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AChaoticKiller

AChaoticKiller

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AChaoticKiller
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  • Wait out the timer, slug them for the appropriate time, and don't go after unhooked survivors if they chase you just slug them when they get too close. Survivors that go into lockers decide if it is better to get rid of DS now then deal with it later and most of the time if your near another survivor you might as well go after them instead otherwise just take the stun if they were unhooked recently.

    Honestly the groups that try to be aggressive with DS are easier to deal with then the ones that use it to safely do gens. It almost always ends up with me slugging them all or getting multiple survivors hooked at once.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1876800#Comment_1876800

    The only hatch location that was consistent was the school basement on Badham, which was a bug.

    Knowing where the hatch could spawn doesn't help if it can spawn nearly anywhere on the map.

    the reason it's easy is simple, if it can be anywhere then you can be anywhere so the killer will have a hell of a time finding you so you will eventually find it and when you do it is pretty much impossible to stop you unless the killer can see you and quickly down you before you make it to the hatch.

    That is why it doesn't matter if it takes time to find the hatch, as long as your not running around like a chicken without a head and your paying attention to where the killer generally is you will escape with a key.

  • items are a separate thing from killer powers so they don't have a standard and they don't really need one either.

    It makes sense to have certain addons standards across all killers because you will always bring/use their power and making an addon requirement also helps with creating new killers since they know what they are aiming for. Items are not like this at all.

  • @scottymo said:

    keys are fine get Gud. Love to see the data on how matches % a survivor, at least 1 opens the hatch with a key. Only 2 rare and ultra rare keys open hatches. Let’s talk about how hard it is to find the hatch unless you waste that otherwise useless bill perk or have a map which means you don’t have a key. The hatch only gives that 8m audible when it is open. Then show me the total hatch escape data even the last survivor hatch. Too much killer crying these days when the game still skews killer.

    your obviously not a long time player, good players know pretty much all hatch spawn locations or at least the likely area's they spawn in.

    The only time it is hard to find hatch ever is if your in rotten fields, a swamp map, or treatment facility. It is pretty easy in almost all other maps to find hatch you just have to check it's spawning locations.

    Really the only conditions required to open hatch is to have a key and survive to meet it's spawning requirements, after that you should find it with ease since you can take your time avoiding the killer and searching the map since the killer has nothing to go off of to find you.

  • Here is my idea, what they need is a way for the killer to find and stop the hatch from being opened, anything resembling an instant escape like current keys is not good enough nor is it balanced.

    @AChaoticKiller said:

    Hatch mechanic changes

    Hatch now takes 12 seconds to unlock with the dull key and skeleton key, when unlocking the hatch all players will hear it within 32 meters as a directional constant audio. The killer can grab a survivor unlocking the hatch and progress on unlocking the hatch does not save. The player that unlocks the hatch will not immediately escape through the hatch. Progress on opening the hatch does not affect keys however successfully opening the hatch will consume it.

    New key mechanic

    All keys can now quickly open chests at the cost of 10 seconds of use from the key, this animation takes 2 seconds.

    Key changes

    • Broken key is replaced with unique key, the unique key has a different look then the dull or skeleton key.
    • A deactivated key cannot open black locks.

    unique key: A small key crafted to unlock a specific type of lock, vibrating with power. The keys power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the keys power into various effects.

    • 20 seconds of use
    • can be used to quickly open chests

    Dull key: A dull key that once held great power. The keys power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the keys power into various effects.

    • 20 seconds of use
    • can be used to quickly open chests at the cost of the keys power.
    • Can be used to open black locks and is consumed when successful.
    • Deactivates upon getting interrupted or stopping the progress on opening the black lock.

    Skeleton key: A tarnished and crooked key, vibrating with ominous power. The keys power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the keys power into various effects.

    • 30 seconds of use.
    • can be used to quickly open a chest at the cost of the keys power.
    • Can be used to open black locks and is consumed when successful.

