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AGM

AGM

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AGM
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  • Not sure how practical this would be, as once you start the kicking animation, the survivor would be able to run out of range in time. And once they know you have it, i would be quite easy to play around.

    Props for the creative idea though!

  • I disagree. I occasionally use a dress as failing a skill check is a common way to wake up (and survivors should occasionally wake up without wasting too much time so that Freddy's teleport charges more slowly).

    And although dream pallets may not be as strong as snares, I appreciate having a different way to play.

    Even the blindness add-on has a little usefulness.

    I agree about the hemorrhage one being pointless, though. I'd love to see them to change it so that it slightly speeds up his gen teleport by a second or two.

  • He really doesn't need anything, he's pretty great as is. The only suggestion I can make is more of a bug fix: If you shred off of higher ground into a survivor, you can't actually hit them for some reason.

  • I used to place portals right next to gens as well, but now I find placing them nearby but just out of sight causes enough confusion due to survivors not quite knowing where to run away that I can get a hit sooner than if they immediately ran from the portal in a straight line as soon as they see you emerge.

  • I would just prefer Buckle Up to give you a healing speed buff (40%-50%) to other downed survivors. Situational but potentially useful, gets a slugged survivor playing faster, and punishes slugging without feeling unfair like how "second chance perks" can feel.

  • I would appreciate if they bumped Surge up to 10%, but it's not the most useless perk as is. Definitely better on some killers/builds than others.

  • Oh, and to answer your first question, I don't believe it slows a downed survivor recovering on their own, but say another survivor is healing a downed survivor within the killer's terror radius, it will slow that healing.

  • I don't use it because it doesn't make a whole lot of sense as a perk. Most survivors stop healing in the killer's terror radius anyway because of Nurse's Calling. And in general you want your terror radius small to sneak up on survivors which then stops the perk from working as well.

    The only builds I could see it doing anything useful in are with a Legion using Iridescent Button or a Doctor using it in tandem with Distressing, but you're probably better off swapping it out for something better.

    Definitely a perk that could use a rework, imo.

  • Most of these are tweaks unless otherwise stated. Will do killer perks later.


    Autodidact: Increase skill check chance 25%/30%/35%

    Babysitter: Unhooked survivors get a 25% speed burst for 2/3/4 seconds

    Buckle Up: Increases healing speed of survivors in the dying state by 40%/45%/50%

    Camaraderie: While hooked, if the killer is within 32m of you, Entity progression is slowed 25%/30%/35%

    Decisive Strike: If another survivor is hooked while this perk is active, it immediately becomes inactive

    Fixated: Remove the "while uninjured" stipulation

    Leader: Buff to 11%/22%/33%

    No Mither: Start the trial in the healthy state

    Open Handed: No idea, but it definitely needs something; useless in its current state

    Sole Survivor: (Rework) For each survivor in the trial in the dying state, receive a(n) 8%/9%/10% increase to all action speeds

    Stake Out: Receive a token for each 15/14/13 seconds spent in the killer's terror radius for a maximum of 3 tokens. (Remove the "while not in a chase" stipulation)

    Technician: Extend the sound reduction buff to survivors working on the same generator as you

    Up The Ante: Luck is useless, needs a full rework

    Vigil: Every time you complete a generator with one or more fellow survivors, recover from any status effects that any of you are currently under

    Wake Up!: Needs something but I don't have any idea what

    We're Gonna Live Forever: Unhook survivors 25% faster

  • Flick is fine the way it is post-hotfix. Thanks devs!

  • Nothing wrong with strong killers. Just the way in which she's strong is extremely poorly designed. Survivors basically just have to constantly guess at whatever she's doing, which is one of the most unfair-feeling and unfun concepts ever introduced into a multiplayer game.

    The most egregious example of this is her not having a vault animation.

    So I have to guess when she's standing still, using her power, faking a pallet break, and when she's vaulting? Oh, I guessed wrong, guess I'm dead. Oh, I guessed right, guess I live for now until I have to guess again. Thrilling stuff.

    All I'm asking for is a little player feedback. If that is unacceptable, then there are plenty of single player games out there to play, but DBD is not one of them.

  • I'm actually having a great experience with dedicated servers. The eastern US data center is only ~80 ping for me, every time. With ping that low, the only bug I've experienced is the one where Myers' stalk regresses after you release the stalk button.

    Don't get me wrong, though, there are definitely more lag-related bugs to fix for people with higher ping.

  • @xnes_galax said:

    https://forum.deadbydaylight.com/en/discussion/comment/651723#Comment_651723

    The problem with it would be that perk perks wouldn't help with no instadown killer (and right now we only have 4 of them) at all.

    Yes, it would also counter instadown perks... but i am not sure how effective it would be. Still a good idea tho.

    After fulfilling the condition it could also protect once against certain perks; i.e. NOED, DHope, Haunted Ground, MYC, Iron Maiden, and Rancor, in addition to Killers' innate insta-downs

    Edit: Whoops, didn't process the whole comment I was responding to.

  • Okay, hear me out for a sec.

    The biggest issue with Mettle was that it made killers with an insta-down stronger while making M1 killers weaker. What if we flipped that around?

    Mettle of Man: Upon fulfilling X condition, the next time you go immediately from healthy into the dying state, you are instead put into the Deep Wound state. This effect only activates once per trial.

    What that condition should be, though, I am not sure, as the protection hits mechanic sucks. Perhaps getting chased by the killer for 2-3 minutes?

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