, but it will suck." And they say, "If it's still possible, you can't change it."
Other achievements have been changed because they became literally impossible to attain because of gameplay changes.
If you cant change the already existing achievements, then can you at least STOP doing the same achievement for every new killer that will suck to try and achieve?
Or are you gonna keep doing the same *as a single player against 4 other players, kill all 4 survivors while using 3 unique perks that are most likely gonna suck and wont be as good as Ruin or PopGTW, oh, and also, you need to get a merciless victory, which means if survivors are gonna be this bad to the point of all 4 of them getting downed at the beginning of the match, you're gonna have to let them wiggle out and extend the match as much as possible for the sake of getting all 4 red emblems, and dont forget that hatch exists, if the last survivor gets out, screw everything you've tried to achieve so far*
Or are you gonna keep sacrificing fun for the sake of consistency?
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/835124#Comment_835124
Event in this case means conventions, not in-game special events. You didn't grind those cosmetics, you had to physically go there to receive a code. Some codes were also given during some giveaways, but it was just luck.
By "grinding on events" I mean grinding on ingame events like Howling Grounds.
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@Lost_in_the_Fog said:
If you want to be mad at someone, be mad at the people who were selling codes online.
Then why not give away cosmetics that the codes existed for only? Why did they have to kill Event cosmetics since you cant sell them, the only way to obtain them was to earn it through grinding the event
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I mean, what difference does it make between be EARNING it through grinding on events vs people who grinded bloodwebs? Absolutely none, they killed the hard earned event cosmetics, so why not kill Legacy as well?
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@Grandkurama said:
Nobody complained about it why are you sa....
Ah yes....they removed the change to killer/survivor button that nobody complained about...
I'm talking about this spinning camera which was marked as "an issue" in the latest update. As far as I know not being able to instantly switch between survivor and killer is a dedicated server issue, which is gonna be fixed at some point.
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@Peanits said:
Because ultimately, that is what those perks are designed to do. They don't outright tell you exactly where they are, but they do tip you off that the killer is nearby. If they don't detect stealth killers, they basically do nothing. You don't need premonition to tell you that the killer is nearby when they already have a terror radius.
I would suggest approaching from unexpected angles and not looking directly at the generator you think they're on until you're close if you think someone is running one of them. Odds are they're probably relying on it to tip them off, use it to your advantage to catch them off guard.
Right, what about Kindered not "trumping any killer's stealth abilities" and not showing his aura even though if you were leaning towards Solos and SWF being on the same lvl, Kindered should reveal killer's aura no matter what cause "it trumps any killer's stealth abilities"
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/783849#Comment_783849
There's is no update to give. We're going to let you guys know as soon as something changes, but we don't want to spam people by sending the same message every day. There's still some issues we need to iron out first, we're still working on them, we're still trying to get it out as soon as possible. I'm sorry if that's disappointing to you, but beating a dead horse won't fix it.
That's funny Francis, cause I'm pretty sure that even if you take your time to iron out all the issues, it's still gonna be a buggy mess
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tbh, the buff that Ghostface would really need is a shorten cooldown after he downs a marked survivor, it's pretty crippling when you down a marked survivor, hook him, and you just have to kinda walk around the map with no pressure or any killer power whatsoever until it slowly charges back up so you could continue being immersed and sneak up on survivors, it's the worst feeling.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/679089#Comment_679089
"Read Premonition's description, it says "TRUMPS ANY KILLER'S STEALTH ABILITIES""
So why does it not work against Tier 1 Myers? I occasionally use premonition bc it's a fun perk and good against certain killers, but it's kinda like Spine chill in the sense that it's effectively powerless on its own.
"Spine Chill is a top tier underrated perk that completely annihilated a stealth killer"
Spine chill has plenty of issues. It doesn't tell a Survivior where the killer is coming from, who the killer is, nor does it pinpoint their location. The only thing spine chill does is tell you that the killer is looking at you. It gives you information that you need. If it was nerfed to not effect killers in some kind of "stealth" mode then it'd be a big and quite unnecessary buff to Ghostface. (Ghostface is already regarded as a solid Hag/Huntress level killer, being insanely strong in the right hands. He doesn't need buffs).
"single perks shouldnt absolutely annihilate stealth killer's abilities, and if you're bad enough to think stealth killers "have no counterplay" then use Premotion."
it doesn't annihilate their abilities. Spine chill is powerless by itself, it's all about the information it gives you. Spine chill does very little for as much as it does. It tells you the killer is looking at you, which is often times enough to save you, but it doesn't tell you where they are, who they are, what they're doing, or if they're actually coming after you, or if they just so happened to be looking at you while doing something. You act like Spine chill gives you the endurance status or something. It just gives you barebones information. It's just that those barebones are all you really need to survive if you know how to use it.
