AhoyWolf
AhoyWolf
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- AhoyWolf
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I'm not sure if I like the idea of having basically two identical Perks with slight differences tbh. (the other one being OoO)
Don't get me wrong, this would make Spine Chill at least usable and it would have a nice stacking effect with OoO itself!
I had an idea a while back to rework Spine Chill, it went something like this:
- Sense the Killer's Terror Radius 8 metres further.
- While in the Killer's Terror Radius, you unhook, heal, sabotage, cleanse, bless, open chests and open the hatch 10/15/20% quicker.
Something like reverse Oblivious effect, where instead of being unaware of the Terror Radius, you can sense if from further away that others, I've also added a decent action speed bonus because there aren't that many Perks that would benefit you from hearing the Killer from further distances.
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@TheSingleQuentinMain said:
Knockout makes it so when a survivor is put into the dying state by the basic attack, they're aura is hidden from teammates further than 16 meters away, and inflicts them with the blindness status effect while they're on the ground. The result is that this perk is used for a very sluggy playstyle, and often in a match where the killer will never hook, but instead just make everyone bleed out. For survivors on Discord, it's pretty easy to just tell they're teammates where they are slugged, but solo que players obviously can't do that.
My rework would be this:
When a survivor is put into the dying state by any means, there aura is hidden from all survivors, and they suffer blindness like before, and the killer will gain undetectable status effect. This will last for 8/10/12 seconds, after which you're no longer undetectable, and the survivors aura can be seen again like normal. This perk deactivates until you hook a survivor.
The idea is to make it so this is a perk allows for short term slugging that survivors don't really have a problem with, and allow the killer to surprise people on generator and get multi-downs for extra pressure. The reactivation of the perk after getting a hook is pretty self explanatory, it will make it so the killer can only use it to gain pressure, not to continuously slug. The reason I want to make it so any instance of the dying state works, is to encourage killers to use there power over M1, and allow for more interesting synergies with a killers power. I realize this would open the gate for Nurse to use this too, which is unfortunate, sorry.
Hmm, I think the idea is decent on paper! However there are a few issues with this change.
Even tho the slugging is short term, the Perk still promotes slugging by making the Killer Undetectable. Which tells them to leave the Survivor slugged and patrol other people to make the most use out of the effect.
I have an idea to rework the perk tho!
Knock Out
Survivors put into the dying state cannot crawl for 15/20/25 seconds.
Hooking that Survivor before the timer expires makes all Survivors repair 10% slower for as long as the Survivor is hooked.
Now it prevents the downed Survivors from getting into position of a pallet or flashlight save, and it rewards the Killer if they quickly hook them! It also now works on all attacks!
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Hopefully the next PTB is going to be November 12th, Dev Notes with sneak peaks could be between November 5th - November 7th, I hope they're tomorrow because I cannot wait to see what BHVR has cooked!
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833600#Comment_3833600
Oh, I thought it was like Cut Loose, doing it for as long as you can refresh it. My bad.
No worries, I haven't worded it exactly well either haha.
EDIT: I have slightly edited the Perk's description to reflect a bit more that the Perk deactivates after a fast vault!
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@MoZo said:
Honestly they should just bring back 6.1.0 dead hard. There shouldn’t be an exhaustion perk that can’t be used first chase other than background player
I would really love to see old Dead Hard getting a comeback someday, maybe it could be a part of No Mither?! So you trade a healthstate forever for some more edge in a chase instead of just being the weakling of the team while still being harder to survive!
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@SoGo said:
Some time ago, I had an idea of a status effect that would completely remove the HUD while active. This would be an effect that could be used on both killer and survivor perks.
I think that would be just annoying more than anything, removing information isn't really a good design choice tbh.
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@SoGo said:
So, it deletes medium vaults.
Yea, only once tho, then you get Exhausted and cannot use it anymore, so if you wanna save it during a chase, you cannot vault for the next 10 seconds after vaulting, so like 99% of Exhaustion Perks, it can only be used once per chase!
