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Amelio

Amelio

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Amelio
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  • practically all other hexes need changes, some really need a major buff (like the ones in the ptb, maybe a little more tho), some others a complete rework (like the lullaby, yes please)

  • kindred is one of the most powerful perk in the game, I am a main killer and for my experience I get destroyed more often by this perk than any other meta perk out there

  • my matches are way more difficult now, I was getting used to 4k and now I really see some variation, I actually hate to lose this often and I see a lot of cheaters but having some actual competition is very refreshing and I have to play with somebody with more experience, see, I used to play like two to five time per week so I was stuck at "low tiers", now I get paired with veterans and actually have to use some strategic approach to counter meta perks such decisive strike and see fewer people wasting time using self-care instead of searching somebody else or doing gens

  • maybe with a range based on terror radius and a buff on the active time the perk would be actually pretty interesting to use, like in combination with some perks that are not so popular right now like monitor and abuse

  • the fact it activates with an attack (even with special ones) is pretty bad, I mean it's fine for some niche build but the sprint they get after is well enough to go in a new safe zone, free hits are sweet but for a hex it's pretty mediocre, anyway it's way better to have a niche perk than a worthless one so I'm actually pretty happy

  • I personally really love to see my data as a player like in competitive games: like for each killer the time played, the medium kills per match, the average playtime and the list go on, I would love to see how good I am with certain perks, like, how good I am when playing with like hex: plaything compared to other perks, maybe coulrophobia is actually good and pop is trash for the way I play


  • @Brub said:

    https://forum.deadbydaylight.com/en/discussion/239228/2-perks-to-rule-all-camping-killers

    you are definitely not a killer main with these horrific changes that will literally make 90% of killers quit this game

    played survivor for like 4-5 matches and I just prestiged my ghostie (like the 4th prestige I got), if I'm not a killer main I don't know what I am

    I usually 3-4k but I'm 16 at rank reset, you really hit that often survivors while they save the teamates from the hook?

    like, ######### you have to struggle really bad and camp or just destroying them to do that, what's your playstile?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096675#Comment_2096675

    Lies and more Lies at no point in dbd history camping were "reportable" nor bannable

    https://www.youtube.com/watch?v=eehSShmVJSo

    I challenge you to show me a video or a official statement where the devs proclaim camping is bannable, I been playing DbD since they released the hag and perfectly know in no point of this game's life camping was against the rules imposed by the devs!

    dude, we get it, I don't even ban unless somebody's hacking, memory is not perfect you know

    thank to making it clear I guess

  • @pigsaag said:

    then the perk would get abused just as ds.

    @immortalls96 said:

    That second perk will be abused to hell..not a good idea

    @Shenshen said:

    Another Perk idea that would be heavily abused by survivors. Next.

    @AVoiceOfReason said:

    No. If these came to be, I wouldn't play DBD anymore. This would be so far left field of balance, it wouldn't be a match anymore. Just a bully simulator.

    @Caleegi said:

    I like the first perk idea just not the second one. The first idea i feel like will make survivor mains quite happy and the majority of the killers but the second idea is a bit too much.

    with all those limitations?

    you are trolling

  • I rarely report, in the past body-blocking and camping were reportable

  • dudes, if you don't know anything about the game and you just play casually this is not the place for you, I see comments out of mind that get votes up it's unbelievable, people complains that the developers don't listen to the community, now I know why

  • @FaceCampinBuba said:

    Camping the hook is not an issue in my eyes. If killer camps the hook then everyone else just get on a different gen. Besides killers don't do this tactic at higher ranks.

    well, face camping is annoying and it's actually reportable, I mean it's just bad players have to just git gud sometimes

  • @Tomskrex said:

    So, if I go for hook and I see survivor hiding and survivor decides to loop near the hook, I should just move away and let them unhook? Very unhealthy for the game.

