AChaoticKiller
AChaoticKiller
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As for what they should do the perk needs a cooldown like you said but also it needs it's range reduced. This is my idea for the perk to try to balance it for both sides.
OoO: When looking in the direction of the killer you see their aura for 5 seconds if they are outside 16 meters and within 48 meters. OoO has a cooldown of 20/15/10 seconds, during the cooldown the killer can see your aura outside of 16 meters. If you are not the obsession OoO has a cooldown of 30/25/20 seconds.
OoO does not activate if the killer is undetectable, you are in the dying state, or if you are hooked.
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The perk needs a rework but doing that basically says that the perk was a problem however it is only a issue in SWF's so reworking it says that swf's have a massive advantage with this perk and for some reason the devs won't say anything about it's usage in SWF's.
It's probably because doing so admits the perk is a problem regardless of it's stats and they don't want to admit that SWF's have a massive advantage over solo's.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1825006#Comment_1825006
They do not. Nurse is weak averaged across all players, even across ranks 1-4. But when considering the very best players, she's top tier. Not quite #1, but close.
Keep in mind I have access to way more information. The periodic snapshots we share are because they are interesting, not because they are the sole criteria by which we balance things.
Ok but then what about the other killers that require more skill than other killers to do well with below legion like Huntress, Oni, Pyramid Head, Blight, and Billy?
The community agrees that these killers and all near the top of the list when it comes to effectiveness and viability yet your stats show them below that and you said that Legion is at the middle when it comes to kill efficiency but from the looks of it that's only if you ignore skill and go solely based on stats which is flawed obviously as we see with nurse.
If we are to sort that list and say that those killers aren't represented accurately because the skill to play them is not accounted and bad players bring the kill rate down then legion is theoretically well below the middle. He isn't at the bottom but that's because i'm not going to compare the other killers to him since they are pretty standard killers that are hard to do bad with so by stats it seems that legion is indeed doing better than them. If you want to say nurse is a exception due to the skill needed to play her acknowledge that other killers and misrepresented since they too need skill to play and bad players bring down their stats more so than other killers.
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No the old one was easy since it went off of how much bp you got, unless you're talking about when the emblem system first came out their were like 1 or 2 emblems on both sides that were hard to do good on to the point where it prevented you from pipping even in games you did good in.
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Yeah it does and it is noticeable however it isn't just items it's actually the nodes themselves.
The game basically assigns nodes a rarity and them rng decides what goes in that node based on what rarity it got.
it is extremely noticeable at prestige 3 since it also affects your perks, if you get a perk it is very likely that it will be in the next bloodweb since it is a higher rarity and the rarity modifier affects the perk nodes. Like i prestiged 3 all my killers but the twins and when leveling them i noticed it was very common to get the same perk in my blood webs back to back if i got it before however that almost never happens in none prestiged bloodwebs.
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NO, I will agree that the grind in this game is too much but removing perk tiers is a awful idea. It will decrease the grinding to a point where new players won't see perks after a certain level and old players with all perks can easily get them all and run meta.
Making the meta more common across all ranks is the last thing this game needs, a better idea is to be able to upgrade perks to the next tier at the cost of a lot of bp.
Also the effect of tiers increasing certain values of a perk is not a problem in fact that's how it should be since obviously a higher level perk will be better than it's lower version. If you have a problem with a perk or you think it needs to be buffed it can be done easily with the tier system.
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Blight is probably one that feels great when you play well, another is using all sorts of tricks with your traps as hag. There is a way to get on top of loops with good trap placement, timing, and having the survivor drop the pallet and i swear nothing feels as good as getting it to work and having that loop unusable for the rest of the game since you can put traps on it and leave the pallet down as bait.
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when it was a 45 second recall it was still worth it but now it's just on the edge of being good enough of a time to stop that strat from being effective. Still you should keep victor on you for as long as you are not doing anything, only take him off if there is something to do.
i wish that it was the survivors aura shown not victors and his aura should be shown from the beginning imo.
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I have nearly 2k hours mostly as killer and haven't lost the majority of my games , i would say i lose 1/4 of all my games IF i'm not playing a killer i'm good with and as my main which is Hag i rarely loss as her.