Again, read the description, "TRUMPS ANY KILLER'S STEALTH ABILITIES". T1 Myers isn't an ability. Ghostface activating Night Shroud is, Pig's activating crouch is, Wraith activating invisibility is.
Also, Spine Chill does annihilate stealth killers abilities because there is no surprise when survivor already knows you're coming and plan out their next route accordingly, there is no point at sneaking up on a gen, moving from cover to cover to not let them see you, when survivor on a gen already knows you're there and either hide or start running to a pallet / away.
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Jesus, the absolute ignorance of all the people in the comment section
Read Premonition's description, it says "TRUMPS ANY KILLER'S STEALTH ABILITIES" (Same as Kinred) which means it will still work against stealth killers, it's trash and obviously it wasn't nerfed, if you're actually this bad to the point of thinking that stealth killers "have no counterplay" then use this perk
Spine Chill is a top tier underrated perk that completely annihilated a stealth killer, there's no point in sneaking up when a survivor know EXACTLY if you're coming for them, or someone else. It also notifies you at a range of 36M - higher than default 32M terror radius. Spine Chill will still be a top tier perk in my eyes cause it notifies you when you should comming to a gen inside Killer's terror radius, or when he's coming towards you before you can actually even hear his hear beat.
Like I said, a single perks shouldnt absolutely annihilate stealth killer's abilities, and if you're bad enough to think stealth killers "have no counterplay" then use Premotion.
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@Peanits said:
Not all perks are meant to be meta. We could very easily do the same old every time and slap bigger numbers on them if we wanted to make new meta perks, but that wouldn't be fun. If a perk like Inner Strength creates a unique and niche build, that's perfect. If you just want to run the best of the best every match with no variety, hey, whatever floats your boat, I won't stop you, but there's a lot of people out there who like to mix things up.
Just like people here mentioned, just because not all perks need to be powerful doesn't mean they all have to be trash except for a few.
You did a great job with Infectious Fright by removing the requirement for the hit to be a regular attack, and now it's actually a usable perk, why can't you do the same with at least these new perks? Why do they have to be so weak?
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@Boosted_Dwight said:
Hey I saw this exact comment on Reddit.
Babysitter would be good if the unhooked survivor could actually see where the killer is to avoid running into them. Surge needs a radius buff because survivors can run away from gens. Better together is fine and imo great for solo survivor. Inner Strength is fine because it's not difficult to find a totem and there are 5 totems so you have a good chance of cleansing one.
You saw this exact comment on Reddit because it's the exact same person, I dediced to post it on forum too to get some discussion going and let out my opinion.
Yeah giving the aura read to the unhooked survivor as well would be great. Better together should reveal the aura of a gen youre working on to all survivors at all range, and reveal your aura to other survivors when you're working on a gen and someone gets downed as well.
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@drimmalor said:
I'm actually a huge fan of Fixated. I love walking in chase to hide scratch marks and to break bloodlust around smaller loops. The walking speed is fairly significant for making that a much more viable strategy. Seeing your own scratch marks is just a bonus on top of that.
Inner Strength is also amazing - it incentivizes cleansing totems to save time later, and combined with Head On it makes for a great locker safety build.
I think fixated is something rather made for new players so they would understand how scrachmarks work similar to Windows of Opportunity, after using it for a while I found these scratchmarks showing up rather distracting cause I already have the idea of where the scratchmarks will show up after playing 1k hours, the walking speed increase as it is right now is very insignificant, it should be increased to 25% or 30% so it would actually be noticable, also the requirement to be uninjured is total bullcrap.
Inner Strenght is something that's gonna look cool at first, but over time you're gonna realize that you're just wasting a perk slot to save just a couple of seconds, or perhaps even waste some looking for a totem, cleansing it, and getting into a locker. Nowadays Killers who actually get good at the game don't even use NOED and I rarely ever see it at high ranks.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/672129#Comment_672129
Wrong, it got changed before the ptb started.
It's just a flat timer now.
I suppose it makes it better, but there's still the requirement to fully heal a person first, and it's gonna be a similar problem to Autodidact where you won't get any heals, and will most likely already get hooked once before you can even activate the perk.
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@VexTheHex said:
Better Together - Pretty pointless. It's like if Bond and Kindred had a baby. Bond does the nearby aspect better while the other part is only useful to see if someone else is rushing for the save.
Fixated - Seeing your own marks seems pointless, seeing other's may of been neat. The walking speed may help a little, but you'd better off stealthing with Urban Evasion since you're a smaller target.
Inner Strength - Not really seeing anything too exciting for this one, but it isn't bad. Totems are a limited resource and have to be found before others break them.
Babysitter - Too short of a time for the marks and blood to not be left. 8 seconds?!? And you're letting the Killer know where you are and whether you went to heal them off the hook. I like the idea of it, but it seems they played it rather safe/weak.