    ######### no! what you have in your mind

  • @terumisan said:

    Are you sure your a killer main? because that second perk sounds op af especially with bt which all that does is bring back old bt and destroys egc camping so if the last gen pops you might as well give up

    Edit:1st perk can be abused by survivors since they loop with 24 meters of the hook or leave signs around the hook to force the killer to stay near the hook and the other survivors can rush gens and the killer loses egc

    yep, I just play killer

    the perk is really good with bt, it last just a few seconds so I should be really close to the hook to hit while this perk is active

    well, if I hooked a survivor and you just face me close to the hook I really have to thank you since now I get 2 close hooks and if someone wants to get the save I know then 3 out of 4 survivors are and usually I get an easy down too

    if the survivor is getting sacrificed and the timer freezes you know one survivor is close and if he doesn't want to trade hooks you can just search him and he will go outside the radius or just downed and hooked, if more survivors are close you are in a bad situation but you know that gens are not progressing and, again, you know where practically all survivors are so you actually get a big advantage out of the situation (plus 3 injured survivors or one hook usually)

    I don't know how you play but if a survivor gets to the second or third phase just staying on the hook in my games it means that the other survivors are really bad or in really bad situations so it's pretty rare for a not-camping killer like me even if I can use it as a tactic myself to pressure the hook to force survivors out if I cannot find them otherwise, both perks are a nice counter to that strategy but it's fair to me I know that it can be frustrating for survivors

  • @RealKamakaze said:

    https://forum.deadbydaylight.com/en/discussion/239228/2-perks-to-rule-all-camping-killers

    The 1st perk I think personally is a really great idea and if you combine that with a new system where if 2 or more survivors are hooked at once the killer gets an advantage such as hook progression being quicker or more Bloodpoints then you pretty much make camping a pointless strategy. I really think this perk should be added to the game and it should be accessible from the start of the game so you don't have to buy it, that will pretty much make every campers game ruined. I also think their should be a perk where your scratch marks don't show for 60 seconds after you get off the hook, this would throw tunnellers off your trail a bit.

    Babysitter is a Teachable Perk unique to Steve Harrington. It can be unlocked for all other Characters from Level 30 onwards: Perk descriptions may vary from in-game descriptions for reasons explained here.Perks support Mouse-over functionality (desktop version only): hovering over the modifier words with your cursor will reveal the values behind them.On mobile browsers, the values are displayed in small text after the modifier words. Desktop users experiencing issues with the mouse-over may tem

    It needs a buff for sure, but 60 seconds? you are tripping

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2070080#Comment_2070080

    All you need to know is known for being extremally grindy as a game, which main focus is around the grind...

    oh that game, yeah I tried it for a month or so but for me it gets boring fast, dbd is not about the grind: the rift is meant to the really invested players that have already played the game a lot and love to play the challenges after completing the achievements of the game, casual players are not meant to complete the rift but it's cool to get free stuff from time to time, I like to do some challenges from time to time but I don't see why you want so bad to the rift to be easier, I mean, it would be cool to get more stuff but it's just some skins it doesn't change the gameplay

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052410#Comment_2052410

    "Not that grindy"...

    Man warframe's battlepass is less grindy...

    I don't play Warframe

  • nice idea for the perk but perks should not work like that (to be more clear they teach in balance courses that you shouldn't do that, since it's not under the control of the players in a certain way, to say it simple only players should have the control of the game, so the devs would never implement a perk that works like that, I hope at least, it would be a rookie mistake), I like the idea and design behind this perk but right now it's a bad perk that gives too much power to players (even if it's actually a mediocre perk) and that it's just annoying and frustrating for killers and it really needs some tuning

    It can be a fun Perk, I'm a killer main and from time to time having a survivor that wants to take the pressure out of teammates and be the focus of my attention can be a fun challenge especially when you play with obsession perks yourself

    from the wiki:

    -

    supernatural bond links you to the Killer.

    If you are looking in the Killer's direction, your link will reveal your Auras to each other.

    This effect applies only if you are outside of the Killer's Terror Radius

    As the Killer's Obsession, this effect applies to a maximum range of 56/64/72 metres. Otherwise, it applies to a maximum range of 44/56/64 metres.

    Increases the odds of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.

    -

    ok, it's pretty simple so I'll just jump to the changes, it's just the bare essential to make this perk actually balanced and at least nice to have in a game:

    • maximum range fixed to 64 meters, minimum range is 24 meters and outside of the terror radius
    • the aura reveal lasts 2/4/6 seconds for the survivor and 10 seconds for killer
    • the "aura reveal effect" for the survivor is the Aura-Flare-ups, the killer just see the survivor aura as before
    • the perk has a cooldown of 40/35/30 seconds, starting after the 10 seconds of aura reading of the killer
    • If the killer sees your aura the perks automatically trigger ignoring the remaining cooldown if any
    • your aura appear as yellow for the killer (or any different colour, you are connected to the killer and he can feel it, he knows that you know you are seeing him, and it's more clear when the player uses the ability)
    • If you are not the obsession the perk is deactivated, if you get hooked you become the obsession if you are not already