If your not playing a good killer or your playing a killer your not good with yeah you will loss a lot of games unless you are in general good at killer and can dominate chasses even as a m1 killer.
I will say tho that in the rare case you get a sweat swf unless your playing a top tier killer you will probably loss. Even as Hag i have to rely on some luck to get a snowball going which is how i usually win against those groups.
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I knew this just from looking at the addons, toy sword is basically rat liver for demo.
Like of course you would run something that has a constant good effect over a unreliable one.
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@Aven_Fallen said:
I dont like to go against them. I would be totally fine with buffing them, if the Devs remove the annoying aspects. Camping with either Victor or Charlotte should not be possible.
Having an idle Charlotte at the Hook is basically Insidious-Camping, as long as Victor does not get crushed. And having an idle Victor at the Hook would require the Survivor to crouch (which still would make it possible to switch to Victor after the Unhook), which is the same as Hag, which is already a boring Killer to go against because of exactly that Mechanic.
Just instead of triggering a Trap the Killer sees Killer Instinct, which allows them to switch to Victor.
Also Victors Hitbox feels HUGE. He smacked a Wall next to me and I still got downed, one time he hit the air fair above me and still downed me. Is there an actual image of the Hitbox btw?
https://forum.deadbydaylight.com/en/discussion/comment/1820138#Comment_1820138
The thing is, Victor downing a Survivor after 45 seconds (or whatever amount) would just be a lose/lose Situation once again. Either the Survivor gets downed by Victor or they get downed by Charlotte while getting Victor off. Sure, it could waste up to 45 seconds if the Survivor would just keep Victor on their shoulders, but having a guaranteed down in a Chase without anything to do against it is the same as a Killer bloodlustig until he reached Tier 3 or old Legion.
The thing is it's really easy to take off victor before charlotte gets to you, you can get hit by victor near charlotte and still have enough time to take him off without getting punished. This killer isn't very strong when you don't have victor i don't see how making him down a survivor after a long time would make them that broken.
Like say your right in front of charlotte and you attempt to take off victor as soon as he is on you, not only do you get a speed boost from getting injured by victor but you also are faster than the killer as she is "waking up". Sure you will get stunned when you take him off but you still have plenty of distance to not get hit for a few seconds and if you went to a loop you can probably avoid getting hit. This would make this killer more interesting to go against since you have to figure out when you should take off victor. Do you do it right away and give back her power or do you loop for a bit first and take him off after you drop a pallet.
edit: As for the loss/loss situation that isn't that bad since you will still have wasted a lot of the killers time and it won't always be a loss/loss situation. Like the killer should be strong but she literally doesn't have a power when victor is on someone he should at least be a danger but he really isn't.
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Use his power at small to medium loops, if you can fake out the survivor by going one way then go the other way(like pig's ambush) you can usually get the hit.
Change your play style depending on your addons, if your running "breaking" addons cloak at pallets more right before a survivor drops it that way you can break the pallet faster and get back onto that survivor sooner. If your running movement speed addons go for hit and run's more and use your power to catch up in more situations. If your running uncloaking or recloaking addons simply use your power more in a chase especially at small loops like i first mentioned.
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@Mandy said:
I've had a few extra key users in my matches as killer but I've not had many key escapes happen in my recent matches, despite not running anything "anti key" and sticking to my normal gameplay. Just because they're in the lobby doesn't mean they will get used effectively as the survivors still have to get all the gens done or a majority at least, unless I've already killed 50% of them, and it's amazing how many people use the key add on that protects the key in the event of your death, so the key is pretty useless to the rest of the team if that person dies.
The protect the key on death addon becomes so much more meh when you get more keys on your survivor.
like i got around 20 skeleton keys and 10 dull keys i would rather just run addons that allow me to use my skeleton key's aura reading then protect it since i have so many of them.
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They need buffs and a better limit to their camping.
They need to buff victor being on survivors as it isn't threatening, making him down you after 45 seconds(can be adjusted) would make chases more interesting since they have to take off victor but also be careful when doing so since it will stun them.