@Devil_hit11 said:
it is like almost 80% increase vaulting speed. i think the perk needs more drawbacks than just exhaustion. maybe your permanently broken for the entire trial.
Not really, you can only use it once per chase and then you cannot use any Exhaustion Perks, and such a draw back is quite silly haha
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@Caiman said:
If we were to add a new effect to Rookie Spirit, i would add this:
When repairing a regressing generator, your repair speed is increased by 100%. This deactivates once the generator reaches the threshold to stop regressing.
Also a good idea, had a similiar idea once but wasn't sure how to word it haha
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@Ohyakno said:
Isn't this just better quick and quiet?
I think with a buff like this it would be equally as strong as Q&Q, one requires you to make a loud noise before being hidden and then you need to keep vaulting or doing rushed actions to keep it which could make you predictable, the second just work whenever but has a shorther cooldown, so it could be potentionally used more times in a chase!
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@Pelaan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831552#Comment_3831552
Bring back old iri hatches BUT they only one shot from 30 meters snipes and I guarantee it will be fun and balanced play style for huntress mains
Yea that would also be a really good change! So something like:
Iridescent Head
Survivors hit from at least 30 metres away with Hatchets are put into the Dying State.
Reduces maximum carried Hatchet amount by 3.
Having 4 Hatchets by default with this add-on instead of the regular 7 seems fair to me!
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832737#Comment_3832737
I mean you cannot even see them in Bat form. You also do not see pools of blood, how do you make it even harder for tracking?? The form has literally an extremely hindered tracking.
You cannot go and just remove the scratch marks too. That would destroy it both for chase and mobility, as the survivors could now just run if they see you coming and once you transform back into Vampire/Wolf they would be far away already.
Yea removing Scratchmarks would probably not be a good idea tbh, I don't really find tracking with him that hard tho.
Maybe what they could do is to slightly muffle the sounds of Survivors so they're not impossible to track, but you don't really know their exact location, to make it better for tracking but worse for chasing, they could do a reverse Old Predator, where the Scratch Marks are much more spread out than usual, so you can notice them from further distances while traversing around the map, but in a chase they wouldn't be really a dead giveaway where the Survivor is heading to.
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@TotemsCleanser said:
How do you deal with windows as wolf-only? I struggle so much with windows as wolf and I think this is the right place to ask lol.
Hmm, depends on the loop, if it's a longer loop I can use Pounce to deny the window, if not I can just play a normal Killer with a 3rd person cam, low profile and ocasionally a 4.8 m/s movement speed, you cannot really go backwards, but you can go sideways so I'm doing that to mindgame Survivors a bit!
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@BlackRose89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832648#Comment_3832648
I hope they buff Wolf but I honestly think the only thing they are doing to him in the next update is nerfing Bat. I think it's not even going to be a small nerf either. Since so many are talking about how strong bat is and some even saying it invalidates spirit, they going to slap a really heavy nerf to bat and make it his worst power.
Yea they'll probably nerf the bat a bunch, the ideal nerf in my eyes would be to make Survivors really difficult to track, so you cannot really use it well in a chase, only for traversal, + a slightly longer switching cooldown for bat form only, so from Vampire to Wolf it would be the current 2.5 seconds, and from Wolf / Vampire to Bat it would be like 4 seconds maybe.
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@caipt said:
Good idea, but how would this work with ruin? Survivors might choose not to cleanse it so their swf could have infinite aura reading like in the OoO days. (Since 6s aura is longer than the 5s to stop regression, it would last forever.)
Hmm, yea, maybe we could add a 20 second cooldown, so the new version would be something like:
Rookie Spirit
You keep a careful eye on objectives when they're slipping away.
- You can see the Auras of regressing Generators.
- When you stop a Generator from regressing, reveal the Killer's Aura for 4/5/6 seconds, this can only happen once every 20 seconds.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832626#Comment_3832626
idk, i have feeling they'll try buff wolf form in upcoming changes but like fail in bvhr fashion. than again, they might do something funny like make his orb give you 35% haste or something.