    Addons

    The following addons are unchanged; Weaved ring, milky glass, gold token, prayer beads, prayer rope, erode token.

    ultra rare addons;

    Ominous Locket: a small locket with a faded picture of someone's family, written in blood are the words "I'll make it back, no matter what" across the picture. The powerful feelings in it become your own when opening a black lock.

    • Decreases the time it takes to open a black lock by 4 seconds
    • when you start unlocking a black lock the killer is alerted to your location
    • You cannot stop the unlock interaction unless interrupted by the killer.
    • Once the black lock is opened you escape through the hatch.

    Very rare addons;

    Blood amber:

    • Reveals the killers aura when within a 32 meter range
    • reduces key usage by 10 seconds.

    Unique wedding ring:

    • reveals the obsessions aura to all survivors.
    • Decreases your chance to be the obsession.
    • Stacks.

    Rare addons;

    lock trinket: A small lock that is difficult to pry open, but not impossible. The key's power has no effect on it but instead conserves the keys power when used rashly.

    • When the key is used to open a chest, instead of losing some of the keys power this addon is consumed.

    paper note: A small note that is unreadable, focusing on it awakens unfamiliar memories. Can be attached to the key using its jump ring to channel the keys aura reading ability.

    • reveals item and chest aura's within 32 meters of you.

    Luck charm: a small wooden charm that has been carved from a branch with the word "Luck" engraved on it. The key's power has no effect on it directly, instead the charm channels it into something else.

    • greatly increases the chance for a higher rarity item when using the key to unlock a chest.
    • deactivates the key when the key unlocks a chest.

    uncommon addons;

    glass diamond earring: A cheap earring with see through glass diamonds. channeling the key's power though it makes you feel faint and disconnected.

    • when using the key your aura is hidden from all players.
    • decreases key usage by 10 seconds.

    Scratched pearl:

    • decreases the sound of opening the hatch by 8 meters

    Common addons;

    rusted lock: a small rusted lock easily opened with force, it can no longer accomplish its original purpose. The key's power doesn't affect it directly, instead it amplifies the sound of unlocking locks through this trinket.

    • when using the key to open a chest the killer receives a noise notification
    • you leave no scratch marks after opening a chest with a key for 5 seconds.

    Perk changes

    Left behind: decreases time it takes to open the hatch by 4 seconds with a key when your the last survivor alive.

    Ace in a hole, plunderer, and pharmacy now work when a key is used to open a chest.

    Hoarder: If a survivor tries to open a chest with a key instead that key gets deactivated.


  • why not just solve the whole issue by disabling DS when you work on a generator for more than 3 seconds?

    The issue with DS and it with unbreakable is simply survivors going to a gen off hook for free progress on it or to finish it. If they got rid of the safety net DS provides when doing so it would just make the perk for recovering and stopping tunneling. Sure with UB you can still try to be aggressive but that is way less of an issue then free progress on gens and honestly you should be going after other survivors anyways than unhooked ones.

  • @CashelP14 said:

    I agree people shouldn't be shunned for playing any killer/build/add-on. You bought it and you play it whichever way you like.

    Except for Hag. Free shunning for anything to do with playing Hag.

    I play her with a controller do i get a pass?

  • I used to play a ton of hag daily before crossplay on xbox and racked up a lot of hate, I got some players who i went against kinda regularly and few just left the game if they knew it was my hag. nowadays I play like 5+ killers regularly and don't have a main other than hag since i got so good at her.

    When your good at hag it makes her look easy to play to the other side which gets you called skilless trash and other things.

  • I play more killer than survivor but i have a lot of experience in both roles and i try not to be biased.

    That said I do think OoO and keys are the current worst thing in this game, DS not so much other than when it is used as a safety net to do gens off hook which can be easily fixed if the devs just deactivated it when you work on a gen.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873865#Comment_1873865

    It's a shame I dont really play pluage so I dont have any ideas about what to change

    Expect for making her consistent when it comes to hitting survivors with your power there is very little they can do other than making her get survivors into the broken state faster since without addons you have to get the entire stream of vomit to hit them and then some more after that. They could also just make the passive actions that get you into the broken state do so faster.