Also just some QOL changes are needed, things like charlottes camera being locked when switching to her is so annoying and unnecessary.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1819078#Comment_1819078
It's not dumb to avoid chainsaw or blink hits with a locker jump lol. Best case scenario you avoid the hit and get away. Worst case you get grabbed, but you would have went down anyway.
And I mean the problem is that I think the window of time the grab can be performed is too large. You can disagree with that but I said it clear as day in my post.
If there can be issues with gen grabs due to dedicated servers then there can be issues with locker and vault grabs, too. It's not an issue for you though because it's benefiting you.
Of course you can use them to avoid some powers but we are talking about using them in general not against like 3 killers.
Also dude if you are in animation you should get grabbed, you say the grab time is too long but it's the same time as your locker leaving animation and again you should get grabbed if your that close to the killer and try to exit the locker. If you are not rushing out of the locker expect to get grabbed and if you are rushing out expect to get grabbed if the killer is in front of the locker looking at you, you were found you are going to get punished for it.
Lastly really your gunna pull the whole "You don't care because your not affected/benefit/whatever", i didn't mention anything regarding my experience with locker grabs i simply said when you should get grabbed. The only people dedicated server's effect currently are those with bad connection if your complaining about bs grabs maybe go look into your own internet. Don't pull some pity move just because you don't have anything else good enough to add.
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If your dumb enough to use a locker in a chase expect to get grabbed, if the killer is about to check the locker your in expect to get grabbed.
I fail to understand the problem with locker grabs they work like they should and the complaints about grabs mainly revolve around gens.
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Play safer, you can't do much against getting hit in the open but at pallets you have to drop them early. If a clown uses his gas most of the time you have to use the pallet as soon as you get to it otherwise you get hit however if you didn't go through the gas and you can loop the other direction/object in the loop without going through the gas you should do that instead.
Certain loops like the standard jungle gym(1 pallet, 1 vault) are pretty good against him since you have multiple options unless he uses more than 1 bottle to cover all the paths to the pallet and if he does do that and you get him to use more bottles later/earlier you can gain distance on him if he reloads.
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You can't expect 20 killers all with a different power to be similar in strength. like how is a killer like pig who is mainly for stalling supposed to be equal to nurse a heavy chase killer.
There are only so many concepts for chase based powers(the strongest) before they become too similar and it's pretty difficult to make two completely different powers such as Oni's and Wraith's equal in viability. There will always be a few that are just better than the others as well as a few that are worse.
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If your soul is not dead your fine :)
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1818868#Comment_1818868
Yes. Confirmed. Victor works on same concept as hag traps except it will detect a dying survivor crawling away. It does not detect crouch walking. I've tested this.
ok good to know, thanks.
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@Mister_xD said:
as far as im aware Victor doesnt reveal crouching survivors.
which means that its the same as with a Hag, you crouch towards the hook, kick the gremlin and THEN rescue. difference is, that you can actually destroy the "trap", so you can start running after the unhook without being punished, as its the case with Lisa.
You sure? I'm pretty sure it is when a survivor moves killer instinct takes effect regardless of position as i haven't had a survivor do a save without killer instinct taking effect, unless i have literally never had a survivor crouch to a hook.
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If it didn't have the extra effect of causing hard skill checks I would still want this to have a cool down. This perk is a major time savor when used the problem is that the super long cool down makes it not worth using but that doesn't mean it shouldn't have one.
This perk should have a 60 second or even 40 second cooldown, 60 seconds if they want it to be usable and 40 if they want this perk to be competitive and im fine with either.
Also it should only effect gens that have been worked on, the fact that it might trigger on a non active gen is just stupid.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1815858#Comment_1815858
I see why, but doesn't it do both if the killer misses a swing?
because you always get distance if the killer misses a swing, what should the survivor not be able to move until the killer recovers?
The only time you should miss a swing is if it was a super good bait on the survivor part or you had to swing since they would make it to the pallet/vault. In all other situations the survivor should get downed.
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@WishIcouldmain said:
Coldwind will come will the next Mid-Chapter. But I'm really hoping Haddonfield or Crotus Penn come with it since I believe graphically they can look extremely creepy. And could be balanced well I believe.