Hmm, maybe they can actually make wolf form viable instead of the bat form! But one thing is certain, Bat form is getting nerfed no matter what haha
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832224#Comment_3832224
idk, wolf only dracula is kinda terrible imo. tru3 did video on this at one point and one of his comment was that your playing worse m1 killer in the game.
currently, i don't think wolf has much purpose other than using it as weak wesker dash between loops but that usually requires you to use bat form to position yourself well to line up the dash which require a lot of foresight and pre-planning.
the speed boosts from wolf are non-existent in duration. it is like 2 second speed boosts and orb tracking is like worse Oni because orbs don't spawn if you don't move apparently.
Another strange aspect of wolf is how wolf has a pallet break but recovery is as bad manually breaking a pallet. i wonder if the whole goal of wolf was to break pallet, pounce once after break and than pounce again, like triple pounce. i feel like survivor could still just hover around loop maybe it has zoning purposes like brutal strength.
As terrible as he is, I still have fun playing him that way which I think is the most important thing you can do in this game :)
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@DBD78 said:
They could have a Wolf only addon for him with som buffs to the Wolf making it more viable. I mean they to have Hag addons taking her power away and giving her speed boost instead this would be more or less the same thing.
An add-on that removes bat form and only allows you to use Wolf form when? :3
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@Pelaan said:
To bad wolf sucks compared to bat
Even tho the Wolf form alone isn't the best, I still enjoy playing as my little worse Wesker clone!
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@SoGo said:
Basekit Changes:
• The rarity of items inside of chests is increased (Plunderer's basekit)
• 1 more Chest spawns in a trial, bringing the total number to 4.
• Now, a survivor can rarely find a Spectral rarity item in a chest. These items are basically better versions of regular items which can be only obtained through chests and only stay in your inventory if you escape (White Ward doesn't apply here). These items cannot be paired with add-ons.Spectral Items:
Warped Toolbox:
A brand new looking toolbox, containing high-quality tools and blueprints. It seems as if it's radiating with magic.
• Has a capacity of 24 charges.
• Increases the repair speed by 100%
• Reduces the repair sound range by 12 meters.
• By pressing the Active Ability Button while repairing, 10 charges are immediately transfered into the generator. Doing so will consume the toolbox.
• This item emits a faint shimmering noise and glows in blue. Both of these effects get weaker based on the amount of charges remaining.Alchemist Briefcase:
An old-fashioned briefcase, containing a strange mix of basic medical equipment and multiple vials full of unknown liquids.
• Has a capacity of 16 charges.
• Increases all healing speeds by 100%
• By pressing the Active Ability Button while healing, you gain the effects of the Refined Serum. Doing so will consume the med-kit.
• This item emits a faint shimmering noise and glows in blue. Both of these effects get weaker based on the amount of charges remaining.Firecracker Pack:
A pack of unbranded firecrackers. While unremarkable in normal circumstances, they are a powerful tool in the Entity's realm.
• Press the Item Use Button to detonate the Firecracker. This consumes one charge.
• Detonates into loud bangs and light flashes, temporarily blinding and deafening nearby Players.
• Firecracker pack has a capacity of 3 charges.Vigo's Map:
A piece of parchment rolled into a scroll with a blue string, containing a detailed map of the trial. A signature in a corner reads: "V."
• Automatically tracks 3 random objects from the start of the trial.
• Tracks Generators, Killer Belongings, Exit Gates, Windows, Pallets and Breakable Walls when coming within a 20 meter range.
• Vigo's Map has 30 charges.Black Key:
A crooked key tailor-made for the Hatch. It's surface is warm, hinting at the incredible power hidden within.
• Press the Use Item button to trigger the Mind Channel ability.
• Mind Channel reveals the auras of the Killer and all survivors in a 32 meter radius.