    She is designed to be a no win/no right choice situation killer where you either run around injured and loud or you give her the best ranged attack in the game. The thing is you can go heavy in one way or the other to limit her by just not giving her corrupt purge or you cleanse almost right away and even get sick on purpose so you can corrupt all the fontains so she loses out on them. The only buff i can think off is increasing the duration of corrupt purge when you get it when all the fountains get corrupted so one of the strats against her is less effective.

  • @ukenicky said:

    Plague is not fine. She has many, many issues at the moment and BHVR is ignoring them.

    She likely won't be addressed until after Freddy and Demo if that even. They'll probably work on other Killers with add-on passes before Plague and it's really upsetting.

    For those wondering:

    1. Plague's power is seriously screwed over by dedicated servers. This applies to both Vile and Corrupt Purge. You can hit survivors with either and they will make the getting hit animation and scream but not get infected or take damage.

    2. Her bloodpoint system is weird. Damage inflicted from Corrupt Purge counts towards Brutality instead of Deviousness and in general she has issues maxing out most of her categories, even when you've played well.

    3. I've heard but cannot confirm that her break animation is longer than any other killers. If this is true all I have to say is why?

    4. I still think the way she gains her Corrupt Purge power feels awful. I just wish they'd make fountains less likely to spawn on the literal outermost edges of the maps because when you have to walk wayyy out there to drink up it really doesn't feel worth it. You waste so much time it feels awful.

    She has one of the lowest pickrates for a reason, BHVR needs to address it but they choose not to, I guess because she isn't a popular killer and this is a shame since I think she's very unique and honestly has a great design. She's a strong killer when she isn't screwed over by the things I've mentioned though. I don't want her to be buffed to high heaven I just want less BS to happen when I'm playing as her.

    I feel the reason she has such a low pick rate is because the viable builds you can use on her are strict. You either go for the slow down, the snowballing, or a mix of them and your build has to be good regardless of if survivors cleanse or not. Her own design limits her and takes away the control you have over her power however with the right build you at least get no win situations where it works regardless of what survivors do.

    I used to play a lot of plague and was really good at her but over time i just got sick of dealing with the issues you pointed out. They should at least look into her power actually hitting survivors as that is one of the reasons i stopped playing her.

  • Sure i think that seems fair, it rewards you big time for landing bottles from far away since you can also get the speed boost but up close you won't get anything and it might hurt you but that's fair for trying to expose them.

    however i won't go as far as only giving the survivors the speed boost, i think simply risking giving it to them at all is pretty fair.

  • I never noticed this... what the hell they doing with all this time, if they did even half as much as the developers of this free game this game would greatly improve and yet they barely do anything compared to them.

    I kinda want an explanation for this and saying "We have to be careful with the changes to ect" isn't an excuse they can release a ptb with a ton of changes and easily find what isn't working out and if it does go live they can change it.

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1869941#Comment_1869941

    Ah would you look at that!

    One of the idiots who somehow has the misconception that there are overpowered killer perks.

    Lemme guess? DS is tooooootally fine though, right?

    I mean with it's interaction with the killer imo yes, however using it especially with UB to do gens off hook no.

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1869430#Comment_1869430

    I don't think that this should be a secondary ability, it's not, ability enough. Imo anything other than bear traps should be an iri addon that removes the bear traps and replaces it with interaction traps including stuff like this.

    Personally anyway I think Bloody coil should be a purple addon, iri stone should stay where it is though

    But it means these things would still have a functionality to change it up even inside of the addon

    Using honing stone and failing the trapped gen for example would be an insta down

    But there is so much opportunity for trapper that isnt taken

    His kit is a relic of the past

    He needs a buff and an addon rework

    Also unless those buffs make escaping traps impossible he will always be weak due to the nature of his power and he already got an addon rework. The devs however won't make him unfair just because his power isn't suited to the fast paced gameplay this game is normally played at that is why the only way trapper will be good is with a good secondary ability that isn't addon locked.