Haddonfield is such a survivor sided map, when they rework it there will be a ton of breakable walls but i think that is necessary since the loops in the basement buildings are so strong. the fences along the sides of the buildings are also a pain to deal with unless your playing one out of like 4 or 5 killers.
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keys need a rework that gives them less power but more uses. They should still be able to open hatch but it should take time, not save progress, and alert the killer in some way so it can be stopped. BTW if 4 survivors escaped by hatch you already lost that game you can't complain, the main issue is when a survivor escapes in front of you with 1 or 2 others and you couldn't do anything to stop it and you were winning that game.
Freddy needs a nerf or a change to make him less effective or easy to play, i can agree with that. However Spirit is fine, the issue with spirit is how survivors face off against her. Any nerf to spirit to make it so you know where she is when phasing is a awful one it was the reason she was considered weak in the ptb and the recent bug that made you hear her made her so weak that you could loop her easily with a good head set she was basically no different that clown. If you can nerf her without making it so you know her location that would be fine but because of her power the only thing that would be a reasonable nerf is a visible suggestion that she is phasing like if her body glowed for a second after she uses her power.
The twins need some buffs and quality of life changes to make them more playable before they nerf her camping pressure. The only reason she is even playable right now is because of her camping pressure because against good survivors you don't end up snowballing because they keep healing and staying together with other injured survivors.
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The perk is fine, it only is useful if you have somewhere it can help you get to meaning in the open or in a bad spot the perk does nothing.
If you are swinging without knowing they have dead hard fix that habit you only have yourself to blame and if they used it to get to a vault or pallet cool they didn't gain that much distance you can catch back up easily.
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From my experience NO ONE has suicided on 2nd hook in the 10 or so games i have used a mori.
Survivors are aware that they can only have their game cut short when it is almost over, they have no reason to suicide other than if your tunneling or camping.
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A part of the reason they look worse is because it feels more cluttered like how all loops have walls but that was kinda needed as the old loops were impossible to mindgame against good survivors. That on top of the new look is what makes it look worse since you are used to the old style of the maps but to me it does look more like a junkyard then before.
Like they nailed the look but the old one looks better due to it being more open and basic looking. If you ask me tho i don't think they should change it back and even if we wanted it i don't think they would, the new map is more balanced then before and imo balance comes first.
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The devs are updating the maps to a new standard and IMO they look better and play better than before, you may think they are uneeded but they bring a new experience to this game which prevents it from getting stale, the devs are making changed because they feel it is necessary.
Mori's needed a nerf you say they are to stop toxic survivors but it is impossible to know they are toxic unless you have versed them before. Just because your not good enough t win against good survivors doesn't justify a OP game winning offering to remain as it is.
Aura's were being tested as they wanted to update the look of the game, they kept testing them until we have what we have now and IMO they look better than before. Again no one is leaving the game over this.
Auto haven may not have the best rework but it is better than what it used to be balance wise, sure it is harder to know where you are but that is technically a good thing and the new loops allow mindgames to be a thing and work when before in the majority of loops you couldn't do mindgames against good survivors.
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I want the "trial start-up" idea to be in this game, it works like this.
For the first 2 minutes of the game all gen repair speed is reduced by 50% until the timer runs out or the killer downs someone.
If they added this it would give killers a better chance at the start of the game so 2-3 gens wont get done before you can stop them or at least not as fast.
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@nursewannabe said:
Seeing how they reworked autoheaven, i hope they don't even touch cold wind and crotus prenn
Well they will and as long as they don't make corn even worse to see through I welcome it.
I REALLY hope the swamp maps are next, I hate those maps with a passion no matter what side i play. I don't think they could get worse.
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If it was only reliable with a swf so no it shouldn't be reverted.
Unless you dedicated yourselves to saves and pre-sabo'd a bunch of hooks the perk was trash and that is the case even if you got save or two with it since you wasted a bunch of time you could have spent on a gen presetting saves on hooks that you probably wont get to work unless you waste time following the killer.