• When the Hatch opens, using Mind Channel will create a trail of blue light leading to it. This increases the consumption rate of the Key by 100%
• This item emits a faint shimmering noise and glows in blue. Both of these effects get weaker based on the amount of charges remaining.
• The Black Key has 25 charges.I really like the idea of items that only appear in chests during the Trial, it always baffled me how chests are basically luck-based time wasters right now, instead of getting items in chests, you can just bring them in normally before the Trial even starts, saving you several precious seconds + you can equip add-ons without a Perk haha
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832006#Comment_3832006
I'm not so sure. That perk already has a range of 24 metres, that's pretty gigantic for just trying to ferret out survivors crouching near gens.
A small increase won't really affect its usefulness, and a large increase would just make it way too powerful, at least imo.
The detection right now is really strong because it's technically not 24 metres because it follows the Killer, if it was tied to a Gen, that strength would be kinda removed completely, I think if it was changed to only emitting from the gen but had a 32 metre Radius that would be a pretty decent change, still a strong aura reading Perk, but no longer too op on Killers with high mobility!
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Currently I'm trying the Obsession switch-aroo build, which kinda also works like a slow down x Stealth build if you really squint your eyes haha
Not the best build in the world but I think it's quite fun as wolf-only dracula!
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@ChaosWam said:
I recommend using stealth perks too. Stealth wolf is so fun.
I'll be sure to try some! I have been using Monitor & Abuse along the Moonstone Necklace for a 20 meter Terror Radius, but going full stealth would probably be even better! Any suggesstions?
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@ErebusSurge said:
they should be capped at 2 seconds. That’s it. The end.
Let them be a hint not the answer. 6/8/10 seconds is too long. Every single aura read and add on capped at 2 seconds is enough to go ok, survivor/killer is over there. I’ll plan accordingly.
There is no viable reason why an aura needs to last longer or until the point you’ve grabbed a survivor etc..
put some game back in to the game so it’s not just a death simulator
Aura reading Perks have different durations for a reason, the reason being different activation conditions, how good would for example Wicked be if the duration was only 2 seconds? With such a short duration you could even miss the Killer haha, especially since it only activates twice per match lol
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@SuspiciousBrownie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831552#Comment_3831552
That’s a great idea! I thought of this to replace IRI Head
- Hatchets that hit gens exploded losing 5% instantly and causes survivors to scream
- Only non regressing gens can be hit
- Hatchets that land next to healing or repairing survivors give them a difficult skill check
Maybe too strong but I though it could balance itself by having to choose between injuring survivors or hitting gens.
Oh that's a really neat idea! I love the idea of hatchets basically kicking gens for you! Maybe you could go a bit deeper with that idea! So something like:
- Hatchets that directly hit generators "kick" them for you. (the default 5% regression + the gen starts regressing)
- If a Survivor is on said gen as you hit it the Generator gets blocked for 10 seconds.
Something similar to the Driver's License add-on from Ghosty!
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@sizzlingmario4 said:
It's not a good perk. It's just worse than BBQ in most cases.
The Oblivious effect is quite short and it also gives away that the perk is present.
But to answer the question, probably Legion or Plague since they're good at keeping survivors injured. I still don't recommend it though
Yea it's quite bad, I have just tested it on The Dredge and if I didn't have an anti-healing build (Sloppy Butcher & Leverage) I wouldn't get any value, but it was quite helpful that match, but I also cannot recommend it on anyone, because like you said, it's just worse BBQ…
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@jesterkind said:
Alien Instinct is kind of just not very good and I'd love to see it tweaked a little, but I'd say hypothetically the killers who'd use it best are the ones who can approach from odd angles?
For most killers, if you see the hook notification and become Oblivious, you know what direction they're coming from- they're at the hook, they're walking towards you. So, killers who have a teleport would probably be the best users, because they could be coming from any direction?
That's just spitballing, though, I haven't tested it or anything.