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1869430#Comment_1869430

    I don't think that this should be a secondary ability, it's not, ability enough. Imo anything other than bear traps should be an iri addon that removes the bear traps and replaces it with interaction traps including stuff like this.

    Personally anyway I think Bloody coil should be a purple addon, iri stone should stay where it is though

    But it means these things would still have a functionality to change it up even inside of the addon

    Using honing stone and failing the trapped gen for example would be an insta down

    But there is so much opportunity for trapper that isnt taken

    His kit is a relic of the past

    He needs a buff and an addon rework

    this isn't strong enough to be a main ability unless you plan on camping a single gen. you could have this naturally on all generators at the start of the game and it would still not be enough.

    I think this fits trapper well, he literally traps the generator and you have to wait for him to leave to then try to disarm it and if you fail it punishes you and because skill checks are not that great this is more of a method to delay the game and have better gen defense. It's also why i put a natural regression of 10% when you use this ability since it stops the regression of the generator.

  • @Chchchcheryl said:

    Stuff like this could even be an iri addon to make gameplay more interesting and varied as evan

    Having an entirely new secondary ability locked to a UR addon would piss many off, honestly trapper just needs something new there isn't much the devs can do to make him better without doing something like this.

    I think a cool UR addon for this would be making this instantly down survivors regardless of their health state but to balance it out it would reduce the interaction time to 6 seconds and only give 2 skill checks. it would replace his UR addon that injures survivors that disarm traps.

  • @TheDuhJ said:

    Something is off about that David pic tho... Like he looks bald but he started growing some grass on his head.

    The art needs work but its a good start. Suggest maybe some sideways stills so that its a bit more unison looking? Don't even want to imagine what Nea and Quinten's would look like...

    they don't have to be the adept art, honestly they can create new art for each character as long as it has the same bland color/look because this feels right and looks better than a colorful image.

    I feel like where they went wrong was just trying to be too different from the feel of the game, they are right that people are resistant to change but going from one art style to a completely new one that doesn't even fit the feel of the game and fails at basic placement of important information is obviously a bad idea. If it doesn't work it doesn't work and i pray they don't say "give it time to grow on you" because i will never like the new hud more than the old hud in fact i would prefer the old hud even if I can't also have the new hook counters.

  • mate that looks WAY better and keeps to the feel of the game without changing any hud placement.

    how can 1 guy come up with this in less than a week but a team needs entity knows how long to come up what we got and it doesn't even look good.

  • why?

    this just adds unnecessary inconstancy to a pretty balanced killer and nothing is worse than a variable you can't control.

  • the icon for the perk still lights up, good players will use that and try to judge where you are and it is especially useful for certain stealth killers like wraith and myers.

  • im sorry how is having one of his best addon which is the reload speed make him worse?

    you literally can play him the same way as before if anything it is a strict buff.

    Also he just came out and people are barely using the sonic tonic in chases despite how it combined with the tonic gets you nearly a meter difference in speed making looping him nearly impossible without using the pallet right away.

  • its a nerf

    all token hexs are not reliable and that is still the case with undying because it is not hard to find 2 hexs.

    the reason undying was good was the potential to save your other hexs more than once as well as the aura reading and we traded that for the use of unreliable token hexs.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867621#Comment_1867621

    The Pallets on Midwich are not safe. A safe Pallet is a Pallet which needs to be broken, this does not apply to Midwich-Pallets (except for the two God Pallets in the Corners). Once thrown, most of the Pallets in Midwich are playable, if the Survivor does not get a Stun.

    @Topic:

    Yeah, I agree, bad for both sides. Too many unsafe Pallets, two God Pallets. There should be less Pallets, but they should be a little bit more safe. Also, there should be signs for Generators, they added those to Lerys with the Rework, no idea why Midwich does not have any signs.