    -

    more about auras: https://deadbydaylight.fandom.com/wiki/Auras

    Now, a little overture: you have a great advantage over the killer by knowing his position (but not that he's doing) and the killer knows where you are and can track you effectively; if you are using this perk you really want to be chased by the killer and being his focus for the match, you become the strongest survivor but you risk more than anyone in doing so

    I think that It would be really immersive to play against a player with a perk like that, using Barbecue and Chilly and knowing that he knows that I'm coming for him to prepare it, using A Nurse's Calling and let him know the time's up, or letting him panic a little bit more every time a generator is completed with Ranchor knowing the killer have the upper hand and when the last gen pop playtime is over

  • borrowed times don't need a rework, it's perfect maybe they should buff it so it works even if you are out of the killer terror radius (some killer are exploiting that mechanic), it's just 15 seconds so if the killer catch you in that time it's fair to have the perk active even if it was away

    I think that Forced penance should be buffed to ignore endurance and give the deep wound and hindered status effects instead of broken, so it solves the body blocking problem and it's actually a strong perk worth using

  • nice Idea, a sprint using shift when aiming the knives It's Way better than the "ultimate" we have now

    It may be a bar that charges the more you are in the aim mode and consumes using the ability, for a maximum of 4 seconds of Sprint after 16 seconds in the aiming mode (1 second of sprint every 4 in the aiming mode), if you exit the aim mode the charge remaining goes wasted

    the speed of the sprint should be like 150 with such little time

  • It's not that grindy especially compared to other games but you have to play daily the game and do a lot of mission so I think that if it was slightly faster to getting points it would be good, you already get 1 point per game? if not maybe that's what we need

  • borrowed time is practically perfect, decisive strike need some little adjustments tho:

    the ability should be active for 20/25/30 seconds instead of 40/50/60 but the timer freezes during a chase/ the killer being at 24 meters or closer, I think that for heavy tunnelling that's the perk is perfect but it's nonsense and players abuse it if you are not tunneling

    Becoming the obsession is kinda useless, what about getting the deep wound instead? you were dying after all

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2050729#Comment_2050729

    Just because you yourself don't think it his normal slowdown is not as impactful than people think doesn't mean that it is good.

    Why is dropping pallets early against Clown a bad thing to do? And no, I am not a survivor main, not sure why you would think that.

    In the low level of play, a Clown might make that mistake. But at higher levels of play that would almost never happen. The base speed duration is fine for Clown and his addons do help.

    sorry, I thought you actually played a lot vs the killer while reading

    yes add-ons do really help and after the rework are actually pretty nice, it's just not enough from what I saw

    you should drop pallets only if the killer is close, in rare cases stopping for a pre-dropped is a good idea but more than often it's an easy hit to just ignoring the pallet and especially with clown you can drop a bottle where you think the survivor is going to be, at that point you are just reassuring to hit him

    at high levels, clown use always the bottle in conjunction that means that it will always be the bait, if not injured you can take the inevitable hit and make more distance, or else diehard and pray but you can really create some distance

  • @Yords said:

    I don't agree with the extra hindered buff. Without addons, it would be eh. However with the addons that give you 3 more bottles together? People would find Clown very unfun to go against, not because it is strong but boring to go slower.

    The duration of an 8-second invigoration effect would be too much and also be unfun to go against. It is also still completely countered by dropping a pallet early.

    I don't think Clown needs addons to become base kit or too much else, but he needs something that gives him pressure on all survivors. His 1v1 does need buffs to his base kit, but maybe not the ones suggested. As for the map pressure ability, I have no clue atm.

    Maybe after being exposed to the intoxication effect a few times or for a certain amount of time, survivors could suffer from sickness for the remainder of the trial that helps the Clown. That's my idea for map pressure on the Clown.

    this is a chase killer in a horror game, when he chases you you should feel pressure and I personally don't even feel the slowdown so much but you can really feel the "impaired vision" and slower vault in a chase but for a good player with pallets it's pretty worthless

    By the way, you shouldn't drop the pallet early, it's a pretty bad mistake vs clown, I guess you are a survivor main right?

    now a quick explanation for the changes in-play: if as a survivor you get the buff you can do another loop or run away if you get a stun, 8 seconds is actually more of a nerf for the killer in the low level of play where everybody but especially killers do mistakes and survivors can use that to have a pretty great advantage if they actually think while playing, you have some reason to go to the antidote 2 seconds are too little to get rid of the tonic and risk a bait for 5 seconds of a little boost is just a bad idea

    the killer is easy to use, so some of you may think it's strong because blundering a chase is not as bad as a legion or league so people, like the cannibal before the rework was really considered really strong by new players but it was actually really weak (after the rework, but it's a lot better now)

  • @Milo said:

    Plague and Legion are way more effective in catching up? In what world do you live in?

    yeah... sure

    I'm actually talking about good players, those are really powerful killers but difficult to master

    Survivor or killer main?