Oh yea I guess it could work very well on Mint Rag Hag or The Dredge, I wish the Oblivious was longer because 20 seconds just isn't really realistic for most Killers to make use out of.
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@Sngfun said:
What changes do you think twins should have? I agree that the changes kinda overtuned them, specially whith *certain perks* but I never see any changes sugested, ever.
I mean, you cannot really change them without making them bad or too strong, they're designed to slug right now, otherwise you cannot really win with them against decent players.
They tried to change them to not be that slug heavy, but in the process they managed to make them uncounterable and strong or even stronger than the nurse haha.
They either need a big change, or just leave them be tbh.
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@SoGo said:
I swear, people on the forums just read my mind and post it.
I was also wondering how this could be buffed.
Came up with this:
• The trigger condition is the same, but the other people on the gen get notified that you have it.
• The duration should get a buff. Maybe to 60/90/120 seconds.
• I'd like to add an additional effect. After triggering the perk, the repair speed boost is the same, however, once one of the survivors who had been affected by this perk finishes repairing a gen, they will get a 10% boost, stealing it from everyone else if they still had it before.
I like the idea of the Perk actually being competetive haha!
But I think it needs a whole new effect to be competetive about, I think the current effect either is too weak (like right now), or it could become too strong.
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@OrangeBear said:
PTB to live i believe
Huh, I recall that he used to have the old voice in live aswell, but I might have just been mistaken haha
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@SuspiciousBrownie said:
Why do we have Ultra Rares that encourage a killer to not use their power or use it as little as possible? IRI Head is almost exclusively used for insane zoning because you only get one. It’s boring to go against as survivor because there is no chase. And feels awful to use because you have to reload every 5 seconds if you are actually trying to throw past 16 meters.
And don’t even get me started on Soldiers Puttee. It’s not even worthy of being a brown add on honestly. Who wants to be an M1 killer with essentially a 45 meter terror radius? It’s for memeing only as literally any other add on is better for an actual advantage.
How difficult would it be to change some add ons? I’m really not sure if it’s difficult or not because a lot of killers have awful Ultra Rares. But I think Huntress has the worst by far. Encouraging you not to use your power at all or in very boring ways. It’s a shame because there is so much fun stuff that could be done to change them.
I don't really understand how an add-on that makes her a 115% Killer could be of Iridescent Quality… As a brown training add-ons I guess, yet still quite bad.
If they want to make gimmicky yet fun add-ons, they could try something like this:
- Limits your max hatchets to 1. (or could be 2)
- When successfully hitting a Survivor, instantly reload 1 hatched.
I think that would be neat!
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@Senaxu said:
Yes, would be fine to a certain extent but in the same turn, his tail attack or the flame towers would have to be adjusted so that there is some counter play against the tail attack.
Of course, it's not a problem if the player isn't very experienced with the killer, but if he knows exactly what he's doing, the chased survivor has almost no counter play to avoid the tail attack.
The charging time in combination with the tail attack hit box is very tolerable and usually guarantees a hit (as I said, if the killer understands what he is doing).
The towers can prevent this to a certain extent, but there are also extremely powerful add-ons to prevent this.
Yes of course, he would need to have a bit more counterplay for sure! Like I said I don't really like his tail attack so if it was butchered I wouldn't really mind tbh, but I think the better idea is to changing turrets, like making Survivors faster while carrying them could work so they could put them in better spots!
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@100PercentBPMain said:
This sounds like a flavourful change that I'm all for !
In exchange all I ask is that survivors carry turrets at Fixated speed
Sure thing! If you let me run fast after exiting a tunnel for a few seconds I don't really care how fast Survivors move with a turret!
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@sizzlingmario4 said:
I still like using Second Wind (and always have) and there are still situations where it is better than Resurgence.
Unlike Resurgence which doesn't really help you at all if the killer is proxying the hook, you can still get the heal off if you can survive for 20 seconds and it's not vulnerable to Sloppy or any other form of anti-heal as long as you can get it activated.