    Also, there should be a permanent 4th connection between the two Floors, currently there are only 3 permanent connections, the 4th can be opened by the Killer. There should be 4 permanent connections and the 5th should be optionable via Breakable Walls.

    Also, the Center should have more access, from 4 sides instead of only 2 sides. While this would not really go with the original design, it is achieveable by Holes in the Walls. Last but not least, more Drops down would be great.

    there are actually 4-5 god pallets, you forgot the 2 that spawn in the center of the map behind the clock tower and the one that spawns near the breakable wall stairway.

  • in terms of balance It is a survivor sided map however it is not the worst.

    The biggest thing that makes survivor sided maps survivor sided is the size and since midwich can have multiple 3 gen layouts it isn't the worst. It is still pretty bad tho because of the really good pallets, vaults, and braindead strat of just running down the halls until the killer gets close.

  • Here is what i think as a vet player about each change.

    Trapper: Extra traps sure, changing trap spawn locations also a really nice suggestion. However as for that last one OoO simply NEEDS a rework trapper honestly doesn't need aura immunity as long as OoO gets reworked.

    Wraith: Since he isn't that strong I think both of those changes are fine, However that increase of speed must be balanced so i think making his green windstorm base kit and making it so he can't go faster then when he uses the very rare windstorm addon would be good for him.

    Shape: Instead of removing EW1 how about they reduce the required amount of stalking you need to get out of it? while your right that people want to leave it quickly many players actually like to 99% it to get closer to survivors and there are plenty of moments that having no terror radius gets you a hit or grab. As for the addon pass he will get one since he doesn't meet the addon standards and is outdated.

    Huntress: I don't think she needs to have her hatchets recharged upon downing/picking up survivors, personally i rarely have trouble reloading hatchets and i don't think much is needed either in that regard besides increasing the speed at which you reload, also she doesn't meet the addon standard when she gets a addon rework without a doubt her IR heads will be changed. I actually think they will remove the negative part of the addon that takes away your hatchets and as you said make them instantly down survivors further than a set range.

    Pig: Honestly they should just make her crouching way faster, not GH speed but just faster. If they did that they could remove addons that affect crouch speed and give us more options. As for her addon combo's sure but i don't have any idea's for what they can do but i agree that it should be looked into.

    Nightmare: I don't think the timer should be increased but instead have ways to halt the timer or reduce it with certain actions. LIke when you wake up with a clock they could make it so you don't fall asleep for a minute which would be the equivalent of what you proposed. They could also make it so when you are injured you fall asleep slower by an extra 30 seconds overall (as in the speed you do so is reduced to result in an extra 30 seconds of being awake).

    Spirit: I have to completely disagree with you on this one. There was a bug not too long ago where you could hear where she was and it resulted in spirit becoming incredibly weak. think of it as clown but if the only way to know where each of you were was with sound, that is how spirit was and it made her ridiculously weak against good players. A better idea is to just give a visual cue of when she is phasing but any idea that gives away her location during phasing is a bad one IMO.

    Ghostface: Meh, he is in a good spot right now but i wouldn't mind if his cooldown was reduced to 25 seconds but i wouldn't go crazy with it.

    Demogorgon: As a demo main i have a good grasp on what he needs. First off i think they should keep the sound cue for using his portals but increase the undetectable status effect to at LEAST 5 seconds and make him less noisy during it, the problem isn't the map wide alert it is that survivors can hear you coming out of portals as well as your footsteps making it hard to sneak up on them. As for his addons yeah only the ones affecting his shred are worth using so a, addon rework would be fine by me as long as his shred addons are not nerfed.

    Deathslinger: this wouldn't change anything, at best bad players will suffer and that can be easily changed by just having something on your screen to aim with. the thing is because of his lack of map pressure he is fair, you have to think of this as a 4v1 not a 1v1 in a chase and since he struggles to apply pressure across the map he is very beatable as long as your team isn't messing around. I personally don't think he needs any changes.

  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1868158#Comment_1868158

    Power moves I found quite easy, I think it took around 12-15 matches or so.