New sabo along with the sabo changes are more balanced as it is usable by solo's and you don't need to preset hooks for sabo saves which means players running it can do gens instead of potentially waste all their time on hooks.
You say new sabo is skilless but that is actually the case with old sabo, it didn't take skill to sabo hooks to 99% then finish them in front of the killer it takes time. New sabo does take skill since you have to use before the killer is next to you meaning you can mess up if you mess up the timing which means there is skill in using it way more in fact then instantly sabo'ing hooks.
Also the minute cooldown is fine, there are extremely few situations where you need to use this perk more than once in secession. If you want to sabo hooks running with the killer there are perks for that like breakout but prepare to take hits which is fair since you might get a survivor off the killer without getting downed.
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Honestly this game has enough grinding in it so i don't want to prestige more after P3. I do think this is one way to go about prestiging and while it isn't bad I don't think reducing bloodweb prices is the best solution. However i do like that idea of getting slightly more BP for each prestige level you have on the character you play along with keeping event items.
The main problem i see regarding the grind in this game is how it is so difficult to get the perks you want the price of them does come into account but thats not the problem the main issue is simply RNG. The more perks that get added to this game the less likely it is to get the one you want. An idea i had regarding prestiging was a upgrade system where you could upgrade perks you get on the bloodweb to the next tier for a lot of blood points and the price for doing so is less depending on your prestige.
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@NightWolfsFury said:
https://forum.deadbydaylight.com/en/discussion/comment/1813328#Comment_1813328
They could've made it to where Moris could not be used until all survivors have been hooked at least once. There you go.
But I also dislike what Moris do for the game, so I'm happy with where they are now
Jesus the amount of times i see this you realize that it has more flaws right?
That idea swings between too weak of a nerf and too strong depending on what survivors you go against along with the situation. At worst you go against a strong swf who gen rushes and you don't have the time to find all survivors and you have to go after who you see and if you try to find whatever survivor you haven't hooked that survivor will hide. you can also get a survivor that likes to play stealthy which is more likely once they see the hidden offering. At it's best for the killer you get back to back chases and hooks on all 4 survivors and the nerf does nothing.
That idea is very simple and im positive the devs considered it as well but they choose mori's on death hook since they thought it was more balanced and it is compared to that idea since it is equal regardless of what survivors you go against or how they play.
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With everything he has it stacks up against the survivors which at least to me makes him A tier but at the bottom, if he gets nerfed yeah B tier.
He is literally brain dead easy to play it shows in his stats, as long as you are good at the basics of killer you can't do bad with him and some players doing bad is what brings down the kill rates for killers just look at nurse's below 50% kill rate.
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@Nosferatu3145 said:
Totens are pretty good with them, it's easy to defend
I used devour on her it was pretty fun.
once they find out you have devour you have victor guard the totem works out pretty well since the survivors rarely bother healing when you can insta down so you can use victor to get them.
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you should have waited an extra 20 seconds, you had the power to stop it's activation simply by waiting for a short duration but you were hasty.
Don't get me wrong DS does need a nerf/restrictions but not to it's activation of timer length. The main problem with DS is the what you can do as it is active and the biggest thing is simply doing a gen. It is literally common sense to finish a gen your near once your unhooked and have DS. If DS deactivated when you worked on a gen it would save it's biggest strength which is having free progress on gens.
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- Instant, completely safe, unskillful escape once your at hatch.
- multiple can escape
- No interaction with the killer
If opening the hatch could be stopped by the killer and it had a way for the killer to know it was being opened keys would be balanced. But yeah it's pretty BS seeing someone with a key just escape in front of you with nothing you can do to stop it and even more so if it results in multiple survivors escaping.
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Someone called me a hacker when i was using spies from the shadows
the dude played super safe as in as soon as he heard my TR he sneaked around the outside of the map where the crows are and i just went straight to him.
I didn't even get to respond he just said something like "Wow nice hacks must be nice always knowing where everyone is reported and blocked"
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@CrashMADDS13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1813328#Comment_1813328
What do you think about the idea thrown around where an ebony can kill a single stage hooked survivor but requires all survivors having been hooked at least once?