And even if you do get hit during base BT it removes your deep wound which saves you time mending and means you can use DH too if you get tunneled, Resurgence goes to waste in that scenario.
Oh I never thought about using Dead Hard with it hmmm, I'll try this combo and maybe it will change my mind! (I still wish the requirement for it to activate wasn't dependant on your teammates tho haha)
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@Seraphor said:
How is Second Wind not a good perk?
You make one heal before you get hooked, and you get another full heal for free. It's a 100% healing buff, better than Solidarity.
It's been a regular in my loadout for a long time, paired with We'll Make It and Empathy and I can regularly get 2 full heals For 8 seconds of healing.
Yes it's frustrating if you get hooked first, but that's inherent to the perks design. No different to Deliverance or getting hooked with DS at EGC.
Getting partial progress when another survivor joins is annoying, but there's no way around that without making the perk busted. You could activate it with 1s of heal if it didn't go by charges.
Even with these limitations it's in a great spot.
If the Killer tunnels or just decides to hit you when you get Unhooked, the Perk is useless due to Deep Wounds, sometimes it's quite hard to activate which depends on your teammates (in solo q), or like you said you get hooked first, which just removes 50% from the Perk. If your teammate runs Resurgence (which is quite common nowadays) or another teammate comes to heal with you, good luck getting the progress fast.
It's either way too hard to activate, or it gets countered pretty easily by the Killer, when the Perk works tho, it saves a bit of time, which is nice I guess.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/431307/i-wish-xeno-had-sadakos-ability
I’d be on board with that. In exchange - I wish sadako had his ability. I would like killer instinct when I come out of the TV 📺 of my choice.
(Not for all TVs)
Thoughts?Yeah sure, Sadako will share her speed boost with Xeno and he will share his KI with Sadako!
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I just wish the map had more windows, currently it has like… 4 I think.
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@ReverseVelocity said:
I'm still mad that they made it not get full progress if another Survivor joins in on a heal at any point. It's so frustrating.
Exactly, I also don't like how you cannot synergise it with Perks that inflict Broken, or how it doesn't do anything with Vigil because the heal is timer based and not Broken based…
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@Musxussu575 said:
I was surprised when they changed it to being a Scourge Hook subtype of perk. It was already a lackluster perk no one used, then they restricted it to 4 hooks on the map. Like Langweilg above, I'd rather see it return to the olden days when it was just a regular perk, not a SH.
Un-sabatoge-able Scourge Hooks, I think, should be an addition to Monstrous Shrine's existing state, and Hangman's Trick should do either one huge thing and one small thing well, or 2-3 minor QOL things decently.
As far as design goes, there's no shame in reverting something back to the way it used to be if the current iteration hasn't performed as hoped.
Yeah I agree, probably the best way to buff the Perk would just be to revert it to it's previous state, maybe with a bit increased range, like 8 to 10 metres instead of the old 6 metres.
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@MechWarrior3 said:
The Onryo: She has a cooldown so she can’t instantly apply Condemned to all Survivors before they even realize who the Killer is. Honestly good call by the Devs.This is fair but 30 seconds is way tooooooo long xD
Yea agree haha
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@Wiccamanplays said:
Simply put: why does the Lich (aka Vecna) have a cooldown at the start of the match before he can use his powers but the Dark Lord (aka Dracula) doesn't for his? They have similar effects, and Dracula's are arguably more powerful, but one Killer can use their abilities immediately and the other can't.
I wonder whether this, among other things, might be addressed in the upcoming tweaks for the two…
The start of the Trial cooldowns are a bit weird, but I'll try to explain the thoughs behind those as well as I can! (I'll do all Killers while I'm at it)
The Nightmare: I assume he has a cooldown to prevent him from instantly teleporting to Survivors across the map. Though, honestly, I don’t think it would be a huge issue since several Killers can already begin chases very early in the match.