    Rescue mission on the other hand was something I stopped actively trying to force and resorted to keeping a keen eye on oppurtunities that presented themselves. It was tedious to get, given I always play solo.

    I just haven't tried to get them yet mainly because i just prefer to play killer, but i think when i do try to play survivor for multiple rounds im going to go for power moves.

  • how about he can just YEET his bear traps at survivors!

    On a serious note I think if they gave him a secondary power I think it should still be trap based, like what if the gens could be rigged by the trapper and survivors had to spend time undoing it so they can continue repairing but if they stop in the middle of the interaction it injures them. This could also be a recharge ability so he would just have to interact with the gen to apply it when it is charged and it could even give survivors skill checks which upon failing injures them.

    to balance that a bit rigged gens don't regress and when they injure a survivor the gen is no longer rigged.

  • I just need to get power moves and rescue mission to get back to "100%"

    xbox rounds the percent to 100% when i only have 1 achievement left which is taking one for the team, i refuse to sandbag my team 250 times just for bragging rights.

  • For killers to be unique they can't all be similar like how many idea's of mobility can you think of before they become similar to others.

    As for ruin+undying the issue was more with how the perk could make hex totems last too long and high mobility killers could defend them easier due to the aura reading but that won't be a problem anymore.

    However while i like the nerf to undying I can't agree with making it's aura reading useless that was a little overkill and honestly was a lazy way to deal with mobility killers. They should have either just shortened the aura reading or made a new effect entirely because really the only effect of this perk now is saving one totem.

  • the perk is wasted if your affected with deep wounds as you would have to really be bad to get downed by it even if the timer was reduced to 10 seconds simply because the only time the timer should go down is when you use a pallet.

    Other than that yeah shorting the timer is a good buff but the problem has always been getting it to activate by healing others since you have to go out of your way to do so when you could have been focusing on a gen. For that reason other perks like inner strength are simply better and more reliable.

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1868095#Comment_1868095

    Its better than an instant break, plus the aura reading on dull totems is still helpful (unless they completely removed it, i dont remember)

    With its new ability to transfer hex tokens as well it now opens a whole range of possibilities!

    the aura reading is nearly useless since it will only apply to 3 totems none of which are things you need to defend.

    The only use i can think of would be someone cleansing a dull totem at the start of the game and that is not useful enough to be considered good.

    Like they should at this point just switch that effect with TOTH totem counter slowdown but make it also work on hex totems but with a shorter activation period since it would make both perks better. the aura reading simply doesn't have anything to do with how undying works anymore and would be best used on another perk.

  • that would be incredibly broken since it would also work with every other perk and legions power already gives you a free hit.

    have noed? go into frenzy when you see 2+ people just down them instantly and move onto the next until no one is standing.

    Got devour hope to 3 tokens? do the same thing but in the middle of the game.

    the dev's also wont make special exeptions for perks they like everything being consistent so only dragons grip or make your choice's exposed effect won't make frenzy insta down if it doesn't work when using any other exposed perk.

  • I mean i can say the same thing for deathslinger and current clown but i won't because all this does is make it so i either keep using them both together, only use ruin, or i just go back to using pop.

    If a killer became unplayable or incredibly worse because of this nerfed combo then the problem would be the killers design not that this combo isn't as strong anymore.

  • The only thing people can actually complain about DS is how it works when the gates are powered and how people use it to do gens off hook instead of recovering.

    The only time DS should affect you is during EGC, if they go into a locker just grab them so they don't have it later unless they are last hook, and when it is combined with unbreakable.

    IMO all they have to do to balance DS is disable it when you work on a gen so it is more of a recovery/antitunnel perk then a safety net for doing gens right off hook. The problem with DS lies in how it is used for safe gen progress (the main issue of UB+DS) not how it interacts with the killer because really all you have to do is go after someone else, just get good at finding people.

  • @nursewannabe said:

    They don't balance around kill rates, those are just some stats they shared with us. Doesn't mean they don't have access to much more data than what they show.