Camaraderie - Very situational, doesn't offer that much for a once in a match perk.
Second Wind - May be pretty useful, probably the best of the Survivor perks. Hopefully can pull off some escapes/heals from camper/tunnelers if the map/area allows for it.
Surge - Meh. I think I'd rather run Pop Goes The Weasel instead of this one.
Cruel Limits - Probably won't be useful most of the time while offering some times where it helps you trap someone. Situational but the idea is interesting.
Mindbreaker - Seems mostly like a anti-Sprint Burst perk or to slow people down from hopping back on gens so they can get over the Exhaustion first. Nothing amazing as it mostly sounds like a annoyance for Survivors than anything else.
My personal thoughts as of now.
You won't get any heals from Second Wind, it's a perk against Killers who actually play fair and leave the hook, the counter to this perk is actually camping and tunneling the survivor off the hook, cause the perk works only outside of terror radius.
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@HazeHound said:
You are so wrong i can't even. Every Gorgon perk is very good and survivors have perks that will break swf even more. For solo play walking perk combo well with sb, vigil.
Every update someone makes thread like this. Remember how people thought corrupt Intervention will be useless? Just wait and see how people use them.
Hook time perk will cause only oneshot killers + nurse to be played, mark my words on this.
Out of all the perks to try and throw on me, you choosed the one that actually hinders the survivor on the hook rather than helps him cause the Killer gets to know when to come back to the hook, or even stay at the hook because he knows someone is within 16m... LOL
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@Seanzu said:
Don't care, they're all pretty fun to use and feel pretty great when you get them to work, not everything has to be a perk that carries you to the win.
Personally, I don't find it fun or great to feel when you get them to work.
A good example would be Head On, cause it actually makes me feel great when I break killer's nose.
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But realistically survivors shouldnt be able to run around forever, they should get a stamina bar or something, they also should play in first person like the killer, for realism reasons, right?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/659815#Comment_659815
I have noted it and will share it with the team, but I doubt it would be something that could change in time for the next update. Changing text is harder than it seems. We can change the English (and even French) text very easily, but every other language would need to be sent off for localization.
Actually, for example, in russian language it already literally says "vulnerable"
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Eh, called it as well, Sranger Things PTB only starts on September 4.
Kind of disappointed, but at least we've got a date
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And he shall appear
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@King_Crimson said:
1) Make dbd VERY dark like in this video https://www.youtube.com/watch?v=F0AG1Fp5PXE
2) make flashlight "base item" (so it is given every survivor by default and can be used with other items
3) make flashlights last very long so they could be used at lighting tool
4) balance flashlight addons around this.
5) rework blind-related perk for killers (lightborn)
6) killers will have "lighter" version of dbd but still it would be dark
7) survivor's "stealth" skins changed to be more lighter
I don't know whether it would be balanced or not, probably not, but I would love to play this version of dbd.
That would be actually quite interesting idea for a seperate gamemode
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Can you at least tell us if it's this week or not?
At this point it would seem like there won't be PTB at tuesday, and I doubt you'll do a last moment surprise PTB for no reason.
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@ReikoMori said:
How about we let the perk go live first and not try to make bad faith changes on something you have tested? Why do people keep trying to make hook attempts free even when you're getting a huge amount of extra time to make a save regardless if the killer is there or not. It legit is an anti camp perk on paper and you're trying to change it with out testing it.
People assumed Mettle of Man was going to be OP and break the game..... which it did when it was first announced.
Just by looking at how this perk works as of now, you can already tell that it actually help the camping killer camp more effeciently, and a change is required to make this perk even work the way it's supposed to in the first place.
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@ReikoMori said:
How about we let the perk go live first and not try to make bad faith changes on something you have tested? Why do people keep trying to make hook attempts free even when you're getting a huge amount of extra time to make a save regardless if the killer is there or not. It legit is an anti camp perk on paper and you're trying to change it with out testing it.
People assumed Mettle of Man was going to be OP and break the game..... which it did when it was first announced.
Just by looking at how this perk works as of now, you can already tell that it actually help the camping killer camp more effeciently, and a change is required to make this perk even work the way it's supposed to in the first place.
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I just hope that he gets at least 5-6 tokens to place down his teleports, and that his extended lunge doesnt charge up like Huntress hatchets, and you can just press and release and go at the set distance, considering you cant strafe and it gives survivor room to try and juke.
So far what saved this chapter to give a second thought about buying it is the fact that you get Undetectable status effect for at least 5 seconds when you come out of the portal, so you could try and jumpscare survivors, or perhaps even yoink them off of a gen after hiding your teleport somewhere nearby.
What is going to absolutely destroy any of my hope for this killer is if he's going to have a lame cooldown whenever he teleports (like after you teleport, you cant teleport again for the next 20 seconds or some ######### like that)
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Another shot of this cursed loop