The Onryo: She has a cooldown so she can’t instantly apply Condemned to all Survivors before they even realize who the Killer is. Honestly good call by the Devs.
The Dredge: He has a cooldown for the same reason The Onryo has, but probably also to give Survivors some time to lock the lockers.
The Good Guy: I honestly don't know why he starts with his power on cooldown.
The Lich: I assume he has a cooldown to give Survivors some time to search his treasure chests and gather some loot, but I think it wouldn't hurt if it was shorter.
I hope I didn't miss anyone haha
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I think it's not a good idea to encourage slugging, especially when the Perk would just help in this very specific slug heavy scenario and be quite useless during the match otherwise.
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It should be buffed for sure! As of right now the upsides are not really noticable…
Deadline
Increases Skill Check trigger odds by 9/12/15%.
- The odds are doubled when injured.
- Causes Skill Checks to appear in random places.
Reduces the missed Skill Check penalty by 50%.
Simple yet effective!
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@ShanoaLegendaryPlz said:
I still play with just draculas perks and just mix it with plaything or hoarder. But in all the many times ive ever used it. Ive never payed enough attention to close a chest, ive never even closed a chest before ive used the perk atleast 20 times lol the thought doesnt even come to mind and i dont notice if boxes are open as killers never had to care about chests.
Yea true, having to care about more in the Trial just wastes the Killers time tbh, especially since the current version of Human Greed doesn't grant really any benefits for doing so.
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I don't think that's needed, that's why you get 3 Tokens to correct your mistake if you happen to do one, Dredge is already really good!
The only buffs he needs are standardization of the amount and distance of Lockers in each map, so you don't end up with a Locker heaven on Midwich or a Locker limbo on Swamp, and maybe add a yellow Aura to a Locker that you just teleported from, just like Singularity has so you can teleport back to where you have been without trying to find the right Locker.
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Yea I like this idea! So basically when standing still or doing certain actions while also standing still.
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@SoGo said:
Just make it so it’s not terror radius based.
Now, you make survivors clumsy just by existing.
It would certainly make the Perk more usable on Stealth Killers, but the effect is still kinda bad, if Survivors see the icon (unless they're going for a flashlight save), they would just stop using the item.
The Perk needs a completely new effect to be honest.
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Give Clown his bloodpoints!
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@AssortedSorting said:
Regarding the suggestion:
This still punishes survivors for “wasting time”, with the empty chests, and removes a new interaction for the Killer with a map object.I like it becoming a Perk that populates the map with more interactables though, the reduction of overall aura clutter, and an opportunity/objective aura with the closure of the chest triggering a large aura reveal.
My suggestion:
- See the Auras of Open Chests
- Spawns two Open Chests at the start of the Trial
- Can close Open chests
- See the Aura of Survivors within 8ms of Open or Closed Chests
- Closing an Open Chest reveals the Aura of Survivors within 32m
The Open Chests at the start give a base minimum value to the spark even if Survivors don’t touch chests. Also acting as a Tell that the Perk is in play. This Tell is important, as survivors now have knowledge that chests are dangerous to be around, but also that they can lure the Killer to them with their Aura, or lure them towards an open Chest.
Your idea with the open chests at the start of the Trial actually fixes the issue of my first idea where the Perk does nothing if the Survivors don't interact with chests!
I also really like your idea, a nice blend of all ideas in one!
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@Ohyakno said:
Well, it would be funny seeing all the survivors trying to become the obsession so they can use self care 2.0, at least.
Yea, I would love a perk like that haha, I think it would be way better than to just be stealthier!
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@Daromith said:
All the games end the same, all time get mori.
I'm getting tired of it, there was a good time when if you played well the killer would give you the hatch but since the final mori appeared, that never happens anymore.The mori system hasn't really changed anything, you get a cooler way to get out of the match, what do you want more? Free bloodpoints for thinking that you played well? If the Killer wants to give you Hatch, they will give it to you, always worked like that.
I for one like getting moried because the animations are getting way cooler these days!