It can be held by the survivors and in cases where the survivors are getting destroyed as in hook to hook the mori can activate like normal. Good swf's are also a problem as it is not uncommon to not see 1 of the survivors until very late in the game and if they think you have a mori that survivor will play extra safe and you can't take the time to find them.
It is either too weak of a nerf or too strong due to survivors since you NEED to find all of them, even a solo can prevent you from getting it if they think you are using it.
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I play a lot of demo on console and only miss shreds from close range on my obsession since i used STBFL, the only reason i miss as victor is because he can't m1 survivors so they can run up in his face while that isn't a issue with demo.
you just have to wait with victor backing up also helps, definitely a killer PC can do better with but he is still playable on console more so than the other PC killers.
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/1813345#Comment_1813345
You made the comment that Distortion doesn’t hide your aura while repairing gens because OoO exists. It DOES hide your aura while repairing gens so the only way OoO would erase that ability is if you yourself chose to use that perk, too. Just don’t do it!
go reread my posts i never said that it didn't hide aura's.
I was saying that having your aura hidden when doing gens would be broken when combined with OoO.
As in the perk would ALWAYS be active when doing a gen.
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/1813245#Comment_1813245
What does that have to with anything? Object of Obsession is a survivor perk not a killer’s. Just don’t be stupid enough to use both at the same time.
distortion is survivor perk that hides your aura what you on bro.
OoO is a powerhouse perk having a way to keep using it and hide your aura as you do the objective would be extremely OP which is why i mentioned OoO.
edit: in case your misunderstanding I basically said i wouldn't mind if distortion was always active as long as you were doing a gen or totem. However that would be completely broken combined with object of obsession.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1813279#Comment_1813279
This was a leak. Nothing official.
ok yeah that's probably were i saw it.
still doesn't change how they could easily implement a reward system, something is better than nothing unless that something is as pathetic as the 10k bp we got for logging in daily.
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@bubbabrotha said:
https://forum.deadbydaylight.com/en/discussion/comment/1813214#Comment_1813214
Unfortunately, this scenario doesn't happen often, at least with me. Sure, it comes in handy sometimes, but it isnt worth 7000 blood points.
In my opinion, either make them 5000 blood points and decrease the chance of finding them, or rework them entirely.
provide a better rework then, there isn't one out there i have seen in all my time in dbd that has no flaws other than the boring one we got. Almost every post on a Mori rework mentions Mori's limited to survivors on death hook and the responses were pretty much "I wouldn't mind it but..." or "I'm sure they could do better" but no good solution other than that gets brought up.
Also that scenario is as common as you make it, all you have to do is find the person as soon as they are unhooked and boom instant pressure since your chasing an already injured survivor with no protection since you bypass it with the mori. It is extremely common once EGC starts since your only good option is to camp and go for the savior but if BT isn't used with a mori you can even kill the unhooked without worry.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1813279#Comment_1813279
I don't think they ever made the actual change?
So they did say rank rewards are coming. wasn't it like 300k BP for being in R1 or something? I don't understand why it is taking so long to just give us currency based off the value of our rank even if the amount isn't that great it's better than nothing and they can adjust it repeatedly without consequence since it doesn't affect the balance of this game.
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Having a high rank as killer shows that you understand the game, have the minimal skill needed to pressure gens against normal survivors, and you understand how to quickly end chases and know when you have to leave them.
Camping doesn't show any of that why should you rank up? You would just lose anyway since you won't catch anyone if you haven't honed your skills for chasing survivors and camping dulls them. If your in low ranks you are where you belong.
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didn't they say we would get BP depending on our rank upon a reset or am i getting that confused with a post. It was awhile ago so i don't recall.
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distortion needs a buff mainly a way to get more tokens.
I would say that it would be fine if it hided your aura if you were repairing or cleansing but OoO exists...
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@BattleCast said:
Offerings aren’t meant to act as free wins for either side anyway. At most offerings are supposed to act as minor buffs like the luck offerings.
This
Also they are not useless, they allow you to bypass any form of save attempt the survivor or other survivor has when they get downed on last hook and depending on where you down them you save time or loss 2-3 seconds preforming the mori on them.