    It gives them a false impression

    a dev commented saying they don't think legion is weak because "He is in the middle of the kill rates" or something similar but that completely disregarded why some killers like huntress were below him. If you took out the skillful killers like the ones who obviously don't belong under legion he has i think the 6th or 5th worst kill rate in ranking order again if you ignore the killers who are obviously better then the legion and are being held back by bad players.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/218491/practical-use-for-reducing-tr-during-chase

    Furtive Chase (at max tokens) can OCCASIONALLY allow a quick switch in targets if a chase is taken past another survivor that’s completely caught off guard by the sudden arrival of the killer.

    Other than that, it’s really used for the Obsession switching to get more mileage out of other Obsession perks.

    This said though, the design of Furtive Chase does have me suspect devs have future perks planned around having an effect OUTSIDE of the TR, that are planned to have synergy with Furtive Chase.

    instead of reducing your terror radius which is nearly a useless effect besides that situation the perk should give reward you after focusing on whoever is the obsession. Like instead after you get a certain amount of tokens say 4 or 5 whoever is the obsession is exposed but to make it more fair they only become exposed after being the obsession for 60 seconds and of course once your obsession dies you lose all tokens.

    Also furtive chase was made many updates ago, if a perk with great synergy was planned for it then it would have been released by now.

  • speaking of faces does anyone know if the counter resets for how many faces you need?

    Im am 100% positive i have killed more than 20 megs and maybe even jakes but i don't have their faces.

  • @aliquis said:

    I think the criticism is blown a bit out of proportion but still to a degree true. First, we should give the new hud a chance (i am rank1 survivor and killer with 1000 hrs, so i am kind of invested in this game too).

    I personally have no problem with the information split up. to a degree: that interactions that give bp are now at the top right is irrelevant, the new hookcounter is nice, but not a point you will look often. Perks stay at the same place, but survivors and gens completed are now split up. I think these should be in close proximity on the screen, i look at them both as survivor and killer a lot, because they show the pressure either side currently faces and how the game goes.

    So my suggestion would be to move the gens completed from top middle closer to the top left. Other than that i would argue that it is fine.

    the problem is there isn't a good reason for all the important info to not be located together, while your right it won't have much impact on games if any at all it is just REALLY inconvenient and ugly for everything to be split up like it is now.

  • I pretty much never tunnel.

    the only time DS affects me is when a survivor has it during EGC and if they go into a locker which i just take the stun so they don't have it during EGC. There is also it combined with unbreakable but that is pretty much it and they can heavily nerf what that combo is used for by simply making DS deactivate if you work on a gen, DO IT DEVS.

    If you have a problem with DS outside of what i put above maybe don't tunnel, it is really easy to find survivors hell you can hear them through walls just get good at that so you don't think your only option is going for the unhooked guy who probably has DS because your the one at fault for doing what DS is literally designed to counter.

  • @DBD78 said:

    I hate to have to focus everywhere. What was bad about the old one? Did people complain about it?

    No they just want to change it because they are changing the overall look of the game like with their map reworks.

    The thing is not EVERYTHING needs to be changed, they also said they want to add new things to your hud but what i fail to understand is why can't they just add it to the old hud. Ironically there is actually more room to add stuff on it then the new hud.

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864874#Comment_1864874

    Yeah makes sense, though an issue also comes into play with a distance like that, that it would become too powerful

    I'm not particularly educated on how distance works in DBD though, so I may just be completely missing my swing here on the guesstimate!

    Perhaps maybe instead of distance, it stays (at max level) for 20-30 seconds after the killer leaves the basement!

    ( I feel like it looks like I'm trying to shoot down your idea I'm sorry I'm really not trying to do that!!!)

    it's fine, the thing is the basement and the killer shack are not that big so with that the killer could be near the shack and still have the speed boost. That is why a distance is required and in case your misunderstanding the killer will only be faster outside whatever distance is set meaning that the further you have to be from the basement the worse the perk is not that it won't be good if you never planned to stay near the basement.

    that is why i actually like and agree that the distance would be better/more balanced at 32 or 40 meters thanks for the feedback!