  • After a while, I admit that those are not worth changes, the perk would still be too weak to be used

  • @JediWithASniper said:

    What if it was based on downs instead of hooks, and what if it wasn’t a hex at all, but just a regular perk?

    dude

    just no

    plz

  • I Think that 5 hooks are just perfect we don't need less or more

    you should watch one of the new video Otzarva put out:

    the perk as it is works nicely, the only problem is the consistency, I love the perk but every time I use it it's a gamble most of the time the perks go out at the 2nd or 3rd generator, maybe they gen rush and at that point I have just 1-2 stacks and it seems like I just wasted the perk slot and I could use it for something more useful

  • at the beginning of the match sometimes they find one before any generator and just cleanse it but getting to 4 or 5 is pretty damn rare, the Lullaby at 2 stacks become effective and at 5 stacks feel that it's not so different from 3-4 but the surprise of no sound the first time get a lot of people for sure

  • @matthewg64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1906722#Comment_1906722

    aw so you don’t want it to be a hex anymore, that’s my idea too lmao. The way you wrote it mislead me but yeah that’s exactly how I see it. Survivors have the power to take 5 tokens away from the killer but that’s the maximum amount. After that the killer can keep stacking, except there’s a major problem I just thought of. The only time your gunna have your tokens is when theirs only 2 survivors left, and you might have like 3 tokens? By then it’s pretty much a hatch game. It sounds cool and interactive but you will never get to it’s full potential, and when you do it’s not gunna matter. Your tokens will remain around 1-3 until... wait. But if they break a dull before you get a stack, they technically only have 4 tokens that can take from you. Damn it’s a maybe

    well, later I better change the explanation to make it more clear, sorry for that

    I played a lot of game where I used thrill of the hunt and it seems like totems are actually slow to go out even if pressed to do them (survivors perks, undying etch., I damn love to use thrill with Ghostface)

    on the other hand with lullaby active I get to 5 in 2 gens or 3 vs average survivors so for the end game you go to at least 7 or 8, I assure you that 2-3 stacks are still really good and having survivor cleansing totems and not repairing gens is actually really nice

    I think that it should be a Hex perk even if it won't spawn an actual hex totem since it interacts with totems nonetheless

  • @matthewg64 said:

    https://forum.deadbydaylight.com/en/discussion/222986/huntress-lullaby-an-idea-to-make-the-perk-more-consistent-and-hopefully-more-fun

    your idea of the hex not spawning until it actually has effect is a great idea. Drop the other stuff tho. I know behaviors speaks that language, every perk has its necessary detriments but loosing a token for every cleansed totem is way crazy.

    not the first perk that should have that feature but It's so simple that It's suggested since when I started playing and it look like it doesn't make much of a difference so it's useless spending time changing the perk that way, I don't know why you think that what my suggestion is so crazy but the perk it's weak, modify the spawn will not change much but decrensig the tokens for example give it a use in a combination with some perk normally underused (but with a lot of potential), let's see If yall actually know the game: name some of these perks

    the fact often is that players can be really lucky and find the totem really fast of be unlucky and never find it, for some perks it's good but some other totem perks it need to be different

  • can I suggest something to make it less frustrating and less used by jerks?

    a simple, minimal 0.5 cooldown to the walking and running animation and the speed stay the same for 0.5 sec. after changing animation

    this mean that if you want to teabag you have to take a risk and at the same time the teabag itself will not be as infuriating, some survivor are just bad and don't even deserve to tbag, well, it's not much but a good killer this way can capitalize and hit a inattentive cocky survivor

    let's face it: if you are good survivor you tbag only good killers and a good killer see when you are good, in that case the tbag is good and it's right to use it, a bad survivor on the other hand tbag killer that are struggling for a reason or another and I'm sure that everybody agree that that kind of player deserve to learn his lesson (excluding probably some survivor mains)

  • dudes, I know the effect is not so strong but it's a fun perk to play with and against (for some people), I can assure you that if the totem stay in game up to the late game it can be quite usefull, sure I think all the changes you suggested a long time ago but I CHOSE to write that one, so, what you think about the change I suggested?