  • @Chchchcheryl said:

    Stunning, I particularly like your changes to the terror radius perks and monstrous shrine

    I know there would be a l o t of bitching about it supporting proxy camping, but would be amazing on basement killers like bubba, trapper, hag (especially waterlogged shoe)!

    This is very well thought out, wish I could up vote 10 times!!

    Thanks! I have a list of perks/idea's on a doc that i update whenever i think of something better and every now and then I post it. I also have a few for survivor but due to the nature of survivor perks the list is small. I visit the feedback section a lot to see the community's idea's and so many are unthought out or repetitive so i try to avoid that.

    A simple fix for monstrous shrine is increasing the range to say 32 or 40 meters so proxy camping is less effective which i wouldn't mind, i just put the minimum distance for the perk so it wouldn't be overkill.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864048#Comment_1864048

    Hmm, for me, the pregame chat works nicely, a lot of times. Sometimes not, thats true.

    it's unfortunate that only PC has the chat feature.

  • they should double the amount of bp we get after all we are being reset back to rank 20 each reset.

    If you get to rank 1 on both sides from 20 i feel like you should get a sweet 1 million BP.

  • @Almo said:

    I have Devour Hope with 5 tokens and Undying. Someone cleanses DH. The totem disappears. The Undying totem is now a Devour Hope totem with 5 tokens, and the Undying perk shuts off.

    Im fine with this change but you also got ride of the aura reading on hexs which makes it so the aura reading aspect of the perk is nearly useless since it won't help you defend your hexs and it will only activate in 3 spots in the whole map. Because of this the aura reading doesn't belong on this hex anymore, if anything you guys should switch TOTH totem counter/slowdown and undying's aura reading but have it apply to hexs as well but with a lower duration.

    That would buff both TOTH and the upcoming undying but not in a way that makes them as strong as they were before. those effects also just fits the one another well and with the aura length adjusted it wont be impossible to cleanse totems when TOTH is used to defend them.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/218176/clowns-new-antidote-is-way-better-than-you-think

    Not exactly sure where you got 7 seconds from. They said the duration is exactly the same as Tonic, which at base is indefinite for the duration someone is within the gas AoE and until the gas dissipates, and for an additional 2 seconds out of the gas AoE.

    Usually, overall this results in about 4 to 4.5 seconds of total Intoxication. That can only be extended by an additional 1.66 seconds if stacking 15% & 10% Ether.

    I think you’ll find that the Antidote gas will have the same numbers.

    i went back an used a stop watch to measure the time it is in effect it's actually closer to 5 seconds after you leave the gas, still over twice the duration the tonic effects a survivor when they leave it's gas.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/218176/clowns-new-antidote-is-way-better-than-you-think

    Not exactly sure where you got 7 seconds from. They said the duration is exactly the same as Tonic, which at base is indefinite for the duration someone is within the gas AoE and until the gas dissipates, and for an additional 2 seconds out of the gas AoE.

    Usually, overall this results in about 4 to 4.5 seconds of total Intoxication. That can only be extended by an additional 1.66 seconds if stacking 15% & 10% Ether.

    I think you’ll find that the Antidote gas will have the same numbers.

    go to the gameplay shown in the dev tapes and measure the time the antidote is in effect, it is about 5 seconds way beyond the duration tonic lasts. In case your confused im not talking about how long the gas stays just the speed boost you get from it.

    edit: when it shows the survivor getting the speed boost there is a thing to the right of the screen that shows how long you will be affected by the antidote, use that as a reference when measuring it's duration.

  • The best tactic to use them both is at regular loops

    simply throw the antidote as you approach the loop slightly before the pallet so it's area of effect is not at the loop then throw the tonic at the better part of the loop and push the survivor that way. you do not want to throw it too soon otherwise the survivor will be able to get the speed boost.

    Due to the difference in speed you will be able to hit the survivor before they can even get one loop in.

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